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Issue #211

Vol. XIX, No. 6


November 1994

Publisher
TSR, Inc.
SPECIAL ATTRACTIONS
The Ecology of the Dungeon
Associate Publisher
Brian Thomsen 10 — Buck Deason Holmes
Bring your dungeons alive with this advice.
Editor-in-Chief
Kim Mohan Sight in the Darkness — Roger E. Moore
Associate editor
16 Open your eyes to the possibilities of infravision.
Dale A. Donovan
Fungi of the Underdark — Chris Perry
Fiction editor 24 More grows in the Underdark than just dwarves and
Barbara G. Young drow.
Editorial assistant
Wolfgang H. Baur
FICTION
Art director
Larry W. Smith
74 Lifegiver — Darren C. Cummings
Can a cursed magical sword renounce its own evil?
Production
Tracey Isler

Subscriptions
Janet L. Winters
REVIEWS
Eye of the Monitor — Dee & Jay
U.S. advertising
Cindy Rick
39 Join two new columnists as they review some of their
all-time favorite games.

U.K. correspondent Role-playing Reviews — Kick Swan


and U.K. advertising
Carolyn Wildman
88 Check out these cyberpunk game products for folks who
hate cyberpunk.

DRAGON® Magazine (ISSN 0279-6848) is published tion throughout the United Kingdom is by Comag
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2 NOVEMBER 1994
Role of Books — John C. Bunnell
98 Readers of this month’s novels should expect the
unexpected.
Through the Looking Glass — Bob Bigelow
112 The Holidays are approaching—start browsing now.

FEATURES
First Quest — Jeff Grubb
8 Return with Jeff to a time when dinosaurs walked the
Earth.

“I Sing a Song by the Deep-Water Bay”


29 — Steven E . Schend
Learn how the Harpers operate in Waterdeep.
D-Day in Milwaukee — Roger E. Moore
48 Read Roger’s debut as a war correspondent as he covers
the 1994 GEN CON® Game Fair.

Topkapi Palace — Steve Kurtz


60 Spice up your fantasy castles with bits of history.
COVER
Rumblings — The staff
72 Catch up on the latest news of the gaming industry.
The figure in this month’s cover
painting by Brom appears to have
been on guard duty for a long time.
The Wizards Three — Ed Greenwood
82 Ed gets another visit from those mirthful mages.
Despite that, I don’t think I’d want to
attempt getting past him, regardless of
what wealth the dungeon beyond the
Sage Advice — Skip Williams door holds. After all, the only weapon
95 This month, Skip expounds on the COUNCIL OF WYRMS™ I’m proficient with is the editor’s red
pen.
setting and the SPELLFIRE™ game.

DEPARTMENTS
4 Letters 103 Libram X
6 Editorial 106 Dragonmirth
45 Convention Calendar 108 Gamers Guide
68 Forum 120 TSR Previews

each subscription is printed on the mailing label of stamped envelope (9½” long preferred) to: Writers’ Registration applied for in the United Kingdom. All
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Back issues: A limited quantity of back issues is Magazine. TSR Ltd; include sufficient return postage zine does not necessarily reflect the opinions of TSR,
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United States and Canada, send a self-addressed, DRAGON is a registered trademark of TSR. Inc.

DRAGON 3
What did you think of this issue? Do you have tained to STAR TREK*: THE RPG by FASA. As I
a question about an article or have an idea for a
new feature you’d like to see? In the United
read the article, I wondered if there was an RPG
for The Next Generation series. I thought to ask
Subscription vs.
States and Canada, write to: Letters, DRAGON®
Magazine, P.O. Box 111, Lake Geneva WI 53147,
you. Is there a TNG role-playing game?
Mick Mathews
Newsstand
U.S.A. In Europe, write to: Letters, DRAGON Dover OH
Magazine, TSR Ltd., 120 Church End, Cherry Dear Dragon,
Hinton, Cambridge CB1 3LB, United Kingdom. If No, Mick, there is no ST:TNG role-playing Hey! I noticed that, beginning with issue #201,
you wish your letter to be published, you must game currently on the market. Before FASA’s the cover price of an issue of DRAGON Maga-
sign it. We will not publish anonymous letters. licensing arrangement with Paramount Pictures zine went up from $3.50 to $3.95. Now, I can
We will withhold your name if you request it. (the owner of all things Trek) ran out, at least understand rising costs and so forth, but won’t
one TNG supplement was produced, though. this price increase cause newsstand sales to
The First Season Sourcebook detailed the char- drop, resulting in lower circulation and lower
acters and the 1701-D Enterprise according to profits for the magazine, thus defeating the
“Where is FASA’s game rules for the original Trek. The
FASA game and its supplements still may be
purpose of the price increase—to make more
money?
this from?” available on the dusty back shelves of some
game and hobby stores, but you’ll likely have to
Song Palmese
Oakland CA
hunt for them. Also check auctions and flea
Dear Dragon, markets at game conventions. That’s a good question. (By the way before
I’ve been playing the AD&D® game for over Other Trek games do exist. Task Force Games, issue #201, DRAGON Magazine hadn’t raised its
10 years and I do most of my gaming in the the producer of the STAR FLEET BATTLES* cover price since 1986—and the subscription
FORGOTTEN REALMS® setting of Toril. I recent- board game, also publishes the PRIME DIREC- price hasn’t gone up since 1985). The best
ly became a father to a lovely daughter, and TIVE* role-playing game, but neither game answer I can give you is this: Don’t worry about
named her Alustriel after the High Lady of deals with any TNG material. For more informa- us. We want you to subscribe—and considering
Silverymoon. tion, write to: Task Force Games, P.O. Box 50145, the price break you get, you should want to
Her mother neither plays the game nor reads Amarillo TX 79159-0145. subscribe too.
the novels, but she really wants to know what Decipher Games produces three TNG games, Twelve issues of the magazine, bought at the
the name means. When she asked me, I had to but none are role-playing games in the tradition- newsstand price of $3.95 each, costs (3.95 x 12)
admit that I didn’t know. I did tell her, though, al sense. The HOW TO HOST A MYSTERY: STAR $47.40. A twelve-issue (one-year) subscription cost
that I would write to you and ask. TREK: THE NEXT GENERATION GAME*, the $30, or (30 ÷ 12) $2.50 each. If you know you’re
Greg Moore STAR TREK: THE NEXT GENERATION VCR going to buy more than seven issues of DRAGON
BOARD GAME*, and the STAR TREK: THE NEXT Magazine during a year; you can save money by
I contacted Ed Greenwood, the co-creator of GENERATION CUSTOMIZABLE CARD GAME* becoming a subscriber—and you get all 12 issues
the FR setting, and he put Greg’s question to are all available. Write to: Decipher Games, P.O. delivered direct to your mailbox. (Multiple-year
that Realmsian Mage-About-Town, Elminster. El’s Box 56, Norfolk VA 23501-0056. —Dale subscriptions can save you even more money).
(less than illuminating) response follows: The advantage of buying the magazine at the
“In the Realms, there are certain things you newsstand, of course, is that you can see what’s
don’t ask a lady, especially a lady mage. There in it before you put down your money. Some
be power in names, and a mage must be ever
watchful over giving away too much personal
Game Fair friends people like being able to do that, and that’s fine
with us. But even if you are a subscriber, we
information. There is power in all knowledge.” want you to keep visiting that game, book,
(Ed’s personal opinion is that El didn’t have the Dear Dragon, hobby, or comics store every month—because
guts to ask Alustriel about the derivation of her I attended the 1994 GEN CON® Game Fair and that’s the only way you can keep up with all the
name.) had an amazing time. I met some really out- other cool stuff that TSR, Inc., and all the other
Seriously, Ed admits that the name Alustriel standing players in a game I ran. I’m writing to publishers are cranking out. —Dale
doesn’t mean anything. He just made it up. you in an attempt to locate them. The people I’m
Sorry, Greg, but we can’t help you. You can find trying to find advanced to the third round of
out other important information on Alustriel the “Cubeworld: Grave Consequences AD&D® l indicates a product produced by a company other

and her sisters in The Seven Sisters, due out in 2nd Edition Game Variant” event that I judged. than TSR, Inc.
May 1995. —Dale If you’re out there, please get in touch with me.
Thanks.
Richie Procopio
110 Waterfountain Way, #103
“And where is Glen Burnie MD 21060

it now?” Glad to be of service, Richie—but “Waterfoun-


rain Way”? Is that anywhere near “Bubbler
Boulevard”? —Dale
Dear Dragon,
Recently, I’ve been leafing through my back
issues of DRAGON Magazine, and in issue #150,
I came across the article, “A Final Frontier of
Your Own,” by John J. Terra. The article per-
4 NOVEMBER 1994
Cut-&-Paste Campaigns

DRAGON® Magazine is one of the few boundaries. powers. I also can use information from
products published by TSR, Inc., that is For example, the TRAVELLER RPG also Chaosium’s Cthulhu by Gaslight Victorian-
produced without using desktop- has a race of psionic humans called the era supplement, or even use Cthulhuoid
publishing software. DRAGON Magazine Zhodani. The AD&D® fantasy game has beasts as particularly nasty members of
(and DUNGEON® Adventures) are output psionics, too. Why not use AD&D game the faerie Unseelie Court (a major force
from a typesetting machine that spits out psionic powers to flesh out a Zhodani NPC, for evil in the FALKENSTEIN game). Speak-
the articles I send it on sheets of silvered villain, or even a PC? Numerous games ing of faeries, the FALKENSTEIN rules
film paper—something roughly analogous have mental powers or mutations, psi- don’t have much detailed information on
to the paper your snapshots are printed skills, or magic. Browse through these types of faeries and the Unseelie and
on. After the film is output, our Art Direc- games and cut-&-paste your favorite skills, Seelie (the good-guy faeries) Courts. If I
tor Larry Smith draws forth his X-Acto powers, or spells into your game. care to expand that part of my game
knife from its rusty scabbard and cuts the Longtime readers of this magazine world, I can cut-&-paste a ton of faerie-
film into page-size pieces and then applies probably know I’m a big fan of superhero related details from the For Faerie, Queen,
wax as an adhesive so all the pieces stay comics and games. I’ve collected every and Country setting for TSR’s AMAZING
where they belong, creating the magazine supers RPG I can find. Do I intend to play ENGINE® rules. If you like the technologi-
you see before you. This arduous proce- them all at some point? No. But I can cut- cal aspects of the FALKENSTEIN game, get
dure is referred to as the “cut-&-paste” &-paste any components (powers, back- your hands on a copy of GDW’s SPACE:
process, meaning Larry cuts a whole (an ground elements, story hooks, etc.) that I 1889* game, which is chock full of items
article) into small pieces, and reassembles like into the next superhero campaign that such as electric rifles, air cannons, and
all the pieces of all the articles into a new I run. iron-and-rivets spaceships. You can cut-&-
form (the magazine). Speaking of comics (and other media), paste to expand your fantasy, SF, horror,
Gamers can perform a similar cut-&-paste why not cut-&-paste ideas from other or other RPG as well.
process by combining parts of different sources right into your campaign? About I mentioned the AMAZING ENGINE line
games into one. That’s what this column is two years ago, another coworker was above; both it and SJG’s GURPS* line of
about—taking favorite elements from vari- running a campaign of Marquee Press’ “generic” books are excellent sources to
ous games and combining them into a new, LOST SOULS* game. I created a Medium cut-&-paste ideas from. (In fact, though I
hybrid game. PC—a living person who can interact with don’t own the GURPS rule book, I do have
I can give a simple example from a cam- ghostly PCs. I cut-&-pasted much of my over a dozen source or “world books.”)
paign I’m playing in now. A coworker is PC’s personality from the character John Another place to look for inspiration is the
running a game using West End Games’ Constantine of DC’s Hellblazer comic book multigenre RPGs such as Palladium’s
STAR WARS* rules. A while back, several (and drove the rest of the players nuts, I’m RIFTS* or West End’s TORG* games that
of the players wanted to experiment with sure). You can cut-&-paste ideas from your already have blended ideas from numer-
characters other than the PCs we normal- favorite novel, movie, play, song, or what- ous genres into a single setting.
ly ran. In an effort to be completely differ- ever inspires you. You also can borrow from You don’t need to own 50 games to able
ent, I asked if I could play an Aslan, a mythology. See DRAGON issue #210’s article, to cut-&,-paste ideas from one to another.
member of a bipedal catlike race from “A Monster in the Classical Tradition” by Borrow your friends’ RPGs. Lend out your
GDW’s TRAVELLER* game. After I provid- Steve Berman. In it, Steve took a creature games. Swap favorite or “inspirational”
ed the GM with background information from Greek mythology, the echidna, and books, videos, and magazines among your
and explaining my concept for the charac- cut-&-pasted it into a monster for fellow gamers. If you belong to a game
ter, he okayed my choice. I followed the Chaosium’s CALL OF CTHULHU* horror club, have all the members chip in a few
STAR WARS character-creation rules, and RPG. bucks each, head down to the game store,
Feyla the Aslan was soon leaping onto the I’m also a big fan of the Victorian era, and start a club library of games.
heads of various villains. and as such, one of my favorite games of In short, there are a lot of games out
That “cut-&-paste” was relatively simple 1994 is R. Talsorian’s CASTLE FALKEN- there with a lot of good ideas in them.
in that both games were science-fiction STEIN* game. It’s a terrifically inventive Don’t limit your game campaign by limit-
RPGs, and all the information I “cut” from Victorian-era RPG, but as of my writing ing your sources. Cut-&-paste a few ideas
the TRAVELLER game was background this editorial, only the basic rule book has into your game, and have fun!
and history on the Aslan—no game me- been published. How can I expand the
chanics. I tinkered with the background to world of CASTLE FALKENSTEIN now?
make it better fit the STAR WARS uni- Several RPGs have been published over
verse, but that was all the work I needed the years that deal with the same basic
to do. You can cut-&-paste most easily era. One of the newest is TSR’s new
when the games being drawn from share Masque of the Red Death campaign, which
some mechanics, a theme, or at least emu- is set on GOTHIC EARTH, a Victorian
late the same genre. However, many setting. I can cut-&-paste history, charac-
games have elements that, if you ignore ters, or even some of the MASQUE OF
the game’s nomenclature, cross genre THE RED DEATH setting’s mentalist
6 NOVEMBER 1994
FIRST QUEST is the title of TSR, Inc.’s
Audio CD Introduction to Role-playing Game.
This series is a feature where veterans of
role-playing describe their first experiences
in the hobby.

Mammals and Dinosaurs


by Jeff Grubb
Okay, it’s my turn. a monster would lie to you, not the chance Hobby Shop was! Wow!) and a sister, Susan,
Long ago, when the Earth was new and of it being in its lair). The rules needed who was a fantasy artist (check out the old
dinosaurs roamed the midwestern plains in continual house rulings and interpreta- DRAGON® Magazine covers on issues #51,
great thundering herds, people played war tions. Of course, the game was a lot of fun. #61, #73, and #85 for her work). On one
games. Hex-map wonders with arcane rules It also was intensely disliked by the occasion Dave took me along when he was
simulating this historical battle or that more traditional gamers in the club. This dropping off one of her pieces at the
imaginary campaign or some theory of upstart, this fashion, this fad, this phenom- DRAGON Magazine office, which at that
combined arms. BLITZKRIEG* and PANZER enon hopefully would pass and let them point was located in a crumbling old house
BLITZ* from Avalon Hill. All the multitude return to refighting Gettysburg in peace. across from Pizza Hut. I met my first offi-
of (relatively) cheap paper-board games Local legend has it that the D&D game cial TSR person, Kim Mohan, there, and I
from SPI. Strategy & Tactics magazine. I was offered to the “big” gaming companies think that Roger Moore was bustling away
had gotten into them in high school. They of the day, and laughed out of their offic- on a deadline as well. I was, of course,
were intricate, they were exact, they often es. It didn’t have a hex map, so how could thrilled and amazed. They, of course, don’t
were complex and obtuse, and they were it be a real game? remember me, since I was just one more
fun. Well, it was a real game, and attracted wide-eyed fan stopping in.
My first week of college (back in 1975), I real gamers, and flourished quite nicely. I graduated as a civil engineer and
visited the Purdue Wargaming Club. There More people came into the hobby, drawn worked for a short while designing air-
was a multitude of games spread out in a by the lure of dragons and heroes and pollution equipment. I continued to play
wide lecture room in the Stewart Center, imagination. Role-playing was more ap- the D&D game with my Pittsburgh group
our student union. Here were board pealing than war games to women, which (which included my eventual bride and co-
gamers. John Hill, the creator of the boosted its allure to young male college writer, Kate Novak) and helped with the
SQUAD LEADER* game, ran the local students with nothing else to do on a AD&D® Open under Bob Blake at the GEN
hobby shop. Board games ruled. There Friday night. CON® Game Fair. After an unsatisfying
were miniaturists as well, grizzled old My first dungeon was created during a event, one of my friends loudly pro-
veterans hunched over their copies of the boring math lecture—a sprawling mon- claimed that we could write better adven-
TRACTICS* rules and muttering about strosity with no plan and no reason. Mon- tures. Bob called our bluff, and I became
how they were the true descendants of sters hung out in their rooms just waiting the lead designer and organizer of the
the hobby created by H.G. Wells (who used for the door to open and the adventurers 1982 GEN CON Open.
miniature soldiers to simulate his “little to wade into combat. The dungeon was On the strength of my design work—and
wars”), not these wimpy “paper gamers.” huge—three sheets of 10 squares-to-the- the fact that we delivered a playtested and
(To be fair, the board gamers in turn com- inch graph paper, with corridors spilling ready version six months in advance—I
plained that the guys with their miniature from one side of the paper and curving was hired as a full-time game designer by
tanks always had to hog four or five tables around to rejoin on the other side. As a TSR. You know the rest of the story. A lot
for one of their games.) result, I put a number of entrances all of designs I’ve worked on have been ideas
And there was a group of guys in the over my surface map all connected to this which did not attract a lot of attention or
corner shouting at each other and rolling same complex. Dungeon entrances A, B, C, approval when they began, but when they
dice. Without a board. Without counters. and E became the cities of American Pie finally arrived they were critically (and
Without miniatures. Without a game of (as in the Don McLean song), Bellvue (a occasionally financially) successful. I al-
any kind that I could see. suburb of Pittsburgh where my grandpar- ways called such projects my “mammals”—
I wandered over, and one of them turn- ents lived), Cooper’s Rock (a state park in small scurrying things that stayed out of
ed to me, shoved three six-sided dice in my Pennsylvania), and Emerson (on Lake the way of larger, more official projects
hand, and said, “Quick, we need a cleric.” Palmer). There was a lack of seriousness until the time was right. Then they moved
It was all downhill from there. in the names, and, though I could run a in and established themselves and thrived.
Old role-players date themselves by world-shaking epic with the best of them, Many of the things I did way back in
what their first D&D® game set looked many of my adventures were filled with college crept in all around my work. My
like. Chainmail rules. The original wood- bad jokes, worse puns, and general fun. pantheon of gods traveled over to the
grained box. The GREYHAWK® supple- I did the D&D game thing through col- DRAGONLANCE® setting. The name for
ment (that’s when I arrived). The lege, and met a lot of friends whom I still my original campaign was Toril, which
BLACKMOOR® supplement. The white hang out with today. They’re teachers and became the name of the planet on which
box, the blue Basic, the red Basic, and so programmers and vice presidents and the FORGOTTEN REALMS® campaign is
on. The rules were obtuse and clunky. experts in artificial intelligence and rock set. (Completists should note that Faerun is
They were filled with errors and unclear lyricists. The parents of one friend, Dave Ed Greenwood’s name and refers to the
wording (one DM, due to a typo in the Collins, had a house in Lake Geneva, Wis- continent that the core of the Realms
original book, read “% Liar” as the chance consin (where TSR and the old Dungeon Continued on page 22
8 NOVEMBER 1994
Make your underground adventures unique
Every developed PC and NPC has physi- by erosion or magma flow. Erosion caves
cal and emotional characteristics that make are old underground rivers and lakes; they
each of them interesting. Cities and villages wind and flow, with passages forking,
have atmosphere and unique shops. A turning and changing. Magma caves are
magical blade described as Velinora’s Gla- tubelike, smoother than erosion caves, and
dius Bellum is more valued than + 1 straight; they generally do not split off in
sword. While people, towns, and even more than one direction. However, one
magical items are thought to have charac- need not make a cavern realistic; on an-
ter, players do not generally think about other world, caverns could be created by
dungeons as being “individuals.” However, other forces, such as giant monsters and
with a little extra detail, a dungeon can uncontrolled magic.
become very interesting and unique—not In any event, interesting caves contain
just because of the monsters, magicks, and areas of different sizes and shapes. They
traps found within it, but because of the are filled with small crawlways and huge
dungeon itself; the way it looks and feels, rooms. These changes in dimension are
the way it winds and flows. If one can cre- very useful to a DM. How can a party flee
ate a dungeon with character, then one can or fight in an area only 3’ in diameter?
make adventuring fun and new. How can they navigate up and down all the
Bored with running the same old passageways and cliffs while they are look-
dungeon over and over, I thought about ing for treasure and monsters?
how I could make such a place fresh and Think “treacherous terrain.” One can cre-
enjoyable. After some contemplation and ate many encounters like the following: A
research, I came up with the following group of five hobgoblins are on the other
guidelines. While the basic principles listed side of a 30’ room and are shooting arrows
below can be used for any setting (from at the PCs. No problem, right? Well, those
forests to starships), I have focused on fan- hobgoblins could have 75% cover from the
tasy dungeon caverns. Cave-dungeons, I terrain while the PCs have no cover at all.
feel, are the settings that are usually the Also, the floor of the room could be 20’ be-
least interesting. If one can make a cave low the ledge on which the party is standing.
intriguing, one can easily make tombs and Now the PCs must either use up their magic
castles exciting. and arrows on some lowly hobgoblins, or
The first thing to remember is that a they must cross a very dangerous piece of
dungeon is a miniature ecosystem. Life, terrain to get to the hobgoblins. The land-
geology, time, and weather affect and scape makes this generally minor encounter
change it. All places populated by living into a major encounter.
creatures are animated and intricate, not Strange formations can add greatly to a
just the places that happen to be above dungeon. Many real caves have more than
ground. A DM should make any adventur- one opening to the outside. The party
ing area have this sort of feel about it. To might have to travel in and out of the
help do that, one needs to think about the dungeon, fighting their way through a
following topics. wooded area that separates two entrances.
Instead of having a few forest encounters
How was it made? before going to a cave and having cave
Just as a player creates the childhood encounters thereafter, a half-in and half-
and ancestry of a character, the DM should out dungeon adventure could have both
figure out (basically) how a place was made mixed together. This would make most of
and how it developed. What used to be the PCs equally useful throughout the ad-
there, and how did what is there now get venture.
there? Small holes that can develop between
Caverns on our planet are created either rooms can become natural murder holes
and arrow slits. These holes also could be have uranium or other highly radioactive even realize that the bridge will fall, but
a safe way to talk with creatures within elements in it, which could cause native the human fighter in full plate armor will
the cave or spy on them. Natural columns, creatures to be deformed or changed in learn about it soon enough.
large stalagmites, crevices, and multiple some way (attack of the giant mutant killer One need not have a floor fall out be-
entrances can fill a room with hiding kobolds?). neath the party to make the characters
places and areas to explore. A room with This last example brings up another paranoid. The PCs could hear the sounds
two large rocks in the center, with the interesting point: A fantasy world does not of another part of the cave collapsing and
path around them forming a figure-eight, have to follow the known laws of physics then begin anticipating a cave-in that will
would be an excellent place for a chase. (I or chemistry. Certain substances found in never happen. They might start to hurry,
can see the PCs running around and a dungeon environment could enhance, trying to make it out before the cavern
around looking for a thieving goblin who alter, or nullify magic or psionics. Rocks collapses, and then panic when a few
is hiding on top of a boulder.) could be highly magnetic, combustible, pebbles or some sand falls on them.
A cave also could be somewhat like a explosive, or influenced by other forces. Physical changes to the cave also could
canyon, with parts of the top exposed to Think up a new substance with strange result from the actions of the PCs. The use
the surface. Now the party must decide if and challenging properties: For instance, a of powerful magic (fireball, lightning bolt,
they should walk along the top and possi- cave could contain pockets of etherium, an rock to mud, dig) could cause a local disas-
bly miss some of the openings, travel the element that becomes ethereal and solid ter. Pushing a boulder down on an attack-
bottom and possibly be ambushed, or split again at random, causing natural secret ing Lernaean hydra might seem like a
up the group and explore both areas at the and shifting doors. A prized metal in my good idea at the time, but when that boul-
same time. Most players know how to campaign world is “float,” a metal that der causes the floor to collapse, the PCs
have their characters maneuver through a repels gravitons (thus, it is nearly weight- are going to wish they hadn’t done that.
smooth, cylindrical tunnel, so don’t make less); not only does this metal create weird Another thing to remember is that a
it easy for them by making a dungeon natural phenomena, such as floating place changes if someone is around or not.
with nothing but 10’-diameter tunnels and rocks, but also lessens the weight of weap- The water level might drop, revealing
30' rooms. ons and armor, making it a prized material more caverns. Caves might collapse or
Combat is not the only activity that can be indeed. open up due to erosion or earthquakes.
affected by terrain. Stalactites, stalagmites, These changes can make a previously
flowstones, cave pearls, and other forma- What stories does it tell? explored cavern into something entirely
tions can be used to spice up many scenarios History, natural and documented, is a new. An adventure might center on hunt-
for many reasons. A certain rock formation great tool for bringing life to a dungeon. ing down a group of orcs that have moved
might just happen to look kind of like a While the PCs are exploring a cave, they into a previously explored cavern. The
priest’s holy symbol. Or the characters might could find bones, weapons, or equipment party confidently walks into the cave
be awed by the beauty of certain rooms. that tell a story about the cave. Fossils and opening, sure in their maps and their
Giving a deserving description of such fea- ancient tools could indicate who lived in knowledge. They know that the orcs
tures would be a great task for a DM. If the the cave long ago. The walls could be would camp in the big room next to the
DM could make the PCs imagine a room adorned with paintings or carvings from a well. They know about the shriekers in
filled with gleaming columns and snowlike race long dead. The PCs might make an the third alcove. But as they move into the
gypsum flowers, then the cave could be- anthropological discovery that causes cave, they find that the passage to the big
come “alive” and memorable. An ingenious sages to argue for decades. room has collapsed and a new passage has
PC could make such an area into a temple Recorded history, told to the PCs by local opened to the south. Even though the PCs
or, if the character is more materialistic, a villagers or even by the creatures within have been through this dungeon before,
tourist attraction. the cave, could set the tone for the they don’t know what to expect now.
dungeon. Many players like to have their Surprised, they might even become
What is it made of? characters look for maps or information shaken and start to panic. The cave is
As important as how the surrounding about a place: let them look, and give them physically different, so the party must stay
area was made is of what material(s) the the information, but tailor it to suit the on their toes.
surrounding area is made. One can quick- needs of the scenario or the campaign.
ly understand the importance of knowing The PCs might rush to a dungeon reported How’s the weather down
what substances are present in a dungeon to be the location of the treasure of King there?
if one stumbles across a cavern with veins Sloth but be less eager to enter a cave Weather affects everything, even under-
of gold and silver in it. But other substanc- where Vstin the Great, the hero of Aldwic, ground environments. Rainfall and subse-
es also are important. Deposits of zinc was killed by some unknown evil. Such quent flooding may cause some caverns to
(needed for brass), iron, coal, and tin information doesn’t have to be important fill with water. Imagine a group of heroes
would be very useful for the construction to the plot, it only has to give character to who go adventuring into a cave while a
of weapons and trade goods. A wise dwarf the dungeon. And, of course, any informa- torrential downpour is starting outside.
may notice that all the kobolds’ pots and tion given to the PCs doesn’t have to be One passage (the only one that leads back
tools are made out of copper, and she true. outside) is steep, but the party can walk
might go looking for their copper mine down it. However, when they return, this
(not as exciting as a platinum mine, but How stable is it? passage has become a stream, slick and
still profitable). Not every dangerous room has to be a treacherous. Now they have to crawl
The materials that make up a cavern trap that was specially created. Deadfalls, through the water to get out, and if they
may be important for other reasons. Lime- cave-ins, and weak pathways could be the fall, they’ll be washed back down 30 feet.
stone caverns would have a tendency to results of natural processes. Unstable Cave temperatures do not change as
develop (maybe quite suddenly) sink holes. caves have caused injuries and drama in dramatically as outside temperatures.
Areas with lead or mercury could be the real world; so can they can in a fanta- Caverns isolated from the outside air will
harmful to the creatures that live nearby; sy world. generally stay at a constant temperature,
a resourceful PC might make friends of For example, a group of kobolds (each about 65° Fahrenheit. But even slight
those creatures by helping to cure them of weighing no more than 80 pounds) might changes in the temperature can cause
their poisoning. (“The spirits wish for you cross a natural bridge as they are fleeing wind movement or fog. Rivers that are
to move to a new location; then the curse from adventurers. This bridge will col- frozen outside the cave might prevent
on your people will be lifted.”) Even more lapse if more than 200 pounds is put in water from reaching a cavern. Areas in
interesting and dangerous, a cave might one small area. The kobolds might not the cave but near the outside will be af-
12 NOVEMBER 1994
fected by temperature changes; water cave. When orcs roast their victims, where plants and fungi, dead animals, broken
could freeze, causing areas to become does the smoke go? It will follow the wind tools, and rusted weapons. Crafty human-
slick or frozen over. and be dispersed throughout the cavern oids might put a hidden trap door above
A flood or a heavy rainstorm can change system. Particles of ash will blacken cave the trash pit. Anyone walking on this trap
an area quickly. If a cave entrance is posi- walls and leave deposits along the floor. would fall into the dump pit.
tioned in just the right way, hurricane- This smoke might be so thick that anyone Not all the trash, however, would make
level winds could boom down the caverns. entering a “chimney” tunnel will not be it to the dump pit. Many humanoids are
Mud, avalanches, or timbers thrown by a able to see or breathe. An intelligent group lazy and environmentally unconscious.
tornado could cover an exit and trap char- of entities could design their fires so that Garbage of the most unpleasant kind may
acters. Animals that do not normally live the smoke will go into a trapped room. be found throughout the caverns of a
in caves may seek shelter underground in Remember that (most) animals don’t just dungeon. Piles of gunk and carcasses are
harsh weather, causing problems for the come into existence when the party ar- in many rooms, a few covering secret
PCs. And since the party is underground, rives. They live in the cave. They eat, build chests of “treasure.” When dealing with
they might not know about adverse weath- lairs, and carry on other life functions. refuse, remember that any mention of
er conditions until it is too late. Source books for many games, including trash makes experienced players think of
the AD&D® game’s MONSTROUS rot grubs, otyughs, and other unpleasant
What lives there? COMPENDIUM® appendices, give ecologi- monsters. In many adventures, I have
Any lifeform that lives in an area must cal data: try to use this information. Any casually stated that the player characters
have access to the following necessities: facts about eating habits, activity cycles, can see wormlike creatures moving
water, food, air, and some measure of reproduction, and gender interaction will through the filth. While these things were
safety. Every elementary-school biology help a DM. If a village of norkers has baby nothing more than normal worms, mag-
class teaches that, but many DMs forget it. norkers in it, then it becomes a more gots, grubs, and carrion slugs (gross but
My characters have entered many believable place. These younglings also can not deadly), the PCs didn’t know this. To
dungeons populated by enormous num- create many strategic and moral dilemmas my amusement, they went through all
bers of “living” monsters that had no way for the PCs. kinds of trouble to destroy these beasties
of getting the necessities of life. I have Another aspect of life is refuse. Anyone and sort through the trash. (“If there are
been guilty of such blunders myself: I who has been to a waste dump can see rot grubs, then there must be some kind
remember one goblin cave that I located how trash can affect an area. Where do of treasure.”) Simple parasites can cause as
five miles from the nearest river (now I humanoids that live underground dump much fear and worry in a group of PCs as
think of the poor goblins that had to carry their waste? Well, they would probably a lair of trolls.
water five miles every day to keep the have a special dump pit far downwind of A DM also should think about how
settlement alive). their home caverns. They would throw dungeon denizens interact. Why do the
The first necessity is water. Make sure everything down into the pit, including pixies live in room 14 and the hook hor-
that a cave has wells, underground rivers, but not limited to biological waste, rotten rors live in room 15? Do they share food,
a lake, or some such source for the living
creatures to get water from. If water is in
short supply, certain smart creatures
could control the source and then sell the
water for protection or profit. Since most
real caverns are made by water erosion,
most of them do have water somewhere
within.
Just as every lifeform needs water, every
lifeform needs food. A “living” dungeon
should contain or be located close to edi-
ble plant and animal life. Since fungi do
not need sunlight, edible mushrooms are
probably a staple of most underground
humanoids. Smaller creatures, such as
burrowing mammals, rats, bats, fish, and
large insects, would supplement the diet of
most beasts. Not only can these creatures
add realism to your dungeon, but the
noises and motions they make will keep
the player characters antsy. If every part
of a cavern is alive, then PCs will be cau-
tious as they enter each room.
Life generally breeds life, so a fantasy
cave might have as much life as a real rain
forest. A cavern could be filled with differ-
ent types of fungi, insects, and animals.
These creatures might have developed
defenses such as thorns, poisons, or biolu-
minescence. Another world could have
millions of species of fungi that we do not
have, especially a magical world. These
fungi would be the food for other animals
and would gain nourishment from the
humus caused by other fungi and animals.
Thus, a very complex life cycle could
develop underground.
Airflow is another concern within a
DRAGON 13
or play games together, or are they trying Conclusion
to rip out each other’s throats? Would a The key to developing a cave or dungeon
small tribe of goblins live next door to a environment is interaction—between geolo-
lair of ghasts? gy and life, between hunters and prey. A
The best way to plan interactions be- DM can create many interesting scenarios
tween dungeon natives is to imagine what just by imagining how animals, plants, geolo-
it would be like to live next to a monster. gy, and weather affect one another. For
Before you design your next dungeon, example, we decide that a cavern contains a
think about the people you have lived with vein of silver. It makes sense that someone
or neighbors you have had trouble with. would be mining the silver, so we add a few
Maybe they were misanthropes and want- drow with their slaves. The drow would
ed complete silence. Maybe they partied have spiders around as pets and guards. The
too loud for too long. Maybe you thought spiders need to eat, so the cavern has insects
they were casing your place for robbery. in it. The insects also need something to eat,
Now imagine that those same neighbors or so we could put in some giant mushrooms.
ex-roommates considered you a food Now we have a cave full of interactions, a
source. If you thought that Mr. Rogers place with possibilities for intriguing adven-
next door would eat your friends and take tures.
your gold, you might be a little reluctant Not only will this type of creative work
to live near him. You would at least take help make a dungeon seem real, but it also
precautions to make sure he wouldn’t could help create more adventures. Imag-
bother you. ine that the party destroys all the kobolds
As most people who have lived in a in a dungeon. Well, it so happens that
dormitory or a thin-walled apartment these kobolds ate the bats that live in the
building know, a place develops “political” cave. Now that the kobolds are dead, the
alliances. An ogre who is trying to catch bats quickly grow in population. Their
some sleep after a long night of pillaging is number becomes so great that some of the
not going to be very happy about a kobold bats are forced to leave the cave and move
midday festival; in fact, he is going to “ask” elsewhere. Also, these bats feed on the
the kobolds to hold the noise down a bit, little skinks that live around the cave; in a
and he isn’t going to be very polite. Per- short time there are so many bats that all
haps such “political intrigue” could be the skinks are devoured. The skinks ate
useful to the party. Those kobolds, upset the itoya, a tiny fly whose bite carries a
at being “evicted” from their residence, nasty virus lethal to humans. Now, be-
might show the PCs the best way into and cause of the destruction of the kobolds,
around a cavern. They also might tell the the nearby town of Shellow is plagued by
party the strength and power of the ogre bats and itoya flies. Imagine the shock the
“landlord” and his friends. PCs will get when the priests of Shellow,
These territorial battles need not be after receiving a message from their deity,
between intelligent races. Those same tell the characters that they must “restock”
kobolds might have been pushed out by a the cave with kobolds so that the bats and
big sabertooth cat or a cave bear. Animals bugs will not plague the town.
have territory, too. Most creatures mark Of course, one needs to be careful not to
their territory in some fashion. Many overdo it. Use the scenery to develop the
apply their scent to the area, but others setting. When writing a story, a good
(especially intelligent creatures) will define author must create an in-depth and inter-
their area with visible markers. Natural esting setting. So too, must the good DM.
boundaries, such as pits and streams, also Each does this the same way: by adding
act as territory lines. Animals can sense details. One should try to make many of
these boundaries and respect them. If the details important: things that someone
trolls like the taste of cave crickets, then in the party will find interesting. However,
the troll’s lair will be devoid of crickets. a few mood-setting descriptions—detail
Experienced parties might learn these just for the sake of detail, to add realism—
signs and be able to identify territories, are good to use and will help players put
and thus be better prepared for upcoming themselves into character.
encounters. Books, conversations with professionals,
Finally, animals that have lived in caves and even TV are great sources for further
will slowly adapt to survive in that sort of ideas. You can’t go wrong with an issue of
environment. Creatures in caves are gen- National Geographic or an hour of the
erally smaller and lighter than their above- Discovery channel. TSR’s DMGR1 Cam-
ground counterparts. While they may lose paign Sourcebook and Catacomb Guide
some sensitivity in their sight, they may talks about water, air, and loadstone; it
develop better senses of smell and touch. also gives tips on creating atmosphere and
Some underground versions of above- pacing. Of course, the best way to under-
ground creatures may lose their pigmenta- stand a type of scenery is to visit it. Travel
tion and become white or translucent. to Mammoth Caves or Carlsbad Caverns if
Some other creatures, however, might you have the chance (both are really im-
develop the “drow” adaptation: dark skin pressive). If you are feeling adventurous,
that acts as camouflage against creatures go spelunking. Experiencing a real adven-
carrying light sources and allows the ture will help you create hundreds of
creatures to naturally hide in shadows. imaginative imaginary ones.
Sight
in the
Darkness
An open-eyed look at infravision,
the Underdark, and your PCs
by Roger E. Moore
What would it be like to see in the dark? ence. That and a few encyclopedic entries
My interest in this topic was sparked are the basis for the information that
years ago when I tried to figure out just follows.
what my half-orc AD&D® game characters Infrared radiation is normally invisible,
could see using infravision in a dungeon. I lying just below red on the electromagnetic
wanted every advantage there was for spectrum. It is given off by hot objects; the
those obnoxious little guys. Additionally, I hotter the object, the more infrared light it
wanted to know just how well infravision- gives off. Very hot objects eventually give
using monsters could see in the dark, be- off visible light—red light at first, then or-
cause I wanted my characters to avoid ange, yellow, and white as the heat in-
being seen and promptly eaten, as a num- creases. We can sense heat radiation on
ber of them were. our skin, the largest sensory organ we
This interest was sparked again recently have, but we cannot detect more than a
by an article in a science magazine on in- general direction of the heat source and an
frared vision. Some very intriguing points idea of how hot the source must be.
came to light, and the results are offered Certain snakes called pit vipers are able
here in the hopes that AD&D and D&D® to detect infrared light more accurately
game players everywhere will find them than we can, though only within a short
useful. (Certainly, my half-orcs would have range. Several sense organs called pit or-
gotten a longer leash on life with this infor- gans lie to either side of a pit viper’s head,
mation.) between the eye and nostril. Changes in
heat radiation as little as 1o can be detect-
How infravision “works” ed. The snake senses the direction of the
We should really start with a look at real- heat source by moving its head back and
world infrared light and infravision. This forth, noting the direction and intensity of
makes certain game aspects of this sensory the heat it senses.
power clearer, and also highlights inaccu- We’ve known about heat for eons, but
rate, contradictory, and problematic as- infrared light itself was discovered by an
pects of infravision in game play (which English astronomer, Sir William Herschel,
will be discussed in depth later). in 1800. A very practical use for infrared
The science article that fired me up for light was found during World War II,
this topic was “Seeing the World Through when electric sniperscopes were invented.
Infrared Eyes,” by Neil F. Comins (Astrono- Sniperscopes were attached to rifles and
my Magazine, June 1991, pages 50-55). gathered distant infrared light coming
This excellent piece covers the basics of from the bodies of soldiers, converting it
how infravision would work in realistic to visible light for the sharpshooter. This
terms. It’s worth hunting for this article in allowed sharpshooters to fire on enemy
your local library and copying it for refer- positions at night. (As will become appar-
ent, some versions of infravision in the light there is. Eventually, faint light heat better than land; thus lakes and seas
AD&D game were based on sniperscope sources like the full moon, digital clocks, might seem “brighter” than the shoreline,
characteristics.) and even pure starlight can seem quite especially late at night. Very hot air, such
Infrared light has less energy than visi- bright, even painfully so. However, be- as that escaping from chimneys or fires,
ble light, but it behaves in much the same cause rod cells are not color-sensitive like will glow faintly like a luminescent cloud.
way. Some infrared radiation is absorbed the eye’s cone cells, night vision is mostly Other warm things in the world include
by molecules in the air. However, near- black-and-white vision; maybe “shades of live animals, especially the warm-blooded
infrared light, which is the part of the gray” vision is more accurate. (Infravision ones, and fire. A deer, a human, and a
infrared spectrum closest to visible red was described as being like black-and- chipmunk all radiate heat—more heat
light, is reflected by most objects and thus white vision in the original AD&D game, when they are ill or physically exerting
can be used to detect them. We see a chair too, as noted later.) themselves, less heat when standing still
by the light reflected from it; a pit viper Night vision can be instantly spoiled by or asleep. Certain magical animals, such as
can detect nearby objects by the near- bright normal light, which is why driving salamanders and red dragons, can be
infrared heat reflected or emitted from experts tell you to look away from oncom- assumed to produce much more heat than
them. ing cars at night, to preserve your eyes’ other creatures their size. I recall reading
Our ability to actually see infrared heat sensitivity. Infravision in the AD&D game that drinking alcohol causes the body to
in detail is blocked by several major prob- is spoiled by bright visible light, extremely radiate more heat than usual, so a drunk-
lems. Because infrared light is less ener- hot objects like fires, and magical light. ard could be detected by being “brighter”
getic than visible light, a human able to see Perhaps fantasy creatures with infravision than other people.
near-infrared light clearly would need have magical cells in their eyes that work Objects in close contact with living be-
eyes about 5-10 times larger than normal. like rods, but pick up heat instead of faint ings, like clothing, weapons, tools, chairs,
Worse, heat is emitted from many objects visible light. Who knows? and beds, will radiate some heat after the
all around us; stoves, furnaces, living So much for how infravision works. beings leave or discard them. In time, of
beings, light bulbs, hot car engines, and What can you see with it? course, those objects will completely cool
sun-warmed rocks, concrete, bricks, and off. Standing on a spot or leaning against a
asphalt, for example. Almost everything The infravisual world: wall for a while also will leave residual
with any warmth would glow as if it were Aboveground heat behind, which could be noticed.
a light bulb, though with an intensity We’ll assume that your campaign world Scuffing or shuffling feet would leave
proportionate to how hot it was. (Thus an resembles our own Earth in that it has a infrared “footprints” that could be track-
oven will be “brighter” than a warm rock.) normal day-night cycle with a sun like our ed, though not for long. Friction from
What this means, of course, is that any- own. (If this is not the case, you can make dragged objects, like heavy sacks or com-
one able to see infrared light also will see adjustments as we go along.) What would bat victims, also could be detected, as
his own body warmth. We have body your heat/infrared picture of the world could places where surfaces have been
temperatures just below 100oF, which is look like, then? Let’s use some logic as we rubbed together for long periods of time
enough to blind us with heat radiation. It’s look around. (machine gears, gristmill stones, axle
like trying to take a picture when the In the daytime in summer, everything joints, spinning wheels, etc.). Physical
camera itself emits light inside and out, bathed in sunlight is warm. Things that blows, like being smacked with an open
which ruins the film. retain heat well, like large rocks, will be hand or a blacksmith‘s hammer, also raise
To prevent such heat blindness, an warmer and stay warmer longer than the temperature of solid surfaces for short
infravision-using creature would need things that lose heat rapidly in cool winds, periods of time.
some sort of insulation around its eyeballs like thin leaves or blades of grass. The Fires produce vastly more heat than
to keep the body’s heat out of them, and greatest normal heat source is the sun, living beings. Seeing a living being hiding
some kind of refrigerant to keep the eye- which we can easily assume is too bright next to a blast furnace in a dark room
balls cool so they become sensitive to to look at with any form of infravision. would be almost impossible, like seeing a
outside light. This insulation and refrigera- Sunlight in fact ruins AD&D game infra- firefly’s light next to the sun’s. Manmade
tion would be done biologically. (Don’t ask vision, so we would rely on normal vision and natural sources of fire include
me exactly how, but I’m sure Mother alone. Air is assumed to be invisible, what- matches, pipes, cigars, candles, torches,
Nature would figure out a way.) However, ever its temperature, unless it is extremely campfires, bonfires, hearths, furnaces,
let’s face it: We’re dealing with magic, not hot (see below). forest fires, lava, and embers. All flame
science, and magic can do anything. Our So infravision is useless in broad day- sources are assumed to emit enough infra-
problems are solved at a stroke, even if it light. Once darkness falls, however, the red and visible light to ruin infravision
doesn’t please the scientists among us. landscape is still hot. Objects retain heat near them. Note however, that a “dead”
Another option (useful for beholders, from the sun and radiate it slowly away, fire would radiate heat long after the last
giant snails, and crabs) is to put the eye- which keeps the night side of the world ember has vanished, and likely would be
balls on stalks, separating them from the from freezing. (Even magical worlds need detectable at a great distance. A forest fire
rest of the body. The eyes are then air thermodynamic physics!) With the sun would “light up” the landscape for many
cooled, so no other refrigerant is needed. I gone, a creature with very good infra- hours after the flames are gone.
don’t think beholders and so forth have vision could see almost normally right Remember, too, that infravision also
infravision, though (as is noted later) if after full darkness falls, since the terrain detects the lack of heat, just as normal
they’ve lived underground for a long time, will radiate light. We can assume that a vision detects the lack of light. Snow and
they’ve probably developed it. combination of rod-based night vision and ice will look very dark in infravision if
In some ways, the way that infravision is magic-based infravision would be a potent seen without visual light from moons or
described in the AD&D game rules implies mix, allowing vision about equal to normal stars. A cold-producing object like a refrig-
that it works in the same way that our sight in full daylight. Distant images would erator also will look darker than objects
night vision normally works. Rod-shaped be fuzzier and less distinct than usual, so a around it. Cold-producing creatures like
cells in the retina of your eyes can detect far-away orc might look like an ogre or a brown mold will look very “black.”
very dim light after a short period of halfling, but it beats seeing nothing at all. It’s worth a word on what sorts of crea-
adjustment to darkness, which you should Different parts of the landscape will cool tures could not be seen with infravision.
be familiar with each time you go into a off at different rates, so things will look Creatures that are normally able to turn
dark room. At first you can’t see a thing, strange. Rocks would be “brighter” than invisible, like pixies, should also be invisi-
but over a period of minutes you start to trees, for instance. Water is generally ble to infravision (but not to other senses
see more and more objects in what little cooler than land, but water also retains like smell). Any creature that is roughly
18 NOVEMBER 1994
the same temperature as its surroundings, source. ry of infravision, as it appears in TSR’s
like a cold-blooded insect, fish, amphibian, Caves often have a variety of life in fantasy games, is in order.
or reptile, would be harder to see at night, them, especially in fantasy worlds, and
though even cold-blooded creatures aren’t living beings will radiate enough heat to lnfravision and the AD&D game
always exactly the same temperature as “infra-illuminate” their surroundings. The References to infravision are scattered
the environment around them. (Live more beings, the brighter their living throughout the AD&D and D&D game
things move and generate friction from space; a thousand goblins should be able rules, but it becomes obvious that the
moving, for one thing.) Magical beings that to see their underground lair quite clearly concept underwent much expansion and
radiate no heat at all, like undead skele- with no other “light” than the heat from refinement over the years since either
tons and zombies, would be almost invisi- their own crowded bodies. game first appeared. It would help to start
ble to infravision unless revealed by Heat-producing magical creatures, like out with a look at what infravision used to
reflected infrared light or else blocking a red dragons, will of course radiate vast do in fantasy games, and what it does
hot source, revealing their outline. amounts of infrared light. A red dragon now—as well as collect the rules on infra-
With so many heat sources at night, and would have an advantage, too, in that one vision together in one spot for ease of
so many things that will reflect infrared short puff of flame will ruin the infra- reference. A few areas of omission and
light, there will be a multitude of infrared- vision of any approaching creature, with contradiction that have confused the play-
light shadows. The landscape will lack fatal results for the blinded ambushers. ing of infravision also will become
clarity and seem a bit out of focus (even Some cold-blooded creatures like slither- apparent.
more so at greater distances), as well as ing trackers would be invisible to infra- Certain races in the Chainmail rules (the
painted in shades of gray. It’s a confusing, vision, again with fatal results for cocky war-gaming rules from which role-playing
alien world, but any creature born with adventurers. The special dangers of skele- sprang) were able to “see well in dimness
infravision would be quite accustomed to tons, clay golems, and other “heatless” or dark.” Dwarves, gnomes, goblins, ko-
it and might instantly recognize any criti- monsters becomes highly apparent. bolds, and orcs, as subterranean races,
cal feature it sees. Some undead, however, radiate cold. needed the ability to get around in caves
Neil Comins’ article notes that the night Liches, for instance, cause damage from and mines when candles and oil lanterns
sky itself would change when seen their chilly touch; they and their hands weren’t available. If you dumped the infra-
through infravision, but modern-world should “glow black” in infravision, stand- vision concept entirely, this sort of vision
astronomy is considerably different from ing out against warmer backgrounds, even could be either light-intensifying vision,
the AD&D game’s SPELLJAMMER® set- cave walls. Read the descriptions of mon- making the most of every visible-light
ting’s “physics.” In essence, any heat sters carefully if you want to produce a photon in the area, or a form of magical
source in Wildspace will glow fuzzily in more detailed and intriguing picture of radar, allowing for an accurate map of
infravision, but it’s up to the Dungeon underworld life to adventuring dwarves, local surroundings without recognition of
Master to choose which things seen in the gnomes, and elves. color or “flat” things like paintings, hand-
night sky are heat-emitters and which are Speaking of fantasy races, a short histo- writing, etc. It could even be magical
not. Stars, for instance, might radiate only
visible light and no heat at all, thus being
invisible in infravision (but not to normal
or night vision), while planets might put
out huge amounts of heat, turning into big
fuzzy balls in the sky. You’ll have to be the
judge.

The infravisual world:


Underground
Infravision is remarkable enough to
surface-dwelling creatures. Let’s look at
what it’s like for subterranean beings, and
what advantages and disadvantages they
gain from it. (After all, this is the under-
ground-exploration issue of DRAGON®
Magazine!)
In the real world, deep caverns tend to
have a uniform temperature, around 65° F.
This seems to make everything look the
same, bland shade of gray to an infravision
user, but there is plenty of hope here for
diversity. For one thing, large openings
radiate only faint heat (from objects beyond
them), so such openings will look dark.
More distant objects radiate less visible heat
than closer ones, so distant objects are
dimmer and darker. You could thus pick
out the shape and direction of an unused
tunnel with little trouble.
Running water underground is often
extremely cold, so cave water will seem
very black, as will the rocks surrounding
it. If a cavern complex is near a geother-
mal heat source, like a geyser or (heavens
forbid) volcanic magma, the entire cavern
will grow warmer and “brighter” as an
infravision-user gets closer to the heat
DRAGON 19
vision that makes dark areas seem to be lit that stronger sources of infrared light PHB note about the red-glowing eyes of a
by sourceless light, so there are no could be seen if they were farther away. creature with superior infravision. The
shadows (color is optional). Take your pick. A liberal DM should note that a creature optional rules for infravision in the AD&D
Hard on the Chainmail game’s heels in with 90’ or 120’ infravision is actually 2nd Edition game DMG (page 119) also
1974 came the D&D Original Set, those emitting infrared beams out to 180’ or allow for “pseudo-color” infravision, as
three tan booklets in the white box. There, 240’, respectively. All infrared light going typically appears in a thermogram. I’ll still
the infravision spell first appeared. The out from its eyes must be reflected back to opt for the simpler no-color view, which
original version of the spell allowed the its eyes to be seen, so in theory those eye makes it just like the view you get from a
user to “see infra-red light waves, thus beams should be detectable by infravision sniperscope.
enabling him to see in total darkness.” (Of out to those doubled ranges (assuming Does infravision work underwater? Yes,
course, you still might not see in total those eye beams don’t first encounter a but badly. Water is a very poor conductor
darkness if there were no heat sources surface that causes them to be reflected). of heat, despite what any game rules say.
around.) The spell lasted for one day and Furthermore, near-infrared light reflects Though the original DMG allowed infra-
had a range of 40-60 feet. Interestingly, it from most normal surfaces just like nor- vision to work underwater to a limited
wasn’t until a later D&D supplement ap- mal light. A monster with superior infra- extent, but it would be more accurate to
peared (the Greyhawk® book) that vision “paints” everything it sees with cut it off completely. Cool water will
dwarves, gnomes, and elves were noted as powerful heat rays, just as if it were carry- dampen out nearly all heat radiation, and
having infravision allowing them to see ing a double-beam flashlight. (Perhaps warm water will obscure it. I’m no scien-
monsters up to 60 feet away in the dark. dwarves and gnomes have appropriate tist, but I’d give infravision an underwater
(Elves were probably allowed this so they expressions like, “That troll was so close range of about 1’, no more. Very hot
could see at night, though light- that its eyes could’ve burned the skin off sources, like a volcanic vent, will boil all
intensifying vision would have been more my arm!”) the water near them and make an infravi-
logical.) Thus, a gnome wandering an abandoned sual view of them merely bright, fuzzy
The original AD&D game’s Player’s mine tunnel might see the corridor ahead blobs that fill your field of vision. If you
Handbook and assorted monster descrip- of her “light up” with faint infrared light if are liberal, you can keep the limits set by
tions gave infravision to many creatures, there was a duergar 240’ ahead of her. the original or AD&D 2nd Edition rules
including every demihuman PC race ex- The duergar has the advantage in having a (i.e., normal underground ranges).
cept certain halflings. Different types of much broader range of accurate vision,
infravision began to appear, too, defined but the gnome has the advantage of early Getting clever with infravision
by range. Poor infravision was effective detection. The gnome can immediately flee What new tricks can infravision bring to
only out to 30’, and was found in certain or hide, unseen by the approaching a typical AD&D game? Here are some
halflings and derro, an evil dwarflike race. duergar. possibilities:
Normal or standard infravision, good out This argument is buttressed (and contra- Given that infravision is not as precise
to 60’, was the most common variety. dicted) by the note in the original DMG and focused as normal vision, the chances
Superior infravision extended out to 90’, (page 59) that, outdoors, infravision allows for mistaken identity increase when only
as was the case with trolls and troglodytes, for detection of warm or cold figures at a infravision is used. An orc at a distance
or 120’, for drow and duergar (evil range of 100-300’. Vision is said to other- looks like a human or a hobgoblin; long
dwarves). In one place (page 102), the wise be equal to “a bright, starry night, experience and closer inspection (at great
Player’s Handbook says that monsters with full moonlight.” Cannot the duergar risk) will tell the difference. DMs should
living in dungeons have infravision out to then see the gnome at 240’? What heat play up on this at every opportunity.
120’; why then do some have shorter sources are present that allow for this As a rule of thumb, a DM could say that
ranges? Hmmm. greater range of vision? And if you can see accurate identification of a creature can
Superior infravision, however, involved up to 300’ outdoors, why can’t you see be made using infravision only when the
more than simply receiving heat radiation. that far indoors? Game logic breaks down target being is one-third the distance of
Creatures with long-distance infravision at this point. the spotter’s infravision range. Thus, a
were noted in the original Dungeon Mas- To the rescue, perhaps, comes the earli- dwarf can accurately identify a comrade
ter’s Guide (page 59) as emitting infrared er notes about a sun-warmed landscape at a range of 20’ (one-third of 60’), and a
light from their eyes (magically, of course), and rod-based night vision. As a rule of duergar can identify a fellow monster at a
then seeing the reflected radiation. (This thumb, let’s say that a creature with infra- distance of 40’.
would not be possible in normal science, vision can see three times as far outdoors Can you read by reflected infravision?
as noted earlier, but this is a magical uni- at night as it can in a deep cavern, because For the record, we will assume not, unless
verse we’re talking about.) The eyes of any the landscape is warmer and radiates the heat source is very strong and the
creature with infravision out to 90’ or more infrared light. A halfling with poor writing is only inches from one’s eyes.
more are noted as glowing red quite infravision thus can see most outdoor Thieves with infravision can learn to
brightly when seen by any other creature objects out to 90’, and a duergar (with hide themselves from other creatures with
with standard infravision. Most monsters infrared eye beams) can see out to 360’. the same power. A very powerful, blinding
in underground areas were said to have The gnome in the earlier example should source of heat or the presence of many
superior infravision. obviously avoid meeting duergar at night separate, man-sized sources of heat (like a
This brings up a curious point: How far in open fields; the duergar will see the group of bodies immediately after a battle)
away can an adventurer with standard gnome first. can conceal the thief’s presence quite well.
infravision detect one with superior infra- In the original PHB (page 102), things However, simply hiding behind a rock is
vision? Can the adventurer see danger seen with infravision are described as no help at all, as the thief’s own heat radia-
coming before the dangerous creature appearing in a colorless way to an observ- tion will be seen around the rock’s edges
sees him? Well, if you get picky about it, er. Warm things look bright, as if they and “painted” over background objects.
you can say that the standard range of 60’ were emitting light. Cooler things look Wrapping up in a blanket might help at
is fixed; you can’t see farther than that, no progressively more gray, and cold things first, but the blanket will slowly grow
matter what heat source is out there. On appear black. This fits with the black-and- warmer (and brighter). Hiding against a
the other hand, it is clear that the original white view of infravision developed earli- cold object will make the warmer thief
intent of the rules was to have the 60’ er. Recent versions of the D&D game have stand out as if he were in a spotlight. If
range be that at which the body-heat instead substituted certain colors for dif- you are playing a thief (as a player or DM),
radiation from monsters (and normal ferent heat temperatures (D&D Cyclope- imagine that character is a permanent,
people) could be seen. The implication is dia, pages 24-25), and there is that nagging glowing light source. How can you hide
20 NOVEMBER 1994
that light? Magical invisibility might be the would immediately give away itself and its have. Minotaurs and hell hounds have
only foolproof recourse—but even that user to any other infravision-using being superb senses of smell (as do normal ca-
can be challenged by creatures with su- within range. nines), bats use ultrasonic sonar, certain
perb senses of hearing or smell. A “light bomb” can be created by en- fish sense pressure changes in the water,
The descriptions of monsters should be chanting a pebble with continual light, and electric eels sense nearby electric
carefully examined to determine if any then coating it with mud. Once dried, the fields, such as those from other fish. A
being might radiate more or less than the pebble can be carried in a pouch, emitting little research and some imagination could
“usual” amount of heat. Considerable no heat at all, until a group of infravision- bring these other peculiar senses to life
leeway is given for the DM here. A dragon using foes is met. The pebble can then be just as this article has hopefully done for
turtle, which breathes steam, and a re- thrown against a wall as the “bomb”- infravision. It’s a strange world, and fanta-
morhaz, which is incredibly hot, are likely carrier retreats; the burst of light will sy makes it all the stranger (and more
to put out enormous amounts of infrared temporarily blind the foes and allow for fun).
light. What about a flametongue long escape. Optionally, an adventurer with the
sword or a necklace of missiles? Though it blind-fighting proficiency could close his
is tempting to rule otherwise, magical eyes, throw the pebble (probably by the
items might not put out any heat at all, no bunch), then attack, unaffected by the
matter their powers, unless the descrip- burst of light.
First Quest
A pebble enchanted with continual Continued from page 8
tion of them in the DMG says they do.
Everything that a dwarf knows about infrared light could be used as a signalling occupies.) The personalities of many of my
infravision is likely known by a goblin, and device invisible to normal sight. Placed friends have influenced the characters in
vice versa. Creatures who have no infra- inside a lantern with a shutter, the peb- our novels. The concept of an infinitely
vision are likely to fall for certain traps set ble’s radiance can be blocked or revealed large dungeon with multiple entrances
by those who can see heat. For instance, a by opening and closing the shutter. Given resurfaced in the Libram X comic strip in
goblin stonework trap that was recently a form of Morse code, underground crea- these very pages. And Dave Collins’s spell
used or tested will be visible to a dwarf, tures could signal to each other, silently created in my campaign became “Snilloc’s
who can detect the heat from the friction and unseen, if surface dwellers approach Snowball” in the FORGOTTEN REALMS
of stones sliding across each other. An them. (A scary thought: In total darkness, Adventures Book. Thanks, Dave.
ambush site will radiate enormous heat a drow can communicate in Morse code All in all, it’s been a very exciting couple
from the bodies of the gathered am- with another drow 240’ away merely by decades. And it looks like it’s going to get
bushers, tipping off other experienced blinking her eyes.) even more exciting.
dark-dwellers. A tank of cold water, set A pouch full of cold dust would be use- About a year ago (as I write this on
over a thin, wooden ceiling, will made the ful for detecting approaching foes. When Labor Day weekend), now-VP Jim Ward
area around it very dark. A corridor re- scattered on the ground, the perpetually brought in a new game he had discovered
cently hit by a fireball spell will radiate low-temperature cold dust would quickly from a small company on the west coast. It
much heat (and probably smell burnt as reveal the exact location of any being was a collectible card game, where no two
well). Fresh blood and body wastes will walking over it, even if the being were decks were the same. It needed a little
retain high temperatures for a short time. cold-blooded. (The cold dust would be development. The rules were a bit cludgy.
You get the idea. Dwarf-kin and goblin-kin much colder than the surrounding envi- We developed a number of house rulings
love battling the ignorant armies of sur- ronment, providing great contrast.) and interpretations. We all got decks. Of
face dwellers who enter their realms, but Finally, a game rules variant: sighting course, it was a lot of fun.
hate battling each other, since they already ranges for different sizes of target crea- In the year since its initial release, a lot
know all the best tricks. tures. This will complicate the game a bit, of people have discovered this game, and
Certain “clean-up crew” monsters, like but I’ve tried to keep the basics simple. other deck games, including TSR’s
gelatinous cubes, take on special signifi- First, find the infravision range of the SPELLFIRE™ game. And a lot of other
cance for infravision-users. A ’cube is spotter (30’, 60’, etc.). Next, find the size people have called the entire “deck gam-
assumed here to radiate no heat, and it category of the target (Tiny, Small, Man- ing” genre a phenomenon. A fad. A fash-
likely blocks heat transmission as well. It sized, Large, etc.). Multiply the infravision ion. An upstart. It doesn’t even have
might become “visible” to a dwarf or gob- range by the sighting range modifier, and character stats; how can it be a real game?
lin because it cuts off the normally expect- that’s how far the target must be before it I see deck gaming as the next great revo-
ed scenery down a corridor, as if the is normally seen. It’s thus harder to spot a lution in our hobby, and were it to all disap-
corridor ended abruptly in a cold wall. rat with infravision than it is to spot an pear tomorrow, it will have profoundly
Humans wouldn’t figure it out, but a clev- ogre, and you can see the ogre coming changed how we look at games. It’s going
er dark-dweller would stop, probe, then from farther away. through its birth pains still, learning many
go another direction. hard lessons that the D&D game also had
Newly discarded items like clothing, Target’s size Spotter’s sighting to learn. I see the deck gaming experience
armor, and weapons would reveal much to category range modifier as an evolution of that which we do. If we
infravision, like how long they had been Tiny 1/3 fail to recognize the power and opportunity
abandoned (depending on how cool they Small normal of this new idea, we’ll be no better than the
were) and whether the item had been Man-sized normal board gamers who laughed at the D&D
used (any warm blood on the blade?). A Large normal game players all those years ago. Those
newly set underground trap, placed by a Huge 4 hardcore war gamers are still with us, and
human who was unaware of his own heat Gargantuan 10 still a vibrant part of the hobby, but are not
effects, would be avoided with laughable the dominant force.
ease by a hobgoblin or gnome. Using this table, a dwarf can see a hill Once more the dinosaurs are threatened
A few new magical spells suggest them- giant (Huge) coming from 240’ away, since by the mammals. This is an exciting time.
selves for dark-dwellers and wizards. If the giant is so big and puts out so much The ground rules are changing. Evolve or
there can be light and continual light, why heat. A goblin won’t be able to see a rat perish.
not infrared light and continual infrared (Tiny), however, until the rat is 20’ away. Me, I’m looking to grow feathers.
light, at the same levels of ability and with
the same restrictions? A pebble with con- Last thoughts
tinual infrared light would make a dandy Infravision is not the only special sense * indicates a product produced by a company other
lantern that no human could see, though it that real-world and fantasy creatures than TSR, Inc.

22 NOVEMBER 1994
In the course of ex-
ploring the Underdark,
there are many oppor-
tunities to discover the
numerous wonders
found there. Far too of-
ten, though, PCs miss
out on the scenery
around them, only con-
cerned with what waits
beyond the edges of
their blades. To help
with this problem,
here’s a sampling of
fungi that your PCs can
encounter during their
travels. They are easy
to add to the game,
and they can provide
additional adventuring
opportunities for char-
acters. In the event
you want to make an
encounter table for all
the unusual fungi in
your Underdark cam-
paign, encounter fre-
quencies have been
included.
24 NOVEMBER 1994
by Chris Perry
Artwork by Terry Dykstra

Add these to your


dungeons and see
what sprouts
Trillimac days, and the best part is that unlike bread
Appearance: A cultivated Trillimac it’ll stay edible for up to four weeks (very
mushroom grows to a height of 4-5’, with a useful when the Underdark’s armies are on
grayish-green cap and a light gray stalk. the march). Trillimacs grow to maturity
The cap is flat and measures 28” to 42” within three weeks and can be grown
across, while its fibrous stalk is 5” in diam- year-round, given the constant humidity
eter. In the wild, it rarely grows beyond 3’ and lack of temperature variations in the
and has a cap measuring 14” to 33” across, Underdark.
with a 3-1/2” diameter stalk. It costs 4 gp for one linear foot of Trilli-
Frequency: Rare in civilized regions (Un- mac stalk, and a 2’ by 2’ piece of Trillimac
common in the wilds). The reason for this is cap sells for 50 gp.
simply that in civilized areas creatures can’t
resist using them as a free source of food (as Nimergan
opposed to paying for it in the bazaars) and Appearance: Nimergan look like frayed
will therefore not be found growing any- umbrellas, barely standing 3” in height. They’re
where near settlements, except on local fun- beige in color, with dark brown bumps
gus farms. In the wild they can be found in along the stalk, and they grow in irregular
clumps of 3-30, while on the farms there’s a patches 8’-12’ in diameter.
minimum of 20-50 plants. Frequency: Uncommon.
Trillimacs are sometimes called “Corpse Practical use: Nimergan are used in
Caps,” a nickname that refers to the fact the making of alcoholic beverages. When
that the drow, in order to encourage the they grow to maturity (taking two weeks),
fungi to grow large, “fertilize” their Trilli- they’re sealed in wooden casks and die.
mac fields with the bodies of slaves and The brown “bumps,” which are actually a
enemies unsuitable for use in creating un- parasitic type of fungus that feed upon the
dead. Neither the gnomes nor the dwarves Nimergan itself, consume the Nimergan
(derro excepted) do this, relying instead and form a fermented liquid (also called
upon other waste materials. Nimergan) that can then be drunk. If al-
Practical use: Trillimac has two uses. lowed to ferment too long it becomes ex-
One, the cap’s leathery surface can be cut tremely potent, such that one glassful
and cleaned for use in making maps, hats, requires the imbiber to save vs. poison or
and magical scrolls (its surface takes on fall into a coma for 1-3 hours. Each addi-
dyes and inks very well). Secondly, the tional glassful requires a saving throw with
stalk, after being cleaned, soaked in water a - 1 penalty, with the coma lasting 1-3
for an hour and then placed by a fire to hours longer per additional drink. Lastly,
dry, makes for a palatable meal (akin to there’s a 40% chance (minus the charac-
bread, some seem to think). Each linear ter’s Constitution score) that instead of
foot of its stalk can feed a man for two waking up from the coma the imbiber
actually dies. The duergar, who have some pouch of Ormu eyeshadow for 5 cp, and Practical use: Timmask is useful in
resistance to its effects, often dare non- an ounce of Ormu inscription ink (enough two different ways. One, many creatures
dwarves to drink tankards of Nimergan for one spell) sells for 25 gp. from the lower planes love the Timmask
with them, just to test their resolve (and to and delight in eating it. Tanar’ri suffer a
have themselves a good laugh, if the out- Askume -3 penalty on saving throws when trying
sider keels over). The price for normal Appearance: Askumes are reddish-orange to resist a wizard or priest’s summons or
Nimergan is 1 ep a glass, 10 gp for the lichen that grow on warm cavern walls. They commands provided that Timmask is used
“killer” version (only a 5% chance that an grow in patches 1”-3” in diameter. as an enticement, - 1 if it used as a materi-
Underdark establishment carries the Frequency: Rare. al component of the spell. Its second usage
“killer” version, 20% chance in Duergar Practical use: Askume is crushed and is in augmenting necromantic spells. When
communities). used as a poison. When blown into some- used as a material component, the targets
one’s face, it causes an allergic reaction. of such spells suffer a - 1 penalty to their
Ormu The victim’s tongue and windpipe swell saving throws, or a + 1 bonus if the spell
Appearance: Ormu is a fluorescent within 1-2 rounds of exposure, causing is meant to benefit the target. It also
green moss that grows in damp tunnels death if a save vs. poison (at - 3) is failed. should be noted that such spells have
and steamy caverns, usually near steam If the save is made, the victim is merely double the normal duration, unless, of
vents in the earth. It grows in large incapacitated for 1 turn, and suffers a -2 course the normal duration of the spell is
clumps that measure up to 4’ x 12’, though penalty on all Strength and Constitution instantaneous or permanent.
it usually grows only to 3’ x 6’. rolls for 24 hours. One Timmask mushroom has enough
Frequency: Common. Enough Askume poison can be collected material for use as material components in
Practical use: Ormu is utilized for its from a patch for 2-4 applications worth 21-30 spells. They’re usually ground to
dyes, which are used in all forms of fabric, 150 gp each. Since even a short cavern powder and sold in small sealed jars, con-
and the powder on its surface is used as passage can host a dozen such patches on taining enough for 5 uses (150 gp a jar).
eyeshadow by drow women. When mixed average, each site is protected vigorously Whole, intact Timmask mushrooms (which
with glow worm juice, it’s painted onto by those who make a living selling it. are preferred by the tanar’ri) can be
signs, shields, and flags in glowing designs, bought, but only for 5,000 to 8,000 gp.
ensuring that the owner or bearer is rec- Timmask Consequently, many priests and wizards
ognized (even by “blind” surface-dwellers). Appearance: Timmask is a vile- go looking on their own for Timmask and
Wizards like to use Ormu when inscribing smelling, bulbous mushroom with orange attempt to cultivate it for themselves,
their scrolls and spell books, as such books and red flaring stripes across its dark rather than pay the steep prices the mer-
can be read without resorting to the use of beige surface. They grow to be 2’ in diam- chants charge. The prices listed above are
painful light sources, such as candles and eter and 2’ high. They’re usually found in for Timmask sold in the Underdark, twice
torches. numbers of 1-4. that if sold on the surface.
A jar of Ormu paint sells for 6 sp, a Frequency: Very rare.

™ and ® indicates trademarks owned by TSR, Inc. Art © 1993 TSR, Inc. All rights reserved
26 NOVEMBER 1994
“I Sing a Song by the
Deep-Water Bay”
The Harpers & Waterdeep
by Steven E. Schend
The early dawn notwithstanding, the such as that bit of fiction you were pen- and secret allies who count themselves to
Blackstaff’s exhaustion kept him abed ning just now.” Smiling, Laeral waved a be on the side of Those Who Harp. All
quite later than his usual wont. It had only hand at an itinerant pile of papers on the told, there is most likely a clandestine
been the smell of warm rolls that woke extra chair in my office (from which they network of over 100 individuals within the
Khelben that morning. A refreshing promptly floated away), and sat down. walls of Waterdeep aiding the Harper
change, to be sure. His last few weeks had Despite my initial surprise (and irrita- cause, though there are very few who
been a never-ending series of plots-within- tion), it is always a good idea to remain know more than one or two other individ-
plots that left him little time or energy for cordial to those who can turn you into uals within that network. The secrecy
life’s simple pleasures. He dressed swiftly, dust with an idle gesture. Besides, Laeral’s with which the Harpers hold their con-
a rare smile sneaking beneath his distinc- presence meant news and information of tacts and informants is rivalled only by the
tive beard as he heard his lady’s voice the Realms, which I dutifully send off to secrecy of the Lords of Waterdeep them-
raised in song in the rooms below. De- DRAGON® Magazine’s readership. As I selves. With this vast network of people,
scending the stairs, he paused only to expectantly cleared a file on my computer, what do those affiliated with the Harpers’
conjure a rose of deepest scarlet behind I asked, “And to what do I owe the plea- cause do in the City of Splendors?
his back. “Khelben ‘Blackstaff’ Arunsun, sure of your visit, my lady? More news of
High Mage of Waterdeep I may be, but the North and Waterdeep?” Knowledge is power
none can gainsay me in the affairs of Laeral sighed, “Direct and to the point—I “Information and knowledge gained is
romance,” he thought to himself as he like that, as does Khelben. You shouldst half the battle won against any foe,” is a
crept quietly behind a high-backed chair take the time to meet him sometime soon, typical Harper maxim, and they live to its
in the sitting room. With a sparkle of light, methinks. You may just make a favorable message everywhere they go. In Water-
the rose wafted from his palm, spiralling impression, though he thought too much deep, information and news from across
as it sank onto the pile of parchments on was said of Waterdeep’s secrets in your the Savage Frontier, the Sword Coast, and
the lap of the woman seated in the chair City of Splendors; as always, I believe his the entire Realms eventually reaches the
before him. “Good morning, my love. How reaction was ‘Too many eyes set too many notice of a Harper or her agent. Since
fares the Lady Mage of Waterdeep on this loose tongues to wagging.’ He is a dear, but Waterdeep is one of the major ports of the
bright day?” he is far too close-fisted with his confi- northern Sword Coast (as well as the seat
The woman, not yet looking up from her dences. Today, I thought we might discuss of power for Master Harpers Khelben
missives, grasped the rose and brought it those natives and friends of Waterdeep “Blackstaff” Arunsun and his lady, Laeral
closer, sniffing its fragrance while idly who are just as careful with secrets but Silverhand), it has become a center for
brushing a stray strand of silver hair away hold an open hand to their friends and information trading and a meeting place
from her face. “Passing fair, milord, pass- allies—the Harpers.” for many of the widely scattered Harper
ing fair. Our allies, on other matters, have agents. After all, it is difficult to track
gkpf— Harper activities within down a single person in the madding
Waterdeep throng that populates Waterdeep, making
“You shouldst know full well that the Despite the hearsay and gossip that the city a safe place for many Harpers to
Blackstaff is even less a romantic than I usually accompanies the reputation of a temporarily relax and join a comrade or
am an early riser, chronicler. Still, ‘twould secretive group, the Harpers do not active- two for a momentary respite from their
be an interesting morning, all said, if my ly operate everywhere in the Realms at vigilant work.
dear Khelben were to have such inclina- every given moment. This is not for the The Harper agents who are officially set
tions with the dawn.” The silken voice lack of desire or help on the Harpers’ part, up in Waterdeep have little direct traffic
startled me, having come from behind me but based on need. Waterdeep is one of with each other to avoid any connections
while I typed. the largest cities of the Realms where the being made between them by their ene-
I really hate it when people sneak up on Harpers need not take an active part in mies. Agents and allies are approached by
me late at night when I’m working. Really. keeping the peace, thanks to the vigilance one or two different contacts at pre-
Even if the intruder—the beautiful Laeral of the Lords and their agents in the city arranged locations (usually a shop or
Silverhand Arunsun, Lady Mage of Water- watch, city guard, and other various tavern) and verbally pass on information
deep, Chosen of Mystra, and one of the forces for good and order in the City of about such matters as who is shipping
illustrious Seven Sisters—has teleported Splendors. what to whom, any suspicious rumors
across worlds to visit. No, better make that Does this mean there are no Harpers in overheard, and the like. These intermedi-
especially. “What is it about Faerunian Waterdeep? Of course not; at any given aries then meet up with their respective
mages that compel you all to do their time, there are at least seven Harpers accomplices and pass on the information
humble best to unnerve us at every turn?” (including two Master Harpers) in Water- in a similar fashion, adding any further
I asked. deep actively working for the group. For details that they might know. This meth-
“We like to engender as much mischief every Harper, there are at least a score or od, while having the potential to have facts
as you and yours do with your words, two individual contacts, Harper friends, change with each telling, is highly accu-

DRAGON 29
rate and precise, as each contact often has Frontier—Laeral Silverhand. Laeral, with Maernos’ estate (N16/#115) are a row of
the means to double-check on facts before Khelben’s and others’ aid, has established a carved lions’ head, all roaring with mouths
relaying them to their informant. Finally, number of drop-points throughout the city agape and facing Sidle Street. The central
after having gone through at least three where information can be left and it will lion’s mouth contains a magical drop-point.
agents (One Harper’s contact network goes be picked up manually by a trusted ser- When small items are placed within the
through twelve people before reaching vant. Some of the drop-points are magical lion’s mouth and its right eye is touched,
her!), the word reaches a Harper or a and can teleport any messages or small they teleport into a sealed desk in Erusyl
direct Harper agent. items directly to Blackstaff Tower; these Eraneth’s rooms in the Deepfires Inn of
Once the information is in the hands of a will not teleport anything larger than a Skullport, the subterranean hideaway of
Harper, it often demonstrates a picture dagger or heavier than a pound or two. one of Laeral’s aliases.
other than what is seen by the individuals The various drop-points throughout the That all said, the Harpers tend to focus
who contribute to the intelligence gather- city are known only by true Harpers, not on the larger picture of activity surround-
ing. Keep in mind that few of the contacts their agents. Of the series of mundane and ing Waterdeep and how the various ene-
have an inkling of who they are working magical drop-points throughout the city mies of the Harpers’ and enemies of the
for, other than a general assurance that (Laeral hints that there are over 30 in all, common good interact with Waterdeep.
they work toward the common good, and used at varying times), these are the once They keep their ears open for any infor-
thus few of them see or understand the most used: mation or news tied to known agents of
whole plots behind whatever piece of it * A rooftop minaret on the Palace of every and any major power group from
stumbled across their paths; only Harpers Waterdeep conceals a drop-point, and is the Knights of the Shield to the Red Wiz-
and some direct agents close at hand have easily reached from one of the gabled ards and the Zhentarim. Harpers also keep
all the information cobbled together from windows near the base of one of the Pal- tabs on fledgling and veteran adventuring
a wide variety of sources and can see ace’s many towers. companies, as such groups of hardy (or
whole conspiracies where fifteen other * There is a loose flagstone at the south- simply foolhardy) adventurers often inad-
people only heard rumors, saw something eastern corner of the Thomm Warehouse vertently uncover major doings of one vile
suspicious, or got information thirdhand on Sambril Lane (D49 in Dock Ward by group or another.
about someone. At that point, the Harper City of Splendors reckoning; Bldg. #233 by Harpers also keep a watchful eye on the
either takes steps to handle a situation old FR1 reckoning) where it meets a northern frontiers, making sure that if
herself or assigns a number of her agents cheese shop to its south. When lifted up, and when the orc hordes tumble out of
to the task of interrupting a particular the flagstone is found to be lighter than the northern mountains, the civilized
plot; often in Waterdeep, though, a simple expected, and a hollow is found beneath it; lands to the south are protected. They and
anonymous tip to the local watchpost or a items placed there are teleported away to their agents patrol the High Road and the
guard contingent is enough to bring them Blackstaff Tower as soon as the stone falls other trails to Luskan, Mirabar, Silvery-
into play and break the back of many an back into place. moon, and other settlements, protecting
insidious scheme, most times without even * The Coin Alley dock (second from the many merchant caravans and the like. In
informing the constabulary of the whole west and inside the Naval Harbor) has a general, the Harpers continue their good
truth. piling (3rd eastern one, half way out on works as they do all around the Realms,
One plot recently uncovered was a move the dock) with a hollow cavity for deposit- and they all use Waterdeep as a resting
by a powerful mining clan in Mirabar to ing messages. A number of Harper friends place, an information gathering and re-
drive a number of smiths in Waterdeep within the Dock Ward guard contingents trieval point, and the best spot west of
out of business so they could be replaced make sure these messages are retrieved Suzail to link up with many ports and
by their own smiths to act as deep-cover three times a day and delivered to a partic- plots.
contacts and covert agents for the Zhenti- ular room off the Lord’s Court where they
lar. This was pieced together by the Harp- are left on a desk; once placed there, items Harpers’ Hold
er Bensyl Iyrivvin, who also works as a cannot be touched or removed by anyone Though there are a number of wilder-
courtesan at the Blushing Mermaid. A few without a Harper’s pin and a Lord’s ring ness areas close to Waterdeep that serve
pointed words to Hawkun Orsund, guild- (either Danilo Thann or Khelben retrieve as refuges for the Harpers (in the Ardeep
master of the blacksmiths’ guild, (She these). Forest and the Westwood), Harpers’ Hold
mentioned that honest guild members * One of the beds in an upper room at is by far more secure, more useful, and
were being pressed by politically powerful the Smiling Siren festhall in Castle Ward much more secretive. True Harpers native
smiths and that she worried their poor (C10/#31) has a box built into the bedfra- to the North learn of its existence with
work might reflect badly on the guild in me that is accessible only through the their membership, though a few Harpers
general.) and Lorkas Ermaxis, a worshiper headboard. The woman whose room it is across the Realms know of it as well. Con-
of Tyr (Taking him into her confidence, does not know of the information drop trary to the others, Harpers’ Hold is almost
she innocently asked where a coin was there; she only knows that once a week totally inaccessible unless one is with a
from, showing him a coin minted in Zhen- someone else (whose name she doesn’t Harper; this refuge is hidden high in
til Keep, and admitting that she got it and know or ask) rents the room for an after- Mount Waterdeep, and was once part of
more like it from certain smiths new to noon. That agent then retrieves anything the legendary Citadel of the Bloody Hand,
the city.) saw the Zhent agents denied left in that box, transcribes any notes into the former headquarters of the Shadow
guild membership and fleeing from the coded runes known only to the Harpers Thieves. While extremely dangerous, the
city once the clergy of Tyr found them and Heralds, and destroys the original Hold can be reached without the use of
out. A Zhentarim aphorism overheard notes. magic by finding a small cavern entrance
often is “Strike quickly and without mercy * There is a gutter along the roof edge on the western face of Mount Waterdeep
when you fight a Harper; they need not of the Wyvern’s Rest tavern in Sea Ward about 30’ above the ocean. (A secret door
land many blows to fell you as they choose ($2) leading down a drainpipe to a cellar in New Olamn’s southern wall leads down
their strikes well.” cistern. Any sealed scroll tubes, waxcloth to a cave and path that can lead to it,
Once the information reaches the Harp- bundles, or other waterproofed items can though it is still a very precarious walk
er or Harpers involved and the situation is be hidden inside the drainpipe just below along the surf-slick stone.) Bear in mind
well in hand, those Harpers write reports, the roofs edge; a sturdy but small bit of that ancient (though still deadly) traps and
often in code or with messages magically net is inside the drain to catch any wards guard this passageway as it leads
encrypted into the sealing wax, to the one dropped items, and it can be pulled up through the heart of the old Citadel of the
person who keeps tabs on all Harper activ- easily to retrieve any items left there. Bloody Hand and to a trap door treated
ities within the city and the Savage * Atop the south wall surrounding Lord with wizard lock, alarm, and a number of
30 NOVEMBER 1994
glyphs, all of which can be bypassed by should they have need of a large assembly here when severely wounded or “killed”; if
singing a particular tune. (Laeral refused area totally removed from others’ eyes. anyone arrives in this room and is wound-
to divulge the tune’s name, but hinted that The room’s walls are draped with banners ed, warnings sound at Elminster’s tower in
it was allegedly one of Khelben’s favorites bearing the Harpers’ seal, and the room is Shadowdale, Blackstaff Tower in Water-
when he was young—this makes the song dominated by a large round table of pol- deep, Alustriel’s chambers in Silverymoon,
anywhere from 35 to 600 years old!) Some ished duskwood. The table and its 10 high- and Twilight Hall.
of the traps in the Long Climb (as it was back chairs (of the same wood and style as Teleports: The Harpers’ Hold can be
titled by Coune Suerk) include areas of the table) are enchanted to resist dust, and reached through a number of teleports
reverse gravity, undead ropers, pressure- thus remain shining and new despite their across Waterdeep and (though very rare)
sensitive and light-sensitive murder gant- age. In the 40-odd years the Hold has been the Realms itself. Below are the number of
lets (walls firing arrows, darts, and in existence, this room has been used only places that reach or can be reached from
spears), and a number of dangerous pit twice for such a gathering. One use the the Harpers’ Hold of Waterdeep.
traps (the worst of which is a miles-long room does have more frequently is as an To the Hold: Elminster’s Tower, Twilight
steep slide that deposits the unfortunate information storehouse; two entire walls Hall, a small cavern on an island in the Sea
persons into the fourth “sewers” level of (west and north) are covered with shelves of Fallen Stars (uncharted by all save the
Undermountain!). filled to brimming with logbooks, scrolls, Harpers), a hollow tree at the center of a
Harpers’ Hold is an isolated series of parchments, and maps; by tradition, any faerie glen in the Ardeep Forest, an iso-
approximately 15 rooms somewhere with- new information (data less than one year lated cavern along the underground river
in the slopes of Mount Waterdeep; there old) is left on one particular shelf at the in Undermountain (the northeastern quad-
are no direct accessways to the outside, as center of the northern wall, the contents rant of Level 3), and five teleports from
all the main entrances to the Citadel are wrapped in blue ribbon or bound in some secret rooms within Harper-owned safe-
strictly controlled by Waterdeep’s guard, simple form. Each Harper, when visiting, houses in Waterdeep proper (a bakery on
and they haven’t a clue that this set of often makes this room her first stop, col- the Street of Lances and Seawind Alley
rooms exists. Some postulate that these lecting any new notes or reports from that (Sea Ward), one of the rowhouses facing
were once the private rooms of the shelf and taking it to a sitting room. Delzorin Street and backing onto Trollskull
Shadow Thieve’s guildmaster and his staff, The eastern door leads to another cen- Alley (North Ward), a silversmith’s shop
but that was some time ago, and all that tral room with doors on all facing walls; and home on Lamp Street and Elsambul’s
remains is evidence of the Harpers’ good each of these leads to individual sitting Lane (Castle Ward), a mortuary on Iron-
deeds. rooms with adjoining bedchambers, each post Street and Wall Way (Trades Ward),
Each of the rooms, with the exceptions complete with fireplaces (smoke is magi- and The Medusa’s Glare, a sculptor’s shop
of the bedchambers, are lit with continual cally dissipated at the top of their shallow on the southern end of Slop Street near
light spells; if the person in the room chimneys), desks, writing implements, the Jade Dancer (S15/#208; South Ward).
wishes to brighten or dim the light, she comfortable chairs, etc. These three suites From the Hold: A little-traveled path
simply needs to state such and the light are used at various times to hide impor- along the southern edge of the High Forest
will respond accordingly. The bedcham- tant personages, allow some badly wound- along the Unicorn Run, a Harpers’ safe-
bers normally are unlit; with a simple ed Harpers a chance to heal, or simply house in Llorbauth along the Deepwash, a
verbal request, they can be faintly lit with provide a quiet place for study for some rowhouse in the heart of Suzail,
faerie fire. away from the rigors of the road. Moongleam Tower, and the Watchful
Like all Harper refuges, any healing The southern door directly behind any- Wheels, Wagons & Gear shop in Tantras
spells cast operate at maximum efficiency, one who teleports into the Hold leads to a (owned and operated by Harper Lightal
natural healing occurs at double the nor- large kitchen. A pantry is reachable Barnshyn); in Waterdeep, exit points are at
mal rate, and any mental compulsions or through the kitchen’s western wall, with a a warehouse on Coin Alley (Dock Ward), a
charms are rendered inoperative by the small anteroom beyond that permanently caravan outfitter’s shop on Fillet Lane near
Hold. enspelled with some particular cold mag- Slop Street, and a harp-maker’s shop on
The entry room is a small 10’ square ics, allowing frozen storage of many types the eastern side of Golden Serpent Street
room devoid of any decoration, on the off of food. Off the southern wall of the (Millomyr Harps, owned by Harper
chance that someone stumbles across one kitchen is an elegantly furnished dining Jhandess Millomyr, who is also a itinerant
of the few teleport areas that blink the room, its long rectangular cherry table tutor at the New Olamn bards’ college).
user directly into this room (see below for enspelled as the meeting room furnish-
more information). The entry has one ings. Just about every herb, spice, or cook- Selected Harper NPCs
door on each of its walls, and the doors ing garnish that exists in the Realms can Tioch (LN hm F3)
are all magically enspelled to act as wizard be found in the Hold’s kitchen and one Tioch is a valued Harper ally of long
locked to anyone unless they bear a Harp- high shelf contains a number of cookbooks years despite the fact that he appears as
er’s pin. The doors themselves are nonde- with recipes from across the Realms (and little more than a blind beggar. Earlier in
script, and do not even have doorknobs; Oerth, Krynn, and the Rock of Bral), in- life, Tioch was a warrior of some promise
they open with a simple push, provided cluding the ever-rare and treasured Cook- and he was a rising star among the Water-
that person has a Harper’s pin, otherwise book of Nemalas, a long-fabled ancient text deep guard; his career ended in a battle
they are as unyielding as the stone walls on exotic Netherese dishes (a singular gift with a Zhentish wizard 40 years ago. (He
around them. from Elminster to the Harpers). managed to unknowingly save the life of
The western door leads simply to an Unknown to all but Khelben, Elminster, Bran Skorlsun and another Harper from
exiting teleport chamber (a Harper’s seal and the Seven Sisters, there is one cham- an ambush, but the wizard cast burning
set in mosaics in the floor, the stars within ber above the Hold, and it is reachable hands directly into Tioch’s eyes while he
the seal faintly glowing with azure radi- only by Mystra’s Chosen. A secret door in protected the mage’s targets.) While he
ance), and from the room beyond it the ceiling of the central entry room al- could have had his eyesight restored,
(reachable through an arch on that room’s lows the Chosen to pass through it as if Tioch refused, accepting this fate, and
southern wall) one can manipulate the immaterial into a sumptuously furnished chose to work with the Harpers as an
magical mechanisms to send someone to cavern above. Lit by continual light, it information collector on the streets; few
any one of three locations within Water- contains the same amenities as the sitting notice a blind beggar sitting on a stoop
deep and four more dotted across the rooms below. However, this is a sickroom waiting for coins, and thus Tioch over-
Realms. for Storm Silverhand and her sisters. hears many rumors that the Harpers pay
The northern door off the entry room is Certain contingencies the Sisters have on him well to gain. About 10 years ago,
the central meeting room for any Harpers themselves automatically teleport them Tioch was offered a wish if he wanted his
32 NOVEMBER 1994
eyesight restored; having accepted and that led him into more than enough trou- of the Calishite ships and the companies of
grown accustomed to his blindness, he ble. Running away from home early, he the murdered traders to seek out more
chose a particular form of sight: He can became a rogue and was employed as a information.
see normally under the light of the full spy and saboteur by a number of less- Laeral has discovered that the Crown of
moon, and he can always see the sign of than-scrupulous merchants and traders. Horns is active once again, having spotted
the Harpers if someone bearing a pin is After a number of arrests and bails posted it from afar on a yuan-ti unknown to her
within 100’ of him. by his older brothers, Asohs finally came in Skullport; due to her vow to Khelben
clean and swore off such work (but not that she would never again touch or in-
The Defenders Three until he exposed two major smuggling volve herself with the Crown, she has
Amstor “the Grim” (LG halfm C6; rings operating out of Dock Ward). assigned her trusted partner and Harper
Wis 16) For the past two years, the trio has ally Kylia (CG gf W(Sp) 12-Illusionist) to
Pithar “the Bold” (CG halfm F4; Str 17, banded together and gained the name keep watch over his activities and find out
Cha 16) (through tavern talk, not by choice) of the what the Crown is now able to do.
Asohs “the Daring” (CG halfm T5; Defenders Three, as they have worked as Coril’s book of notes and information for
Dex 18, Int 15) guards for Lord Ultas Maernos. Amstor the Harpers has been stolen! He and Sha-
These three daredevil halflings are Harp- was the first to meet and be impressed by lar Simgulphin are putting word out to all
er allies, while not for lack of trying to join this pious human; overhearing his enemies the Harpers in general that a number of
the ranks officially. Natives of Waterdeep badmouthing both his piety and his wish recent plots may be compromised due to
and all brothers to the same halfling clan, to provide his lands and fortunes to create this, and are warning everyone to stay on
they spent their early years working in the a nonhuman site of worship, Amstor re- their toes. Coril’s assailants who stole the
family vintner’s shop and whitesmith’s cruited his brothers and offered their book were unidentified and are still un-
shop (light metalwork) in South Ward. services to the lord as his guards and known currently.
Amstor, the eldest of the three, soon left defenders. While Lord Maernos was ini- Some isolated reports mention a larger
to join an adventuring party to learn of tially skeptical, he was swayed by Amstor’s than normal number of kobold, gnoll, and
the world (and follow the halfling woman reverence and his brothers’ boldness. goblin war tribes actively wandering the
he had fallen in love with at first sight). During their trial period, the trio saved his lands north and west of Luskan and Mira-
Within a year, he had returned as a jour- life from an assassin, and managed to foil bar. Curiously, some are even allied; a
neyman cleric, but his former good nature a number of plots brewed by, among number of agents are looking for informa-
had soured due to his love‘s betrayal of others of the nobility, Lord Nimor tion on what or who is behind these alli-
him and his other comrades to an evil Lathkule and Lady Stelar Nesher of the ances and these unexpected growths in
wizard. Since his return to the city, he has Thorp clan. While many among the nobles forces.
worked with other clerics at the Plinth as giggle about Lord Maernos’ short champi- Agents are starting to hear of less-than-
well as training young clerics and priests ons, none can argue that they are any less goodly activities of the many hundreds of
(particularly those short in stature) in his effective than human guards, and they are converted Tyr-worshipers that are cen-
peculiar form of defensive fighting with a certainly more loyal about their duties tered in Waterdeep. There is talk, but no
staff or rod. He often draws a crowd at than many others. Indeed, many younger current action, of sending someone on the
the Field of Triumph when he shows his nobles enjoy the Defenders Three’s compa- inside to investigate the activities of the
pupils advanced tactics, such as swinging ny, though their parents and elders sniff at overzealous Tyrite warriors.
the staff long to clear some space in front the idea of halflings acclimating them-
of enemies and vaulting into them, using selves within noble society—to their hor-
your own weight to topple them (and ror, Lord Maernos actually treats the
Amstor’s weight is considerable, having halflings as honored, trusted friends,
grown in girth since returning to the city). rather than just servants!
Pithar was a strong halfling from the The Defenders Three have done some
start, and he ended up acting as an im- minor work for the Harpers whenever
promptu bouncer at some local taverns. Lord Maernos, another long-standing ally
For a brief two-year stint, he was also a and friend, sends them on missions out-
member of the watch, though he left in side the city. They often ferry messages
disgust after enduring much patronizing and information to a number of Harpers
behavior from his superiors in Trades in Mirabar, Luskan, and Baldur’s Gate,
Ward. Still, with his commissions and a though only Asohs understands who and
few small adventures (including a success- what these packages and missives are for
ful foray into the Dungeon of the Crypt (he deduced it himself, and surprised the
after a fleeing suspect that granted him a lord with his insight; Asohs has not shared
number of precious gems and a ring of this with his brothers, as he and Lord
protection +3), he managed to have three Maernos agreed to keep their involvement
special swords made (two for him and one as quiet as possible).
for his younger brother Asohs, crafted by
Brian the Swordmaster); these swords Plots & current clack
were sized like short swords, but were A number of Waterdhavian ship captains
crafted to be wielded more like long and traders who frequently travel the
swords (long, slashing blows instead of Calimport to Waterdeep sealanes are being
limiting the blade to more typical short murdered; five have been killed within
sword stabs). Within a year, Pithar had Waterdeep’s walls, and others have been
managed to master his new swords, and murdered by various and sundry methods
he wields one in each hand; more than in Baldur’s Gate and other ports on the Having a convention?
one opponent has been surprised by Sword Coast. Along with this, a larger If you’re having a gaming convention,
Pithar’s ability to block even broad swords number of ships and traders from Calim- why not tell the world about it? Check
and two-handed human swords with his shan are making the trek north, and the our address in this issue’s “Convention
small, thin blades. Harpers suspect the two sets of activities Calendar” and send your announce-
Asohs, the youngest of the trio, always are related. Laeral and Jhandess Millomyr ment to us—free of charge!
had a rebellious streak and a hot temper are arranging for agents to infiltrate some
34 NOVEMBER 1994
Editor’s Note: Welcome back to the Eye
of the Monitor! Two new columnists join
the ranks of DRAGON® Magazine review-
ers with this column. Jay and Dee are the
pseudonyms of two people who work in
the computer-gaming field. Dee is a
designer/producer for a major software
entertainment company; Jay has worked
with several hobby game companies, and
is currently a free-lance writer and editor
for, among others, TSR, Inc.
© 1994 by Jay & Dee
Reviews

Jay & Dee’s ratings at a glance


Game Jay Dee
Civilization 5 5 Dee: I’ll start with one of my all time and others where I was racing to develop
Heaven & Earth 4 3½ favorites, Civilization from MicroProse space flight before 1500 (it can be done!).
Reach for the Stars - 3½ Software. In case you’ve never played it, I Even more telling: I’ve been playing Civili-
Bandit Kings of recommend rushing right out and finding zation since it first came out in 1991. Not
Ancient China 3½ 3½ yourself a copy. It has to be one of the best many games last that long on my hard
Jewel Box - 3½ computer games ever invented—and with- drive.
Pipe Dream - 2½/4½ out fancy graphics or 20 disks full of digi- Jay’s rating: * * * * *
Aladdin 5 5 tized sound effects, either. Civilization is
what the industry calls a “god game” be- Okay, my turn to pick one. I’m recom-
Dee: Greetings, and welcome to our cause you play the role of the leader of an mending Heaven & Earth by Buena Vista
first computer-game review column. We’ll entire culture (you’re called the Emperor, Software. This isn’t only a game: as the
be with you every other month for awhile, but whoever heard of an Emperor living designers inform you in the introduction,
and we thought that for this November 4,000 years?). Without going into a lot of it’s an integrated triad of toy, puzzle, and
issue, we’d give you a quick overview of detail, I can tell you that this is one of game all based on a single fantasy legend.
our favorite games of years past—to help those games you won’t be able to stop You may have been bitten by the collect-
you fill out your Christmas shopping list. playing: there’s always something impor- ible card game bug that has so many folks
Jay: Why a greatest hits column? As tant just about to happen, so you just have spending their lunch money on plastic-
Dee suggests, perhaps you’ve got a com- to stay up “a few more minutes, Mom,” coated paper. If so, you need to play with
puter user or three on your list, and want until it does. Add in intricately connected the animated cards in Heaven & Earth.
a few tips. Equally important, you’ll get a (but simple to grasp) commodities such as The moons rise and change phase, stars
grasp on what we’re like by seeing what technology, military power, and economic streak across the sky—and the cards
we choose to call great. A reviewer who growth, and you have a game where every change value when the phenomena
likes what you do is great, but one who decision you make feels important, but no change! The game is as fun as the art is
dislikes all your favorite stuff can be valu- single wrong decision can lose you the gorgeous—you try to score tricks of the
able, too—“She hated it, so it must be game. highest value, working against a random
good!” We’ll cover a number of games this Dee’s rating: * * * * * draw. When your head starts to explode
month, and we hope you’re familiar with from too many calculations, you can go
at least a few of them. Jay: Civilization is one of my favorite back to the Gateway between the three
games, too, but it’s a different game for parts, and choose puzzles to manipulate.
me. You see, Dee plays Civilization to con- There are a dozen options, from sliders
Computer games’ ratings quer the world, whereas I’m much more and mazes to 3-D illusions that I have
interested in economic strategies. The cool happily noodled away hours manipulating.
X Not recommended thing about this game is that you’re not Finally, try your hand at picking off gems
* Poor limited to only one way to win—all sorts of with a swinging pendulum (the “toy” in the
** Fair approaches work. Sometimes I send diplo- trio). Frankly, the pendulum is my least
*** Good mats to my rival cities and buy them, favorite section, but maybe that’s because
**** Excellent sometimes I sneak in and encourage revo- my hand-eye coordination isn’t up to ar-
***** Superb lutions. I’ve played games where I just cade standards.
wanted to explore the world completely, Jay’s rating: * * * *
DRAGON 39
Dee: I like Heaven & Earth too, though ing, hiring heroes, and dealing with play is vaguely similar to that of Tetris
I’m less patient with the puzzles. The marauding tigers. The game’s black-and- from Spectrum Holobyte, in that colored
“solitaire” card game is actually something white only, but the heroes’ nicknames are gems fall from the top of the screen and
Jay and I play together, working to make plenty colorful. There’s lots of fun to be you must manipulate them to form pat-
the highest-value tricks, and switching off had recruiting bandit-heroes to join you in terns that erase themselves. When the
on who gets the keyboard and who the your fight against the corrupt Gao Qiu, playing area fills up with gems, the round
mouse. It’s fun (we play Civilization as and the board-game like battles are excit- is over. But Jewel Box is not just a clone—it
partners, too). ing in an abstract way (no Doom gore has intriguing rules all its own, including
Dee’s rating: * * * ½ here!). This can be a fairly involved game special gems that cause amazing things to
(the rules are simple but the choices are happen, and beautiful sound and graphics.
many), and perhaps a bit more tedious Dee’s rating: * * * ½
My next pick is a game I played on the
than Civilization. The Chinese “Robin
Macintosh years ago. It’s still available, I
Hood” atmosphere makes it a standout for While I’m talking about arcade-style
think, but it hasn’t been updated with a
me. This is another one that Dee and I games, I might as well mention Pipe
new version for a long time. It’s called
play together. Dream from LucasArts. I’ve played both
Reach for the Stars and it’s another god
Jay’s rating: * * * ½ the Mac and Windows versions, and I’m
game, this time with a science-fiction
theme. You start with one planet and send ashamed to admit that the Windows ver-
Dee: I agree—I love the mythos of an- sion is vastly superior. The mouse inter-
colonists to nearby worlds, while building
increasingly powerful starships and bases. cient China, and Koei definitely delivers. I face is better used, and the bonus rounds
don’t know that the game has the replay are much more fun on the Windows ver-
The graphics are almost nonexistent, and
value of Civilization, but we sure racked sion. I highly recommend Pipe Dream as
the gameplay is a little dated (Master of
up hours while trying to figure out how to an arcade challenge that involves lots of
Orion from MicroProse is essentially the
same game, only more so), but the simplic- win! And we loved every minute of it. fast thinking and rewards cleverness. Be
Dee’s rating: * * * ½ warned: if you get good, it can take a long
ity and speed of it bring me back to play
it time and again. time to play a game.
I’m the Mac aficionado of the household, Dee’s ratings: Mac: * * ½;
Dee’s rating: * * * ½
so my next recommendation is another Windows: * * * * ½
Mac game, though I’m certain there’s an
Jay: Usually I’m not too interested in IBM version as well. It’s called Jewel Box Jay: If you like arcade-style games with
beating the tar out of opponents, so I like (by Varcon Systems) and it comes as part a clever twist, you probably already have
god games where the violence is mini- of a three-game package of arcade chal- a copy of Aladdin for the Sega Genesis. If
mized or avoidable. Koei’s Bandit Kings of lenges. It’s so good that I have yet to tire of you don’t, get one. The graphics are great,
Ancient China includes a lot of fighting— it, and still haven’t looked at the other two the movement surprisingly lifelike; the
but interspersed with the battles are train- games that came with the package. Game- music—straight from the movie—is addic-
tively catchy, and there are great little
details like throwing apples at the palace
guards to make them drop their drawers.
Even with my less-than-lightning reflexes,
I still got plenty of mileage putting Aladdin
and Abu (in the bonus rounds) through
their paces. Question for the designers:
where’s darling Princess Jasmine?
Jay’s rating: * * * * *

Dee: I also loved Aladdin, though I got


stymied on the second-to-last round. It’s
still a blast just to play the earlier rounds
and try to rack up the biggest possible
score.
Dee’s rating: * * * * *

Jay: To finish up our picks, here are


some other games that have been favorites
down through the years: Strategic Con-
quest from Delta Tao (pretty much the
same game as Empire from New World), a
war game with lots of little tanks, ships
and airplanes; Command HQ from Micro-
Prose, a similar game that runs in real
time (both these games can be played over
a modem against a live opponent);
Dungeon of Doom and Rogue, great little
dungeon-crawl games with lots of mon-
sters, potions and magic (these games
inspired Dungeon Hack from SSI, which is
still pretty hot on the charts); and of
course, no list of picks would be complete
without Doom from id Software, the hot-
test game on the market today (reviewed
in DRAGON issue #203). Sandy talked
about violence in computer games in
DRAGON issue #207, so I won’t rehash the
40 NOVEMBER 1994
issue. Think of it as Roadrunner and Coy- down the corridor discover you need it game I think will be of special interest to
ote in 3-D if it helps. The guys at work again, and have to go back, take out some- DRAGON readers: Master of Magic by
find network Doom as good as paintball thing else, and pick up the necessary Simtex, the designers of Master of Orion.
wars for settling their aggressions. Look thing. This is dungeon-crawling, the folks Published by MicroProse, MoM promises
for Doom II at a game store near you! who adore it argue in defense. This is to be a mega-combination of Civilization,
Dee: Now for some nix, games that have strategy, and puzzle-solving (why would I the D&D® game, KINGS & THINGS*, TI-
gotten good press but for one reason or possibly need this thing?!), and limited- TAN*, MAGIC: THE GATHERING*, and
another didn’t impress us. This is not to resource management—and I just don’t TALISMAN* just to name a few of the
say they are bad games, but be fore- like it. So I was disappointed when King’s seminal fantasy board, role-playing, and
warned: there are things about them Quest VI had so much of the same old computer games it owes allegiance to.
certain players might not like. The first of thing. I also was a little annoyed at the MoM is filled with hundreds of spells and
these is Sim Ant from Maxis. I was very “you took a wrong turn two hours ago, so monsters, dozens of heroes, custom-
eager to play this game—I loved watching you’ll have to restart your game” mentali- designed wizards (so that every game is
ants and ant farms when I was a kid, and I ty, and the one-pixel-sized treasures you different), diplomacy, war, parthenons,
was fascinated by ant culture and just had to have. Sigh. fantastic stables—you name it, I salivate. I
society—but was quickly disappointed. You Dee: I also did not enjoy Privateer from can’t wait.
can run only a little bit of your colony at a Origins Systems. The flight-sim aspects
time, so the computer has most of the fun were exciting, but the back story was not The last word
in the game—and does far better than you as interesting as in Wing Commander, and Jay: So there you have it: a checklist to
do at expanding. There are some nice the game quickly got too hard for me: it measure your own collection by, or to
touches, but much of the game is repeti- pretends to offer the options of going “all inspire holiday generosity. Because some of
tious, and a lot of effort was put into mak- combat” or “all merchant,” but choosing our choices are “old chestnuts” (can any
ing “tools” you can use to “customize” your merchant is a quick way to suicide. If you thing less than five years old be considered
ant hill and amuse yourself—i.e., the game- like sci-fi flight-sim fighting, go for Priva- classic, even in the nanosecond world of
play is lacking. teer. If you want a space merchant game, computing?), you even may find them in
Dee’s rating: X try Star Control instead. the bargain bins as software stores make
Jay: I didn’t even give it a try—I’m not room for new releases. You know our
Jay: I know I’m a bad reviewer when I interested in games where you have to die biases now, too, at least some of them. See
say that as a class, I don’t much like games six times just learning how to land, or in if you can predict what we’ll say about
where you pick stuff up and put it in your this case die six times just trying to get out Ghengis Khan II and Space Hulk in January!
backpack, only to discover that you have of the system you start in.
too much stuff in your backpack, so you Dee: Enough negative stuff. I want to * indicates a product produced by a company other
take some stuff out, and then fifteen twists close this month with preview review of a than TSR, Inc.

42 NOVEMBER 1994
naments, and open gaming. Registration: $10.
* indicates a product produced by a company other than TSR,
Write to: SAGA 3, 800 Sena Dr., Metairie LA
Inc. Most product names are trademarks owned by the 70005.
Convention Calendar Policies companies publishing those products. The use of the name of
any product without mention of its trademark status should not IMMACULATE CONVENTION ’94
be construed as a challenge to such status.
This column is a service to our readers Nov. 13 ❁
worldwide. Anyone may place a free listing This convention will be held at the Chelsea
for a game convention here, but the follow- Old Town Hall in Chelsea, London, England.
ing guidelines must be observed. Important: DRAGON® Magazine no
Events include role-playing, board, and minia-
In order to ensure that all convention longer publishes phone numbers for conven-
tures games. Other activities include dealers and
listings contain accurate and timely infor- tions. Publishing incorrect numbers is al-
a figure-painting competition. Registration: £3
mation, all material should be either typed ways possible and is a nuisance to both the
preregistered; £4 on site. Write (and make
double-spaced or printed legibly on stand- caller and those receiving the misdirected
checks payable) to: Killjoy, Ltd., Dep’t. DR, P.O.
ard manuscript paper. The contents of call. Be certain that any address given is
Box 425, Kingston, Surrey, ENGLAND KT2 7ZD.
each listing must be short and succinct. complete and correct.
To ensure that your convention listing
The information given in the listing must
makes it into our files, enclose a self-
EYECON ’94, Nov. 18-20 ❉
include the following, in this order: This convention will be held at the Emporium
1. Convention title and dates held; addressed stamped postcard with your first
in London, Ontario. Events include role-playing,
2. Site and location; convention notice; we will return the card to
board, and miniatures games. Registration: $15
3. Guests of honor (if applicable); show that your notice was received. You also
(Canadian) preregistered; $20 on site. Write to:
4. Special events offered; might send a second notice one week after
The Emporium, 123 King St., London, Ontario,
5. Registration fees or attendance re- mailing the first. Mail your listing as early as
CANADA N6A 1C3.
quirements; and, possible, and always keep us informed of
6. Address(es) where additional informa- any changes. Please avoid sending conven-
SHAUNCON IX, Nov. 18-20 MO
tion and confirmation can be obtained. tion notices by fax, as this method has not
This convention will be held at the Howard
Convention flyers, newsletters, and other proved to be reliable.
Johnson Central in Kansas City, Mo. Events
mass-mailed announcements will not be include role-playing, board, and miniatures
considered for use in this column; we CONTRARY ’94, Nov. 10-13 MA games. Other activities include RPGA® Network
prefer to see a cover letter with the an- This convention will be held at the Ramada events, a charity auction, dealers, and seminars.
nouncement as well. No call-in listings are Inn in West Springfield, Mass. Events include Write to: SHAUNCON IX, P.O. Box 7457, Kansas
accepted. Unless stated otherwise, all role-playing, board, and miniatures games. City MO 64116-0157.
dollar values given for U.S. and Canadian Other activities include RPGA® Network events,
conventions are in U.S. currency. seminars, demos, dealers, and a charity
WARNING: We are not responsible for miniature-painting contest. Registration: $25. ELLIS CON VI, Nov. 19 CT
incorrect information sent to us by conven- Send an SASE to: CONTRARY ’94, P.O. Box 628, This convention will be held in the cafeteria of
tion staff members. Please check your West Warren MA 01092. H.H. Ellis Tech School in Danielson, Conn.
convention listing carefully! Our wide Events include role-playing, board, and minia-
circulation ensures that over a quarter of a WAR!ZONE CENTRAL ’94, Nov. 11-13 FL tures games. Other activities include movies and
million readers worldwide see each issue. This convention will be held at Holiday Inn- prizes. Registration: $5. Write to: John Haskell,
Accurate information is your responsibility. Main Gate at Universal Studios in Orlando, Fla. 613 Upper Maple St., Danielson CT 06239.
Copy deadlines are the last Monday of Events include role-playing, board, and minia-
each month, two months prior to the on- tures games. Other activities include a flea LAGACON 17, Nov. 19 PA
sale date of an issue. Thus, the copy dead- market, an auction, and open gaming. Registra- This convention will be held at the Eagles’ Hall
line for the December issue is the last tion: $19/weekend or $7/day on site. Write to: in Lebanon, Pa. Events include role-playing,
Monday of October. Announcements for WAR!ZONE CENTRAL, c/o Wolf Ent., P.O. Box board, and miniatures games. Other activities
North American and Pacific conventions 1256 DeLand FL 32721-1256. include dealers, and painted-figure and costume
must be mailed to: Convention Calendar, contests. Registration: $5 preregistered; $7.50
DRAGON® Magazine, P.O. Box 111, Lake LEGENDS-GAINESVILLE, Nov. 12-13 GA on site. Write to: Lebanon Area Gamers’ Assoc.,
Geneva WI 53147, U.S.A. Announcements This convention will be held at Lakeshore Mall 806 Cumberland St., Lebanon PA 17042.
for Europe must be posted an additional in Gainesville, Ga. Guests include David Prowse,
month before the deadline to: Convention Mart Nodell, and Barry Kitson. Events include WARP’DCON V, Dec. 3 NJ
Calendar, DRAGON® Magazine, TSR role-playing, board, and miniatures games. This convention will be held at Drew Univer-
Limited, 120 Church End, Cherry Hinton, Other activities include dealers. Registration: sity in Madison, N.J. Events include role-playing,
Cambridge CB1 3LB, United Kingdom. Free. Event fees: $2 each. Write to: Legends Ent. board, and miniatures games. Other activities
If a convention listing must be changed Group Inc., 514 Broad St., Rome GA 30161. include a miniatures-painting contest, a raffle,
because the convention has been can- an auction, and door prizes. Registration: $3.
celled, the dates have changed, or incor- PENTACON X, Nov. 12-13 IN Write to: Richard Ditullio, P.O. Box 802, C.M.
rect information has been printed, please This convention will be held at Grand Wayne Box 1405, Madison NJ 07940.
contact us immediately. Most questions or Center in Fort Wayne, Ind. Events include role-
changes should be directed to the maga- playing, board, and miniatures games. Other SOUTHWEST COMIC FESTIVAL
zine editors at TSR, Inc., (414) 248-3625 activities include computer and war games. GMs Dec. 9-11 TX
(U.S.A.). Questions or changes concerning are welcome. Write to: Steve & Linda Smith, This convention will be held at the Austin
European conventions should be directed 836 Himes St., Huntington IN 46750. Convention Center in Austin Tex. Events include
to TSR Limited, (0223) 212517 (U.K.). role-playing, board, and miniatures games.
SAGA 3, Nov. 12 LA Other activities include a costume contest, art
❖ indicates an Australian convention. This gaming-only convention will be held at and miniatures contests, films, anime, and
❉ indicates a Canadian convention. Howard Johnson Hotel in Metairie, La. Events panels. Registration: $25 preregistered, plus $10
❁ indicates a European convention. include role-playing, board, and miniatures for a comprehensive gaming pass. Write to:
✧ indicates an African convention games. Other activities include cash-prize tour- SWCF, P.O. Box 650201, Austin TX 78765-0201.

DRAGON 45
DARCON II, Jan. 7-8, 1995 ✧ Registration: $17 preregistered; $22 on site.
This convention will be held at the Danie Van Write to: Chesapeake Games, P.O. Box 13607,
Zyl Recreation Centre in Newlands, Johannes- Silver Spring MD 20911-3607.
burg, Republic of South Africa. Events include
role-playing, board, and miniatures games. ROUNDCON ’95, Jan. 27-29 SC
Other activities include demos, competitions, This convention will be held at the Quality Inn
and dealers. Registration: R10 plus variable N.E. in Columbia, S.C. Events include role-
event fees. Write to: Evan Dembsky, 24 Vincent playing, board, and miniatures games. Other
Rd., Rosettenville ext, Johannesburg, Transvaal, activities include dealers, contests, a scavenger
Republic of South Africa, 2197. hunt, and a charity auction. Registration: $10
before Dec. 15; $15 on site. Write to: Trella
GAMES UNIVERSITY, Jan. 13-16 CA Wilhite, Round Table Gaming Soc., USC P.O. Box
This demo-oriented game convention will be 80018, Columbia SC 29225.
held at the Red Lion Hotel in Ontario, Calif.
Events include family and adventure role-playing, WARPCON V, Jan. 27-29 ❁
board, and miniatures games. Other activities This convention will be held at University
include computer and video games, seminars, College, Cork, Ireland. Guests include Bill
and dealers. Registration: $15/weekend preregis- Bridges. Events include role-playing, board, and
tered; $20/weekend or $10/day on site. Write to: miniatures games. Other activities include
GAMES UNIV c/o Ultraviolet Prod., P.O. Box 668, seminars and contests. Write to: Convention
Upland CA 91785. Director, WARPCON V, Office of Residence and
Student Activities, University College, Cork,
RUNEQUEST*CON 2, Jan. 13-16 CA IRELAND; or e-mail:
This convention will be held at the San Fran- ARHN6001@Iruccvax.ucc.ie.
cisco Clarion Hotel in San Francisco, Calif.
Guests include Greg Stafford, Sandy Petersen, GAMEFEST II, Jan. 28 IL
and Steve Perrin. Events include role-playing, This convention will be held at Holy Innocents
board, and miniatures games. Other activities Church, Fr. Pajak Hall, in Chicago, Ill. Events
include seminars and an auction. Registration: include role-playing, board, and miniatures
$30/weekend or $15/day. Write to: RUNEQUEST- games. Other activities include RPGA® Network
*CON 2, 2520 Hillegass Ave. #101, Berkeley CA events and raffles. Registration: $3/general; $5/
94707. tournament. All proceeds go to Holy Innocents
Church. Write to: John Kavain, 857 N. Hermit-
CONSTITUTION III, Jan. 20-22 MD age, Chicago IL 60622.
This convention will be held at the Best West-
ern Maryland Inn in Laurel, Md. Events include
role-playing, board, and miniatures games.
Other activities include RPGA® Network events.

46 NOVEMBER 1994
Photography by Charles Kohl

I have heard the calls,


and I obey!
—poster seen in many places
at the game fair

There were grave omens that the 1994


Gen Con® Game Fair would be more than
the usual titanic, gargantuan, bigger-than-
ever affair it had been in the past. First,
there was the prolonged media coverage
of all things Klingon in local newspapers
and TV shows. The 50th anniversary of
the D-Day invasion was just two months
earlier, TSR reorganized itself on the Mon-
day before the convention, and an ele-
phant rampaged through downtown
Honolulu. But the most terrible omen of
all, seen right before the show began, was
Jim Ward dancing through the halls of
TSR with a rapier and a frilled shirt. The
mind boggles.
Grave omens indeed. I pondered their

48 NOVEMBER 1994
by Roger E. Moore

meaning aloud Tuesday evening as I drove


toward Williams Bay with my adopted
“son,” Bud, a mannequin I bought at a
company auction years ago. Bud ignored
me and kept on smiling his secret smile,
since we were heading out to Margaret
Weis’ famous barn-house for her Must Be
The Fourth Or So Annual Pre-Convention
Madness Party, which every year more
closely resembles the original Woodstock
in terms of the number of oddballs it
attracts and the number of tents pitched
in Margaret’s back yard. Soon they will
add mud.
Bud and I arrived at Margaret’s in time
to see the ceremonial Taking Out Of The
Garbage by one of Margaret’s lackies.
Then I carried Bud up to the house where
a large number of Minneapolians, Canadi-
ans, and the other social outcasts hung over
the deck railing and yelled for me to come
just a little closer.
“Do you have squirt guns? Are you
armed?” I said, a bit untrusting since this
was the same group who for two years
running has thrown paper airplanes at

DRAGON 49
me. “No!” they yelled back.
So I came closer, and they all threw
paper airplanes at me. Bud could have had
his eye put out, but luckily he was wear-
ing his glasses. I gave the group a friendly
greeting that is best not repeated here,
then went inside, placing Bud in the living
room to watch Ghostbusters on the TV
with a few other mannequin-like guests.
It was a great party, a sort of Woodstock
2.1. Almost a dozen tents crowded the
back yard, and an enormous card game
(the MAGIC: THE GATHERING* game by
Wizards of the Coast) was being played
out on the deck (the same deck that almost
burned up last year at this time, at this
same event). I met many people whose
names I can’t recall for the life of me,
though thanks to Margaret they all seemed
to have an intimate knowledge of my
alleged criminal past.
The party got rowdy in no time at all.
Margaret told Ed Greenwood that Raistlin
could kick Elminster’s butt any day of the
week, the deck almost caught fire again
(just like last year), and I learned much
about the gaming industry that is best
unveiled only after everyone involved
has died.
On the good side, Margaret Weis prom-
ised not to have me arrested this year for
the game fair’s Klingon Jail ’n Bail, as she
had done last year (with, it seems, the help
of your wonderful editor, Dale “Scumsuck-
er” Donovan). [That’s Mister Scumsucker
to you, bub.—Dale]. Margaret’s promise
was every bit as meaningful as a Somali
warlord’s offer of safe passage through
Mogadishu, but she is Margaret, after all,
so I trusted her. (Background sound FX:
“Ah, ha ha ha ha ha!”)
The evening ended all too soon. I finally
went downstairs to find Bud watching The
Adventures of Buckaroo Banzai Across the
Eighth Dimension with a wine bottle in his
lap. I took his drink away and carried him
out to the car, then said goodbye to every
one and drove home to rest. As I left, the
garbage pile at the driveway’s end was the
size of the Vehicle Assembly Building at
Cape Canaveral. More like Woodstock
every year, you bet.

Funny animals, nuclear


bombs, killer satellites, and
labor camps.
What more could you want?
—ad slogan for the KILL EVERYTHING!*
game from Crunchy Frog Enterprises

Wednesday found me in a mad panic to


finish all the handouts for my seminars, a
task I had conveniently put off until the
last second. I dropped Bud off in a spare
office and began typing away in a Moun-
tain Dew frenzy. When I stopped for a
break, I discovered that Bud, with the help
of concerned fellow TSR employees, was
now “shooting the moon” from his cube at
passersby. For a stuffed mannequin, the
effect was quite realistic. I hastily fixed his
outfit because many employees’ families
50 OCTOBER 1994
were touring the TSR building at that very At 10 A.M., Thursday, I arrived to start new Alien vs. Predator kill-or-be-killed
moment. A group of children watched me my game-fair day. The always remarkable video game. Several booths revealed that
get Bud dressed again. “That’s Bud, right?” Dori Hein and I gave a seminar called the Doom game craze for real-time, big-
one asked. “Toasters as Player Characters.” Actually screen, guns-&-demons, ultraviolent video
I finished writing at 4 P.M., then went to we talked about how to role-play every games was well underway. The White
MECCA to see what the convention hall sort of creature from killer whales and Wolf booth, which last year featured one
looked like. At first, the convention set-up parrots to robots and dragons in every solitary tombstone, now had a fully
looked to be just as big as last year’s, only sort of role-playing game. Why can’t you stocked graveyard to celebrate its new
larger. But the more I looked, it actually be a police dog in a spy game, just for WRAITH: THE OBLIVION* game. (As one
seemed even bigger than that. kicks? It was a great seminar, or at least I T-shirt slogan reminded us all, “Without
This year, TSR brought in truckloads of guess it was since I don’t remember any of life there could be no senseless death.”)
famous figures in the fantasy, comics, and it now. I also have to note the individual who
science-fiction worlds, led by Majel “Lwax- The seminar over, I went back down- came to see me at my otherwise neglected
ana Troi/Nurse Chapel/Number One” Bar- stairs to the main hall. Or I tried to get author signing. “Hey,” he said. “I really love
rett and John “Q” de Lancie (both known there. The entire MECCA center was your stories. You’re a great writer. I espe-
for their charitable work with young swamped with gamers, billions of them. I cially like the one you did about the half-
Klingons and Trekkies), Timothy “Star squeezed my way into the exhibit hall and kender who became a knight of Solamnia.”
Wars” Zahn, and Peter “I Do Everything!” was staggered at the sight. Where had all He was referring, of course, to a story by
David of comics and Star Trek fame. these people come from? We weren’t another author entirely, namely Nick
Science-Fiction Saturday was being supposed to get this many gamers until O’Donohoe. Thanks, guy.
joined this year by Super-Hero Sunday Saturday! On the upbeat side, I saw many old
(followed by Massive-Collapse Monday), The Thursday Surge will live in game- friends, too many to name here except for
and record numbers of events were company lore for years to come. All the the absolutely wonderful Jean Grey, who
planned for role-playing, board, minia- media attention the convention had been remembered my love for velociraptors,
tures, arcade, computer, virtual reality, getting apparently had paid off—but at and David Brazil, who asked me a year or
interactive, card, strategic, tactical, and factors of magnitude greater than we’d two ago to put his name in this column,
thermonuclear games, not to mention expected, and much more quickly. Booths though I don’t have the space to do so
actual War College classes, gaming auc- ran out of games to sell. Cash registers until now. Then there were Kimberly and
tions and seminars, writers’ workshops, were hammered until they died. Exhibi- Michael, who gave me some M&Ms last
martial-arts demos, slide shows, dramatic tors started looking like novice skiers year and gave me some more now, com-
readings, fantasy plays, art exhibitions, riding down a steep slope ahead of an plete with a “Tom Servo“-style M&M dis-
Jim Ward with armloads of SPELLFIRE™ avalanche. All this in spite of an all-day penser. M&Ms and Mountain Dew—that
cards but without his rapier, costume driving rain outside. was my breakfast and lunch three days in
contests and a masquerade, filksinging, Somewhere in the frenzy and chaos, I a row. Don’t try this at home.
anime theaters, and over $10,000 in game thought of Mike, the code name for the The end of my evening came in a semi-
tournament prizes. STAR TREK*, VAM- first American H-bomb test. Fun-loving nar jointly conducted by myself, John
PIRE*, and espionage role-playing events scientists had put together a nuclear weap- Rateliff, Skip Williams, and Dave Gross.
had spilled over into the Hyatt Regency on bigger than a railroad tank car, stuck it We were discussing great fantasy litera-
next door and The Safe House, a famous on a Pacific island, then set it off. Their ture of the world, and we ended up trying
local bar and eatery with a spy theme. math was faulty, so they thought it to strangle each other over the issue of
There would even be a Klingon musical. A wouldn’t make much of a bang. They were whether The Odyssey is fantasy or not. (It
Klingon musical. Think about it. wrong. The blast wiped the island off the is, you boogerheads!) (I didn’t mean you,
The list of activities not only suspended face of the earth. (The scientists thought Skip.) Then I went home to recover my
disbelief, it wiped it completely out. Other for a while they were going to be wiped marbles and get ready for Friday.
major features included Carel Struycken’s out with the island.) We were now appar-
Virtual Arcade, Suki’s Cybereum, the ently having our own Big Mike.
Games Magazine Triathalon, the National My memories of Thursday are murky Space monsters spit on me.
Security Decision Making game, the Living but a few stand out. FASA had stunningly —quote from the Buckaroo Banzai
City Bazaar, Star Fleet Academy, the CAS- realistic computerized animation for its Excuse Shirt, seen at the game fair
TLE FALKENSTEIN* Waltz (in full cos- BATTLETECH* videos. TSR’s castle had
tume, at the Hyatt), Puffing Billy three gargoyles, a smoke-breathing drag-
Tournaments, the Weis-Hickman Traveling on, and an eye-boggling dragon hologram Friday morning was the time of much-
Road Show, the Desperately Seeking Elvis just slightly smaller than a picture win- heralded RPGA® Network breakfast,
event, and the Klingon Armada Interna- dow, which stopped onlookers dead in which I missed because I was giving a
tional’s Jail ’n Bail, the memory of which amazement. (It cost $11,000.) The card COUNCIL OF WYRMS™ seminar with Bill
caused me great mental duress as I prayed booths at Fortress TSR and the great black Slavicsek and Michele Carter. We had the
I would not be arrested and tortured by Parthenon of Wizards of the Coast never entire audience role-play a council meeting
cheerful, grunting Klingon thugs, as hap- lacked for collector-card-maddened of giant ancient dragons, dividing them
pened at last year’s game fair. gamers, who came in droves for new into good, neutral, and evil factions. The
TSR staffers hoped that the 20,000 at- SPELLFIRE and MAGIC decks. One booth council was moderated by Bill (a gold
tendance record for 1993 would be bro- sold gigantic blue dice half a meter high, dragon), Michele (an amethyst), and me
ken, though we had no clue then that the as well as little tiny empty plastic boxes of (Bloodtide the Red—oh, yes yes yes!). The
record would not be broken so much as it “stealth dice.” council topic was, “What shall we do about
would be smashed flatter than a wood- Perhaps my most shocking memory was those pesky humans?”
frame building at a Nevada nuclear test the discovery that the soft-drink machines I got to open the debate. “War!” I yelled,
site. Blissfully ignorant of the storm to now took $1 per drink—and gave no pounding the table. “Kill for peace!” The
come, we went home and got the last change. Ouch. audience (the warlike dragon part of it,
restful sleep we’d know for days. Between an author signing, a which was about 90%) cheered me on.
FORGOTTEN REALMS® demo, and a stint “Now, that’s a little extreme,” Bill the
Have you flogged your crew in the sales booth of Fortress TSR, I got to Good began, as Michele the Neutral made
today? wander around a bit more and recover my a frowny face and tried to restore order.
—bumper sticker seen at the game fair bearings. The CapCom booth had the all- After a half-hour of richly satisfying bick-
DRAGON 51
ering, slander, insults, and warmongering, like a car down a Florida sinkhole. I’m seminar, then wound up under the com-
we voted and the war faction won. Yes! here to say that Milwaukee is built on mand of the incredible Sue Weinlein, stuck
Ah, politics. much more solid material than Florida is, in a small room full of people dressed like
I ran downstairs with minutes to spare though MECCA did drop about a foot Klingons. It looked bad, but then I noticed
before the doors were opened. The in- toward noontime. the Klingons were led by Tim Beach, wide-
credible Sue Weinlein popped by at one Margaret Weis and Tracy Hickman ran ly noted TSR designer and notoriously un-
point and announced, “Good omens today, their annual Killer Breakfast, during Klingon personality, and I knew that I
Roger! I found my Velcro!” I had no ade- which (so I hear) Buffy went to the would live.
quate reply, so I wandered off to investi- RAVENLOFT® setting and over 200 player After patiently listening to various Tre-
gate booths featuring gorgeous art trading characters were killed. A mint issue of koid people try to figure out what they
cards from Jeff Jones, Roger Dean, Ro- DRAGON® Magazine issue #1 sold in the were doing, I was off to help set up the
wena, and many artists already famous in auction for over $200—the first time that’s Dead Authors Panel, which featured quite
the gaming industry. Then Allen Varney, happened. I ran a demo, gave a seminar, realistic live versions of Mary Shelley, H.G.
famed game designer/editor, joined me for and saw part of a bizarre anime film Wells, Edgar A. Poe, and the guy who
a demonstration by the truly stunning Val called—so help me — Dark Schneider. It wrote the Narnia stuff but whose name
of Khatovar Chainmail concerning the made as much sense as the title, from escapes me right now, maybe you’ve
effectiveness of chain-mail whips. I am where I was standing. I also got a nose- heard of him. [Editor’s Note: Rog is refer-
sworn to secrecy about the rest of the bleed but haven’t a clue how I did. Or was ring to C. S. Lewis. —The everhelpful Dale.]
demo. the nosebleed on Friday? I’m not sure. The I had to leave early to go home and col-
I got into Fortress TSR just in time, as tornado watch was Friday evening, I lapse in a sodden heap, so I missed the end
the doors opened. An unknown exhibitor, think. of the panel, as well as the much-heralded
upon seeing the 10 A.M. Friday Surge, In between panels, I got to see a little and justly famed CASTLE FALKENSTEIN
cried “Oh, my God!” You can imagine the more of the game fair. While blimping out Waltz, played out in costume and com-
rest. I sold things, talked my head off, and on the M&Ms that numerous well- manded by the always surprising folks at
did a seminar with the dynamic duo of meaning people delivered to me, I saw the R. Talsorian Games. Sorry, guys. I heard it
Rich Baker and Colin McComb on paladins, miniatures gaming area. There were char- was great.
whom we all agreed should be shot. Or at iot races thundering, BattleMechs blasting,
least I think we agreed to that. I don’t robots bashing, Zulus shouting, tall ships It’s not the pace of life that
remember any of it. firing, and a gigantic recreation of the concerns me. It’s the sudden
assault on Hoth from the second Star Wars stop at the end.
I’m not obnoxious—I’m movie. Hoth took place in “The Arena,” a —T-shirt slogan seen at the fair
tact-challenged! floor gaming area so large you had to walk
—bumper sticker in exhibitor’s booth around on it in your socks to move any Sunday I awoke to a beautiful blue sky,
pieces. I was sorry I missed the live-action the kind that gives your spirit wings and
Early Friday afternoon, I took part in a National Security Decision Making Game, sends your imagination soaring. I felt
DRAGONLANCE® seminar featuring many in which thoughtful and informed contest- refreshed and pure. I parked my car in a
of the original “DL” team. I confessed that ants tried to destroy the world, so I don’t lucky space right next to MECCA and
the entire idea for kender came from a know if the balloon went up or not. walked into Fortress TSR at 8:45 with a
concept I had called “Bunnylance,” in It had now rained for three days free and joyful heart.
which colorful fuzzy bunnies conquered straight, and no one cared. The halls of Then I noticed that everyone was
the world, but the rest of the panel took MECCA were jammed with gamers sitting armed.
offense and stole my folder with the color- on the floors trying to lay out their latest “Here’s your weapon,” said Fearless
ful fuzzy bunnies on the front. collections of MAGIC and SPELLFIRE Leader Tim, handing me a NERF multibar-
After running an ultimately fatal cards, the personal ownership of which rel pump bazooka with the firepower of
BUGHUNTERS® game demo, I drove home was recently required of every citizen an Apache helicopter. “Don’t shoot anyone
to change into my tuxedo for the top- covered by NAFTA. A live medieval-style until Lorraine gets up on the castle wall
secret, by-invitation-only, almost-the-same- battle was fought out in front of Fortress and orders the attack.”
place-as-last-year TSR Party. I was only one TSR, attracting about a trillion onlookers. Tim’s Secret Plan, it turned out, was to
of two guys who dressed up (the other The computer-games area had two big take what probably amounted to TSR’s
looked like Colonel Saunders), and I was astronaut-training-style thingers that I entire earnings for 1994 to date and buy
universally despised by every other guy, remembered seeing on Lawnmower Man, every NERF weapon, from sword to gre-
who feared I would start a trend. It was sort of like space-age vomitoriums with nade to bow to bazooka to Gatling gun
great. cyberspace parts, as well as the usual that the local Toys-&-Handguns-R-Us had
It was at the party that I heard some talk giant linked-up Doom-style shoot-’em-ups in stock. Almost the entire TSR staff had
from our Fearless Leader of the Games and many BATTLETECH simulators. There shown up in preparation for the first
Division, Tim Brown, that something spe- was so much to see that my retinas hurt. annual TSR Needs More Exhibit Space And
cial was planned for Sunday morning. The I did get a copy of a comic book from Yours Will Do Just Fine demo. Other game
“something special” would require several the marvelous Phil Foglio, in which Yours companies had talked for years about
trips to a local toy store and maybe cost a Truly appears (look for “007”), and I got a storming Fortress TSR. This year, TSR was
few thousand dollars. How wonderful, I copy of the Yamara (yes, that Yamara) going to storm them.
thought. It sounded like something sweet comic-compilation book sold by Steve I took the gun, then gave it away to
and charitable. I could hardly wait. The Jackson Games. I also almost visited the Doug Stewart, who had arrived late and
fuzzy bunnies of Krynn would be proud. science-fiction museum at Starbase 1, but missed the initial handout. I then received
there were 9,300,000,000,000 people about two dozen hand-launched rockets,
I have no solutions, but I standing in line there waiting to get auto- but gave them away to two other TSR
certainly do admire the prob- graphs from Majel Barrett and John de staffers and my son John, who also had
lem. Lancie, so I passed and went elsewhere. arrived late. John was not invited, but it
—button slogan seen at the fair Besides, there were lots of Klingons was impossible to keep him away. He took
around and Margaret had made some his rockets and began practicing with
There was considerable concern on snide comment earlier about my imminent them on any TSR people he could find. For
Saturday that the flood tide of gamers arrest, and I was just being careful. my part, I took out a pen and paper and
would cause MECCA to slide into the earth I then did another seminar, then another became the first-ever quasi-official
52 NOVEMBER 1994
DRAGON Magazine war correspondent.
At 9:04 A.M., a spy was caught in the
castle and was fired upon by every weap-
on in existence. He was declared dead 73
times over, though over half the TSR staff
was also killed in the attack as a result of
“friendly fire.” (Mike Stackpole’s last
words: “Don’t shoot! I’m on your side!“)
At 9:05, TSR president Lorraine Wil-
liams, wearing a red cape and hard hat,
took a commanding position on top of a
castle wall using a mobile elevator. To the
rousing cheers of her bloodthirsty legions,
she ordered the annexation of all nearby
exhibitor spaces, starting with White Wolf
and Wizards of the Coast, then continuing
across the hall as far as Ral Partha. Armed
staffers charged out and began firing upon
stunned exhibitors, managing to take over
the R. Talsorian booth briefly before being
called back to Fortress TSR to repel a
barbarian invasion from the direction of
Mayfair Games (whose people had taken
off their shirts and hastily constructed
shields and weapons from cardboard
boxes). Within seconds, a free-for-all battle
broke out around Tower 1. Screams and
NERF bombs filled the air. I went to work.
“How does it feel to be slain in battle?” I
asked one barbarian who was down on his
back but still being NERFed by stalwart
TSR berserkers. “Inconvenient!” he gasped
out. I wrote that down and continued to
ask assorted personal and political ques-
tions of people who were roaring at the
tops of their lungs while firing or hacking
their way through titanic NERF melees
which soon centered around Towers 7 and
8, on the White Wolf side of the castle.
Most of my notes covering the savage
fighting, which actually lasted only 10
minutes, are rather incoherent. I do recall
Flint “the Barbarian” Dille holding aloft
White Wolf’s animal-skull totem, which he
had liberated during the fighting, and
cries of “No prisoners!” and “TSR will
rule!” and “For the Celts!” (curious one,
that) rang across the hall. Video footage of
the actual fighting was taken by several
onlookers, among them Mary Abel of TSR
and an attractively fur-clad (but not by
much) barbarianette. Famed author Peter
David gave a play-by-play commentary on
the PA. system, adding in reporter-like
asides like “Oh, the humanity!”
At 9:21, “detente” was announced, and
the fighting was over. The last warrior to
be forcibly made to lay down his arms
was, of course, my son John. “Daaaaad!”
he protested in disgust, but the cease-fire
held. Everyone proclaimed victory, even
the losers from White Wolf, and battle
scars (all two of them, both belonging to
Dori “the Barbarian Who Fell Down” Hein)
were displayed to local admirers.

Surreality Just Got Funky!


—banner in exhibitor’s booth

After a last pass through the exhibit hall,


I ran upstairs to my second “Toasters as

DRAGON 55
Player Characters” seminar, where Dori would see me first. (Better to be safe . . .) I
and I pointed out the role-playing advan- heard later that Margaret Weis herself had
tages of being a killer whale while every- been arrested and jailed, apparently on
one else is a human being (especially if the the orders of her own fans, and was
adventuring party is swimming just before forced to sign autographs until her fingers
suppertime). Right after that, I ran an- fell off. A pity.
other seminar on how to handle high-level At 4:55, came the long-awaited an-
AD&D® campaigns, then ran back down- nouncement that the exhibit hall would
stairs to run a demo game in the self-destruct in five minutes. When the
FORGOTTEN REALMS tower (three PCs fair closed at last, we were too tired to
died, three escaped). That done, I was free cheer for more than a few seconds. The
to wander one last time before the hall gamers were herded out, the booths were
closed at 5 P.M. torn down, the carpet was rolled up, the
Alex Jimenez, justly famous designer trash was thrown out, and we took our
from the CapCom area, told me that he loot, our frayed nerves, and our incubat-
was inspired to create some of his most ing viruses and went home.
challenging video games because of the The apocalypse was over. My fiancee
grief an old module of mine had given him Gail took me to the Milwaukee zoo as my
(“The Dancing Hut,” from DRAGON issue reward. The mosquitoes were tickled to
#83). I was pleased. The Armory booth see me.
held a special event in which hundreds of
MAGIC cards were thrown into the air for Dead men can’t sue.
screaming fanatical gamers to fight over. I —CAR WARS* diorama title
thought I would finally, at last see the seen at the fair
science-fiction museum at Starbase 1 but
stopped when I realized that the Klingons Monday found all the weary survivors
back at work, debating the merits of plac-
ing a moat around Fortress TSR in 1995,
perhaps with more NERF Gatling guns and
a Hawk missile battery. With the generous
help of sympathetic co-workers, Bud be-
came a Klingon (“K’Bud”) in protest against
the baseball strike. I developed a major
attack of hay fever combined with an
unpleasant intestinal flu that I don’t think
you want to hear about, and I had one
week to rest, sneeze, and visit the bath-
room before I flew off to Canada for an-
other convention (WorldCon/ConAdian in
Winnipeg—“The Milwaukee of the North”).

56 NOVEMBER 1994
And the final tally on attendance?

Some estimates went as high as 27,000.


It had been Big Mike, all right. It was a
miracle that anything was left of Milwau-
kee afterward. I can’t even imagine what
will happen next year.
I had survived the wildest, greatest, and
most exhausting of all game fairs in histo-
ry. But, I reflected, at least this time I
wasn’t arrested by Klingons. I might be as
lucky next year.
Unless . . . but no, K’Bud wouldn’t do
that to his dad. I hope.
My thanks go out to the makers of
Mountain Dew, Allright Parking of Mil-
waukee (great prices and great parking if
you get there early enough), my 1990 Geo
Storm (almost 100,000 miles and still run-
ning!), and, most importantly, Gail, without
whom I would still be a nerd.
See you next year—for sure!

l indicates a product produced by a company other

than TSR. Inc.

58 NOVEMBER 1994
by Steve Kurtz
Photography by Karen and Steve Kurtz

Enrich your fantasy castles with a little history

60 NOVEMBER 1994
preted as private areas of the palace. Some- called Constantinople (from Konstantinou
times I imagine that Sinan, the court polis, meaning Constantine’s city). Even
The Ottomans are like unto the sun. architect of Sultan Suleyman the Magnifi- before the Romans, as early as the 7th
Above all they illuminate Europe, but cent, would be mortified. century B.C., the city was called
the light of their power shines also on As any Game Master knows, realistic Byzantium—named after the Greek tyrant,
Asia and Africa. They are spaces and objects help breathe life into Byzas. Although Topkapi was constructed
any role-playing fantasy campaign. In this between the 15th and 19th centuries, the
incomparable to other sultans who are
article, I will explore the history and struc- structure rests on Byzantine foundations.
like to stars. All are extinguished in the
ture of Topkapi, including some of the By the time the Ottoman Turks con-
brilliance of their radiance and treasures and ideas for conducting adven- quered Constantinople in 1453, the proud
splendor. This illustrious, heroic, and tures around the palace. At the very least, metropolis lay in ruins. Sultan Mehmed
intrepid dynasty has been ever I hope to shed some light on Middle East- the Conqueror was responsible for the
victorious, conquering all of Anatolia, ern architectural philosophy, so that other renaming and rebuilding of Istanbul. Part
Karaman, Diyarbakir, Erzurum, Game Masters can devise realistic and of his vision included the construction of
Baghdad, Arabia, Egypt, the Balkans, exotic palaces for their campaigns. the Palace of the Cannon Gate, Topkapi
Hungary, end many other lands, as far Saray, sometimes simply called the “New
as the borders of Germany . . . There is Locus of antiquity Palace” by its contemporaries to differenti-
no limit to the power, extent end wealth Topkapi Saray sprawls across one of the ate it from Eski Saray, Mehmed’s first
largest hills along the Sea of Marmara, palace (sometimes called the “Old Palace”).
of their rule.
overlooking the confluence of the Bospo- Topkapi was first built between 1465-78,
—Dedication to Sultan
rus Strait and the Golden Horn, a site of but today nothing remains of the original
Suleyman the Magnificent,
unrivaled geographical importance since 15th-century wooden construction. Over
by Haci Ahmed of Tunis, 1559
ancient times. The waters in this region the past 500 years, fires and whims of the
not only link the Black Sea to the Aegean— Sultans have drastically altered the face of
providing access to the Mediterranean, the the palace. Topkapi was occupied by the
Atlantic, and therefore, all the worlds Ottoman royal family and imperial admin-
Adjusting the pack on my shoulders, I
waterways—they also form a bridge be- istration until the mid-19th century, when
peered through the misty morning pale-
tween the continents of Europe and Asia. the structure was considered “old-
light on my pilgrimage toward the looming
The armies of myriad empires have fought fashioned” and abandoned in favor of
minarets. Topkapi Saray, the legendary
over this strategic location for millennia. Dolmabahce, a more modern palace con-
Seat of Sultans, the Heart of the Ottoman
While bearing all the trappings of structed along the north Bosporus shore in
Empire, the magnificent Palace of the
modernity—from the tram lines and the continental French style, with golden
Cannon Gate lay before me enshrouded in
car-choked streets, to the coal-fire pollu- fixtures and 14-ton Baccarat crystal chan-
the early morning fog. While passage
tion that cloaks the winter skyline in a deliers in every chamber. Some say that
beyond the forebodingly massive gates
velvet brown haze—Istanbul also is a living the bankrupting opulence of Dolmabahce
once may have required permission from
shrine to the ancient past. The city’s cur- contributed to the collapse of the Ottoman
the Sultan, I entered bearing only a ripped
rent name was derived from a corrupted Empire.
three-dollar ticket. Within its high, forti-
Greek expression (stin poli), meaning “to The modern Turkish republic was
fied walls, a legion of cooks and servants
the city.” When “the city” was ruled by last founded in 1923 by Kemal Ataturk, a
once attended the powerful Sultan and his
vestiges of the Roman Empire, it was tremendously popular figure, whose por-
entire administration of viziers, ambassa-
dors, and sycophants. In the forbidden,
blue-tiled changers of the harem, the
Sultan relaxed in the company of his
wives, children, and countless concubines.
At the height of Ottoman power, Topkapi
housed over 4,000 people, a small city in
its own right within the Imperial capital.
Today, the renovated palace is a fascinating
museum at the center of Istanbul, a monu-
mental display of Turkish art and architec-
ture. Topkapi also contains one of the most
astounding collections of riches I have ever
witnessed, amassed by 32 Sultans over the
past five centuries. The treasuries in West-
ern museums do not compare to the stagger-
ing opulence of the Sultan’s hoard. In
retrospect, the Hope diamond and even the
Crown Jewels of England are a mere pit-
tance by comparison.
My personal interest in the palace
stemmed largely from my work on the
ALQADIM® setting for the AD&D® game. In
the City of Delights boxed set, for example,
the Palace of the Grand Caliph in Huzuz was
based directly upon the plans of the Topkapi.
The palace was already quite vivid in my
imagination, long before I set foot in its
historic confines. After my visit to Turkey, I
looked over the plans of the Grand Caliphs
fantasy residence and was amused to note
how public chambers were often inter-
DRAGON 61
trait adorns practically every public build- capture with a single photograph.
ing in the country. In contrast with many Walking through Topkapi is like peeling the world. Topkapi guarded the entrance
European political upheavals and revolu- away the layers of an onion or uncovering to the Golden Horn, and therefore
tions, there was no looting and pillaging of a series of veiled secrets. While the layout Mehmed the Conqueror massively forti-
the Sultan’s palaces. Unlike Versailles, for of the palace appears to be a chaotic co- fied the outer walls of the First Court,
example, which was stripped clean during nundrum, with multiple courtyards sur- especially along the seaward side, which
the French Revolution, all the imperial rounded by oddly-shaped chambers and historically had been the weakest link in
residences in Istanbul—including Topkapi crooked corridors, the palace is a surpris- the city’s defenses. In the 13th century, a
and Dolmabahce—were preserved essen- ingly ordered structure, consisting of four flotilla from the Fourth Crusade pulled up
tially intact with all their original furnish- main sections or layers of increasing pri- to the sea walls during a siege. Crusaders
ings after the founding of the Republic. vacy: the outer First Court, the Court of poured into the city by climbing the masts
Topkapi was opened as a public museum Ceremonies, the Enderun and the Fourth of their ships and surmounting the low
in 1924 and has been under a process of Court, and the celebrated Harem. The adjacent walls. To prevent such a debacle
continual restoration ever since. Topkapi First Court and the Court of Ceremonies in the future, Mehmed dramatically
contains a wealth of information for game were used for public purposes. The En- strengthened the three miles of walls
masters and designers alike. derun and the Fourth Court were re- around the palace with numerous cannon
served for the daily activities of the Sultan emplacements, for which the palace was
and his attendants. Finally, the Harem aptly named (topkapi meaning “cannon
enclosed the Sultan’s family in the most gate” in Turkish).
Topkapi Saray private section of the palace. The organi- The massive Imperial Gate, the main
Topkapi’s huge, sprawling complex de- zation of these four sections was tradition- entrance to the First Court, was always
fies simple characterization. Unlike Euro- ally employed in the layout of all of the guarded by at least 50 Jannisaries (imperi-
pean palaces, which were surrounded by imperial Ottoman palaces, and to a certain al guards). Eleven generations after
low-lying gardens that accentuated the extent, reflects the design of Middle East- Mehmed the Conqueror, Sultan Murad IV
beauty of the architecture, the palace of ern palaces. By understanding the role and enjoyed firing on pedestrians with his
Topkapi is obscured by a series of walls, function of these sections, a Game Master crossbow from atop these gates. Beyond
outlying buildings, and tall trees creating can more easily and realistically incorpo- the famous portals, the outer court of the
an atmosphere of intrigue. As one moves rate them into adventures. palace contained lush gardens, which
through the courts of Topkapi, architectur- were sometimes stocked with wild animals
al elements—domes and minarets—appear for the Sultan’s hunting pleasure. Hagia
and disappear behind the walls. Unless Irene, one of the oldest Byzantine church-
one views Topkapi from the air (or from a The First Court es in the world, also was enclosed within
map), the overall layout of the palace is The First Court acted as a protective the First Court and converted into an
difficult to determine and impossible to barrier between the palace and the rest of armory for the palace garrison.
As many as 500 Jannisaries defended the
outer fortifications of the First Court in
times of peace. These slave warriors, or
mamluks, were literally owned by the
Ottoman Empire. Hand picked as children
from predominantly Christian families and
trained in special schools in the art of
warfare, they formed the elite corps of the
Ottoman army. Despite their official slave
status, the Janissaries held a position of
considerable prestige in Ottoman society,
especially in the Imperial armed forces.
They received a regular quarterly wage
and could count on fair promotion within
their ranks (and perhaps eventually free-
dom) in exchange for devoted service to
the Empire. Unlike other forms of slavery
prevalent in Europe and America, the
state-sponsored slavery of the Jannisaries
was not hereditary. The Jannisaries could
marry, and their children were born free.

The Court of Ceremonies


The inner palace can be reached
through the Gate of Salutations, flanked
by two octagonal keep towers, where all
visitors—including viziers and ambass-
adors—were required to dismount. Only
the Sultan himself could ride a horse into
the Court of Ceremonies. Public execu-
tions were typically conducted in front of
these iron doors, and the severed heads
displayed here afterward. In the small
fountain outside the gate, executioners
would clean the blood from their great
scimitars.
A number of Imperial functions were
performed in this courtyard, including
62 NOVEMBER 1994
accessions to the throne, declarations of fountains of the courtyard. The Fourth ambassador or a minister in the govern-
war, religious festivals, and royal circumci- Court was like the royal living room, ment. The sultan’s concubines reached the
sions. The Jannisaries were paid their where the Sultan could withdraw to es- harem from many sources. Some were
quarterly wages from the treasury in this cape from the responsibilities of Empire given as gifts from leaders within the
court. On the occasion of a foreign ambas- and family. Together Enderun and the Ottoman Empire, others were presented
sador’s visit, the Sultan would delight in Fourth Court comprised the personal daily by foreign ambassadors (blonde-haired
paying the soldiers himself during a public living quarters of the Sultan. girls from Russia were especially favored
ceremony. Hundreds of soldiers lined up gifts by the Sultan).
in formation as the viziers brought for- The Harem While admittedly fascinating from a
ward massive trunks, brimming with gold. In Arabic, the word harim means forbid- male perspective, the harem clearly had its
The display no doubt impressed visitors den, and referred specifically to the wom- darker aspect. The future of hundreds,
with the tremendous wealth and military en’s quarters in the household. In Turkey, sometimes thousands, of women depended
prestige of the Ottomans. the harem evolved under somewhat entirely on the whim of a single man, with
Also known as the Court of Justice, or broader lines, consisting of a location possibly tragic results. One night, Sultan
the Council Square, this section of the reserved exclusively for the family. The Ibrahim the Mad decided to replace all but
palace formed the nucleus of the adminis- harem in Topkapi contained not only the one of his 300 concubines. The unfortu-
tration for the Ottoman Empire. The vi- living quarters for the Sultan’s wives, nate 299 ladies were bound in cloth sacks,
ziers (ministers of state) and the chief servants, and concubines, but also his wrapped in iron chains, and tossed into
vizier (the prime minister) conferred with children and himself. During the Ottoman the Bosporus within hours of the Sultan’s
the Sultan on a weekly basis in the council Empire, the harem developed into a for- decision. In the event of a Sultan’s death,
chambers. One of the meeting rooms was mal, structured institution, with its own the entire harem was vacated to the Old
fitted with a large circular window, called strict rules and established hierarchy. Palace (Eski Saray), where they either
the Eye of the Sultan, where the Sultan After the Sultan, Black Eunuchs were at lived out the remainder of their lives in
would sit and eavesdrop on his ministers. the summit of the harem hierarchy. Re- opulence or were married to eligible pub-
In addition to its administrative role, the cruited as children in Africa and surgically lic officials.
courtyard always was teeming with visi- operated upon in Egypt, they were While the Sultan could leave the harem,
tors, soldiers, and servants who main- brought to the harem as children and his hundreds of concubines were virtual
tained the stables, carriage houses, educated in their duties, which involved prisoners. All the windows were covered
pantries, food cellars, mosques, barracks, not only service and protection, but also with ornate iron grates. These bars were
bath houses, and officers lounges located the punishment of their female charges. decorated with intricate honeycomb or
along the periphery of the court. The most powerful Chief of the Black octagonal patterns, but they were bars
Eunuchs could promote or demote the nonetheless. The inhabitants of the harem
The Enderun and the Fourth Court social standing of any concubine or wife recognized this fact. One of the harem
The entrance to the Enderun from the within the harem. chambers, for instance, its walls decorated
Court of Ceremonies was guarded by the The most powerful of the Sultan’s wives, with pure gold, was called the Golden
Gate of White Eunuchs. Crowded with at the summit of the female hierarchy, Cage by its inhabitants. The Sultan sur-
trees and tiny, intricate pavilions, the stood the Valide Sultan, sometimes called rounded the concubines with wealth and
Enderun gives the impression of intimate the Sultana, the Sultan’s Mother, or the showered them with gold, but they could
privacy. Literally “the Inside” of the palace, First Wife. The Valide Sultan was pro- never leave the harem to spend their
the Enderun contained the residence for moted to her exalted position after giving treasure. If they wanted to go shopping,
the Campaign Pages, or Aghas, trained birth to the Sultan’s first male heir. She they had to rely on servants to choose the
since childhood in courtly arts such as presided over the harem from the largest best goods from the bazaar to suit the
music, poetry, dance, and calligraphy and suite of apartments, totaling as many as tastes of their mistress. In addition, the
serving as body servants, guards, and forty rooms, with the best location, venti- women of the harem were forbidden male
messengers for the personal needs of the lation, and sunlight in the palace. visitors (except doctors and teachers). It
Sultan. In this section of Topkapi, one also After the Valide Sultan, the Kadineffen- was said that even a male fly could not
can find the baths and massage rooms for dis (or Kadins, for short) enjoyed the long- enter the harem without the Sultan’s per-
the Sultan and the Aghas, the lavish Impe- lasting, personal favor of the Sultan. These mission. There were rarely exceptions to
rial treasuries (detailed later in the article), “Royal Ladies” were ranked by the Chief this rule, since the penalty for adultery
and the central audience kiosk, where the Eunuch in the Sultan’s order of prefer- according to Islamic law was quite harsh
Sultan would greet visitors of great impor- ence, and numbered between four and (death by beheading for the man, death by
tance from his wide, golden throne. Aside seven individuals. They shared multi- stoning for the woman).
from the audience chamber, however, the storied, wooden quarters overlooking a Structurally, the harem is a confusing
Enderun was typically the exclusive do- high terraced swimming pool in the ha- but intriguing place. Dark, narrow corri-
main of the Sultan and his attendants. rem. Sometimes the Sultan married one or dors twist at unpredictable junctures and
Two stone ramps descend from the more of the Kadins; more often, however, open into bright narrow courtyards. At
Enderun to the tiled terraces of the Fourth they remained his most exalted consorts. every turn, stairs lead upward and down-
Court, the most private of the Sultan’s The ikbals, or “Lucky Ones,” were the ward into darkness. After centuries of
daily living quarters, located farthest from sultan’s favored concubines, who shared building, at least two floors of the harem
the bustle of Council Square and the con- important duties within the harem. The are now completely underground, linking
fines of the Harem. The court’s prominent ikbals received honorific titles, such as the storerooms and cisterns with outdoor
patio, built around a rectangular pool with Sultan’s Food Taster, the Sultan’s Barber, pools and fountains. Above the gardens,
a fountain, is surrounded by a number of the Sultan’s Coffee-maker, etc. which were built upon the terraced roofs of the ha-
ornamental kiosks or pavilions, covered appropriate to their administrative role. rem’s lower stories, another three levels of
with ornate blue, green, and red tiles. They served the Valide Sultan and cared predominantly wooden structures were
From the opulent Baghdad pavilion, the for the royal children. erected in the 18th century. One can be-
Sultan could sip hot tea from a tulip- Any of the ladies, even the youngest come hopelessly lost within the harem’s
shaped glass while contemplating the concubine, could look forward to promo- warren of 400 chambers. The stone walls,
spectacular panorama of Istanbul spread tion within the harem to the dignified covered with brightly painted tiles, were
out below. Other pavilions, perfect sites position of the Valide Sultan. If not, after recessed with countless alcoves and niches
for reading or reflection, were designed to seven years of service in the harem, they for books, boxes, vases, and turbans. In a
overlook the tulip gardens and marble were typically married to a powerful few chambers, loud gurgling fountains
64 NOVEMBER 1994
were installed to foil eavesdroppers, and lain with white, green, blue, and red de- precious woods and adorned with gold (a
secret passages were hidden behind some signs, depicting geometric, radial, floral, or fad introduced from Europe in the 19th
walls, concealed by panels or revolving animal motifs (over 15,000 pieces, includ- century); gilded stirrups encrusted with
mirrors. The entire harem whispers of ing huge rose medallion serving platters, opals, aquamarines, and pale garnets; an
secrecy, intimacy, and intrigue. smaller individual plates, 5’ tall vases, and emerald-studded horse-crest plumed with
slender decanters); white ostrich feathers;
Treasures of the Sultans * Ancient illuminated manuscripts from * Ancient religious artifacts of Islam,
In addition to the quarters for the China and Persia; paper tapestries of reli- such as the footprint, hair, tomb soil, and
Aghas, the Enderun also contained the gious calligraphy; a writing box and pen tooth of the Prophet Mohammad; a jew-
repositories for the Sultan’s innumerable holder of carved jade; a coral-hilted pen eled case containing the Sword of the
wealth, a magnificent hoard accumulated knife; the first copies of the original 7th- Prophet and the scimitars of the first
by the Ottomans over five centuries. The century Quran, the holy book of Islam; Caliphs, the early political leaders of the
trade routes of Eastern Europe and Russia * Gilded clocks and music boxes (gifts Islam; a few Christian artifacts, such as the
were obliged to pass through the Bosporus from European ambassadors); gold and silver-encased hand and gem encrusted
Strait, en route to their home ports of call lacquer jewelry coffers inlaid with ivory skull of John the Baptist;
from the Mediterranean Sea. The legend- tortoise shell or mother of pearl and deco- * Arms and armor, often engraved with
ary Silk Road, linking distant China with rated with clover-leaf and floral patterns; serpent and peacock or eagle motifs or
Persia and Arabia, terminated in Istanbul. a golden box carved in the shape of a fish inscribed with elegantly gilded inscriptions
Being the inevitable crux of commerce and with ruby eyes; from the Quran;
trade, the Ottoman Empire became fantas- * Gold-embroidered and gem-studded —a fabulous jeweled jambiya, the fa-
tically wealthy. One of the Chief Viziers ceremonial clothing; a jade rose water mous Topkapi Dagger, its golden grip
once boasted that the state easily could sprinkler and hand-mirror; egg-shaped studded with brilliant diamonds and
afford to refit their Imperial Armada with perfume vials; golden candle snuffers; adorned with seven huge emeralds;
anchors of silver, ropes spun from silk, spoons carved from tortoise shell, coral, or —a wavy-bladed scimitar with an ivory
and sails sewn from satin. The trove on mother of pearl; zinc flasks and jars inlaid grip;
display in Topkapi affirms such arrogance. with tortoise and bloodstone; a gold water —daggers with red coral hilts and grips
The Sultan’s hoard contained the follow- pipe (narghile) set with intricate floral of carved alabaster, crystal, or horn;
ing treasures, which the Game Master may emblems and geometric designs; a gold- —silver-chased javelins, spears, and
care to gradually adapt and perhaps slow- plated cradle for the Imperial heir, massive halberds;
ly introduce into a campaign to augment golden candlesticks measuring 4’ tall and —a silver-hafted flail with five spherical
monetary booty: weighing over 100 pounds; a collection of quartz heads of differing hues;
five royal thrones; —a black iron mace from Egypt, topped
* Collections of antique Chinese porce- * Magnificent carriages fashioned from with a crude lion figurine;

DRAGON 65
—a gilded yatagan (a Turkish short- ancient vizier’s undying repose! Perhaps of Hagia Sophia, the Basilica Cistern, the
sword, with a light, single-edged cutting expansion beneath the harem uncovers a Museums of Archaeology and Turkish and
blade); forgotten door, leading to cobwebbed Islamic Art, and (of course) the spectacular
—lamellar armor with gold-engraved vaults and other mysteries better left Covered Bazaar. For the economically
plates and arm guards; undisturbed. In either case, a group of minded, check out the Frommers Guide
—a mahogany box quiver (for a dozen adventurers might be called into the pal- (Turkey on $40 a Day), which despite its
flight arrows) inlaid with mother of pearl; ace to investigate the unusual discovery. lousy maps and occasionally poor direc-
—a gilded wooden shield, embossed with Besides ancient tombs, the courageous tions, does manage to highlight cheap
rose floral patterns and inlaid with rubies might discover an abandoned section of locales to eat and sleep.
and emeralds; the palace, once used as a laboratory or a My wife and I stayed at one of the small
—a lacquered leather shield, studded storeroom for fiendish experiments. bed-and-breakfast hotels in Sultanahmet
with 10 jeweled flowers; Of course, adventures in Topkapi cer- called the Berk Guest House ($24 single,
—an embroidered silk bow case, sewn tainly do not require such subterranean $32 double), which was located within two
with tiny pearls; delvings. In one campaign, the characters minutes’ walk of Topkapi and eight min-
—ivory-inlaid antique firearms, including could be enlisted by one of the Sultan’s utes from the Grand Bazaar. In addition to
wheel-lock pistols and heavy arquebuses; pages, entrusted with expanding the Impe- its wonderful location, the proprietor of
—a heavy footman’s mace with a carved rial collection of exotic treasures or the the pension, a charming young woman
head of mottled green jade; menagerie of rare monsters. The player named Yeshim, provided us with helpful
—a black-hafted battle axe, decorated characters might even be sucked into a advice and even included us in her circle
with ripping birds’ beaks; harem intrigue, when the Valide Sultan of intimate friends for Christmas and New
* Vast collections of gems and jewelry: a has a genie or another magically inclined Year’s Eve. Yeshim was not the only exam-
golden platter heaped with cut peridots servant collect the party for a special ple of warm Turkish hospitality we en-
and emeralds; the famous Spoon-Maker’s mission against an archrival. countered during our two weeks in
diamond (the pear-shaped jewel is almost Alternatively, the Sultan can be por- Turkey. In general, we found Turkish
2” across and weighs 86 carats); carved trayed as an archnemesis or evil figure in people to be exceedingly warm and friend-
jade rings; star-shaped pendants; carved the campaign, in which the Palace be- ly, perhaps because they have had a long
emerald covers for coffee cups; a golden comes a hive for corrupt viziers, vicious history of dealing with travelers.
brooch set with a huge mottled pearl; a mamluks, and depraved executioners. The Outside the Ottoman and Byzantine
four-winged turban pendant, set with party might be enlisted by one of the heritage of Istanbul, one can explore the
rubies, emeralds, pearls, and diamonds; a Sultan’s enemies in a plot to rescue one of underground cities of central Turkey (as
blue enamel pendant shaped like an egg the concubines from the Imperial harem reported by Allen Varney) and visit the
and encrusted with diamonds; wide red or salvage an important artifact from the excavated remains of the Hittite Culture,
velvet belts, covered with amethyst- treasury. One of the Sultan’s victims, be- which dominated central Anatolia many
studded golden buckles; and an ebony fore her execution outside the palace, thousands of years before the Byzantines
walking stick, studded with diamonds. might try to slip one of the PCs a cryptic rose to power. Otherwise, one might inves-
note: “Tell Kethuda that the Horse has tigate the western Aegean coast, where
Certain treasures could be adapted Twenty Fingers and the Moon Sings over a ruined Greek cities sprawl magnificently
easily into new, exotic magical items. A Summer Sky.” As the party tries to unravel across the acropoli of barren mountains
circular iron shield, covered with four the enigma of Kethuda’s identity, they and secluded valleys. Even more ruined
wickedly-spiked bosses and nine blade- become embroiled in a conspiracy to de- cities lie along the southern, Mediterrane-
catching iron rings, could become a shield stroy the wicked Sultan and replace him an coast of Turkey, interspersed with
of blade-breaking, which has the ability to with a benevolent prince, who mysteri- Crusader castles and modern vacation
destroy an enemy’s weapons. A set of ously disappeared after a “hunting acci- resorts. For the historically and archaeo-
ivory-inlaid bath clogs could provide the dent” three years ago. logically inclined, a sojourn in Turkey
wearer with fire resistance, and an en- Finally, out in the wilderness, the party promises to be a fascinating experience.
chanted rose-water sprinkler, shaped like might come across the palace in the
a perforated egg, might be used to detect wreckage of an ancient city. The palace References
the presence of poison in food and bever- itself might be crumbled into ruins, or Akshit, Ilhan. The Topkapi Palace. Akshit
ages. The Game Master is encouraged to somehow been preserved by powerful Kultur Tirizm Sanat Ajans Ltd. Shti.,
adapt the list of treasures to suit the par- magic. The littered courtyards, timeworn Istanbul, 1993.
ticular needs and flavor of a campaign. pavilions, and dark chambers might still Can, Turhan. Topkapi Palace. Orient Pub-
contain some remnants of the Sultan’s lishing Co., Istanbul, 1990.
Palaces in a fantasy setting former riches, scattered about the tiny DeLiagre, Cristina. “Istanbul Intrigue,”
A palace such as Topkapi would make an alcoves and secret vaults where mad, European Travel and Life, Dec./Jan.
ideal setting for a number of adventures gibbering horrors lurk in the darkness. 1991, pp. 102-111.
and perhaps the focus of an entire cam- Topkapi can be adapted to each of these Kaplan, Robert. “Istanbul,” Conde Nast
paign. Perhaps the most fascinating aspect visions, baleful and benign, providing a Traveller, Dec. 1993, pp. 134-150.
of the palace is its foundation in an ancient detailed setting for countless adventures Ozdemir, Keman. Ottoman Nautical Charts
historical context. Excavations in the Court in a Middle-Eastern campaign. and the Atlas of Ali Macar Reis. Crea-
of Ceremonies, for instance, have uncover- tive Yayincilik ve Tanitim Ltd., Istanbul,
ed huge porphyry sarcophagi, buried Traveling to Topkapi 1992.
since the Byzantine age. The palace was As Allen Varney pointed out in his article Rogers, J. M. (Editor and Translator); Chig,
built upon Constantinople’s ruined about the Underground Cities of Turkey Kemal; Batur, Sabahattin; and Koseoglu,
acropolis—what dark, subterranean cham- (DRAGON® issue #201), traveling to Istan- Cengiz. The Topkapi Saray Museum
bers still remain entombed beneath Topka- bul is relatively easy (Newark-Istanbul Architecture: The Harem and Other
pi? Some scholars have suggested that fares range from $750-$900, depending Buildings. Little, Brown, and Company,
Sultan Mehmed the Conqueror abandoned upon whether you want a direct flight or Boston, 1988.
his first palace because it was built on the stop-overs in Europe). Topkapi is located in
ruins of a Byzantine monastery and grave- the Old City of Istanbul, called Sul-
yard. Suppose Topkapi were erected over tanahmet, surprisingly close by other
such a site, and unwarranted excavation major attractions, including the Blue
(for a new well, for instance) disturbed an Mosque, Suleymanye Mosque) the Basilica
66 NOVEMBER 1994
“Forum” welcomes your comments and ness. Akbar was weird in context, and that field likes it, either. But I think part of the
opinions on role-playing games. In the made him special to us. blame rests with the GM, whoever that
United States and Canada, write to: Fo- Anything, if exaggerated, becomes intru- was in Mr. Kutcherfield’s campaign, for
rum, DRAGON® Magazine, P.O. Box 111, sive. Recently, I played a fighter/fire- allowing it. However (and this is a big
Lake Geneva WI 53147 U.S.A. In Europe, elemental wizard named Del, who had a however), some gaming groups find a lack
write to: Forum, DRAGON Magazine, TSR natural dislike of water and cold weather of role-playing to be egregiously bad man-
Ltd, 120 Church End, Cherry Hinton, (it’s what made him become a fire- ners. I don’t pretend to tell any of those
Cambridge CB1 3LB, United Kingdom. We elemental wizard). So, not only did he hate people how to play, but at the same time
ask that material submitted to “Forum” be boats but also, while adventuring in fro- they do not control the way I play. The last
either neatly written by hand or typed zen lands, Del stacked firewood and a lit time I checked, everybody had a right to
with a fresh ribbon and clean keys so we brazier on a flying carpet because of the his own opinion. Problems arise when
can read and understand your comments. temperature. If I had “role-played” every someone forces that opinion on others.
You must give us your name and full mail- aspect of Del’s search for wood, choice of RPGs are for fun, and it’s the GM’s re-
ing address if you expect your letter to be brazier, and use of the carpet, I would sponsibility and privilege to make sure
printed (we will not consider a letter sub- have been wasting time. If I had expressed they remain that way. I’m sorry to hear
mitted anonymously), but we will withhold Del’s woe at traveling on a boat for a half that Mr. Kutcherfield has had a bad exam-
your name if you ask us to do so. We will hour of real time, I wouldn’t have been ple of, and a bad experience with, one
print your address if you request it. doing anything that was “superior” to any facet of gaming that I like very much.
other aspect of the game. Instead, I chose Now, I don’t expect Mr. Kutcherfield, or
I read Mr. Kutcherfield’s letter in to bring out one of Del’s character traits anyone else, to simply take my word for
DRAGON issue #203 with some degree of with just a brief note to the GM and a any of this, and I certainly don’t expect
pity. I’m sorry that his experience with brief description to the other players. anyone to abandon the games they enjoy
“role-players” was a negative one, and it I can think of a dozen other examples, for the ones I enjoy. I don’t hold myself out
certainly seems, from the example he but I don’t want to waste space. I don’t as someone who has the answer to every
gives, that the players in question were agree that “most gamers” are “sick and RPG problem. My point is simply this: “too
out of line (at least). I would be among the tired” of role-playing, and I’m concerned much” and “enough” are relative concepts,
first to agree that excessive role-playing is by that assumption. I, for one, can’t stand and if you want to keep “too much” out of
injurious to the smooth running of an players who use characters like surgical your games, it’s your job.
adventure. However, my own view is that tools instead of using them to drive and Eric C. Putnam
a modicum of role-playing keeps the game enhance a story. “Play-acting” has its place, Arlington VA
interesting, and disruptive behavior of any just as information-gathering tactics and
kind should be quelled by both the GM combat have their places as well. “The play-actor spends more than two
and the other players. It is the GM’s responsibility to keep hours of real time getting the costume
I have played games in which the adven- things moving and not allow the game to ready, talking to various NPC clothiers and
ture was a “mere” tactical exercise (my bog down in trivial matters. In my cam- hairstylists the GM had to whip up as
term for such games). I also have played paigns, nobody would have waited for the needed.”
games in which the players, in character, pompous Lord Alan and Captain Sir Allen; “. . . the play-actor is a self-indulgent fop
worked more or less together to achieve they would have been left behind, and the whose excessive zeal for personal details
their common goals. I have enjoyed both other characters would have gone on to steals valuable playing time from the rest
types of games. Which ones do I still re- achieve their own goals. Of course these of the group . . .”
member after twelve years of gaming? blowhards shouldn’t get any experience In issue #203’s “Forum,” Joe Kutcherfield
Games with interesting characters. points for “role-playing;” they’re being silly attempts to prove a point. Unfortunately,
I remember a schizophrenic wild mage and disruptive. No GM should create an his argument misses that point. His thesis
named Akbar, whose favorite spell was atmosphere where disruptive behavior is consists of the notion that proper role-
Nahal’s reckless dweomer. He would cast tolerated. A single player in my campaigns playing and character development result
this spell in combat so often that I, as GM, would never waste two hours of real time in wasted time and spoil the fun of RPGs.
had to create 200 new wild surges to keep getting a character’s costume ready for a His reason for this belief is the erroneous
from repeating results from the table in party; if a player dared to try, that player suggestion that role-players care only for
Tome of Magic. Akbar had a funny accent, would be told to write a description of the trivial information (such as the proper
too. Was Akbar efficient as a tactician? costume while I advanced the plot with spelling of their first names, talking to
Certainly not. Could Akbar finish fights as the other characters. When the costume various NPCs who are of little importance
fast as a combat-machine wizard? Never. was ready, I would then tell the “self- to the scenario’s plot, and “yammering in
Was Akbar a joy to GM? Yes, wholeheart- indulgent fop” how much it cost and when an accent”).
edly. But the key difference between the character could re-enter the action, Mr. Kutcherfield seems to feel that role-
Akbar’s player and the players in Mr. based on how much time the costume playing games need more emphasis on
Kutcherfield’s letter, I think, is that Akbar’s took. “achieving the adventure’s objective, out-
player never stole time from the adven- “Problem role-playing” isn’t acceptable in smarting the GM, beating the crud out of
ture in order to showcase Akbar’s weird- my campaigns. I don’t think Mr. Kutcher- the bad guys, etc.” and he complains that
68 NOVEMBER 1994
XP tables are not geared toward promot- the situation called for it, would PC/NPC and their preferences need to shape the
ing such endeavors. Oddly enough, in interaction take place. Mr. Kutcherfield’s direction and style of your game as well. If
many systems the opposite tends to be outspoken belief that the objective of an all you want is to “bash the beasties and
true. adventure is to “outsmart the GM” and grab the money,” more power to you. But
I do not feel that goal-oriented gaming is “bash the bad guys” once more speaks of don’t complain about those of us who enjoy
wrong. I even think that combat-driven an intellect more disposed to controlling exploring the cultures and personalities of
adventures can be enjoyable, but to belit- American troops at Bataan than managing our characters.
tle the importance of role-playing is to human interpersonal relationships. Douglas E. Berry
deny the potential of RPGs. From my own experience, both as a E. Palo Alto CA
In his letter, Mr. Kutcherfield provided player and GM, the most memorable mo-
an example of how a “play-actor” type of ments in two decades of role-playing ha- I am writing in response to Joe Kutcher-
gamer can severely disrupt an RPG. I find ven’t come as the result of dice rolls or fields letter in issue #203. In it, he talked
it difficult to believe that his example rule interpretations, but rather as the of the negatives of the emphasis put on
scenario (part of which has been quoted at result of people dealing with other people. role-playing. Mr. Kutcherfield was correct
the opening of this letter) ever took place An example: In a Hero Games’ CHAMPI- in his comments about role-playing being
in a real game. I can, however, cite many ONS* game that I ran, a Russian super- excessive at times, but in his examples he
examples of how not role-playing can ruin hero found himself fighting a German went too far into the extreme. No gamer I
the fun for all those involved. How many supervillain. In Mr. Kutcherfield’s world- know of (and I know many) would “argue
GMs out there have not been disappointed view, we should have compared statistics, for half an hour over how to spell the
when faced with a group of characters rolled dice, and applied damage quickly names of their characters” or “two hours
that are practically nameless, faceless, and dispassionately in order to expedite deciding on a costume.” The baseball meta-
generic beings? gameplay. However, I would not trade a phor makes sense, but it just doesn’t apply
I admit that “role-playing is not the alpha thousand mechanistic, “efficient” combats to role-playing. Also, he failed to realize
and omega of the game,” but I truly believe for the memory of Gregor rising from the the difference between play-acting and
that combat, tactics, and even dice-rolling rubble of a shattered conference room, role-playing. In play-acting, you play the
are only parts of the greater role-playing swinging his plasma rifle around, and, in a character, be it in a play, a game, or what-
experience. classically cheesy Russian accent, shouting, not, to the extent that almost all the ele-
While I love problem-solving and “Remember Stalingrad!” as he sent the ments in its life are played out. In
combat-oriented scenarios, good role- Teutonic bad guy through the window. role-playing, however, you play a charac-
playing must be at the heart of any RPG. Every set of role-playing rules contains the ter by determining what action to make
That’s what the name means. admonishment that the rules are guidelines. according to what the character’s person-
Michael Patrick The position of game master needs to be ality dictates, plus a little play-acting here
Pennsauken NJ taken quite literally. Not only do you need to and there when it doesn’t interrupt the
take the rules as a guide, but your players flow of game time.
In reference to Joe Kutcherfield’s letter
in issue #203, I can’t help but wonder if he
would not be happier playing a simple,
easily handled tactical game along the lines
of, say, Avalon Hill’s ADVANCED SQUAD
LEADER* game. Mr. Kutcherfield’s com-
plaints about “excessive” role-playing are,
at the least, a throwback to the 1970s
“bash the monster, grab the loot” school of
gaming. In the past several years, all the
major game producers have come to the
realization that combat and adventure are
much better when framed by an engaging
story line that grabs both the hearts and
imaginations of those involved in its un-
folding.
If Mr. Kutcherfield’s examples are to be
taken as true anecdotes, as opposed to
hysterical hyperbole, the only thing that I
can see ailing his game is a lack of control
by the game master. Any GM who would
allow two players to spend half an hour
arguing about the correct spelling of
names is not worthy of the title. In his
second example, the Halloween costume
party, if one player out of a party of three
wants to spend two hours of game time
covering every ounce of minutiae, the only
way this can be allowed is because of,
once again, a lack of game master control.
As a role-player and game master of
nearly twenty years’ experience, I would
never allow one player to so dominate the
proceedings. In the aforementioned situa-
tion, each player would have been given a
brief opportunity to describe her costume
and any unusual preparation that she
planned to make. Only then, and only if
DRAGON 69
In another comment, Mr. Kutcherfield a few were not. I have found, however, don’t even need to have balanced PCs. The
ridiculed the belief that role-playing is that there is no formula that the success- two best campaigns I ever played in fea-
superior to all other aspects of adventure ful games followed. One game I witnessed tured massively under-and overpowered
gaming. I believe he might have had the was a traditional AD&D® campaign in characters, and just the right amount of
wrong idea about this. From what I’ve which each of the three players played role-playing to allow each character a full
read in the books, this statement only two 20th-level-plus characters in a Monty share of the adventures.
applies when the DM wants to make the Haul campaign. I cannot honestly say that My advice is this: Don’t lose track of why
game and the world as realistic as possi- they had less fun than some other players you’re role-playing when arguing about
ble. Mr. Kutcherfield’s example was poor I ran in a role-playing-oriented vampire how to role-play. If you’re having the time
and wouldn’t hold up. Unfortunately, he game set in Seattle. In the AD&D cam- of your life playing a personality-devoid
seems to think that it was meant to be paign the players caused a lot of carnage Immortal in a D&D® game, keep doing it.
used in every game and situation. every time they played, and enjoyed every The most important thing about role-
In my group, we all like to play out our minute of it. In the vampire campaign we playing games is that while they are much
characters. We also know when our role- rarely got a lot done in less than two more complicated than most other games,
playing goes overboard. Whatever the hours and spent a lot of time just talking, they have the most potential of any kind
case, though, the group has fun. Mr. Kut- eating, and making fun of various role- of game, and can be played so that any-
cherfield would have fun with it, too, if playing systems. body can get enjoyment from them.
he’d start to set up limits to role-playing I know many people who get impatient Jason Wright
and to hurry things up if role-playing when not much gets done at a role-playing Brookline MA
starts to take too long. session, but it seems to me that they are
Joshua McMillin more worried about playing the game
“right,” or even playing the game at all,
* indicates a product produced by a company other
The debate over how much emphasis than having fun. In the vampire campaign than TSR, Inc.
should be put on role-playing that has I am sure we had a lot more fun than we
been going on in these pages seems a bit would have had if we had stuck strictly to
silly to me. There have been numerous the adventure, and the players of the
letters written by people who seem to be super-powered AD&D campaign certainly
What’s your opinion?
arguing that theirs is the best way to play had more fun than I did when I played my
What is the future direction of role-
an RPG. It seems to me that many of these first “real” AD&D game with a 1st-level
playing games? What problems do you
obviously experienced role-players are character. One doesn’t have to do in-depth
missing the point.
have with your role-playing campaign?
role-playing to have a good time, nor does
Turn to this issue’s “Forum” and see
I have run and played in a variety of one have to play mid-level, moderately
what others think—then tell us what
RPGs with equally varied participants. powered, perfectly balanced characters. In you think!
Many of these campaigns were successful, fact, it is in my experience that good GMs

70 NOVEMBER 1994
News of people & events in the gaming industry
Caldwell. Each deck will be composed of Weis & Hickman return to Krynn
90 cards. After almost 10 years, Margaret Weis
You can send us news, press releases, TSR is working on even more licensing and Tracy Hickman are returning to pen
and announcements using the Internet at agreements. Watch this column in future another novel set in the world of the
TSR.mags@genie.geis.com. We welcome issues of this magazine for more details. DRAGONLANCE® Saga they helped create.
your comments at Rumblings, DRAGON® “After 10 years, there was still a story to
Magazine, P.O. Box 111, Lake Geneva WI, Off the wire: Electronic update be told,” said Weis. “As we accompanied
53147, U.S.A. MicroProse Software has announced an our characters into the future, we discov-
exclusive agreement with the Wizards of ered a new threat that would bring the
Lead Story: the Coast (WotC) to publish an interactive world full circle, as fall leads to winter,
TSR Announces New Licenses on-line computer version of WotC’s MAG- and spring into summer.” Dragons of
TSR, Inc., announced several new licens- IC: THE GATHERING* trading-card game. Summer Flame continues the stories of the
ing deals at the 1994 GEN CON® Game The game, which will be available only on characters featured in the novella collec-
Fair. Listed below are just some of the hot CD-ROM, will allow stand-alone and inter- tion, The Second Generation, focusing on
new products to look for in the future: active on-line play, and will feature the the survivors of the War of the Lance and
TSR has just signed a licensing agreement cards from the Revised Edition of the the heirs of the Companions. The novel
with Interplay Productions, Inc., the premier game and the Arabian Nights, Antiquities, will be published in hardcover, with an
game-software publisher. Interplay now has Legends, and The Dark supplements. initial print run of 200,000 copies. Look
the exclusive license to produce electronic Expected minimum requirements include for the book in late 1995. Also, The Second
games set in TSR’s FORGOTTEN REALMS® CD-ROM drive, IBM-PC 386 or compatible, Generation collection will be available in
and PLANESCAPE™ settings—including 33 MHz, 4 MB RAM, SVGA graphics, and paperback by March, 1995.
computer, home video (cartridge games), mouse.
coin-operated, and interactive on-line games. The electronic game publisher, ORIGIN, Creators wanted
The first products are expected to hit the has announced that Wing Commander III: Event Horizon Publications recently
public in about 18 months. Heart of the Tiger will be released this fall. launched the MAGIC FRONTIERS* role-
Featuring the acting talents of Mark playing system and needs freelance au-
Also on the electronic frontier, TSR has Hamill, Malcolm McDowell, and John thors and artists to write and illustrate
awarded extended licenses to Strategic Rhys-Davies, this “interactive movie” science-fiction books and adventures. New
Simulations Inc., to produce additional comes on two CD-ROM discs for the IBM- writers and artists are encouraged to
RAVENLOFT® computer games through PC and compatibles. The IBM version submit their work. For free submission
1996. SSI also will create a series of addi- requires a 486/25SX machine, a double- guidelines and game catalog, send a #10
tional SLAYER fantasy adventure games speed CD drive, 8 MB RAM, and 10 MB of SASE to: Guidelines, c/o EHP Box 8275,
(for the 3DO system) in 1995, and further hard-drive space. A 3DO version also is Omaha NE 68108.
products in 1996. planned. Whispered Dominion, a new SF gaming
TSR has received news from Universal We hear from the FASA Corporation that magazine, is looking for artists and writ-
Studios in California that the WILDSPACE™ the release of the BATTLETECH* COM- ers. Accepted work will be paid for. If
adventures have been picked up for syndica- PENDIUM: CD-ROM project has been interested, contact: cgreene@julian.uwo.ca
tion on the USA cable network, starting in rescheduled for release in early 1995. or log to GOLDEN EAGLE BBS: (519) 680-
early 1995. Likely broadcast time is Saturday “Rumblings” first mentioned the project in 7761, Canada’s gaming BBS for direct
mornings. DRAGON issue #205. (For those who need upload of work. Membership is $2 a year.
In 1995, Friedlander Publishing Group, a weekly ’Mech fix, check out the BATTLE-
Inc., will release two sets of TSR art trad- TECH animated TV series that debuted
ing cards. One set will feature the work of this past September. Check your local * indicates a product produced by a company
Jeff Easley and the other the art of Clyde listings for details.) other than TSR, Inc.

72 NOVEMBER 1994
he rough wood of the bakery felt warm

Lifegiver
against the boy’s rain-soaked back. He
flattened against it, absorbing splinters
along with heat, and fought to still his
shivering. Squinting against the rain, he
made certain that no one watched him
from the narrow alley.
He shifted sideways, sliding his bare feet through scratchy
weeds until an awning blocked most of the drizzle. Here he
traded concealment for warmth in the yeasty air that wafted
from the bakery’s rear window. His flexing hands slowly lost
their tremble but began to sting as they thawed, as did his
lower lip. He realized that he was biting it.
The window was at his shoulder’s height. He lifted his
arm and reached backward, edging his fingers in over the
sill beside his ear to find and gently grasp a biscuit, crum- By Darren C. Cummings
bly and still warm. His stomach growled.
A massive hot hand clamped down around his, crushing
the biscuit between his fingers. He jerked his arm back
from the window, but the flour-covered fist held him
trapped.
The boy yelped and scrambled, half dragged, through
the open window onto a table, into the thick sweet smell of
the bakery. The baker loomed like a powdery tower in the
bright lamplight. The baker’s fist, still locked over his
own, hauled him forward and he fell off the table, drag-
ging two trays of biscuits to clang and scatter across the
floor. The baker jerked him into the air and shook him
until rainwater flicked off to sizzle against the ovens.
The boy stuffed a biscuit into his mouth.
Cursing, the baker carried him out the front door into
the damp cold and threw him into the street. The boy
sprawled in the mud, gibbering words to lessen the com-
ing beating.
“No more, you little rat!” the baker screamed down at
him, punctuating his words with kicks. “You’ll not thieve
my table any more!”
“And was he stealing sweets, Master Baker?” asked a
soft voice from out of the rain.
The punishing foot stopped in mid-kick. A man clad in
a muddy brown cloak peered down at them from the back
of a muddy brown horse. Beneath the cloak glinted worn
traveling mail. “Or was it,” the man continued in a whis-
per, “just bread?”
“He’s a thief, my lord. He’s always—”
“Answer my question.”
Sucking sounds came from the horse’s hooves as it shift-
ed its weight in the mud. The baker glared down at the
boy. “I only caught him with biscuits this time, but—”
“I am wondering something, Master Baker. I am won-
dering what the report would be if I asked Father Boras
up at the shrine how much bread you have contributed to
the poor this year.”
The boy soon found himself riding the horse up the
shrine trail, munching biscuits from a bulging flour bag,
the thrill of riding exceeded only by the thrill of eating all
that he could hold.
He sat behind the saddle’s horn, in front of the man,
and shared his cloak. “He was scared,” the boy said. “You
could’ve made him give us more.” Illustrations by Charlie Parker
“His was the greater need,” said the soft voice. “More

DRAGON 75
would have hindered his understanding.” looming boulders.
“I don’t understand.” Then he stood at last before the hovel of Gregor the
“I know.” hermit, keeper of the Lifeleech.
Rain was falling on the biscuits. The boy gathered the The hermit had chosen to live in a nick on the mountain’s
cloak about the bag, exposing the pitted pommel of a granite spine, a crevice between two of the great bare boul-
sword. His eyes widened at the rubied skulls that adorned ders strewn along the ridge top. Odd lengths of wood, woven
it. The man covered the weapon. together, formed an outer wall to seal the crack.
They had reached the shrine. Autumn’s wet had accent- The stick door fell in as Kheth touched it. He jerked his
ed the old burn scars on the marble columns where dark mace free and waited for his eyes to adjust to the gloom.
licks of evil heat had long ago lapped at the smooth white- “Gregor,” he growled. “The priests have sent me.”
ness of the stone. Father Boras worked inside, near the “Hello?” said a bright voice from inside.
Everlit Hearth, hammering together some villager’s offer- “Gregor?” demanded Kheth. “Who speaks?”
ing of wood to repair the shrine’s shutters before winter. “I’m . . .” The voice grew quiet. “Not Gregor. Are you
The man dismounted before the columns, keeping the prepared for a shock? Gregor is no longer with us.”
sword, and embraced the old carpenter-monk. The boy “Gregor is dead?”
ate another biscuit. “Over a year now. I hope you weren’t close.”
“It’s late, Kheth,” said Father Boras, his face wrinkling The red dusklight found its way through the warped
into a smile. “I was wondering if you’d finally miss a wall to shine on the shack’s interior: a collapsed table, a
year.” single stool, a rusting pot in the fire pit, a bunk holding a
“The barons don’t stop their squabblings at my con- small bent skeleton.
venience. Not even for my trip to the shrine.” On the far side, in its own pool of dying light, hung a
“And who is this you’ve brought me?” They turned to scabbarded sword.
face the boy. “I come,” Kheth said, “to take the weapon called the
“Someone in need of guidance. And food.” The man Lifeleech.”
touched the monk’s shoulder and moved alone around the “Um, sorry,” said the voice. “No one here bears that
Hearth to the altar. name.”
The monk smiled up at him. “Come in, boy. Have “I come to take it to its destruction.”
some soup with those biscuits.” “Now, listen. There’s no one here—”
The boy dropped off the horse and backed carefully “So lying is among your dark arts?” Kheth asked, step-
away from it until his muddy feet slipped on the polished ping carefully into the shack, his eyes fixed on the sword.
marble of the shrine’s steps. Father Boras placed a bowl “How did you kill the hermit, Lifeleech?”
on the edge of his work table and motioned him over to a It answered, the sound forming in the air about it,
warm bench. “Perhaps I should clarify. See, there used to be a sword by
As the boy slurped up the hot broth, he watched the that name. In fact, I used to bear that name. But that’s
man called Kheth kneel before the altar, his sword held not my name now. Now I’m Lifegiver. So you see, you’ve
forward. come a long way for—”
Father Boras resumed his shutter mending. “He prays “Silence!”
for the soul of a friend,” he offered. “That’s Life G-I-V-E-R. ‘R’ as in ‘repented,’ and—”
The boy whispered, “Why does his sword have skulls in Kheth strode forward and reached for the weapon.
the handle?” “It’s a trap! Don’t touch me!”
“Ah, that,” sighed the monk. “Well, that requires some Kheth froze, his hand curled around the scabbard, not
telling.” He paused and glanced to the altar again. Then he quite touching it. His jaws knotted as he considered the
set down his shutter, leaned forward, and quietly began. deadly magic that Gregor had used to keep this sword
hidden from the forces of the Shadowed One.
Kheth reached the fifth trap as dusk was creeping through “It’s really horrible,” said the sword ominously. “A
the stunted trees near the mountain’s final ridge. He ut- curse upon him who touches me first. It takes ten, maybe
tered the last of the sacred words and fifteen feet of the twenty years to kill. A rotting, leprous affliction. Of the
trail ahead shimmered, then disappeared. Where the trail groin. And—”
had led now waited a hungry pit whose bottom was piled Kheth pulled the weapon off the wall and began to wrap
with bones and rusting metal. it in a long, spell-proof cloth.
Kheth turned, crouching, and peered down the moun- “Very well, I lied about the curse,” the sword said.
tain through the reddening light at the trail snaking away “But I’m serious about the name. Now I’m called Life-
beneath him. The only movement was the rhythm of the giver. I’ve repented.” Its voice began to muffle under the
scrub junipers and patchy grasses in the evening’s new folds. “You’ve got to believe me! I converted. You try
breeze. Once again he memorized the route to the ravine spending ten years hanging on a wall listening to that old
where he had left his horse. Once again he scoured the hermit and see if you don’t change your ways!”
trail for movement. The cloth ran out as Kheth shrouded the spiked guard
No one followed him. Not yet. and black snakeskin grip, leaving only the skull-bearing
Kheth edged around the pit’s dry, crumbling lip. He counterbalance uncovered: four faces of bone with ruby
jogged up the steep trail, climbing onto the bare granite of eyes. The gems flickered up at him and the sword’s voice
the exposed ridge. The trail ended at a stone forest of whispered, “Please . . . what can I do to prove myself? I

76 NOVEMBER 1994
haven’t taken a life in years. I swear it! I—” “And your horse, too. I told you. I have converted.
Kheth shoved his gauntlet over the skulls and listened to Now I would suggest you climb or, at the least, make
the silence. He moved to peer from the shack’s doorway. some haste.”
There were those who desired to repossess the Lifeleech, Kheth squinted into the dark in both directions, then
those whose growing power had caused him to come for it. turned up the ravine away from the riders, and ran.
They may well have tried to follow his path through the His boots thudded against the silty sand. “Torches!”
sacred traps. If so, he would encounter them on his way warned the sword, twice, and both times they hid against
back down the mountain. the wall while riders rumbled by above them.
He glanced back at the hermit’s skeleton, frowned, then Labored minutes passed and a sliver of moon rose. The
gave the Sign of Parting. With the shrouded sword in his ravine narrowed to become a steep, twisting wash. Kheth
left hand and his mace in his right, he slipped from the was considering climbing out when the wash split before
shack and into the darkening forest of windswept junipers. him.
Kheth ran back along the trail and scuttled around the “More torches behind us,” said the sword. “Better
pit trap. The sky purpled in the west as he raced through climb.”
the stunted trees, skittering down pebbly slopes. Stum- “No time,” gasped Kheth. He sprinted into the narrow-
bling, he nearly fell into the dry ravine in which he had er right fork and flattened into the shadows. “They may
left his horse. separate. We’ll take them here.” He whipped the weapon
He crouched and leaned out over the sandy lip to peer free of cloth and scabbard. The moon flashed in the mir-
down, squinting into the gloom for landmarks. The ror of the blade.
streambed’s smooth features, twenty feet below, slowly “We?” whispered the sword. “Take?”
gained texture. At last he found the remembered stump. “Fight and kill. Surely you remember how.”
He heard a shout behind him. “Actually I, well . . .”
Kheth scrambled on all fours, searching madly along “You had enough practice against our troops.”
the ravine’s crumbling edge for his hidden rope. He “Precisely. Which brings up the point I made earlier
slashed at the thick bushes with his mace. about having given all that up.” They could hear the ap-
Something moved to his right. He threw himself prone proaching horses’ hooves thudding on the sand. “Remem-
along the ravine’s edge, brambles raking his skin. Torch- ber? Life G-I-V-E-R? ‘R’ as in—”
light filtered through the thorny bushes. Voices shouted “They come.”
ahead and behind. “I believe you underestimate your climbing abilities.”
With a prayer, he rolled left over the crumbling edge of “Silence!”
the ravine and slid into its darkness. He grabbed the bush- “I don’t want to do this.”
es’ scraggly root-mats, swung free, and both his weapons “I said, ‘Silence!’”
clattered down into the shadows. He felt sand and rock A knot of horsemen gathered at the fork, their torches
spew from beneath his boots as he kicked at the wall for a flickering on armor and swords. One dismounted and
foothold. began to study the ground, creeping closer. Twenty feet
Below him a light flickered. from where Kheth hid, the man straightened.
Kheth became still, as part of the roots. He willed his Kheth strode out of the shadows, swinging the man’s
fingers to lock against his weight. death.
From the lower edge of his vision he watched two riders “Lives!” screamed the sword. “Lives! I will feed on
approach, one bearing a torch, one a cocked crossbow. you all!” The man bolted. The blade caught only air.
They passed beneath him. He stared down, watching their The weapon’s maniacal laughter filled the ravine. Evil
torchlight under his boots, and felt his back tighten, antic- red light flashed from the skulls’ ruby eyes. Horses reared.
ipating the puncture of a barbed iron bolt. Men cursed and fought to control their mounts. Torches
Through matted roots he glimpsed rubies sparkling in and weapons fell.
the torchlight. His gauntlet had slipped off the pommel “Hot lives for dinner!” The sword’s cackling was mad-
when the sword fell. It could speak. He was trapped. ness and fear and pain. “Lives!”
The soldiers paused to confer, slightly to his right. Kheth chased his target forward and the man scrabbled
Leather creaked as one dismounted, whispered, remount- back from the sword’s point. The skull-lights flashed up
ed. Kheth’s hands began to slip through roots grown mud- into Kheth’s eyes, blinding him.
dy from his sweat. He drew a long breath and tensed for “Fresh lives for feasting!”
the fall. Kheth crouched and tried to see, blinking through spot-
The soldiers wheeled their horses and galloped back the ted vision. To his right he heard the twang of a crossbow.
way they had come. The sword twisted in his hand and sparked as it deflected
Kheth fell, scraping a sandy avalanche with him to land the bolt.
in a heap beside the sword. “I’ll eat your lives!” The sword twisted again and
He lay in the dirt and flexed his hands, listening to the sparked twice. Its skulls flashed and blinding light flick-
hoofbeats until they grew fainter. Then he rose and shook ered over the bowmen’s faces.
the sand away. Then silence fell across the ravine but for the sound of
“Better run,” whispered the sword. “They found your running boots on rock. The only light remaining flickered
mace.” from two still-lit torches on the sand.
He grabbed the sword. “Why didn’t you speak?” Kheth rose from his crouch and stared at the refuse

DRAGON 77
about him, then at the thing in his hand. ready with the bow.
“I suggest,” said the sword, “that you pick up something “Don’t hurt him,” whispered the sword from behind
else if you intend to hurt someone. I’ll have none of it.” the log. “Perhaps you could stun—”
“Monster,” Kheth whispered. “You lying monster.” The man screamed, clawing at Kheth’s bolt in his chest.
“I don’t follow—” Kheth burst upon him, pulling him down before the horse
“I’ll fall for no more of your tricks! All to keep me from could carry him off. The empty bow proved an effective
harming one of them! You sensed my skill, didn’t you?” club. The forest grew silent again.
He slammed the sword back into its scabbard. “You still Kheth cooed softly to the prancing horse and slowly
serve them somehow, don’t you?” approached it. He eyed the saddlebags and thought of
“I know this is all very difficult—” food. The reins dragged along the road’s dust and, after
“You want to turn me from the Truth!” much soothing, he put a foot on them.
“Nothing could be further from my—” He ate and drank from his enemy’s rations and mount-
“Silence, monster!” ed his enemy’s horse. Strength flowed back into his stiff
Kheth collected the fallen bolts and a crossbow and muscles as he rode to the sword and scooped up the weap-
flung them up out of the wash. He wrapped the sword’s on to fasten across one saddlebag.
scabbard again in the spell-proof cloth, then looked at the “A few days to the shrine,” he said, “and we’ll be rid of
gleaming pommel. It seemed quiet now and he had much you forever.”
climbing ahead, so he pulled his gauntlet onto his hand. He strapped the crossbow onto the other side of the
He looked long at a plain sword lying beside one of his saddle, then urged the horse to canter through the trees
attackers but decided against the extra weight; he had his and savored its smooth speed. Fed, armed, mobile, Kheth
knife. Clambering up, clawing at the dirt, he was already returned to the road.
planning his way down the dark mountain. His arm exploded in agony.
Dawn had spread through the sky by the time he stum- Another rider bore down upon him, stowing a spent
bled upon the winding Pilgrim’s Road. Kheth leaned crossbow and drawing a sword. A barbed iron bolt stuck
against a tree, finally allowing himself a moment’s rest, out from Kheth’s right arm, and blood spouted from
and looked south along the road. For hundreds of years around it to spatter in the dust. Kheth wheeled his horse
the road had led the penitent up from the great lowland away, kicking it into a gallop.
cities to the temples and shrines nestled in the dry hills. Each hoof-strike seemed to twist the barbs deeper into
Kheth looked out at the dark smoke clouds of the plain his flesh. Sticky red spread down his tunic. He could hear
and wondered if he was, indeed, the last of the faithful to the hunter gaining behind him.
make the trek. Kheth jerked his horse away from the road and crashed
He had been sent from his place on the capital’s outer through limbs that slapped back at him like angry hands.
wall, where the fighting had been going badly. Now he He fought back at the branches until he broke through
was one of the chosen to ensure the final destruction of the into a clearing.
evil artifacts captured during the war fought in his grand- Here a trickle of a stream pooled. Reflected in it was a
father’s days. The priests had decided that it was time to forest of old cottonwoods, their long white trunks like a
retrieve the scattered and hidden devices of evil. grove of bones. He splashed through the images and spur-
Some said that the Shadowed One had risen to wage red the horse into the trees.
this new war because He knew that the priests had finally He slid off, lashed the reins to the largest tree, and
learned how to destroy His creations. If the artifacts could grappled for the crossbow. He fumbled at the crossbow’s
be destroyed, He would have little reason to continue His cranequin with the bow between his knees, his right arm
onslaught. At least this was the hope of those who had sent flopping uselessly.
Kheth for the sword. Branches cracked from across the clearing. He kicked
Kheth cared not. If the sword was important to the the bow away and wrestled his knife out left-handed.
Shadowed One, then Kheth would destroy it, were he the He took cover behind the cottonwood’s thick trunk, but
last of his people. He straightened and began to march he found himself sagging against it, watching red droplets
into the hills as day brightened on his right. dribble down the smooth white bark to his feet. He
When the sun’s dry stare beat down from directly over- squeezed his eyes shut against the sight and tried to listen
head the sword finally whispered. “Would it be treason- for the other man’s approach.
ous,” it asked, “to suggest that you rest?” From across the stream came the creak of leather as the
Kheth blinked and glanced around, finally finding the hunter dismounted. Then Kheth heard the sharp rattle of
road. He, or it, had veered. He was staggering, but he a cranequin as the other man cranked his crossbow to
walked on for several minutes, not willing to stop at the readiness.
sword’s suggestion. “Draw me,” said the sword on the saddlebag.
He collapsed behind a fallen tree, cradling the crossbow. “The coward speaks?” Kheth whispered. “The Sword
“Wake up.” of Gentleness wishes to be used? No, I’ll die with normal
His eyes snapped open. Trees, weeds, a log. steel in my hand.”
“A rider,” hissed the sword. “And in your arm. Draw me while you still can.”
An armored horseman moved along the road. Fear Kheth glanced around the trunk’s side. “Your lights will
chased away Kheth’s sleep, and he began to crawl side- not dazzle with the sun overhead. Nor, I think, will the
ways through the light brush, three-limbed, his right arm laughing avail much. No.”

78 NOVEMBER 1994
“Listen to me. My name is Lifegiver. Before, in the old “But can you heal now?”
days, I took. Now—” “Perhaps your scratches. I kept Gregor healthy that
Iron stabbed into Kheth’s neck. He gurgled and spun, way, finishing off rabbits for his stew. Fixed his splinters
flopping against the horse. and his chewed nails. He had perfect teeth, you know. But
“Draw me!” I could do nothing for the back he was born with. Or, in
The horse skittered sideways and Kheth fell after it. the end, his age. I hung there and watched him die and
One bloody hand closed upon the sword and pulled it with knew my healing a lie. Then I took my vow.”
him. He tumbled into the brush. “But any life lets you heal?”
And sat up. “Better my own life be taken after all! Would you defo-
Two bolts fell away to lie beside his hand. He picked liate the forest with me? Are you worth ten thousand
them up. They were wet with blood, as were his clothes, trees? Your wounds took a man’s life. And I won’t take
but he was whole. The pain was gone. another’s. Would you see men go the way of those poor
“Don’t kill him, please,” said the sword weakly. “I’ll trees? It’s horrible. Trust me.”
not have his death added to my sins.” They found the road. “Sword?”
Kheth stood. The hunter froze halfway across the pool, “Yes?”
his crossbow spent. Kheth threw the bloody bolts to splash “I do begin to believe you.”
at the man’s feet, shifted the sword to his right hand, and “Ah,” it murmured. “Well, then. Perhaps it was good that
beckoned him forward. I . . . but no.” The skulls’ eyes flashed once. “Sheathe
The man stared down at the twin red trails in the water me and ride, I have vows to renew.”
and licked his lips. Then he turned and fled. They rode.
“Thank you,” murmured the sword. “I thought you’d The miles passed with the hours. The diminishing
prove worth it.” stream crossed the road several times as they wound ever
Kheth explored his throat and arm and found them higher into the hills. Twice they hid from pursuing packs
completely healed. “Worth what? What did you do?” who made more noise than they.
“I’ve been saving that life a long time. My last one.” Darkness finally shrouded them. The sword threw a
“Last life? What?” dim red light ahead from its ruby eyes and they rode on,
“A leech takes blood. I used to take lives. For my easily avoiding hunters’ fires and torches. Kheth slept at
wielder.” dawn, holed up in a thicket with the sword standing
Kheth held up the weapon and admired its rubies in the watch.
sun. “So you give life as well as take?” This became their pattern. Using each night’s cover
“I stole the lives of good men to empower monsters. No they slipped steadily northward. They rode deep into the
more. That was my last. You had better get riding.” short, steep hills, and the thickening forest grew close
Kheth recaptured his skittish horse and mounted. As overhead to hide the waning sliver of moon. Four long
they splashed back across the pool he redrew the sword cold nights were broken by dawns, and on the fifth morn-
and admired its balance and design. ing they stood outside the shrine and admired its moun-
“Now I understand the legends. How he who wielded tain marble columns.
you was invincible.” Kheth held the weapon lightly and started the horse
“Those invincible men all died. I could only heal them forward. “I haven’t been here since I was a boy. It seems
when I took others’ lives.” smaller, now.”
“And now you claim to hunger no longer?” The limbs “I should be joyful to see it, too.”
slapped at Kheth as they rode back into the trees. “I wonder if the priests get enough food these days?”
“Well, I must admit that I still have odd moments . . .” “Kheth—”
Kheth slashed the limbs with it. “Though perhaps with their spells they can conjure
“Stop!” shrieked the sword. whatever they need.”
Thick limbs sheared apart and leaves began to flutter “Kheth, I don’t want to be destroyed.”
down about them. The trunks to either side groaned and Kheth nodded, still looking at the shrine. “I’ll tell them
popped. what’s happened to you. About your vow. They will know
“Oh, no,” moaned the weapon. “I’m sorry. You sur- how best to use you. Sword, if together we could man the
prised me. I’m so sorry.” wall . . .”
Amazed, Kheth watched two stout trees wither from the “No killing, Kheth. Better that I be destroyed. How
sword’s cut. The leaves browned, then dropped, followed many fatal wounds do you have to survive before you stop
by the branches, heaviest first, then the lighter until the wanting to live? How much pain before you hate me for
trunks themselves splintered and collapsed. sending you back for more?”
“I couldn’t help it,” wailed the sword. “You didn’t Kheth laughed. “Perhaps you should be a priest,
warn me. Oh, I’ve sinned again.” sword. Though how you would wear the robes . . .”
“Your voice seems the stronger for it.” Blood was smeared on the columns.
“It was an evil habit. You set me to thinking of eating! Kheth dismounted, crossed between the pillars, and
My vows . . .” stepped carefully into the doorway. Bodies lay strewn in-
“They were just trees. Can you heal me again now?” side, priests slaughtered on their own defiled altar. Kheth
“Just trees? That’s how it starts! Then a toad or a bird. cursed and drew back.
Then—No! I made a vow. Many times.” Crossbow bolts and war cries flew from the trees.

DRAGON 79
The horse was hit, reared, and sprang away. Marble you! Will you die without believing me?”
chips and metal bolts bounced between the columns. The “. . . created out of lies . . .”
sword spun and sparked, blocking furiously, as Kheth fell “I need a life to heal you!”
back inside the stinking shrine. The middle of the room crashed down in an explosion
But an iron bolt had pierced his stomach. of heat and sparks. Kheth flinched away from the flames
“They were waiting for us,” he hissed. He limped and fell partly out the doorway. The smoke blocked sight
across to the altar and peered outside at the armor glinting of even the columns.
behind the woodpiles. “Surrounded. Can you block “Tool of the Shadowed One,” Kheth whispered. “Mon-
enough to get me across to the trees?” ster . . .” He felt the hungry flames licking his feet.
“No. Too many. You’ve already been—” Then he was whole again.
“Will they close? Wait for dark?” Kheth rolled out the door as the rest of the roof fell. The
“They fear us. They’ll keep back. But you are bleeding.” blast of heat was less shocking than the sudden absence of
Kheth slumped onto a bench and cut his sopping tunic pain. He squirmed away through scalding pillars to find
away from the red shaft in his flesh. “I could pull it,” he cool grass and enough air to crawl to the trees.
said. “But the wound could start spurting.” Thick smoke hid him as he sneaked past a knot of laugh-
“I can give you the tree-lives.” ing crossbowmen. He relieved them of horses that had been
“Maybe there’s some salve.” Kheth grunted to his feet tethered too near the road, mounting one and leading away
and searched through the wreckage. He found a small the rest, each laden with weapons and provisions.
basketful of salves intended for the war. They were all Kheth galloped northward and threw back his head to
unopened; the dead priests had been allowed no chance to laugh. “You did it! We live!” He waved the sword in the air.
use them. But the sword did not answer.
Kheth eased to the floor among other bloody bodies. He Kheth reined his horses to a stop and gently wiped the
smeared salve about the shaft, then grasped it in his right soot from the gem-encrusted pommel. Then he could see
hand. In his left he held the sword. that the light had gone out of its rubies.
He was pale and panting, semiconscious, when it was The sword never spoke again.
done. Between the sword and salve the wound was
closed—but not before the iron barbs had made a pool of The boy’s broth was cold. The old monk refilled the bowl
Kheth’s life on the floor. while the boy watched Kheth pray.
Something rattled and broke across the wooden roof. Father Boras picked up his shutter once more. “You’ve
“Can’t hit me down here,” mumbled Kheth, lifting the heard the rest. How he gathered us in the hills into an
sword. “Come and get us.” army, how he led the rebellion, how he organized the
“That wasn’t a bolt, Kheth.” baronies, how he carries Lifegiver wherever he goes. And
Other objects thunked overhead, and soon they could now you see how he comes here each year.”
smell smoke. The boy could see old scars on Kheth’s neck, writhing
“I don’t want to burn.” in the firelight. “Why does he come?”
“Over there, crawl to the door. There’s more air.” Father Boras bent over his work. “I used to think . . .
The air was warming as the roar of the flames grew. well, I used to tell him that the sword would be happy
Kheth slumped against the door frame with the sword about all that he’s done with its life. I thought it would
across his lap. A wide red smear marked his passage make him feel better, you see?”
across the marble. The boy nodded.
“Stay awake, Kheth. Kheth! The roof is going to fall. “But he told me to stop. He said he doesn’t come here
Slide that table over you.” Kheth raised his arm to grasp the for feeling-salve.”
table’s edge. It would not move. “Can you get under it?” The boy looked back to the warrior at the altar. “He
Kheth began to cough and shook his head. “. . . all a comes to remember?”
trick? Knew all along . . .” He pushed at the sword on his “Aye. That, and to pray for the
lap with lifeless arms. “Trapped me . . . torturer.” soul of his friend.”
“Kheth. No, Kheth. I was on your side before I met

80
A Night of Shadows

Dalamar sprang up as if he’d been burned,


glaring, as my best red wine leaped into the
air all around him. “What-?” he snapped, and
then his angry eyes turned from Elminster’s
look of angelic innocence to Mordenkainen’s
fixed grin.
The Lord Mage of Greyhawk’s mouth
twitched, and then he burst into helpless
laughter. Dalamar hissed in rage, and
raised a hand. Elminster’s eyebrows rose,
and the droplets of red wine that had been
gathering like tiny pinwheels in the air
around the dark elven mage swept togeth-
er into a ball—and flew into Dalamar’s
by Ed Greenwood upraised hand.
His glare turned to the sphere of wine,
Artwork by Dan Burr wobbling and heavy in his palm, and then
at Elminster.
“Thy goblet,” the Old Mage suggested.
Dalamar’s snarl as he thrust the ball of
“What be this stuff?” one of Mordenkainen’s grim nights. A liquid into the vessel was almost a scream.
Elminster’s voice was testy. Inside the platter of stuffed mushrooms slid across I swallowed, waiting for my study to be
armor, I was sweating: the other two the table and offered itself to the mage of torn apart.
archmages weren’t even here yet, and the Oerth, and he leaned forward to select Mordenkainen’s forehead was down on
Old Mage had burned his tongue on my one with an even wider smile. “I’ve had a the table now, and his shoulders shook.
chili. I dared not reply; it was past time for lot of fun with the magic we assembled Dalamar watched them rise and fall for a
Mordenkainen to appear. last time,” he said, “and I brought some long, cold time . . . and then I saw the
As I had that thought, the flames in the odds and ends with me.” corner of his elven mouth crook and rise,
fireplace danced giddily and spat out a “Good,” Elminster said. “It’s time we in- just a little.
spreading tongue of amber fire. It expand- dulged ourselves . . . saving worlds and “Might I suggest, henceforth,” he said in
ed into an ever-widening ring as it rose— speaking of utter doom are wearing work. silken-soft tones, “a ‘no pranks’ rule apply
and when it was about man-sized, the Besides, I’ve found something called ‘butter to our little gatherings? It might be safer.”
Lord Mage of Greyhawk stepped calmly pecan ice cream’ in the freezer here—” (I Elminster nodded. “Agreed.” He turned
through it into the study, a small book in winced inside the armor; I’d been saving to Mordenkainen, but the Lord Mage was
his hand. that) “—and I’d like a little fun to go with it.” still lost in mirth. He looked back at Dala-
Elminster looked up from the table “That sounds like my cue for a grand mar, and pointed at the goblet.
where he’d been bathing his tongue in ice entrance,” a shadow near the fireplace said Dalamar’s brow rose, and he pointed at
beer, and waved a hand in greeting. A smoothly, and stepped forward with cat- the liquid with a nod. Elminster nodded,
glass of the driest white wine in my cellar like grace. Dalamar, Master of the Con- and the dark elf’s smile was dazzling in its
glided up off the table; Mordenkainen clave, raised his hand as he came, and a glee as he leaned forward to delicately
plucked it deftly out of the air as he strode goblet obligingly drifted into it. He nodded upend the goblet over the back of Mor-
to his usual chair. thanks and greeting together, and sat denkainen’s neck.
“Well met,” he said with a smile, and I down in his favorite chair. The Lord Mage of Greyhawk sat up with
relaxed just a little. It wasn’t going to be A fruity, flatulent eructation followed. a roar, and Dalamar sprang back with a

DRAGON 83
mocking little laugh. Inside the armor, I voiced my own unspoken thought. “Per- above, with the casters’ THAC0. If this
quaked again. haps these gatherings are our Nights of force-weapon hits, it deals 1d8 +2 hp of
Mordenkainen slapped at the back of his Shadows.” damage, and forces the victim to save vs.
neck, and wriggled his shoulder-blades. The two men nodded, and Elminster spell. If the saving throw fails, the victim
“Of all the fool tricks! What a waste of waved a hand and muttered something. falls unconscious for one round, dropping
good wine, youngling!” Out of the apparently solid tabletop in all held items. Items struck by a Belsham’s
“It seemed just what your garb lacked, front of the other two archmages, a parch- mace must save vs. crushing blow. The
old man,” Dalamar returned, hands raised ment scroll arose and unfolded itself. “Our mace lasts for only two rounds, whether
to hurl a spell if need be. first spell, this evening,” he announced. or not it hits, and then fades away. It oper-
Mordenkainen looked at him, snorted, Dalamar read the first few words, and ates even if its creator is dead, has fled, or
and said, “Come and sit, then. ‘No pranks’ nodded. “I believe I can match that.” He is casting another spell—but if the caster’s
it is.” As he reached for his own glass, he reached into a sleeve of his robe, just as attention is elsewhere, the mace can fol-
shook his head and chuckled again. “Ah, Mordenkainen snapped his fingers and a low, but cannot switch, targets.
but ‘twas worth it,” he murmured. flurry of parchment erupted on wings
The dark elf sat down a little gingerly, from his book. Falling wall (Evocation)
but there came no sound from his seat this The elven mage’s sleeve poured forth Level: 2 Components: V,S,M
time. Dalamar caught Elminster’s inter- paper—and scrolls began to gather, flap Range: 0 CT: 2
ested gaze as he was carefully lowering ping like a flock of hovering doves above Duration: 2 rounds Save: None
himself onto the chair, and suddenly start- the arriving dishes of butter pecan ice Area of Effect: 20’ x 20’ x 4” thick
ed to laugh. High, tinkling laughter, rather cream.
like Laeral’s. Then the three archmages started in This spell enables the caster to create a
The Wizards Three chuckled together talking, explaining and gesturing and temporary wall of armor plate, which
for a few moments, as squadrons of olives, boasting like three old horse-traders, while “falls” into place from above. The wall is
pickles, sliced meats, nuts, cheeses, and the golden ice cream melted into a thick stationary, once it strikes an immobile
the like swooped in from the kitchen. liquid, and the nuts in it sank from view. surface (floor or ground), and remains
Bringing up the rear of the procession was My mouth watered in the darkness of the unmoving, regardless of force directed
a green bottle I recognized. Elminster closed helm, but the wizards were deep in against it, until the spell expires (where-
identified it for the other two: “Almond talk of magic, and paid no further atten- upon it melts away). It can withstand
sherry—tastes like Waterdhavian zzar.” tion to the viands as the long evening anything short of a dispel magic or disinte-
Mordenkainen set aside one glass to sip passed. Combat spells seemed to be the grate spells, or contact with prismatic
at this new offering from another, raised order of the evening; I often saw Dala- magic of any sort. Fireballs that strike it
his brows in appreciation, and said, “It mar’s eyes burning brightly through the will rebound, flaming spheres and the like
does indeed.” dimness, as he leaned forward eagerly, are halted, and so on. Magic missiles can
Elminster raised his own brows. “When enjoying this Night of Shadows. dodge around a falling wall unless it is cast
were ye in Waterdeep?” so as to fill an opening smaller than its
Mordenkainen chuckled. “Oh, often. Dust was gathering on the surface of the maximum area of coverage as listed (such
Years ago, when I’d newly mastered di- ice cream when Mordenkainen finally as a doorway), which is the most common
mensional travel, I used to go with some rose, stretching and clutching at his stiff use of the spell.
friends to Waterdeep fairly regularly, for— back, and snapped his fingers. Out of A falling wall is lightning-fast: it is very
ah, recreation.” nowhere a fine dark red cloak settled rare for one to come down on top of a
Dalamar raised one of his eyebrows. around his shoulders, and he strode to- creature or moving object—but if this
“Shortage of ladies in Greyhawk, milord?” ward the fire. occurs, the wall will strike for 2d4 + 12 hp
Mordenkainen chuckled easily, refusing Dalamar stroked his temples, where a damage. More often, the wall appears in
to rise to this jab. “As that city is now, headache was obviously coming on, and the face of an onrushing missile or charg-
‘twas also then: a lively place, where no glared at the empty glasses in front of him. ing being; creatures that strike a falling
one knew us and so we could act freely.” “We’ve got to stop meeting like this!” wall will be stopped by it, and typically
“So you went there for a Night of Across the room, Mordenkainen turned, take 1d6 to 5d6 hp of damage, depending
Shadows,” the dark elven archmage said, his cloak swirling around him grandly. on how fast they are moving and how
scooping up a handful of almonds to go “Someday, no doubt. But not yet.” large they are (faster increases damage,
with his sherry. larger body size decreases it). A running
Both of the men gave Dalamar curious For your campaign warrior in plate armor usually suffers 3d6
looks. “How is it you know of that ritual?” After this get-together, I managed to get hp of damage.
Mordenkainen asked. enough information out of Elminster to lay Once a falling wall is created, the caster
It was Dalamar’s turn to assume an odd relevant AD&D® game details of a few of is free to cast another spell, flee, read a
expression. “You mean Toril has some the spells exchanged by The Wizards scroll, or perform any other activity, with-
ceremony called a Night of Shadows?” He Three, as set down hereafter. For those out affecting the wall in any way. A caster
shook his head. “Among my folk, on interested, Elminster contributed falling cannot will his own wall to vanish; it must
Krynn, that term means a frolic, named wall, Jonstal’s double wizardry, and Jon- be destroyed as noted above or expire.
when it was considered good fun to go up stal’s improved double wizardry; Mor- The material component of this spell is a
to the surface world by night, and raid denkainen presented Argaster’s cloak of piece of tempered metal, or any metal that
human settlements.” shadows, Belsham’s mace, and Othnal’s is, or was once, part of armor worn into
“In Faerun,” Elminster said, “those who spectral dagger; and Dalamar set forth battle.
worship Shar celebrate four Nights of battlecurse, sphere of eyes, and valiancy.
Shadows a year—when they probably Battlecurse (Alteration, Enchantment/
behave just as you did, on those surface Belsham’s mace (Evocation) Charm)
raids.” Level: 2 Components: V,S Level: 3 Components: V,S,M
“And on Oerth,” Mordenkainen added, Range: 60’ CT: 2 Range: 50’ CT: 3
“that term refers to a night of doom that Duration: 2 rounds Save: None Duration: 1 round Save: Special
befell many Bakluni mages so long ago Area of Effect: Special Area of Effect: 60’-radius sphere
that what really happened has been twist-
ed into several different legends.” This spell creates a blunt coalescence of This spell enables a caster to adversely
Dalamar’s face was thoughtful as he force that bludgeons at a chosen foe from affect any target creature that is not pro-
84 NOVEMBER 1994
DRAGON 85
tected by a minor globe of invulnerability striking twice per round with the caster’s short of the Faerunian lesser divine power
or stronger magical barrier (some spells THAC0, but with a +3 bonus. It is consid- Azuth can freely cast any two spells in the
and items also may prevent its function- ered a + 3 weapon for purposes of what it same round.
ing). A battlecurse can be cast only on a can hit, and deals 1d4 + 3 hp damage per
being within range and visible to the cast- strike. Valiancy (Alteration)
er when casting commences; the target is Level: 5 Components: V,S
allowed a saving throw versus spell. If the Sphere of eyes (Abjuration, Alteration, Range: 90’ CT: 2
save succeeds, the only effect of the spell Evocation) Duration: 1 round Save: None
is to prevent the foe from launching an Level: 4 Components: V,S,M Area of Effect: One creature
attack on the following round (defensive Range: 70’ CT: 4
spells, movement, readying of weapons, Duration: 1 rd./level Save: None This powerful spell enables the caster
and parrying are permitted). If the save Area of Effect: 60’-radius sphere (or a recipient creature seen by the caster
fails, an additional effect is visited on the and within range) to gain an extra attack
victim: for the four rounds after the cast- This spell enables a caster to create a at the end of the round following the
ing of the battlecurse, the victim’s armor sphere of radiance in which thousands of casting of the valiancy (that is, in addition
class is worsened by four points (from AC glistening, glowing eyeballs float, darting to the normal attack(s) the being can make
4 to AC 8, for example). and swarming in random directions. Once during that round). The spell’s recipient
The material components of this spell cast, the sphere of eyes is immobile, and can elect to undertake an additional activi-
are a hair (broken or split) from any its radiance is at all times equivalent to a ty (fleeing, readying a weapon, etc.) rather
source, and a gem of not less than 200 gp silvery-blue faerie fire spell. The eyes are than attacking, but the spell does not aid
value. intangible illusions, and do not react to the mind or speed up magic, so the extra
their surroundings. activity cannot be the casting of an “extra”
Argaster’s cloak of shadows Any illusion or magical invisibility that spell or the triggering of a magical item.
(Alteration) comes into contact with a sphere of eyes is This spell has no aging or other harmful
Level: 4 Components: V,S,M instantly and permanently negated. Beings effect on the recipient, and has only a
Range: 0 CT: 4 who actually have changed their shapes by minor effect on movement speed (a benefit
Dur.: 1d4 +2 rds. Save: None use of magic or a natural ability will be of 2; i.e. from MV 12 to MV 14).
Area of Effect: One creature seen with a clear, bright silvery-blue
“ghost“ image of their other form superim- Jonstal’s improved double wizardry
This spell enables a caster or a touched posed upon their current one. This spell (Alteration)
recipient to be obscured by an ever- also negates operating forget, misdirec- Level: 6 Components: V
shifting, roiling webwork of intangible, tion, obscurement, non-detection and Range: 0 CT: 1
dark shadows. Argaster’s cloak of shadows undetectable alignment magics, and allows Duration: 1 rd./level Save: None
veils the recipient’s face, overall appear- feebleminded creatures an instant (extra) Area of Effect: One creature
ance, and precise location (although if the saving throw to escape the condition.
caster “wears” the spell, he can reveal his The material component of this spell is an This powerful magic enables a caster to
face or hide it, whenever desired). eyeball (from any source). unleash two specific spells at once by
The result is that the recipient gains a uttering one word. Both spells take effect
2-point armor class bonus (e.g., AC 4 to AC Jonstal’s double wizardry (Alteration) in the same round on the caster or a
2), and missile weapons aimed at the being Level: 5 Components: V touched recipient being (both on the same
suffer a - 1 penalty on attack rolls. Web Range: 0 CT: 1 being, not one spell on each), and function
and Evard’s black tentacles spells won’t Duration: 1 rd./level Save: None normally (save that the duration of each
stick to a being protected by Argaster’s Area of Effect: One creature becomes one round per level of the cast-
cloak of shadows — but these spells destroy, er). The caster must memorize the two
and are destroyed by, a cloak of shadows This powerful spell enables a caster to spells beforehand; they are not lost from
upon contact. Because the rippling waves unleash two specific spells at once, with memory until the improved double wiz-
of varying darkness are quite noticeable in the utterance of a single word. Both spells ardry is employed. If either magic is cast
all but the worst lighting, thieves “wear- take effect in the same round, upon the by itself, the improved double wizardry
ing” a cloak of shadows only gain a + 5% caster or a touched recipient being (both vanishes with it. Material components for
bonus to their Hide in Shadows ability (lost on the same being, not one spell on each), the two spells are consumed when this
whenever they move, of course). and function normally (except that the spell is uttered, and must be on the cast-
The material components of this spell duration of each becomes 1 round/level of er’s person (but need not be revealed or
are a bit of cobweb and a pinch of dust. the caster). The two spells must be memo- handled by the caster) or the improved
rized beforehand by the caster, and are double wizardry will not take effect. Only
Othnal’s spectral dagger (Evocation) not lost from memory until the double the caster can unleash the spell, even if
Level: 4 Components: V,S,M wizardry is employed; if either is used by another being accidentally or maliciously
Range: 70’ CT: 4 itself, the double wizardry vanishes with speaks the trigger word. The only two
Duration: 1 rd./level Save: None it. Material components for the two spells spells that can be paired by use of a Jon-
Area of Effect: Special are consumed when the double wizardry stal’s improved double wizardry are fly
is uttered, and must be on the caster’s and non-detection. Despite years of re-
This spell consumes an edged metal weap- person (but need not be revealed or han- search, the archmage Jonstal has managed
on of any size, sort, or condition—but dled by the caster). Only the caster can to master only one other pair of “combina-
regardless of what is used as the material unleash the double wizardry, even if an- tion” spells (see Jonstal’s double wizardry).
component, it creates a translucent other being accidentally or maliciously No known being short of the Faerunian
dagger-shaped blade of force that either speaks the trigger word. lesser divine power Azuth can freely cast
can glow (equal in intensity to a faerie fire The only two spells that can be paired any two spells in the same round.
spell) or not (initially being nearly invisi- by use of a Jonstal’s double wizardry are
ble; chance to notice is 3 in 10) as the invisibility and levitate; despite years of
caster wills. research, the archmage Jonstal has man-
The spectral dagger appears wherever aged to master only one other pair of
the caster desires within spell range, and “combination” spells (see Jonstal’s im-
moves as the caster wills, at MV Fl 12 (A), proved double wizardry). No known being
86 NOVEMBER 1994
©1994 by Rick Swan
Photography by Charles Kohl

Cyberpunk for people who hate cyberpunk

Role-playing games' ratings

Not recommended

Poor, but may be useful

Fair

Good

Excellent

The best

88 NOVEMBER 1994
Here’s a short list of things I can’t do: then the covers. They’re playable but Sure, the referee has to lead the players
change the oil in a car, unclog a drain, forgettable, doing little to convince skep- by the nose; if they stray too far from the
repair a light switch, or replace the filter tics that a sustained campaign is worth the route outlined in the text, he may have to
in a furnace. Mechanical objects, I believe, effort. redesign a good chunk of the adventure.
are alive and out to get me. To say that I But along come Land of the Free and Sure, he has to feed them clues now and
am intimidated by technology is like saying Greenwar, and suddenly I’m a born-again then; if he doesn’t help them find Adriana,
that a chunk of red meat is intimidated by netrunner. the adventure never gets off the ground.
a shark. Land of the Free, which I’m guessing And sure, he has to keep a straight face
Computers are particularly distressing. I was inspired by the Mad Max movies, may while playing cornball characters like rock
half-expect them to blow up when I turn be the most ambitious cyberpunk adven- star Perry Garcia and spouting inane dia-
them on. Installing a program makes me ture ever published. It’s certainly the most logue like, “Well, well, if it isn’t an illegal
break out in a cold sweat. I can no more lavish. The book-length scenario, packed congregation of scum.” But with a referee
set up a modem than I can take out my with inventive encounters and NPCs, takes capable of smoothing over the rough spots
own appendix. a month or two of steady gaming to com- and cooperative players who aren’t stick-
plete. The huge black-and-white poster lers for realism, Land of the Free delivers
It should come as no surprise, then, that features a road map of apocalyptic Ameri- the goods.
cyberpunk RPGs rank low on my list of ca on one side and a tactical display on the
favorites. other. Two sheets of cut-out vehicles may Just as Land of the Free was inspired by
Don’t get me wrong. I don’t hate cyber- be used as props or visual aids. Five pages Mad Max, Greenwar takes its cue from the
punk. But it’s been a struggle. I bluffed my of player handouts include newsletters, Wall Street Journal. The adventure casts
way through my first session without magazine clippings, and airline reserva- the players as yuppie operatives of the
having the faintest idea of what “netrun- tions. The well-written text, augmented Browning Investment Group, charged with
ning” meant. When the time came to coax with a generous number of explanatory engineering a takeover of Liverpool Ship-
data from a floppy disk, I found something sidebars (how 21st century airships oper- ping, Inc. Because Browning wants Liver-
to do in the other room. I never had trou- ate, the future history of the American pool intact, the PCs can’t use force.
ble with magic wands and laser pistols. southwest) and troubleshooting tips (at- Instead, they must acquire the company
But cyberware? tack routines for cyberdogs, what to do if by buying up 50% of the stock at the
Still, I’ve persevered. Over the years, I’ve a PC falls in the water and can’t swim), cheapest possible price. The PCs have a
come to appreciate cyberpunk games, makes the referee’s job a breeze. more or less fixed amount of money to
despite the designers’ determination to The story begins in New York, with the spend, and it’s up to them to decide where
make things as difficult as possible for the PCs hired to extract a mysterious woman and how to spend it.
technologically impaired. Good supple- named Adriana from a pharmaceutical To compliment the unusual premise, de-
ments help, and this month, we’ll look at a laboratory and haul her across the coun- signer Thomas Kane (also responsible for the
few that might entice the leery into taking try for a rendezvous in California. It’s not intriguing cyberpunk-meets-Vietnam adven-
a second look. that easy, of course, as everyone from ture Chrome Berets) provides a suitably
Mother Nature to the Elvises of Grace- unusual format. Rather than following a
Land of the Free land(!) conspires to annihilate them. sequenced series of encounters, Greenwar
CYBERPUNK* game supplement What the plot lacks in logic—it’s hard to describes the settings, the cast of NPCs, and
One 120-page book, one 36” x 24” double- believe that characters this resourceful a simple but effective system for determin-
sided map sheet, five player handout have so much bad luck—it makes up in ing stock prices. The referee shapes the
sheets, two cardstock vehicle sheets, momentum. No sooner do the PCs board adventure according to the PCs’ actions. If
five prop business cards, boxed an airship than they have to fend off ninja they force Liverpool into publicizing the
R. Talsorian Games, Inc. $18 assassins and missile attacks. A run-in with takeover, the stock price may skyrocket. If
Design: William Moss the New Orleans police precedes an as- they attempt an illegal action and fail to
Development: Michael MacDonald and sault from a hurricane. Grenade-tossing cover it up, they may be threatened with a
Lisa Pondsmith raiders nail them in Corpus Christi, and lawsuit. Once they ferret out potential
Editing: Louise Stewart, Derek Quintanar deranged cultists try to set them on fire in sellers, they must separate them from their
S.E., and Michael MacDonald Colorado Springs. As if that weren’t stock through negotiation, intimidation, or
Illustrations: Chris Hockabout, Patrick enough, the referee may introduce addi- trickery.
Gidaro, Christina Wald, Jean-Michal tional complications. She may, for in- Greenwar may sound like a business-
Ringuet, and Darrel Midgette stance, give the party a credit chip to help school assignment, but Kane’s flair for the
Cover: Doug Anderson them make purchases, then stand back dramatic keeps it as tense as a castle siege.
and watch them fight over who gets to The NPC executives make formidable
Greenwar carry it. She may encourage a romance adversaries, thanks to their rich personali-
CYBERPUNK game supplement between a PC and Adriana, then watch the ties and shrewd tactics. Office politics,
One 96-page softcover book sparks fly when the PC finds out who— personal vendettas, and overzealous body-
Atlas Games $12 make that what—she really is. The referee guards compound the party’s efforts to
Design: Thomas Kane also may stage any of the approximately squeeze stock from cagey shareholders. A
Editing: Robin Jenkins 35 optional encounters, ranging from a private hit squad called Force X and a
Illustrations: Doug Shuler and C. Brent mugging by the Citizens of Decency to a sabotage team known as the Three Horse-
Ferguson shady deal with a netrunner on an oil men (War, Plague, and Famine) set up
Cover: C. Brent Ferguson platform. The explosive climax takes place action scenes worthy of Arnold Schwar-
in the shipyards of Night City; unless rein- zenegger. Clearly, there’s a lot to keep
Of the myriad cyberpunk RPGs, R. forcements show up, it’ll take divine inter- track of, and the referee must be as famil-
Talsorian’s CYBERPUNK game does the vention to get all the PCs out in one piece. iar with stock tables as combat dice to run
best job of capturing the genre’s world- If this doesn’t sound like cyberpunk to it effectively. Players more interested in
weary ambiance and remains the purist’s you . . . well, it isn’t, at least in the tradi- muscles than minds should keep their
game of choice. The adventures, however, tional sense. Land of the Free plays like an distance; this is high IQ territory.
have been hit or miss. Despite a few solid Indiana Jones adventure with computer
efforts (like R. Talsorian’s Eurotour and terminals. There’s enough high-tech high Evaluation: Neither Land of the Free
Atlas Games’ Night City Stories), most feel jinks to satisfy cyber-junkies, but not so nor Greenwar is suitable for novices. Land
like retreads, the contents less interesting much that laymen will be frightened away. of the Free’s gauntlet of death traps will
DRAGON 89
pulverize the unseasoned, while the corpo- RUN game struck me as a commendable organization, aptly described as “a bunch
rate machinations of Greenwar will put effort to reach out to gamers uncomforta- of twisted morons.” As for the ALOHA
hack-n-slashers to sleep. Though plot-wise, ble with cyberpunk’s relentless gloom. But leader, whom the PCs meet in the climax,
they have little in common, both extend after a few promising supplements, such let’s just say that he’s unlikely to show up
the parameters of cyberpunk with off-beat as Dream Chipper and DNA/DOA, the line in any cyberpunk RPG other than the
premises. Both downplay high-tech mum- began to flounder, and the SHADOWRUN SHADOWRUN game.
bo jumbo in favor of imaginative casts and line threatened to become just another Unfortunately, the designers seem so
encounters. Most importantly, both dem- cyberpunk game. Fantasy took a back seat enamored with their ideas that they can’t
onstrate the resiliency of a genre that to science. The supplements became in- wait to get to the next one, resulting in
some (like yours truly) may have written creasingly marginal, with complexity underdeveloped encounters and flabby
off too soon. substituting for elegance, attitude for staging. The grand finale, confined to a
invention. single page, reads like an off-the-top-the-
Paradise Lost While Paradise Lost and Double Expo- head outline, replete with useless referee
SHADOWRUN* game supplement sure don’t completely put the SHADOW- notes (“If the runners decide to fight [the
One 80-page softcover book RUN game back on course—that’s asking a villain], let them have it.“). NPCs tend to
FASA Corporation $10 lot of two modest adventures—both recap- spill the beans at the slightest coercion,
Design: Tom Wong and Nigel Findley ture much of the game’s original appeal. one of the oldest shortcuts in the design-
Development: Tom Dowd The charming Paradise Lost, for instance, er’s handbook. The source material offers
Editing: Donna Ippolito serves up a lean plot with plenty of whim- a few tantalizing tidbits about cybernetic
Illustrations: Paul Daley, Earl Geier, and sy. A corporate femme fatale, who intro- Hawaii (intelligent gray whales, for in-
Christina Wald duces herself as “Mr. Johnson,” hires the stance, lurk offshore), but spends too
Cover: John Zeleznik PCs to travel to Hawaii to investigate a raid much time rehashing data available in a
on Molokai Microtronics. It’s just an ex- high school library (“ . . . the Hawaii’ian
Double Exposure cuse, of course, to plop the party into a Islands’ first inhabitants arrived between
SHADOWRUN game supplement colorful locale and pepper them with the years 300 and 600 A.D. from Polyne-
One 64-page softcover book obstacles. But the obstacles are so engag- sian islands . . .”). While none of this de-
FASA Corporation $10 ing that you barely notice the contrivance. tracts from the fun, Paradise Lost could’ve
Design: Fraser Cane and Nigel Findley An ocean voyage is interrupted by the been a classic with a little more creative
Development: Tom Dowd abrupt appearance of a sea monster. A drive rigor.
Editing: Donna Ippolito to a hotel is derailed by a Honda-riding Those looking for a more sophisticated
Illustrations: Tom Baxa, Steve Bryant, Paul orc. Memorable NPCs include and a dwar- approach are directed to Double Expo-
Daly, and Mike Jackson ven chauffeur fond of Hawaiian shirts and sure, a tight little chiller worthy of
Cover: Tom Baxa a troll-ish night club bouncer named Chaosium’s CALL OF CTHULHU* game. In
Egmond. An elven representative of the the back alleys of Seattle, a thuggish FBI
By placing wizards and elves alongside Haloes Don’t Surf gang informs the party agent hires the PCs to investigate the
hackers and netrunners, FASA’s SHADOW- of the existence of the secret ALOHA relationship between Renraku Computer
Systems and Project Hope, a homeless
shelter devoted to rehabilitating the down-
and-out. That there’s more than meets the
eye to Project Hope will come as no sur-
prise to anyone who’s ever seen a horror
movie. But the cartoonish excesses (go
ahead and check out the illustration on
page 42—it won’t spoil anything except
your lunch) make this one of the most
outrageous scenarios in SHADOWRUN
history. Project Hope, one part Salvation
Army and one part slaughterhouse, is
described in stomach-churning detail,
right down to the smells in the doorway.
Evocative touches abound—magical sen-
tries who patrol the camp via astral pro-
jection, a nosy reporter who asks one too
many questions, a water-treatment pool
that hisses at intruders. The climax fea-
tures a confrontation in an underground
tunnel system, guaranteed to send careless
PCs to the cemetery.
As with Paradise Lost, the designers are
better at dreaming up ideas than develop-
ing them. Too often, for example, the story
is driven by coincidence. At one point, the
designers suggest that the referee have
the PCs arrive at a locale at exactly the
same time as an important NPC. “If making
this happen requires abnormal levels of
coincidence,” says the text, “so be it.” Some
passages try so hard to be hip that they
end up sounding silly: “ . . . if the runners
decide to blow it just because they don’t
like other kids playing with their toys,
they stand to get locked away in the Big
90 NOVEMBER 1994
House or geeked.” And despite the poten- retinas and electrodes spew sensory infor-
tial for a slam-bang battle in the final mation into his brain. A second method,
encounter, the designers encourage the Astral Immersion, enables the mage to
party to flee. I say, force ’em to stand and project his mind into the Web; bodyguards
fight. Would I run in real life? Of course! and burglar alarms may be necessary to
But this ain’t real life. protect the mage’s physical body. Using
Evaluation: Flaws aside, Paradise Lost the third method, Holistic Immersion, the
and Double Exposure remain accessible, mage transforms himself into raw data,
fast-paced adventures, and a great way to then downloads directly into the system.
spend a weekend. Neither is a ground Once inside the Web, a traveler may visit
breaker. But both succeed in reminding us areas as diverse as the Junklands (a crazy
about what was so compelling about the quilt of images derived from failed at-
SHADOWRUN game in the first place. tempts at formatting) and the Trash Sector
(a graveyard of lost programs). Sightsee-
Digital Web ing, however, is not without risk. A burst
MAGE: THE ASCENSION* game of sensory feedback may shock an Astral
supplement traveler into paralysis. And with the right
One 112-page softcover book program, a villainous computer operator
White Wolf Game Studio $15 can trap a Holistic mage in an infinite loop.
Design: Daniel Greenberg, Harry Heckel, The designers bend over backward to
and Darren McKeemen explain all this. A detailed history traces
Additional material: John Cooper, Jona- the development of the Net from Alexan-
than Sill, Heather Curatola, Lee Chen, der Graham Bell’s telephone prototypes
Bill Bridges, Brian Campbell, and Brad through the experiments of computer
Freeman whiz Alan Turing in World War II. Detailed
Development: Phil Brucato rule modifications show how attributes
Editing: Ed McKeogh function in a digital environment (Intelli-
Illustrations: James Crabtree, Darryl Elliot, gence replaces Strength; the amount of
Joshua Gabriel Timbrook, Quinton data a Cybernaut can carry depends on its
Hoover, and Dan Smith Virtual Weight). A section on digital magic
Cover: John Zeleznik describes how spells operate in alternate
realities (control randomness may be used
White Wolf continues to wrench gamers to manipulate programs; diffuse energy/
in unexpected directions with the auda- destroy matter disintegrates electronic
cious Digital Web, which reshapes cyber- objects). There are even suggestions for
punk like so much modeling clay. A linking Digital Web with the VAMPIRE:
supplement for the MAGE: THE ASCEN- THE MASQUERADE* and WEREWOLF:
SION game, perhaps the best new fantasy THE APOCALYPSE* games.
RPG of the decade, Digital Web proclaims But despite the designers’ best efforts,
the world of the Net to be a manifestation Digital Web is hard to digest. The cursory
of wizardly energy. In this “static reality,” definitions of Stacked Files and the Pool of
the differences between modems and Infinite Reflection raise more questions
magic wands are academic; mages roam than they answer (such as where do you
the electronic realms with the ease of find the Pool?). The text is burdened with
seasoned netrunners. overstuffed sentences (“Fluid waves of
Actually, the abilities of a digital mage potentiality suddenly locked permanently
make those of a netrunner seem primitive. into place; the supple, dynamic world
Cybernauts—the formal name for wizards seized up and congealed into brittle shards
in the Web—can take any form they wish . . .“). and saturated with gobbledegook
by using magical “programs” to become (“The Net Runner enters the Web through
three-dimensional icons. (Where the Umbral Computer Web that is connect-
technology-based icons are composed of ed to the Glass Walker CyberRealm in the
simple yes and no integers, magical icons Umbra.”). I’m sure the designers know
add a third element, the maybe.) Experi- what they’re talking about, but they have
enced mages may construct their own a heck of a time getting it across.
digital buildings, even their own worlds. Evaluation: This is a tough call. In its
Cybernauts also have a penchant for tin- attempt to redefine technology as magic,
kering with reality. George Bush’s presi- Digital Web scores on nerve alone. There’s
dential defeat, for instance, may have much to admire, particularly for those
resulted from digital sabotage. Have you who believe that cyberpunk could stand to
ever wondered why your head aches and shed some cliches. But the text is so dense,
your eyes get sore when you spend all day so riddled with gamespeak and consumed
at the computer? It’s because the Web is by abstractions that a good portion of it
slurping away your Quintessence. borders on the incomprehensible. Digital
While all MAGE game spell-casters can Web is an impressive effort. But it needs a
theoretically access the Web, most Cyber- translator.
nauts are Virtual Adepts or members of
the Technocracy. They use three primary Short and sweet
methods to get in. Those with a set of The Eternal Boundary, by L. Richard
virtual-reality goggles and tactile feedback Baker III. TSR, Inc., $10.
equipment may use Sensory Visitation, When you can go anywhere in an infi-
where images are projected on the user’s nite number of universes, it’s hard to
DRAGON 91
know where to begin. Eternal Boundary, ing the game into a series of linked scenarios
the first adventure for the PLANESCAPE™ (such as Planetary Landings and Meeting
setting (reviewed in DRAGON® issue #207), Engagements); the system encourages play-
comes to the aid of stymied plane-hoppers ers to form long-range strategies instead of
with an entertaining scenario that focuses concentrating on tactical victories. Part Two
on a few key areas of Sigil. Hired to locate presents advanced rules for ballistic weap-
a madman who holds the key to a portal, ons, four-legged ’Mechs, and line of sight.
the PCs explore the slums of the Hive, The book also introduces a convenient meth-
meet the Bleak Cabal at the Gatehouse, od for designating complexity, which pre-
and parley with undead in the vaults of sumably will be used in future
the Mortuary. A fiery climax in another BATTLETECH supplements. Level One
plane provides clues to a conspiracy. De- games use the rules from the BATTLETECH
spite the reliance on familiar settings (a boxed set, Level Two adds mechanics from
tavern, a mausoleum, a trap-filled citadel), the BattleTech Compendium and CityTech,
the bizarre cast of characters and almost while Level Three brings in the Tactical
casual way that travelers flip between Handbook. All this is strictly for war
planes gives Eternal Boundary a feel all its garners—make that serious war gamers.
own; you’re unlikely to confuse it with a Role-players can put their wallets away.
conventional fantasy adventure.
Zentraedi Breakout, by Deborah Chris-
GURPS Werewolf: the Apocalypse, by tian and Kevin Siembieda. Palladium
Robert M. Schroeck (based on the original Books, $10.
game by Mark Rein-Hagen). Steve Jackson Role-playing for robots? If you expect
Games, $20. character development and gripping story
A GURPS* game supplement, this does lines from this ROBOTECH* game book,
for White Wolf’s WEREWOLF: THE APOC- you’re in for a letdown. The scenarios
ALYPSE what GURPS: Vampire did for emphasize military excursions in the con-
VAMPIRE: THE MASQUERADE—it trans- tested Zentraedi Control Zone of South
lates the Storyteller system into GURPS- America, with the focus squarely on the
ese, cleans up the text, and puts it all hardware. (A typical encounter centers
together in a handsome package. Illumi- around “one Scout Pod, 2D4 Tactical Battle
nating sidebars clarify the mythos, while a Pods, and one male power armor with
section of conversion notes makes it easy plasma cannon attachment out on a recon-
to switch between the systems. Whether naissance patrol.”) They’re action-packed,
you prefer the White Wolf or GURPS rules meticulously detailed, and utterly baffling
is largely a matter of style; White Wolf to anyone not familiar with the ROBO-
offers more flexibility, GURPS more preci- TECH line (particularly Book Four: South-
sion. Schroeck’s economical writing, how- ern Cross). The engrossing source material
ever, makes this book a better read, so I addresses South American Strategic Com-
give the edge to GURPS. mand deployment, troop movements of
the 3751st Logistics Brigade, and other
Strangers in Prax, by Michael O’Brien, topics sure to warm the hearts of mecha
Jonathan Tweet, and Mike Dawson. The aficionados.
Avalon Hill Game Company, $16.
Rick Swan has designed and edited more
The latest (and last?) supplement for the
than 40 role-playing products. His recent
RUNEQUEST* game offers a trio of first-
projects include The Complete Ranger’s
rate adventures set in the Pavis region,
Handbook and The Complete Paladin’s
based in part on 1992’s River of Cradles
Handbook, both published by TSR. You
source book. Since all boast rich back- can write to him at 2620 30th St., Des
grounds and thoughtful encounters, it’s Moines IA 50310. Enclose a self-addressed
difficult to single out a favorite. But I lean
stamped envelope if you’d like a reply.
toward Michael O’Brien’s “The Lunar
Coders,” featuring creepy agents from the
Lunar Empire who communicate in com- * indicates a product produced by a company other
plex ciphers and ride the skies in a glim- than TSR, Inc.
mering Moon Boat. If this proves to be
RUNEQUEST’s swan song, at least it’s
going out with a bang.

BATTLETECH* Tactical Handbook, by


Jim Long with Stuart Johnson. FASA Cor-
poration, $12.
Have your players been complaining that
the BATTLETECH game isn’t complicated
enough? These 80 pages of optional rules
ought to shut them up. Part One offers
guidelines for staging double-blind contests,
where each player moves his units on his
own map and has no idea what the other
guy is up to; a referee informs the players
when they “see” something. The operational
variant simulates a long campaign by divid-
92 NOVEMBER 1994
DRAGON 93
by Skip Williams

If you have any questions on the games get it where it needs to go. Note that a gen’s caster. In learning “real” wizard or priest
produced by TSR, Inc., “Sage Advice” will ability to go plane hopping does not apply magic, they suppress their innate ability to
answer them. In the United States and to the sha’ir or to the sha’ir’s companions. learn spells randomly in favor of the regu-
Canada, write to: Sage Advice, DRAGON® Otherwise, a sha’ir’s spells work the lar method, which allows them to know
Magazine, P.O. Box 111, Lake Geneva WI same way as any other wizard’s. Any local and memorize many more spells. The
53147, U.S.A. In Europe, write to: Sage conditions that affect the spell still apply dragon spell-caster must meet all the re-
Advice, DRAGON Magazine, TSR Ltd., 120 even if the gen successfully delivers it. For quirements for casting any particular
Church End, Cherry Hinton, Cambridge example, a gen could deliver a fireball spell, including casting time, and verbal,
CB1 3LB, United Kingdom. We are no spell to its master, who is adventuring on somatic, and material components. Note
longer able to make personal replies; the Elemental Plane of Water. The spell, that the dragon’s innate spell-like abilities
please send no SASEs with your questions however, still fails when the sha’ir tries to are unaffected.
(SASEs are being returned with writer’s cast it because fire spells are ineffective on
guidelines for the magazine). the Elemental Plane of Water. The core AD&D rules clearly state
This month, the sage visits battlefields that a dragon can use its breath
and the COUNCIL OF WYRMS™ setting. Do dragon mages and clerics from weapon only three times a day.
The sage also continues his look at the the COUNCIL OF WYRMS setting However, the COUNCIL OF WYRMS
SPELLFIRE™ game. acquire and cast their spells the way rules imply otherwise (unless
other dragons do (learning them you’re using the optional on page 40
Where can I find rules for mass randomly and casting them with of the rules book). How many times
combat in the AD&D® game? I have only a verbal component)? Or do can a dragon use its breath weapon
seen the BATTLESYSTEM® supple- they acquire and cast spells the way in a COUNCIL OF WYRMS campaign
ment, but I don’t have any figures. other spell-casters do? and should the rule for dragon
The Castle Guide (TSR product #2114) Dragon mages and clerics function just breath weapons be the same in all
contains two mass combat systems, one like any other player character spell- worlds?
for resolving sieges and one for resolving
open field battles. Both systems employ
material from the BATTLESYSTEM game.
The upcoming PLAYER’S OPTION™ Com-
bat & Tactics book (due out next summer)
will contain a system for handling skir-
mishes involving a few dozen to a few
hundred creatures, but it also could be
used for larger battles. The system is
loosely based on the boarding action sys-
tem from The War Captain’s Companion
for the SPELLJAMMER® setting (TSR
product #1072). TSR also is planning a
hardcover book on high-level campaigns
(also due next summer), which will contain
a system for conducting mass combat.

What happens to sha’irs (from the


AL-QADIM® setting) when they ven-
ture into the PLANESCAPE™ setting?
Can their gens still get them spells?
Is the time required to fetch a spell
increased or reduced?
Generally, a gen can go fetch spells for
its master from any place in the multi-
verse. The gen’s starting location has no
measurable effect on how long it takes to
fetch a spell, because most of the gen’s
time is spent locating and negotiating for
the spell, not actually traveling from place
to place. The DM can rule that local condi-
tions prevent the gen from leaving the
plane, but this should be very rare. If the
plane the gen is on allows access to the
Ethereal or Astral Planes, it always can
fetch spells. Even when it cannot directly
enter the Astral or Ethereal, the gen prob-
ably can find a conduit or gate that will
DRAGON 95
The current core rules say nothing of the to allow for specialty priests. Also, it is Iuz razes a realm whenever he is defeat-
sort (though the original AD&D game’s unclear whether Io would ever allow ed and discarded. If the heartwood spear
Monster Manual did limit dragons to three specialty priests to develop. kills Iuz, he is defeated and discarded, and
breaths a day). In the AD&D 2nd Edition COUNCIL OF WYRMS creator Bill Slavic- he razes a realm.
game, a dragon can use its breath weapon sek and I discussed the question of
once every three rounds (see the spheres for dragon clerics and here’s what Who chooses the land Iuz razes
MONSTROUS MANUAL™ book, page 64). As we came up with. Spheres marked with an when he is defeated?
always, the DM has final say about how asterisk are from the Tome of Magic: The Iuz card holder picks the realm to
dragon breath weapons work, but breath Major: All, Astral, Charm, Combat, Divi- be razed.
weapons should work the same way nation, Elemental, Guardian, Healing,
throughout the campaign, regardless of Necromantic, Protection, Summoning, If Iuz razes the land he was attack-
which world the PCs are visiting. Chaos*, Law*, Thought*, and Wards*; ing when he is defeated does the
Minor: None. player holding him get to draw
It is possible to use a dragon char- Note that dragon clerics get both Law spoils of victory?
acter from the COUNCIL OF WYRMS and Chaos spells regardless of alignments. No.
setting in another setting if the drag-
on were in humanoid form? What Tome of Magic spheres to Can a wizard or other champion
Not really. A dragon requires a great specialty priests of Eilistraee and who cannot fly but can cast wizard
deal of time and treasure to advance a Lolth (from Drow of the Underdark) spells use a flight spell (card #211)
level, and most campaign settings do not cast? to declare an attack on a protected
have enough of either. Here you go: realm in Step 4?
Lolth: Major: Chaos; Minor: Time. Yes.
What spheres of spells do dragon Eilistraee: Major: Wards; Minor: Trav-
priests from the COUNCIL OF elers. Can a wizard immediately cast a
WYRMS setting cast? Which if the death spell (card #392) on an oppos-
optional spheres from the Tome of SPELLFIRE™ game questions ing champion as soon as the cham-
Magic can they cast? Do the various In an earlier column, you said Iuz pion is chosen?
dragon deities have specialty doesn’t get to use his special power Only if the wizard’s rank is lower than
priests? If so, what spheres do they if he is defeated as the result of an the opposing champion’s rank (you cannot
have access to? event and is not discarded. What if play an additional card in a battle unless
All dragon clerics get the same spheres he is defeated by the heartwood your point total is lower than the enemy’s).
of spell, regardless of who their patron spear (card #318), which automati-
deities are. Worship in the Io’s Blood Isles cally kills monsters?
is not yet organized or developed enough

96 NOVEMBER 1994
©1994 by John C. Bunnell
Photography by Charles Kohl

Expect the unexpected (plot twist, that is)

98 NOVEMBER 1994
DUN LADY’S JESS Regrettably, that promise isn’t fulfilled in A the SHADOWRUN universe are impossible
Doranna Durgin Prince Among Men, billed variously as an not to notice. One can’t help but wonder if
Baen 0-671-87617-1 $4.99 Arthurian novel, the opening volume in a the prospective trilogy was originally
If you pick up Dun Lady’s Jess anticipat- trilogy, and a “dark future” tale in a world planned as an origin story for that uni-
ing a light, freewheeling sorcerous adven- that’s a close cousin to the SHADOWRUN verse, which has since had its serial num-
ture good mostly for taking your mind off universe. bers filed off for publication elsewhere.
the real world on a crowded bus, expect There are plenty of ideas, characters, As it stands, A Prince Among Men is
to be surprised. It’s not that Doranna and plots in the book; the trouble is that remarkable only for the number and
Durgin’s debut novel doesn’t have magic Charrette tosses them onstage and then variety of ideas it borrows and then fails
and peril in ample supply. No, the unex- leaves them to fend for themselves. The to exploit. Too much is going on, too little
pected revelation is that Durgin also deliv- results are erratic at best and actively is explained, and too few of the characters
ers a first-rate, thoughtful character study confusing at worst. It’s one thing for a are pleasant company to make the tale
spun out from a concept that’s remarkable story’s protagonist not to know what in worth recommending.
for its originality. heck is going on around him. It’s quite
The fantasy genre is well-known for another when there are some half-dozen AURIAN
giving animals the power of speech, or for sets of conspirators bouncing off each Maggie Furey
trapping human characters in animal other’s scams, lying to each other and Bantam 0-553-56525-7 $5.99
form. Durgin’s ingenious twist is to re- disclaiming responsibility for the utter Had I first seen Aurian as a finished
verse the effect. Dun Lady’s Jess, whom chaos in which the reader has been im- paperback rather than a bound galley, I
her rider calls Lady, begins this story as a mersed. might well have been intimidated by its
horse. But a magical accident not only There’s Nym, for instance, who pops out nearly 600 pages of small, dense type. (The
carries horse and rider from their own of nowhere to summon King Arthur into galley was just as thick, but wider margins
world into the modern Midwest, separat- Charrette’s near-future milieu, then flees. and crisp white paper went a long way
ing them in the process—it also gives Lady There’s Arthur, now called “Bear,” who toward making it more readable.) But
a human being’s body. commandeers a street gang and takes on a don’t be fooled by the small print and
The premise alone, though, isn’t what squire in the form of nominal protagonist conservative design. Maggie Furey’s first
makes the novel a delight. Durgin not only John Reddy. There’s Pamela Martinez, a novel is a solid, sophisticated high fantasy
has come up with a strikingly fresh idea, corporate climber who sees the rise of set in a world as fully imagined as Ray-
she’s also thought out the consequences to magic as a potential profit center. There’s mond E. Feist’s Midkemia or Judith Tarr’s
a fare-thee-well. Lady’s one stroke of sheer Dr. Elizabeth Spae, a thaumaturgical theo- Avaryan.
good luck is to be found by a sympathetic rist for a secret government agency. Furey deftly establishes her pattern of
couple with a friend whose business is There’s Sorli, the dwarf on Martinez’s expectation-twisting within the first few
stabling horses. From there, every devel- payroll who is also an agent of other- pages. Initially, Aurian looks like a variant
opment springs logically from its predeces- worldly powers. And there’s Bennett, Arthurian tale, with references to “the
sor, and the question of just what Lady’s likewise an agent of Faery but with very Lady of the Lake” and a knight called
now Jess’ new status means to her is cen- different origins and plans. Geraint. But those hints are quickly over-
tral to the evolving plot. And Jess’s new Of this ill-assorted web, only John Reddy shadowed when the plot expands to in-
friends are each drawn with the same is remotely sympathetic, but Charrette clude an ancient, otherworldly Forest
attention to creating utterly convincing gives him a case of chronic self-doubt and Lord and an age-old prophecy concerning
characters. indecisiveness that also makes him exceed- Aurian herself, a mere child as the story
Woven into this tale of self-discovery is ingly annoying at times. The shy streak opens. But neither is the story the straight-
the parallel story of Jess’ quest for her also makes it extremely hard to tell wheth- forward variation on Celtic legendry that
missing rider and a way back to her own er Reddy is the keystone around which it next resembles, for constant tension
world, where the magic that bridged the the central plot (if any) will ultimately between Mage-blooded folk and mortals is
two realities is the subject of bitter con- turn, or if he’s simply an innocent, if oddly the norm in Aurian’s world, and not with-
flict. This, too, is ruled not by cliche but gifted bystander pulled into Arthur’s orbit out excellent reason on the mortals’ part.
by relentless common sense, which means by blind luck. Despite being both Mage and expert
that Durgin doesn’t pull punches when A strong secondary problem is that for warrior, Aurian finds herself taking up
her villains take the stage. Readers who an Arthurian novel, the Arthurian lore is mortal causes more often than not—and
think they’ve seen enough similar plots to decidedly sparse and oddly used. We have again, not without good reason. Raised at
predict events may find themselves rudely “Nym,” presumably an analogue for Mer- first well apart from the insular Mage
awakened more than once before the lin’s lover Nimue, but no sign of Merlin conclave, Aurian has no sense for the
novel threads its way to a conclusion. himself. Caliburn, Arthur’s sword, is de- constant, subtle games of politics and
Dun Lady’s Jess is an eye-opening book, scribed as a world-spanning relic of spec- power her blood-kin are driven to play.
wise in the ways of horses and of humans, tacular power, which Arthur must now Only when she herself becomes the prize
often cynically pragmatic and yet still find and recover. But the larger setting, in one such contest of wills does she rec-
touched with a certain misty-eyed opti- with its elves and goblins and layered ognize the truth, embarking on a quest
mism. Both the maturity of its vision and worlds, is more akin to a modern game- that may permanently shift the balance of
the skill of its crafting are startling in a universe than to any genuine Arthurian power toward mortal hands.
first novel. Gamers with an interest in the legend. And it is all the more startling Before the adventure is done—or at
process of “getting into a character’s head” when Arthur, usually described as a good least, before it stops, for this is the first
won’t want to miss it, and it should be judge of character and a leader noted for volume in a projected trilogy—it takes its
highly interesting to see what Doranna uniting dissident factions behind him, heroes on a journey that spans continents,
Durgin comes up with next. proves to be something of a racist where weaves through intrigue-ridden courts,
elves are concerned. and proves beings and artifacts out of
A PRINCE AMONG MEN That larger setting is itself another mi- sheerest legend to be dangerously real.
Robert N. Charrette nor puzzle. It’s not all that far ahead of the Nearly every time the plot starts to look
Warner/Aspect 0-446-60037-7 $4.99 present in technological terms, but politi- predictable, it’s a signal that Furey is about
I had high hopes for this first non- cally, government seems to have been to unveil some new twist or revelation,
franchised novel from Robert N. Char- largely displaced by mega-corporations in and she manages to stage most of them
rette, whose early SHADOWRUN* game the traditional mold. Combine this with without making the story look contrived.
stories showed considerable promise. the intrusion of magic, and the parallels to She’s also a skilled hand with character,
DRAGON 99
especially when it comes to crafting vil- Batman himself, something is seriously to deduce the title artifact’s significance
lains. The antagonists here act not from rotten in Gotham City. well before the characters do, there are
some imagined ideal of utter evil, but from It’s not that Batman doesn’t have his plenty of surprises and fireworks along
the conviction that they’re entitled to weaknesses. But Knightfall isn’t about the the way. What’s more, Eleret and her
power, privilege, and revenge purely be- Dark Knight’s weaknesses being used newly acquired friends, incorrigible rogue
cause of who and what they are. The against him. It’s a story in which his Karvonen Aurelico and wizard-noble
motivations are entirely convincing, and strengths—his investigative skills, his Daner Vallaniri, make an engaging trio as
make Aurian’s adversaries a great deal powers of observation, his keen ability to they attempt to unravel the raven ring’s
nastier than your average Darth Vader judge character—are arbitrarily ignored in secret.
figure. the name of creating suspense. And it is There’s a balance here that’s rarer than
Make no mistake; Aurian is a dense ultimately a false suspense, for as is com- one might think. Instead of being driven
novel that will take more than an after- mon in serial fiction, the tale’s end mirrors purely by plot, or focused on characteriza-
noon to devour, even for quick readers. its beginning, and Bruce Wayne is much as tion, or built around a particular theme,
But it’s well worth the time invested in the he was before. Wrede’s novel takes a more generalized
reading, and Furey is a welcome addition Or at least so one gathers from the nov- approach that blends these individual
to the small group of high fantasists whose el. I can’t speak with authority about the elements in the service of producing a
works set the standards of the genre rath- comic-book version of the story arc, at narrative that holds the reader’s interest.
er than merely following its blueprints. which I haven’t done more than glance As a catch-phrase, that’s unwieldy. But
when the issues hit the convenience-store it’s an apt description of The Raven Ring
BATMAN: KNIGHTFALL racks. As far as Bat-novels are concerned, and its predecessors, which feature first-
Dennis O’Neil however, readers will get far better return rate storytelling and deliver entertainment
Bantam 0-553-09673-7 $19.95 for their money by seeking out Warner’s value undiminished by additional baggage
Veteran Bat-writer and editor Dennis line of paperback originals (notably Joe R. or affectation. The former quality is valu-
O’Neil goes to considerable lengths, in his Lansdale’s Captured By the Engines, re- able in itself, but combined with the sec-
afterword to this novel, to explain that viewed some time ago in this space) or ond it’s entirely too rare. Readers only can
Batman’s character has evolved and Geary Gravel’s well-expanded treatments hope that the next Lyra adventure isn’t as
changed over time. But unless one of the of episodes from the Fox Network ani- long in coming.
phases of the Dark Knight’s persona was mated series, available from Bantam.
intended to be “terminally stupid,” this THE GODMOTHER
prose rendering of the Knightfall storyline THE RAVEN RING Elizabeth Ann Scarborough
must be regarded as a very strange aber- Patricia C. Wrede Ace 0-441-00096-7 $19.95
ration in Batman’s history. Tor 0-312-85040-9 $21.95 The latest novel from Elizabeth Scarbo-
As the novel tells it, the fall of Batman I didn’t realize how much I’ve missed rough exhibits a fascinating schizophrenia.
begins when a drug-enhanced assassin Patricia Wrede’s tales of Lyra until The Its tone is part comic and part sharply
called Bane comes to Gotham City and Raven Ring arrived in the mail. While the incisive, with echoes both of her early
begins to stalk the Dark Knight. Bane is supply of fantasy novels on bookstore humorous fantasy novels and her more
intelligent; he takes pains to observe Bat- shelves is never-ending, very few of them recent, award-winning tales of the Far
man in action before approaching his fit the comfortable niche that the Lyra East. And while The Godmother’s source
target, and he wears down his adversary stories occupy. The catch is that the niche material is taken straight from the familiar
by setting other villains in Batman’s path. in question is singularly difficult to label. fairy tales of the Brothers Grimm, Scarbo-
Batman, by contrast, displays a remark- If one defines “high fantasy” purely in rough stitches it together with an un-
able lack of judgment as the crisis de- terms of stories set in wholly invented wieldy Gothic needle, as the plot
velops. Though rapidly succumbing to worlds as opposed to our own past or resembles nothing so much as Dr. Frank-
fatigue from dealing with Bane’s obstacles, present, the Lyra books technically quali- enstein’s monster animated by the split-
he refuses to rest or summon super- fy. But practically speaking, the term is too brained souls of Jekyll and Hyde.
assistance. (This being a prose novel, we general to be useful. A phrase sufficiently The narrative opens in modern metro-
apparently are required to assume that broad to include Tad Williams’ Osten Ard politan Seattle, which Scarborough por-
there are no other superheroes on the novels, Terry Brooks’ Shannara series, and trays with authentically waterlogged
planet, and never mind the comic books.) The Raven Ring is not nearly descriptive enthusiasm, introducing us to one Rose
After this leads to Bruce Wayne’s back enough to serve the purpose. Samson, an overworked social worker
being broken, the world’s finest detective “Light fantasy” is closer but still insuffi- with the proverbial heart of gold. The title
then cleverly passes the Bat-cowl to one cient. There’s no shortage of wit in notwithstanding, Rose is the book’s nomi-
Jean Paul Valley: mistake number two, as Wrede’s present tale, which sends no- nal centerpiece, and only when one of
Valley proves to be even more dangerously nonsense Cilhar traveler Eleret Salven Rose’s friends drags a wish out of her does
unstable than Bruce at his most obsessive. from her family’s remote mountain home Felicity Fortune, card-carrying godmother
Mistake number three is arguable. Dr. to claim a legacy in the city of Ciaron, at large, appear on the scene.
Shondra Kinsolving is clearly meant to be where protocol can be an art form. But We then bounce headlong into a loosely
love interest as well as physician to the the humor is incidental rather than inte- linked set of refurbished Grimm yarns:
disabled Bruce Wayne, and his refusal to gral, and “light” is more suggestive of Snow White, featuring a wicked psychic
trust her with his secret identity (curiously comedy-driven material such as Terry super-model and seven Vietnam vets;
inconsistent, since he’s already spilled the Pratchett’s Discworld novels or the works Hansel and Gretel, in which two enterpris-
beans to Valley) severely hampers her of Craig Shaw Gardner. ing urchins fall into the hands of a child
treatment. But the prose establishes no There’s also a faint aura of disparage- molester; Cinderella, in which a young
real chemistry between Shondra and ment about “light” that implies a lack of horsewoman’s step-family is doing its best
Bruce, which clouds the issue. Mistake quality, and the aura brightens when the to get its hands on her trust fund; and
number four, however, is a no-brainer. phrase “popcorn fantasy” comes up. “It’s Puss in Boots, in which the talking cat’s
When faithful Bat-butler Alfred finally popcorn” is often read to mean “it has no charge is to rescue a young black orphan
loses his patience and threatens to resign redeeming social value, but I like it any- and a Vietnamese street gang from mutual
if Bruce doesn’t allow himself time to way,” and that does books as well- disaster. All four cases fall under Rose’s
recover, Bruce calls the bluff and Alfred constructed as Wrede’s a serious injustice. and Felicity’s attention, with assistance
walks out. When the plot of a Batman Eleret’s adventures in Ciaron are well-told from genial police detective Fred Moran.
story calls for Alfred to be smarter than and suspenseful; though the reader is apt Individually, each of these is amiably and
100 NOVEMBER 1994
neatly updated; it’s in integrating the plots gives its dragon a unique perspective on notwithstanding, this series continues to
that Scarborough runs into trouble. By the life and its human heroes a cheerful grasp mature as each new volume appears.
time she’s added villains and supporting of unconventional combat strategy. The same can’t be said for At Sword’s
players to an already extensive cast, and Most of the remaining tales match leg- Point, Scott MacMillan’s second entry in
given most of them a viewpoint scene or endary dragons with real-world history in the “Knights of the Blood” series for which
two, there are enough characters so that one form or another. The two standouts in he shares cover credit with Katherine
nobody—including Rose and Felicity— this group are “Birdie,” in which Mike Kurtz. The prose is marginally smoother,
really winds up with star billing, and some Resnick and Nicholas DiChario concoct a but the emphasis is drifting away from the
of the subplots end up fizzling badly as a tale of Charles Darwin, a dragon, and very elements that made the first book
result. Cindy Ellis, for instance, ends up human imagination, and Roland J. Green’s marginally interesting. As with the first
being forcibly shoehorned into Snohomish “Call Him Meier,” a clever recap of certain volume, the plotting relies on shadowy,
“Sno” Quantrill’s adventure, her wicked World War II episodes omitted from the unexplained conspiracies and exotic leaps
stepsisters relegated to offstage sweeping- history books. William Forstchen’s tale of of logic, and once again the climax leaves
aside. And Scarborough keeps yanking her Napoleon’s dealings with wyrm-kind is more questions than answers on the table.
talking cat out of its own story to help distinctive for its draconian statecraft, Shadow of a Dark Queen (Morrow, $22)
Felicity untangle other dangling plot- while Bill Fawcett’s tale of a Templar begins a new cycle in Raymond E. Feist’s
threads. The result is a Frankenstein- knight and a dragon is well-told if rather tales of Midkemia. Most of the heroes are
monster of a story, built from parts that predictable. Less memorable are contribu- new, but there are familiar faces as well—
are individually strong but unevenly tions from S. N. Lewitt and Stasheff him- notably the eccentric magician Nakor and
matched and fitted together. self, both of which involve overplayed the supremely dangerous Pantathian
The mix of tones likewise ends up add- images of dragons as nation-souls. serpent-warriors, who are making new
ing to the mismatched character of the The two oddest stories in the book come plans for ultimate conquest and destruc-
novel. Scarborough has considerable fun from Mickey Zucker Reichert and Diane tion. A side trip through the Hall of Worlds
updating the classic stories, and she makes Duane. Reichert’s is an unusual Biblical adds a slightly science-fictional dimension
Rose and Felicity (along with most of the tale which deals with Joshua’s victory at to this installment, and Feist remains one
secondary leads) relentlessly upbeat per- Jericho in a distinctive context, and is of the most reliable of the genre’s top-
sonalities. At the same time, some of her intense enough that some readers will selling authors.
villains—notably the pedophile and Sno probably find it unsettling. “The Back Change of pace is also the rule in the
Quantrill’s psychic stepmother—are genu- Door,” by contrast, is a modern caper yarn Star Trek universe, as ably demonstrated
inely nasty, dangerous characters. The that provides good reason for thinking by Warchild (Pocket, $5.50), the seventh
difficulty is that, given the crowded nature twice before trying to raid certain Swiss novel in the Deep Space Nine sequence.
of the book, Scarborough’s protagonists bank vaults, and is a welcome change of Esther Friesner’s chronicle of a deadly
end up winning the day mostly by spectac- pace from the versatile Duane. plague and the hunt for a child who fig-
ular good luck rather than active pursuit If there’s a serious criticism to be leveled ures in a key Bajoran prophecy is her
of justice. That severely undercuts the at Dragon’s Eye, it’s that it’s oddly hardest-edged novel to date, and a star-
villains’ credibility, and flattens the novel’s expensive—at $5.99 for just eleven stories tlingly wise treatment of DS9’s Dr. Julian
socially conscious elements into a one- and a bit of blank verse, it’s a dollar more Bashir. Anyone who’s thought of Friesner
dimensional idealism that rings false than many recent theme anthologies fea- only as one of fantasy’s foremost humor-
against the colorfully accurate Seattle turing two or three times as many contrib- ists will find this book a major and very
backdrop. utors. But as complaints go, that’s a minor welcome surprise.
The Godmother, finally, is a novel in which annoyance rather than a major flaw, and Equally surprising, if less successful, is
illusion counts for more than substance. Like one that dragon aficionados shouldn’t find Crossroad (Pocket, $5.50), which marks
the wicked queen’s poisoned apple, its difficult to overlook. Barbara Hambly’s return to the Star Trek
brightly polished appearance hides an ill- fold with a story that pits Kirk and his
made heart. Scarborough is capable of much Recurring roles crew against a small band of renegades
better work, and this latest solo novel is a While we’re on the subject of antholo- from a future Federation gone horribly
serious disappointment. gies, Sword & Sorceress XI (DAW, $4.99) wrong. The atmosphere is deliberately
and Bruce Coville’s Book of Ghosts (Scho- dark, partially owing to an alien race
DRAGON’S EYE lastic, $2.95) merit particular attention. modeled strongly on Lovecraftian
Christopher Stasheff, ed. Marion Zimmer Bradley’s eleventh entry nightmare-creatures, and it takes our
Baen 0-671-87609-0 $5.99 in her long-running series is as diverse and heroes rather too long to figure out what’s
“A book of stories about dragons” is proba- engrossing as ever, with perhaps a bit going on. Psychological horror has never
bly one of the safest concepts in fantasy more emphasis on humorous tales this been one of Star Trek’s strong suits, and
publishing. Assemble a set of tales about one time out. Coville, meanwhile, continues to the rule holds true here even under
of the genre’s most universally popular publish story-collections marketed for Hambly’s usually skilled hand.
creatures, and readers are bound to trail children but clearly compiled with readers
eagerly after it like St. George in pursuit of of all ages in mind. These well-illustrated
his traditional foe. The only question is and produced volumes are the best anthol- * indicates a product produced by a company other
than TSR, Inc.
whether a particular hoard is full of copper ogy bargains in the business; wise readers
or brimming with gold—and Christopher will buy two copies, one to share and one
Stasheff’s selections are an intriguing group to keep on the nightstand for reading
that follows dragonkind on a fascinating under the covers with a flashlight.
tour of history and legend. Reaction elsewhere to Field of Dishonor
We begin with tales inspired by Norse (Baen, $5.99), the fourth entry in David
and Celtic folklore. S. M. Stirling’s contri- Weber’s series about space-captain Honor
bution weaves a dark saga of confronta- Harrington, has been sharply mixed. In
tion between a Viking warrior and a Saxon part, it’s doubtless because Weber shifts
dragon, while Teresa Patterson spins a his focus to the political arena this time
lighter tale of Druidry, romance, and out, with scarcely any deep-space action.
swordplay. Next comes Jody Lynn Nye’s But the suspense and strategy are as intri-
“The Stuff of Legends,” the volume’s one cate as ever, and Harrington’s choices just
traditional fantasy, a clever entry that as compelling. Thwarted expectations
DRAGON 101
DRAGON 103
104 NOVEMBER 1994
DRAGON 105
106 NOVEMBER 1994
DRAGON 107
108 NOVEMBER 1994
DRAGON 109
110 NOVEMBER 1994
©1994 by Robert Bigelow
Photographs by Mike Bethke

Gren #1826 War Dragon ****½


The War Dragon is a 15-mm multi-piece
Luminite* kit, belonging to the Warlords
series. The finished model is of a dragon
and an armored warrior. The warrior is a
one-piece casting dressed in a combination
of plate and chain, with the separations in
plate pieces and chain mail areas clearly
visible. His helmet has a clear separation
around the visor, and a deeply engraved
vision slot. There is a hair tassel at the
helmet peak that hints at individual hairs
while still presenting itself as a full tail. He
is armed with a spear and kite shield. The
only flash was on the boot bottoms, and
the mold lines needed only slight cleaning.
You probably will want to prime the figure
in black and then drybrush the armor and
chain, since some of the separations are
shallow and may not hold a wash or an
inking.
The body of the dragon is over 98 mm
long and is a combination of the head
piece and the main body. These two pieces
are joined at the shoulders in a well-
concealed socket joint that required no
cleaning and little filling and is camou-
flaged by the saddle. The body is sculpted
in an overlapping scale pattern interrupt-
Browse for holiday gifts ed only by belly plates, extremities, and a
line of sharp spinal ridges. The head fea-
tures facial plates, horns, eye sockets, and
Reviews an open mouth full of sharp teeth and a
This month marks the beginning of the small tongue. Overall the body has little
Holiday shopping season. In this column Grenadier Models, Inc. flash, but some cleanup is required along
I’m going to review some products that P.O. Box 305 the mold lines and in the wing holder
you may have missed this year. I’ve tried Springfield PA 19064 slots. The two wings have a combined
to pick but items that will serve several span of over 100 mm and have excellent
different settings or game genres. Grenadier Models, UK, Ltd. top and bottom detail. The leathery ap-
I want to thank Chris Foster for his 25 Babbage Road pearance, wing cartilage detail, pin claws,
excellent job on the painting of the Grena- Deeside, Clwyd, Wales and the slightly puffed appearance of an
dier figures. I further would like to extend CH5 2QB United Kingdom air-filled space all overcome the disadvan-
thanks to all those companies without tage of the wings being slightly thick.
whose help this column would not have Miniatures' product ratings There is very little flash between the wing
been possible all these years. Sometimes claws and wing body. Some filling may be
we forget there are others behind us, and * Poor required at the wing base if a gap remains
the Holiday season is a time to enjoy and ** Below average after mounting the wings.
celebrate our friendships. To all my read- *** Average The dragon is supported by a clear base,
ers I offer the very best that all the holi- **** Above average and with the left rear leg tucked against
days can bring and a peaceful and ***** Excellent its body, it is clearly in flight. If you wish
enjoyable season. to show the dragon grounded, simply

112 NOVEMBER 1994


in his left hand and aimed at a target to his
left. His right arm is a separate piece that
will require a little work to set correctly.
Seat the figure on the bike and position
the arm so that the hand is on the right
handlebar. Tack the arm on with super
glue. Allow the figure to dry and then fill
the gap with super glue gap filler or
epoxy. The face is bland, and the hair is
slicked back in stereotypical biker fashion
with individual strands visible.
This piece has lots of value. It can be used
in any present-time RPG such as a TOP
SECRET® game or ICE’s HERO SYSTEM* or
any near-future or dark future games. The
retail price per blister pack is $4.00, and I
recommend getting this set if you play any
of these types of games.

Gren #3008 Lizardmen Lair * * * * ½


The eight Luminite lizardmen in this set
are scaled to the larger 28-mm scale.
These Lost Lands figures are set on rough
oval bases with rock piles as prominent
points. The bases are otherwise flat and
presumed to be swampy terrain, and are
just big enough to keep the figure upright.
The lizardmen all have bony spinal ridges
on the back of the head and from the
lower section of the shoulders to the
lower back. Otherwise, each figure has
different characteristics, as follows.
Figure #1 has the smaller head usually
equated with a snake. His clothes consist
of a ragged hide loincloth and a ragged
cape that is split in the back to accommo-
date his ridges. The cape halves are joined
in front by a pearl and skull clasp. The
body has very visible ribs and bone struc-
ture with muscles layered and tight-fitting.
The skin has a pebbly surface and the feet
are bare with sharp claws topping the
toes. The tail is covered in chain mail and
capped with a mace-type head. This lizard
is smaller than the rest, measuring just
under 25 mm squatting and would be
under 38 mm standing. He is armed with a
sling and a bag of rocks and is preparing
remove the flight base and the dragon will tires and a rear tread pattern that is slight- to fire a projectile with his right hand. His
stand upright on the ground, although it ly out of synch. A disk brake is visible in armor consists of a round metal shield on
will look a bit clumsy. I encourage Grena- the front, and the rear wheel has a disk his left arm and small shields on each
dier and other companies to produce more and sprocket. Wheel spokes are solid, knee. There was no flash on this figure,
large creatures and other dragons in the front and rear, as are the seat and gas and the mold lines were hidden.
15-mm scale. This dragon is recommended tanks. This molding will require the sepa- Figure #2 has a blunt face with a dull
to anyone who plays war games in this ration between parts to be created by expression, but his bony jaws are open
scale. The War Dragon retails for $6.50 careful painting. The exhaust system is wide. This body is gaunt and his clothing
per blister-pack kit. rear-mounted and includes an air inductor consists of feathers under a hide shoulder
and enclosed guard. The front has a faring protector and a leather breechcloth. His
Gren #1526 Street Bike complete with added weaponry and tail is bare. He is armed with a square club
w/Uzi Rider **** gauges. There was flash between the studded with a number of sharp, toothlike
This 28-mm Luminite set is part of the engine and frame, engine and seat, and on spikes. Protection is afforded by a tortoise-
Future Warriors line. The set contains a the rear spokes. However, all of the flash shell shield strapped to his left arm and
one-piece motorcycle and a two-piece cleaned up easily. The mold line on the knee plates. His breechcloth is held on by
rider. The base top is undetailed except for tank and seat was removed by simply a bead-and-tooth belt that also supports a
one pair of indented lines that run wheel- running the edge of a knife over it. Last sheathed machete-type knife with a wood-
to-wheel and could be painted to resemble but not least, there is a buckle-down sad- en handle. There are no other bags or
the center-line marker of a road. The dlebag on the right side of the cycle. accoutrements, and he is definitely in an
motorcycle is of the trail bike variety, The rider is dressed in riding boots with advancing position.
probably in the 500 cc range, with a clear- extra front padding and side buckles, a Figure #3 has more feathers around the
ly observable engine and cylinder head pair of jeans with a narrow belt, and a tee- neck crest than figure #2, no shield pro-
detail that is fair. The wheels have three- shirt. A standard leather jacket is tection, and a long toothed halberd that
spoke aluminum centers, traction-tread stretched tight as he fires the Uzi clutched shows a lot of use. He is also in a charging

114 NOVEMBER 1994


slightly curled tail. street mage in FASA’s SHADOWRUN*
Figure #7 is the lizard champion. Metal game or a “companion” in the GAMMA
bracers support straining wrists as both WORLD® game. There were only a few
hands clutch a huge two-edged sword. His air-hole flash pieces and no problem mold
hide cape is decorated with a skull on the lines. I highly recommend this figure at
left shoulder and joined by a rope fasten- the $2.15 price tag.
er. A skull-buckle belt supports his breech-
cloth, which also supports the chain mail SZR-3 Veteran Mercenary ****
protecting a usable tail mace. This figure This 25-mm lead-free figure is walking
has more spines on the back than the across a ground-textured oval base in
others and could be used as a leader; padded combat boots. A pair of thickly
simply paint him a bit brighter. padded, wrinkled pants are protected by
Figure #8 has a mass of feathers under hinged protector plates. The upper torso is
his skin cape and sports a large skull clasp covered by a short-sleeved flak vest with
on thongs just under his chest. A thin belt extra shoulder plates over a tee-shirt. The
supports a sheathed knife, a skull buckle, t-shirt subtly shows off muscle detail, and
a breechcloth, and chain mail for the tail. a really nice touch is the pair of dogtags
Both knees have shields, and both wrists on a bead chain hanging down to mid-
have bracers. An oversized axe is clenched chest. A thin belt holds up his pants and a
in both hands. If you want to use the multitude of cartridge holders, other
other figure as a leader, this would make containers, and a knife that is hiding on
an outstanding champion. the left side. A rifle is slung across the
These figures had very little flash and no figure’s back, but there is no sign of any
problem with mold lines. The figures holding straps. His arms are covered by
would normally be too big for use with modern bracers, which will be needed
AD&D® game figures, but they are only when he fires the heavy gun. A strap for
slightly larger then the Ral Partha lizard- the gun supports a line of grenades and a
men featured in issue #209. With this in cartridge belt or energy packs snake
mind, they could either be used as Tren across the left side to the gun. His head is
(see the MONSTROUS COMPENDIUM® protected by a Kevlar-type helmet secured
accessory) or giant lizardmen. By the same by a chin strap. Eye protection is afforded
token, the Ral Partha lizardmen could be by a pair of simple goggles. The face re-
used as skirmishers for this unit. I recom- minds me of a lightly bearded Santa, espe-
mend this boxed set, even at the $18.99 cially with the puffed-out cheeks and
price. button nose, but I’ve rarely seen pictures
of Santa with a cigar stub hanging from
Simtac, Inc. the corner of his mouth Sgt. Fury style!
20 Attawan Road That is a nice touch.
Niantic CT 06357 This figure has a couple of problems,
one of them serious. The pads on the left
SZR-11 Male Streetrunner ****½ leg are split by a mold line and don’t quite
pose, seeming to be moving slightly faster This lead-free 25-mm figure has a blend line up correctly. The same mold line runs
than figure #2. Both figures are just over of past and present clothing. The basic up the arm and across the head and must
40 mm tall. clothing consists of a one-piece, full-length be removed using a file. You also will have
Figure #4 is another smaller lizardman jumpsuit with an open tee-shirt type collar to figure out how to clear the space adja-
clothed only in a breechcloth. His neck is and pockets on both thighs. There are no cent to the heavy gun, since this space is
protected by a spiked collar, while his closures noticeable, but there is a mold filled with spillover. Even with these prob-
knees have small shields. He is armed with line that could easily be turned into a lems, this is an interesting figure that can
a short bow and has a rough-sewn skin zipper line if you chose not to remove it. be used with a number of game systems. It
quiver of arrows at his mid-back secured Over this is a long coat with a rear “V” cut retails for $2.15.
by belts. The arrows are crude in appear- that does not extend all the way through
ance. The tail is lightly armored in chain the coat. The sleeves are full-length, end- Soldiers and Swords
and has a small mace head. ing in a turned-back frilly cuff, and each 40 Jarvis St.
Figure #5 has more feathers around his sleeve has a shoulder pocket and a patch Binghamton NY 13901
neck and sports a fur cape with gold but- at the elbow. Wide lapels exhibit no clo-
ton clasps. His breechcloth is secured by a sures, nor does the body of the coat give a 155002 Ladies * * * *½
bead belt, and a leather strap drops from clue to closures, except for a piece of This lead-free 28-mm set contains three
the belt at the figure’s front. He is charg- metal that could either be a clasp or a women in late 1890s to early 1900s attire.
ing with a halberd, and his mace-capped necklace. His right gloved hand clenches a The first woman is encouraging someone
tail is swung back to deliver a second gun with sight and his left hand holds a into a “dead” sleep. She is dressed in bed-
attack. courier bag or pouch that is also secured clothes, a long nightdress covered by a laced
Figure #6 is in a defensive position with by straps across the chest. The face is corset-type bedjacket designed to enhance
his shield-covered left arm extended to middle-aged, with a look of concern that is the bosom. The jacket’s frilly half-sleeves
deflect a blow and his bracer-supported accented by great bushy eyebrows. Facial balloon over the nightdress’s regular long
right hand clutching a broken halberd detail is very good. His hair is swept back sleeves. Her upper chest is bare and framed
pointed toward the ground. The majority and falls to mid-neck. Close inspection by her long hair. Her left hand rests on her
of his neck feathers are to the rear with reveals that there is a good-sized rat on his hip, while her right hand clenches a dagger.
only two facing forward. A belt with a right shoulder that is looking at him! There is an expression of distaste on her
skull buckle supports a breechcloth with This is a well-done, generic, dark future face as if she is faced with a mundane chore.
spikes in the rear half and chain mail to figure that could be used in a number of Only the flash between the arm and body
protect the tail. The lizard's second weap- games besides West End’s SHATTERZONE* mars the figure.
on is a heavy mace-head at the end of a system. The rat could be a familiar for a Lady number two is dressed in a formal

116 NOVEMBER 1994


Lady number three is dressed for travel-
ing. A long coat ruffles in the evening
breeze as a lightly tied hood protects her
head. A gown and blouse are visible
through the front opening of the coat, and
her right hand is clutching a revolver. Her
face is almost cherubic, with a big smile
prominent as she plans her mayhem.
There was no flash or visible mold line on
this figure—even the bow securing her
hood was flash-free.
This would be a good set of ladies for
GDW’s SPACE 1889*, Chaosium’s Cthulhu
by Gaslight, R. Talsorian’s CASTLE
FALKENSTEIN*, or any other RPG set
during this general time period. This set
provides an excellent value at $4.95 per
pack of three.

For questions and comments, call me at


(708) 336-0790 MWThFr 2-10 P.M. or SaSu
10 A.M.-5 P.M. or write me c/o Friends Hob-
by Shop, 2411 Washington, Waukegan IL
60085.

Having a convention?
evening gown that stretches from neck to mid-back. She has a stern expression on
floor. A laced top accents the bosom, while her face, and the wrinkles in her dress If you’re having a gaming convention,
a single-jewel pendant helps draw atten- indicate that she is standing still. There why not tell the world about it? Check
tion to that locale. Her hair is combed off was flash between her right arm and our address in this issue’s “Convention
to each side and brushed back, falling to body, but it was easily removed. Calendar” and send your announce-
ment to us—free of charge!

118 NOVEMBER 1994


NEW PRODUCTS FOR NEW PRODUCTS FOR Poor Wizard’s Almanac
An AD&D® game MYSTARA™
NOVEMBER DECEMBER accessory
by Ann Dupuis
RED STEEL™ Campaign Expansion Tabloid! This handy, pocket-size guide offers a world
AD&D® game boxed set An AMAZING ENGINE® game of events, nations, and peoples—all at a glance.
by Tim Beach by David “Zeb” Cook This 240-page book summarizes geographic, histori-
Based on material originally published in Aliens kidnap Bigfoot love child! Famous Dead cal, and other information on the MYSTARA
DRAGON® Magazine, this set details the Savage Rock Star really hidden in Leavenworth in a campaign setting from the past game year. Don’t
Coast and the rare magical metal known as “red U.S. Government plot! In the Tabloid™ world, all fall behind the times—pick one up now.
steel,” plus an audio CD packed with dramatic those strange, goofy, and bizarre stories you see $9.95 U.S./$11.95 CAN./£5.99 U.K.
narrative, sound effects, and inspiring back- in the check-out lane papers are true. And in TSR Product No.: 2506
ground music. Also included are three poster the Tabloid game, you play the intrepid re-
maps and 128- and 32-page books that detail porters who seek out and cover these honest-to- Forest of Darkness
new PC races such as the rakasta and lupin plus weirdness stories. An ENDLESS QUEST® book
incredible PC powers tied to an enduring curse. $12.95 U.S./$16.95 CAN./£7.99 U.K. by Michael Andrews
$30.00 U.S./$4200 CAN. TSR Product No.: 2710 Rejoin the heroes of the DRAGON STRIKE®
£21.50 U.K. including VAT game in this pick-a-path adventure book. You,
TSR Product No.: 2504 Encyclopedia Magica, Vol. I the reader, must lead the others through the
An AD&D® game accessory Forest of Darkness to reach home.
Masque of the Red Death by Dale “Slade” Henson $3.95 U.S./$4.95 CAN./£3.99 U.K.
and Other Tales At last: Every magical item ever created for TSR Product No.: 8093
An AD&D® game RAVENLOFT® the AD&D® game—from every game world—is
Variant Campaign boxed set collected in the first of four hardcover books. The Hidden War
by TSR staff This 384-page tome contains all the magical A TSR® Book
Open this box and journey to GOTHIC EARTH, items from A to C. Start your collection now by Michael Armstrong
a world much like our Victorian Era—until the and never be at a loss for the powers of a magi- In the far future, numerous space colonies
Sun sets. In this campaign, a variant of the cal item again. have rebelled against the organized Earth
RAVENLOFT® rules, PCs can experience the $25.00 U.S./$35.00 CAN./£15.99 U.K. Federation. One space ace takes aim against the
classic Gothic horrors of Edgar Allan Poe and TSR Product No.: 2141 rebels until he discovers an inhuman conspiracy
Bram Stoker. The set contains a 128-page book that threatens all humanity.
that covers the setting, rules, and characters The Deva Spark $4.95 U.S./$5.95 CAN./£4.99 U.K.
from brave cavalrymen to mysterious cabalists, An AD&D® game PLANESCAPE™ TSR Product No.: 8236
three 32-page adventures, two poster maps, and adventure
by Bill Slavicsek & J.M. Salisbury
a DM screen.
$25.00 U.S./$35.00 CAN./£15.99 U.K. In this 32-page adventure, your PLANESCAPE
Coming next month . . .
DRAGON® Magazine #212
TSR Product No.: 1103 PCs journey from Sigil to the Abyss to Elysium
Cover art by Les Dorscheid
and back. After witnessing a fierce battle be-
This issue’s theme is DM’s Advice and
Caravans tween a deva and a bebelith, the PCs must try to
includes:
An AD&D® game AL-QADIM® save the deva’s life and determine why the
* An article on making adventures more
source box bebelith starts behaving in a very unbebelith-
like your favorite fantasy novel.
by TSR staff like manner.
* A piece on the consequences of
Come, worthy adventurers, embark on an $9.95 U.S./$11.95 CAN./£5.99 U.K.
adventures—even successful adventures.
epic quest across the burning sands of Zakhara TSR Product No.: 2606
* An article on using “rerun” adventures
inspired by Lawrence of Arabia and Arabian
Plus all our regular columns, reviews, and
folklore. Endure the sweltering heat, drink at Marco Volo: Arrival
features such as “Sage Advice,” “Forum,”
the lush oases, and brave the incredible dangers An AD&D® game FORGOTTEN
“Convention Calendar,” and an “Ecology of”
of the deep desert. REALMS® adventure
article.
$18.00 U.S./$23.00 CAN./£10.99 U.K. by TSR staff
$3.95 U.S./$4.95 CAN./£1.95 U.K.
TSR Product No.: 9459 In this thrilling finale to the “Marco Volo” trilogy,
TSR Product No.: 8111-12
it turns out that the imposter pretending to be
In the Abyss Volo is on the run—but from whom? That is up to
an AD&D® game PLANESCAPE™ the PCs to solve in this 32-page adventure.
adventure $6.95 U.S./$8.95 CAN./£4.50 U.K. Unless otherwise noted:
by TSR staff TSR Product No.: 9455 ® designates registered trademarks owned by TSR, Inc.
Dare your PCs enter the legendary Abyss? ™ designates trademarks owned by TSR, Inc.
With the eternal Blood War between the tanar’ri ©1994 TSR, Inc. All Rights Reserved.
and baatezu as the backdrop, this 32-page
PLANESCAPE adventure for mid- to high-level
characters takes PCs to one of the most danger-
ous locales in all the planes! C’mon berks, it’ll be
fun—if you survive.
$9.95 U.S./$11.95 CAN./£5.99 U.K.
TSR Product No.: 2605

120 NOVEMBER 1994

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