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The document discusses the economic challenges facing the magazine industry and DRAGON Magazine in particular during a period of rising costs and decreased consumer spending.

Rising paper and production costs, store closures, and consumers having less money to spend. This creates difficulties for maintaining and growing readership.

The magazine aims to provide high quality content and artwork to remain worthwhile for readers. It also seeks feedback from readers on how to improve further.

Tnugh TImcs

Its the year of a presidential election, and things are tough


all over.
No, this is not the beginning of some great contemporary
fictive opus that I am writing. It is merely my assessment of the
way things are.
Im not going to say that things would be better if we had
more Democrats in Congress or a Republican in the White
House or a quick demolition of the two-party system. I have
my own opinions on these matters, but this is not the place for
them... but still, things are tough all over, and that affects
DRAGON Magazine.
Paper costs keep rising, mom & pop game shops close, and
you, the gentle consumer, have fewer dollars to spend than
your parents did when they were your age.
Nobody said life was fair, and there is not much we can do
about it except for DRAGON Magazine, that is. If you have less
money to spend, then it is up to us to make the magazine even
more worthwhile. We cant control the costs of production or
the selling price in the market. The only thing that we can con-
trol is the value of the magazine itself, and that is our objective.
We want every issue of DRAGON Magazine to sing with
playable materials that you cant wait to bring to your next
Saturday night dungeon crawl. We want you to be wowed by
color and black and white art the likes of which you cant find
elsewhere. These are the direct responsibilities of Editor Dave
Gross and Art Director Larry Smith, and both of them are
exceptional at their jobs.
We want DRAGON Magazine to be as important to you as The
Wall Street Journal is to a businessman. We owe it to you, and
in tough times, thats the least we can do.
But the buck doesnt stop there. Its a
two-way street. You have to tell us
what you want, and I dont mean
lower the price or more hot
babes or why dont you just give it away for free. In the best
of all possible worlds we would accommodate all of your
desires, but unfortunately we are neither Aladdins genie nor
Bill Clinton, and times are tough.
If there is something we can do to make DRAGON Magazine
better for you, let us know. More GREYHAWK setting, more art,
more fiction, more really ugly NPCs none of it is out of the
question.
Unlike Congress, we are not deadlocked... and we care.
(I would also like to take this opportunity to apologize for
any inconvenience you might have experienced in obtaining
copies of the past few issues of DRAGON Magazine at your local
hobby shop or book store. The distributors/chain retailers with
whom we do business have embraced what I consider to be an
unfortunate and ill-advised buying system philosophy called
just-in-time, whereby they order as few copies up front as pos-
sible on all titles, expecting to be able to re-order more inven-
tory instantaneously when they sell out. Magazine print runs
are based on initial orders, and since a new issue appears each
month, reorders are usually non-existent.
We will always try to estimate the print runs with enough
margin to cover your demands, but it is very hard when our
distributors/chain retailers are being short-sighted and conser-
vative. In the long run you, the consumer, are the one being
most inconvenienced, and of this I am sorry. Once again, I
never said that life was fair.)
Brian Thomsen
Associate Publisher &
Ogre
Pub|lsher
TSR, Inc.
Assoclate edltor
Anthony J. Bryant
Assoclate Pub|lsher
Brian Thomsen
Assoclate edltor
Michelle Vuckovich
Ldltor-ln-Chlef
Pierce Watters
Subscrltlons
Janet L. Winters
Prlnted ln the USA
Ldltor Art dlrector
Dave Gross Larry W. Smith
U.S. adtertlslng U.K. corresondent/adtertlslng
Cindy Rick Carolyn Wildman
DRAGON
#
230 3
June 1996
Volume XXI, No. 1
Issue #230
Page 8
Thc Orbs nf DragnnkInd
Roger E. Moore
Eight powerful artifacts from the world of Oerth,
each as dangerous to the wielder as to the dragons
they were designed to control.
Dragnns!aycrs
Wolfgang Baur
Youll need every possible edge to join
the ranks of the dragonslayers.
Page 18
From Fafnir to Smaug, the dragons
of fantasy literature range from
to the absurd.
the fearsome
Dragnns nf Lcgcnd
John D. Rateliff
Page 24
Two of the terrible wyrms of Cerilia are nearly
lost to legend. One of them is even more
dangerous dead than alive.
FIrc nn thc FIvc Pcaks
Ed Stark
Page 30
4 }UNL 1996
Wyrms of the North
Ed Greenwood
The premier installment of a new series
detailing the most powerful dragons
of the FORGOTTEN REALMS setting.
Page 36
Arcane Lore: Dragon Dweomers
Robert S. Mullin
Terrible new enchantments and powerful
magical items to make the bravest
dragonslayer tremble.
Cn!umns
3. . . . . . . . . . . . . . . . The Wyrms Turn
Tough times and good values.
6 . . . . . . . . . . . . . . . . . . . . . . . . . D-Mail
Whats on your mind.
50 . . . . . . . . . . . . . . . . . Cons& Pros
This summer, the hottest gaming is at a con-
vention near you.
53 . . . . . . . . . . . . . . . . . Role of Books
John C. Bunnell gives us a tip on the best new
fantasy novels.
60 . . . . . . . . . RPGA Network News
Elminsters Everwinking Eye rests in the Networks
own POLYHEDRON Newszine
89 . . . . . . . . . . . . . . . . . . Forum
Elves, optional rules, and the benefit of role-
playing at an early age.
93 . . . . . . . . . . . . . . . . Sage Advice
Skip Williams dispels confusion about spells,
magical items, and optional rules.
111 . . . . . . . . . . Role-playing Reviews
Rick Swan takes a look at the newest SF role-
playing games.
120 . . . . . . . . . . . . . The Current Clack
Allen Varney keeps us up to date on the most
recent industry news and gossip.
Page 42
Rogues Gallery:
Her oes of t he Hi ghl ands
Carrie A. Bebris & Duane Maxwell
Four heroes from the BIRTHRIGHT settings
newest campaign expansion.
Page 75
DRAGON DICE GAME:
Rise of the Undead
Dori Hein & Bill Olmesdahl
The first in a new department! Introducing
the undead, a powerful new force in the
battle for control of Esfah.
Page 86
Other Material
100 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DragonMirth
102 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Gamers Guide
103 . . . . . . . . . . . . . Knights of the Dinner Table
104 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Hellbound
108 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Floyd
116 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . TSR Previews
6 2 Mi r t a s G o d
(DRAGONLANCE: Tales of the Fifth Age)
Mark Anthony
With the passing of the gods of Krynn, what
powers might take their place?
DRACN
#
23O
5
Back to Basics
Dear DRAGON Magazine,
Since I have been a subscriber for
over 13 years, it should be apparent that
I have always enjoyed and gotten my
moneys worth out of your fine publica-
tion. When you announced that you
were changing the format, Ill admit that
my first thoughts were ones of alarm
and doubt; however, being a fair-mind-
ed person, I thought the least I could do
was give you a chance. I am happy to
report that the new format meets with
my complete approval. In fact, this is the
first time since I began subscribing that I
felt the need to write to you, applaud
your efforts, and make a few comments.
There are many areas I like in the
new format. Still, I feel the main reason I
welcome it so much is what I perceive as
an overall return to AD&D game basics.
It seems to me that for the last several
years, the focus and direction of the
magazine has been somewhat ambigu-
ous, kind of plodding along, so to speak.
This is just my opinion, of course. Ive
always been able to get something ben-
eficial out of almost every issue, but the
latest three issues the new format
have been incredibly useful.
One of the articles I found to be the
most useful was in issue #225,
Campaign Classics: Three Greyhawk
Grimoires. I immediately added these to
my own campaign. This brings me to
one of he main reasons I wrote this let-
ter. I was extremely disappointed when
Cor r ect i on
In issue #228, the byline for the
article All in the Family should be
Brian Hudson, not Bryan Hudson. Our
apologies to Brian for the misspelling.
DRAGON Magazine (ISSN 0279-6848) is published monthly by TSR, Inc.,
201 Sheridan Springs Road, Lake Geneva, WI 53147. United States of
America. The postal address for all materials from the United States of
America and Canada except subscription orders is: DRAGON Magazine,
201 Sheridan Springs Road, Lake Geneva, WI 53147. U.S.A.; telephone
(414) 248-3625. fax (414) 248-0389. The postal address for materials
from Europe is: DRAGON Magazine, TSR Ltd., 120 Church End, Cherry
Hinton, Cambridge CB1 3LB. United Kingdom; telephone: (0223) 212517
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(U.K.), 414-223-238066 (international).
Distribution: DRAGON Magazine is available from game and hobby
shoos throughout the United States. Canada. the United Kingdom. and
through a limited number of other overseas outlets. Distribution to the
book trade in the United States is by Random House, Inc., and in Canada
TSR decided to stop producing cam-
paigns for this, the original AD&D world.
Im willing to wager there are many old-
timers out there like me who are look-
ing for more articles and more modules
dealing with this great campaign world.
Being a veteran of the game since
1976 (I still have my original white box
set), I can proudly say that Ive run the
whole gamut of the D&D and AD&D
games. Ive tried my best to keep up
with the game worlds, but I havent
been entirely successful. Unfortunately,
there are many modules and acces-
sories that, due to some reason or other,
are now out of print. Note that this has
not in any way detracted from my
enjoyment of the game. Ive come to the
realization that I simply cannot keep up
with all the latest releases from TSR, so
Ill limit myself to the ones that I can get
the most use out of. Two of these will be
DRAGON Magazine and DUNGEON
Adventures (the latter of which I have
subscribed to since issue #1).
Id like to finish this letter by listing
my personal favorite departments in the
magazine. Bazaar of the Bizarre has
always been very helpful. The Ecology
series has also been a real flesher
outer for my campaign. Rogues
Gallery has saved me several times by
providing me with an interesting NPC I
can toss to the players on short notice.
The Dragons Bestiary is nice, but I sim-
ply cant seem to find the time neces-
sary to detail my campaign setting
enough to find places for all the new
critters. Maybe someday!
Finally, let me close by saying that, by
nature, people are resistant to change.
You cant please everybody, so dont try.
If you keep the majority of your regular
readers happy, that should be consid-
ered a job well done. Im sure you get
your full share of negative input and
sour grapes letters. I thought you might
like to get a letter from someone who
feels like hes getting his moneys worth
and who will continue to subscribe.
John H. Major
17521 N. 85th Lane
Peoria, AZ 85382
The back to basics theme is important
to us, and well continue to cover both the
newest game settings and the old classics.
Our readership includes both long-time play-
ers and newcomers to the game, and well
do our best to provide something for every
one. We havent forgotten the veterans!
Worth their weight in gold
Dear DRAGON Magazine,
Id like to give a huge Well done! to
Gregory Detwiler, Ed Greenwood, Jean
Rabe, Ed Stark, and Roger E. Moore for
their parts in making issue #228 of
DRAGON Magazine. I really like their articles.
Another huge well done to everyone else
at DRAGON Magazine.
I also have an opinion. I think DRAGON
Magazine should have a spell of the
month in each issue, because everyone
like spells (except barbarians, of course).
If DRAGON Magazine thinks the spell is
cool, most everyone else will, too!
Oh, and I would like to know how I
can purchase a solid gold d20. (Ive
enclosed a SASE in case of a positive
response!)
Yours truly,
Kevin Wayne Jones
Gamer for 11 Years!
Were lucky to have such talented con-
tributors. Two of those you name Ed and
Roger are featured in this very issue (Ed
with the first in a continuing series). Let us
know what you think of these latest articles.
We feature new spells very often in our
Arcane Lore department Check out this
months installment for plenty of spells of
the month, which also includes powerful
new magical items for dragons. We think
theyre very cool indeed,
A solid gold d20? Now some of us do
have quite a collection of dice, but none so
precious as that. If you find some, we want
dibs on borrowing them!
by Random House of Canada, Ltd. Distribution to the book trade in the
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Submissions: All material published in DRAGON Magazine becomes the
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6
}UNL 1996
Like the BIRTHRIGHT setting?
Dear DRAGON Magazine,
Congratulations! I think your new
look is very striking. Furthermore, the
additions to your interior are superb, to
say the least. I think all of your new fea-
tures make for an even better magazine.
Now that all my lavish praise is out of
the way, I have a few questions. Is this
BIRTHRIGHT setting going to be as good as
it looks? Will there be one of those excel-
lent domain sourcebooks for each realm
on Cerilia? Theyre indispensible as a tool
for me as DM. They are so good that I
dont even let my players have them. At
least not yet.
Keep up the good work!
Semper fi!
LCPL Guzman Acha
12th Marines
Okinawa, Japan
Since you asked, yes, we think BIRTHRIGHT
is every bit as good as it looks. In fact, two of
us (Tony and Dave) are planning to start a
BIRTHRIGHT campaign soon.
There are no plans for covering every
domain on Cerilia with a Players Secrets
sourcebook, but there will be plenty for each
of the five sections of Cerilia as the cam-
paign unfolds. Theyre meant for the players
as much as the DM, so share them!
Keep an eye on these pages for more
information on the campaign setting,
including this issues Fire on the Five Peaks
and Rogues Gallery.
New Player
Dear DRAGON Magazine,
My name is Deanna. I just started role-
playing, and I also occasionally play the
SPELLFIRE CARD game.
I really like the DRAGONLANCE setting
and have read many of the books. I
have really been enjoying your maga-
zine, and I love the humorous stuff, like
101 Uses for a Wet Blanket. Im enjoy-
ing the DRAGONLANCE story and cant wait
to hear more of whats happening on
Krynn. I was wondering if you could put
some more DRAGONLANCE stuff in the
magazine (like further backgrounds or
info on the characters). If possible, add
my address to the letters column so peo-
ple can write to me with tips on playing
or with any information about the
DRAGONLANCE world that might be inter-
esting. I would really appreciate it.
Deanna Boynton
General Delivery
Moonstone, Ontario
Canada
L0K 1N0
Your wish is our command, Deanna. In
addition to the DRAGONLANCE: FIFTH AGE
story arc this year, look for a preview of the
new FIFTH AGE game next issue. Once the
game is released in August you can count
on more articles featuring the new heroes
and adventures of the DRAGONLANCE setting.
We hope that some of those articles will
come from readers like you.
On thc Cnvcr
This month we are pleased to
present the first appearance of the
art of R.K. Post on our covers. (Its
been some time since we offered
up a new talent on our cover; our
contributing artists have kept my
files full of great images.)
Theres a kind of offbeat sym-
bolism in assigning a new artist to
our 20th Anniversary cover. R.K., a
relative newcomer to the field,
represents what we feel is a direc-
tion that many young illustrators
are moving toward a return to
the goal of presenting high quality
concepts through the use of excel-
lent technique and style.
Thats a philosophy that works
for R.K. Post, and it works for
DRAGON Magazine.
Write to us!
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DRAGON Magazine, write us a letter. Wed like to hear from you.
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misinformation contained in such material.
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marks owned by the companies publishing those products. Use of the
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construed as a challenge to such status.
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names, and the distinctive likenesses thereof are trademarks owned
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USPS 318-790, ISSN 0279-6848.
DRACN
#
23O 7
Thc cqua!Izcrs
by Roger E. Moore
I!!ustratcd by Larry 5mIth
his article can be handed to players in an AD&D game
+4-;0)9c campaign as an adventure starter. The time is
early spring, in the year 585 +; at the close of the
Greyhawk Wars. The DM should have access to the From the
Ashes boxed set, which sets up the background to the following.
This material takes the form of a letter written upon expen-
sive pages of fine paper and secured in an ivory scroll tube, hur-
riedly buried under a flat rock in a shallow cave only 12 miles
east of the ruins of Chathold, in Almor (a kingdom recently
destroyed during the Greyhawk Wars). The cave floor and walls
show evidence of a magical struggle involving fiery and
rock-deforming spells, with large, inhuman footprints all around
footprints more fiendish than draconic, however.
Obviously, the PCs must somehow discover the letter. It is
suggested that the renowned wizard Mordenkainen contacts
the PCs to search for a missing member of the Circle of Five,
portly Otto, who is believed to have gone to Almor to search
for his henchman, the priestess Johanna. Both Otto and
Johanna hailed from Almors capital, Chathold, before its total
destruction. Mordenkainen makes no mention of the orbs of
dragonkind, as he is not yet aware of the problem detailed in
the letter.
Once the PCs arrive in the vicinity of Chathold, they should
be able to find (with some effort) a few cowering and brutal-
ized peasants who recall seeing someone fitting Johannas
description several weeks ago. She lived in a cave, one person
reports. If the PCs explore that cave, they might discover the
scroll case, and their real adventure such as the DM designs
it from here has at last begun.
The portly wizard Otto is described in WGA4 Vecna Lives!,
pages 86 and 87, and in The City of Greyhawk boxed set,
Greyhawk: Folk, Feuds, and Factions booklet, page 23. His hench-
man, the priestess Johanna, appears in WGA4 Vecna Lives!,
pages 91 and 92. The sad fate of Almor is outlined
in the From the Ashes boxed set, Atlas of the
Flanaess booklet, page 27.
Sunset, 8th of Coldeven
My dearest friend and ally, Johanna,
Your letter of the 5th arrived here in my residence on the
same night, as no doubt you hoped it would, but I fear I was
dining out alone that evening in a vain attempt to calm my
anxieties over your safety; I did not enter my study until last
night. I regret I was not here to read your words and share in
your grief, as I do now. Please accept my apologies and know
that I wept long when I read of your poor familys fate. I
remember your two brothers as if they were my own. I curse
the beasts who delivered them and all in Chathold to such
unspeakable evil. There will be vengeance for this from me, I
swear this night by Boccobs brow, a vengeance that will burn
even the heart of a fiend.
I must also tell you that I was profoundly distressed to read
of the rumors you have heard regarding a white orb said to
have been seen in the claws of the Great Murderer of Almor,
Duke Szeffrin. This was news of the worst sort, and your report
regarding the powers that the orb is said to possess has only
fed my nightmare that a true artifact has fallen into the pos-
session of our hated enemies. That this orb is held by an
undead wretch such as Szeffrin is ghastly news; between this
and word of your brothers, I have been robbed of my appetite,
and I have scarcely eaten for a day now. I have sent urgent
word to Mordenkainen through Jallarzi to meet with him, since
he has resources that I lack, but she returned and said he was
out, likely swapping tales with that vile goat of a spell-hurler
from Faerun rot him for delaying Mord in this hour of need!
But I have been tardy as well, and we must as a consequence
handle this matter on our own.
The white sphere that you described as engraved with
myriad serpents or dragons is very likely one of our world's
Orbs of Dragonkind. You have heard of these, assuredly, but in
the event that you have made no further study of these arti-
facts, I am attaching a copy of a short paper I wrote on this
subject, which I read before the Eight only four
years past on Midsummers Night, 581 CY. At
the time, this information was little more
8
}UNL 1996
than a part of a pet project to catalog
the three or four dozen families of arti-
facts of this great continent of Oerik, but
now the matter lies at the center of my
worst dreads.
The information that I impart to you
must be kept only to yourself for now.
Thanks to my many private connections
among the nobility of the central
Flanaess, I have had access to records in
archives and libraries where no outsider
would normally be welcome, much less
left alive once discovered. The general
release of this information would, first,
endanger my treasured connections and,
second, threaten our whole, bloodied
world, as it might motivate any number
of individuals and forces, from greed-
ridden half-heroes down to such
Abyss-spawned nightmares as sit upon
the thrones of Dorakaa and Rauxes to
go in search of these orbs and the great
powers they possess. You and I would be
in the very snake pit of danger ourselves,
since some of my research drew upon
materials secured in ruins beneath the
Sea of Dust, guarded by intolerant fiends
who would not appreciate knowing I
had been there among their treasures.
Read, then, and understand my fears.
DMs Information
The following information on the
orbs of dragonkind is only suggested. Any
Dungeon Master who uses this material
in a campaign is strongly urged to alter
the particulars to prevent any players
from knowing the actual powers of any
device in play. For example, suggestion
or hold could be substituted for charm in
some orbs, or different curses could
come into play. The Intelligence and Ego
scores may also be adjusted to make
the orbs more or less powerful; as they
are very old, the magic empowering
them may have waxed or waned over
the mi l l enni a, or coul d even have
become variable and unpredictable.
Lastly, it is possible that one or more
orbs have lost their powers entirely; this
would not affect the functioning of any
other orb, however.
An orb of dragonkind can be operated
only by physically picking it up, and only
intelligent beings, living or undead not
golems or nonliving constructs can
operate them. If the sum of the users
Intelligence and Wisdom scores is
greater than the sum of the orbs
Intelligence and Ego, the user gains con-
The Orbs of Dragonkind
Magical creations are sometimes
developed in parallel to a surprising
degree of similarity. One of the most
famous cases of such independent con-
vergence of thought concerns the Orbs
of Dragonkind, examples of which have
been recorded on no fess than six differ-
ent worlds. While the specifics of each
case vary considerably, with such orbs
covering a wide range in size, composi-
tion, power, number, and purpose, all
such items were created with the intent
of bestowing upon the user a measure
of mastery over dragons. Doubtless,
some such devices have inspired the
creation of others, but certain dragon-
affecting orbs seem to have had no
antecedent in their lands the Dragon
Orbs of Ansalon, for example, or the
Orbs of Draconic Influence of Faerun.
Why this consistent combination of
orbs and dragon control? What is con-
fusing to the commoner is obvious to
anyone who has long studied the mat-
ter. The orb represents an eye, and eye
contact is crucial among all dragons
in establishing communication, domi-
nance, and intent. No other geometric
shape has the power so quickly to arrest
a dragons attention and make it prey to
whatever powers the user would work
on the creatures mind and will.
Oerth, it is well known, has its own
Orbs of Dragonkind, but their oral and
written history is poorly known even to
the learned. Sages have long suspected
a connection between these orbs and
the long-lost Suel Imperium (Suloise
Empire, Empire of the Suel, whatever),
dead just over ten centuries. I have
recently finished my own investigation
into this topic, and I now offer you the
results, sparing you my bibliography
and the harrowing tale of my research
until later this evening, after the fine din-
ner that I have prepared for your diges-
tive education. Attend my words:
In the ancient days of the maturing
Suloise Empire, starting about -2400 CY,
a great series of wars was fought
between the emperors forces and the
various monsters that populated the
southern Crystalmist Mountains, what
we now call the Hellfurnaces. The
emperor, Inzhilem II of the House of
Neheli-Arztin, was a surpassing wizard,
the fifth such among the Suloise to be
known as a Mage of Power. Inzhilem
wished to establish mines deep within
the Crystalmists to harvest rare minerals
trol of the orb. If the two sums are equal,
the user is paralyzed for 2-5 rounds by
the struggle for control of his body, and
he can take no other action. After this,
he can drop the orb and move freely.
If the users Intelligence and Wisdom
sum is less than the orbs Intelligence
and Ego sum, the user is immediately
possessed by a malign intelligence in the
orb. The user is quickly ordered to slay
himself using the most rapid and effec-
tive means possible; this command
overri des al l normal urges toward
self-preservation. The user does not put
down the orb but carries out this com-
mand one-handed, if possible, or else
seeks destruction by means such as
jumping off a cliff, offering himself to an
oncoming dragon without any attempt
at self-defense, injuring himself in a vital
spot with a dagger or axe, etc.
Self-inflicted injuries inflict double maxi-
mum possible damage and cause the
user to save vs. system shock (according
to his Constitution score) to avoid dying
immediately. Feebleminded persons are
instantly subjected to this curse. Insane
persons are assumed to have an
Intelligence of 50% normal (drop frac-
tions); charmed persons are assumed to
have a Wisdom of 50% normal (drop
fractions). This power should be played
out forcefully to encourage caution
among PCs in dealing with the orbs.
If a nonhuman creature seizes an
orb, randomly generate the creatures
Intelligence and double it to get the
equivalent of a combined Intelligence
and Wisdom. Compare the result to the
orbs combined Intelligence and Ego,
DRACN #23O 9
and crystals for his personal research,
though he also had a niggling interest in
throwing back some of the humanoid
and draconic monsters that periodically
raided the eastern provinces of his
empire and reduced their taxable
resources.
Imperial armies, even supported by
military wizardry, found themselves hard
pressed by their opposition. The great
families of red dragons throughout the
southern Crystalmists had enslaved Iimit-
less numbers of brutish humanoids for
use as sword-fodder, originally to attack
one anothers territories or bring in addi-
tional treasures. These armies of orcs
and goblinkind were now turned upon
the empires soldiers, hurling themselves
into battle with great ferocity and in
numbers that well made up for their lack
of skill or foresight.
In addition, these dragons were
exceedingly skilled at magic; baneful
extraplanar powers supplied them with
secret knowledge of spellcasting in
return for great sacrifices of wealth.
Worse yet, certain of those red dragons
had undergone sorcerous rituals that
infused their living bodies with shadow-
stuff from the Demiplane of Shadow,
granting them new and devastating
powers. These were the first of the
accursed shadow dragons, and they and
their servants built a vast network of cav-
erns, halls, and tunnels beneath the
Crystalmists that exists even to this day.
Even the great Vault of the Drow is said
by some sources once to have been the
cavern-hall of an elder shadow dragon
of this bygone age, some treasures of
which may still lie hidden thereabouts.
(The gods grant us that these treasures
yet remain undiscovered by the drow!)
Facing such evil strength, the army
commanders sent word to lnzhilem that
the issue was in doubt, and they asked
for his personal intervention. Angered at
first that his armies could do no more
than hold their own against mere drag-
ons and orcs, lnzhilem quickly became
intrigued by the difficult problem posed
by the Fiery Kings, as the troublesome
dragons were known in the eastern
lands. He returned to the capital to rem-
edy the situation.
Historical references to Inzhilems
studies are sparse and contradictory. He
was not in the habit of recording his
thoughts and deeds for posteritys sake.
It is recorded in several places, however,
that Inzhilem called upon and gained
the direct assistance of the Suel deity
Wee Jas herself, who in those early days
was of greater aspect and power than
she is now, and less concerned with
matters of death than of pure sorcery.
Legend has it that other gods favoring
humanity were involved as well, though
their names are lost; indeed, some of
them may now be dead and forgotten.
Myth and legend claim that all these
gods were benevolent, but I have grave
reservations about this. Whatever
sources he used, lnzhilem gained suffi-
cient knowledge to produce a solution.
The emperor elected to construct a
limited number of identical artifacts that
would give his forces the ability to con-
front and destroy the Fiery Kings.
Knowing the great importance that drag-
ons attach to direct eye contact, which
among the most paranoid and wicked of
them is regarded as a challenge resulting
in an immediate fight to the death,
lnzhilem set upon the orb as the ideal
form for these surpassing devices. Each
orb would be carried into battle by a
war-trained wizard and used to subdue,
assault, or defend against all dragons
present, while a group of elite soldiers
and battle-priests who accompanied the
wizard would move swiftly to finish off
the draconic foes; this group would
then carry out the results. This applies to
has heard of the orbs of dragonkind
dragons as well, who are themselves
subject to self-destruction if they fall vic-
and about 85% of them have imme-
tim to an orb. A dragon of Oerik who
diately attempts to destroy anyone
pace at half the normal movement rate
Monsters that can be considered
(e.g., MV 6 if the user is a human or elf)
dragonlike or part-dragon (wyverns, fire
while using any orb.
lizards, chimeras, dragon turtles, drag-
prey to it. The user may walk at steady
using an orb and also tries to hide the
orb without directly touching it.
Anyone who picks up an orb and is be affected by orb powers normally
able to control it as noted above is
made immediately aware of all the
orbs powers, but not its curses, if such
exist. The powers of an orb can be used
only while it is held; powers that require
concentration are broken if the orb is
no longer held (not charm, for instance).
The level of all orb-generated spells,
where applicable, is the 25th. Only one
power may be used at a time, unless
the power is listed as at will e.g., for
infravision or speaking with dragons
or unless the power provides a con-
tinual bonus to saving throws or adjusts
the users Armor Class. The user cannot
engage in any physical, magical, or
psionic attacks or defenses while hold-
ing the orb, due to the constant con-
centration necessary to resist falling
onnes, undead dragons like dracoliches,
pseudodragons, half-dragons, etc.) can
affecting only true dragons, but these
powers have a 50% chance of failing
completely before any saving throws
are checked, as if dragonlike monsters
had a 50% magic resistance to those
powers. Divine draconic beings also
have a 50% chance of being unaffected
by the powers of these artifacts, but they
also gain their true magic resistance roll
and saving throws afterward and they
will be very, very angry with the orb user.
All orbs of dragonkind radiate great
evil, specifically neutral evil, and certain
PCs such as paladins should be wary of
their use. Their alignment was masked
early in the existence of these orbs, but
the long centuries have worn away all
such cloaking spells now.
The speak with dragons power is as
per the speak with monsters spell, only
limited to dragons and useable at will.
The charm power may be cast once
per turn, up to three times per day,
against any dragon of no more than the
age level given (see MONSTROUS MANUAL
tome, page 64). The charm has a range
of 60, and the subject must be awake
and aware of the orb user; the subject
will certainly attack the orb user if the
1O }UNL 1996
accompany a regular army, which would
carry the battle to the dragons
humanoid supporters. This use of an orb
with combined forces is important, as a
single orb was not meant to be carried
out alone against a many-talented foe
like a dragon, much less the countless
underlings who would soon overwhelm
a lone orb-bearer. This misconception of
the powers and uses of these orbs has
likely undone more than one champion
who was fortunate enough to gain an
orb yet unfortunate enough to use it
unwisely and alone, perishing as a con-
sequence.
Furthermore, lnzhilem planned that
each orb would be useful against every
sort of evil dragon known, not merely
against the red and shadow varieties. To
accomplish this, lnzhilem was forced to
have his entire collection of caged and
charmed dragons in the capital gardens
slain by sorcerous means. A portion of
the blood, bone, brain, and spirit of each
dragon was captured and imprisoned in
each orb, though the orbs themselves
were not meant to contain true intelli-
gence as such. So strong were the
enchantments with which lnzhilem
hoped to fill the orbs that rumors flew
that every cruel dragon on Oerth would
fall prey to them, and the evil races of
dragonkind would be wholly extermi-
nated and cast into myth.
It was calculated that eight orbs
would be enough to deal with matters in
the east. According to one record I
examined, lnzhilem secretly directed the
Imperial Congress about the year -2360
CY to produce such wizards as would be
necessary to assist him in the mighty
enchantments that would have to be
cast. Again, history fails to reveal all that
followed, but one major event in the fol-
lowing years has survived for the telling.
A smoldering feud within the House of
Neheli-Arztin flared into violence in
-2354 CY, and lnzhilem II was slain and
destroyed beyond recovery before the
struggle had ended. The partial house of
Arztin ceased to exist as a result of retal-
iation, and the victorious partial house
of Neheli kept the throne. Ubrond
Thrideen (Third-Eye) became emperor.
but it was after -2350 CY), but the orbs
were now of differing sizes and powers,
each oriented toward the control of
dragons of differing ages. The reason for
this alteration has never been made
clear, as it certainly reduced the effec-
tiveness of these orbs when used in bat-
tle against dragons of ages older than
allowed for by any one orb.
This alteration was not the only one
made, and certainly some of these alter-
ations were performed without the
knowledge or approval of the emperor
or his staff. I conjecture that the Fiery
Kings were able to insinuate agents
among the wizards involved in the pro-
ject, and without Inzhilems ability to
grasp the full scope of the work and
oversee the critical details, errors and
even curses were worked into many of
the final products. It is clearly known, for
instance, that each Orb of Dragonkind
possesses a malign, innate intelligence
that attempts to overwhelm and destroy
any user. Furthermore, each orb was
given the power to affect good and neu-
tral dragons as well as evil ones an
obvious addition by the fiery kings.
A devoted but unremarkable ruler,
Ubrond apparently continued the pro-
ject to produce the orbs and saw it
through to its finish, but considerable
interference took place and the original
plan for the project went inexplicably
awry. Eight orbs were still made (the
date of their completion has been lost,
Once finished, the eight orbs were
given names corresponding to the age
level of the dragons they were meant to
charm fails to take. Evil dragons gain
no saving throw, neutral dragons save
at -4, and good dragons save at -2. The
charm has a normal duration based on
the subjects Intelligence, and the power
may be broken in any of the usual ways,
as per the spell charm person.
If two orbs are brought within one
mile B each other, they function nor-
mally, but each sends out a magical sum-
mons that attracts all dragons and drag-
onlike beings within a radius of 100 miles
around each orb. The dragons do not
know what is calling to them, but they
feel impelled to arrive in the vicinity of
the orbs by the quickest means possible.
This effect is unknown to all in the pre-
sent day.
Worse, if two orbs are touched
together, they cease functioning entirely
for a full day, except to send out a mag-
ical pulse that enrages all dragons and
dragonlike beings within 10 miles if such
fail to save vs. spells at -4. Charmed
dragons are freed of their charms at
once. An enraged dragon gains a +2
bonus to all attack and damage rolls,
and a +4 bonus to save against all
mind-affecting spells (charm, hold, fear,
suggestion, hypnotism, etc.). The enraged
dragons converge on the spot where the
orbs touched, fighting one another if
they do not see creatures of any other
race they can fight first. This state lasts
for 10-40 rounds per dragon.
No one knows what would happen if
three or more orbs were brought to-
gether or touched together. It is certain
to be a bad thing, however.
Orb of the Hutchling
Intelligence 9, Ego 9; Diameter 3.
Powers: Speak with dragons at will (as
above); charm (as above) vs. any dragon
of very young age (15 years) or less; +1 to
all saving throws and Armor Class of
user, continuously; clairvoyance eight
times per day; infravision, 120 range, at
will.
Curses: Possession (as above).
Disposition: This orb is or was,
rather in Rauxes, but it is constantly
being stolen and recovered by jealous,
greedy fiends, liches, wizards, priests,
vampires, animuses, and such, each of
whom believes the orb will somehow
direct him, her, or it to all the other miss-
ing orbs. Though little word of the orb
has leaked to the outside world, posses-
sion of it is continually but secretly
sought in the total chaos that fills this
wretched city. Almost no real use of the
orb is actually being made, and no one
yet realizes they are on a (fantastically
deadly) wild goose chase.
The orb that Duke Szeffrin possesses
is this one; his agents stole it. Tales of its
size and powers were exaggerations,
but they were close enough to the
DRACN #23O 11
fight. In order from the smallest orb up,
they were the Orb of the Hatchling, the
Orb of the Wyrmkin, the Orb of the
Dragonette, the Orb of the Dragon, the
Orb of the Great Serpent, the Orb of the
Firedrake, the Orb of the Elder Wyrm,
and the Orb of the Eternal Grand
Dragon. When not activated, each orb
was a light, solid sphere of purest
white jade, completely and elaborately
carved with the entwined figures of
dragons in battle with one another.
None of these orbs could be damaged in
the least by mundane forces, nor could
any beast or animated construct bring
them harm. If there were any means
developed for their destruction, they
have long been lost.
It may be presumed that these orbs
were delivered to the Suloise armies and
brought into combat with the Fiery Kings,
but there is a break in the historical
record here. A curious fragment exists
that appears to be a message from a
provincial lord to the emperor whose
name is not given asking for the latters
intervention to deliver us from those
who hold the stolen Globe. Considerable
strife between army commanders is also
noted in some dispatches from the east-
em provinces, with several references to
a renegade officer, apparently mad, who
called himself the King of the Fire Kings.
It is apparent that one or more of the
orbs either fell into enemy hands, was
seized as part of a coup, or possessed a
power or curse that led its user into insan-
ity or rebellion.
As best as can be told, only five of the
orbs remained in the hands of the Suel
until the time just before the Rain of
Colorless Fire. I managed to secure sev-
eral authoritative accounts from a
source I cannot discuss openly, so I must
beg your forgiveness that list these five
as the Orb of the Hatchling, the Orb of
the Dragonette, the Orb of the Dragon,
the Great Firedrakes Orb, and the Orb of
the Elder Worm. Some of you are surely
aware of the contrary legends that five,
not eight, orbs exist on our world, and I
believe that this discrepancy resulted
because three had been lost or fallen
into the hands of the enemies of the Suel
in the empires last days. I think that the
Baklunish held at least one orb, but I
have as yet found no evidence of this;
perhaps our resident Kettite, Rary, will
investigate and enlighten us! Despite the
slight renaming of some of the orbs in
late-empire records, I believe the missing
original orbs to have been the Orb of the
Wyrmkin, the Orb of the Great Serpent,
and the most powerful of them all, the
Orb of the Eternal Grand Dragon.
After the Rain of Colorless Fire, the
historical record is dotted with appear-
ances of these orbs, but very rarely is
the exact identity of each orb known for
certain. Obviously, most or all of the
orbs were transported out of the empire
before it was burnt into ashes. One orb,
a small one said to be the size of a
mans fist, was held in Rauxes by the
Overkings in the youthful days of Aerdy,
until it was stolen after two centuries by
unknown thieves. Another, a larger one,
was discovered and lost in 311 CY by
explorers in the Hellfurnaces, though
this report is confusing in details.
Everyone in the Flanaess must know the
tale of the mad Zagig Yragerne, who is
said to have taken a large white crystal
ball with him when he left this city one
spring day in 361 CY and returned the
following week with a hoard of treasure
such as only a succession of kings would
know, using some of these riches of
course to build Castle Greyhawk. He
returned here without the white ball,
however, and never spoke of it nor even
acknowledged its existence before or
afterward.
description of the orb of the great ser-
pent to cause Otto reasonable distress.
Otto and Johanna, however, have run
afoul of several of the factions murder-
ously competing for the orb, and PCs
sent in to rescue them will have their
hands full, risking constant and brutal
attack and treachery. The chances are
very great of making at least three
powerful, life-long enemies of the DMs
design from this adventure.
Orb of the Wyrmkin
Intelligence 10, Ego 10; Diameter 4.
Powers: Speak with dragons at will (as
above); charm (as above) vs. any dragon
of young age (25 years) or less; dispel
magic three times per day; detect magic
three times per day; +3 bonus to saving
throws vs. fire and heat, continuously.
Curses: Possession (as above). After six
continuous hours of use, the user also
develops a permanent body odor that
repels all mammalian life within a 30
radius. This odor causes mild nausea in
humans, demihumans, and humanoids,
but it does not affect their combat or
defensive abilities. Significant reaction,
morale, and loyalty penalties (-4 is sug-
gested) should be assessed against any
NPCs who work for the user, with all but
the most devoted henchmen eventually
leaving the user for good. This body
odor can be undone only by using a
wish.
Disposition: Stolen by Suloise officers
during an attempted coup in an eastern
province of the old empire, this orb was
taken out of the empire by survivors of
the rebellion and eventually lost in a
shipwreck in Jeklea Bay, just south of
Port Toli. The wreck has disintegrated,
but the orb is now in the treasure pile of
an old kraken known locally as Slash
Eye, which preys now and then on Sea
Barons and Scarlet Brotherhood ships.
The kraken knows the orb is magical
and evil, but nothing else of it.
Orb of the Drugonette
Intelligence 11, Ego 11; Diameter 5.
Powers: Speak with dragons at will (as
above); charm (as above) vs. any dragon
of juvenile age (50 years) or less; slow
once per day; +2 bonus to all saving
throws and Armor Class, continuously;
user is immune to fear of any sort, con-
tinuously; user can fly twice per day.
Curses: Possession, as above. This item
was created with a defect that causes the
orb to drain living energy from the users
own body when it is held, making this
artifact a parasite. One hit point per turn
is drained away in this manner, though
the user does not notice this loss until
50% of his hit points are gone, at which
12 }UNL 1996
I have counted about two dozen other
confirmed or probable appearances of
the orbs between the fall of the Suloise
Empire and the present day. The location
of only one orb is known for certain to
our cozy group of the Eight: The Orb of
the Hatchling is unquestionably held in
Rauxes, as Mordenkainen himself was
able to demonstrate to our satisfaction
last year. It is almost certainly the same
orb held by Aerdys early overkings, but
we do not know yet where the orb was
found, how it was recovered, the uses to
which it is being put, or the identity of its
true owner or master.
Unlike the sections of the fabled Rod
of Seven Parts, the various Orbs of
Dragonkind have never been reported
to indicate the presence of any of their
fellow orbs, for which I am sure we can
all be thankful. No spell, not even a
Wish, and some say not even a god, will
reveal the location of an orb; you simply
have to be lucky enough to find one and
know it for what it is. They seem to func-
tion independently of one another,
though tales circulate that unexpected
abilities become manifest when two
orbs are brought into proximity of one
another. I believe most of these stories
are exaggerations and falsehoods, but I
cannot discount the possibility. Time,
perhaps, will tell.
What do the dragons think of the
Orbs of Dragonkind? The dragons hate
them, of course, as they would hate any-
thing that would give mastery over
them to some other race. There is only
one tale of a dragon gaining an orb, but
it is quite fanciful and its information is
subject to grave doubt. The dragon in
the tale slays a wicked knight who stole
a magical white ball and attempted to
control the beast. The dragon then took
the ball into its lair and hid it away from
humans forever. I cannot say what
would happen if an orb was collected by
a dragon, whether good or ill would
result from this. Surely, I think, this has
happened at least once in the past, but
we do not know the truth.
You have all been most patient with
me, and I now arrive at the core of my
lecture. My research has also disclosed
new information on the actual powers
of these spheres. I will, as I mentioned
earlier, cover my sources later. For now,
here are those powers whose existence
has been proven beyond doubt, as well
as the most reliable information on
other potential powers.
Orb of the Hutchling
This, the least of the eight orbs, is
three inches across and easily fits into a
pouch or pocket. As this orb was used in
public by the early Aerdy Overkings
upon small captive dragons, its powers
are clearly established for anyone who
researches the matter.
This orb, like ail of its kind, confers
upon the one who holds it the ability to
converse openly with any dragons with-
in hearing, both understanding the
dragons and being understood by them.
Further, the orb upon command casts a
charm that affects a single young drag-
on aged five years or less, of any type or
scale color, the spell being so potent
that the beast finds it difficult, if not
impossible, to resist. Thus the dragon
may be led into captivity or slain from
surprise, if action is swift.
This orb has a mind of its own whose
thoughts are devoted to wickedness and
revenge. This is the weakest of all the
orbs, and its mind is weak as well. Still,
the user must have above-average intel-
ligence and insight to maintain control
over the globe, or else disaster results.
This was sufficiently and tragically
proven when Overking Erhart I allowed
his eldest son to handle the Orb of the
point he feels very tired and looks weak
and pale. Each round spent doing noth-
ing but eating and drinking restores one
hit point. The DM should keep track of
food and water supplies, which should
be depleted at an extraordinary rate.
Disposition: A Suloise archmage flee-
ing the destruction of her homeland tele-
ported herself and the orb she was
assigned to guard and use to a secret
island hideout in the Solnor Ocean. She
waited there for other wizards from her
military group to join her, but they had
all perished in the Rain of Colorless Fire.
The archmage further secured the small
island, set up a home in a series of sea
caves, and eventually died peacefully
there, the orb hidden away. The island
was later surrounded by sahuagin and
used as a waypoint for transoceanic
flights by bronze dragons. The orb was
found by the sahuagin, who currently
use it to charm young dragons to per-
form evil deeds, like destroying ships.
Orb of the Drugon
Intelligence 12, Ego 12; Diameter 6.
Powers: Speak with dragons at will (as
above); charm (as above) vs. any dragon
of adult age (200 years) or less; magic
missile three times per day; teleport with-
out error twice per day; detect invisibility at
will; +2 bonus to all saving throws and
Armor Class, continuously; user is
immune to fear or charm of any sort,
continuously.
Curses: Possession, as above. A flaw in
the production and enchanting of this
orb causes it to build up a static charge
inside that is discharged unpredictably.
Every time that certain powers of this
orb are activated (e.g., charm, magic mis-
sile, teleport without error, or detect invisi-
bility), there is a 10% chance that the
user is shocked for 6d6 hp electrical
damage (no saving throw possible);
beings within 10 of the user are struck
for 3d6 hp damage (save for half). The
user gains no advance warning of an
imminent discharge.
Disposition: This orb was not taken
out of the Empire of the Suel before the
Rain of Colorless Fire. It remained for
centuries buried in the ruins of the capi-
tal, now referred to as the Forgotten
City, until it was found by a group of
adventurers from the Hold of the Sea
Princes. The orb managed to destroy
several in the group by possession or
shock; it was left in a ruined city on the
eastern edge of the Sea of Dust by the
survivors, who never made it back to
the Hold. The orb was recovered by
another group from the Yeomanry, who
recognized it as an orb of dragonkind and
secretly brought it to a town near
Loftwick for their own use.
The orbs dangers limited its useful-
DRACN #23O 13
Hatchling in 98 CY; the orb proved too
much for the youth, who evaded his
father and threw himself over a parapet,
dying of his injuries that evening. The
orb was recovered in an undamaged
state, of course, though it had fallen
eighty feet to a stone-paved courtyard.
After this, the orb was locked away
beneath the castle until its theft only fif-
teen years later.
Beyond its ability to charm young
dragons, this orb appears to confer a low
degree of magical protection on the one
using it. It also grants the user the ability
to see heat sources in darkness out to
forty yards, and it bestows the spell clair-
voyance at least six times a day, at the
users will. It is thus useful, but hardly a
grand artifact.
Orb of the Wyrmkin
This remains one of the least known
of the eight artifacts of its family. It likely
confers the same communication pow-
ers of the next smaller orb but can charm
dragons of slightly older ages. I would
guess that it is four inches across. One of
my sources refers to this orb as cursed
but does not say in what way; the Suel
hated to give away any secrets that an
enemy might use against them, and they
hated to admit to failure. We must pass
this one by for now and move on.
Orb of the Drugonette
interestingly, this orb is unmistakably
mentioned several times in ancient
Suloise literature. One wizard was said
to have used the orb to fly over the
countryside and scout for monsters and
other enemies of the Suel Imperium,
which the orb was capable of stunning.
This five-inch orb vanished after the
Rain of Colorless Fire and may still lie
beneath the ash of the Sea of Dust.
Orb of the Drugon
This, like the previous orb, vanished
without a trace after the fall of the Suel
Imperium and probably still lies buried
there. I discovered little about It, except
that it was rarely used thanks to a flaw
in its construction that killed one com-
mander who used it. It is six inches in
diameter.
Orb of the Creut Serpent
Ah! This might have been the orb
that Zagig himself used in that great bat-
tle in which he won his own dragons
hoard. Several legends and tales about
the Orbs of Dragonkind refer to one the
size of a mans head (this one would be
seven inches, so its about right) that
could blast enemies with waves of cold
and ice, or turn aside the largest red
dragons breath. A useful item to the
Suloise long ago, no doubt! This orb is
probably still at large somewhere in the
Flanaess, but where, I cannot say.
Orb of the FireJruke
All the comments I made about the
previous orb apply to this one, too. This
one would be eight inches across, but I
have found no records to distinguish it
from the other. I assume from the title
that it is effective against red dragons,
but who can say?
Orb of the ElJer Wyrm
Nine inches across, this orb was the
largest one in the Suel Imperium at the
time of its fall, and it had a black reputa-
tion. Though it had great powers by all
accounts, and could kill any beast with
but a word from the user, tales have fil-
tered down that the orb was alive in
some way and demanded blood for its
favors. This is very possible, as I have
seen notes that convicted criminals were
attached to the army unit to which this
orb was assigned, but no provisions
ness during the giant and humanoid wizards in the employ of the Fiery Kings
incursions in Sterich and Geoff, but it is of the southern Crystalmists also man-
still being held in a secret place known aged to introduce a minor magical flaw.
only to the survivors of the expedition. Any use of the speak with dragons power
(They did not tell the government of causes the speakers words to change to
their discovery, believing they know vile insults in draconic tongues. There is a
best how to use it.) Soon this orb will be 50% chance after each such use that any
brought out of hiding and used to repel
a minor invasion of giants from the
Jotens but what will happen then, no
one can say.
Orb of the Creut Serpent
Intelligence 13, Ego 13; Diameter 7.
Powers: Speak with dragons at will (as
above, but see Curses); charm (as
above) vs. any dragon of mature adult
age (400 years) or less; cone of cold
(12d4+12 hp damage) three times per
day; true seeing once per day; user is
immune to all fire and heat attacks, con-
tinuously; user gains +1 Intelligence,
continuously; protection vs. normal mis-
siles, continuously (originally used as
protection against humanoid archers).
Curses: Possession, as above. Evil
dragon listening immediately attacks the
orb user with intent to kill, using breath
weapons or spells first.
A second and more serious flaw exists
in this orb, in that anyone using it must
save vs. spell (all Wisdom bonuses are
applicable) once per round to avoid
charming any dragon or dragonlike
being he sees and forcing that creature
to become his servant. This powerful
compulsion extends to charming good
and neutral dragons as well as evil ones.
To make matters worse, each use of the
charm power of this artifact permanently
drains one hit point from the user, and
these lost hit points cannot be replaced
except by the use of wishes (one hit point
returned per wish used).
Disposition: Taken out of the Suloise
Empire by Baklunish thieves long before
the Rain of Colorless Fire, this orb
passed through many hands over the
following centuries, generating many of
the tales now heard of the orbs of drag-
onkind across the Flanaess. After it was
used by Zagig Yragerne in 361 CY, he
14 }UNL 1996
were sent along for the prisoners beyond
food for a few days. Were they executed
by the orb or its user? It is possible. Even
the commanders were loathe to use this
device in the face of attacks by dragons,
so its evil nature must have been great.
Orb of the Eternul CrunJ Drugon
I would love to say that I know some-
thing about this orb, but oddly even the
Suloise records are sparse about it, and
the Suloise loved to brag when they had
something worth bragging about. There
is a note or two to the effect that this
largest of all orbs, ten inches across, was
kept securely locked away most of the
time, but this is understandable if it was
terribly powerful. It is curious, however,
that there is no mention of its use during
any battle.
OOO
This concludes my little look at the
Orbs of Dragonkind, and not a moment
too soon, as I believe our dinners should
be ready at last. We will take this topic
up again, but first let us eat!
dropped it off at a secret location far to
the north, in the Land of Black Ice, just to
make sure no one else would get it in
the near future. (He never used it against
any dragons; he wagered it in a fero-
cious poker game on another plane and
won big.) The arctic location was one of
Zagigs special creations, on a level with
the Alice in Wonderland partial plane
described in modules EX1 Dungeonland
and EX2 The Land Beyond the Magic
Mirror. The Dungeon Master is encour-
aged to design an area about 30 miles
in diameter with a climate completely
different from its arctic surroundings.
Possible themes for this setting include a
dinosaur-filled Jurassic Park, Peter
Pans Never Land, or Frank Baums Oz.
Pull out all the stops!
Orb of the FireJruke
Intelligence 14, Ego 14; Diameter 8.
Powers: Speak with dragons at will (as
above); charm (as above) vs. any dragon
of old age (600 years) or less; stone to
flesh (or reverse) twice per day; dispel
magic four times per day; user is
immune to charm, hold, suggestion, and
Johanna, I have little more to add to
this missive; the hour is late, and I have
much to do. I hope to join you in Almor
by the morrow at dusk. Should you be
discovered by unwholesome forces, you
must destroy this letter at once and, dare
I add, speak to no one of its contents. We
must immediately seek out our common
enemy, the murderous duke, and we
must take from him that which he can-
not be allowed to have. If the orb is
indeed the size of the dukes skull, as you
have heard, then it is surely one of the
more powerful of the orbs, and with it he
could likely break the stalemate that has
kept poor, crippled Nyrond from total
collapse and ruin. I will warn the rest of
the Five of my intentions, but we cannot
wait for them to act. Let us pray that
Boccob has given us such insight and
knowledge as we need to bring this crisis
to a satisfactory close.
And if, as a consequence of our
actions, grief should befall the Great
Murderer of Almor, Szeffrin, then we
may take home with us the cold cer-
tainty that your brothers indeed, our
whole ruined nation have in some
small way been avenged.
I remain ever faithfully yours, dear
Johanna,
Otto
fear, continuously; +2 bonus to all sav-
ing throws and Armor Class for every-
one within 10 of the orb while it is in
use; detect magic at will; protection vs.
normal missiles, continuously (originally
used as protection against humanoid
archers).
Curses: Possession, as above. Like sev-
eral other orbs of this type, this one has
a flaw in that it drains power from the
user. In this case, the user ages 10d4
years each time that the charm, stone to
flesh, or dispel magic powers are used;
there is no saving throw against this
flaw. This may cause the users hair to
turn white, skin to wrinkle, etc. The DM
should determine the normal age to
which the user would live and keep
careful track of used up years. If the
user ages beyond his allotted years
thanks to this artifact, he dies and imme-
diately becomes a nonplayer-character
wraith (as per the MONSTROUS MANUAL
tome, page 365). The DM controls this
wraith, who never attacks a dragon but
always attacks anyone attempting to
seize the orb.
Disposition: This orb was discovered
centuries ago by a shadow dragon in
tunnels beneath the Hellfurnaces, where
a Suloise wizard brought it just before
the destruction of the empire. The wiz-
ard became a lich in time but came into
conflict with the shadow dragon and
lost. The shadow dragon is of great age
and size, with its own personal army of
unique undead beings (most created
from the bodies of careless drow), and it
has hidden the orb near its lair in a
lava-filled crevasse. It fully anticipates
that someone will come looking for the
orb, and it is prepared for this eventual-
ity. At the moment, the orb has no
wraith followers.
Orb of the ElJer Wyrm
Intelligence 16, Ego 16; Diameter 9.
Powers: Speak with dragons at will (as
above); charm (as above) vs. any dragon
of very old age (800 years) or less; finger
of death twice per day (no saving throw
for dragons); teleport without error twice
per day; minor globe of invulnerability
twice per day; remove curse by touch
once per day; user immune to all will-
force spells, as if he had a Wisdom of 22
(see Players Handbook); +2 bonus to all
saving throws and Armor Class for every-
one within 10 of the orb while it is in
use; detect magic and detect traps at will.
Curses: Possession, as above. This orb
has some of the worst curses associated
with this family of artifacts. To start with,
the user must sacrifice a living, sentient
being to the spirit in the orb each night in
order for the orb to function on the fol-
lowing day. This difficulty came about
without the help of the agents of the
Fiery Kings, as the draconic spirit bound
to this orb was so powerful that it
adjusted the orbs abilities to suit its dark
nature. (Suloise commanders often used
DRACN #23O
15
civilian criminals or captured spies as
fodder for this orb.) Further, the user has
a 10% chance each time that its finger of
death power is used of being slain
irrevocably along with his victim.
Finally, this orb forms a long-distance
magical link to each new user, and it
permanently drains one hit point per
day from the last being who made use
of any of its powers. This hit-point loss
continues even if the orb is not used for
that day, and the loss cannot be
replaced even with the use of wishes.
The only way to prevent this loss is
either to get someone else to become
the orbs new user (who will then be
drained from that point on) or to take
the orb back to its resting place in the
Sea of Dust. This resting place is an
antimagical room in a buried military
building over a half-mile below the sur-
face of this wasteland; it can be reached
either by teleporting into the air-filled
dungeon below the building or by fol-
lowing a dangerous series of tunnels
down to the building. The tunnels are
inhabited by many of the worst mon-
sters who call the Sea of Dust their
home. The spirit in the orb makes this
information available if the user asks, as
the spirit would prefer to be left alone in
its resting place to sleep.
Disposition: The most powerful orb
left on Oerth itself, this object has been
taken out of the Sea of Dust and
returned to it 19 times in 3,000 years,
thanks to its curse. Currently, the orb is
deep within a natural tunnel complex
dug out by monsters who inhabit the
Sea of Dust. (The user who was trying to
take it back to its resting place was killed
on the way.) As powerful as it is, this orb
is not at all impossible to obtain but
it will not. Instead, attempting to use this
orb to charm such a dragon will cause
the user to be automatically charmed by
once found, it is literally murder to keep.
This orb and those of the hatchling and
great serpent are the ones most often
seen in the history of the Flanaess.
Orb of the Eternal Grand Dragon
Intelligence 18, Ego 18; Diameter 10.
Powers: Speak with dragons at will (as
above); charm (as above) vs. any dragon
of venerable age (1,000 years) or less;
limited omniscience once per day (player
may ask DM any question related to the
campaign; DM may answer fully or in
part, but must answer truthfully); time
stop once per day; heal once per day; dis-
integrate once per day; major globe of
invulnerability twice per day; user
immune to all will-force spells, as if he
had a Wisdom of 25 (see Players
Handbook; true seeing four times per day.
Curses: Possession (but as a perma-
nent and complete slave of the spirit of
the orb, whether the orb is held or not).
This effect can be removed only by
using a wish. Even merely touching this
orb causes this possession check, making
it extremely dangerous.
This orb sustains its powers in part
by draining magical potential from the
user. Touching this orb causes the user
to suffer a -2 penalty on all saving
throws. Worse, all other magical items
the user has on his person when using
this orb must make immediate, individ-
ual saving throws vs. disintegration
when any power of the orb is used
(except for the immunity to will-force
spells); failure to save causes the items
to lose all magical power, forever. As a
minor side effect, the users skin slowly
turns to a bright red over a period of
several weeks of using the orb, until he
actually glows red in a 5 radius.
It might be assumed that this orb will
charm dragons older than 1,000 years
(wyrm or great wyrm age categories), but
the ancient dragon instead, who will
understand what is happening and will
use the situation to best advantage.
Anyone who uses this orb must make
a saving throw vs. spells (with all
Wisdom bonuses applicable) at the end
of each six hours of cumulative use.
Failure to make the save causes the user
to change alignment permanently to
neutral evil. If the user is already neutral
eviI, he is struck with a form of insanity
akin to megalomania, in which the user
thinks he is a deity and attempts to
behave in all ways as one. (This hap-
pened to the Suloise commander who
called himself the King of the Fiery
Kings.)
Disposition: This great orb is no
longer even on Oerth. Once meant for
use against the Fiery Kings themselves, it
became highly unpopular for its devas-
tating curses and was quickly relegated
to a heavily guarded storeroom, where
no one disturbed it. Agents of Tiamat,
the queen of evil dragonkind, managed
to remove the orb from the Suloise
Empire long before the Rain of Colorless
Fire; though warned of the impending
theft, Suloise commanders made no
attempt to prevent it or to get the orb
back.
Tiamat figured that even she might
be vulnerable in some way to an artifact
this powerful, and this would never do.
This orb now rests in a secret region on
the first layer of Baator, A.K.A. the Nine
Hells, deep in a dark fortress guarded by
a small army of red, green, and blue
abishai, undead dragon wizard-priests,
poisonous reptiles, and killing traps.
Tiamat is not particularly concerned that
mortal heroes will get the orb, but she is
deathly afraid that a tanarri prince will
do so, and many have already tried.
Unknown to Tiamat, the orb has already
possessed the abishai commander of
the fortress, and he is laying terrible,
plane-spanning plans against her.
References
The information in this article is
based in part on early descriptions of
the orbs of dragonkind from D&D
Supplement III, Eldritch Wizardry (Gary
Gygax and Brian Blume, 1976), page 50,
and the original Edition AD&D DMG
(Gary Cygax, 1979), pages 159 and 160.
Several artifacts mentioned in these
works were given strong connections to
the WORLD OF GREYHAWK setting, so the
connection was kept for the orbs of drug-
onkind as well. This material is, of course,
easily adaptable to any campaign with
but a few name changes. Similar magi-
cal devices are named and described in
ENCYCLOPEDIA MAGICA Volume 2, under
Orb.
Roger E. Moore is a creative analyst at
TSR, Inc. Currently working on a variety of
projects, he is tickled to have an article in
DRAGON Magazine. He also wishes to thank
Erik Mona for his sharp eye and quick
response time in checking over this article.
16 }UNL 1996
Thc mnst
dangcrnus gamc
by Wolfgang Baur
illustrated by Stephen G. Walsh
ost adventurers know that theres more than one way
to kill a dragon. This article isnt about any of the dis-
honorable methods, such as stealth, ambush, poison,
and treacherous sorcery. Instead, this survey is about true
heroes: those with the courage to stand toe-to-toe with a rep-
tilian nightmare and strike it down. Well get to the dragon-
slayer kits in a moment: first, a quick look at the art of dragon-
slaying itself.
The art of dragonslaying
Many heroes think killing a dragon is the quick and easy
road to fame and fortune. With the dragons revamped for the
AD&D 2nd Edition game, this isnt the case: dragons are
tougher, smarter, and more dangerous than any other mon-
sters (excluding evil adventurers). The best advice for the
would-be dragonslayer is simple: keep your shield ready, pro-
tect yourself from its breath as best you can, and if you bring
a lot of friends, be prepared to lose some of them.
If you feel compelled to throw a perfectly good hero away,
at least use the right tools. The two greatest challenges to the
dragonslayer are bringing the beast to ground (a dragon in the
air is nigh-unstoppable, especially if it is a spellcasting dragon)
and getting through its lairs defenses, which may include ser-
vant creatures, traps, and magical wards.
Not everyone tries amateur dragonslaying, or
killing the greatest monsters in exchange for large fees, land,
expenses, or even simple glory. Among the mythic heroes we
all know, Saint George falls into the lone warrior category, as
do Siegfried, Beowulf, and many others. Sometimes profes-
sional dragonslayers take on a cause to gain a royal bride or
simply to keep their skills honed. Isolated and dangerous as
their lives are, few approach the prowess of these most finely-
honed of warriors.
What are the tricks of the trade? Few dragonslayers share
the secrets of their success, but most feel compelled to pass on
their knowledge to an apprentice or successor of some kind,
someone they trust to carry on the tradition with this knowl-
edge. Even so, a few basic tactics are widely known. For
instance, most dragonslayers prefer to fight their foes during
poor weather, preferably storms, to minimize the advantage of
flight. In addition, dragonslayers never enter a dragons lair if
they can avoid it; fighting on a wyrms home ground is always
more dangerous. Lastly, dragonslayers use weapons and armor
especially suited to bringing down large monsters: two-handed
swords, great spears, and lances.
The dragonslayer kits presented here come in four varieties:
traditional dragonslayers (Fighters), Black Arrows (Rangers),
Georgians (Paladins) and Dragon Lords (Wizards and Priests).
Thieves are not eligible for any of these kits for the simple rea-
son that they are not concerned with the sort of
dragonslaying as a group activity. A few hardy
souls ride across the land, Quixote-like,
honorable combat required of the dragon-
slayer.
DRACN
#
23O 19
Knightly orders
Members of the Order of the Falling
Star in the wizards kingdom of Bemmea
are dedicated to the eradication of mon-
strous wyrms both within and without
the borders of the magocracy, and they
have been given the tools to carry it out.
In my campaign, only members of the
order are eligible to take any of the
dragonslayer kits; you must decide
whats best for your campaign.
The Order of the Rising Serpent is the
Falling Stars great antithesis. It is a
knightly and priestly order dedicated to
the worship of Ouroboros, the serpent-
god. These black knights seek to pre-
vent the death of dragons, considering
the wyrms to be avatars of their deity.
The Serpent Knights make good sec-
ondary villains for dragonslayers, since
not every adventure can reasonably
involve dragon-slaying. Though the
details of the Order are kept well-hid-
den, in some ways the Order of the
Rising Serpent resembles the Cult of the
Dragon in the FORGOTTEN REALMS setting.
The details of these villains are best
developed by the DM.
The Serpents have earned a special
place of loathing and contempt in the
hearts of the Stars. Members of the Star
order who discover a Serpent hiding
place are commanded to ride to the near-
est stronghold of the Order to raise an
army to scourge the Serpents back into
the darkness whence they came.
Code of the dragonslayers
The Order of the Falling Star and sim-
ilar institutions have special codes of
behavior governing the manner in which
dragons are to be slain. While the partic-
ulars may vary, the following four points
are central to all such codes.
Challenge your foe to honorable
combat. Dragonslayers dont skulk
around hoping to backstab a dragon.
rituals rouse the dragons natural curios-
ity about what manner of creature could
possibly be stupid enough to make its
presence known to a dragon.)
Allow no innocent to suffer for
your glory. Never use sentient creatures
(or even livestock, in some versions of
the code) as bait for dragons the risk to
the innocent is too great. Glory won
through the death or suffering of others
is no glory at all. Only a clean kill is wor-
thy of immortality in song and story. The
aspect of the code distinguishes honor-
able dragon-slayers from barbarians and
scoundrels out for quick glory.
Accept no quarter. Dragons are
wily, clever talkers; never be drawn into
conversation with them. In particular,
never believe their stories of being
enchanted princes, their claims about
their enslavement by evil wizards, or
other obvious lies. Even if a dragon begs
for mercy or offers years of faithful ser-
vice, keep fighting. Would a dragon
extend you mercy if you asked for it? If
so, then it is only to toy with you, as a cat
toys with a wounded sparrow.
Dragons that refuse to put up a fight
are beneath the notice of a true dragon-
slayer, who must kill them out of hand.
Remember that no dragon is a true paci-
fist; they are voracious carnivores and
often kill merely for sport. Showing
mercy to a dragon condemns innocent
humans to death. Never forget that
dragons will promise anything to save
themselves, and then they break their
oaths as quickly as they make them.
Treat a fallen foe with dignity.
Never hack up a dragons body for meat
or trophies. Take a token to prove its
death, but dont stoop to its level and
desecrate the body. Any foe worth chal-
lenging to a death match is worthy of
respect once it is slain.
This nicety does not apply to dragon
eggs, which most dragonslayers crush
New Nonweapon Proficiency: Dragon Lore
Wi sdom 4
Dragon lore is the body of knowledge required to make hunting dragons alone
more than just a suicidal endeavor. With a successful proficiency check, dragon lore
allows a PC tp evaluate a dragons tracks, spoor, and shed scales to learn the
dragons age category (plus or minus one category). It also automatically teaches a
dragon hunter the basic dragon types, how to distinguish similar-looking subtypes,
and the ways to avoid the most common lair traps.
They shout out their defiance for all to
hear and thus summon the dragon to
combat on the ground. (More cynical
minds may believe that these calling-out
out of hand, preventing the creation of
another generation of draconic horrors.
Ironically, most dragonslayers sincerely
hope to work themselves out of a job.
Dragonslayer
Come not between the dragon and his
wrath.
William Shakespeare
King Lear
Dragonslayers are fanatical enemies
of all dragonkind, often as the result of
some tragic incident in their past.
Role: The dragonslayer is often a
knight errant or a specialized merce-
nary; he is excellent as a lone NPC who
may seek PC help for the big one.
Secondary Skills: Riding.
Weapon Proficiencies: Recommended:
Lance, crossbow, two-handed sword,
pike.
Nonweapon Proficiencies: Bonus:
Dragon lore.
Nonweapon Proficiencies: Recom-
mended: Animal trainer, blacksmith,
armorer, riding, land-based.
Equipment: Field plate armor, body
shield, jousting shield, large warhorse.
Distinctive Appearance: Charred,
scarred, and marred.
Special Benefits: Dragonslayers
know their foe and gain benefits accord-
ingly. Whenever attacking a dragon with
a melee weapon, the dragonslayers
Strength and magical bonuses are dou-
bled for both attack and damage rolls.
These benefits apply only to dragons in
their true form, not to those who have
assumed human or other shape.
Furthermore, their fanaticism makes
it possible for dragonslayers to fight
their foe on even terms. Dragonslayers
can issue a mortal challenge to any
dragon simply by bellowing their threats
to the sky; the dragonslayer must fight
alone for the challenge to work. Magic
resistance provides the dragon with no
protection; if it fails a saving throw vs.
death magic, it must land and engage
the dragonslayer on the ground.
However, cowardly dragons may still
choose to fight their foes on home ter-
rain; a dragon that fails its saving throw
against a mortal challenge may still
retreat to fight in its lair.
Finally, dragonslayers suffer less
damage from dragons breath weapons,
both because they can anticipate the
moment when a dragon chooses to use
one and because they know the best
countermeasures to avoid harm from
each one (grounding, wetting clothes,
holding ones breath, and so on). On a
successful saving throw vs. dragon
breath, dragonslayers suffer only one
quarter damage. Even a failed result
20 }UNL 1996
means only one half damage to these
warriors.
Special Hindrances: Dragonslayers
tend to have short lives, since they are
often hunted by dragons whose eggs or
young they destroyed. They are some-
times considered soldiers of ill omen,
since when they fail, a dragons wrath
often falls on the nearest village or
town. They suffer a -2 modifier to all
reaction checks because of the air of
gloomy, unbending fanaticism that sur-
rounds them.
Saint George
Besides being the patron saint of England, St. George as a historical figure is
murky: he may have lived around AD 315 and served as a Cappadocian officer in
the Roman army. He became very popular among soldiers during the Middle Ages,
though the dragon wasnt added to his story until the 13th century, when the leg-
end of St. George was retold yet again, almost a thousand years after his death. In
the early 16th century, Pope Clement VII removed the dragon from the church his-
tory, but it lives on in the popular mind.
In addition, a dragonslayers squires
and companions are magically affected
by the dragonslayers aura. If they enter
combat with a dragon at the dragon-
slayers side, they suffer a -2 penalty to
AC for the duration of the combat, as the
dragon furiously seeks to knock them
aside to concentrate on its primary foe
the dragonslayer. For this reason, most
dragonslayers work alone.
A dragonslayer may never attack to
subdue nor work with those who do. He
is obliged to meet any attempt to do so
with force. Showing mercy to a dragon
under any circumstances results in the
loss of all kit bonuses and makes the
former dragonslayer an ordinary fighter
again. Good-aligned dragons are no
exception to this rule.
Wealth Options: Dragonslayers begin
the game with 4d6 (10) gp, as they are
usually supported by a town or patron
for their first dragonslaying efforts. They
are expected to spend all their money
and effort hunting dragons, and any
funds not spent on equipment are lost.
Black arrow
Arrow! said the bowman. Black arrow!
I have saved you to the last. You have
never failed me, and always I have recov-
ered you.
J.R.R. Tolkien
The Hobbit
The black arrow believes that the best
way to kill a dragon is from a distance.
He is a master marksman, able to bring
a dragon down with a well-placed shot.
Role: These archers wait for a dragon
to come within bow-range, then shoot
at its most vulnerable point.
Secondary Skills: Bowyer/fletcher.
Weapon Proficiencies: Bonus: One
additional slot in any bow. Recommended:
Specialization in a bow, plus normal pro-
ficiency in the Dragonslayer kits melee
weapons.
Nonweapon Proficiencies: Bonus:
Bowyer.
Nonweapon Proficiencies: Recom- Wealth Options: Black arrows start
mended: Dragon lore, tracking. with 3d6 (10) gp but automatically
Equipment: Long bow or heavy begin the game with a special bow of
crossbow. their choice, which allows them to add
Distinctive Appearance: Like all their Strength bonus to damage to
rangers, black arrows travel light, typi- attack rolls.
cally wearing studded leather armor, an
open-faced helm, carrying a a bow.
Special Benefits: A black arrow can
make a called shot against a flying drag-
ons wing joints, forcing the dragon to
glide and land, usually within a mile or
two of the battlefield, upon a successful
attack. The attack roll is made normally,
without the usual called shot penalties,
because of the black arrows knowledge
of dragon anatomy and his ability to
track the wing during a glide or dive,
rather than when the wing is moving.
Sometimes, of course, injuring a wing
brings an enraged dragon down in a
sharp dive directly at the attacker.
Once per day, a black arrow may
search for weakness while observing a
dragon. If the black arrow passes an
Intelligence ability check with a -3
penalty, he finds a weakness in the
dragons armor, some little crack or
missing scale where an arrow or cross-
bow bolt can have maximum effect. If
he finds one, all successful hits inflict
double damage, including a doubling of
his Strength bonus (magical and special-
ization bonuses are not doubled).
At 9th level, a black arrow can craft
one arrow or bolt of dragon-slaying. Each
time he gains a level thereafter, he can
craft one more such arrow or bolt.
Special Hindrances: Black arrows
spend so much time training with missile
weapons that they suffer a -1 penalty to
all attack rolls with hurled or melee
weapons. Also, like most rangers, they
rarely wear armor heavier than chain
mail, as these interfere with their aim.
In addition, not every dragon has a
weak spot. Some elder wyrms are plated
literally inches deep in scales, gems, and
metal. If the Intelligence check fails, the
black arrow must attack normally.
Finally, a black arrow may never
attack to subdue a dragon.
Georgians
St. George he was for England,
And before he killed the dragon
He drunk a pint of English ale
Out of an English flagon.
G.K. Chesterton
The Englishman
This paladin kit is for those few who
feel called upon to smite the greatest
symbols of evil, the chromatic dragons.
Role: To be a shining example of the
power of faith over darkness.
Secondary Skills: Groom, armorer.
Weapon Proficiencies: Recommended:
Lance, two-handed sword.
Nonweapon Proficiencies: Bonus:
Riding, land-based, religion.
Nonweapon Proficiencies: Recom-
mended: Dragon lore, weather sense,
tracking.
Equipment: Lance, heavy warhorse,
barding, and the best armor he can
afford.
Distinctive Appearance: Georgians
are primed for mounted combat. Green
leather cloak, metal body shield, halo
(optional).
Special Benefits: The most powerful
protection that Georgians gain is their
double-strength protection from drag-
ons, 10 radius. Dragons suffer a -2 to
all attack rolls against the knight and
those within the area of effect. In addi-
tion, Georgians suffer no damage from
the breath weapon of evil dragons.
Furthermore, Georgians can use a
dragon call once per month, summoning
a dragon to battle. Unless the dragon
makes a successful morale check, it must
leave its lair and fight the knight. Unlike
the effects of a dragonslayer kits mortal
challenge, however, this battle need not
be fought on the ground.
A Georgians special paladins
warhorse is utterly unaffected by dragon
DRACN
#
23O 21
New Spell
Dragnn Mastcry
(Enchantment/Charm)
Level: Wizard 4, Priest 3
Range: 100 yds.
Components V, M
Duration: Special
Casting Time: 4
Area of Effect: One creature
Saving Throw: Special
A more powerful and specific ver-
sion of a charm monster spell, dragon
mastery allows a wizard or priest to
enter a magical battle of wills with the
affected dragon. The outcome is any-
thing but certain, but the more pow-
erful and charismatic of the two gains
power over the lesser.
Dragon mastery affects all true drag-
ons, false dragons, wyrms, linnorms,
Oriental dragons, wyverns, drakes,
and draconians. The spell requires a
single dragon scale (of an age at least
equal to the target dragons) and a sil-
ver crucible to burn the scale in. The
spell has no effect on non-draconic
monsters.
When the spell is cast, both caster
and target must make an immediate
Charisma check. The caster subtracts
his level as a spellcaster from the roll,
and the dragon subtracts its age cate-
gory (half its hit dice for lesser drag-
ons). If the caster rolls lower, he has
mastered the dragon and can com-
mand it to undertake whatever
actions he likes. (Suicidal actions or
actions requiring the dragon to dis-
close the location of its hoard immedi-
ately cancel the spells effect.) If the
dragon rolls lower, it has dominated
the caster, and can likewise command
him.
In both cases, the spell lasts as long
as an equivalent charm person spell
would last, according to the losers
Intelligence and saving throws. See the
description of the charm person spell in
the Players Handbook for more guide-
lines on saving throws for this spell.
Intelligence Check Every
3 or less 3 months
4- 6 2 months
7-9 1 month
10-12 3 weeks
13-14 2 weeks
15-16 1 week
17 3 days
18 2 days
19 or more 1 day
fear of any kind. In addition, it is usually
shielded by its masters protection from
dragons ability.
Special Hindrances: Because of their
narrow focus, George characters lose
the paladins protection from evil, pro-
tection from disease, and detection of
evil intent abilities, as well as the ability
to turn undead. They are protected only
against dragons.
They must abide by all other paladin
restrictions, such as tithing and keeping
no more than 10 magical items. Because
of their special skills, they are rarely asked
to undertake missions for their order.
Wealth Options: Like other paladins,
the Georgian starts the game with 5d4
(x10) gp.
Dragon lord
No dragon can resist the fascination of
riddling talk, and of wasting time trying
to understand it.
J.R.R. Tolkien
The Hobbit
A little like Saint Francis, a little like
Ged from Ursula LeGuins A Wizard of
Earthsea, these magic-using tricksters are
the pied pipers of the dragon-slaying
world. In fact, though they master drag-
ons, they are more like beastmasters
than monster killers; they tame dragons
rather than slay them. They are often
masters of riddling or rhetoric, able to
match a dragons ability to twist words
and hypnotize listeners.
Successful dragon lords often use a
dragon they have already tamed to sub-
due other dragons.
Role: To learn all they can of the art
of taming dragons and to find the tools
to do it with.
Secondary Skills: None.
Weapon Proficiencies: Normal. No
particular weapon is common to the kit.
Nonweapon Proficiencies: Bonus:
Dragon tongue, animal training (drag-
ons). Recommended: Dragon lore, riding,
airborne, animal handling, language,
ancient (Auld Wyrmish), language, mod-
ern (Dragontongue).
Equipment: Staff, prod, or bridle,
extra-large cinch strap.
Distinctive Appearance: Dragon lords
never wear any part of a dragon (claws,
hide, and so on), but they often decorate
some of their equipment (such as staves
or maces) with a draconic theme.
Special Benefits: Dragon lords are
smooth talkers, usually with a high
Charisma and a golden voice. If they can
engage a dragon in conversation for
more than a single round, they gain a
reaction check with a bonus equal to
their level. If the check is Cautious or
better, the dragon is Indifferent instead,
attacking only to defend itself. If the
check is Indifferent or better, the drag-
on is Friendly instead; in some cases, a
young dragon may even do a small
favor for the dragon lord. Some DMs
may prefer to role-play this interaction
instead, but keep in mind that dragon
lords know how to appeal to a listening
dragon. (Give the player a break if he is
having trouble getting into the role.)
When fighting to subdue a dragon,
dragon lords can use spells to subdue,
something not normally possible with
offensive magics. They do this by care-
ful, intimidating placement of damaging
spells; this form of magical intimidation
is not possible for mages who dont ded-
icate themselves to it.
If the path magic system is used in
the campaign (see Paths of Power,
issue #216), dragon lords automatically
have access to the Path of the Dragon. If
not, their spell selection is typically from
the Enchantment/Charm and Illusion/
Phantasm schools. Most dragon lords
learn dragon mastery when they reach
an appropriate level (see sidebar).
Special Hindrances: Despite their skill
at taming dragons, a dragon lord can
never have more than one tame dragon,
unless he has tamed a mated pair
(dragons are much too territorial ever to
share close proximity with a competitor
or a member of another draconic sub-
race). Attempting to keep two dragons
soon results in a death match, often with
plenty of collateral damage. Such drag-
ons deliberately kept from fighting each
other soon waste away, frustrated and
enraged by the lack of opportunity to
destroy a hated rival.
Dragon lords cannot and do not take
treasure from the hoards of those drag-
ons they tame. If they do so, they imme-
diately lose any control they might have
established over that beast.
Wealth Options: Like beastmasters,
dragon lords are generally poor. They
begin with 1d4 (x10) gp.
Wolfgang Baur has finally accepted the
sad fact that hes doomed to live the life of
Eurotrash. In fact, he revels in it by drinking
too much coffee, listening to too much
Europop, and complaining too much about
the weather in Seattle.
22 }UNL 1996
by John D. Rateliff
illustrated by Albrect Drer
here he lay, a vast red-golden dragon, fast asleep; a
thrumming came from his jaws and nostrils, and wisps of
smoke, but his fires were low in slumber. Beneath him,
under all his limbs and his huge coiled tail, and about him on all
sides stretching away across the unseen floors, lay countless piles of
precious things, gold wrought and unwrought, gems and jewels,
and silver red-stained in the ruddy light.
J.R.R. Tolkien
The Hobbit
No creature is so representative of fantasy as the dragon.
The dragon is to fantasy as the vampire is to horror, as the
rocket ship is to science fiction, and as the quick-draw sheriff is
to the western. Theres a reason why the worlds most popular
fantasy role-playing game has the word Dragons in its name.
Not the elf, the griffon, the giant, nor the unicorn has such
deep resonance in our culture.
Dragons feature prominently in many of the worlds great
myths: the Sumerian creation goddess Tiamat; the great red
dragon of Revelations, a seven-headed beast whose coming
signals the end of the world; the guardian of the Golden Fleece;
the Midgard Serpent encircling the world who rises to help
destroy the Norse gods on the day of Ragnarok; or the great
serpent Apep, eternal foe of all the Egyptian gods, who seeks to
devour the sun. According to legend, the Greek hero Cadmus
slew a dragon and sowed its teeth into a field, where they grew
into men who helped him found the great city of
Thebes. Perseus, another Greek hero, found the
princess Andromeda chained to a rock as
riors. Even the greatest warrior, according to
Norse and Anglo-Saxon legend, could not
expect to face a dragon and survive.
25
tribute to a great sea-monster and rescued her, setting a trend
that the heroes, dragons, and captive maidens of a thousand
stories have followed ever since.
Belief in dragons was widespread in the Middle Ages.
Christendom had Saint George the dragonslayer, a story
imported from Asia Minor. The Welsh took the red dragon as
their national symbol (hence Merlins prophecy of the red
dragon of the British defeating the white dragon of the
Saxons). The Norse had the story of Sigurd Fafnirs-bane, out-
standing both for the distinct personality of the wyrm the
first speaking dragon I know of and the ambush tactics the
hero is forced to employ to slay it. Fafnir, a giant who had
taken on dragon form (the better to guard his great treasure-
hoard), was killed when young Sigurd dug a pit in a path fre-
quented by the dragon and lay in wait for him. The next time
the dragon passed that way, Sigurd stabbed him without warn-
ing from below, showing that courage and shrewdness ranked
higher than fair-play when dealing with such an overwhelming
foe. For their part, the English, who took St. George as their
patron once theyd settled in Britain and sent the Britons pack-
ing, had the legend of Beowulf a hero so brave and fool-
hardy that he insisted on taking on the dragon that was rav-
aging his kingdom in single combat. The importance and sheer
ferocity of dragons is shown in that Beowulf, who had handily
slain Grendel and Grendels mother single-handedly, died in his
battle with the dragon and would have failed to slay the crea-
ture in turn had he not received timely aid from one of his war-
DRACN
#
23O
Historical dragons
How much did the people of the time
actually believe in their own stories? The
modern fantasy author writes about
things he or she does not believe could
exist (thats what makes it a fantasy), but
determining whether Shakespeare
believed in his witches or Dante in the
nine circles of Hell is a far murkier mat-
ter. Leslie Kordecki, in her dissertation,
Tradition & Development of the Medieval
English Dragon (University of Toronto,
1980), noted that early medieval stories
concerning dragons tended to portray
them as living, breathing creatures,
whereas later stories often reduced
them to mere symbols that vanished in
a puff of smoke when banished by a
saint. The overall impression garnered
from reading the legends or what sur-
vives of them, after centuries of attrition
is that yes, people did believe in them.
Or, to put it another way, there was
nothing to prove that dragons didnt
exist, and a good deal of evidence that
they did or once had.
As C. S. Lewis noted in his wonderful
overview of the medieval world view,
The Discarded Image (1964), medieval
people had a great regard for ancient
authorities. Much of their culture sci-
ence, medicine, theology, philosophy,
literature, etc. was inherited directly
from the ancients, the Romans and the
Greeks (and, later, the Arabs). Those
authorities were unanimous in their
belief that dragons had once walked the
earth. If there were any doubters, they
had only to look in the greatest of all
authorities: the Bible itself.
The verse describing the first living
creatures in Genesis is translated in mod-
ern Bibles as great sea monsters,
whales, or something similar. The
Hebrew word in question, tannin, can be
translated in several ways. The one cho-
sen by St. Jerome, translator of the
Vulgate or Latin Bible, was draco: dragon.
Modern Bibles from the King James ver-
sion onward have shied away from the
mythical and have substituted whale,
leviathan, or even jackal, but the
medieval Latin Bible in use from the
fourth century had perhaps a dozen
clear references to dragons haunting the
wilderness, lurking in the great sea, and
generally laying in wait for the unwary
like the serpent in the Garden (who him-
self became a dragon in some popular
retellings of the Eden story).
1
Many fan-
tasy authors have made the dragons the
first sentient race on his or her world
(influenced consciously or unconsciously
by the historical fact on our world of
dinosaurs, no doubt), little realizing that
the most famous creation story agreed
with them.
Its important to note, however, that
while the average medieval person cer-
tainly believed in the existence of drag-
ons, he also probably thought they had
died out long ago. Dragons belonged to
the legendary past, the age of wonders,
not the cold hard light of their modern
day. The occasional discovery of dino-
saur bones
2
only provided additional
proof, if any were needed beyond the
well-attested stories of legendary heroes
and saints lives, that giants and dragons
had once roamed the lands in ancient
days.
3
Whether any still survived was
open to debate: who knew what might
lurk in unexplored, far-off corners? In
Tolkiens words, dragons were comfort-
ably far-off, and therefore legendary,
but he goes on to note that the dragons
for their part would hold much the same
view of knights:
So knights are mythical! said the
younger and less experienced dragons.
We always thought so.
At least they may be getting rare,
thought the older and wiser worms; far
and few and no longer to be feared.
J. R. R. Tolkien
Farmer Giles of Ham
Dragons,
Reluctant and Otherwise
When modern fantasy began to
appear in the mid-19th century, there
were plenty of examples in myth, leg-
end, and medieval literature for fanta-
sists to draw from. Considering the
wealth of fantasy produced in the last
130 years or so, dragons are actually
rather rare, and good (i.e., impressive)
dragons even more so. Endless retellings
of the legend of St. George need not
concern us here; instead, lets concen-
trate on some of the more important
innovators.
One of the most important stories,
widely imitated right down to the pre-
sent, was Kenneth Grahames The
Reluctant Dragon (1898).
4
In this simple
story of a dragon who prefers the quiet
life to all that nasty rampaging, kidnap-
ping-of-princesses, and fighting-with-
knights business, Grahame broke the
cliche of dragons as mindless, ravening
beasts. His dragon prefers to write
poetry, and when St. George appears on
the scene the dragon staunchly refuses
to fight him. The saint, for his part, is
spurred on by the townspeoples lurid
fibs of dragon-depravation. All this
evening Ive been listening . . . to tales of
murder, theft, and wrong; rather too
highly colored, perhaps, not always quite
convincing, but forming in the main a
most serious roll of crime. George is
sadly disappointed to learn that the
townspeople are betting six-to-four in
the dragons favor. Eventually the two of
them decide on a sham-fight in which
George pokes the dragon in a non-vital
spot, then the reformed monster makes
a speech at the victory banquet the
first subdued dragon on record. That
latter-day imitators of Grahames work
who preferred sentimentality to adven-
ture eventually created the cliche of Puff
the Magic Dragon the dragon as cute
and cuddly is no fault of his. The idea
of dragons as intelligent, cultured
1. One of those who does so is Edmund neither of which theyd encountered back in 4. Originally a chapter in Grahames book
Spenser, in Book I of The Faerie Queene. Despite the Angle or Saxony, as orthanc enta geweorc: Dream Days (1898), which along with The
the daunting spelling, the climactic battle the cunning work of giants now long gone Golden Age (1895) seriously attempted to pre-
between George and the dragon at the end of but leaving obvious signs behind them. sent childhood as it actually appeared to chil-
Book I is well worth a DMs time as probably Interestingly enough, the great 12th-century dren; The Golden Age in particular is a direct
the best retelling of a classic story. Welsh author Geoffrey of Monmouth, who ancestor of Bill Watersons Calvin & Hobbes.
spun an amazing web of entertaining stories Crahame is best known today as the author of
2. A not-unusual occurrence among the into his own highly entertaining version of The Wind in the Willows.
crumbling cliffs of southern England even to British history (apparently inventing most of
this day. As a child, Tolkien found a fossil jaw the story of King Arthur as he went along), 5. Roger Zelazny wrote a very good short
which he kept as a petrified piece of dragon also held that the isle of Britain was occupied story, The George Business, which, as with
bone. by giants before the coming of humans. Both Grahames story, retells the St. George and the
of these might derive from the well-known Dragon story with an amusingly jaded modern
3. Thus the Anglo-Saxons ascribed won- Biblical reference: There were giants in the perspective.
ders such as paved roads and stone buildings, earth in those days (Genesis 6:4 [KJv]).
26 }UNL 1996
creatures with whom one could bargain
for mutual gain was a gift well worth the
price.
5
The next great dragon-story is Lord
Dunsanys The Fortress Unvan-
quishable, Save for Sacnoth (1908)
one of the great epic fantasy adventures
of all time. In one 20-page short story,
Dunsany launched the sword and sor-
cery genre, sending his hero, Leothric,
on a quest against an evil sorcerer and
all his minions: giant spiders, vampires,
succubi, hordes of armed guards, the
sword-wielding sorcerer himself, and not
one, not two, but three guardian dragons.
Best of all, however, is the preliminary
adventure young Leothric undertakes to
gain the sword whereby the sorcerers
defenses can be defeated. Unfortunately,
the unhappy hero learns that the sword
currently forms the spine of the great
dragon-crocodile Tharagaverug, and that
Tharagavergug is invulnerable except for
one weakness: the only way in which he
can die is of starvation. Leothric must
fight the dragon for three days and
nights until the beast finally starves to
death, keeping out of reach of its great
maw the whole time. Once he has the
sword, the rest is easy merely a matter
of resisting temptation and using his wits
but imagine the average PCs reaction
at being told he must fight a near-invul-
nerable dragon one-on-one until it
starves!
Dunsany also wrote of other drag-
ons, usually lampooning old cliches, as
in Miss Cubbidge and the Dragon of
Romance (1912), where he substituted a
politicians daughter for the traditional
princess and suggested that being
abducted did her some good. The
Hoard of the Gibbelins (also 1912), one
of his best stories, offers a fine example
of how he plays on the cliches at the
same time that he subverts them, con-
stantly playing with readers expecta-
tions regarding wicked dragons and
noble fairy-tale knights:
[T]here was a dragon . . . who if peasants
prayers are heeded deserved to die, not
alone because of the number of maidens
he cruelly slew, but because he was bad
for the crops; he ravaged the very land
and was the bane of a dukedom. . . . So
[Alderic] took horse and spear and
pricked till he met the dragon, and the
dragon came out against him breathing
bitter smoke. And to him Alderic shouted,
Hath foul dragon ever slain true
knight? And well the dragon knew that
this had never been, and he hung his
head and was silent, for he was glutted
with blood. Then, said the knight, if
thou wouldst ever taste maidens blood
again thou shalt be my trusty steed, and
if not, by this spear there shall befall thee
all that the troubadours tell of the dooms
of thy breed.
And the dragon did not open his
ravening mouth, nor rush upon the
knight, breathing out fire; for well he
knew the fate of those that did these
things, but he consented to the terms
imposed, and swore to the knight to
become his trusty steed.
Lord Dunsany
The Hoard of the Gibbelins
from The Book of Wonder
Tolkiens dragons
J.R.R. Tolkiens contributions to fan-
tasy in general and dragon-lore in par-
ticular are so great as to place him in a
league of his own. The whole concept of
the PC party (specialists of different
backgrounds working together toward a
common goal) derives from Tolkiens
Fellowship of the Rings, while his own
particular take on all the major fantasy
races elves, dwarves, goblins, etc.
have become the common currency for
a whole generation of successors. He is
the most imitated fantasist of all time,
and his masterly portrayal of Smaug,
the chiefest and greatest of all calami-
ties, is the standard by which all other
fantasy dragons should be judged.
Whereas after Grahame the tendency
had been to treat dragons as witty and
cute, Tolkien restored the sense of them
as deadly predators. All of Tolkiens drag-
ons Smaug from The Hobbit, Glorund
from The Silmarillion, the wily but not
over-bold Chrystophlax Dives from
Farmer Giles of Ham are clever,
unscrupulous, greedy, and exceedingly
dangerous. They can be bargained with,
but each is capable of wiping out a small
army or good-sized town all by himself.
Anyone who dares to talk with one of
Tolkiens dragons had better have an
escape route planned if he does not want
to become the creatures next meal.
Furthermore, Tolkiens dragons
delight in mischief: rather than kill Turin,
a brave but rash and not overly clever
hero, Glorund convinces him to abandon
the people who rely upon him and sends
him on a fools errand, while Smaug
sows the seeds of doubt in Bilbos mind
that shortly afterward help wreck his
friendship with the dwarves. People who
listen to dragons are apt to fall under
their enchantment (Smaug had rather
an overwhelming personality), and any
spark of greed inside them usually fares
into full life. Sometimes this dragon-
greed is even contagious, transmitted by
contact with treasure over whom a
dragon has long brooded as shown in
the fate of Thorin Oakenshield and to a
lesser extent that of Bilbo himself (whose
secret theft of the Arkenstone was a tho-
roughly uncharacteristic act). Similarly,
Fafnirs treasure, the hoard of the
Niebelungs, seems to bring disaster to all
who possess or even lay claim to it,
while Beowulfs grieving countrymen
wisely decline to take any of the drag-
ons hoard after his death, instead plac-
ing it all on his pyre and burying what
remains in his barrow.
Finally, Tolkiens dragons are hard to
kill. Smaug destroys Dale and the
Kingdom Under the Mountain, sweeping
aside all resistance, and that was when
he was, in his own words, young and
tender. Later in the book were given a
vivid description of his attack on the
mountainside and burning of Lake-Town.
Had he not been slain by Bards expert
shot with a special arrow to his one
secret vulnerable spot, Tolkien speculat-
ed that Sauron might have later manipu-
lated him into destroying Rivendell.
6
Likewise, Glorund destroys the elven city
of Nargothrond, effortlessly scattering
and destroying its battle-tried elven war-
riors, while other dragons help plunder
the great hidden city of Gondolin. For his
part, Chrystophlax shows great reluc-
tance to melee with anyone armed with
a sword of dragon-slaying like Giles
Claudimorax (and no wonder), but when
faced with the possibility of losing his
whole hoard handily massacres the Little
Kingdoms assembled knighthood, then
later effortlessly puts a second army to
flight. Its possible to slay one of the
Great Worms, but only by careful plan-
ning and good luck.
Modern dragons
After Tolkien, dragons once again
became part-and-parcel of mainstream
6. Unfinished Tales (1980), The Quest of Candalfs point of view, telling us how the contrast to Bilbos narrative, this bit of alter-
Erebor, contains a behind-the-scenes look at events appeared to the wizard and the nate Hobbit lets us learn more about
the opening chapter of The Hobbit from dwarves. In addition to offering an amusing Gandalfs motives and plans.
DRAGON
#
230
27
fantasy. Anne McCaffrey used them to
give a fantasy flavor to what are essen-
tially science fiction romance novels.
Ursula Le Guin broke with the Tolkien
tradition by basing Earthseas dragons
on Oriental rather than European myth.
Hickman and Weiss DRAGONLANCE
Chronicles picked up on various hints of
the massive destructiveness of solitary
individual dragons and showed how
dragons en masse could ravage an entire
continent. Patricia Wredes Talking to
Dragons (1985) updated fairy-tale motifs
to offer an amusing account of the
extreme importance of good manners
and a firm grasp of dragon etiquette
when dealing with such powerful
beings. Gordon R. Dickson made the
hero of his novel The Dragon and the
George (1976) a human whose mind is
transferred into a dragons body who
then has to come to terms with his new
bodys powers and limitations. The list
could go on and on. The permutations
in todays fantasy are endless: from vast
inhuman engines of destruction to cud-
dly little cat-sized pets, dragons are
everywhere.
Three particularly interesting drag-
ons, all from fantasies published in the
last 25 years, deserve closer attention.
Gyld the Dragon, from Patricia A.
McKillips The Forgotten Beast of Eld
(1974), is an old, old dragon who desires
only to sleep on his hoard; his gold liter-
ally means more than his life to him, yet
when roused this ancient creature scat-
ters armies, sinks ships, and keeps an
armed garrison cowering behind their
city walls in terror. The extreme old age
of the very powerful wyrm has rarely, if
ever been more vividly portrayed. The
lesson from Beowulf, The Hobbit, and The
Forgotten Beast of Eld all agree: Let sleep-
ing dragons lie.
At the opposite extreme, Wredes
Talking to Dragons (the first, and much
the best, of a four-book series) features
a baby dragon, so young that it has not
chosen a name or even its sex yet.
Wrede also offers us a glimpse of drag-
on politics, the young dragons grand-
mother being the King of Dragons (the
title being invariable no matter whos
currently doing the job). Any DM whose
PCs have acquired a dragon egg and
want to raise their hatchling as pet,
familiar, or companion, would find
Wredes book a valuable resource as
well as a good read. Perhaps even more
intriguing is Wredes revelation of why
dragons want princesses in the first
place (a subject dealt with in more detail
in the later books in the series, which
are actually prequels to the first book):
Just at that moment, the Princess opened
her eyes. She gave a small scream, and
the dragon frowned.
You dont have to be frightened, if
said. Really. Youre my Princess now,
and Im going to fake proper cure of you,
and you can clean my scales and cook
for me. I believe thats the standard
arrangement.
Patricia C. Wrede
Talking to Dragons
Not all dragons appear in dragon-
form, and by far the best anthropomor-
phic dragon in modern fantasy appears
in R.A. MacAvoys Tea with the Black
Dragon (1983). When we first meet him,
Mayland Long is permanently stuck in
human form, and his slow integration
into the modern human world and cop-
ing with his new, unfamiliar body make
fascinating reading. Mr. Long may
appear human, but his mind remains
that of a thousand-year-old dragon, giv-
ing him a unique outlook. Better yet, he
reappears in dragon form in one of
MacAvoys other novels, Raphael (1984)
set some five or six centuries earlier
giving MacAvoy a chance to describe his
natural form, with all its elegance, intelli-
gence, and ferocity. The dragons of these
three writers, each so different in their
styles, all have so much personality that
they give an idea of what a creative DM
can do in the way of characterization.
Dragonslayers
[T]hey all began discussing dragon-slay-
ings historical, dubious, and mythical, and
the various sorts of stabs and jabs and
undercuts, and the dlfferent arts devices
and stratagems by which they had been
accomplished. The general opinion was
that catching a dragon napping was not
as easy as it sounded, and the attempt to
stick one or prod one asleep was more
likely to end in disaster than a bold frontal
attack.
J. R. R. Tolkien
The Hobbit
For those of a practical turn of mind
who expect that their next encounter
with a dragon is likely to be in a role-
playing game, with said dragon charg-
ing down upon their characters bent on
death and destruction, a final word
about dragon-slaying. Fantasy fiction is
full of epic battles between hero or hero-
ine and dragon, but theres considerable
disagreement over how best to go
about it. The classic St. George
approach is to get the beast so mad that
it rushes blindly at you, obligingly
exposing its only vulnerable part, the
inside of the throat, and letting you stick
your lance down it. Tolkien maintained
that it wasnt as easy as all that, and that
killing a dragon required learning its
most vulnerable spot (usually under-
neath): Glorund, like Fafnir, was slain by
a hero lying in ambush who stabbed the
dragon from below as it passed over his
hiding place. Kenneth Morris, in the
wonderful Welsh fantasy The Book of
Three Dragons (1930), includes a scene
where the hero and a dragon go at it
with such gusto that they rip up boul-
ders and whale on each other with
them, tossing them back and forth. Le
Guins Ged simply cast a spell that
caused the dragons to drop helpless into
the sea and drown an effective
method, but one lacking drama and a
certain sense of fair-play. Weve
already discussed Dunsanys ingenious
approach (starve the creature, if only
you can stay alive long enough). The
less scrupulous will find a foolproof
scheme in Will Shetterlys Cats Have No
Lord (1985), but one that requires an
expendable fool to implement (can you
say NPC?) Perhaps the best approach
of all is that followed by Tolkiens com-
mon-sense Farmer Giles: dont fight if
you can possibly avoid it, and break off
to negotiate at the first reasonable
opportunity.
After all, with a lifespan of several
centuries, why shouldnt a dragon be
willing to give up its treasure now and
hunt down the thief a half-century or so
later?
John D. Ratcliff earned his doctoral
degree with a dissertation on the works of
Lord Dunsany. He leads a fantasy reading
group known as the Burrahobbits and plays
a mean halfling in AD&D game sessions.
TrIvIa QucstInn:
lher lhan lhe infanous Lord
Solh of Silhicus, vhal dark Iord
of lhe RAVLNLIT selling cane
originaIIy fron Krynn, vorId of
lhe DRACNLANCL canpaign`
28 }UNL 1996
by Ed Stark
illustrated by David O. Miller
ew and far between are the dragons of Cerilia, the set-
ting of the AD&D BIRTHRIGHT campaign. Solitary and
immensely powerful, they still hide from the younger
races of the continent. (No more than six exist in the fabled
Drachenaur Mountains, the legendary home of dragons.) Even
the life of the youngest of these dragons spans millennia. No
dwarf, halfling, or human remembers when one of these crea-
tures cracked its shell, and the immortal elves heard the last
rumors of hatchlings over 500 years ago.
The youngest known dragon of Cerilia made a name for
himself in northern Anuire. His is called Zakhur, which means
Guardian in the old tongue. By far the youngest and most
vibrant of the known dragons, his birth predates the Anuirean
Empire itself, and he survived its fall.
But even Zakhur did not hatch into this world before the
Battle of Mount Deismaar, some 1,500 years ago. His mother,
Weyrzak, laid his egg in the Stonecrown Mountains nearly 17
centuries ago. (Dragon eggs rest long before they hatch,
though some magic must have kept Zakhur in his shell for cen-
turies beyond his time.)
Those who remember the tales of Weyrzak remember her
most for her part in the legendary Battle of Mount Deismaar.
Azrai, god of evil and darkness, fooled the elves, ignored the
dwarves, and corrupted the Vos, but he bargained with the
dragons. None know now what the god of Shadow offered
those creatures in return for their aid, but few flocked to his
banner. Those that did, however, wreaked havoc on Azrais
enemies. They protected his undead legions and shadow war-
riors from the priestly magic of the armies of light, and they
thrice drove back the vanguard of Haelyn and Anduiras.
The land quaked with the dragons tread, and the very air
caught flame in their passing. The armies of Anduiras, the great
tower ships of Brenna, and the hunters of Reynir withered before
their breath. The dragons leader, a great stone-drake of Aduria
named Nargest (Iceblood in ancient Anuirean),
against the undead for nearly two days.
Some say Weyrzak the Thunderer felt the destruction of the
mountain, while others believe Ruornil, Vorynns champion,
summoned her with a powerful binding spell. Whatever the
truth, Weyrzak furiously swept out of the north and engaged
Nargest in a battle that lives in legend today.
When Nargest fell, his flesh burned away from his bones,
and the flaming skeleton disappeared into a great crevice
beyond the battlefield. Mount Deismaar trembled, and more
earthquakes shook the region as the gods prepared to unleash
their full might against Azrai.
The death of the old gods and the creation of the new is still
a tale told many times from countless perspectives. The
blooded survived somehow, and the new gods guided them
back to their homes. But nothing protected Weyrzak from the
cataclysm, and she found herself caught in the waves of
destruction that obliterated the land-bridge between Aduria
and Cerilia.
Wounded and dying, Weyrzak made her way toward the
Stonecrown Mountains and her solitary egg. Her body swelled
with the power of the gods but could not contain it. Like a can-
cer, the power devoured her from the inside. When she crash-
landed deep in the Aelvinnwode, she felt her life ebbing.
The pitiable yet terrifying cry of Weyrzak to her infant son
still echoes through the forest of the Aelvinnwode. Some name
it the Call of Weyrzak, while others call it the Lament of Zakhur,
and great songs have been sung about it. In answer to the
dreadful wail, Zakhur, imprisoned for too long in his egg, burst
forth. The power of the cataclysm streamed from his mothers
call, infusing the infant with great energy and causing him to
grow at amazing speed.
Still only a hatchling, Zakhur could not fly. He crawled,
nearly blind, toward the anguished call. The first sound he ever
heard was the death-scream of his mother, and some say it
aged his heart far beyond his infant body. What
personally destroyed a small mountain where
Seras White Knights had held the line
terrors were instilled in his mind then, none
can know.
DRACN
#
23O
31
Zakhur eventually found his mother,
but her body had been transformed.
Legend tells that the goddess Nesirie,
newly brought to divinity, heard
Weyrzaks scream and tried to help the
wyrm, remembering her deeds at the
great battle. Nesirie could not heal the
dragon, so she asked Ruornil and Erik to
ease Weyrzaks pain and so they did,
transforming her into the Five Peaks of
the Aelvinnwode.
When Zakhur found his mother, her
pain was gone, but her body was
changed. The northeasternmost of the
Five Peaks grew over her head, and the
last of the pinnacles, set alone in the
west, covers the tip of her tail, thrust
upward in the pain of death.
The young dragon took his name
then, when he vowed to guard the
resting-place of his mother. Slowly and
painstakingly, he moved Weyrzaks
great hoard to the bosom of the Five
Peaks, hid it, and rested upon it. When
he hunted, he watched ever from afar,
driving away the elves, orogs, or men
who came too close to the treasury.
Over the centuries, Zakhur the
Guardian also known as Lifesbane, for
the number of inquisitive creatures he
has sent to their screaming deaths has
jealously guarded the Five Peaks. Many
creatures live within the shadows of his
mountains, and some even dwell within
the Peaks themselves but none dare
trespass on the interior of the moun-
tains, and the Hoard of Weyrzak
remains legendary.
Little is known of Zakhur in the inter-
vening years, since he keeps to his
home and allows few dwellers within.
Many peoples and creatures inhabit the
Five Peaks realm now, particularly the
Eyeless One, said to control all the meb-
haighl (magical energy) of the realm. If
this is true, the wizard might be mining
the source magic of Weyrzak herself.
It has been speculated that Zakhur
allows the wizard, as well as the tribes of
goblins and orogs, flights of griffons,
and solitary trolls to dwell in and around
the Five Peaks because they, too,
remain territorial. They keep the Rjurik
and Anuirean peoples from civilizing the
area, and they discourage elves from
delving into the mysteries surrounding
Zakhur and Weyrzak too deeply. Some
say Zakhur actually controls several of
these creatures using strange magics
and powers he learned from the spirit of
his mother.
The spirit of Weyrzak
Most bards and storytellers agree
that Weyrzak, aided by the gods, did not
really die but entered a sleep of death
from which there can be no awakening.
However, in her dreams she can be con-
tacted by her son, whom she linked to
herself psychically when she imbued
him with her last life-energy.
Zakhur learned much magical knowl-
edge from the spirit of his mother, and
even as he protects her resting place,
Weyrzak guides and protects Zakhur
from harm. She taught him not to be
enraged or manipulated by mortal pow-
ers, and she advises him on matters he
might otherwise not understand. Zakhur
has grown wise from her teachings,
though he has learned little from out-
side sources.
The Heart of the Mountain
Many adventurers believe Zakhur
Lifesbane guards more than just ancient
treasure and his mothers bones. They
claim he guards a greater prize. They
call it the Heart of Weyrzak, the Soul of
the Dragon, and the Heart of the
Mountain.
Rumored to be a gem the size of a
mans head, the Heart of the Mountain
holds the ancient soul of Weyrzak. Lying
somewhere in the middle three of the
Five Peaks, it rests apart from the
dragons hoard, in a great cavern lined
with white and brown stone perhaps
the bones and body of Weyrzak herself,
or maybe just a mineral phenomenon.
Zakhur watches over the Heart, as
does the spirit of Weyrzak herself. But
both might be caught sleeping. The spir-
it of Weyrzak awakens less and less fre-
quently as the centuries go on, and
Zakhur sleeps for years on the bed of
treasure that lies elsewhere in the moun-
tains. Still, his link to his mother would
warn him if any were to disturb the gem
or so legend tells and few adventur-
ers could survive his wrath if he caught
them violating his mothers heart.
Should a miracle occur and a person
come into contact with the gem, he
might gain the following abilities:
Knowledge of all wizard spells.
Weyrzak was a mighty spellcaster.
Before the magic changed, she knew
every wizard spell ever created. Her
knowledge has changed with the times
perhaps as the Eyeless One mines her
mebhaighl, she mines his knowledge
right back. A wizard holding the Heart
has no need of a spellbook, though he
must still spend time memorizing the
spells Weyrzak teaches him.
Accumulated knowledge. Weyrzak
was old and wise when she died, and her
memories lie within the gem. Using her
link with Zakhur, she has learned much
more over the years. When holding the
Heart, one may ask her questions no
more than three times a day, unless the
subject is something that might interest
Weyrzak and receive answers. The
answers are usually truthful and helpful;
Weyrzak has been at peace for centuries
and does not begrudge a mortal her
knowledge.
Magic resistance. The Heart pro-
tected Zakhur from magical harm before
he could do so himself. Now, it passes its
magical resistance on to a wielder. If
Weyrzak is contacted, she might be per-
suaded to protect the bearer of the Heart
with a portion of her magic resistance.
Too much energy would kill a mortal,
however, so the Heart provides only a
5% magic resistance per level of the
wielder to a maximum of 50%.
Monster control. Three times per
day, the bearer can cast charm monster at
twice his normal level of ability, regard-
less of whether he could normally cast
the spell. Weyrzaks mental and magical
power, channeled through a host, allows
this power to take effect.
The Heart of the Mountain may have
other powers as well. It cannot be
destroyed by any known means, and its
value simply as a gemstone is utterly
incalculable.
Weyrzaks Heart bears at least one
curse, however, and perhaps two. The
fi rst shoul d be obvi ous. Zakhur
Lifesbane will demonstrate the truth to
both his names if anyone steals the gem
or even touches it. The dragon will go
on a rampage, burning and killing any-
one in his way until he retrieves the gem
or is destroyed. His link to his mothers
spirit guides him in the direction of the
Heart unerringly, and he will not rest
until it is returned to him.
The second curse may or may not be
legendary. Once Weyrzaks Heart leaves
the Five Peaks, the spirit within might
grow restless. It could desire a body of its
own again, and it might settle for a mor-
tal form. Every time the wielder of the
Heart of the Mountain uses it outside the
Five Peaks realm, check to see if
Weyrzaks spirit attempts to take over his
body. There is a cumulative 1% chance
32 }UNL 1996
of this happening per use of any of the
Hearts powers. If Zakhur Lifesbane has
somehow been killed, add a base 30%
chance to the takeover happening.
Should the DM roll the necessary per-
centage for Weyrzak to take over a mor-
tal body, she does so automatically
nothing can save a human, dwarf,
halfling, or other creature from its pos-
session. Even the immortal elves sub-
mit immediately to Weyrzaks control.
True awnsheghlien or ehrsheghlien
might survive. They can make saving
throws vs. paralyzation (at -8) to resist
possession, but Weyrzak never gives up
after the first attempt. Every time the
Heart is used thereafter, the same sav-
ing throw must be made, or the
Thunderer possesses the wielder.
If Weyrzak possesses a body, it
begins to age quickly at a rate of one
year per week. Unless the dragon can
somehow be expelled or convinced to
leave, the mortal shell burns out (even
elves wont be able to stand this wither-
ing forever; most would die after about
a year) and Weyrzaks spirit returns to
the gem. Some say this has already hap-
pened a few times over the centuries,
but no one knows for certain except
Weyrzak and Zakhur.
Using Zakhur Lifesbane in a
BIRTHRIGHT campaign
Engaging a wyrm such as Zakhur
Lifesbane in battle would be probably
the most foolish thing an adventuring
party could do but it could happen.
Exploring the Five Peaks in search of the
Hoard of Weyrzak or the Heart of the
Mountain would certainly be nearly as
foolish but, again, stranger things
have happened. While Zakhurs power
and influence within the Peaks are leg-
endary, they cannot be as complete as
tales say, or no word of the creature
would ever leak out to the rest of the
world.
Some say the Hoard of Weyrzak does
not lie in one cavern. Small hoards rest
stashed among the Five Peaks, and
some have been found by the goblins
and orogs that dwell there. True, most
have paid the ultimate price for their
foolishness (along with their tribes and
their neighbors), but some ancient
magic and coins have slipped out to the
world. After all, Zakhur cannot be in
every cavern at once.
Every so often, Zakhur Lifesbane goes
on a rampage. Many tales tell of heroes
adventurous enough to quest for
Weyrzaks Hoard and succeeding, caus-
ing the Guardian to fly out for ven-
geance. If this is true, then a regent might
find his domain beset by the great wyrm
all because of a hero too greedy for his
own good, who plundered the hoard
and passed through the kingdom.
Preventing Zakhur from laying waste to
an entire realm could prove a mighty
campaign motivator, and finding the
treasure to return it to the beasts hoard
would be the most logical solution.
A TSR staff designer, Ed Stark designs
products for the BIRTHRIGHT line and writes
occasionally for DRAGON Magazine. He
finds himself easily distracted by new
games, chat about baseball, and bright,
shiny objects.
DRACN
#
23O 33
Zakhur Lifesbane, the Guardian
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
The Five Peaks
Unique
Solitary
Any
Special
Genius (17)
Hx 5
Lawful Neutral
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THAC0:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
1
- 5
9, Fly 30 (B)
20 (142 hp)
1
3 or special
1d12+10/1d12+10/2d12+10
Breath weapon, spells, dive
Fear aura, gaze, spells,
invulnerability
50% or special
G (90 long)
Fearless (20) at home;
Champion (15) away
28,000
S: 25 D: 14 C: 21 I: 17 W: 15 Ch: 16
Gray with gold flecks, smooth scales cover Zakhur Lifesbanes
serpentine body. Protected by sharp layers of decorative hide,
his face and belly resist the puny attacks of mere mortals. Fully
grown, this dragon would make a match for the hardiest of
Cerilias dying breed. Zakhur attacks using his foreclaws and
bite, or he can execute any of the special attacks described in
the Dragon entry of the MONSTROUS MANUAL tome.
Combat: Zakhurs breath weapon may be the basis for the
flaming death that fills the stories of so many dragon-tales.
Lifesbanes fiery breath can still be seen on occasion, lighting up
the deep passages between the mountains when the
dragon hunts. Zakhur can use his fiery breath once every six
rounds, immolating anything within a 50 long cone that
extends at its widest point to 30. It inflicts 20d6+20 hp damage
on anything in the cone, though victims may attempt to save for
he will not forgo his personal mission just to acquire more.
Ecology: More lively than most dragons, Zakhur seldom
sleeps for more than a dozen years at a time, and then only
lightly. He sees his entire purpose in life as protecting the Five
Peaks (the mountains, not the realm) and subjugating or
destroying intruders. Zakhur may be approached by stout
heroes seeking wisdom though he must be contacted care-
fully. Actually seeking out his lair could be disastrous. Like most
dragons, Zakhur loves treasure (and has accumulated quite a
bit to add to his mothers legendary hoard over the years), but
half damage. Nonmagical and magical objects alike must save
vs. magical fire or be burned, melted, or disintegrated.
When hunting, Zakhur uses his gaze attack to freeze oppo-
nents (save vs. paralyzation at -4 or be paralyzed with terror
for 1d3 turns), then he kills and consumes them at his leisure.
lust like other great wyrms, however, Zakhur can spend an
entire round exerting his will against a victim caught in his
gaze and use the powers of geas, suggestion, or feeblemind on
his foe with no saving throw allowed.
If Zakhur engages in combat, all enemies within 50 must
save vs. a fear spell (as described in the MONSTROUS MANUAL tome,
with a -4 to the roll). Zakhur has learned to mask this ability,
however, on those rare occasions that he does not want to kill
his opponents though even the bravest hero may feel his
knees knock at the sight of the great wyrm.
Because of his great scales and the energies imbued upon
him by his mother, Zakhur Lifesbane can ignore a portion of
the damage he suffers. Any damage die that rolls a natural 1
against him is ignored, regardless of modifiers or spell effects.
Zakhur shares another great ability with his Cerilian cousins.
He can cast wizard spells at the 16th level of ability (or 18th
when he actually holds the Heart of the Mountain and uses his
mothers energies). Zakhur, however, uses this power only on
rare occasions his mother has taught him to be discrete with
his magical energies, lest he anger the gods that have blessed
her with peace. Victims of Zakhurs magic suffer -2 modifiers to
their saving throws (or -4 if he holds the Heart). Zakhur knows
many spells unknown to human or other spellcasters of Cerilia.
34 }UNL 1996
36 }UNL 1996
know him, is clearly
more intelligent
than most
white drag-
ons. He uses
traps and
spells to
to render it
into English (repair-
ing its execrable gram-
mar along the way), append
some AD&D game-specific infor-
mation, and remove certain statements
"O!d
WhItc Dcath
by Ed Greenwood
illustrated by Storn Cook
hrough the efforts of the intrepid
explorer Volothamp Geddarm
(more widely known across
Faern, perhaps, as that serpent-spitting
rogue Volo!), an incomplete but
nonetheless useful survey of currently
active dragon rulers in the Sword Coast
North region has been compiled, printed,
and energetically sold in chapbook form
on the streets of Waterdeep, Never-
winter, and Silverymoon. One copy fell
into the hands of Elminster of
Shadowdale, and after many a snort and
head-shaking over it, he was persuaded
(to give the wyrmkin a fighting chance,
the Old Mage was overheard to say) so
as to arrive at the words youll read here-
after.
Adventurers take note: Volos work
didnt list all active dragons of the North,
only those whove risen to hold a terri-
tory known and respected by other drag-
ons. Dracoliches and dead wyrms, how-
ever famous, were omitted. Otherwise,
Volo wouldve been old indeed before
his wagon-sized chapbook saw print
and any issue of DRAGON Magazine
reprinting a respectable portion of it
would fill a man-length bookshelf all by
itself!
Alphabetically, the first great dragon
of the present-day North is Arauthator,
the icy claws that wait at the cold end
of the world.
1
This old white dragon is famous for
his great size and savagery. For almost a
century he has defended his dominion
against many ambitious dragons,
slaughtering over a score of his own off-
spring in the process. Old White Death,
as the miners and foresters of the North
hamper
foes in battle and to strike intruding
dragons from a superior position, rather
than employing the more prevalent
rush-headlong-into-revenge-whatever-
the-cost behavior of his kind.
Arauthator is larger than most white
dragons but adept at silent gliding and
stealthy movement. He has been known
to cause rockfalls and even to tear up
and drop boulders not just on the
heads of intruding orcs or humans, but
also to create barriers to seal up roth
and other large alpine beasts inside
mountain valleys, so that he can dine
upon them at leisure.
Old White Death is known to patrol
his domain tirelessly, keeping careful
watch over even the most minor
changes. He adjusts his own habits to
avoid both the traps of foes and the
careless overfeeding that might lead to
the disappearance of a species on which
he likes to dine. In the process, he has
smashed at least one community of frost
giants (Bulindiful, a cavern-catacomb
fortress set in the heart of Mount
Halaragh, just west of the mines of
Mirabar in the Spine of the World moun-
tain range), and torn apart a mountain
peak (Sardins Sword, once a lookout
over the upper Surbrin) to destroy the
bugbear hold inside it.
1. As he was described by the sage Myrindas of Port Kir, in Dragons Ye Should Know (1354 DR).
DRACN
#
23O
37
Arauthator is far more cunning and
patient than most white dragons. The
spark of revenge still kindles the fire that
warms his heart to carry him on through
the centuries, wrote the sage Amorthas
of Ruathym,
2
but he lets it smolder
under dampers of patience and cold cal-
culation, where other whitewings [white
dragons] would leap to the attack. No
one knows why Arauthator is this way,
but its clear that the old dragon uses
this patience to anticipate and prepare
for attacks from rival dragons, rising orc
hordes, and the remorhaz who roam the
Endless Ice Sea. He also bides his time to
develop new personal-warning spells
that alert him of approaching dragons
and magic items.
Arauthator is a skilled mimic and can
speak the common tongue well enough
to pose as a lost miner or injured
prospector. He has long practice in con-
cealing himself under snow by flapping
his wings as he burrows into drifts so as
to lift the snow, which then falls over
him again in a pristine blanket.
Arauthator often dozes when sleeping in
snow, but he never sleeps through the
approach of danger (he can smell most
beasts, including humans, for a mile or
more downwind) He has mastered the
patience needed to remain still for days
on end, perched on a mountainside or
lying in the snow of a bowl-shaped
mountain valley. Prey and foes often
dont notice him until far too late.
Old White Death holds his own sur-
vival as his highest goal, but he is far
less lazy than most dragons in pursuing
it. He regards the maintenance of his
dominion as crucial to his own strength,
though he has chosen not to strike at
the creatures of lcewind Dale. This absti-
nence may be born of habit; the region
was formerly part of the territory of the
dragon known to humans as Icingdeath,
and the two dragons came to an uneasy
truce, ignoring each other and leaving
each others territories alone, rather
than destroying each other in a battle
for rule over the Reghed Glacier. Instead,
Arauthator concentrates on carving
ever-deeper tunnels into the Endless Ice
Sea and the rock beneath, devouring all
subterranean creatures he finds (chiefly
gnomes) to unearth his own gem and
mineral treasure and protect his realm
against attack from below by extermi-
nating all possible attackers. These for-
ays seem to attract remorhaz from the
vast glacial areas that lie north of the
Spine of the World, and Arauthator
fights an ongoing battle against the ice-
worms, devouring all of the remorhaz
he defeats.
Northern giants and gnomes refer to
these delvings as the Dragonholes and
report that they consist of at least six
separate tunnel complexes spread over
a wide area north of the dragons lair.
Several observers have also mentioned
that the dragon takes pleasure in slay-
ing remorhaz, often hurling the mon-
sters around like rag dolls before killing
them, or folding his wings and wriggling
across the ice to meet and fight them
worm to worm.
Arauthators lair
Arauthator lairs in the Lonefang, a
prow-shaped mountain that rises out of
the Endless Ice Sea several hundred
miles due north of Mithril Hall. Intrepid
adventurers report that it can be seen
on the horizon by those who reach the
frigid, wind-clawed northern faces of the
Spine of the World mountains. Although
Arauthators home is thought to have a
subterranean back entrance through
glacial rifts many miles to the northwest
(near the row of rock pinnacles known
as the Worldwyrms Teeth), the moun-
tain itself has only one visible entrance:
a vast shaft that cuts into the descend-
ing northern slope from above and
plunges down to a cavern filled by a
frozen lake. Here Arauthator hurls most
of his spells at intruders seeking to reach
the network of caverns at the far end of
the lake, where he dwells.
The lair proper is known to include a
bonepit; a cavern crammed with chunks
of metallic ores; a cluttered central feed-
ing and working cave that is home to
some captured magical items; and an
ancient iron structure that Old White
Death uses as a prison for humans and
smaller creatures he intends to devour
later. This cage, a curious cylindrical
enclosure divided into several internal
chambers, is said by one escaped
prisoner to look very much like some of
the gnomish craft built to sail the skies
from crystal sphere to sphere. A rising,
trap-lined tunnel leads to a descending
series of ice-walled storage caverns, each
opening into the next in a frozen water-
fall of gems that Arauthator occasionally
rolls around in, purring in catlike bliss.
Lying on his accustomed bed of dia-
monds in the last, lowest cavern, the
dragon can look up through all of the
hoard-caverns. He customarily reaches
that bed by slithering down the river of
gems, chuckling in contentment. A verti-
cal shaft large enough to permit proper
flight allows the old dragon fast ascent
from the bottom of this cavern to a
ledge overhanging the trap-lined
approach tunnel. To leave, Arauthator
customarily takes wing from the ledge
and glides down the tunnel and out over
the frozen lake before beating his wings
in a mighty rush, to soar up the entrance
shaft. No servants are known to serve
Arauthator in his lair.
Arauthators domain
From the Lonefang, Arauthator holds
sway over a dominion that stretches from
the Cold Run in the west (although he
doesnt feed on the inhabitants of lcewind
Dale, he has several times slain dragons
who tried to raid or settle there) to Mount
Caumarath in the east (the huge peak at
the northern end of the Ice Mountains,
northwest of Citadel Adbar). The northern
boundary of this dragons domain is
unknown to men, but the southern extent
of Arauthators rule is marked by the
Spine of the World range as far east as the
Fell Pass, where the boundary swings
south and east in a great arc to take in all
the land north of Mithril Hall and the
Citadel of Many Arrows.
All creatures in this vast, rocky wilder-
land (the headwaters of the River
Surbrin) exist at Arauthators pleasure,
unless they keep to the Moonwood or
the Coldwood for the white dragon
never hunts prey in the trees. With the
rise of civilization centered at Silvery-
moon, the supremacy of Arauthators
rule over this more southerly area may
soon be tested.
The deeds of Arauthator
The favorite prey of Old White Death
is full-grown frost giants (rarely available
these days), closely followed by remor-
haz and northern deer. Roth and vari-
ous bear species are next on the menu,
and other dragons are also favored fare.
Arauthator is less fond of the flesh of
2. In Famous Legends
(published in 1344 DR).
and Lore of the North 3. Detailed in the accessory sourcebook
FOR1 Draconomicon, page 76.
4. Ibid, page 75.
38 }UNL 1996
orcs, bugbears, and other goblinkin, but
such creatures make up much of his sta-
ple diet; without the dragons presence,
the frequency and numbers of orc
hordes sweeping down through the
Sword Coast North would no doubt be
much greater.
Arauthator is known to use an icemelt
spell both in his glacial delvings and to
transform frozen lakes into temporary
watering holes. He is careful never to
feed or drink in a pattern that foes could
observe and exploit. The dragon usually
makes one long patrol of a part of his
domain every day, plus a shorter, similar
foray, and he usually feeds at least once
a day, upon sighting suitable prey dur-
ing the longer patrol. He may sleep atop
a rocky height if tiring when far afield
(once, boldly, atop Beruns Hill, in
the territory of the green dragon
Claugiyliamatar), but he prefers to sleep
on his bed of gems in the Lonefang. On
rare occasions he keeps to his lair for
three days or more, perfecting a new
spell. Arauthator employs a wide array
of detection and trap spells (most of the
latter being cold-based) and is reported
by several witnesses to wield spells
effective against other dragons (such as
wingbind
3
), and to enjoy freewheeling
aerial clawing and raking battles rather
than dodging among mountain peaks
and sniping with his spells.
Arauthator is famous for tearing
apart the venerable red dragon
Rathalylaug high above the rooftops of
Neverwinter in the Year of the Grimoire
(1324 DR), in a spectacular battle at sun-
set. The white dragon dove down to
smash apart a tower in triumph. He hap-
pened to choose the tower of the sor-
ceress Shareera, who was smashed
amid the toppling stones, even as the
blood of the dying Rathalylaug and
his last, vain firetrail spell
4
rained down
on the city.
Wizards also remember Arauthator
for freezing the mage Phaurothlin of the
Arcane Brotherhood
5
solid, then shatter-
ing the helpless sorcerer against a
mountainside. It seems that the haughty
mage made the mistake of challenging
the white dragon for ownership of a
spellbook unearthed from the ice-cov-
ered grave of a Netherese wizard during
mining north of Mirabar. Arauthator is
thought to have a dozen or more gri-
moires hidden in his lair and also to be
working away patiently at mastering all
the spells in them. He has obviously
transcended the traditional spell-han-
dling limitations of white dragons that
keep their verbal-only adaptations to
wizard spells of the first level but his
personal limits are as yet unknown.
Old White Death also impressed
watching wizards at the MageFair held
on the western verges of Var the Golden
several decades ago, by the ease with
which he shouldered the blue wyrm
Eltagrathuuloor into the side of Mount
Gundar (the source of the River Gundar).
The blow was powerful enough to cause
a rockfall that brought most of the top
of that peak down on his rival, burying
Eltagrathuuloor alive.
Arauthator regards the white dragon
Arveiaturace as an acceptable mate
when he feels inclined. He employs a
sending spell to call her to his lair for dal-
liance, giving her gems from his hoard
after each mating but firmly escorting
her out of his domain to rear any hatch-
lings that may result on her own. In the
past, he is known to have mated with
the gigantic white dragon Ghaulantatra,
the Old Mother Wyrm worshiped by
some orc tribes as a goddess. Arauthator
exhibited no remorse when the beholder
Thaluul destroyed Ghaulantatra and
claimed her lair (somewhere in the
mountains north of High Gap, between
the Delimbiyr and the Fallen Lands).
Arauthators love of a good fight has
made him respected and avoided by
other dragons. Only ambitious, overcon-
fident younglings seek to defeat him,
finding instead their own deaths.
Arauthator makes no alliances and
ignores the overtures of other dragons.
He lusts after treasure of his own finding
and magic of his own creation, and he
cant be lured out of his domain by
promises of gems or magic. The prospect
of a good fight with another dragon
always interests him, but hes too wise to
leave the lands he knows so well just to
do battle, since true foes always come to
him eventually. Hes too patient and cal-
culating to be governed by hatreds, and
he even seems to admire capable or wily
foes. Old White Death has saluted
adventuring bands he could easily have
slain, after witnessing a clever ruse or
bold stratagem on their part.
Arauthator seems especially busy
these days developing new magics and
seeking wizards tombs within his
domain to increase his personal magical
might. He also seems wary of intrusions
into his territory. Elminster is of the opin-
ion that the old dragon may have wit-
nessed the opening of a gate from
another plane and been horrified at the
realization of how easily unknown foes
with powerful magic can penetrate his
lair without warning.
Arauthators magic
Old White Death commands a
respectable roster of detection, entrap-
ment, and combat spells, many of them
variants of well-known wizard spells. He
has also demonstrably developed magi-
cal means of triggering captured wands
from afar, so that he can fire them at
intruders in his lair without touching
them directly. It must be stressed that
human knowledge of Arauthators
magic is dangerously incomplete.
Thanks to long and diligent observa-
tions by Felandaert the Farscrying of
Candlekeep, however, we now have
specifics of two of the dragons spells:
Icemelt
(Alteration)
Level: 2
Range: 90 yds.
Components: V
Duration: 2 rounds
Casting Time: 2 (1 for Arauthator)
Area of Effect: Special
Saving Throw: None
This spell causes solid ice to vaporize,
dissipating into the surrounding atmos-
phere without fog, water runoff, or heat.
A cylindrical area 20 across and 10
deep is affected for each round of the
spells existence (the path of vaporiza-
tion cant change direction from one
round to the other), and natural or mag-
ical ice is prevented from forming within
that area for 2d4 hours thereafter. The
magic ends whenever there is no more
ice to affect. Ice within an organic mass
(such as a frozen body) is unaffected by
this spell, even if the body is fully within
the spells area of effect. The caster
chooses the site of initial ice vaporiza-
tion (that is, where the cylinder of empti-
ness begins to form) by vision and act of
will; it must be visible during casting.
5. This band of evil wizards, based in Luskan, is described in Voles Guide to the North, pages 121-125.
DRACN
#
23O
39
Arauthator uses this magic primarily
to dig tunnels through glacial ice in his
search for treasure, but at least once
used it to flood orcs out of subterranean
tunnels by tapping a meltwater river
under a glacier. (The spell temporarily
prevented the exposed water from
freezing by its prohibition on the forma-
tion of ice.)
Frost Vortex
(Evocation)
Level: 4
Range: 60 yds.
Components: V
Duration: Special
Casting Time: 8 (1 for Arauthator)
Area of Effect: 20-radius sphere
Saving Throw:
This spell creates a tiny dustflake that
either races toward a target creature or
hangs motionless in a chosen spot, as
an indefinitely-waiting trap (depending
on the wording used during casting).
The moving dustflake requires a suc-
cessful attack roll (using the dragons
unmodified base THAC0) to hit its
intended target, but either form of the
spell is triggered whenever any living
creature larger than the casters eyeball
comes into contact with the dustflake.
When this occurs, the frost vortex
takes effect. The air in a sphere centered
on the dustmote whirls violently about
with a harsh hissing noise, then grows
very cold, coating all solid objects within
it with thick frost, forcing item saving
throws vs. cold. Living creatures within
the vortex suffer 6d6 hp damage and
must make a Strength check and a
Constitution check. If one check fails, the
creature is slowed to half movement
rate for 1d4 rounds; if both checks fail,
the creature falls (if on foot) or crashes (if
flying) due to the spells icy coating, suf-
fering an additional 1d4 hp damage (no
saving throw), forcing saving throws vs.
fall on all fragile items. Once activated, a
frost vortex is gone within a round, leav-
ing no moisture, ice, nor rushing of air
behind.
Arauthator uses this spell both in
combat and as a trap, leaving its waiting
motes in tempting alcoves and blind
passages in the walls of its lair.
Arauthators fate
Its likely Old White Death will die vio-
lently, but hes begun to seem ageless,
and certainly too wily to be slain easily
by any rival dragon. Its rumored hes
taken to hiring certain adventurers, via
sendings, to retrieve the hoards of drag-
ons he has slain, rather than leaving his
domain to seize them himself. This seem-
ingly prudent practice may offer a foe
the chance to introduce harmful (per-
haps explosive) magic into the treasure
taken to Arauthator and certainly
treacherous adventurers could use their
mission to get closer to Old White Death
than most humans could ever hope to
do, before launching an attack.
Ed Greenwood is the creator of the
FORGOTTEN REALMS campaign, as well as the
author of several bestselling fantasy novels.
Many fans may recognize him more readily
as Elminster the Sage.
40
}UNL 1996
The original Dragon Dweomers article
appeared in DRAGON Magazine issue #218.
Like those in the earlier work, the spells pre-
sented here fall in the category of dragon
magic. In short, dragon magic is the term
given to spells and magical effects devised by
dragons, for dragons; other creatures simply
cannot use dragon magic or, at best, suffer
strange and dangerous side effects when cast-
ing such spells. Readers interested in a thor-
ough examination of the subject should refer
to The Draconomicon (FOR1).
In addition to the new spells, an index of
draconic spells compiled from DRAGON
Magazine and other AD&D game accessories
has been included at the end of the article.
Dragon magical items
The creation of dragon magical items is a
facet of dragon magic that is generally over-
looked and, to put it mildly, usually misunder-
stood. We all know about the magical items
that are intended to be used against dragons
(e.g., swords of dragon slaying, potions of dragon
control, scrolls of protection against dragon
breath weapons, etc.). We also know that cer-
tain dragon parts can be used to create magi-
cal items (such as dragon hide for magical
armor and shields). But throughout the AD&D
game, few magical items are assumed to have
been created by dragons, and fewer still that
only dragons can use. The Draconomicon pro-
vides a handful of such items, but considering
WIzardry fnr
wyrms
by Robert S. Mullin
illustrated by Bob Klasnich
items around. This section attempts fill that
void, at least in part.
Note: The XP values for these magical
items were included for the sake of complete-
ness. They are particularly useful in a Council
of Wyrms campaign, however, as dragon char-
acters in that setting must accumulate experi-
ence points in order to advance in level. In
other settings, the XP values can be ignored.
Amulet of Supremacy
Only a handful of these potent devices are
believed to exist, for the ability to create
them is limited to the most powerful dragons,
both in age and magical ability. Any dragon
is capable of using these devices, however.
An amulet of supremacy is nothing short of
a masterpiece, for it is constructed of the
purest metals, the finest jewels and gem-
stones, and the artistry of a master crafts-
man. In fact, the jewelry value alone for such
a device approaches 100,000 gp. To dragons,
an amulet of supremacy is priceless.
When worn, an amulet of supremacy
causes a dragons breath weapon, spells, and
natural spell-like powers to operate at their
maximum potential (i.e., maximum damage,
duration, area of effect, etc.). Saving throws
against these effects still apply, however.
An amulet of supremacy is strictly a dra-
conic device; if worn by any other species,
death is immediate, usually taking the form
of instantaneous immolation or disintegra-
that dragons are prolific spell-users, it seems odd
that there arent more draconic magical
ion, with no saving throw allowed.
XP Value: 10,000
42 }UNL 1996
Dragon Fangs
This device is a hinged mouthpiece to
which are attached several metal fang
caps. By placing the device in its mouth
and sliding its fangs into the hollow
caps, the dragon can use the magic of
the dragon fangs.
Dragon fangs come in two varieties.
The weaker variety bears a permanent
sharptooth dweomer, the other a perma-
nent razorfangs enchantment. Both ver-
sions duplicate the effects of the spells
they carry (see DRAGON Magazine #218
for details of both spells), but as long as
the dragon wears them, the dragon fangs
continue to function; they are not
restricted by casting time, duration, and
so forth.
Dragon fangs are difficult to manufac-
ture, as they can be used only by the
dragon for whom they were created.
They adjust in size in order to fit the
dragons teeth as it grows older, but
unless the dragon has an identical twin,
clone, simulacrum, or the like, no other
dragon can use the set of dragon fangs.
XP Value: 500 (sharptooth variety)
XP Value: 1,000 (razorfangs variety)
Focus Object
One of the more serious dilemmas a
dragon must face when defending its
lair from invaders is how to go about
dispatching such opponents without
destroying its hoard. Many dragons rely
on the hoardguard spell (see DRAGON
Magazine #218) to solve the problem,
but most dont have access to that spell
Therefore, such dragons must resort to
other methods, like a focus object.
Focus objects take many forms but
most often appear as a piece of jewelry
that the dragon can wear, as the dragon
must be in contact with the device in
order to use its powers.
A focus object allows the dragon to
reduce the effective area of its breath
weapon so that only a single target suf-
fers damage from a direct attack. Thus,
cloud- or cone-shaped breath weapons
become narrow shafts. Breath weapons
that already take such a form (e.g., acid,
lightning, etc.) cannot be reduced by the
device. Despite its altered dimensions,
the breath weapons damage is not
diminished, and saving throws against it
are not modified for the reduced area.
Obviously, focus objects have limited
use among dragons, as such devices are
restricted to dragons whose breath
weapons have a large area of effect.
There are rumors, however, that similar
devices have been constructed for use
by other creatures who possess breath
weapons, such as gorgons, certain
golems, etc.
XP Value: 1,000
Hoardstone
A dragons status among its peers is
determined by several factors. The
dragons personal might is the most
obvious one, but its species, age, experi-
ence, and intellect are important as well.
Perhaps the least considered element,
however, is the value of a dragons
hoard. Often, the value of a dragons
hoard is just as important to its status as
any of the other factors. A hoardstone
facilitates a dragons status in this
regard by temporarily increasing the
quality and value of items in close prox-
imity to it (i.e., the dragons hoard).
A hoardstone always takes the form of
a flawless gemstone of any type, but it
must have a value of at least 5,000 gp. It
functions in a manner quite similar to a
jewel of flawlessness, but where the jewel
affects only gemstones, a hoardstone
affects all items within its area of effect (a
50-radius sphere around the hoardstone),
including seemingly worthless items.
All objects within the area increase in
value by 25%. In the case of monetary
treasure, this is an immediate and obvi-
ous increase. For example, flaws in jew-
els and gemstones disappear or dimin-
ish, precious metals become purer, works
of art become more intricate or vibrant,
and so forth. Magical items, however, do
not grow in power, but the materials
from which they are made increase in
quality and value. For example, a carved
and gem-studded staff becomes more
valuable monetarily (i.e., the gems rise in
value, the wood is of greater quality, the
carvings more intricate, etc.), but it does
not gain additional charges nor do its
effects become more powerful. Items
that have no monetary value (e.g., a nor-
mal stone or piece of wood) do not sud-
denly become so endowed. Instead, the
hoardstones influence causes the quality
and value of such objects to increase in
comparison to similar items. For exam-
ple, a worthless chunk of wood remains
a worthless chunk of wood, but the
hoardstones influence makes it more
durable by tightening its grain, strength-
ening and hardening the wood, and so
DRACN
#
23O 43
on. The piece of wood might be valuable
if sculpted thereafter, but until then, it
remains an ordinary piece of wood.
Items that are separated from the
influence of the hoardstone retain their
increased value for a period of time
equal to that they spent in the presence
of the hoardstone. For example, a gem-
stone that spent a year under the influ-
ence of a hoardstone retains its value
increase for one year after being sepa-
rated from that influence. Once that
year has passed, the gemstone returns
to its normal value.
Although a hoardstone radiates
magic, the items it influences do not,
unless such items are normally magical,
of course. (If the dragons entire hoard
radiated a dweomer, any visiting drag-
ons the hoardstones owner was
attempting to impress would likely real-
ize that the hoards value was magically
enhanced, which would, no doubt,
cause the dragon actually to lose status.)
Furthermore, multiple hoardstones
placed in the same hoard do not cause
the hoards value to increase any more
than if only a single hoardstone were
present.
Hoardstones, or any facsimile thereof,
can be created only by dragons. The
reason for this has something to do with
the unique relationship between a
dragon and its hoard. Dragons, more
than any other species, are driven by an
irresistible need to accumulate treasure,
an inherited urge they cannot escape.
Thus, only they truly understand the
spirit of valuable objects, an under-
standing that is necessary to manufac-
ture a hoardstone. Other creatures may
utilize a captured hoardstone, however.
(Dwarves, in particular, love them.)
XP Value: 5,000
Wing Armor
When dragons fight, they usually
fight for keeps. Against weaker foes,
they are merciless, rarely allowing their
enemies to escape. When faced with
superior opposition, however, they are
not quite so fearless, but if pushed into a
corner, they pull out all the stops in
order to ensure their continued exis-
tence. These things are particularly true
when dragons fight one another, for
when two dragons engage in battle, the
wounds they inflict upon each other can
be terrible. (After all, who recognizes a
dragons weaknesses more quickly than
another dragon?) And what is a
dragons greatest physical weakness?
The answer is simple: its wings.
When compared to the rest of its
body, a dragons wings are especially sus-
ceptible to grievous, even crippling dam-
age. The relatively thin flesh of a dragons
wings is easily ripped by the teeth and
claws of another dragon. Such can
reduce its effectiveness in flight, force it to
land, or worse yet cause the dragon
to plummet uncontrollably to the earth.
Because of this potential danger,
more and more dragons are making use
of wing armor, a pair of sleeves com-
posed of an extremely fine, fibrous,
metallic fabric (elven chain mail has
nothing on this stuff) that is slipped over
the wings for added protection. Wing
armor is virtually weightless and magi-
cally adjusts to fit the dragons wings,
but it does not hinder the dragons
movements or flying ability in any way.
In fact, the sleeves are so formfitting
that straps and harnesses are unneces-
sary to hold them in place.
Wing armor does not provide any
bonuses to the dragons AC, but it does
render the dragons wings immune to
puncturing and shredding by piercing
and slashing weapons, as well by claws
and teeth. Note, however, that a wing
can still be injured from the concussive
force of such attacks; wing armor simply
prevents the actual piercing or tearing of
a dragons wings.
The origin of wing armor is uncertain,
but dragons have the credit for devising
it, as they are one of the few winged
creatures who possess the necessary
magical abilities.
XP Value: 1,000
Dragon Spells
Hoard Servant
(Conjuration/Summoning)
Level: 1
Range: 10 yds.
Components: V
Duration: 1 hour per level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
This spell is the draconic version of
the standard unseen servant spell. Since
the needs of a dragon are far greater
than those of lesser races (according to
dragons), a common unseen servant just
doesnt possess the physical strength to
fulfill its required tasks.
Unlike an unseen servant, a hoard ser-
vants sole purpose is to tend the hoard
of the casting dragon. In fact, the spell is
cast on the hoard itself, binding the
hoard servant to it for the duration of the
spell; it may never move more than 10
yards away from the hoard without
negating the spell. (Note that a dragons
hoard must be in a single location for the
purposes of this spell, not secreted in a
number of separate lairs.) Once the spell
is cast, the hoard servant polishes jewels
and gems, separates and stacks coins,
organizes chests and boxes, etc. It is
stronger than a standard unseen ser-
vant, able to carry 50 Ibs. or push or pull
100 Ibs. over smooth surfaces. It can also
withstand more damage than an unseen
servant, possessing 15 hit points instead
of the usual 6. A hoard servant is identical
to an unseen servant with regards to its
limitations and means of destruction.
This spell is particularly favored by
metallic and gem dragons, both of
whom seem more interested in the
appearance of their hoards than do
other dragons.
Scale Shift
(Alteration)
Level: 1
Range: 0
Components: V
Duration: 1 turn per level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
With this spell, a dragon can change
the color of its scales to that of another
type of dragon. Note, however, that the
color change must be within the drag-
ons related group (i.e., chromatic drag-
ons can change their color only to that of
other chromatic dragons). Thus, a red
dragon can change the color of its scales
to green, blue, and so forth, but not to
gold, silver, emerald, sapphire, etc.
This spell changes only the dragons
color, not its physical form. Therefore, if
a white dragon changes the color of its
scales to black, it retains the form of a
white dragon. The color change is usu-
ally enough to fool most observers,
however, for there are few beings who
can recognize a dragon by its anatomy..
Notable exceptions to this rule are other
dragons and those with the dragon lore
proficiency (described on page 20, in
this issues Dragonslayers article).
While the spell lasts, the dragon may
change colors as it desires, but doing so
in view of others may ruin the deception,
and returning to the dragons actual
color ends the spell immediately. A suc-
cessful dispel magic ends the spell prema-
turely as well.
Since the majority of dragons empha-
size the superiority of their own particu-
44 }UNL 1996
lar subspecies, this spell is not as popu-
lar among dragonkind as one might
think. Often, the spell is used by dragons
who must rely on guile to assure their
continued survival. Weak or crippled
dragons are the usual practitioners, as
deception is a matter of survival and,
therefore, a necessity. Older dragons of
this sort often use the spell in conjunc-
tion with the alter breath weapon spell to
make the ruse even more convincing.
Dragonbane
(Divination)
Level: 2
Range: 10 yds. per level
Components: V
Duration: 1 turn +1 round per level
Casting Time: 2
Area of Effect: 10-yd. wide path
Saving Throw: None
This highly specialized spell com-
bines detect magic and identify spells in
such a way that the dragon caster can
determine whether any object within
the spells area of effect carries a
dweomer specifically related to dragons
and dragon magic. Thus, any magical
item capable of discharging dragon
magic spells (or that were created with
dragon magic), weapons of dragon
slaying, potions of dragon control, even an
Orb of Dragonkind, are noted by the
dragon. Likewise, dragonbane detects
active spells (including dragon magic
spells) that produce such effects.
The dragon does not learn the exact
properties or power of any enchantment
so noted. For example, a simple sword
+1, +2 vs. dragons appears no more or
less dangerous to the dragon than an
intelligent sword +5, dragon slayer with
the special purpose power enabling it to
slay dragons with a single stroke. The
only thing the caster knows is that both
weapons are more powerful against
dragons than against other creatures.
In any case, this spell is not a replace-
ment for detect magic or identify. Its pri-
mary function, and the reason for which
it was created, is to use during battle, as
it allows the dragon to determine
whether its foes are using magical items
and spells that are especially dangerous
to dragonkind. This way, the dragon
knows whom to concentrate its attacks
against or whom to avoid if things get
sticky.
It is rumored that the spell-using races
among giantkind have developed a spell
similar to dragonbane. If this is the case,
other races may have done so as well.
The spell-using undead seem likely can-
didates to have done the same, as many
spells and magical devices have been
created to use against undead creatures.
Scalespray
(Alteration)
Level: 3
Range: 0
Components: V
Duration: Instantaneous
Casting Time: 3
Area of Effect: 50-yard radius
Saving Throw:
Sleeping on a cold stone floor or
rolling around on a pile of treasure is
rough on the hide. The frequent pokes
and prods from weapons, stalagmites,
and the remains of yesterdays armored
lunch often cause a dragons layered
scales to become loose and fall off in
places. And that says nothing for the
coins, gems, and the occasional halfling
thief mashed up in there! Scalespray
takes advantage of this condition by
DRACN
#
23O 45
hurling the loosened scales, gems, coins,
bones, and so forth, away from the
dragons body as missile weapons.
When the spell is cast, all creatures in
the area of effect are showered with
these projectiles, suffering 1d6 hp dam-
age per age category of the dragon. A
saving throw vs. breath weapon reduces
the damage by half.
This spell does not see as much use
as might be expected, since many drag-
ons like the idea of having bits of trea-
sure stuck to their hides it makes them
look more impressive. Thus, the spells
usefulness is often outweighed by the
dragons own vanity.
Clutch Ward
(Alteration)
Level: 4
Range: Touch
Components: V
Duration: Special
Casting Time: Special
Area of Effect: Special
Saving Throw: None
This simple yet highly useful spell uti-
lizes teleportation magic to protect the
unhatched eggs of the dragon. During
casting, the dragon handles each egg in
the clutch, the entire process requiring 1
round of casti ng ti me per egg.
Thereafter, the spell lies dormant until
activated.
Upon completion of the spell, no
creature other than the casting dragon
may so much as touch a single egg with-
in the clutch without triggering its magic.
When the spell is activated, all of the
eggs immediately teleport without error
(as the spell) to another location known
to the dragon, which is determined dur-
ing the spells casting. If each egg is sub-
jected to a separate casting of the spell,
however, an individual egg can have its
own destination point (though this is
rarely done).
In addition, the casting dragon is
immediately aware that the spell has
been triggered, regardless of distance
between the dragon and the eggs
(including planar boundaries). If the
dragon was asleep at the time, it is
instantly awakened and alert.
The duration of the spell is indefinite,
lying dormant until activated. Once acti-
vated, the spell must be cast anew if the
eggs are to remain protected. Otherwise,
nothing short of a limited wish can
negate the spell. If an egg hatches prior
to the spells activation, the newborn
dragon does not trigger the magic,
though the hatchling itself is no longer
protected by the clutch ward and is left
behind if the spell is later activated.
It is uncertain whether nondragon
versions of this spell exist, but it seems
likely that other egg-laying, spell-casting
races would have such a variant.
Alter Breath Weapon
(Alteration)
Level: 6
Range: 0
Components: V
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
With this spell, a dragon causes its
breath weapon to take on the appear-
ance and properties of the breath of
another type of dragon. For dragons
who possess multiple breath weapon
forms, only one is changed by the spell.
In any case, the spell causes an actual
change, not an illusion. Furthermore, the
amount of damage caused by the
altered breath weapon is the same as
that of the dragons true breath weapon;
only the type, not the power, of breath
weapon is changed.
For example, a red dragon can use
this spell to change its fiery breath
weapon into a cloud of chlorine gas (as
used by green dragons), but with a dam-
age potential equal to its usual flame
breath weapon. By using this spell, the
dragon is able to harm creatures that
are normally immune or resistant to its
fiery breath (e.g., another red dragon).
Of course, a creature immune to chlo-
rine gas or to dragon breath weapons in
general is still unharmed by the attack.
Alter breath weapon can be ended pre-
maturely with a successful dispel magic
or similar effect, or by silent will of the
dragon. However, the spell does not per-
mit the dragon to shift through multiple
types of breath weapons; once a partic-
ular type of breath weapon is chosen, it
cannot be changed, save to revert back
to the dragons true breath weapon,
ending the spell. Likewise, multiple alter
breath weapon spells cannot be in effect
at the same time. If a second alter breath
weapon is attempted before the first
expires, both spells are immediately
negated.
Except that this spell is purely dra-
conic, its origins are unknown, even
among dragons. It does see widespread
use, however, suggesting that it is quite
old, perhaps even one of the first dra-
conic enchantments of its level. In addi-
tion, there have been scattered reports
of touch versions of this spell that
allow the dragon caster to alter the
breath weapons of non-draconic crea-
tures (like gorgons), as well as those of
other dragons.
Death Matrix
(Evocation, Necromancy)
Level: 8
Range: 0
Components: V
Duration: Permanent
Casting Time: 1 turn
Area Of Effect: Special
Saving Throw:
All dragons know that, eventually,
they will die. Many dragons, however,
believe that death will come in battle.
Because of this, death matrix was devel-
oped to serve as the ultimate contin-
gency against would-be dragon slayers.
When this spell is cast, an extremely
powerful and complex pattern of magi-
cal energy is woven into the dragons
lifeforce, and it cannot be negated (or
even detected) by any means short of a
full wish. Thereafter, the magic lies dor-
mant until activated, but it grows in
strength as the dragon ages, due to its
connection with the dragons lifeforce.
Upon the dragons demise, the death
matrix is triggered, causing the dragons
corpse to blow apart in an enormous
explosion that showers a 50-yard radius
sphere with gem-encrusted scales, mus-
cle and sinew, bones, claws, fangs,
innards, and blood and the raw, unre-
strained might of the dragons breath
weapon. All creatures within the radius
must immediately save vs. breath
weapon. If the save is successful, the
damage caused by the explosion is
reduced by half. Otherwise, the explo-
sion inflicts an amount of damage equal
to the breath weapon of the dragon.
Worse still, any damage die result of a 1
or 2 is regarded as a 3; thus, the trig-
gered death matrix of a great red wyrm
inflicts an astounding 84-252 hp dam-
age (24d10+12, counting all rolls of 1 or
2 as 3).
Note, however, that since the explo-
sion includes the hurled body parts of
the dragon and basic concussive force in
addition to the dragons breath weapon,
immunity to that breath weapon does
not necessarily provide immunity to
damage. Roughly 1/3 of the total damage
is caused by the breath weapon energy,
so immunities to that breath weapon
apply only to to 2/3 of the damage.
Finally, objects exposed to the blast
must save vs. disintegration or be
46 }UNL 1996
destroyed. Any creatures or objects
killed or destroyed by the explosion are
completely obliterated.
As noted, only a full wish can remove
a death matrix. Beyond that, there is only
one method to avoid triggering a death
matrix, and that is the instantaneous
annihilation of the dragon. If even so
much as a scale remains of the dragon,
the death matrix is triggered upon its
death. (The damage inflicted is consid-
erably lessened if only a fraction of the
dragons body remains. DMs must use
their own judgment in modifying the
damage in such cases). Therefore, a
spell like disintegrate or a magical item
such as a sphere of annihilation is neces-
sary to obliterate the dragon instantly
and completely. Without the dragons
corpse (or a fraction thereof), the death
matrix cannot cause an explosion and
simply dissipates in a wave of magical
energy noticeable by creatures in the
radius as a tingling sensation. It is other-
wise harmless and cannot be absorbed
or harnessed in any way.
Obviously, the level of this spell puts
it out of reach for use by most dragons,
regardless of age or species. Therefore,
some dragons must rely on scrolls bear-
ing the spell in order to set up a death
matrix. Fortunately for the dragons, they
rarely need a second application of the
spell, for the use of a wish to remove it is
even more unlikely than slaying the
dragon in the first place. Nevertheless,
as their numbers diminish, more and
more dragons are using this spell as a
deterrent.
Dragon magic
spell compilation
As noted above, several draconic
spells have appeared in previous issues
of DRAGON Magazine, as well as in various
AD&D accessories. The following listing
is a compilation of those spells, cross-
indexed with the references in which
they can be found, arranged according
to spell level. This listing is almost cer-
tainly incomplete, so readers may have
to do some research if they wish to
expand on what is presented here.
Readers must remember, however, that
these are dragon magic spells, not stan-
dard wizard spells, so they may be
employed only by draconic spellcasters.
But on the other hand, one must be cer-
tain not confuse a standard wizard spell
with a dragon magic spell. Just because
a spell may involve dragons does not
necessarily make it a dragon magic
spell.
Spell Name (Level)
Calm (1)
Hoard servant (1)
Pretty oops! (1)
Scale shift (1)
Shadow scry (1)
Sharptooth (1)
Aerial acceleration (2)
Aura of terror (2)
Dragonbane (2)
Hand (2)
Slither hiss! (2)
Blast jewel* (3)
Dragon fall (3)
Find humanoid familiar (3)
Pretty boom!* (3)
Pseudodragon (3)
Scalespray (3)
Venomdust (3)
Clutch ward (4)
Firetrail (4)
Focus fear (4)
Hoardguard (4)
Wingbind (4)
Breathblock (5)
Razorfangs (5)
Alter breath weapon (6)
Shadow dragon** (6)
Contact archetype (7)
Location
FOR1
DM 230
DM 146
DM 230
DM 218
DM 218
DM 218
DM 218
DM 230
FOR1
DM 146
DM 218
DLA2
FOR1
DM 146
DM 218
DM 230
FOR1
DM 230
FOR1
DM 218
DM 218
FOR1
FOR1
DM 218
DM 230
DM 218
FOR1
Cold curtain (8)
Death matrix (8)
FOR1
DM 230
DLA2
DM (#)
FOR1
Dragon Knight module
DRAGON Magazine (issue)
The Draconomicon
* Readers will note distinct similarities
between both spells that bear this mark,
though any such likenesses are purely
coincidental. Further, the description of
blast jewel clearly states that there surely
are variations of the spell, so one of the
spells can be regarded simply as a dif-
ferent version of the other. In any case,
both spells were included for the sake of
completeness.
** This spell was mistakenly listed as
a fifth-level spell in the original Dragon
Dweomers article. It should have been
listed as a sixth-level spell.
When Robert wrote the original Dragon
Dweomers article for DRAGON Magazine
#218, he knew there was more to tell. While
he has no current plans for a third install-
Death door (7) FOR1 ment, reader response could prompt one.
DRACN
#
23O
47
Convention Calendar
Policies
This column is a service to our read-
ers worldwide. Anyone may place a
free listing for a game convention
here, but the following guidelines
must be observed.
In order to ensure that all conven-
tion listings contain accurate and
ti mel y i nformati on, al l materi al
should be either typed double-spaced
or printed legibly on standard manu-
script paper. The contents of each list-
ing must be short and succinct.
The information given in the listing
must include the following, in this
order:
1. Convention title and dates held
2. Site and location
3. Guests of honor (if applicable)
4. Special events offered
5. Registration fees or attendance
requirements, and,
6. Address(es) where additional infor-
mation and confirmation can be
obtained.
Convention flyers, newsletters,
and other mass-mailed announce-
ments will not be considered for use
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WARNING: We are not respon-
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If a convention listing must be
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ventions should be directed to TSR
Limited, (0223) 212517 (U.K.).
June Conventions
Card-Con
June 1-2 IL
Pr ai r i e Capi t al Convent i on
Cent er , Spr i ngf i el d. Event s:
r ol e- pl ayi ng, card, board,
and miniatures games. Other
activities: Tournaments, deal-
ers, and artist guests. Regis-
tration: $20. Lamont E. Gary,
209 Spr i ngcr eek Dr . ,
Springfield IL, 62702.
Blue Water Con
June 8 MI
Charles Schoor VFW, Port
Huron. Events: role-playing,
card, board, and miniatures
games. Heidi King, 1522 10th
Ave. #5, Port Huron, Ml
48060.
Magnum Opus Con/War
June 13-16 GA
Radisson Hotel, Atlanta.
Special guests: Vernon Wells,
Charlie Dierkop, and Robert
Zubrin. Events: role-playing,
card, board, and miniatures
games. Other activities: tour-
naments and computer
games. MOC-11, P.O. Box
6585, Athens, GA 30604, or
e-mail: [email protected].
Con Games
June 15-16 FL
Camberl y Inn Hotel ,
Tampa. Events: role-playing,
Australian convention
Canadian convention
European convention
* indicates a product produced by a com-
pany other than TSR. Inc. Most product
names are trademarks owned by the com-
panies publishing those products. The use
of the name of any product without men-
tion of its trademark status should not be
construed as a challenge to such status
card, board, and miniatures
games. Other activities: deal-
ers, a charity raffle, and tour-
naments. Registration: varies.
Necronomicon Inc., P.O. Box
2076, Riverview, FL 33569.
D-Day
June 20-23 CA
Game Towne, Carlsbad.
Annual San Diego County
board game championships,
miniatures gaming, and a
painting contest. Write to:
D-Day, Game Towne, 2933
Roosevelt, Carlsbad, CA
92008.
Dragon Con 1996
June 20-23 GA
Atlanta Hilton and Towers,
Westin Peachtree Plaza Hotel,
and the Atlanta Civic Center
in Atlanta. Guests: Kevin J.
Anderson, William Gibson,
James OBarr, R.A. Salvatore,
Larry Elmore, and Bruce
Sterling. Events: role-playing,
card, board, and miniatures
games. Other activities: deal-
ers, films, anime, tournaments,
and workshops. Registration:
$50 preregistered. Dragon
Con, P.O. Box 47696, Atlanta,
GA 30362, or e-mail: drag-
[email protected], or
check out the web site:
ht t p: / / www. dscga. com\
~dragoncon.
ManaFest
June 21-23 CA
Cathedral Hill Hotel, San
Francisco. Events: over 25 dif-
ferent Magic: the Gathering*
and other trading card tour-
naments. Registration: $20
preregistered, $30 thereafter.
ManaFest, Khalsa Brain
Games, P.O. Box 170436, San
Francisco, CA 94117, or visit
the web site: http://www.ibar.
com/manafest.
Mobi-Con
June 21-23 AL
Howard Johnson, Mobile.
Events: role-playing, card,
board, and miniatures games.
Greg Musslewhite, 7631
Penny Lane, Irvington, AL
36544.
ATCon II
June 27-30 TX
Ramada Inn, Austi n.
Events: role-playing, card,
board, and miniatures games.
Other activities: RPGA tour-
naments, an auction, and a
costume contest. Registration:
$25 on site. G.O.A.T., P.O. Box
3116, Austin, TX, 78764.
Clathricon
June 28-30 IN
Hol i day I nn Ai rport ,
Evansville. Events: role-play-
ing, card, board, and minia-
tures games. Toni Cobb, 2600
Important:
DRAGON Magazine does not publish phone numbers for conventions. Be cer-
tain that any address you send us is complete and correct.
To ensure that your convention listing makes it into our files, enclose a self-
addressed stamped postcard with your first convention notice; we will return the
card to show that it was received. You also might send a second notice one week
after mailing the first. Mail your listing as early as possible, and always keep us
informed of any changes. Please do not send convention notices by fax, as this
method has not proven reliable.
5O }UNL 1996
Hillcrest Terrace, Evansville, In
47712.
Michicon 96
June 28-30 MI
Van Dyke Park Hotel and
Conference Center, Warren.
Events: role-playing, card,
board, and miniatures games.
Other activities: dealers and
an auction. Registration: $18
preregistered, $20 on site.
Metro Detroit Gamers, P.O.
Box 656, Wyandotte, Ml
48192 or e-mail: dolphin2@
oeonline.com.
PolyCon XIV
June 28-30 CA
California Polytechnic, San
Luis Obispo. Events: role-play-
ing, card, board, and minia-
tures games. Other activities:
tournaments Registration:
$25 on-site. PolyCon Com-
mittee, University Union Box
168, Cal Poly State University,
San Luis Obispo, CA 93407,
or e-mail: polycon@polycon.
punk.net.
July Conventions
Origins
July 4-7 OH
Greater Columbus Conven-
tion Center, Columbus. Special
guests: Phil Foglio, Doug
Niles, Jeff Grubb, and Kate
Novak. Events: role-playing,
card, board, and miniatures
games. Other activities: tour-
naments, the Magic: the
Gathering national champi-
onship, and an auction.
Registration: $34.95 preregis-
tered. Andon Unlimited, P.O.
Box 1740, Renton, WA
98057-1740, or e-mail:
[email protected].
Camefest
July 6 IL
Holy Innocents Church,
Chicago. Events: role-playing,
card, board, and miniatures
games. Other activities: tour-
naments. Registration: $5.
John Kavain, 857 North
Hermitage, Chicago, IL 60622
Dexcon 5
July 10-14 NJ
Atrium Park, Somerset.
Guests: Scott Douglas, Robert
Wiese, Dori Hein, and Bill
Olmesdahl. Events: role-play-
ing, card, board, and minia-
tures games. Other activities:
tournaments. Registration:
varies. Vinny Salzillo, Double
Exposure, Inc., P.O. Box
3594, Grand Central Station,
New York, NY 10163.
Hexacon
July 12-14 AZ
Arizona State University
Memorial Union, Tempe.
Events: role-playing, card,
board, and miniatures games.
Other activities: dealers, tour-
naments, an auction, a minia-
tures painting contest, and a
computer room. Registration:
$15 preregistered, $20 on site.
Hexacon 6, P.O. Box 62613,
Phoenix, AZ 85082-2613.
Skirmishes 96
July 12-14 MO
Holiday Inn South, Kansas
City. Events: role-playing,
card, board, and miniatures
games. Other activities: deal-
ers and a miniatures painting
contest. Registration: $20
preregistered, $25 on site.
Skirmishes, 812 N.E. 100
Terrace, Kansas City, MO
64155.
VII-Khan
July 12-14 CO
Hol i day I nn Nor t h,
Colorado Springs. Guests: Wil
McCarthy. Events: role-play-
ing, card, board, and minia-
tures games. Other activities:
an art show, dealers, panels,
and a miniatures painting
contest. Registration: $15
preregistered. VII-Khan, 1025
Garner St. 10B, Colorado
Springs, CO 80905, http://
www.uccs.edu/~dafauson.
Dark Con Ill
July 19-21 OK
Central Pl aza Hotel ,
Oklahoma City. Events: role-
playing, card, board, and
miniatures games. Other
activities: tournaments, com-
puter gaming, and RPGA
Network events. Darkmore
Inc., 624 SW 24th, Moore, OK
73160.
Quincon Xl
July 19-21 IL
The Signature Room in the
Franklin Square, Quincy.
Events: role-playing, card,
board, miniatures games,
RPGA events, demos, and an
auction. Registration: $15/
weekend, $5/day. Quincon
Xl, P.O. Box 3892, Quincy, IL
62305-3892.
GEN CON Game Fair
August 8-11 WI
The Wisconsin Center (MECCA), Milwaukee. Experience
the biggest and best game fair in the Western Hemisphere.
GEN CON offers over 1200 gaming events, more than 200
exhibitors, celebrity guests including Garret Wang, Stephen
R. Donaldson, Walter Koenig, the cast of Mystery Science
Theatre 3000, and more! Other activities include an art show,
games auction, a vast dealers hall, Starbase 1, anime, work-
shopsm and seminars. Registration: $45/4 day pass preregis-
tered, $50 on site, daily rates available. Contact: Sandy
Kinney, GEN CON Game Fair, TSR Inc., 201 Sheridan Springs
Road, Lake Geneva, WI 53147.
Action 2
July 20 IA
Plaza Lanes, Des Moines.
Events: role-playing, card,
board, and mi ni at ures
games. Other activities: RPGA
tournaments. Registration:
$4. Tammy Jones, 1304 Boyd
St., Des Moines, IA 50316.
Conline XXII
July 27-28 GEnie
TSR online roundtable,
GEnie. RPGA tournaments,
DRACN
#
23O
LIVING CITY and LIVING JUNGLE
tournaments, Virtual Seattle,
and guest speakers. E-mail:
[email protected].
August Conventions
Gamefest XVII
August 6-10 CA
Old Towne, San Diego.
Events: role-playing, card,
board, and miniatures
games. Registration: $20 pre-
registered, $30 on site.
Gamefest, 3954 Harney St.,
San Diego, CA 92110.
Migscon XVII
August 23-25
The Royal Connaught
Howard Johnson Plaza Hotel,
Hamilton, Ontario. Events:
miniature gaming, dealers,
and a miniatures painting
contest. Registration: varies.
MIGS, P.O. Box 37013, Barton
Postal Outlet, Hamilton, ON
L8L 8E9, Canada.
Bubonicon 28
August 23-25 NM
Howard Johnson East,
Albuquerque. Guests: Dennis
McKiernan, Gordan Garb, and
Lisa Scott. Events: role-play-
ing, card, board, and minia-
tures games. Other activities:
dealers, panels, an art show,
a costume contest, movies,
and more. Registration: $25
on site. NMSF Conference,
P.O. Box 37257, Albuquerque,
NM 87178.
Dragonflight
August 23-25 WA
Bellarmine Hall on the
Seattle University Campus,
Seattle. Events: role-playing,
card, board, and miniatures
games. Other activities: semi-
nars, an auction, and dealers.
Registration: varies. Dragon-
flight, P.O. Box 417, Seattle,
WA 98111-0417.
LA Con Ill
August 29-Sept. 3 CA
Anaheim Convention cen-
ter, Anaheim. Guests: James
White, Roger Corman, and
Ccn|inuc cn pagc 58
51
1996 }ohn C. BunneII
The Fantasy Role-Playing
Gamers Bible
Sean Patrick Fannon
Prima $19.95
The very word is intimidating, says
Sean Patrick Fannon as he discusses the
nature of bibles in this books introduc-
tion. But that hasnt stopped him from
writing a wide-ranging and thoroughly
cogent volume that provides more infor-
mation and advice on gaming than any
other single reference book published
on the subject to date.
The virtues of Fannons tome are
threefold: its comprehensive, its acces-
sible, and its entertaining. The first of
these is in some respects the most sig-
nificant. Like prior encyclopedists
Lawrence Schick and Rick Swan (whose
works he cheerfully acknowledges),
Fannon devotes considerable attention
to a survey of available game products.
But The Fantasy Role-Playing Gamers
Bible is much more than a compilation
of reviews. Before he discusses or rec-
ommends specific products, Fannon
spends almost two-thirds of the book
discussing the concept of role-playing in
general, the ins and outs of creating and
running a gaming campaign, and the
history of the gaming industry. Thus the
book is as much a how-to manual as a
guide to game systems. Its a unique
combination, and a valuable one.
As a result, Fannon is writing more
for novice gamers and those unfamiliar
with the hobby than for veteran players.
While the book is by no means free of
jargon, Fannon deliberately targets his
explanations at people who dont neces-
sarily know a d20 from a hood orna-
ment and those whove never darkened
the doors of a gaming convention. An
extensive glossary supplements the
main text, and the book is also liberally
peppered with mini-essays on a variety
of specific subjects. Although hes not
shy about offering opinions, Fannon
doesnt present himself as an Ultimate
Authority. Instead, he readily gives credit
for ideas and examples where credit is
due, both in the text and in an extensive
list of acknowledgements.
If all this makes the Bible sound like a
dull, scholarly volume, think again. On
the contrary, Fannons writing style is
deliberately amusing and self-referential,
with a good deal of the humor at his own
expense. At the same time, he doesnt let
the comedy get in the way of the con-
tent; the gaming-history material, for
instance, is straightforward and shtick-
free. Those who glance into the book
looking for some specific bit of informa-
tion are likely to find themselves still
reading 20 minutes and 15 pages later.
If theres a substantial nit to be
picked, its in Fannons treatment of
gaming history. On the plus side,
Fannons survey is knowledgeable and
balanced, demonstrating that the roots
of role-playings go back considerably
farther than Gary Gygaxs living room.
But once he reaches the D&D era, his
focus narrows too much; he concen-
trates on game companies and design
trends while giving only sparse atten-
tion to evolution on the players side of
the cash register. Even within his chosen
niche, theres room to quibble over
emphasis. Arguably, for instance, the
network of talent fostered by Flying
Buffalo, Inc. gets less mention than it
should, and Mark Rein Hagens and
Jonathan Tweets Ars Magica* is passed
over too quickly. Additionally, gamers
interested in the industrys corporate
and legal wrangles wont be enlight-
ened here; Fannon doesnt even men-
tion the famous government raid on
Steve Jackson Games.
Still, Fannon correctly notes that a full
history of the gaming industry is beyond
the scope of his Bible, and the material
included is more than adequate as an
introductory sketch. The bottom line is
that The Fantasy Role-Playing Gamers
Bible, for practical purposes, lives up to
its title. Sean Patrick Fannons guide-
book gives readers new to gaming a
solid introduction to the hobby, and
even experienced gamers will find use-
ful advice, entertaining anecdotes, and
intelligent reviews within its pages.
Theres room left on the reference shelf
for more detailed books on specific
aspects of gaming, but as a general sur-
vey of the field, this volume cant be
matched.
DRACN
#
23O 53
Remnant Population
Elizabeth Moon
Baen $22.00
In certain respects, Remnant
Population is about as subtle as a herd
of stampeding elephants. But although
Elizabeth Moons first hardcover novel
wears its social agenda on its sleeve, its
also an intriguing first-contact yarn with
dimensions that arent at all obvious at
first glance. The conventional logic of
first contact says that its a job best left
to experts. The protagonists of A. C.
Crispins StarBridge books, for instance,
may be young, but theyre trained
extensively in various scientific and
diplomatic disciplines before being sent
into the field.
Elizabeth Moon, however, suggests
otherwise. As her story opens, an inter-
stellar corporation is evacuating one of
its colony worlds because theyre losing
too much money trying to maintain the
settl ement there. El derl y Ofel i a
Falfurrias, however, would just as soon
stay behind, and when the rest of the
colonists (including her son and his wife)
depart, she hides and is left all alone in
the remains of the colonys small village.
But what seems at first to be peaceful
solitude quickly becomes complicated
and unsettling. First, Ofelia overhears
the destruction of a new set of would-be
colonists on the villages abandoned
communications gear, and then the
natives responsible for the deaths turn
up on her own doorstep.
This is where the meat of the novel
begins, as Ofelia who is neither highly
educated nor physically imposing
gradually comes to terms with the
aliens. Its an utterly fascinating process,
made oddly intense by the fact that for
much of the book, Ofelia is the only
human character onstage, among a
species that doesnt communicate well
in human language. Thus we watch as
both Ofelia and the People learn about
each other by example, conveying by
action and behavior what theyre not
able to explain in words.
In many hands, such a narrative
could have been impressively dull.
Moon, however, manages to keep the
story interesting within its self-imposed
limits. Theres a predictable quality to
the final part of the novel, once a tradi-
tional survey team arrives to look the
aliens over, but it doesnt come at the
expense of the characters Moon has
already developed. The tales moral is
made clear at once: the younger, more
intellectual scientists initially dismiss
Ofelia and her experiences as valueless,
but they rapidly discover that the People
think otherwise. Moon delivers the
respect your elders and dont judge by
appearance messages with all the tact
of a teacher rapping her students
knuckles with a ruler yet she stops
short of actually preaching.
Remnant Population is a sharply exe-
cuted first-contact novel, the interaction
between Ofelia and the People may inter-
est gamers for another reason. What
Moon presents, often in intricate detail, is
also in many ways a classic role-playing
situation; the difference between Ofelias
approach and that of the so-called
experts parallels the difference between
a rich character-driven RPG campaign
and a lively but un-challenging hack-and-
slash session. That makes Moons novel a
valuable study guide for those interested
in sharpening their role-playing skills, as
well as a sophisticated SF tale for more
general readers.
Eye of the Daemon
Camille Bacon-Smith
DAW $5.50
From the packaging, youd expect
Camille Bacon-Smiths first professionally
published novel to be a chilling occult
thriller. In fact, Eye of the Daemon is
turned in a different direction; Bacon-
Smith instead attempts to present a
strongly character-driven tale of choices
and sacrifices on a cosmic scale.
Unfortunately, the characters driving her
story appear to be stuck in a traffic circle
during rush hour.
Part of the difficulty is that it takes
awhile to establish just who is Bacon-
Smiths lead character. Kevin Bradley,
whose real name is Badad, appears to
have the role at first. Seemingly an
urbane private investigator specializing
in supernatural cases, hes actually an
agent of a larger occult entity from
another plane, in residence on Earth to
check an extraplanar rivals efforts to
enslave humanity. As the novel opens,
Badad is accepting a case involving a
young man whose disappearance is
connected to that rivalry.
Before long, the focus has shifted to
Badads half-human son, Evan, and the
mystery plot has stalled while we detour
into a long explanation of Evans pecu-
liar and often painful history. Were bet-
ter than halfway into the book before
events start moving properly again
and by that time, theyre not the same
events. The original kidnapping case
has been disposed of, and Evan himself
is a target. But just as that plot line starts
gaining momentum, a minor earlier
mystery suddenly resurrects itself, only
to give way to a complicated series of
hostage-takings. Eventually, it turns out
that virtually the entire plot has been a
series of diversions and distractions
and that not even Badads and rival
Omages masters control all of the
forces in play.
While Bacon-Smiths character devel-
opment is more coherent than this mad
caucus race of a plot, its not enough to
save the novel all by itself. Badad and
his cousin, Lirion, dont get enough
onstage time to be well-drawn, and
much too little of that shows the extra-
planar duo interacting with ordinary
humanity. And while Evan gets more
54 }UNL 1996
narrative attention, most of his time is
spent either in personal reflection or in
dealing with supernatural folk of one
sort or another. There are almost no
human characters in the book who
arent pawns of one occult faction or
another, and all the exceptions save one
are either walk-on players or cannon
fodder.
The result is that the reader has very
little context in which to place Bacon-
Smiths characters, Though the setting is
nominally present-day Earth, little that
happens in the novel has anything to do
with Earths mortal inhabitants. And that
makes it very hard to be comfortable
with any of the books cast, heroes and
villains alike.
Eye of the Daemons sole redeeming
feature is its intriguing cosmology.
According to Bacon-Smith, though
Badad and Lirion maintain an indepen-
dent existence, theyre also components
of a collective entity known as Ariton.
Likewise, their rival Omage is part of the
host of Azmod, and there are other
hosts and other minion-daemons active
on the non-Earthly plane. Daemons in
this cosmos are inherently neither good
nor evil; their allegiances tend to shift
along with those of their hosts. And
there are other powers as well, though
these are little-known and even less well
understood.
If Bacon-Smith had been writing a
gaming supplement, this fascinating
milieu might be enough to warrant a rec-
ommendation. But as part of a novel, it
isnt sufficient to counterbalance the
unsuccessful plotting and self-referential
characterization. Despite the authors best
efforts, Eye of the Daemon just doesnt live
up to the promise of its riveting cover art.
Vision Quests
Dawn Albright and
Sandra J. Hutchinson, eds.
Angelus Press $9.95
Indian legends were an interest of
mine long before it became politically
correct to say Native Americans. When
word came of an SF/fantasy anthology
devoted to Indian lore, the combination
was too intriguing not to investigate. For
the most part, Vision Quests proves to
be worth the seeking. Though its a slim
volume, containing just seven stories
and a short poem, editors Dawn
Albright and Sandra J. Hutchinson have
assembled a challenging and diverse
group of tales focusing on the powers
and perils of native shamans.
Two of the stories have been previ-
ously published: Susan J. Kroupas The
Healer and The Year of Storms from
Judith Berman. Kroupas tale well
deserves the Writers of the Future award
it received; its a compelling near-future
account of two individuals whose pow-
ers are both alike and different, and
Kroupa captures the Southwestern
atmosphere convincingly. Bermans is a
long, odd story that crosses Northwest
Coast tribal motifs with a plot reminis-
cent of the grimmer Grimms folktales.
The Year of Storms is skillfully told, and
Berman has strong academic credentials
in Northwest Coast studies, but culturally
it comes across as a crossbreed rather
than a purely Indian tale.
The books original entries range
across the Ameri can West and
Southwest for source material. K.D.
Wentworths The Turquoise Horse pre-
sents a straightforward yet vivid mythic
story drawn from Southwestern tradi-
tions, although a present-day element
frames the tale. David Niall Wilson, writ-
ing in a darker vein, dips into history
with a story woven around part of the
famous Little Bighorn military disaster.
The specific setting of Dianne de Avalle-
Arces Range Wars is less clear (one
clue suggests rural California), but the
story is a sly, sharply realized account of
modern reservation politics countered
by an inspired bit of supernatural trick-
ery. Avalle-Arces tone is down-to-earth
yet playful, neatly echoing that of many
authentic legends; hers is possibly the
books most successful contribution.
The remaining two stories are harder
to like. Vol Rangers Blood Brotherhood
is the one non-American tale in the
book, focusing instead on the nomads of
the Mongolian steppes, and though its
crisply told, its unrelievedly stark mood is
a bit overpowering. And Charlee Jacobs
A Quantum Shaman for Her Time is
out-and-out weird. The science-fictional
premise is clever enough, but Jacobs
handling of the idea seems uneven and
a trifle forced.
For the most part, though, Vision
Quests is an intelligent and well-chosen
compilation of shamanic tales. Its also a
solid debut volume from new small pub-
lisher Angelus Press, and it bodes well
for the quality of future titles. Gamers
whose campaigns make use of tribal
cultures and shamanic magic should
find the volume well worth acquiring.
(Those who cant persuade their local
booksellers to order the book may con-
tact Angelus Press at 7 St. Lukes Road,
Allston, MA 02134.)
Ladylord
Sasha Miller
Tor $24.95
It isnt exactly Oriental fantasy, as the
realm of Monserria does not precisely
duplicate either medieval Japan or
imperial China. But Sasha Millers
Ladylord has the tone and culture of the
mysterious East in its bones, and those
whove been waiting too long for a new
novel from Barry Hughart should be
more than satisfied with Millers tale of
high adventure mixed with a host of
sensual and political intrigues.
There are five provinces in Monserria,
with five lords to rule them in a strict
hierarchy of rank and tradition. But the
dying Third Lord Qai has a problem: he
has no male heir to succeed him. He
does, however, have a talented daughter
but in order to pass the reins of power
to her, he must declare Javerri his son,
as women cannot normally inherit titles.
Even with her fathers blessing, however,
Javerri finds law, custom, and a host of
eager rivals arrayed against her as she
attempts to claim her legacy.
For all that Monserria is an invented
milieu, Miller capably invests it with the
combination of ornate grace and infi-
nitely complex bureaucracy characteris-
tic of the Orient. There are shadow-eyed
courtesans, wily military tacticians, ambi-
tious barons, and inscrutable sorcerers,
56 }UNL 1996
all seeking to secure their places in
Monserrian society in the wake of
Javerris disruption of the old order. At
the same time, Miller offers a briskly
paced tale of high adventure, as Javerris
quest takes her beyond Monserrias bor-
ders in search of a dragons egg. Here
the novel departs from Oriental tradition,
as Millers dragons are smaller and more
reptilian than most, though no less fierce
and dangerous. Treachery and violence
grow more direct in the dragons desert
territory, though there are allies to be
found there as well. One strong distinc-
tion between Ladylord and most other
recent Oriental fantasy tales is its treat-
ment of spiritual matters. Unlike Barry
Hughart, for example, Miller doesnt
extend her narrative to include godly vis-
itations or travels to heavenly lands.
That gives Millers story a different, more
intimate sense of scale not a weakness
by any means, but a quality that sets the
book apart. The book is also quite
mature in certain respects; though their
language is mostly oblique, Millers char-
acters are remarkably frank on matters
of sex.
With its diverse catalogue of virtues,
a generalization about Ladylord might
seem difficult to reach but in fact,
thats not the case. What Sasha Miller
delivers throughout the novel is highly
skilled and meticulous craftsmanship.
Just as Oriental art is often exemplified
by fine detail work, Millers story con-
sists of many small elements carefully
arranged into an elegant whole.
Recurring Roles
The Silver Gryphon (DAW, $21.95) con-
tinues a trend in Mercedes Lackeys and
Larry Dixons Mage Wars series; its a
smaller, more compact story than either
of its predecessors. Second-generation
protagonists Silverblade and Tadrith are
on their way to a remote sentry outpost
when a magical disruption causes them
literally to fall out of the sky, stranding
them in a dangerous and unexplored jun-
gle. Lackey and Dixon tell the tale
smoothly and well, but
those used to world-
threatening crises from this team may be
disappointed by the relatively mundane
menace of this book.
Also from the Mercedes Lackey brain
trust comes Lammas Night (Baen, $5.99),
an anthology edited by Josepha
Sherman whose stories are all spun off
from one of Lackeys many song lyrics
with a lady-or-the-tiger ending. Most of
the tales are competently told, and a
few (notably from Sherman herself,
Susan Shwartz, Diana Paxson, and
Elisabeth Waters) are more than that.
But too many simply reprise the ballads
plot by rote, giving the collection a
repetitive quality.
A generally friendlier anthology is
Distant Planes (HarperPrism, $12.00), the
second collection of short stories from
the realms of Magic: the Gathering*. As
with the novels, this volume generally
improves on its predecessor; especially
noteworthy are the comic tales from
Jane M. Lindskold and Sonia Orin Lyris.
(Now I need to find a Granite Gargoyle
card in order to read the flavor text...)
While David Webers fans wait for the
next Honor Harrington novel, theyll do
well to pick up Heirs of Empire (Baen,
$5.99). Though nominally third in a sepa-
rate sequence, the book stands alone
quite well as a two-pronged tale, half a
spy thriller and half a lively martial
adventure wherein a group of stranded
interstellar warriors must conquer an
entire continent in order to call for rescue.
On the flip side, The Cup of Morning
Shadows (DAW, $5.99) shouldnt be tack-
led by readers unfamiliar with Rosemary
Edghills previous book in her Twelve
Treasures cycle and even those read-
ers should be warned that this second
book in the sequence ends with all man-
ner of plot threads hanging in mid-air.
Edghills blend of high fantasy and stark,
often bleak characterization is still com-
pelling, but this is clearly a segment of a
larger tapestry, and its true scope isnt
yet firmly established.
Future
Conventions
ATSea 97 *Cruise
April 5-12
ATSea sails from New Orleans on
the Commodore Cruise Line and stops
in Playa del Carmen, Cozumel, Grand
Cayman, and Montego Bay. Events:
role-playing, card, board, and minia-
tures games. Other activities: tourna-
ments, guest speakers, seminars, a cos-
tume party, an auction, and more.
Package prices vary. A deposit of $250
is due by 11/1/96. There is a 20% dis-
count off the deposit amount if it is
recei ved before 7/1/96. Contact
G.O.A.T. (Gamers of Austin Texas), P.O.
Box 3116, Austin, TX 78764.
Always enclose a self-
addressed, stamped
envelope (SASE)
when requesting
guidelines or send-
ing us any corre-
spondence that
requires a reply.
John C. Bunnell lives in an apartment
where the books outnumber the dust-
bunnies fifty-to-one. Correspondence
regarding The Role of Books may be
addressed to him at 6663 SW Beaverton-
Hillsdale Hwy. #326, Portland, OR 97225-
1403.
Having a convention?
Send your information to us at:
Cons & Pros
c/o DRAGON Magazine
201 Sheridan Springs Road
Lake Geneva, W, 53147.
Please do not send
conventi on noti ces vi a e-mai l .
* indicates a product produced by a company
other than TSR, Inc.
Cons
Ccn|inuc frcn pagc 51
Connie Willis. Events: role- playing, card,
board, and miniatures games. Other
activities: exhibits and a charity raffle. LA
Con III, 4557 Rueda Drive, San Diego, CA
92124.
Gateway 16
August 30-Sept. 2 CA
LA Airport Wyndham Hotel, Los
Angels. Events: role-playing card, board,
and miniatures games. Other activities:
dealers, seminars, and an auction.
Registration: $25 preregistered, $30 on
site. Strategicon, 333 N. San Fernando
Blvd., Burbank, CA 91502.
Mage Con South XI
August 31 -Sept. 2 IA
Sioux City Hilton, Sioux City. Events:
role-playing, card, board, and miniatures
games. Other activities: tournaments
and an art show. Registration: varies.
M.A.G.E., P.O. 114, Sioux City, IA 51250.
* indicates a product produced by a company
other than TSR, Inc.
58
}UNL 1996
by Scott Douglas
ne of the best benefits of RPGA
Network membership is POLYHEDRON
Newszine. The Newszine is a unique
periodical since its first issue, it
has been written entirely by Network
members.
Many members like to write; some
have developed a reputation for writing
well. Ed Greenwood a 1981 charter
member has been contributing one of
the Newszines most popular features
for over 10 years. Hi s monthl y
Elminsters Everwinking Eye describes
the travels of a certain Sage of
Shadowdale. Newszine readers have
joined Elminster on trips discovering the
wonders of places like Turmish,
Mulmaster, the Vast, and Maskyrs Eye.
Elminster is even now writing about his
adventures through the Border
Kingdoms, the region north of the Shan
in the FORGOTTEN REALMS setting.
Roger Moore, who joined the
Network in 1987, provides helpful hints
to those who have designed their own
campaign in his World of Your Own col-
umn. A game designer of long experi-
ence and former DRAGON Magazine edi-
tor, Roger is currently discussing for
Newszine readers the possibilities and
challenges of developing an Elizabethan-
age based AD&D game. He has recently
discussed Underdark campaigns, as well
as a magi-technical contemporary Earth
game setting.
FASA designer Lou Prosperi is another
member contributor (class of 1990). A pri-
mary developer of FASAs Earthdawn*
game line, Lou has written articles about
the Networks Threads of Legend cam-
paign for Earthdawn. This month, how-
ever, Lou gives Network readers inside
information about the presidential elec-
tion campaign in the America of 2056
a presidential campaign featured in
FASAs new Super Tuesday accessory for
the Shadowrun* game. Lou is also one of
the Networks guests of honor at this
years GEN CON Game Fair.
Eric Boyd, another member who
joined in 1990, has been writing a col-
umn for the Newszine since 1994.
Forgotten Deities details divine powers
in the FORGOTTEN REALMS campaign. Erics
attention to detail caught the eye of
TSRs resident Realms guru, Julia Martin.
As a result, many of Erics descriptions
appear as part of the popular Faiths and
Avatars accessory for the AD&D game.
Many other members have written
articles for the Newszine as well. And
since Network members tend to have
disparate tastes, we receive a wide vari-
ety of submission topics. In just the last
year, the Newszine has published arti-
cles on Earthdawn, Torg*, Everway: Star
Wars: AMAZING ENGINE, and Shadowrun.
Members have been treated to features
on the RAVENLOFT campaign setting, the
DRAGON DICE game, the BIRTHRIGHT
campaign accessories, and a special
sneak preview of the forthcoming
DRAGONLANCE: FIFTH AGE role-playing
game.
One favorite subject for members is
the Networks exclusive LIVING CITY
campaign. For almost 10 years, members
have written articles describing locations
in the city of Ravens Bluff. Now the most
thoroughly detailed fantasy city ever
developed, the LIVING CITY is the worlds
largest on-going AD&D game. Smithies
and stables, bakeries and breweries, tav-
erns, temples, and tattoo parlors, each
mapped and keyed, including literally
hundreds of well-detailed non-player
characters. Such a wealth of material
lends itself well to use in tournament
play, or in your home game.
The Networks other tournament set-
tings also provide diverse writing (and
reading) opportunities. Based on the
Masque of the Red Death expansion for
the RAVENLOFT setting, the LIVING DEATH
campaign is across a backdrop of gothic
mystery, a place where intelligence and
street-savvy are far more penetrating
weapons than are stilettos or sabres. The
LIVING JUNGLE campaign, set in the
FORGOTTEN REALMS plateau of Malatra, is a
low-magic, high adventure setting,
where characters battle for survival
against the forces of nature, fearsome
warrior tribes, ferocious jungle predators,
and terrible thunder lizards, or garuda.
Over the years, hundreds of Network
members have contributed adventures,
non-player characters, magical items
and spells, convention announcements,
classifieds, art, and photos to their
POLYHEDRON Newszine. Its a periodical
that has truly grown up with its reader-
ship. Every time a new member joins,
the Network gains a potential new
author. Could that next new contributor
be you?
The ROLE PLAYING GAMES ASSOCIATION Network
The RPGA Network is a 9,500-member group whose common interest is the
advancement of the role-playing hobby. Members write, play, and gamemaster
events at conventions and hobby stores across North America and around
the world.
While originally founded in 1981 as the AD&D game fan club, the Network
embraces tournament games in over 30 game systems, Theres still a pretty fair
interest in the AD&D game, too.
F o r mo r e i n f o r ma t i o n a b o u t t h e Ne t wo r k , 2 0 1 S h e r i d a n
Springs Road, Lake Geneva, WI 53147, or e-mail [email protected].
*indicates a product produced by a company other than TSR, Inc.
Scott Douglas hasnt made cappuccino
for anyone in the periodicals department for
very nearly a year, so we have nothing
good to write about him this month.
60
}UNL 1996
62 }UNL 1996
DRACN
#
23O
63
The old cleric was dead.
Mirta watched as two of the village men lowered
his body still and frail as a sleeping bird into the
shallow grave. The furrow was barely deep enough
for its purpose, but the men had been able to dig
no further into the hard, sun-baked soil with their
wooden shovels. Dull silver waves of heat rose from
the barren plain. The villagers wiped sweating
brows with rough, homespun sleeves. Summer had
only just come to northern Solamnia, but already
the weather had grown oppressive. Of them all,
only Mirta did not notice the stifling air. Inside she
felt cold as winter. Tanar had been her only friend.
She had no one now.
Silence hung heavily over the plain. No one wept
for the old priest. No one except for Mirta. She knelt
beside the grave, smoothing white robes, white
beard, white hair. One last time she gazed on the
face of the man who had been her father, in spirit if
not in blood, trying to memorize the gentle features.
Behind her, the villagers stared with blank expres-
sions. There were no prayers to speak, no cere-
monies to perform, no holy rites to observe. Such
things had died with Tanar.
It had been nine years since the flames of Chaos
had swept across the face of Krynn. Nine years since
the gods had abandoned the world they created.
Just as the first did three centuries ago, the
Second Cataclysm had struck without warning. The
land cracked. The sea boiled. Fire and ash rained
from the sky. The stars burned to black cinders, and
the heavens went dark only to brighten again as
strange constellations appeared, taking the place of
the old. When a new day finally dawned, those who
had somehow survived crept from their hiding
places and gazed upon a world that was. . . different.
For a time the humans of Krynn wandered, dazed
and wounded. They called out to their gods, but the
calls went unanswered. Perhaps, some thought, the
gods had been driven back by the fires of the Chaos.
But if so, then surely they would soon return. In time,
the people began to piece their broken lives back
together. They built anew their temples. Yet still the
gods were silent. Prayers were dust on the tongues
of the clerics. The power of healing had fled their
hands. A few whispered that the gods had sacrificed
themselves to save Krynn from the fire and shadows
that had threatened to consume it. But most simply
believed that the gods had forsaken them. They
shook their fists at the sky, cursing Paladine and
Gilean and Takhisis. Some even began to claim that
there never had been any gods at all.
Mirta remembered little of the Chaos. What she
did were fragments: flame, smoke, fear. Lost and
stumbling through burnt ruins, she had cried out for
her parents, but they never answered. They had
abandoned her as surely as the gods had Krynn.
Then the smoke had swirled. A tall form in white
robes had appeared before her. Strong arms had
encircled her, and a gentle voice had soothed her
terror. She had lived with Tanar from that day.
Until now.
A hot, gritty wind sprang out of nowhere, whip-
ping across the plain, stinging eyes and scouring
flesh. Mirta staggered away from the grave, cover-
ing her face. The two men flung hurried shovelfuls
of dirt into the pit, concealing the white robes forev-
er. The villagers turned away and started back
across the plain. They muttered as they went, mak-
ing no effort to keep Mirta from hearing their
words.
Its good riddance, I say. Him and all his prattling
about gods.
The old man was mad. Or a fool. Or both.
Aye, look what all his prayers have gotten us.
There is no rain. The crops wither in the fields. Fever
takes our children. Death and dust: those are the
only gods left. . .
The villagers moved out of earshot, returning to
the distant cluster of stone hovels. Mirta sighed. She
did not know what to think about the gods. But she
did know that Tanar had never stopped believing in
them.
Where are the gods, Mirta?
The old cleric always asked her the question
when she least expected it, his faded blue eyes
sparkling. Each time she just shook her head. She
thought it a joke of his. Until one day he answered
the question for her. He thrust a crooked finger at
her chest, his bearded mien solemn. They are here
Mirta. This is where the gods live now. Do you
understand me?
But she did not. Everyone knew that if there
really were gods, they would live in the sky. Still, it
had been enough for her that Tanar had believed.
Only now he had abandoned her, just like her par-
ents, just like the gods. Without his faith, she felt
utterly empty. What did she believe in? Anything?
Mirta did not know. She hung her head. The wind
tangled her brown hair and snatched at the plain,
ash-gray shift she wore. She wished it could just
blow her away.
Whats this? Nowhere to go, Mirta?
She jerked her head up at the sound of the sneer-
ing voice. He had watched from a distance as they
buried the cleric. Now he stood before her, a short,
brutish man with a pock-marked face. He was clad
in rusty, ill-fitting armor, but whatever he styled him-
self, he was no knight.
Mirta gazed past him. She tried to keep the trem-
64 }UNL 1996
picture on the medallion. Long ago, she had seen a
similar drawing in one of Tanars books. It was a
symbol of one of the lost gods. Which of them, she
did not know. It did not matter. For as she stared at
the medallion, a thrill surged through her. Mirta
knew what she had to do.
She would search for Tanars gods.
They could help her. They had to. And maybe,
just maybe, she could bring back proof that they
existed. Then the villagers would have no choice
but to believe. They wouldnt mock Tanar or her
any longer.
Resolved, Mirta stood and wiped away her tears.
She slipped the medallion around her neck. Now a
new problem cut through her exhilaration. No one
had seen any signs of the gods since the Second
Cataclysm. Where was she to look for them? Her
gaze rose to the jagged, purple shapes that hovered
on the horizon. The mountains. Of course. Had not
the gods dwelled in the heavens? Certainly the closer
she got to the sky, the more chance she had of find-
ing them.
Without another thought, Mirta set out across the
windswept plains to find Tanars gods.
bling from her voice. What do you want, Darthis?
He scratched a black, scraggly beard. His beady
eyes gleamed with dull interest. I think you know
exactly what I want.
Darthis took a rattling step forward. The armor
was mismatched, pilfered from a dozen different
corpses. A crown marked each of the bracers, while
a death lily was emblazoned upon the dented
breastplate. The first was a symbol of the legendary
Knights of Solamnia, the other an emblem of the
evil Knights of Takhisis. Tanar had told Mirta tales of
how the knights light and dark once mortal ene-
mies had banded together in the Chaos War to
fight for Krynn. However, she knew Darthis cared
nothing for the fallen knights whose armor he wore.
He thought the armor made him look dangerous.
And in so thinking, he became dangerous indeed.
Darthis loomed over her. Theres no one to take
care of you now, Mirta. Youve made no friends for
yourself by remaining loyal to that idiot cleric. The
villagers think youre as mad as he was. Right now
theyre off to burn his house. Theyre fools, of
course. A lot of bleating sheep. Im going to master
them all. A leering grin cut across his face. But a
lord needs a wife. . .
Mirta shivered despite the heat. She turned her
back, started to walk away.
A rough, dirty hand clamped around her throat
from behind, stopping her. His breath stank. Walk
away now, Mirta, he hissed in her ear. But youll
come begging back to me. And you wont find me
so gentle when you do.
With a cry she broke free of his grip and ran
across the dusty field. His mocking laughter
followed her.
Dont hold your breath waiting for his precious
gods to save you, girl. Theyre as dead as he is!
Mirta ran on, blinded by tears.
At last she left the laughter behind. She came to a
halt, and only then did she realize where she had
run. The old shrine on the edge of the village. Tanar
had done what he could to keep up the once holy
place. But the stone walls had been cracked by fire,
and the roof was in dire need of thatching. Once a
clear spring had bubbled up in a small pool before
the open door, but it had gone dry long ago. All that
remained were rocks and stinging nettles. Mirta sat
on the front step of the shrine and hugged her knees.
What was she to do? Much as she loathed him,
Darthis was right. She had no one to help her now.
A silvery glint among the nettles caught her eye.
Mirta reached down, careful not to scratch herself,
and drew out the object. It was a medallion
attached to a fine silver chain. She rubbed away dirt
and tarnish with the hem of her shift. There was a
She was thirsty. So thirsty.
For hours Mirta walked across the arid plain, but
the knife-edged peaks grew no larger. They shim-
mered and danced on the horizon, until she won-
dered if they were simply a trick of light and heat. It
had been foolish to leave in such haste, without
food or water. Still, driven by her need to prove
Tanar right, she struggled on. At last, as the sun
sank behind her, she reached the jumbled feet of
the mountains. Following a faint trickling sound, she
discovered a thin thread of moisture seeping out of
a crack in the rocks. The water was warm and oily,
but she drank as much as she could. Then she
curled up in a crevice and fell asleep as strange,
cold stars appeared in the onyx sky.
She awoke at dawn, limbs stiff, tongue parched
and swollen. Craning her neck, she gazed up at the
dark slopes that rose before her. She drank a few
mouthfuls of the bitter springwater. Then, with a
deep breath, she began climbing. She had thought it
would be cooler in the mountains. It was not.
Sunlight glanced relentlessly off black stone. Gorges
that had once carried rushing torrents were now
choked with dust and thorns. Again and again she
slipped, slicing shins and palms on razor-sharp
edges. Soon she hardly remembered her reason for
coming here. Still she climbed, drawn by the beck-
oning spires that soared above her, until she slipped
DRACN
#
23O 65
into a hazy world of pain, and heat, and terrible, ter-
rible thirst.
Mirta blinked. For a long moment she stared
uncomprehending, then all at once she returned to
her senses. She stood on a narrow shoulder of
stone. Above her rose one final horn of blasted
rock. Beyond that was only hard blue sky. Turning
around, she gazed the way she had come. A gasp
escaped her. The plains were a dull brown sea far
below. She turned back and gazed again at the final
summit. It was like a dark tower, its near vertical
sides a jumble of obsidian shards as sharp as glass.
She could climb no higher. Yet it seemed that she
stood in the heart of the sky. Surely the gods could
see her here.
Mirta thrust her arms toward the heavens. She
called out those few names she knew. The sounds
were strange on her blistered lips.
Gilean! Kiri-Jolith! Sirrion!
She closed her eyes, waiting. The wind snatched
at her brown hair and ashen shift. That was all.
Again she called out the names, and again. She
chanted the words. Sang them. Shouted and
whispered them in turn. Her voice grew ragged. The
metallic taste of blood spread across her tongue. Still
she called out. However, just as when she was a
child lost in the smoking ruins, there was no answer.
At last she lowered her aching arms. Bleak despair
descended upon her heart. Of course there was no
answer. The villagers were right. All these years,
Tanar had believed in a lie. There were no gods.
Mirta thought she would weep, but instead bitter
laughter escaped her. She felt weak, dizzy. The air
was thin so high in the mountains. The blazing sun
crisped her skin. She noticed then a dark hollow in
the side of the mountain. The mouth of a cave.
Stumbling over loose rocks, she reached the
shadowed opening and huddled just inside. At least
here she could sit out of the sun while she decided
what to do next. Except that, as she sat knees to
chin, she could think of nothing. Her heart felt as
hard as the stones around her. There was nothing
left for her.
Suddenly a thought struck Mirta. At first it was
dreadful, but then a strange, almost comforting res-
ignation spread over her. Yes, there was only one
thing left for her. She would return to the village.
She would marry Darthis. Much as she hated him,
he was all she had.
She almost stood then, almost started back down
the mountain, to journey back across the burnt
plains and tell Darthis he could have her hand.
Almost.
That was when she felt it.
66 }UNL 1996
Mirta froze. It radiated from the blackness of the
cave behind her. Fear. Fear so thick it pulsated on
the dark air like something alive. The reek of it filled
her lungs and paralyzed her mind. A slithering noise
hissed against stone. Somehow she turned her head
and gazed deeper into the cave. There. Something
stirred amid the blackness. A single point of crimson
light appeared in the dark.
Come closer, rasped a deep, hideous voice.
Mirtas jaw dropped, but only a low, strangled
sound escaped her. She could not move. Fear turned
her muscles to water. Again came the slithering
noise. The crimson spark lurched nearer. She caught
the dim outlines of something in the cave.
Something dark. And sinuous. And large.
Now this is queer sight, hissed the voice. A
human child, sitting on my doorstep. But fortune
smiles today. So young she is, so sweet. The voice
became a chalky croon. Come, my child. You have
climbed so far, and in such heat. Come, step into
the coolness of the dark. . .
Before she knew what she was doing, Mirta
found herself standing. She nearly took a step into
the cave. However, just then her hand brushed the
medallion that rested against her throat. Her fingers
closed around the cool metal. The dread compul-
sion receded a fraction, and she halted on the
threshold.
What... what are you? she croaked.
An edge of annoyance crept into the vast voice.
What do you think I am?
Mirta started to shake her head. Then an idea
occurred to her. A great, terrible, wondrous idea.
She licked her cracked lips. Are you...are you a
god? Ive come looking for them, you see, to bring
back proof to my village.
The thing in the cave seemed to hesitate. Ah, now
I understand why you shouted those names, it
mocked then. Fool child. You will not find them here.
Mirta bowed her head in dejection. Then I have
failed.
The crimson spark brightened, narrowing to a
thin, blood-red slit. No, human child, the voice
thrummed through her. You have not failed. For I
am a god!
A wave of dread and awe washed over Mirta.
The power of those words drove her to her knees.
She dared not doubt them. Nor did she. At last, after
a long pause, Mirta found the bravery to speak
again. The others . . . , she gasped, the others in the
village said that the gods had abandoned us.
The voice curled out of the cave, almost gentle
now, enfolding her. I will never abandon you, child.
The words pierced her heart like arrows. She
bowed her head. How could the voice have known?
Ah, but it was a god, was it not?
What is your name, child? the voice asked.
Mirta, she somehow managed to say.
Listen to me, Mirta. I am a generous god. I will
give you that which you crave. There was a wet,
tearing sound. Then something flew out of the dark-
ness. It landed with a clink on the stones at Mirtas
feet. She gazed down. It was nearly as long as her
forearm, curved like a sickle, and as black as obsidi-
an. A talon.
Here is your proof, Mirta. I give it to you a
piece of my own body. When others gaze upon it,
they will know something of that awe you feel now
in my presence. And they will believe. Power will be
yours.
Mirta stared at the talon, then started to bend to
pick it up.
Wait! the voice commanded. There is one thing
I require of you in exchange for this gift. You must
serve me and no other. Take off that foul medallion
you wear. It is a symbol of another god. One of the
cruel and evil gods who abandoned you.
Mirta started to remove the medallion, then halted.
The villagers had set fire to Tanars house. She had
nothing to remind her of him, of his love. Only this.
Her fingers tightened around the cool metal.
Anger edged into the voice in the cave. I am a
generous god, Mirta. But I am a jealous one as well.
Take it off!
Mirta hesitated a moment more. Then she tore
off the medallion and flung it away. Tanar had
abandoned her. Why should she not do the same?
She sighed. Now that she had removed the
medallion, she did not know why she had struggled
with it so. A few last doubts echoed dimly in her
mind Had Tanar known of this god? He had never
spoken of a deity with claws but they quickly fell
silent. Darkness seemed to flow out of the cave and
coil around her. It was cool and smooth as silk, pro-
tecting her from the blistering heat of the sun.
Now, Mirta, your god hungers, hissed the voice.
Bring him an offering. A rabbit or a lizard will do.
For a start...
Mirta bowed her head. It was so easy to speak
the words, and it gave her pleasure to do so.
Yes, my lord.
The creature in the cave laughed softly to itself.
Jade was its name. Dark, saurian, broken yet alive,
and seething with evil.
Your god hungers. . .
DRACN
#
23O 67
Jade repeated the words with a rumbling chuckle,
then crunched the last bones of the small animals
the foolish human had brought to him. The green
dragon grinned in the deep blackness of the cave,
his one remaining eye glowing with wicked delight.
He was pleased with the cleverness of his plan. It
would have been simple to compel the human girl
to walk into the cave, within easy reach of his jaws.
The dragonfear he radiated had made her will his
own. However, she would have made but one meal.
Instead, his prudence in sparing her would gain him
food for many years to come.
Like many other green dragons, Jade had not
fought in the Chaos War. The Dark Queen, Takhisis,
had favored the blues as mounts for her army of
dark knights. A hiss of hatred escaped Jades maw.
He had not forgotten the arrogant blue dragons he
had been forced to serve under during the War of
the Lance long years ago. But the Dark Queens
precious blues had done her little good. The Knights
of Takhisis were smashed in the Chaos War. Jade
had laughed when he heard the news, flying high
above the land, gloating at the destruction of his
loathsome kin.
His joy had been short lived. For just then the
Second Cataclysm had struck. A gout of fire and
molten rock had surged up from the ground below.
He had been too slow to avoid it. Searing pain had
engulfed him. Fire had blinded one of his beautiful
eyes. Gobs of burning stone had torn through his
glorious wings, rending them to shreds. He had
plummeted downward, striking the top of this moun-
tain with bone-crushing force. Yet, somehow, he had
lived. He had crawled into the safe, cool dark of this
cave. And here he had dwelled ever since.
Jades wounds had healed now. But they had
healed badly. He would never fly again, and he
could barely hobble more than a few steps on his
crippled legs. These last years he had survived by
eating damp moss that grew on stones deep in the
cave, and by clumsily pouncing on and devouring
whatever small animals rats, snakes, birds hap-
pened into his lair. It was a meager, ignoble exis-
tence for so great a creature as he.
But all that was going to change.
I am a god now, the green chortled.
The human girl believed him utterly. She would
do whatever he asked. Offerings she would bring
him, delicious meat to make him strong. The small
creatures she had caught were a beginning. But
only a beginning. After all, Jade thought, a great
god deserves great sacrifices. . .
The god in the dark did not lie.
Power will be yours.
Mirta reached the village just as the fires of dawn
broke over the horizon. She had made the trek
across the blasted plains during the cool of night.
Before the Second Cataclysm, two moons one
silver, one crimson would have lit the way for her.
Instead, she had journeyed under the wan light of a
single, pale orb.
She strode into the cluster of stone hovels. The
words of the god in the cave still thrummed in her
ears, and a strange heat surged in her veins when-
ever she gripped the talisman he had given her.
Before she left the mountain, she had used the
talon to hunt offerings for the god. It had been easy.
Strange power radiated from the onyx claw. Once
they saw it in her hand, the animals rabbits,
foxes, a small antelope had not run from her.
Rather, they had stood wide-eyed, quivering, until
she used the serrated edge to take their lives. She
had cut off one of the antelopes horns and had
bound the talon to it with sinews. Now it rested at
her hip like a dark, curved knife.
The villagers were stirring, leaving their ram-
shackle houses to begin the days hard labor. They
looked up in shock to see Mirta. No doubt they
thought she had fled the village after the death of...
she searched her mind for the name, could not
quite grasp it... after the death of the old man.
More likely than not they had hoped she would
never return. An orphan, she had always been a
misfit: mocked, disdained, ignored. But she was
back. A sharp smile twisted Mirtas lips. Things were
going to be different now.
Had she been able to see herself, she might have
known better why the villagers stared so at her. Fey
light blazed in her eyes, and she carried herself with
a haughty, regal bearing, more like a queen in a
golden gown than a village girl in a rent and dirty
smock. Filled with curiosity and a compulsion they
could not name, the villagers laid down their tools
and followed after her. Mirta did not look back as
she walked, but she heard their footsteps behind
her, and the smile on her lips deepened.
She came to a halt before a small, crack-crazed
stone structure. The old shrine. Yes, this was the
place where she would show them. As she gazed at
the shrine, she had the feeling that she was forget-
ting something someone? but whatever it was
escaped her. Nor did it matter. There were more
important things to concern herself with. She halted
before the door of the shrine. At her feet was the
dry, weed-choked font. Turning, she found herself
gazing at fifty dusty, wondering faces. The entire
village had come.
68 }UNL 1996
There was a potent moment of silence. At last a
man with iron-gray hair cleared his throat. It was
Tragert, one of the village elders. He squinted at her
with suspicious eyes. What do you want, Mirta?
She laughed. The sound of it shocked them. Why
not ask the question of yourselves, Tragert? After
all, it is you who have followed me here.
Grumbles of displeasure rose from the crowd. I
told you she meant trouble, someone muttered.
Shes as crazy as the old cleric, said another.
Mirta waited for the murmurs to die down. After
a moment they did, and all eyes were again on her.
She found she rather liked it.
For years, we believed that the gods abandoned
us, she spoke in a ringing voice. Some of you even
said that the gods were a lie, that they never existed.
But you were wrong. We were all wrong. There is a
god after all a great, wondrous god and he has
not abandoned us.
For a moment everything was quiet. Then, all at
once, peals of mocking laughter rang out. The vil-
lagers shook their heads and waved dismissive
hands at her. Mirta felt her cheeks burning.
I have been to the mountain! she tried to speak
over the raucous din. I have seen him!
The villagers only laughed more loudly. It was just
like before. The scorn, the ridicule, the cruel mirth.
But this time she would not stand for it. Mirta
gripped the talon-knife and raised it above her head.
Silence!
The effect of that one word was like that of a
spell, back when there had been mages on Krynn,
before the Chaos, before the moons of magic had
vanished from the sky, and the wizards with them.
The villagers gaped in mute fear at the dark talon in
her hand, awe written across their simple faces.
Mirta could feel the power radiating from the talon.
She did not waste it.
I spoke with the god on the mountain, she said,
her voice low now, yet heard by all. I felt his
majesty. And he gave me this talisman, that I might
bring it back to show you that he and his power
are true.
Now the others gazed at her raptly, expectantly.
Mirta had the feeling that she should do something
something symbolic to crystallize this moment.
But what? Before she thought of an answer, instinct
took over. Kneeling, she plunged the talon into the
dusty bottom of the spring.
Water welled forth.
Mirta stared in surprise. A gasp rose from the
crowd. The flow grew from a trickle to a gush.
Water, thick and red with silt, filled the small font
and spilled over the edge like blood, moistening the
parched soil.
Its a miracle! a woman cried. Others picked up
the cry, echoing it. One of the villagers fell to his
knees, then another, and another. In moments they
all knelt before the old shrine, bowing their heads in
reverence.
Mirta pulled the talon from the ground and
stood, staring at the talisman in amazement. She
had not expected this. Dimly, a part of her won-
dered if someone she had known once might have
questioned this miracle, if he might have suggested
that the spring would have flowed for anyone who
had bothered to clean it out and dig through the
hard crust of sun-baked clay. Then a voice called
out, driving the disturbing thoughts from her mind.
Mirta! It was Tragert, the village elder. A mixture
of fear and ecstasy twisted his wizened visage.
Mirta, you speak for the god on the mountain! Tell
us tell us what we are to do!
Mirtas puzzled look became a smile of satisfac-
tion. She raised her arms, as if casting a benediction
on the people. Her people. They gathered close
around her. All except for one man, clad in dark
armor, who stood apart from the others. He
watched for a moment, a look of disgust on his
pock-marked face, then turned and walked away.
Enraptured as she was by the glory of the
moment, Mirta did not notice.
Two days later she returned to the mountain, to
tell the god of his new followers, and of the power
of his gift. With her she brought offerings: a brace
of geese, a joint of mutton, and a small cask of thin
wine. It was all far more than the villagers could
spare in these harsh times. But Mirta had said that
they must favor their new deity, and as she was the
prophet of the mountain god the god who had
made the spring flow once more the villagers
agreed. They gave, and gladly. As Mirta had learned
that day in front of the old shrine, everyone was
ready to believe again.
The bundle of offerings was heavy. By the time
she reached the windswept ledge beneath the
obsidian spire, her shoulders throbbed with fire.
However, as she approached the cave, once more
she felt the majesty flowing thickly out of the dark-
ness, and her discomfort was forgotten.
What have you brought me, Mirta? spoke the
voice from the blackness.
Mirta forced herself not to tremble as she
approached. She was the prophet of the god, after
all. Ive brought you offerings, my lord.
DRACN
#
23O 69
Set them down. Deeper in the shadows. There.
Now step away.
Mirta did as she was bade. She bowed her head,
so as not to dishonor the god with her gaze.
Something dry rasped against stone, and out of the
corner of her eye she saw the shadows stir. There
was a hideous rending sound, followed once more
by the rasping noise. Then the darkness was empty
again. Tentatively, Mirta took a step into the cave.
The offerings were gone. Not a scrap or feather
remained.
She peered into the gloom. My lord. . . my lord is
pleased?
There was a pause. Then a single, reverberating
word emanated from the abyss.
More.
Every three days Mirta made the long, grueling
trek between village and peak. She would journey
there in the coolness of night, then drowse the next
day in the shadows of the caves mouth before
starting back down the mountain as twilight drifted
like ash from the sky. Sometimes as she walked she
thought she would drop from weariness. But then
she would grip the talon-knife at her belt, and she
would find the strength to go on.
In all her visits to the mountain, she never saw
the god. He did not leave the cave, and she herself
could not venture more than a dozen paces into the
dark, even when she gripped the talon-knife. Any
further, and the awe become fear thick, choking,
maddening and she would be forced to flee into
the light of day outside.
Back in the village, her life was much changed.
No longer was she scorned and mocked. Now she
was the leader of the village, and the others did as
she bade them. Under her direction, they cleared
the weeds away from around the shrine and
repaired the cracked walls. She created a system for
rationing the gritty water of the spring, so that
everyone in the village had their share to drink, and
some was even left over to water the parched fields.
There might be a harvest this year, if only a scant
one. Things seemed brighter, if just a bit, and the
villagers thanked the new god for his blessings.
Still, not all was well. And as the days passed, the
miracle at the spring dimmed in the minds of the
people. They wanted more.
My lord, Mirta said one day as she stood in the
mouth of the cave. She drew a deep breath, steeling
her will. My lord, my people are frightened. A fever
rises from the ground at night, It takes the lives of
the young and the old. My people wonder what
they are to do.
There was a long moment of silence. Then the
spark of crimson in the dark which Mirta knew
now to be the eye of the god flashed brightly.
Tell them, hissed the great voice, that the fever
strikes the families of those who displease me. Tell
them that to escape the fever, they must make
more offerings unto me.
Mirta stared into the dark. This answer troubled
her. The god sounded almost greedy. It seemed to
her that this was not how the gods had acted in the
stories told to her by. . . but she could not remember
who had told her the stories, or exactly what they
had been about. Mirta rebuked herself. Who was
she to question the will of the god? She returned to
the village and told them his words.
Two days later, Tragert was dead. His family had
been hardest hit by the fever. He must have done
something to anger the god, the villagers had rea-
soned. Ignoring his sobs and protests, they tied a
rope around his neck and hanged him from a tree.
Certainly his death would appease the god.
As she stared at the swinging body, doubts rose in
Mirtas chest. This was not what she had intended
when she went searching for the gods. But surely it
was for the greater good, she told herself. And it did
seem that, over the next days, fewer people were
struck with fever than before. Her faith renewed,
Mirta continued on.
Yet still the doubts nagged her. During the hot
days high on the mountain, she would sit on the lip
of the cave, gazing at the world far below.
Sometimes as she did, the troubling half-memories
would surface in her mind. She remembered a dif-
ferent voice, one that was gentler than the voice in
the dark. And a white robe. But then she would feel
the darkness stir behind her, reaching out, enfolding
her. Warm, bitter breath caressed her neck, filling
her nostrils, her lungs, her mind, and she forgot
again what troubled her.
More, Mirta, he whispered to her. I require a
greater sacrifice.
At last she asked the trembling question, even
though she knew and dreaded the answer.
What sort of sacrifice, my lord?
A man, Mirta. Bring me a man.
Darthis skulked in the shadow of a building,
watching Mirta with small, envious eyes.
Why, unlike the others, he did not feel the drag-
onfear radiated by the talon-knife, even the wizards
of old might not have been able to say. Perhaps it
was due to some power in the stolen armor he wore
armor that had once belonged to dragon-riding
70 }UNL 1996
knights. Perhaps it was simply a factor of his dull
and evil mind. Whatever the reason, Darthis felt only
one emotion when he gazed on Mirta. Hate.
Even as he watched, she gave a command to a
group of villagers who scurried off like frightened
mice.
Mine! he growled under his breath. The village
is supposed to be mine!
A new emotion crept alongside his jealousy. Lust.
It burned in his blood. She should be his as well. She
should be the one obeying his commands. And she
would be, if it wasnt for that blasted god of hers. If
there even really was a god. Darthis wouldnt put it
past the wench to have made the whole thing up for
her gain. . .
A thought unfurled in his small mind. He stroked
his oily beard. What if he were to journey to this
mountain of hers? What if he were to discover that
this supposed god was a fraud? He could tell the
others. Then they would make him their leader. And
surely they would give him the deceitful Mirta to do
with what he pleased.
It was not in Darthiss nature to think something
through twice. He knew which mountain Mirta
claimed the god lived on she had pointed to the
distant peak often enough. She was to set out for
the mountain at twilight. That gave him a head start
of several hours. Wearing a nasty grin, Darthis
slinked out of the village.
He had thought the journey would be easy. Mirta
was just a girl, after all, and she made the trek
every third day. He soon found he was wrong. The
westering sun beat down on him with brutal force.
His armor was like a steel oven. Sweat soaked his
body and ran stingingly into his eyes. Soon his skin
blistered, and his tongue swelled in his mouth. Flies
buzzed around him in dark swarms, crawling
through chinks in his armor to bite him. He thought
night would bring relief, but he was wrong again.
The heat of the day rose up from the sun-baked
ground to strike him again.
By the time he reached the foot of the mountain,
Darthis was staggering, dizzy from heat and thirst.
He was lucky, though, for he found the place where
bitter water oozed from a crack in the stones and
drank greedily. Necessity finally won out over pride,
and he cast off the mismatched armor, stripping
down to his grimy breeches. Cooler now, and
refreshed by the water, his hatred for Mirta seized
him once more. Darthis started up the side of the
mountain.
He reached the summit at dawn.
At first he peered around with trepidation.
Quickly, his courage grew. There was nothing here.
Just bare stone and an old cave with a big pile of
loose rocks sitting above it. A grin split his
pock-marked face. Mirta could fool the villagers, but
not him. He picked up a handful of stones and start-
ed tossing them into the cave. Laughing wickedly,
Darthis began to plan all the things he would do
when the village and Mirta were his.
His laughter fell short as something burst out of
the shadows of the cave. Fear strangled him,
pierced his heart. The stones slipped from loose fin-
gers. He stared upward in awe. One last thought
surfaced in his dull, small mind. Youve wet yourself,
Darthis.
Then the massive jaws closed, ending the
thought in an explosion of crimson.
Mirta ignored the burning in her lungs and kept
climbing. She had found the armor scattered at the
base of the mountain. It had to be Darthiss. What it
portended she did not know. But it could only be ill.
She forced herself on, toward the jagged summit. At
last, gasping, she began to pull herself up over the
final ledge.
Mirta froze, staring in horror at the grisly scene
not twenty feet away.
It had crawled from the cave to feast upon Darthis.
Emerald scales glistened in the sunlight, though in
patches they were missing, revealing livid gray flesh
beneath. The wings were hideously twisted, trailing
leathery shreds of scarred skin. One side of its great,
saurian head was a melted ruin. The other was
smeared with blood. It grinned, an evil, lopsided
expression, as it plunged its snout deeper into the
corpse before it.
This was no god. This was a monster.
Mirta clamped a hand to her mouth to keep from
screaming. She turned and fled, half-running,
half-sliding down the steep slope. Her mind reeled.
Everything she had believed was a lie. Everything.
With a moan, she collapsed, falling to the sharp
stones. It felt as if the thing had ripped out her heart
with its bloody claws, not Darthiss. There were no
gods. She was alone. Utterly alone. Mirta thought
the pain of it would kill her.
Then, through her tears, she saw it. A glint of
bright metal against dark stone. Reaching out a
trembling hand, her fingers closed around some-
thing cool and smooth. She drew it back, opened
her hand, stared. It was the medallion she had
found by the old shrine, the medallion she had cast
off at the dark things bidding. At last, as she gazed
at it, the memories came flooding back, filling the
DRACN
#
23O 71
emptiness inside her with their sweet, aching
warmth.
Oh, Tanar, she whispered. Forgive me.
A shudder passed through her thin body. Then
her trembling ceased. In that moment, Mirta realized
the truth. Just because someone leaves you doesnt
mean they dont love you. Like her parents. Like the
gods. Like Tanar. The gentle old cleric had not aban-
doned her. She had abandoned him. Tanar had
been with her all along his words, his love, his
faith. All she had to do was remember.
Where are the gods, Mirta? His words echoed in
her mind. Now, finally, she understood the answer.
She gained her feet, slipping the medallion back
around her neck. Then she started back up the
mountain.
Nothing was left of Darthis save a few smears of
blood on the rocks. The dragon had retreated back
into the refuge of its cave. But she could feel it
therebloated, evil, gloating in the dark.
You brought me a fine sacrifice, Mirta, rasped
the chalky voice.
She spoke the words without emotion. I brought
you no sacrifice.
There was a confused pause. But of course you
did, the voice went on. Who else sent the man to
me? Do not fear, Mirta. Your god is pleased with the
offering.
Mirta gripped the talon-knife in her hand. I am
not afraid, she said solemnly. And you are not my
god.
What? the voice hissed, incredulous.
You are a shadow, Mirta answered. Nothing
Now the voice seethed with fury. Foolish human!
No one dares insult me so. The words rose to a
shriek. I will have another sacrifice. And it shall be
you!
The darkness stirred. Hobbling on mangled legs,
the dragon lurched from the cave, evil blazing in its
one crimson eye. Dark spittle ran from its jaws. Terror
radiated from the creature in smothering waves.
Mirta started to reel backward. Then her fingers
brushed the medallion at her throat, and the dragon-
fear ran over her like water. With grim calm, she lift-
ed the talon-knife and threw.
Few weapons have the power to pierce a dragons
flesh. This one did, for it was of the creatures own
body. The talon-knife plunged into the dragons
breast, wounding it deeply. The creature threw back
its head and let out a shrill, trumpeting cry of agony.
It stumbled back, spreading its twisted wings, striking
the roof of the cave. The mountain shuddered.
Countless tons of loose rock slid down from the spire
above, falling across the mouth of the cave, sealing
it tightly forever. The scream of the dragon was cut
short. Silence descended on the summit.
The god was dead.
At last Mirta turned away from the destruction.
She gazed out across the wide plain. A peace filled
her.
I understand now, Tanar, she murmured, grip-
ping the medallion.
Everything that had happened in the village the
spring, the crops, the fever, Tragerts death the
god hadnt done those things. She and the villagers
had. The power to make good and evil was their
own, and no one elses, It did not matter that the
gods had left Krynn. Mirta knew that now. The
gods, both light and dark, had served simply to
remind mortals of the thing they had, of the things
they would always have inside them. Love. Hatred.
Life. Death. And hope. Above all, there was always
hope.
For one more silent moment, Mirta gazed at the
world below. Her world. Then she started down the
mountain, to bring a new message to her people.
Mark Anthony has written a number of novels for TSR,
including his latest title, Escape from Undermountain,
and hi s l i t erary j ourneys have t aken hi m t o t he
DRAGONLANCE, FORGOTTEN REALMS: and RAVENLOFT
settings. With all this world-hopping, Mark recently
decided to take up tai chi, in hopes of always knowing
where his center is no matter what world hes in.
Who ordered his rare?
7 2 }une 1996
by Carrie A. Bebris
6th-level Rjurik Bard
STRENGTH: 12
DEXTERITY: 17
CONST I T UT I ON: 12
INTELLIGENCE: 13
WISDOM: 14
CHARISMA: 16
AC 6
THAC0 18
HIT POINTS: 28
ALIGNMENT: LN
Damage/Attack 1d6 (short sword) or 1d4 (dagger)
Bloodline: Anduiras, minor, 16.
Blood Ability: Resistance (major). Jerryls blood ability grants
her 50% immunity to wizard spells of the enchantment/charm
school, priest spells of the charm sphere, and similar spell-like
effects.
Weapon Proficiencies: Dagger, short sword, throwing knife.
Nonweapon Proficiencies: Ancient history (12), etiquette
(16), local history (16), musical instruments bagpipes and lute
(16), reading/writing Rjuven (14), singing (16).
Equipment: Padded leather armor, ring of protection +2, furs
in winter, short sword, dagger, throwing knives, bagpipes, lute,
scroll cases, books.
Spells (3/2): Charm person, phantasmal force, read magic; invis-
ibility, whispering wind.
Bard Abilities: Climb Walls 60%, Detect Noise 40%, Pick
Pockets 10%, Read Languages 55%.
Description/History: As a bard (or skald, as the Rjurik call
their bards), Jerryl serves an important function in Rjurik society.
Jerryl is at once an entertainer, historian, herald, and negotiator.
With equal talent, she can sing ballads of epic wars or speak
words that bring lasting peace. Though short (she stands only
56 tall) and sleight in build, this young woman commands
great respect and wields considerable influence.
A gifted musician, Jerryl exhibits talent on both the bag-
pipes and the lute. Her finest instrument, however, is her own
voice: Whether singing or merely speaking, Jerryls voice cre-
ates music that all around her crowd nearer to hear.
Jerryl spends the seasons roaming the Rjurik countryside,
generally wintering in one of the Taelshore domains. Her
arrival in a village or town draws smiles from the faces of
regent and commoner alike, for they know she brings the lat-
est news, tales, and songs from abroad. Jerryl can discuss with
equal authority the increased military training of Stjordviks
many clans or the new weaving method developed by the
women of Halskapa. Jerryl receives warm welcomes any time
of year, but especially during winter months, when Rjuriks
frigid weather drives its clans into their longhouses to spend
their time in handiwork, storytelling, and planning for the com-
ing year.
Jerryl has earned the trust of many Rjurik jarls and regents
but having taken an oath of neutrality gives allegiance to
none. Though her gentle and sometimes flirtatious manner has
led to speculations linking her romantically with several jarls
and other eligible bachelors, Jerryl has given her heart to her
music alone. She believes that romantic entanglements pose a
threat to both her diplomatic and artistic integrity.
At 27, Jerryl has had few years in which to build a reputa-
tion, yet she has earned one distinction that has eluded all
other skalds: Jerryl alone has garnered the favorable regard of
the Siren, one of the awnsheghlien cursed with the essence of
the evil god Azrai. Formerly a bard herself, the Siren has lived
in virtual seclusion since shortly after becoming an awnshegh.
It is said that she refused all skalds who sought entry into her
domain because she could not bear to hear other voices cre-
ating music, when hers brought only pain and destruction to its
listeners. Yet somehow Jerryl gained an audience with her. No
one knows just what the young woman said or sang, but she
is now the one skald whose song can charm the Siren.
It is also said that Jerryl is the only human on Cerilia who
can listen to the Sirens song without ill effect. Folks speculate
as to whether this alleged immunity derives from natural,
divine, or magical means. Jerryl herself, however, has never
confirmed the rumor.
The Siren respects Jerryls neutrality and allows her to come
and go as other obligations or her wanderlust dictate.
Jerryl readily delivers any greetings or messages the Siren may
send to other regents, but she reveals nothing else of the time
she spends in that mysterious domain.
DRACN
#
23O 75
by Carrie A. Bebris
9th-level Rjurik Magician
STRENGTH: 11
DEXTERITY: 12
CONST I T UT I ON: 11
INTELLIGENCE: 16
WISDOM: 13
CHARISMA: 8
AC 10
THAC0 18
HIT POINTS: 22
ALIGNMENT: CG
Damage/Attack 1d6 (staff)
Bloodline: None.
Weapon Proficiencies: Dagger, staff.
Nonweapon Proficiencies: Ancient history (16), astrology
(15), fire-building (12), herbalism (14) read/write Rjuven (17),
read/write/speak ancient Rjuven (17), read/write/speak
Anuirean (17), spellcraft (14).
Equipment: Cloak, furs in winter, dagger, staff, crystal ball,
scrying bowl, rune stones, divining rod, other divination
devices.
Spells (4/3/3/2/1): Change self, detect magic, know bloodline
strength (Book of Magecraft), know Cerilian origin (BoM); Calders
starry sky (BoM), ESP, improved phantasmal force; clairaudience,
clairvoyance, invisibility 10 radius; Shaefpaetes shadowy distinction
(BoM), minor creation; contact other plane.
Description/History: Keldric lives alone in a cottage at the
edge of a small village in Jankaping. Strange divinitory appara-
tus, bundles of dried herbs hanging from the ceilings, and many
books crowd the cottage. It is a dwelling few enter without trep-
idation; indeed, children of the village dare each other merely
to walk past it.
The cottage receives few visitors. The Rjurik people harbor
great superstition about wizards (commanders of true magic)
and seers (practitioners of lesser magic). While they accept as
natural their druids priestly magic, they consider sorcerers to be
servants of the evil god Azrai. Thus, those who seek help from
Keldric generally do so only in times of stress or crisis.
and dreams were not prophetic but simply coincidental. his visitors. His ordinary conversation is sometimes as cryptic as
midteens he hoped that if he ignored the visions they his divinations. And he seems exceptionally nervous when
eventually go away. Finally, at the age of 19, he went to shadows cross his path.
}UNL 1996
Keldric received his training from Jorvald, the villages previ-
ous seer. Jorvald recognized Keldrics talent when the younger
seer was just a boy, telling Keldrics parents that their child had
the doom (a Rjurik term akin to curse) of second sight.
Keldrics parents rejected Jorvalds words and went to great
lengths to shield their son from the old mans influence.
As Keldric grew, he too rejected Jorvalds words as the mut-
terings of a madman. As a boy, he told himself that his premo-
nitions
By his
would
This self-enforced code of silence taxes Keldrics spirit and
mind. Foreseeing tragedies that he is powerless to prevent in
the lives of his fellow villagers fills him with frustration and has
made him reluctant to cultivate close friendships. And so he
lives alone physically and emotionally isolated from the com-
munity his gift commands him to serve. Those who have seen
him recently say that the solitude is beginning to wear on his
sanity. Keldric has become increasingly gruff and impatient with
76
Jorvald for guidance and began his training. Keldric studied
with his mentor until Jorvalds death 14 years ago, by which
time the student had become a master in his own right. That
was 17 years ago. Keldric is now 50.
Among Keldrics rare visitors is the province ruler himself,
who comes in secret during the cover of night. The jarl believes
he cant afford not to hear Keldrics words whatever power
might grant the seers divinations, they are accurate more often
than not. Keldric keeps the jarls confidence, as he does that of
all his visitors. The villagers would likely be very surprised to
learn that nearly every one of them has visited Keldric at one
time or another, seeking to learn anything from the gender of
an unborn child to the results of a contemplated raid.
Though Keldric sometimes inadvertently divines information
not requested, he keeps it to himself. He does so in part out of
compassion (why tell the parents of a newborn that their child
will live only a year?) and in part out of self-preservation:
Keldric has been blamed more than once for causing an event
merely by prophesying it.
by Duane Maxwell
7th-level Rjurik Fighter
STRENGTH: 12
DEXTERITY: 15
CONST I T UT I ON: 12
INTELLIGENCE: 14
WISDOM: 14
CHARISMA: 15
AC 8 (7 when using single weapon)
THAC0 14 (12 with saber +1)
HIT POINTS: 44
ALIGNMENT: LN
Damage/Attack 1d6+4 (sabre + 1)
Bloodline: Masela, major, 29.
Blood Abilities: Enhanced sense (major), blood history,
unreadable thoughts.
Weapon Proficiencies: Saber (specialist), long sword, dagger,
longbow, one-handed weapon style (specialist).
Non-weapon Proficiencies: Rjuven (14), swimming (13), sea-
manship (17), rope use (16), strategy (12), intrigue (16), speak
Anuirean (14), read/write (15), Basarji (14).
Equipment: Maija rarely carries much more than her
weapons and some simple outdoor survival gear, as she prefers
not to burden herself. She also owns a magical saber +1, which
she calls Retribution, given to her by the Khinasi merchant lord
el-Hadid.
Description/History: Maija is a slender Rjurik woman of
average height. She wears her blond hair very short, for in her
younger days she masqueraded as a young male Rjuvik war-
rior. Her cornflower blue eyes mirror her every mood. Maijas
face shows the effects of years of hard living, both as an adven-
turer in southern lands and in the harsh climate of the north.
An unfortunate encounter with the edge of a table in Harrys
tavern in Haes left her with a small scar on her chin. Although
she is not an especially beautiful woman, she possesses a self-
assurance and lightness of spirit that have drawn the amorous
attentions of more than one southern nobleman. She dons
armor only in the most dangerous of circumstances, preferring
instead to rely on her natural grace and skill with a blade to
keep herself out of harms way. She is as comfortable in the
style of clothing worn in Anuire as she is in Rjurik garb.
Maija is the daughter of Lars Bodenson, a chieftain of the
Thajarr, a tribe that roams the northern reaches of Svinik. Her
mother, Lida, is the daughter of Jarl Ulfgrim of Innsmark. She
traces her rather rare bloodline through her mother, who
derived it in turn from her mother. Ever a willful child, she
fought continually with her father. By the time she was old
enough to decide her own fate, their relationship had deterio-
rated enough to cause her to seek her fortunes as far away
from Svinik as she could get; she left for the south at 17. Maija
spent the next 16 years as a wandering sellsword in Anuirean
lands. She was a caravan guard, a soldier in the Mhors army,
and a ships captain for the merchant lord el-Hadid. She studied
saber under the swordmaster Maruf al-Saad, and she honed her
tactical abilities under Wilfred Raenard, lord marshal of the
Prince of Avanil. Although she will not discuss it, she was even
married once, for a brief time. She returned to her ancestral
lands a year ago, when messengers from her fathers clan told
her that her father was dying and wished to have her come
home to her people. They made a sort of peace, and he passed
on to her the leadership of the clan. Since her return, she has
reaffirmed her ties to the ways of her people. Already one of
the orog tribes of the Blood Skull Barony has learned to their
cost that she is every bit her fathers daughter.
Despite or perhaps because of her years in the south,
Maija has a strong connection both to the people of the Thajarr
and the lands they roam. In the short year that she has been
chief, she has won her peoples respect. They look to her for
leadership and the defense of their ancient ways. She has suc-
cessfully fought off orog raids from the Blood Skull Barony and
sent packing an envoy from King Fulgar of Rjuvik, who sought
to make her his bride. Although she seems enigmatic and aloof
to those who do not know her, she is a true friend to those she
is sworn to protect. As chief of a fairly small clan, she is very
well aware of how tenuous her peoples existence is, so she
prefers to avoid open warfare if possible. She has shown, how-
ever, that she can be a dangerous opponent when crossed. The
few travelers from other lands whom she and her tribe
encounter might expect to find some hulking brute acting as
the chief of the tribe. Instead, they discover that the chief of the
Thajarr is a good deal more wily and erudite than expected.
Maija does not hesitate to use the confusion caused by that dis-
covery to her advantage and to the benefit of her people.
DRACN
#
23O
79
by Duane Maxwell
6th-level Rjurik Priest (Druid) of Erik
STRENGTH: 18
DEXTERITY: 10
CONSTITUTION: 15
INTELLIGENCE: 11
WISDOM: 15
CHARISMA: 11
AC 4 (studded leather, wooden shield +2)
THAC0 17
HIT POINTS: 33
ALIGNMENT: CG
Damage/Attack 1d6+2 (spear)
Bloodline: None
Special Abilities: As druid, plus the following ranger abilities:
Move Silently (70%), Hide in Shadows (56%), and animal empa-
thy (save at -3); when enraged, he gains +1 to hit, +3 damage,
and +5 hit points, but may not use a shield and may attack only
with melee weapons.
Weapon Proficiencies: Club, spear, hand axe.
Non-weapon Proficiencies: Rjuven (11), survival-forests (11),
direction sense (16), hunting (14), weather sense (14) fire-build-
ing (14)
Equipment: Ulfig carries his magical boar spear, a club, and
whatever spell components and survival equipment he needs.
The boar spear is a spear +2, called Witch-slayer, which he inher-
ited from his mentor.
Description/History: Ulfig is considered large even among
the Rjurik. Standing six and a half feet tall, he weighs just over
300 pounds. Strangers among the superstitious Rjurik give him
a wide berth as much for his long, shaggy black hair as for his
size because they fear the dark rages commonly associated
with black-haired people. His dark complexion shows the strain
of his daily existence, and his blue eyes have a haunted look.
He wears dark, stained leather and hide armor decorated with
bronze banding. In winter, he often wears a great bearskin.
Ulfig was born 28 years ago in northern Rjuvik. His black
hair was considered an ill omen by the clans seers and mid-
wives, but he did little to cause them any concern until he was
16. He and the jarls son were hunting with some other of the
clans younger warriors. The jarls son, Toorvald, began to taunt
Ulfig about his black hair. The other boys joined in. Ulfig tried
to laugh at first, but as the others escalated the taunts, he
became angry. When Toorvald poked him with a boarspear
and drew blood, something inside Ulfig snapped. He wrenched
the spear out of Toorvalds hand and began to lay about him
with great swings. By the time he mastered himself, his hands
were badly lacerated from grasping the blade end of the spear,
and young Toorvald had been beaten to death. The others,
some of them injured by Ulfigs attack, fled back to the clans
camp. Ulfig knew that the jarl would order him killed, so he ran.
Ulfig fled to the Realm of the White Witch, enemy of Rjurik,
where he hoped his people would not dare to go to exact their
vengeance. There, he was taken in by a small tribe living in fear
and defiance of the White Witchs forces. The tribes druid
guessed the truth of his violent nature and began to teach him
how to control it. He told Ulfig that he was blessed with the spir-
it of the bear. The bear, he explained, is normally a peacable
animal, but when stung to anger, it can cause terrible destruc-
tion. He learned more from the druid about the animals of the
north. When the man died, he took up his responsibilities. He
gave himself the surname Bjornsson to honor both the druids
teachings and to remind himself of his nature.
Ulfig is a simple man who bears an unfortunate curse: He is
prone to berserker rages when injured or when defending
something important to him (such as one of his clan members).
He cares a great deal for the people he has come to regard as
his own, and he works hard to help them survive against the
combined forces of their harsh natural environment and the
depredations of the White Witch. Despite this concern, he does
not become close to anyone, for he still bears the guilt of the
death of Toorvald. He is steadfast and loyal, and he shows great
courage in the face of any danger. He remains unmarried, for
he fears that he will pass on his curse to his children.
80 }UNL 1996
COMMON
TROOPS
UNCOMMON
TROOPS
Wight Zombie
by Dori Hein & Bill Olmesdahl
Starting this issue, DRAGON Magazine
will examine the new races, and the
secrets and strategies behind the armies
battling for control of Esfah, the mythical
world of the DRAGON DICE game.
Populating this setting are races com-
posed of the elements: dwarves of earth
and fire, coral elves of air and water, and
firewalkers of air and fire. But there are
also other races, those that have been
corrupted by death: evil lava elves, com-
posed of fire and death, and goblins,
corruptions of earth and death.
Kicker Pack #3: Undead Legions intro-
duces a new race spawned by death: the
vile undead. With their unique powers
and special abilities, the undead may be
the most powerful race yet introduced
to the struggle for Esfah. This article
explores the undeads special abilities,
their new spells, and tactics you can use
to add them to your existing armies.
Melee machines
Undead follow the same basic rules
as do the other races in the DRAGON DICE
game, but they have a special ability
that makes them unique and powerful.
This racial ability is stepped damage.
Because they are not truly alive, undead
can often suffer great damage before
being destroyed. When an undead unit
is killed, instead of being sent to the
dead unit area, it can be traded in for an
undead unit of one health less. (The
replacement unit must come from the
dead unit area; if there are no undead
units there, the die is actually killed.)
This ability works especially well with
another of the undeads abilities: undead
units are notoriously fierce hand-to-hand
combatants. Unlike other races in the
DRAGON DICE game, the undead have no
missile icons or cavalry units. Instead, the
undead have three types of melee units
and two types of magical units.
Zombies, wights, and mummies
make up the heavy melee troops; skele-
tons, revenants, and death knights are
the light melee troops; and wraiths,
spectres, and ghosts are the skirmishers.
Their combat skills, combined with sev-
eral new special action icons, make
them the ideal race to recruit if you like
to bring the fight to your opponent.
Deadly spellcasters
Not only are the undead formidable
fighters, theyre also mighty magicians.
Even though they can cast only black
magic, having two levels of magicians in
their ranks easily compensates. Light
magic troops consist of ghouls, ghasts,
and vampires, while heavy magic troops
are composed of apparitions, heucuvas,
and the fearsome liches. The light magi-
cians combine melee and magic skills,
and the heavy magicians are everything
a DRAGON DICE player dreams of: lots of
magical power in a dangerous and com-
pact package. To counter an opponent
using that strategy, the undead even
have the fenhound, a monster ally that
can dispel magic.
The undead also have a forbidding
spellbook. Five new spells are available
Skeleton Revenant
Wraith Spectre
Ghoul Ghast
Apparition Heucuva
86 }UNL 1996
Vampire
RARE
TROOPS
Mummy Death Knight Ghost
only to the undead, and these are some
of the most powerful yet to be intro-
duced in the game. The Evil Eye spell, for
example, subtracts one from each save
roll of the target army. Multiple castings
affect multiple armies or increase the
penalty. And Fade lets you choose an
undead unit to become incorporeal.
While that unit cannot make melee
attacks, it also cannot be attacked by
missile or melee. This spell can be high-
ly useful in an underdog situation.
The most powerful spell the undead
have available is Haunt If you can roll
enough points of black magic, your dead
units (regardless of race or number) can
immediately rise up and attack any army
on the table! You bury any dead units
killed by that armys counter-attack; any
of your units not killed in the counter-
attack return to the dead unit area.
Undeadly new powers
The undead have several new (and
potentially lethal) special action icons,
unique to their race. The new icons are
as follows:
Convert: Found on the vampire unit,
the convert icon allows you to choose a
target of less health than the number of
convert icons rolled. Unless the target
saves, it is killed, and an undead of
equal or less health is added to the vam-
pires army from its dead unit area.
Scare: Found only on the death
knight, if the scare icon is rolled during
melee, an equal health value of target
units (chosen by you) must roll a non-ID
save or immediately flee to their owners
reserves. Targets that roll an ID face are
killed that is, they die of fright!
Vanish: Appropriately enough, this
icon is found only on the ghost. When
rolling for saves, each vanish icon
counts as a save, and that unit may
immediately move to any other terrain
or its reserves vanishing into thin air.
Wither: The last special icon is found
only on the mummy. When this icon is
rolled during melee, choose a target
unit. Until the beginning of your next
turn, the target suffers a penalty of -1 to
all its rolls for each wither icon rolled. On
an adjusted result of 0 or lower, it dies.
The 10-sided monsters allied with the
undead also have some unique and
deadly abilities. The minor death, for
instance, can instantly slay an opponent
of your choice unless it rolls its ID face
(and only its ID face). This dreaded crea-
ture also carries the plague, sending a
target unit back to its army to spread the
deadly disease.
Tactics of the undead
With all the horrific powers at the dis-
posal of the undead, they do have a
weakness: they are slow movers com-
pared to the other races. In fact, they
cant even make charges; furthermore,
multiracial armies containing undead
cannot charge. Keeping this weakness
in mind, here are some strategies for
using the undead to best advantage.
Concentrate on your home terrain:
Pick one that you think wont help any
one else, since your special abilities
arent tied to a terrain. Move it quickly
into either melee or magic. Missile range
does you virtually no good.
Make them come to you: Move your
home terrain to the eighth face, then go
stomping. With your magic and melee
might (not to mention the stepped dam-
age), you can take anything your oppo-
nents can dish out, but only if you force
Lich
them to fight on your terms.
Its no fun without dice: Bury your
opponents dead whenever possible.
Your troops are extremely difficult to kill,
and if you bury dead whenever possible,
soon youll have a vast numerical supe-
riority. Never, never bury your own dice.
Strength in diversity: For an all-
undead army to succeed, you must bring
to the table as many different types of
dice as possible. If you have no two-
health dice, your three-health dice cant
take advantage of the stepped damage
special ability. You must also keep some-
thing in your dead unit area for this
power to be effective.
Fight your fight: Each race has its
own strengths and weaknesses. You
have no missile capacity and almost no
movement. In exchange you have pow-
erful new spells and a melee strength
second to none. At the start of the
game, move your spellcasters to your
reserve area and the rest of your dice to
your home terrain. Use magic generated
in the reserve area to cast protective
spells on your home army while they
move the terrain to the eighth face.
Once theyve done that, move the spell-
casters to your home terrain and send
the rest of your army to the highest ter-
rain on the board. Use spells to soften
up any defenders, and melee them out
of the terrain. In no time youll have the
second eighth face and the win.
Dori Hein is the Creative Director for the
DRAGON DICE game line and can be reached
at [email protected]. Bill Olmesdahl is both a
designer and editor involved with TSRs
collectible dice game.
DRACN
#
23O 87
Forum welcomes your comments and
opinions on role-playing games.
In the United States and Canada, send
any correspondence to Forum, DRAGON
Magazine, 201 Sheridan Springs Road,
Lake Geneva, WI 53147 U.S.A. In Europe,
send mail to Forum, DRAGON Magazine,
TSR Ltd., 120 Church End, Cherry Hinton,
Cambridge CB1 3LB, U.K. You can also send
e-mail to [email protected] or to
[email protected].
All letters should be neatly typed or hand-
written. You must give us your full name and
mailing address if you expect your letter to
be printed, but we will withhold your name if
you ask us to do so, and we will not print
your full address unless you request it.
obias Hill makes a very interesting
comment on thief THAC0s in issue
#227. He points out a problem that
nobody else seems to have noticed:
namely that low-level rogues have sur-
prisingly good THAC0s, especially at 3rd
level, when their fighting ability is sec-
ond only to a fighters (Players Handbook,
page 91).
What happened here? The original
PHB specifically describes the lightly
armed and armored thief as fighting
only slightly more effectively than do
magic-users (page 27). The original
DUNGEON MASTER Guide attack matrices
(page 74) bear this out: a 4th-level cleric
and a 3rd-level fighter are combat equals
(THAC0 18) while a 4th-level thief is on a
par with a 1st-level magic-user (THAC0
20). Uneven progression at higher levels
results in an identical THAC0 for 9th
level thieves and clerics, but the clerics
permanently regain a two-point advan-
tage immediately thereafter.
The 2nd Edition intent to simplify and
smooth the progression probably has
something to do with the current prob-
lem, but there is another reason. Look
again at the original attack matrices, and
you will find that magic-users and
thieves start their careers with the equiv-
alent of what would be a 21 THAC0
under the 2nd Ed. rules (compared to 20
for the cleric and fighter). It is this myste-
rious +1 bonus (a vestige of the thank-
fully extinct repeating 20s on the original
game matrices) that is confounding
Tobias game.
If it bothers you that a 1st-level wizard
or thief can fight as effectively as a 1st-
level warrior (and it bothers me), the eas-
iest way to rectify the situation is to add
+1 to the rogue and wizard THAC0S up
to and including the 9th level of ability.
That will give a fair approximation of the
original combat abilities and return a
combat edge to the clerics and fighters.
To be fair to the PCs, the same reasoning
should be applied to monsters with less
than 1-1 Hit Dice (see page 75).
Jamie Nossal
Houston, TX
When I was a young child (Im now
22), I loved to play games. Lets Pretend
was my favorite. I have an older brother
(now 30) who, when I was eight, intro-
duced me to the joys of role-playing
games. I was fascinated by the way you
played this game. It was like none other.
At first I was allowed just to roll the dice
for my brother, who was always the DM;
but I listened to what they were doing
and realized they were playing my
favorite game (Lets Pretend), but they
had a set of rules to go by. What I also
soon realized was that the players
worked together, not against each other,
to reach a common goal. I was almost
instantly hooked to my brothers dice.
About a year went by, and soon my
brother let me read the rule book (from
the Basic D&D game), saying, You prob-
ably wont understand most of it, but
In light of the alarming statistics of
adult illiteracy, I cant help but wonder
if those adults were introduced to role-
playing games as children, would they
be readers now?
Id like to ask people who think chil-
dren shouldnt be introduced to gaming
at young ages whether theyve seen the
video games and toys and TV program-
ming that are daily bombarding our
kids. Frankly, it scares me. Id rather my
nephews get involved in role-playing
games than any other activity (save
sports). Whats wrong with wanting our
children to learn to play together
instead of against each other?
Andy Farrell
Omaha, NE
Five years ago, I was introduced to
the AD&D game and was instantly
hooked. Six months later I was DMing
my own campaign, which crashed and
burned, by the way. I picked myself up
and now I run multiple successful cam-
paigns in the PLANESCAPE setting (my
favorite) and home realms. Ive also
played GURPS* and a futuristic gaming
system, but Ive always come back to the
AD&D game.
Even though TSR has the best system
Ive seen, there is room for improve-
ment and Id like to cover a couple of
those areas.
The COUNCIL OF WYRMS campaign set-
ting appealed to me in the worst way
because I love dragons. One of my
biggest beefs with the set is the flight
proficiency, which you have to spend
proficiency slots to acquire. If you dont,
you cant fly. Now, let me get this
straight: Im a hatchling dragon who is
being raised by all these venerable drag-
. . .If [thcy] wcrc Intrnduccd tn rn!c-p!ayIng gamcs as
chI!drcn, wnu!d thcy bc rcadcrs nnw?
here you go. I took that as a challenge
and dived right into it. I got stumped
about two paragraphs into the first page,
but I got out a dictionary and looked up
the problem words and went from there.
Anyway, I know that because I was
introduced the D&D game so early, I
have this game and my brother to thank
for my love of reading and writing. Had
it not been for the many hours of read-
ing those and many other rulebooks, I
dont think I would have learned to read
as well as I do today.
ons, yet they never taught me how to
fly? Thats like saying a human was born
but never learned to walk. Having to
spend slots on combat flight I can under-
stand; knowing how to walk and know-
ing how to fight as well as a martial
artist, for example, are two entirely dif-
ferent things. Still, flight, for a winged
creature who is around hundreds of
beings just like him who can fly, should
come naturally. No slots should be spent.
Another problem with CoW is that
you need three books to create a
DRACN
#
23O 89
character. The information is so spread
out that youre bound to miss some-
thing vitally important. This data is very
disorganized and looks as though it was
just slapped together to meet a quota.
Chronomancer is a cool idea, but the
rules on doubling a timeline make no
sense and are incomplete. They state
that one month before a chronomancer
is going to double his time line, a Time
Storm begins. What DM (or PC, for that
matter) is going to know a month ahead
of time that theyre going to do that?
None! If a character is going to double
his line, its probably going to be a split-
second decision made in the heat of
game-play. Then what happens? Does a
Storm just appear out of nowhere? And
so this Storm pulls the time wizard into
Temporal Prime then what happens?
Thats where he needed to go anyway,
to double his line, right? Whats to stop
him from doing so now?
These rules are incomplete, and even
though a DM worth his merit will be
able to adjust them to work and answer
all the questions, doing so now makes
the book not worth the money paid for
it. I pay for a set of rules that I have to
alter little, if any.
Jeff Crowell
Address Withheld
A source of great confusion and
annoyance for me is the AD&D defini-
tions and classification for the elven
sub-races. More specifically, the problem
is with the two main sub-races, grey
elves and high elves.
The Complete book of Elves describes
grey elves as the most noble and most
reclusive of the elves. . . withdrawn from
the world... supercilious and conde-
scending, full of their own importance. . .
haughty, disdaining contact with oth-
ers. . . least tolerant of other races (pages
16-17).
High elves are described in these
terms: the most open and friendly. . .
[they] have the most contact with the
non-elven world. . . are very pale. . . their
skin is less a corpse-like pallor than the
color of new cream (page 18).
It struck me as odd that the charac-
teristics and attributes which describe
the grey and high elves would be better
suited if they described the other sub-
race. I looked up the definition of high
in three dictionaries, and this is some of
what I found: advanced, arrogant, ele-
vated, exalted, haughty, lofty, noble,
pompous (Websters Dictionary, 1986,
page 190).
After comparing the definitions of of
the grey elf in the Complete Book of Elves
and the definitions of the term high,
Im sure that anyone would come to the
same conclusion and ask the question,
Why is a grey elf not called a high elf
and vice versa?
The term grey means ash colored,
between light and dark, dull (Websters,
178). It seems the switch could be com-
plete.
Ed Greenwood, the creator of the
FORGOTTEN REALMS setting, discovered
the same inconsistency. He switched the
terms high and grey when describing
the elven sub-races: Gold elves are also
called. . . high elves. [They] tend to be
recognized as the most civilized of the
elven subraces and the most aloof from
humankind. . . .
Moon elves are also called silver or
grey elves, and are much paler than gold
elves... they tend to tolerate humankind
the most of the elven subraces. . . . (A
Grand Tour of the Realms, page 9, from the
FORGOTTEN REALMS boxed set).
The question I have for anyone read-
ing this column is this: Should the main
elven sub-races, the grey and high elves,
have their labels switched, making grey
elves high elves, and vice versa?
Peter Heyck
Ottowa, Ontario
Ive been gaming a long time. Unlike
most people who seem to think this is
important, I cant really remember when
I started, and Im sorry that I cant quite
peg it down to one memorable evening
in the wilderness of Washington. But if
there is one thing Ive learned through
all of it, its that we all make mistakes in
the game. DM and player alike, theres
always rules discrepancies.
I have a problem with all the letters
that keep appearing in Forum about the
PLAYERS OPTION rules. For those illithids
among you who dont seem to get it: Its
optional! If you dont like it, dont use it!
Get it?
(Probably not.)
Anyway, the whole concept behind
this, if any of you whiners read the fore-
word to each book, is that you are sup-
posed to take the parts you like and
keep them. Youre supposed to toss the
rules you dont like. Thats the one
power of the DM. Its his choice which
rules are to be used.
Granted, it is always good to listen to
the players and talk about the rules.
Consider what the players want, what
you want, evaluate what is left, and use
it. Yes, this does take time, and you prob-
ably will spend an entire game session, if
not more, trying to nail this down.
In response to Rick Maffeis letter in
issue #228, I agree about Skills & Powers,
save for the argument about Muscle.
Firstly, the book states that these are still
stats and that no statistic may be raised
above racial maximums. Therefore, the
only way a warrior can have a Strength
higher than 18/00 is if he is from the
DARK SUN, DRAGONLANCE, or BIRTHRIGHT
settings.
As to the comment about the warrior
with a Strength of 16, I ran into that little
quirk, too. Theres nothing in the rules
about that problem, so Ive instituted the
following convention. Consult your PHB
concerning the spell strength. Note that a
warrior who has the spell cast on him
and who winds up gaining percentile
Strength may advance only one score
bracket on the chart for each point the
spell gives him. Take that convention
and apply it to your dilemma.
If a warrior has a 16 Strength, he can
advance only to 18 (no percentile). Now,
say that warrior has a Strength of 17. His
maximum Muscle score is 18/01. (Look at
the chart: one step to 18, another to
18/01.) I suggest that for purposes of the
actual score, DMs use the lowest allow-
able number in the bracket.
Example: a paladin I presently play
wound up with a strength of 18/61. By
our house rules, he could advance his
muscle score only to 18/90 until I use a
wish spell to raise his Strength.
Also, I suggest that when a player
does this his Muscle or Stamina rise a
bracket only if the Strength score itself
rises. Remember, the subability can be
no more than 2 points away from the
parent score.
Tim Nutting
Address Withheld
Trivia Question:
In the PLANESCAPE setting, what rare
planar creatures have the unique
property of acting as portals to other
realms?
90 }UNL 1996
by Skip Williams
lf you have any questions on the games
produced by TSR, Inc., Sage Advice will
answer them. In the United States and
Canada, write to: Sage Advice, DRAGON
Magazine, 201 Sheridan Springs Road,
Lake Geneva, WI 51347, U.S.A. In Europe,
write to: Sage Advice, Dragon Magazine,
TSR Ltd., 120 Church End, Cherry Hinton,
Cambridge, CB1 3LB, U.K. You can also e-
mail questions to [email protected].
We are no longer able to make personal
replies. Please send no SASEs with your
question. SASEs are being returned with
copies of the writers guidelines.
This month, the Sage looks at spells,
magical items, and optional rules for the
AD&D game. The sage also pauses to
explain some of his own recent advice.
Please give me a clarification on the
5th-level wizard spell contact other
plane. The optional rule box about
aligned planes mentions a correlation
between the casters level and the max-
imum intelligence that he may contact,
though the main spell description men-
tions nothing about caster level other
than the number of questions that may
be asked. Are there actually such limits
on the contactable intelligence or may
the wizard choose to contact whichever
intelligence he wishes from the outset?
No matter which rule you use, the
mind contacted is determined randomly,
usually by roiling 1d10. If you use the
optional rule, the spell caster picks the
plane he contacts. If the caster chooses
an outer plane, roll 1d8 instead of 1d10.
A roll of 1 indicates that caster has con-
tacted the equivalent of an Astral intelli-
gence. A roll of 8 indicates the caster has
contacted a being with an Intelligence
score of 25. However, any difference in
alignment between the caster and the
prevailing alignment on the plane con-
tacted (see the PLANESCAPE boxed set)
reduces the intelligence the caster actu-
ally contacts by reducing the die roll
(which is always at least 1). The reduc-
tion works as explained in the optional
rule box. The reference to the casters
level in the optional rule box is superflu-
ous because caster level has no bearing
on the intelligence contacted.
When developing new characters for
the AD&D game, do the initial scores
rolled for Ability Scores include the racial
bonuses? Or is the bonus given after a
roll meets the minimum? For example, a
minotaur needs a Constitution of 12 as a
minimum requirement. Minotaurs also
receive a +2 bonus to their Constitution.
If the player rolls a 10, can he add the
bonus to meet the minimum require-
ment? Or must the player roll a score of
12 on the dice first, then apply the
bonus?
In most cases, a new character has to
meet the ability score requirements for
his race before making any racial adjust-
ments to Ability Scores. For example, if a
player rolls a 10 for a characters
Constitution score and an 18 for the
same characters Charisma score, that
character cannot be a dwarf because
Table 7 in the PHB lists a minimum
Constitution of 11 for dwarves and limits
dwarves to 17 in Charisma. The charac-
ter cant be a dwarf even though
dwarves get a +1 Constitution bonus
and a -1 Charisma penalty because the
player must consult the table before
making any adjustments. The same
character could become a gnome, how-
ever, and would apply the ability adjust-
ments for gnomes from Table 8. Note
that at the beginning of play, a dwarfs
maximum Constitution score is 19
(18+1) and a dwarf s maxi mum
Charisma score is 16 (17-1).
Unfortunately, not all the expansions
to the AD&D game follow the PHBs
example. For instance, the Complete
DRACN
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23O 93
Book of Humanoids lists adjusted scores
in its racial ability score tables. (This
explains why Table 12 includes so many
numbers lower than three and higher
than 18.) In this case, the player must
make the racial adjustments to the char-
acters ability scores and consult the
table. If the character doesnt meet the
requirements after the adjustments, the
characters Ability Scores revert to their
unadjusted values and the player has to
choose a different race for the character.
My question pertains to the psioni-
cist power ectoplasmic form. One of the
players in our group is rather fond of
turning into ectoplasmic form, picking
up objects, sticking them into people,
and letting go. He claims this is an
instant kill. Is this valid? Is it an evil act?
Are there any special saving throws
applicable? Also, what are the effects of
sticking objects into objects?
No, what you describe isnt a valid
use of the ectoplasmic form power. No,
its not necessarily evil. No, there are no
special saves.
A character assuming ectoplasmic
form can take along clothing, armor, and
up to 15 Ibs. of equipment hes carrying.
Weapons, backpacks, magical items, and
the like dont automatically come along;
they count toward the 15-lb. limit. The
character has to leave any excess equip-
ment behind. Anything the character isnt
holding or carrying when he assumes
ectoplasmic form doesnt go along. So
the character cannot assume ectoplasmic
form, walk across a room, pick up a rock,
and make that ectoplasmic too.
Anything the character converts into
ectoplasmic form stays in that form until
the character resumes his own normal
form, even if the character drops the
object. Resuming normal form inside a
solid object or inside another creature
can be harmful, but only to the ecto-
plasmic creature. The solid object or
creature has dibs on the space it occu-
pies. At best, the ectoplasmic creature or
object is displaced a sufficient distance
so it can materialize without harm. I sug-
gest, however, that the ectoplasmic
character is violently forced through a
dimensional rift to the Ethereal plane,
suffering 3d10 hp damage with no
chance for a saving throw. Sticking an
ectoplasmic object into something else
and materializing is just as nasty as
sticking part of the characters body into
something; the person responsible for
making the rift is drawn inside of it and
suffers damage.
Would you please clarify the use of
the feign death spell, particularly with
regard to its casting time of ? Does this
mean that the caster uses it just prior to
an opponents attack? Is it so quick that
the attacker does not realize that the
spell was cast? If the spell is cast prior to
an attack does the attack now hit auto-
matically? Wont the attacker become
suspicious if the caster drops dead
after a missed attack?
Technically, a spells casting time is
added to the casters initiative roll to
determine exactly when the spell takes
effect. Since the initiative system uses
only whole numbers, the casting time of
is problematical. In this case, I think
the intent is to allow the caster to cast
the spell pretty much instantaneously. I
recommend treating feign death like an
innate ability, but with no initiative mod-
ifier. An opponent can beat the caster to
the punch, but he cant disrupt the spell.
The caster can time the spell so that it
takes effect right after an opponents
attack if he wishes.
The spell has a verbal component, so
an alert opponent might notice the cast-
ing. An opponent successfully using the
spellcraft proficiency while watching the
spellcaster would know the caster used
a necromantic spell. Other witnesses
might be allowed a slim chance no
better than a check vs. one half
Intelligence and then only if they had
some reason to suspect a spell. (Feign
death has no somatic or material com-
ponent, so its not easy to catch.) In any
case, combat in the AD&D game always
works in the abstract; misses might
very well actually strike the target (albeit
ineffectually), and some hits might not
make contact at all. (Maybe the target
pulled a hamstring while avoiding the
blow.) Any attack that causes the target
to drop dead is likely to be interpreted
as a hit. If a PC made the attack, simply
note the attack rolls result and
announce that the blow connected and
slew the target. Let the player puzzle out
what happened. If an NPC made the
attack, consider how alert the character
might be to tricks. Someone very sure of
himself might very well believe he made
a killing blow, while someone familiar
with the casters reputation might
become suspicious if a famous character
goes down too easily. Some monstrous
foes might try to drag the slain charac-
ter back to their lairs for snacks.
According to the PLANESCAPE rules,
the farther a priest is from her power,
the lower level she effectively becomes.
If a priest casts a defensive spell on a
plane near to her power, then goes to
another plane farther from her power,
would the spell still be active even
though she effectively dropped several
levels in ability? For instance, a 7th-
level priest in my party cast magical
vestment on herself in the Beastlands
just prior to entering a portal to the
Grey Waste, where she lost six levels
of ability. Would the spell still be active
for its duration even though the caster
could no longer cast it?
When plane hopping, a spell func-
tions according to the conditions that
prevailed when the spell was cast, unless
the local condition is an absolute. A
flame blade, for example, goes out if car-
ried onto the elemental plane of water,
where no fire spell works. In your exam-
ple, magical vestment keeps working at
full power, because the character was
functioning at full power when she cast
the spell. See the upcoming Planewalkers
Handbook for more information.
How many volumes will the upcom-
ing Wizards Spell Compendium have?
Will there be similar volumes for priest
spells?
The current plan is for three volumes
of the Wizards Spell Compendium, fol-
lowed by one or two volumes of priest
spells. Im sorry I cant be more exact,
but theres just no way to tell exactly how
many spells there really are until some-
body actually finishes compiling them all.
Page 123 of the Complete Druids
Handbook lists several spells I have
never heard of and that arent listed in
the book. Where can I get information
on spells such as ceremony and precipi-
tation? Also, why are some of the spells
levels changed, like cure light wounds
as 2nd-level spell and finger of death as
a 7th-level spell?
Pages 122 and 123 of the Complete
Druids Handbook describe druids as they
appeared in the original AD&D game.
Thats why some of the spell levels are
different. The spells youre asking about
came from the Unearthed Arcana tome,
now long out of print. Current plans call
for both spells to be included in the
upcoming Priests Spell Compendium, but
thats subject to change.
A sword of sharpness has a +1 bonus
for attack rolls and damage and it sev-
ers a limb on a modified roll of 19-21. If
a sword of sharpness had a +3 magical
94 }UNL 1996
bonus (such as the one carried by
Prince Melf Brightflame in the From the
Ashes boxed set), how likely is it to
sever a limb? What about a vorpal
weapon? Would a vorpal sword +5
sever necks on rolls of 20-25?
The DM has two options. First, he can
assume that the sword severs a limb on
any attack roll that totals 19 or more,
considering only the swords +3 bonus;
that is, on an attack roll of 16 or more.
(Bonuses from Strength specialization,
race, combat conditions, and so on
never apply to the score to sever.)
Alternatively, he can assume the sword
severs a limb on an attack roll of 18 or
higher, just as a normal sword of sharp-
ness does. I prefer this option.
It doesnt matter which option you
choose, so long as you apply it consis-
tently. In either case, the attack must
succeed to sever a limb. If the sword
wielder rolls a 19 and still manages to
miss, the sword severs nothing. Note
that the actual number required to sever
varies with the type of opponent. The
base number to sever for a regular
sword of sharpness is 18 for a normal
opponent, 19 for an opponent larger
than man size, and 20 for solid metal or
stone opponents. If you choose the first
option, the numbers would fall to 16, 17,
and 18.
Non-standard vorpal swords can work
the same way. The normal vorpal swords
severs the neck on a roll of 17 for a nor-
mal opponent, 18 for an opponent larg-
er than man size, and 22 for solid metal
or stone opponents. If you choose the
first option, the numbers for a vorpal
sword +5 would fall to 15, 16, and 17.
How do you handle initiative for a
priests attempt to turn undead? The
rules say a turning attempt counts as an
action for the character and takes one
round. It also says that the turning effect
occurs during the priests turn in the ini-
tiative order and that any opposing
undead might get to attack the priest
before he can make the attempt. I
notice that Table 56: Optional Modifiers
to Initiative does not include an entry
for undead turning. Does this mean the
priest always goes last if he attempts
undead turning? That could be pretty
rough on a lone priest facing a group of
undead.
A turning attempt counts as the
priests sole action for the round; the
priest cannot move, attack, cast a spell,
use a magical item, or take any other
significant actions during the same
round as a turning attempt. (In the
PLAYERS OPTION combat system, a turn-
ing attempt is a no-move action.) The
priest rolls for initiative normally, and
the attempt is resolved during the
priests normal place in the initiative
order. There is no entry for turning
attempts on Table 56 because undead
turning is neither particularly slow nor
particularly fast a the priest makes an
unmodified initiative roll unless some
other factor also applies (see Table 55:
Standard Modifiers to Initiative).
Do gauntlets of ogre power affect the
wearers maximum encumbrance or
ability to open doors?
Gauntlets of ogre power grant the
wearer 18/00 Strength in the hands,
arms, and shoulders. The wearer enjoys
the benefits of the increased Strength in
combat and most bend/bars lift gates
rolls. The bonus doesnt apply to feats of
strength that involve the whole body,
which generally includes carrying loads
and opening doors. If youre using the
subabilities from the Skills & Powers
book, the gauntlets increase the wearers
muscle score only, and then only for
actions the character performs with his
hands, arms, and shoulders.
The Skills & Powers book allows
priests to spend character points to
purchase a school of wizard spells and
use them as priest spells. Does this
mean the priest can cast these spells
while wearing armor? Can the priest fill
his bonus spell slots from high Wisdom
with these spells? Can the priest spend
extra character points and gain more
than one school of wizard spells?
The selected school of wizard spells
works just like a sphere of priest spells in
all respects. The character can memo-
rize and cast them freely without sacri-
ficing any priest abilities (and the spells
can fill bonus spell slots from high
Wisdom). The DM should feel free to
limit which schools might be available.
(A deity of truth might balk at granting a
cleric or priest illusion spells.) I strongly
recommend that you do not allow any-
one to purchase more than one school
of wizard spells for a priest character.
In issue #228, you mentioned the
spells that could remove an antimagic
shell. What about the spell spellstrike
from the FORGOTTEN REALMS setting? As
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it is, in a sense, a retroactive dispel
magic could it remove an antimagic
shell?
Yes, but remember that spellstrike
negates only spells and effects created
(cast) during the round in which the
spellstrike is cast or during the previous
round.
I enjoyed your response in issue #228
to the reader who objected to your
answer about the frisky chest spell back
in issue #225. But you didnt quite han-
dle all his objections. Do you really advo-
cate changing the rules in the middle of
the game to restrict player innovation? If
not, when should a DM introduce a
weight limit for frisky chest as you sug-
gested? By the way, is it really impossi-
ble to stack ones slain or paralyzed
comrades on a Tensers floating disk?
Of course you shouldnt change the
rules during the game; thats just com-
mon courtesy. The proper time to intro-
duce rules changes is sometime after the
game ends and before the next game
begins. Its often helpful to write your
rules changes down and keep them
handy for future reference. By the way,
the frisky chest spell is due for a major
overhaul. In addition to a weight limit
(100 Ibs. per caster level), an area of
effect reduction also is officially in the
works, most likely 10 cubic feet (about
2 x 2 x 2) instead of a 10 cube. The
upcoming Priests Spell Compendium will
contain the revised spell.
Yeah, you can carry bodies on a
Tensers floating disk, or just about any
other objects or creatures you can heap
onto the disk (keeping them there might
be a separate problem). On the other
hand, you cant use the disk as a
weapon or a battering ram. Its a load
carrier, period. You cant use a disk to
bowl over opponents or smash things. A
disk just floats around like a blimp, giv-
ing no more than a gentle bump when it
strikes a creature or object.
In any case, I certainly hope everyone
who reads this column realizes that the
DMs task is keeping the game under
control without being a spoilsport.
The reason you ought not to let PCs
use frisky chest spells to make their trea-
sure walk out of the dungeon is because
that kind of thinking eventually leads to
all kinds of other innovations that
could make the DM consider more
rewarding games like solitaire. For
instance, lets say the party discussed in
issue #225 took some of the proceeds
from their 10 golden statue and
invested in two or three 10 granite stat-
ues. Then, they cast frisky chest on a
statue (which weighs in the neighbor-
hood of 3,000 Ibs.), and the partys lead
fighter herds it along. Now the party has
a statue leading the way wherever it
goes. (They also cast a continual light spell
on the statues upraised hand so that it
doubles as a torch bearer.) With the stat-
ue in the lead, the party no longer has to
fear traps, because the statue will trip
them as it walks 3-10 ahead of the
group. If the statue falls into a pit, no
matter. Someone just hops in after it and
the statue flies right out again (assuming
the DM isnt going to do anything to sti-
fle player innovation, like require an item
save when the statue falls into the pit or
put something in the pit that the PCs
dont want to jump into).
While the party chases its frisky
statue through the dungeon, anything
foolish enough to stand in the partys
way finds a ton and half of crushing
stone plowing through as the party
charges right in. The party might run
their ton-and-a-half juggernaut into any
door they find, smashing it to flinders. Of
course, the spell description says the stat-
ue avoids getting with 10 of anyone but
the caster, so it couldnt be used to crush
opponents, and the frisky item moves
only through open space, so it wont
smash through barriers. On the other
hand, a group that can talk the DM into
letting them get away with using frisky
chest as a permanent animate object prob-
ably neednt worry about little things like
what the rules say.
If the party took along an extra frisky
chest spell, theyd have no need for
spells like Tensers floating disk; they need
only take any old dungeon door off its
hinges and apply frisky chest. The door
will galumph along carrying anything
the PCs strap or nail onto it.
Even if the party only used frisky chest
to turn a statue into a trap springer, they
still would be getting more mileage out
of this 2nd-level spell that they could get
out of the 6th-level priest spell animate
object (which has a shorter duration and
produces considerable slower movement
rates for large objects) or the 5th-level
wizard spell avoidance (which affects only
objects with volumes of 27 cubic feet or
less). That alone should set alarm bells
ringing in any sensible DMs head.
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Magic and technology are different,
you said in issue #228. However, any
sufficiently advanced technology is
indistinguishable from magic. What do
you say to that?
Id say youve stumbled across an
excellent illustration of my point.
Sufficiently advanced technology
becomes indistinguishable from magic
because its effects appear so miraculous
that an observer can find no rational
explanation for them.
Any 20th-century person with a
grade-school education knows some-
thing about how a laser works, but if a
person from a medieval culture finds a
laser and discovers that he can toast
bread with it, hes apt to think of it as a
magical bread toaster. He has no idea
the laser emits a coherent beam of light
through the stimulated emission of radi-
ation, and, lacking that knowledge, hes
not going to discover laser surgery. If
someone else comes along and demon-
strates other uses for the laser, the
medieval fellow is going to think of the
technician as some sort of wizard.
The difference between technology
and magic is this: technology depends on
an understanding of reality. Technology
works the way it does because someone
has thought through a chain of cause
and effect that gives a predictable result.
For example, a light bulb lights a room
because somebody with an understand-
ing of electricity and metallurgy created a
situation in which the light bulb must
glow brightly when somebody throws
the switch.
Magic, by contrast, does not take
advantage of some clever persons
knowledge of reality, it literally changes
reality to suit the users taste. In the
AD&D game, each spells ability to
change reality is narrowly defined in the
spell description. Its helpful to think of
any magical spell as a minor wish with a
predetermined effect. If your character
wants light, he casts a light spell, and he
gets light but thats all he gets. Of
course, the character can do some
clever things with that light, such as
blind somebody by making the light
appear on the end of his nose, but no
character will ever bake a cake or incu-
bate an egg with the waste heat from
the light spell as one can with an incan-
descent light bulb, because there isnt
any waste heat.
Spells often prove to have some curi-
ous limitations (at least to 20th-century
minds). A magic missile wont affect
objects, only creatures. A magic missile
doesnt know a crea-
ture from an object,
but the terms of the
spell, just like the terms
of a wish, allow it to
affect only creatures.
Its important to
keep the foregoing in
mind when deciding
how a spell functions in
an unusual situation.
Unlike technology, a
spell acts in a manner
suited to its purpose or
it does nothing at all.
Consider the frisky chest
spell that started this
discussion. The spell is
supposed to keep
intruders hands off the casters stuff.
Knowing that, its no great leap of logic
to realize that frisky object is going to
move in a contrary fashion when some-
body starts chasing it around a dungeon.
not like a person living in the techno-
logical world of the late 20th century
would think.
In any case, its incumbent on players
to put themselves in a frame of mind
suited to the fantasy worlds where their
characters live. When playing the AD&D
game, you need to think like a person
living in a magical world would think,
Skip Williams is a game designer and
editor at TSR, Inc. He also grows fiery Thai
peppers at home. Questions can be
addressed to him at [email protected].
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100
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102 }UNL 1996
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104 }UNL 1996
Would you hand me another tissue?
Sometimes I get on these crying jags,
and I just cant stop. You gotta under-
stand, the Traveller* game was more
than just another science-fiction RPG to
me. And it was more than just the best
science-fiction RPG. It was my first RPG.
Its true. I was playing Traveller before
the AD&D game even, and now thats
gone well, I guess you never get over
the first one.
Whats that? Travellers coming
back? Dont toy with me! When? What
do you mean, you dont know! You cant
Role-playing games rating
Not recommended
May be useful
Fair
Good
Excellent
The BEST!
just lay something like that on me
and, hey. . . Im trying to stay calm, all
right?
Okay, okay, Im fine. Really. I can
wait. I got some other games to keep
me busy.
Uh, sorry about the tear stains on
your dice bag.
The DarkStryder Campaign
Star Wars* game supplement
Two 96-page softcover books, 52
character and ship cards, one 22 x 34
double-sided poster map, boxed
West End Games $30
Design: Peter Schweighofer, Doug
Shuler, Bill Smith, Eric Trautmann, and
Timothy Zahn with Daniel Scott Palter,
Richard Hawran, Stephen Crane, Paul
Sudlow, Pablo Hidalgo, and Miranda
Horner
Editing: Bill Smith and Paul Sudlow with
Miranda Horner, Peter Schweighofer, and
Eric Trautmann
Illustrations: Tim Bobko, David Day,
Terry Pavlet, Brian Schomburg, Philip
Tan, David Deltrick, Christopher Moeller,
Doug Shuler, and Mike Vilardi
Cover: Christopher Moeller
In 1983 the year of Return of the Jedi
Ronald Reagan was in the third year of
his presidency, Michael Jackson was on
his second nose, and George Lucas had
just begun to fiddle with future install-
ments of the Star Wars series. In 1996, Bill
Clinton is wrapping up his first term,
Michael Jackson is on nose number nine,
and George Lucas is still fiddling with
future installments of the Star Wars series.
Lucas may be a genius but when it
comes to cranking out product well,
the Force aint exactly been with him.
Meanwhile, over at West End Games,
the design team of the Star Wars RPG
has been understandably anxious.
During the games impressive 10-year
run, theyd produced dozens of quality
supplements. But how long could they
keep it up? How many times could they
go to the well in this case, about six
and a half hours of film before they
started coming up with sand? They
couldnt just sit on their hands, waiting
for Lucas to deliver another movie. Nor
could they expand the mythos in any
significant way, because, according to
Lucasfilm, thats a no-no.
So they opted for a new approach.
The result, Darkstryder Campaign,
marks one of the most dramatic turning
points in the games history. For starters,
this is the games first boxed set (exclud-
ing the recent Miniatures Battles box),
making it a big deal by definition. Rather
than invent their own alter egos, players
are encouraged to assume the roles of
pregenerated characters. Further, each
player is encouraged to play several
characters, all at the same time.
DRACN
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But the real departure for Dark-
Stryder is in its tone. Forget your cuddly
Ewoks, your bumbling droids, your kid-
die show aliens. DarkStryder conjures a
harsher, drearier universe, a Star Wars
for grown-ups. The premise: despicable
bad guy Moff Sarne, an Imperial warlord
with unlimited power, has fled the Kahol
sector capital Kal-Shebbol to wreak
havoc on a sizable chunk of the galaxy.
With few resources and virtually no
information about Sarnes whereabouts
or plans, the PCs board a second-rate
starship and attempt to track him down.
The campaign features villains who
murder, allies who backstab, and heroes
who die. A haze of despair hangs over
DarkStryder, which is both intriguing
and disturbing. Its like visiting Oz and
finding alcoholic Munchkins.
The Campaign Book covers the back-
ground material, opening with a terrific
Timothy Zahn short story that sets up the
situation and establishes a gloomy
mood. Much of the book is devoted to
the FarStar, the converted Corellian mili-
tary ship that serves as the PCs trans-
portation. It is, to put it succinctly, a piece
of junk. Lights flicker on and off for no
apparent reason. The sensors suck up
too much power. The ceilings leak. A
sabotaged computer system ensures a
steady stream of misfiring weapons, nav-
igational glitches, and malfunctioning
droids. FarStar is a high-tech obstacle
course; a party could engage in a mem-
orable campaign just wandering the cor-
ridors. The Locations section, describing
the FarStars every nook and cranny,
manages to be comprehensive without
overdosing on statistics; conceivably, the
ship could be used in other RPGs with
only a few modifications.
The crew, a source of endless torment
for the PCs (and endless possibility for the
gamemaster), is as undependable as the
ship. The cramped conditions and lousy
accommodations make them surly,
obnoxious, and inclined to beat the crap
out of each other at the slightest provo-
cation. Memorable crewfolk include
Security Officer Gorak Khzam, a former
slave trader; Lieutenant Jessa Davjus, an
Imperial turncoat plagued by dreams of
black spiders; and Lieutenant Wing-
Ripper (love that name!) Gorjaye, a red-
haired beauty with the charm of a rabid
dog. All key personnel have their own
character cards, featuring evocative color
portraits and handy statistical summaries.
The cards are a nice touch, useful to play-
ers and gamemasters alike. In the good
old days, TSR routinely included cards
112
like these in their supplements. Id like to
see them do it again. As a matter of fact,
Id like to see all publishers include them,
as theyre great time-savers for lazy guys
like yours truly.
The background material spills over
into the Adventure Book, which begins
with an informative overview of the
Kathol Sector, complete with star maps,
planet profiles, and a gallery of villains.
The heart of the book, however, is the set
of six adventures, linked to form one long
campaign. Omens, the opener, sends
the party to the devastated Kolatil system
where theyre confronted with evidence
of Sarnes ruthlessness. Artifact of Aaris
involves a dangerous archeological expe-
dition, which triggers more than the usual
amount of chaos aboard the FarStar.
Overall, theyre well-staged and easy-to-
run adventures, offering a satisfying
blend of action, problem-solving, and
role-playing. Theres not much in the way
of logical technology, however; of all the
science-fiction RPGs, Star Wars remains
the most science-less. And dont expect
Sarne to show up; he may be a major
player in some future supplement, but
not here. Most troubling, the campaign
doesnt really go anywhere; its all set-up
and no climax; think how you felt at the
end of The Empire Strikes Back.
Evaluation: This set looks to be the
first in a long line of DarkStryder prod-
ucts. As such, with its unresolved plot
lines and unanswered questions, it feels
incomplete. The designers still seem to
be groping for a style, as if theyre not
quite sure how far they can go.
Consequently, DarkStryder doesnt
plunge Star Wars into darkness; it mere-
ly draws the shades a bit. Next time, I
hope they throw caution to the wind
and really go for the grit. For now,
DarkStryder stands as a promising
beginning, a rich, involving expansion
that opens up an RPG on the verge of
rusting shut. Let Lucas dawdle. West End
is delivering the goods.
Dont Look Back* game
(Second Edition)
208-page softcover book
Mind Ventures Games
$22
Design: Chuck McGrew with Richard
Van Ingram and Jay Coleman
Editing: Jay Coleman, Richard Van
Ingram, and Scott Dillin
Illustrations: Paul Carrick, Tim
Gerstmar, and Richard Van Ingram
Cover: Doug Shuler and Paul Carrick
Giant Psychic Insects
from Outer Space
Dont Look Back game supplement
96-page softcover book
Mind Ventures Games
$15
Design: Jay Coleman and David
Kosak
Editing: Jay Coleman and Richard Van
Ingram
Illustrations: Paul Carrick and Tim
Gerstmar
Cover: Paul Carrick
Giant Psychic Insects From Outer
Space thats the second-best title for a
role-playing supplement Ive ever heard.
(First-best: Bat-Winged Bimbos From Hell,
for the underappreciated Macho Women
with Guns* game.) But before you start
swatting psychic insects, first you have to
learn a new set of rules which isnt as
daunting as it seems. For Dont Look
Back is not only pretty good, its also
pretty easy.
And pretty funny. Remember the Chill*
and Teenagers From Outer Space* games?
Put em together, and youve got the
general idea. The modern world has
become a repository for every whacked-
out faction of the paranormal that ever
graced the pages of a supermarket
tabloid. Flying saucers roam the sky-
ways. Vampires stalk the streets. Mad sci-
entists use innocent citizens for depraved
experiments funded by the U.S. govern-
ment. And though Elvis hasnt shown up
yet, its just a matter of time.
The only folks standing between civi-
lization and anarchy are, of course, the
PCs. For the most part, theyre ordinary
humans: College Students, Private Eyes,
}UNL 1996
and my favorite Slackers (who take
great pride in their ability to do nothing
for months, even years, at a time).
Designing a character couldnt be simpler.
Each player chooses his favorite arche-
type, then assigns ratings from -4 to +4
to Fitness, Intelligence, Perception, and
four other Basic Abilities. A character also
begins with several Acquired Abilities,
depending on his archetype; College
Students receive Biology and Computer
Abilities, Private Eyes receive Stealth and
Surveillance. Additionally, a player
receives a fixed number of points he can
spend on additional abilities or to
improve abilities his PC already has.
Finally, the player can invest in
Advantages (Photographic Memory,
Ambidexterity) by spending positive
points, and Disadvantages (Gullible,
Tragically Hip) by spending negative
points. He acquires as many of these as
he likes, as long as the total expenditure
equals zero. Advanced players can exper-
iment with supernatural Advantages
(Heat Vision, Mental Shield) and
Disadvantages (Grotesque Appearance,
Weakness to Sunlight). Despite some bal-
ance problems a Hidden Past, for
instance, is considered more of a handi-
cap than a Missing Limb the rules gen-
erate versatile, appealing PCs. Theyre not
particularly durable, but thats okay. Like
goldfish, they tend to die off before you
become attached to them. And its a snap
to find replacements.
The resolution system relies exclu-
sively on six-sided dice and requires five
steps:
1. The gamemaster decides which of
the characters abilities is relevant to the
attempted action, then notes the ability
rating.
2. The gamemaster determines a
Difficulty Factor, anywhere from -5 to
+5.
3. The ability score is added to the
Difficulty Factor, along with any modi-
fiers for Advantages, Disadvantages,
and equipment. The total which well
call the Base Total equals the number
of dice to be rolled.
4. The player rolls the dice. If the Base
Total was positive, he selects the three
highest dice. If the Base Total was nega-
tive, he selects the three lowest dice.
5. The gamemaster compares the
three-dice total to the Quality Table,
which gives a resolution ranging from
Horrible Failure to Incredible Success.
Convoluted? Sort of. But since all
actions are resolved in the same way,
the system becomes second nature
faster than youd think. And for the most
part, the results make sense. But be fore-
warned: it takes a seasoned gamemaster
to adjudicate the Quality Table. What
does it mean, say, when you get an
Incredibly Successful Perception roll?
Youll have to figure that out yourself.
Combat employs a similar system,
but it goes overboard on formulas, mak-
ing it kind of a pain. For example, to cal-
culate the amount of damage from a
weapon, you determine the actions
Quality Rating, locate the relevant factor
from the Damage Scale, multiply them
together, round the result down, multi-
ply this result by the relevant Defense
Scale factor, round the new result down,
then apply the damage. Though it gen-
erates acceptable results, a less math-
heavy system wouldve been a better fit
with a game this goofy.
Which brings us, finally, to Giant
Psychic Insects, one of the nuttiest and
most entertaining SF adventures Ive ever
played. Seven-foot praying mantises from
another planet are using the citizens of
Erie, Pennsylvania as lab animals. It may
be an isolated crisis or gulp the pre-
lude to a full-scale alien invasion. And
talk about an opening: the PCs awaken
in a spaceship, strapped to operating
tables, with the praying mantises prepar-
ing to turn their skulls into pin cushions.
The action never lets up, nor does the
flood of engaging nonsense: telepaths
with a mental range of 10,000 miles,
microscopic robots that eat electricity,
even a reference to Frank Zappa (by way
of Suzy Creamcheese). Laughs abound,
typified by the organization of renegade
scientists called the New England
Research and Development Company
thats NERDCo to you. True, chunks of
Psychic Insects couldve used more devel-
opment; many important locations
receive no more than a few sentences of
skimpy description. And true, the climax
couldve been stronger; instead of the
routine horror film finale, this would have
been a good place for a surprise. Elvis,
maybe?
Evaluation: Dont Look Back may not
be a groundbreaker, but its fast-paced,
clever, and loaded with goodies. The
Encounters Chapter details enough
cybernetic assassins and brain-sucking
aliens to support a years worth of sce-
narios. The gamemaster section is so
complete, it even tells you how to
ensure the comfort of your players
(access to refreshments and rest rooms
is essential). If you own the first edition
of Dont Look Back you can skip the
second and go straight to Giant Psychic
Insects, which includes a summary of
the changes in edition number two
(there arent many). As for Insects itself, I
havent had so much fun since MTVs
last Beavis and Butt-head Moron-a-thon
consider that a hint of what youre in for.
(Information: Mind Ventures Games,
PO Box 1032, Starkville, MS 39759.)
Star Wars
Customizable
Card* game
Starter deck: 60 cards, rules booklet
Booster pack: 15 cards
Decipher, Inc. $9.50 (starter)
$3 (booster)
Design: Tom Braunlich, Rollie Tesh,
Ross Campbell, Dan Burns, and Richard
Borg
Alternate Universe
Star Trek: The Next Generation
Customizable Card Game* expansion
Booster pack: 15 cards
Decipher, Inc.
Design: uncredited $3
Yeah, I know the Star Trek card game
has its problems. Yeah, I know its tough
putting together a usable deck without
investing a fortune. And yeah, I know
that finding an Enterprise card is about as
likely as finding a diamond in a box of
Cracker Jacks. But I like it anyway. I like
the streamlined rules, the nifty missions,
DRACN
#
23O 113
the clever way it simulates all the ele-
ments of a good SF adventure (see
DRAGON Magazine issue #218 for more).
So naturally, I had high hopes for the
Star Wars card game (no connection, by
It even looks the same. In fact, the
best thing about Star Wars is the first-
the way, to the Star Wars role-playing
rate presentation, making it one of the
few card games worth buying just for
the graphics. The cards boast clutter-free
tame). And why not? Same company.
layouts, engaging text, and vivid colors.
The crisp photographs cover every
Same genre. Same designers.
memorable image from the films, no
matter how obscure. I, for one, couldve
lived without a close-up of the dice
hanging in the cockpit of the Millennium
Falcon. Nor did I need individual cards
depicting the backs thats right, the
backs of Obi, Leia, and the Jawas. And
in the tradition of the Star Trek card
game, the main characters are conspicu-
ously absent; you can open boosters till
your fingers go numb without finding a
single Han Solo or Chewbacca. Still, I
had a blast savoring my favorite scenes
and characters, especially the great can-
tina aliens like the hammer-headed
Momaw Nadon.
If only Star Wars played as good as it
looked. But alas, its merely okay. Each
player begins with a 30-card deck the
Light Side player using gray cards, the
Dark Side using black which represents
his total Life Force. Location cards are
arranged in a row, representing, in
essence, the game board. Players
attempt to control Locations by deploy-
ing Character cards; if you wipe out all
enemy personnel from a contested
Location, the Location is yours.
Controlled Locations generate Force
points; the more Force points you gener-
ate, the more cards you can bring into
play. Force points are expended to initi-
ate battles, necessary to clear out enemy
Locations. When a battle is declared, the
combatants activate their Equipment
cards and fire their Weapon cards. Each
player draws the top card from his deck,
then checks the upper corner for the
Destiny Number. The Destiny Number
equivalent to a random die-roll is
added to the combatants Power Values
along with other pertinent modifiers.
Destroyed cards are discarded. Addition-
ally, each player suffers an attrition loss,
sacrificing a number of cards equal in
value to his opponents Destiny draw.
After the battle ends, players move their
characters with Vehicle cards (Land-
speeder, Lift Tube), tinker with Device
cards (Vaporator, Tatooine Utility Belt),
and play Interrupt cards (Radar Scanner,
Hyper Escape) to screw up the opposi-
tion. The first player to deplete the
Granted, its as action-packed as a
demolition derby. But its also a bit
enemys Force which occurs when the
clunky. The Force rules, for example,
involve a rather convoluted flow cycle,
where cards begin in a Force Pile, then
enemy has no cards left in his deck
move to a Used Pile, then to a Reserve
Deck, then back to the Force Pile. The
wins the game.
attrition rules seem arbitrary and unnec-
essarily harsh. A typical game loses
steam toward the end, when the out-
come becomes all but inevitable. And
though its possible for two to play with
the 60 cards in a single starter deck, I
wouldnt count on having much fun.
Youll need a much larger pool Id
guess at least 100 Dark Side cards and
100 Light Siders to make Star Wars
come alive.
Dark Side, and vice versa; the Utinni
Effect, which compels characters to relo-
cate to specific sites make it a chal-
lenge to master. And the artwork ought
to attract collectors like bloodmobiles
attract vampires. If itd hit the stores a
few years ago, wed have been doing
handsprings. In todays deck-drenched
market, however, its just another card
game, eminently playable but nothing to
squander the rent money on. Star Trek,
on the other hand, remains a delight.
Alternate Universe doesnt do much to
expand the rules, but it serves as a good
excuse to revisit a terrific product.
(Information: Decipher, Inc., PO Box
56, Norfolk, VA 23501.)
Short and sweet
While were on a roll, lets look at
some more SF.
Much better is Alternate Universe, a
122-card Star Trek expansion that intro-
duces a new category of cards called
Doorways. When a Doorway is played, it
opens the Star Trek universe to all sorts of
alternate realities, parallel timelines, and
illusory experiences. In game terms, it
allows players to deploy specially
marked Alternate Universe (AU) cards,
such as Royale Casino (opponents play a
game of blackjack, using Cunning num-
bers) and Samuel Clemens Pocket Watch
(an action scheduled to occur in the next
turn occurs instead in the current turn).
Trouble is, Doorway cards seem to be
few and far between; I found them in
only three of eight of my booster packs.
Rather than fuss with the Doorways, we
threw them out and used an alarm clock.
(We set the clock to go off in a random
number of minutes. AU cards could be
played until the alarm rang.) But even
without the Doorways for that matter,
even without the AU cards the boost-
ers contain enough bizarre Standard
Universe cards to justify their purchase.
How bizarre, you ask? How about the
Humuhumunukunukuapuaa, an exotic
fish that modifies Cunning and Strength?
Or Mots Advice, which bestows the skill
of Barbering?
Star Fleet Battles* game (Captains
Edition Basic Set), by Stephen V. Cole
with a cast of thousands. Task Force
Games, $30. Battleships Module R5, by
Stephen V. Cole. Task Force Games, $19.
Captains Log 16, edited by Stephen V.
Cole. Task Force Games, $15.
As far as Im concerned, you cant call
yourself a science-fiction gamer unless
youre familiar with the Big Three: the
Star Wars role-playing game, Traveller,
and Star Fleet Battles. Now in its fourth
edition and 17th (!) year, Star Fleet
Battles stands as the definitive starship
combat simulation, a board game so
intricate, so all-consuming that you
could spend another 17 years just get-
ting to know it. Though not officially a
part of the Star Trek universe this
despite the presence of the Federation,
Klingons, and Romulans SFB does a
remarkable job of turning guys like you
and me into guys like James T. Kirk and
Jean-Luc Picard. The 256-page Basic Set
rulebook covers a plethora of options,
from photon torpedoes and cloaking
devices to ballistic targeting and shuttle-
craft evacuations. The generous selec-
tion of goodies a huge hex map, 216
counters, a thick packet of player aids
allows you to stage a mind-boggling
array of interstellar dogfights and star-
base assaults, with a few space mon-
sters thrown in for good measure.
Emphasizing resource allocation and
long-range planning, SFB requires tacti-
cal insight and a knack for bluffing its
like playing three games of chess and a
hand of poker at the same time. A game
this complex is not for the faint of heart.
But if you do your homework and hang
in there, youll find Star Fleet Battles to
Evaluation: Star Wars has a lot going
for it. The interplay between Locations
and Vehicles imparts an appealing sense
of movement. The imaginative flourishes
the Steal option, which allows players
to move cards from the Light Side to the
114 }UNL 1996
be an experience without parallel, one
that can easily become an obsession..
Over its lengthy existence, Star Fleet
Battles has generated a shelf-full of sup-
plements. Where do you start if youre a
novice? Try Module 5 Starships, Task
Forces biggest seller, which features
background notes and statistics for such
formidable battlecruisers as the Klingon
B11 and the Romulan King Condor. A
sheet of 108 counters, a 64-page display
sheet booklet, and 15 scenarios com-
plete the package. After that, take a look
at the Captains Log, a long-running pub-
lication thats half magazine, half expan-
sion set. Issue 16 includes nine intriguing
scenarios, a discussion of emergency
deceleration, and tips for putting togeth-
er your own SFB newsletter. Master
Module 5 and study a couple of
Captains Logs, and youll be an expert
before you know it.
(Information: Task Force Games, PO
Box 50145, Amarillo, TX 79159-0145.)
Galaxy Guide 2: Yavin and Bespin, by
Jonatha Caspian, Christopher Kubasik,
Bill Slavicsek, and C.J. Tramontana. West
End Games, $15. Galaxy Guide 12:
Aliens, by C. Robert Carey, Harry L.
Heckel, Pablo Hidalgo, Jean Rabe, and
Lisa Smedman, with Douglas S. Carey,
Peter Schweighofer, and Trevor. J.
Wilson. West End Games, $15.
So youre a fan of the Star Wars RPG
whos not up to the rigors of the
DarkStryder Campaign? Then consider
these outstanding entries from West
Ends popular Galaxy Guide series. Yavin
and Bespin, revised for Second Edition
Star Wars, details two classic settings
from the movies. The Yavin system, fea-
tured in Star Wars IV: A New Hope,
includes the tropical moon that served
as a Rebel Alliance base. The planet
Bespin, introduced in Star Wars V: The
Empire Strikes Buck, is home to Cloud City,
where Han Solo reunited with Lando
Calrissian. Packed with blueprints, anec-
dotes, and campaign ideas, the books a
banquet for gamemasters and players
alike.
Aliens, also compatible with the sec-
ond edition, catalogs more than 30
extraterrestrial species, complete with
ecology notes, cultural analyses, and
personality profiles. Forgoing the usual
military and scientific types, it focuses
instead on the galaxys oddballs and
misfits. Thus, we have the primitive
Amanin (who roll along the ground like
beach bal l s), the three-headed
Chawenhe (nervous, indecisive chatter-
boxes), and the belligerent Noehons
(gun-toting grasshoppers). Its a great
read and a good resource, though it
couldve been better if they hadnt
ahem left out the adventure hooks.
Webs Basic System game*, by Keith
Bailey. Web Games, $15. Web of Stars,
by Keith Bailey. Web Games, $26.
This ambitious RPG, a universal sys-
tem stressing broad generalities over set-
ting-specific details, resembles a stripped-
down GURPS* game. The Basic System
rulebook presents the fundamentals in
clear prose. Players pick races for their
PCs, randomly determine the Prime
Attributes (Strength, Agility, Intelligence,
Wisdom, Charm, Constitution, and,
oddly, Voice), then calculate a bunch of
Secondary Attributes (like Perception and
Endurance) based on the Prime ratings. A
variable number of Buy Points are used
to purchase skills, advantages, and
spells. Though derivative in addition to
GURPS, I detect bits of the AD&D game
(Armor Classes) and the Call of Cthulhu*
game (percentile dice for skill resolution)
its a credible introduction to a promis-
ing series. Web of Stars, world book num-
ber one, is set in the 22nd Century, a bru-
tal future where hoards of ruthless cor-
porations compete for interstellar riches.
Adding to the mix are a mysterious alien
race known as the Tsali and a group
space-traveling spell-casters called
Technomancers. The skimpy scenario, all
of three pages long, doesnt give the
game much of a workout. But I had a
ball with the chapter on planet creation,
which explains how to create your own
solar system, right down to the last bio-
zone and axial tilt.
(Information: Web Games, 240
Spicewood Lane, Hendersonville, NC
28791-1343.)
BattleTech Record Sheets: 3055 &
3058. FASA Corporation, $18.
This massive collection of record
sheets for the Battletech* game covers
al l of the roboti c monstrosi ti es
from Technical Readout: 3055 and
Technical Readout: 3058. If you pair off
the Mechs in every possible combina-
tion, you can stage let me get my cal-
culator 21,740 different battles. Throw
in all the tanks, hovercrafts, and VTOLs,
also included here, and the total increas-
es to... well, it increases a whole lot.
Hey, this may be the best value in the
history of the hobby!
Rick Swan, the author of The Complete
Guide to Role-Playing Games (St. Martins
Press), has designed and edited nearly 50
role-playing products. He is dying to know
the title of the episode of the Lost in Space
TV show about the talking vegetables. You
can write to him at 2620 30th Street, Des
Moines, IA 50310. Enclose a self-addressed,
stamped envelope if youd like a reply.
* indicates a product produced by a company
other than TSR, Inc. Most product names are trade-
marks owned by the companies publishing those
products. The use of the name of any product with-
out mention of its trademark status should not be
construed as a challenge to such status.
DRACN
#
23O 115
The Rjurik Highlands
A BIRTHRIGHT campaign
Expansion
by Anthony Pryor
In the frigid land of Rjurik,
subterranean orogs and
marauding goblins wage con-
stant war against human farms
and towns. Its the perfect
place for princes and kings of
the BIRTHRIGHT campaign.
$20.00 U.S./$28.00
CAN./14.99 U.K.
TSR Product No.: 3121
ISBN: 0-7869-03953
NEW FOR JUNE
PLAYERS OPTION:
Spells & Magic
An AD&D rule book
by Rich Baker
included in this 192-page addition to
the core rule books are new schools of
magic and new spells for both priest and
wizard players. A must for serious role-
players!
$22.00 U.S./$28.00 CAN./12.99 U.K.
TSR Product No.: 2163
ISBN: 0-7869-03945
Halskapa Domain Sourcebook
A BIRTHRIGHT accessory
by Dan Wenger
This is the first Rjurik sourcebook for
ruling a domain in the lands of these
advanced Viking-like people. Included is
detailed information of the geography,
political structure, and adventure hooks.
$7.95 U.S./$10.00 CAN./4.99 U.K.
TSR Product No.: 3122
ISBN: 0-7869-03961
Baruk-Azhik Domain Sourcebook
A BIRTHRIGHT accessory
by Anne Brown
Baruk-Azhik is a mountain land ruled
by dwarves, and no one enters this
domain without fear of their power. This
sourcebook is packed with details and
offers new insight on Cerilias dwarves
and their unique culture.
$7.95 U.S./$10.00 CAN./4.99 U.K.
TSR Product No.: 3120
ISBN: 0-7869-03767
Undermountain Trilogy I:
The Lost Level
A FORGOTTEN REALMS
DUNGEON CRAWL adventure
by Steven Schend
Another deadly complex has
been discovered in the ruins of
Undermountain. The only entrance
to this stone fortress is guarded by
beholders. Are your players brave
enough and crazy enough to take
them on?
$7.95 U.S./$10.00 CAN./
4.99 U.K.
TSR Product No.: 9519
ISBN: 0-7869-03996
116
Vilhon Reach
A FORGOTTEN REALMS accessory
by Jim Butler
A long bay surrounded by feuding
city-states, the Vilhon Reach contains
tribes of Amazons and a waking dragon
lurking in the shadows. Its a wild and
lawless land, ripe for conquering by
those who have the strength to keep
what they take!
Murder in Tarsis
A DRAGONLANCE hardcover novel
by John Maddox Roberts
A military consul in the army of
Ansalon is sent to quell an uprising and
stumbles upon a conspiracy that will
turn the tides of combat but may endan-
ger hundreds of lives.
$18.99 U.S./$23.99 CAN./10.99 U.K.
TSR Product No.:
$15.95 U.S./$19.95 CAN./9.99 U.K.
TSR Product No.: 9520
ISBN: 0-7869-04003
8656
ISBN:
0-7869-0500X
DRAGON DICE
Kicker Pack #3: Undead
Armies of undead make perfect addi-
tions to the DRAGON DICE game, and
these horrifying creatures will forever
change the structure of power.
$6.95 U.S./$10.95 CAN./4.99 U.K.
TSR Product No.: 1503
ISBN: 0-7869-04623
Silver Shadows
Harpers #13
by Elaine Cunningham
Arilyn Moonblade embarks on a mis-
sion to save a band of forest elves and
finds that her quest endangers those she
loves. Will she risk everything to win
freedom for the forest elves?
$5.99 U.S./$6.99 CAN./4.99 U.K.
TSR Product No.: 8566
ISBN: 0-7869-04984
The Gully Dwarves
DRAGONLANCE Lost Histories, Vol. 5
by Dan Parkinson
When the gully dwarves get mixed
up in the worst sort of trouble, they
emerge victorious over the slimiest of
villains!
$5.99 U.S./$6.99
CAN./4.99 U.K.
TSR Product No.: 8373
ISBN: 0-7869-04976
The Hags Contract
A BIRTHRIGHT novel
by John Bettancourt
This is the story of the
legendary pirate king Ulrich,
who made an unholy pact with
The Hag, to free his kingdom
from the savage orog and goblin
Abyssal Warriors
BLOOD WARS Trilogy #2
by J. Robert King
Aereas rescued his uncle but lost
Nina. Now they struggle on opposite
sides of an escalating conflict in which
Nina heads an army of evil!
$5.99 U.S./$6.99 CAN./4.99 U.K.
TSR Product No.: 2617
ISBN: 0-7869-05018
tribes.
$5.99 U.S./$6.99 CAN./4.99 U.K.
TSR Product No.: 3114
ISBN: 0-7869-04968
DRAGON Magazine #231
Thieves and Spies
Cover by Don Punchatz
The Spying Game by Michael
T. Kuciak
The Master Thief by Karl
Garrison
Why Spy? by Larry Granato
Scions of the Desert by Jim
Parks
A free preview disc for the
AD&D Game CD-ROM!
Plus Sage Advice, The Role of
B o o k s , K n i g h t s o f t h e
Dinner Table, and much!
$4.95 U.S./$5.95 CAN./2.95 U.K.
TSR Product No. 8113-07
T5R Annnunccs
New Customer Service Lines
TSR, Inc., proudly announces its
new Consumer Services and Store
Locator phone lines. If you have a
brief question about TSRs products,
call: 1(414) 248-2902. To find the
store nearest you that carries TSR
products, call: 1 (800) 384-4TSR
DUNGEON ADVENTURES #60
Cover by Jim Holloway
Shards of the Day by Randy
Maxwell (AD&D Adventure)
Nemesis by Christopher
Perkins (PLANESCAPE Adventure)
And more!
$4.95 U.S./$5.95 CAN./1.95 U.K.
TSR Product No. 8200-07
DRACN
#
23O 117
NEW FOR JULY
SPELLFIRE: Master the Magic Card
Game 4th Edition
This 500-card edition combines the
best of previous editions, including out-
of-print boosters. This edition also pre-
sents new and more challenging rules
designed for both tournament and
family play.
$9.95 U.S./$14.95 CAN./6.99 U.K.
TSR Product No.: 1127
ISBN: 0-7869-02108
I, Tyrant
An AD&D MONSTROUS ARCANA
accessory
by Aaron Allston
Beholders wield tremendous magical
power and hate even their own kind. I,
Tyrant explores the realms of these mon-
sters and covers their culture and the
twisted goals and motivations that
make them the scourge of civilization.
$18.00 U.S./$23.00 CAN./10.99 U.K.
TSR Product No.: 9521
ISBN: 0-7869-04046
Trivia Questions:
In the land of Cerilia, the setting of
the BIRTHRIGHT campaign, which of
the dreadful awnsheghlien wields the
sword known as Knighstopper?
In the SAVAGE COAST campaign,
what are the opposite of Panache
Points?
What i s t he l ast wi zar d spel l
described in the spell appendix to the
Players Handbook?
Eye of Pain
An AD&D MONSTROUS ARCANA
adventure
by Thomas Reid
The heroes must venture into an
uncharted, subterranean realm in search
of a legendary eye tyrant, with only a
handful of clues and the testimony of a
corpse to guide them. The first of a
beholder trilogy.
$7.95 U.S./$10.00 CAN./4.99 U.K.
TSR Product No.: 9522
ISBN: 0-7869-04054
Defilers and Preservers: The
Wizards of Athas
A DARK SUN accessory
by Nicky Rea
This accessory provides new profi-
ciencies, character kits, spells, and vital
information on these two unique wiz-
ards of Athas. Also included is the new
storm mage class of wizards.
$15.95 U.S./$19.95 CAN./9.99 U.K.
TSR Product No.: 2445
ISBN: 0-7869-0383X
Volos Guide to the Dalelands
A FORGOTTEN REALMS accessory
by Ed Greenwood
The Dalelands are home to such
notables as Shadowdale, Elminster, the
Ruins of Myth Drannor, and the
Zhentarim. Volo takes us on one of his
chatty and amusing tours of the area by
providing bits of gossip and information
as only Volo knows how!
$14.95 U.S./$18.95 CAN./9.50 U.K.
TSR Product No.: 9524
ISBN: 0-7869-04062
Hellbound: The Blood War
A PLANESCAPE accessory & adventure
by Colin McComb & Monte Cook
This boxed set contains an adventure
that plunges the heroes into the Blood
War and reveals shocking information
about the fiends, their origins, and their
struggle to reign over all things. It also
includes a Blood War comic lavishly
illustrated by Tony Diterlizzi and Robh
Ruppel.
$25.00 U.S./$32.00 CAN./15.99 U.K.
TSR Product No.: 2621
ISBN: 0-7869-04070
Death Unchained
A RAVENLOFT adventure
by Lisa Smedman
In this, the first part of an adventure
trilogy, mysterious deaths of famous
champions of light, and powerful min-
ions of dark in the lands of Dementlieu
have reached epidemic scales. The Ebon
Fold is behind this grim harvest that
may change the realm forever.
$12.95 U.S./$16.95 CAN./7.99 U.K.
TSR Product No.: 9523
ISBN: 0-7869-04089
Knights of the Rose
A DRAGONLANCE novel
by Roland Green
The third quest of Sir Pirvan the
Wayward culminates in his rise to the
status of Knight of the Rose. As more
Knights of Solamnia become corrupt, Sir
Pirvan once again walks the fine line
between his personal codes of honor
and duty.
$5.99 U.S./$6.99 CAN,/4.99 U.K.
TSR Product No.: 8370
ISBN: 0-7869-05026
Cormyr: A Novel
A FORGOTTEN REALMS hardcover
by Ed Greenwood & Jeff Grubb
When King Azoun IV falls prey to
assassins, the past holds the clues to
events to come in this sweeping histori-
cal novel about the land of Cormyr and
its generations of mighty wizards and
kings.
$23.99 U.S./$30.99 CAN./13.99 U.K.
TSR Product No.: 8572
ISBN: 0-7869-05034
Runes of Autumn
A TSR novel
by Larry & Robert Elmore
From the creative mind of fantasy
artist Larry Elmore comes this tale of old
and new magic working together to
fight an ancient evil.
$5.99 U.S./$6.99 CAN./4.99 U.K.
TSR Product No.: 8256
ISBN: 0-7869-05042
Unless otherwise noted:
designates registered trademarks
owned by TSR, Inc.
designates trademarks owned by
TSR, Inc.
1995 TSR, Inc. All Rights Reserved.
118 }UNL 1996
C!ack continued from page 120
positions at the company. At its huge
headquarters, said to have over 600
square feet of space per employee,
Wizards of the Coast (WotC) recently
opened a tournament center and game
club. At the April 13 opening the compa-
ny held one of 45 qualifying tourna-
ments for WotCs Magic* game Pro Tour
circuit, six professional tournaments with
prizes totalling over a million dollars.
(Contact: [email protected])
1994, entered the job straight out of
Yale, where she took a degree in
Literature.
TSRs Barbara Young, longtime editor
of DUNGEON Adventures and managing
editor of TSR Books for the last year, has
Call of Cthulhu* (Pagan Publishing);
Giovanni Chronicle: The last Supper, for
Vampire* (White Wolf); Strange Aeons, for
Cal/ of Cthulhu (Chaosium)
Best Supplement: Aztlan, for
Shadowrun (FASA); BIRTHRIGHT, for the
left the company to study aikido in AD&D game (TSR); Faeries, for Ars
Japan. Think of it as a strange sort of Magica* (Wizards of the Coast); GURPS
mid-life crisis, she says. She plans to stay Cthulhupunk, for GURPS* and (sort of)
at least six months; her visa lasts a year. Call of Cthulhu (Steve Jackson Games);
Barb has studied aikido for six years and Houses of Hermes, for Ars Magica (Wizards
is preparing for her black belt test. of the Coast) On the same subject, the publisher of
the trading-card game magazine Scrye is
starting a companion magazine, Mastyr,
devoted to professional play of the
Magic game and other trading card
games. (Contact: [email protected])
The Duelist, WotCs magazine devoted
to the Magic game, plans to go monthly
in June. The Duelist recently got a new
art director and, at this writing, is seek-
ing to replace outgoing editor Kathryn
Haines. Haines, who has edited the
1995 Origins Award role-
playing nominees
Best Role-playing Rules: Changeling*:
The Dreaming (White Wolf); Cyber-
generation* (R. Talsorian); Everway*
(Wizards of the Coast); Mage*: The
Ascension* 2nd Edition (White Wolf);
Species* (West End Games)
Best Adventure: Beyond the Wall, for
Pendragon* (Chaosium); Blades, for
Earthdawn* (FASA); Coming Full Circle, for
Allen Varneys credits include three
board games, 15 role-playing supplements,
and four pick-a-path childrens books. His
Horizon: Stronghold of Hope, a MAGE*
game supplement (written with Beth Fischi),
appears in June. Send your news to
[email protected]. magazine since its inception in February
DRACN
#
23O 119
Interplay finds Utter East
Interplay Productions (Irvine, CA) is
setting its first licensed AD&D computer
game, BLOOD & MAGIC, in a previously
unexplored area of the Forgotten
Realms called the Utter East.
Nestled between Ulgarth and
Zakhara, the Utter East brings new mag-
ics to the Realms. According to a press
release, The greatest of these are the
Blood Forges, mighty artifacts that con-
jure entire armies.
Developed by Tachyon Studios
(Oakhurst, CA), BLOOD & MAGIC is the first
real-time strategy game set in the
Realms. It debuts this summer for both
the PC and Macintosh. Curiously, the
game includes exclusive DRAGON MASTER
dice for TSRs DRAGON DICE game,
though BLOOD & MAGIC has nothing to do
with either the tabletop dice game or
Interplays upcoming computer version.
(Web: www.interplay.com)
FASA/Playmates decision
In April of 1993, FASA Corporation
(Chicago) and a spinoff company, Virtual
World Entertainment, sued Playmates
Toys Inc. (La Mirada, CA) for copyright
and trade dress infringement, interfer-
ence, and unfair competition after
Playmates introduction of the ExoSquad
toy line prompted a FASA licensee to put
the development of a Battletech toy line
on hold. (Earlier, Playmates had consid-
ered and rejected a Battletech license.)
On January 22, 1996, in a 109-page
opinion, Reuben Castillo, US District
Judge for the Northern District of Illinois,
ruled in Playmates favor on all eight
claims that had not already been dis-
missed on summary judgement.
FASA started circa 1981 as the
Freedonian Air & Space Administration,
named for the fictitious country in the
Marx Brothers movie Duck Soup.
FASAs first releases were ship plans for
the Traveller* RPG, then a licensed Star
Trek game designed by the now-defunct
Fantasimulations design studio. In 1984
FASA released the Battledroids* board
game, quickly retitled after a protect
from Lucasfilm, which claims rights to
the term droid (introduced in the Star
Wars films). The game became a major
hit, spawning role-playing and computer
versions and even virtual-reality arcade
installations.
In other FASA news, the company is
promoting three related supplements to
the Shadowrun* game that concern the
presidential election of 2057. In theory,
players can fill out ballots and elect the
candidate of their choice. But because of
the long lead times that supplements
require, FASA has in fact already decid-
ed the elections winner. No, theyre not
telling. (Contact: [email protected])
New licenses
Thi s fal l Chamel eon Ecl ecti c
(Blacksburg, VA), publisher of the
Millenniums End* and Psychosis* RPGs,
releases The Babylon Project* game, an
RPG based on the Warner science-fic-
tion TV series Babylon 5. Set in the years
before and during the first season, the
game is being designed by the startup
company that holds the license,
WireFrame Productions. A press release
says, Players take the roles of humans
or aliens in the tense period following
the Earth-Minbari war leading up to the
emergence of the Shadows and the
Narn-Centauri war. Series creator J.
Michael Straczynski will have creative
approval of the game and support line,
which includes The Earthforce Sourcebook
in late fall and an Earth Colonies
Sourcebook and Game Resource Kit by
years end. (Contact: [email protected]; Web:
skynet.bevc.blacksburg.va.us/cee/)
Steve Jackson Games (Austin, TX) has
acquired gaming rights to the popular
Discworld series of funny-fantasy nov-
els by British writer Terry Pratchett. The
game book, a supplement for SJGs
1996 AIIen Varney
Generic Universal RolePlaying System, will
be co-written by Pratchett and John M.
Ford, himself a noted science-fiction and
fantasy writer (The Dragon Waiting,
Growing Up Weightless), humorist, and
avid gamer. Look for GURPS Discworld
next year. (Contact: [email protected];
Web: io.com/sjgames/)
In July SJC releases the Knightmare
Chess* game, a licensed edition of the
decade-old French game Tempete sur
IExchequier (Storm on the Chessboard).
Its a set of 80 cards, to be used with a
traditional chess game, that affect the
rules of chess in different ways. One
card might make your knight move like
a bishop for one turn; another builds a
permanent wall to stop enemy pieces,
and so on. (Wizards of the Coast had
planned a similar game, but dont hold
your breath waiting.)
Gold Rush Games (Elk Grove, CA) has
put out one product (a licensed
Champions* game adventure) and a bliz-
zard of press releases. GRG has bought
rights to Fantasy Games Unlimiteds old
Bushido* RPG and plans a new edition
GRG expanded its license from Hero
Games to do supplements and source-
books for the Hero System* game line
(see last issue) GRG delays the new
Bushido* game edition GRG is doing a
licensed RPG based on the excellent
American comic-book series Usagi
Yojimbo, about a samurai rabbit in a feu-
dal funny-animal Japan. Will we see the
game by this years GEN CON Game Fair
in August? Maybe if GRG can find time
in its busy press-release schedule. . . .
(Contact: [email protected])
Notes from the field
Wizards of the Coast (Seattle, WA) has
put on indefinite hold the long-planned
role-playing game based on its Magic:
The Gathering* trading card game. The
design team (Wolfgang Baur, Teeuwynn
Woodruff, Mike Selinker) may find other
Ccn|inuc cn pagc 119
120 }UNL 1996

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