Dragon Magazine 197
Dragon Magazine 197
Dragon Magazine 197
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COVER
Gerald Brom, our cover artist, first
referred to his painting as the elf
guy but later changed the title to the
more official The Bedeviled Met His
Fate. He says the title is open to
interpretation." If you have an idea as
to why its called this, please write to
us at: Broms Title, c/o DRAGON
Magazine, P.O. Box 111, Lake Geneva,
WI 53147, U.S.A. Were curious, too.
Dragonmirth
Twilight Empire
Gamers Guide
TSR Previews
DRAGON 3
"Unfair!" winners
Dear Readers,
The response to our You might be an unfair
Dungeon Master if you hear these quotes
collection has been heartwarming (if thats the
right word). It began with a letter in DRAGON
issue #193 from Michael A. Vidra (Pittsburgh,
Pa.), continued with a letter from Timothy
Sallume (San Diego, Calif.), and turned into a
flood of mail shortly thereafter. We hereby
present, with minor editing, the best of all the
imaginary quotes to unfair DMs from frustrated
players:
Each of the kobolds has a wand of Orcus?
So, this troll seems to be regenerating our
fire damage."
I know Im new at playing, but Im pretty
sure that a mace is a metal-tipped club, not a
mugger-deterrent spray."
Fighters cant use edged weapons?
I never heard of a sword of party member
slaying.
Since when is Gruumsh a wandering
monster?
You dont use saving throws?
Thanks. I always thought having two arms
wasnt challenging enough."
I was not aware that spells had a chance to
backfire."
But the A-bomb hasnt been invented yet!
I thought 25 strength was maximum."
No, seriously, how much damage did I take?
A pack of tarrasques?
I thought orcs had only one hit die."
Come on, in a first-level dungeon? It has to be
a gas spore."
Thats one tough kobold."
Tinker gnomes invented Uzis?
Exactly what is a 'pantheon,' and why is it
mad at me?
Just how many 30th-level evil wizards are
there in this village?
I never knew Tiamat had so many twin
sisters."
Thats its forty-third attack. Can we draw our
swords now?
How did BattleMechs get into this dungeon?
Our group decides not to go to the Castle of
Ultimate Pain, but instead back into town."
So youre saying if you cut off their eyes,
they grow into little beholders."
Spontaneous decompression is a spell?
Thats okay, the spikes broke his fall.
Do you think we could use store-bought
4 SEPTEMBER 1993
Putting ideas to
work
Dear Dragon,
After receiving issue #191 in March and reading
the article An African Genesis," I remembered a
letter you published in issue #176. The letter
discussed the lack of an African-based campaign in
the AD&D and D&D games. Brady English sent
this letter to you, the same person who wrote An
African Genesis." I would like to compliment Mr.
English for putting his idea to work. Its people like
him who make this such a great magazine. If all of
your readers took the time to send in what they
would like to see in your magazine, it would be
that much better.
Dusty Harbuck
Roswell, N.M.
Well put!
Paranoia
(game & life)
Dear Dragon,
Issue #194 (June 1993) was one of the best I
can remember in quite some time. I was very
impressed by the D.R.A.G.O.N.-bot ver 3.1
article for the PARANOIA* game system. Even
the trademark comment at the end of the article
was in proper PARANOIA fashion.
The reason I am writing is because of that issues
editorial. I thought that people had gotten over the
"banning" craze that we went through about 10
years ago. It is disappointing to learn that this is
not the case. I am still told how evil my hobby is
(playing the ADVANCED DUNGEONS &
DRAGONS game) by people that I know for a fact
know nothing about the game. Their comments
about my evil hobby are usually followed by
questions about how the game is played. I dont
Continued on page 8
Fairy tales are generally quite predictable. You know perfectly well from the first
few sentences in each story just how
things are going to go. The princess will be
rescued, the kingdom will be saved, etc.
Tragically, many role-playing adventures
are like that, too. Here is the most basic,
trite, cardboard-cutout, stereotypical plot
for a fantasy role-playing adventure that I
can think of. Does it sound familiar to
you?
THE PLOT
SEPTEMBER 1993
much to put the cup back and leave. Before the heroes can depart the lair with
the unguarded treasure, however, the
dragon returns, senses intruders, and
starts an avalanche to seal the cave entrance. The heroes do find a secret passageway leading into a tunnel system
beneath the cave (the leprechaun secretly
goes along to play some jokes). The dragon
had sealed up the tunnels because they
were inhabited by an evil underground
race of great power. The heroes dont
know this, so they set out to explore the
area and run straight into a large patrol of
these evil creatures coming up to investigate what the dragon was roaring about.
is actually the workshop for a pair of spellcasting smithy-giants who are forging a set
of magical weapons for a minor demigod.
If the group interferes in any way with
the giants, the demigods avatar appears in
a few days to angrily send them off on an
involuntary quest to bring back a real
dragon to give to the giants as a pet. Of
course, no real dragon would ever want to
be a giants pet.
Letters
by Ruth Cooke
Artwork by Tony DiTerlizzi
The little ones are dangerous enough, but the big ones . . .
Brandi remained hidden among the
rocks until the sun had been down for
almost an hour. Then she slowly began to
make her way back across the
mountainside to the others, her scouting
of the ancient mine entrance complete.
10
SEPTEMBER 1993
12 SEPTEMBER 1993
Footnotes
Ral Partha and TSR, Inc.: the tag team of the century
by James M. Ward
When you go to your hobby store to buy
figures for your role-playing games, you
should know that youre really spoiled. An
old guy like me can remember miniatures
called flats, which were thin strips of
metal with the images of horsemen or
footmen stamped onto them. Todays miniatures are amazing pieces of sculpture,
much more like fine art than simple toys.
If you havent already gotten into the
hobby of painting your own figures for
your role-playing games, you owe it to
yourself to give this experience a try.
Theres something almost magical about
painting your own image of what your
favorite barbarian or wizard looks like.
There is also great satisfaction in painting
figures better than your friends. In the old
days, I used to think I was a pretty good
figure painter. That was before I encountered Skip Williams and Dave Sutherland,
two co-workers here at TSR. Those guys
know tricks about painting figures Ill
never be able to learn. Who would have
thought that you could make your figures
look better by touching them up with an
ink pen? Skip and Dave each use a technical pen with a needle tip using a drafting
ink (you can put colored ink into them,
too). These pens cost about $10 each, and
theyll do amazing things to the quality of
your finished figures.
I also remember the first time I hauled
out a batch of painted characters to use in
my AD&D game. Its great to visualize
whats happening to your player characters. Miniatures are a big help in deciding
arguments over positioning, as when the
players see that eight fighters cant possibly have room to surround a vampire in a
narrow corridor. And theres nothing quite
so nice for deciding who gets attacked in
the front or the back of the party when
there are figures for every one of the
players nicely arranged out on a tabletop.
The bottom line on this is that if you havent gotten into the hobby of figure painting, you should.
TSR licensed Ral Partha Enterprises to
create our D&D and AD&D figures. Its a
DRAGON 15
Bill Norton
Revision designers: Jack Barker, David Goun, Sean Rhoades, Richard Sheaves, and Mark Simon
SPQR, by GMT
Designers: Mark Herman and Richard Berg
Best Modern-Day Board Game
DRAGON 19
by Skip Williams
These two works actually were developed in parallel, one by the TSR, Inc. staff
and the other by freelancers, so the overlap isnt surprising. While you are correct
that the proficiencies in question are very
similar, their game effects can be quite
different.
The three Navigation proficiencies seem
DRAGON 21
22 SEPTEMBER 1993
PBM Gaming #l: How to run your favorite role-playing game by mail
by Mark R. Kehl
If you are using an already active campaign, the amount of preparation you
need to do is minimal. If you are creating
an entirely new campaign, youve got a lot
to do, as anyone who has ever created his
own campaign knows. You need to put
together the information the players must
have to understand your world without
benefit of you sitting in front of them. The
easiest way to proceed is to detail a limited
area in which your players will beginthe
last civilized spaceport on the frontier, the
superheroes home town, the elven wizards village, or whatever is appropriate
for your milieu. A map is a good idea,
detailing the familiar home territory and
providing sketchy information about more
distant lands; tantalize the players with
vague references to the mysterious City of
the Undead, the Waterfall That Flows
Upward, or the ever-popular Haunted
Wasteland Where a Big Sorcerous Battle
Took Place Long, Long Ago.
With the setting taken care of, you next
need to detail the people: who rules what,
which race lives where, what languages
are spoken on what planets, that sort of
thing. If you are deviating from or twisting
standard elements of your chosen genre
always a fun exercisemake sure your
players know about it up front so they can
DRAGON 25
Who to invite?
When youve got the background information assembled, youre ready to get the
players themselves involved. Your first
consideration is how many players to
include in your new campaign. One or two
would work fine; I prefer three, which
allows me to pay sufficient attention to
each individually and still have some variety of PCs who can interact with one another. Four is a good maximum; more
would severely limit each characters time
in the spotlight and would probably prove
too much work for a GM who has other
demands on his time.
After youve chosen your players, send
them the information youve assembled
about your campaign, and let them know
what you need from them. First, of
course, you need each player to have a
character generated using the specified
rule system. Make up a list of guidelines to
include any house rules, impose restrictions, or set point values.
Next, you will probably want a rough
character history from each player. As
playing by mail lends itself best to storyoriented campaigns, you will want as
many hooks for plots and subplots as you
can get. The backgrounds of characters
are not only a source of good ideas, but by
having the players come up with these
backgrounds themselves you let them
have a say in future story lines, ensuring
that the players will have an interest in
them. Let the players know beforehand
that you may alter or add to their backgrounds slightly to help them fit in the
campaign and get along together. Also, to
make sure you get the sort of background
26 SEPTEMBER 1993
hitting whomever is closest. The redheaded elf who has been staring at you
grins and pulls a black rose from her
sleeve. What do you do?
2. Based on your current situation, for
each move you need to supply your characters immediate long- and short-term
goals. For instance, suppose youre in the
situation described above. Your long-term
goals might be to become the most powerful wizard in the land and to find the oneeyed dwarf who killed your master. Your
short-term goals might be something like:
Hit the drunk barbarian with my chair,
then make my way to the nearest window.
If the elf starts to cast any spells in my
direction, Ill throw darts at her. When I
reach the window, Ill jump through it, get
on my horse, and find an inn in the next
town. In the morning I want to try to sell
the necklace I found in Orblatts cave and
replace the darts I lost. Also, Ill check
around at the mercenaries guild or at
local inns for rumors about the one-eyed
dwarf who killed my master.
3. Your moves should take into account
as many contingencies as you can think of
(such as the possibility of the elf casting a
spell in the simplified example above) and
should describe your actions in enough
detail to avoid ambiguity. If you are locked
up in someones dungeon, you cannot
simply say, Escape." You need to do something like try to pick lock with nail from
my boot or search for secret doors or
otherwise outline some definite course of
action.
4. Overall party actions will be determined by majority, with me, the GM, as
final arbiter. Ill do my best to integrate
your moves and come up with acceptable
compromises when they conflict.
5. Keep the moves I send you for future
reference. They may hold clues and other
information that will come in handy to
understanding overall plot lines.
28 SEPTEMBER 1993
Now that you have determined the general course of events, you are ready to
write up the move to send to your players.
The format you use should give the players all the information they will need
while demanding no more effort than
necessary from you.
Always number the moves so that the
players will be able to organize them
easily. If youre using some sort of calendar system, start with the current date.
Give a one-sentence reminder of where
the characters are and what theyre facing. Other categories of information you
might want to give in a simple shopping
list format include rumors, experience
points, and the results of simple errands. I
usually start my moves with an errands
section that briefly covers the accomplishment of mundane tasks such as selling
loot, buying supplies, and training. Also, I
like to end each move with a lengthy rumors section listing all of the miscellaneous tidbits the characters have picked up
during the course of their other activities.
This is a good way to provide new adventure hooks, clues about ongoing subplots,
and red herrings, as well as strange but
completely useless information. Its up to
the players to sort it all out. Rumors are
also a handy way to build up to or foreshadow major events, such as wars.
The body of the move itself narrates the
action of this latest installment of the
ongoing adventure. How you handle this
depends on your enthusiasm for writing.
Hack-n-slash time
A postal postscript
Label
Your
Letter!
If you write
to
us
at
DRAGON
Magazine,
please label
the outside of
your envelope to show
what your letter contains a
letter to the editor, Forum submission, request for guidelines,
gaming article, short story, artwork, cartoons, or subscription
correspondence. This ensures
that the letter you send gets to
the right person. In the United
States or Canada, write to:
DRAGON Magazine, P.O. Box
111, Lake Geneva WI 53147,
U.S.A. In Europe, write to:
DRAGON Magazine, TSR Ltd,
120 Church End, Cherry Hinton, Cambridge CB1, 3LB,
United Kingdom.
DRAGON is a trademark of TSR, Inc.
1990 TSR, Inc. All Rights Reserved.
DRAGON 29
By Mail
or by
Modem?
PBM Gaming #2: The joys of the BBS
by Craig Schaefer
Even the most avid gamer often finds
herself at a loss for something new and
original beyond the regular playing group.
Other gamers, living in out-of-the-way
places, may have a hard time finding any
other players. What to do in such situations? This article presents two suggestions for expanding your scope beyond
ordinary campaigns: games run by mail or
by computer.
and movement order list to the first player. The player decides on her action,
writes it down, and sends her action sheet,
the turn-results page, and the turn order
to the second player. The second player
encloses all materials in addition to his
action sheet, and so on. The items eventually circulate all the way to the last player,
who then sends the entire package to the
GM. If the players are reliable and dont
manage to spill coffee on the papers or
forget to mail them out, a turn may be
completed in two or three weeks.
Out of these three techniques, the
round-robin method lends itself to the
tidiest execution and the fewest headaches. Then again, other postal gaming
methods may be better for certain games.
For example, in West End Games PARANOIA* system, everything is done without
the other gamers knowledge, so direct
mail is the best method. If several players
try to do the same thing at once, we all
know how the GM of a PARANOIA campaign loves to make things explode. . . .
32 SEPTEMBER 1993
paign. Remember to ask the system operators permission before starting a game in
a nondesignated area. While it is not as
much of a problem on huge national networks like CompuServe or GEnie, messages can take up a lot of memory on
smaller computersand RPGs take a lot of
messages!
Notable advantages of BBS gaming include the potential for making new friends
(which is next to impossible with a postal
campaign, where you must know all the
people involved before starting the game)
and a quick response time. This writer has
successfully run a campaign using
Chaosiums CALL OF CTHULHU* game on
a local BBS for over a year now, and has
recently begun a new campaign using
West Ends TORG* game. In both cases, I
have managed to enter at least one turn a
dayslow, but much faster than any system by mail.
Remember that role-playing games are
primarily social activities, best enjoyed
with a live group of players sitting face to
face. However, when you dont have a
regular group nearby or want to try something new, postal and BBS gaming cant be
beat.
* indicates a product produced by a company other
than TSR, Inc. Most product names are trademarks
owned by the companies publishing those products.
The use of the name of any product without mention
of its trademark status should not be construed as a
challenge to such status.
FORGOTTEN REALMS
Artwork by Tom Baxa
by Ed Greenwood
One thing certain about the
FORGOTTEN REALMS campaign is that
no one has any idea of how many previously undiscovered monsters lurk within
its borders. As proof, four entirely new
monsters, unearthed from the papers and
scrolls of the sages of the Realms, are
presented here for the entertainment of
players and Dungeon Masters alike.
34 SEPTEMBER 1993
se t t i ng
Banelar
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVE TIME:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THAC0:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
Hot to temperate/any
Rare
Solitary or small bands
Any
Carnivore
Exceptional to Genius (15-18)
Any (especially Q, V)
Lawful evil
1-4
6 (head and sting: 3, tentacles: 1)
10
7+7
Up to five possible (bite, sting, spell,
and up to two held items)
Bite (1-3 +venom), sting (2-8 +venom), and by item
Spell use, poison, possible magical
item use
Regenerates 1 hp/round
Nil
H (22-25 long)
Elite (16)
3,000 +
Banelar are evil, nagalike creatures found on the land and in the
water throughout the warmer regions of the Forgotten Realms.
Named for the many alliances between individuals of this race
and priests of Bane, banelar are native to the Realms on the
Prime Material plane. They are quite independent in nature,
and not all serve or obey other servants of Bane. Banelar have
long, dark, snakelike bodies and large, humanlike heads. They
are dark purple-green in color, each with green-white glistening
eyes and a brownish tail near the end. Tiny tentacles grow in a
ring about a banelars mouth. These are too weak to wield
weapons but can wear, manipulate, or carry minor items such
as rings, keys, wands, and bits of food. Banelar can breathe air
and water alike without harm or hesitation.
Combat: A banelar casts spells as a 6th-level cleric and 6th-
level mage with no ability score bonuses. Thus, it has the following spell capacity: Wizard: 4,2,2, and Priest: 3,3,2. A banelar can
utter a maximum of one spell per round, in addition to making
physical and weapon attacks. Banelar spells are verbal only (the
casting is modified so that no material components are required, involving an increase in casting time of three in all
cases). Such spells must be found or learned from dragons, other banelar, or similar creatures employing verbal-only magic.
A banelar can wield any magical items it can carry (up to rods
in size and weight), regardless of class limitations; alignment restrictions on weapons still apply. A banelar can wear amulets
and magical rings on its tentacles, with the usual functional
maximum of two at any one time. Periapts, however, will not fit
on banelar tentacles and confer no magical effects.
A banelar can bite for 1-3 hp damage plus poison effects (save
or suffer unconsciousness and 2-12 hp additional damage, with
skin turning blue, for 2-5 turns). A banelar also has a tail sting
(2-8 hp piercing damage and the same poison effects as the bite;
save separately for each).
DRAGON 35
Flameskull
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVE TIME:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THAC0:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
Any
Rare
Solitary or small groups
Any
None
As in life (usually 8-16)
Any
Lawful evil
1 (or, very rarely, 1-6)
3
Fl 20 (A)
4+4
17
2 + special
2d4 x 2 (gouts of flame)
Spell use
Regenerates 1 hp/round, various
spell immunities
88%
S (about 1 diameter)
Elite (16)
2,000
er languages that they knew in life. They can use their voices to
lure intruders into traps or deceive them about the presence of
other dangers. Flameskulls can spew fire from their mouths
twice in a round, in straight beams up to 10' long.
If enchanted to do so at the time of their making, each can also
cast one spell per round by verbal means only. Most flameskulls
cast magic missile spells or flame strikes; none can use mindcontrol spells. Most flameskulls can cast up to three different
spells, and almost all flameskulls cast their attack spells every
second round. On the rounds between, they utter a singlesegment, verbal-only magic now lost to most spellcasters in the
Realms: spell reflection, which returns any and all cast spells
reaching the flameskull in that round back on the caster(s). If
the spells do damage, they do normal damage to the casters; if
not, they are merely negated.
Flameskulls cannot be affected by mind-control spells like
charm person; by sleep, hold, and other spells to which undead
are immune; by cold-, fire-, or heat-related magical attacks; or
by electrical (lightning) attacks. Their high magic resistance often protects them against spells they do not reflect back at their
casters. Flameskulls are turned as liches and may be struck by
any sort of weapon. They regenerate and reassemble even after
being shattered, unless a dispel magic, exorcise, or remove
curse spell is cast on their remains, or the majority of their bone
fragments are doused with holy water.
Flameskulls fly about trailing little jets of flame. They move in
silence, unless uttering spells or screaming for effect.
Habitat/Society: Flameskulls do not reproduce, nor have they
Foulwing
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVE TIME:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THAC0:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
Any land
Rare
Flock
Any
Carnivore
Low (5-7)
Nil
Neutral evil
1-4
3
6, Fl 13
6
15
5
2-5/2-5/2-5/1-4/1-4
Ammonia breath, blood drain
Nil
Nil
H (16-20 long, 40 wingspan)
Very steady (14)
975
prey, allowing them use of their wing claws and the weight of
their wings and bodies, to knock down and pin prey to the
ground. Savage and wantonly destructive, foulwings enjoy killing. They twist their heads when engaged with opponents so as
to bite with all their jaws, and their ammonia-like breath causes
opponents, during the round of contact and the following
round, to suffer a -1 penalty on attack rolls due to the stinging
irritation it causes to visual and olfactory senses. If a foulwing
disables or pins prey (a Strength of 16 + is required to escape
pinning unaided; allow one Strength check per round), it attempts to leisurely drain the victims blood by sucking with one
of its hollow, tubelike tongues, biting open wounds to do so.
The blood drain is equal to 2-5 hp per round; pulling free causes
the victim another 2 hp damage.
Whipsting
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVE TIME:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THAC0:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
All/Rocky, subterranean
Uncommon
Solitary or small packs
Any
Carnivore, scavenger
Varies (1-12)
Nil
Neutral
1-6 (d6)
7
8, Fl 9 gliding (D)
1+4
20 (16 when springing)
3
1-2 (bite)/1 x 2 (stings)
Venom
Nil
Jump
S to L (tentacles 5 to 20 long)
Steady (12)
120
also suffers a one-round armor-class penalty of 1. On subsequent rounds, the victim can move normally but is still weak;
attacks are at a - 3 penalty to attack and damage rolls initially,
-2 on the round following, -1 on the next round, and normal
thereafter. Each successful whipsting strike results in another
round of shuddering (as described above) unless saved against.
Every successful whipsting attack must be saved against even if
the target creature has previously escaped venom effects by a
successful saving throw.
Habitat/Society: Little is known about these predators. They
are believed to be hermaphroditic and to vary widely in intelligence. Whipstings lay eggs (large and rubbery like turtle eggs,
often green-white or dun in color) in caves or dark crevices.
These eggs are edible but have no market value. Whipstings are
more often found in groups than alone, and they peacefully coexist with each other. They are thought to live many years.
stings have gauzy, fragile wings that allow them to glide down
from heights without damage or jump farther than wingless
whipstings, up to 60 horizontally. Such wings can be regenerated in 1-3 days if damaged. The wings cannot be targeted in
combat, but a captured stingwing could have its wings cut off
(wings have AC 10 and 1 hp), and they will automatically be destroyed by any sort of area-effect flame spell.
Retameron Antonic in the Hyraksos Buried entry, pp. 205Retameron was formerly a knight.
Our plans are to release Almanacs once
a year around November or December.
About the NPC changes, it would have
been difficult to include such a list, considering the number of changes that took
place (the Almanacs already are 240 pages
long with very small type. If we had included a list of title changes for NPCs, we
would have had to include a similar list for
many other items that were modified. The
result could have been what looks like a
very long list of errata. Such a list could
have been hard to use and we thought
that simply giving the new data in the
appropriate chapters was sufficient and
more elegant. In the upcoming Almanac,
however, we added a yearly obituary
column for those NPCs whove met their
end during the year.
Will there be Almanacs for other AD&D
game worlds?
No, not as far as we know now.
Have Port Marlin, Rock Harbor, and
Anchorage become independent city-states
after the sinking of Alphatia? Is Minaea a
city-state, a kingdom, or a republic of
pirates?
Without the Alphatian overlords to keep
the peace, some of these places might
decide to become heavily-militarized,
despotic states to fend off barbarian pressure or banditry. Some might fall prey to
local ways and become pirate havens,
while others would become open to barbarian rule, paying wondrous tributes of
magic or wealth to barbarian kings in
exchange for protection and freedom.
Either way, without Alphatian supremacy,
they would all become independent states
struggling for survival. As for Minaea, it
could be a loose confederation of piratical
tribes whose main target is the coast of
Eastern Bellissaria and merchant traffic in
the Strait of Minaea. These pirates would
not be averse to minor incursions into
Bellissaria for the purpose of sacking
poorly defended cities.
GAZ2 Emirates of Ylaruam does not tell
the names and classes of the ruling emirs.
Whos in charge? GAZ4 The Kingdom of
Ierendi mentions Orisis, the hawk-headed
Nithian Immortal of death and resurrection. Who is he, and what happened to
him?
The names and classes of the emirs will
be given in the upcoming Almanac. Orisis
is another Immortal who was accidentally
left out of the Wrath of the Immortals
boxed set. After the curse of the Nithian
lands, Orisis would have been barred by
the other immortals from having any kind
of relation with the old Nithian culture.
Orisis would be more involved with the
Hollow World Nithians.
42 SEPTEMBER 1993
Who are the present rulers of the Principalities of Bramyra and Sablestone, in the
post- Wrath of the Immortals Glantri?
Prince Urmahid of Krinagar (ex-Count of
Skullhorn Pass) now rules the Principality
of Bramyra. Prince Harald of Haaskinz (exArchduke of Westheath) now rules the
Principality of Sablestone.
Chakram
P=M
Mastery
Basic
Skilled
Expert
Master
Gd Master
Ranges
10/20/30
15/25/35
20/30/45
25/35/50
30/50/60
Damage
d6
d6+2
d6+4
P:d8 + 6
S:d4 +6
P:d10 + 8
S:d6 + 7
Defense
Special
H: +1AC/l
H: +2AC/2
H: +3AC/2
H: +3AC/3
P=M
Knife
Mastery
Damage
Defense
Skilled
d6+2
H:+1AC/1
Expert
d6+4
H: + 2AC/2
Master
2d4 +4
H: + 3AC/2
Gd Master
2d4+8
H: + 3AC/3
Basic
d6
Special
Spread damage
(rounded down)
Spread damage
(rounded up)
Spread damage
(rounded up + 1)
Spread damage
(rounded up + 2)
Spread damage
(rounded up + 3)
P = X There are no primary or secondary targets for damage (all creatures within a
10 radius are affected the same way).
H: AC bonus to the bullroarer knifes user against attacks from or opponents using
hand-held or thrown weapons.
AC/#: Number of times the AC bonus can be used each round.
Note: The bullroarer knife is a 10-long chain ending in a flat knife, whirled over the
head to make a loud roaring noise. This is an odd-ball weapon capable of hitting
several opponents at once, within a 10 radius.
In a melee with multiple opponents, the user makes one single attack roll and
spreads damage among the opponents whose AC the user could hit (minimum damage
should be 1 point), even if they stood behind him! The user, however suffers a -1
penalty to hit for each opponent beyond the first within the chains radius. The weapon cannot be used if any obstacle stands within the chains radius (dungeon walls,
trees, etc.)
For example, three opponents surround the user. One is AC0, the other two AC8. If
the users attack roll is good enough to hit AC5, the damage should be spread among
the two opponents with AC8 only.
At basic level of mastery, a score of 3 for a d6 damage would result in both opponents
taking 1 point of damage. At a skilled level, the user would inflict 3 points of damage to
each of the two opponents (3 +2/2 = 2%, rounded up = 3). At expert level, the damage per
opponent becomes 5 per opponent (3 +4/2 = 3 rounded up + 1 = 5), etc.
The extra plus modifier for damage after rounding up is only to be used when
damage is spread among multiple opponents. Bonuses due to strength and magic
should be added up before spreading damage to multiple opponents. Mystics and fighters can use the bullroarer knife.
IL
44 SEPTEMBER 1993
OH
IN
NE
OH
IN
MD
CO
IN
IL
NY
TX
MS
ID
VA
OH
PA
IA
OH
OK
NE
WA
FL
NY
CA
PA
CT
PA
MI
ME
OK
FL
MA
PA
MN
AL
NC
DRAGON 47
CA
VA
KY
IN
MA
CO
MO
OK
MI
CT
GOBBLECON 2, Nov. 20
PA
Free
Free
Free
Free
Free
48 SEPTEMBER 1993
Catalog!
Write for your free
catalog of games
and gaming supplies! In the United
States and Canada, write to: TSR
Mail Order Hobby
Shop, c/o TSR,
Inc., P.O. Box 756,
Lake Geneva WI
53147, U.S.A. In
Europe, write to:
TSR Mail Order
Catalogue, TSR
Ltd, 120 Church
End, Cherry Hinton, Cambridge
CB1 3LB, United
Kingdom. Send for
it today!
$23.95
Theres plenty of swordplay and costume drama in Martha Wells first novel,
but typecasting the book as pure swashbuckling adventure doesnt do it justice.
Wells weaves a narrative that combines
50 SEPTEMBER 1993
$4.50
$5.50
part of storytelling as the ideas themselves, and its a lesson Gayle Greeno needs
to learn if future books in the series are to
improve over this one.
ON BASILISK STATION
David Weber
Baen
0-671-72163-1
$4.99
$4.99
is remarkably accessible.
Theres even a streak of mischievous
humor, though thats more in evidence in
The Honor of the Queen, in which Honor
and her ship are dispatched to support a
diplomatic mission to a small but strategically important world directly between
Manticoran and Havenite space. The catch
is that Graysons citizenry comes from
extremely conservative religious stock,
and women on Grayson have very few
legal rights. Honors status as commander
of the military task force is thus an affront
to civilized Graysonian tradition, and only
a plot by Graysons nearest (and even
more extremist) neighbors is enough to
jolt the Graysonians into an appreciation
of just what Honor can do.
There is, in short, a lot to like about the
Honor Harrington books. As long as Weber
can keep from promoting her past field
commands entirely, her adventures are
material that fans of spacefaring strategy
will watch for with pleasure.
Recurring roles
54
SEPTEMBER 1993
Share and
share(ware) alike
Be true! Be true! Show freely to the
world, if not your worst, yet some trait
whereby the worst may be inferred.
Nathaniel Hawthorne
Hi! Im Sandy Petersen. Ive been a computer game designer for the last five
years. For eight years before that, I was
employed designing role-playing games
and supplements, and still retain a keen
interest in role-playing games (i.e., I still
play them). [Editors Note: Sandy designed,
among other things, one of our all-time
favorite games, Chaosiums CALL OF
CTHULHU* game.] Its clear to me that
computer games will never replace roleplaying games for us aficionados. A roleplaying session is really a night of social
interaction with your friends. Most of us
have soda and chips out on the table, and
spend nearly as much time telling jokes
and making side comments as playing. In
comparison, a computer is a heartless,
cold thing, scarcely a replacement for the
joi de vivre of a good role-playing evening.
However, computer games have their
place. We cant always get a band of
friends together at a moments notice to
play the DUNGEONS & DRAGONS game,
but the computer is always available to be
your friend. Its one great advantage is its
convenience.
Computer games (and Nintendo and
Sega cartridges) are significantly more
expensive than paper games. Most conventional games cost less than $30. Computer
games run up to $80 or more. Because of
the significant nature of this investment, I
believe that the most important task a
reviewer can accomplish is to give his
readers the information they need to
decide whether or not to invest in a particular game.
Reviews
Wolfenstein 3-D
*****
ID Software Inc.
distributed by Apogee Software
Creative Director: Tom Hall
Programming: John Carmack and John
Romero
Art: Adrian Carmack and Kevin Cloud
"I have been too lenient.
Adolf Hitler
*
**
***
****
*****
Not recommended
Poor
Fair
Good
Excellent
Superb
****
ID Software Inc.
distributed by Apogee Software
Creative Director: Tom Hall
Programming: John Carmack, John Romero, and Jason Blochowiak
Art: Adrian Carmack
Commander Keen, like Wolfenstein 3-D,
is shareware. Also like Wolfenstein, you
can get the first bit of it for free, but then
you must pay for subsequent installments.
This game is for IBM-compatibles only. It
supports most sound boards, and can be
used by CGA, EGA, or VGA machines.
Not to mince words, Commander Keen is
an action game with hilarious graphics. You
play the part of Keen himself, a yellowhelmeted tyke in tennis shoes. You pack a
zap-gun and a pogo stick. Commander Keen
comes in several different versions. The first
series of three adventures, titled Invasion of
the Vorticons is the most primitive, but
certainly amusing enough. Only the first
adventure in Invasion is available for free.
The second Keen game, "Goodbye, Galaxy,"
contains two segments, the first of which is
free. Keens third exploit, Aliens Ate My
Babysitter is available only from Apogee. It
only has a single episode, but is quite extensive.
When Nintendo first made its appearance, arcade games for home computers
took a blow from which they have never
really recovered. Today, IBM-arcade games
are actually fairly rare. While I approve of
this general trend, since I like strategy and
role-playing games plenty, I cant deny that
every so often, I enjoy a really good arcade
adventure.
In all the Keen games, you wander
across an alien landscape until you reach a
city, sinister pit, or other obstacle, when
you drop into a sideways-scrolling MarioBrothers-like adventure. Each city site has
its own unique background graphics and
hidden dangers, and secret traps and
treasures to discover. In this, the game
owes a lot to Nintendos Mario Brothers
games, which pioneered this style of game.
Commander Keen is one of the best games
of its type that Ive played. Its not mindlessly
hard, like so many similar games, and brains
are necessary for victory. The graphic art is
hilarious. The goofy-looking monsters include insane mushrooms with tongues hanging out of the side of their mouths, huge
buck-toothed fish, and bug-eyed-monsters
with comically gnashing teeth. I frequently
blast perfectly innocuous aliens with my
stun-gun just to see the goofy look on the
sprite as it sits there immobilized and unconscious, cartoon stars circling around its
head.
In a number of ways, Commander Keen
stands above its rivals. You can save your
game at any point (in the earlier version,
however, you can save only if youre out60 SEPTEMBER 1993
**
***
Accolade
Designers: Mike Woodroffe, Alan Bridgeman, and Simon Woodroffe
Producers: Mark Wallace and Todd Thorson
Graphics: Paul Drummond, Kevin Preston,
Maria Drummond, and Jeff Wall
Waxworks is a role-playing game for the
IBM. Youll need VGA graphics, a mouse,
and at least a 386-16 MHz machine to
enjoy this baby. It is firmly set in the horror genre. Accolade has produced two
previous horror role-playing games with
vaguely similar interfaces: Elvira, and
Elvira II. If you purchase and like Waxworks, youll probably want to seek out its
predecessors. Fans of the earlier games
will probably enjoy Waxworks, too.
In Waxworks, you must seek out and
destroy the forces of evil in four different
quests. The game is actually four games in
one, as you must complete each of the
quests, and once inside a quest, you cant
easily jump out to another. The quests
include an Egyptian pyramid, a haunted
mineshaft, Victorian England, and a
zombie-infested graveyard.
The Egyptian pyramid is the most similar
b y Jam es M . W ard
TSR has had a great relationship with
Strategic Simulations, Inc. since 1988. For
those of you who dont know, SSI makes
computer games, particularly AD&D and
D&D computer adventures for TSR. Each
of SSIs AD&D games is commonly at the
top of the sales charts upon its release.
Although a computer game will never
take the place of a good Dungeon Master,
the games SSI make do have elements that
even a good DM cant reproduce easily.
Full-color images backed by sound effects
can equal and sometimes even surpass a
good thousand-word description from a
DM. I still remember playtesting one of
the SSI DRAGONLANCE games. Id battled through the usual undead and evil
warriors to come to the top of a castle
spire. Suddenly, on the screen flashed the
image of a huge black dragon, with the
appropriate roar. I was actually filled with
fear for my character. My heart raced, my
palms broke into a sweat, and it was several moments before I realized I wasnt
under an actual threat. Thats the kind of
role-playing that seldom happens in a
regular gaming session, but its great when
it does.
On the past few pages is a batch of SSI
game presentations. Youll see a wide
range of product, all of the same high
quality that youd expect from any TSR
paper product. The first of SSIs efforts in
our area started with the gold box
games. These emphasized combat and
tactics; though they werent long on roleplaying, they were great fun and an interesting challenge.
Then came the Eye series, a visual and
auditory delight from beginning to end. In
playtesting Eye of the Beholder I, I can
remember the chill that went up my spine
when I heard the sound of a giant spiders
claws in the stone corridor ahead of me.
Each one of the Eye-series games got better and prettier until the release last
spring of Eye of the Beholder III: Assault
on Myth Drannor, a truly amazing effort.
Everything in this game is fun, from putting together four tough high-level characters to adventuring in forests and
dungeons to meet the enemies of law and
order. The game was so expansive I was
hard pressed to finish it even with the clue
book in my hand. The Eye III experience
is worth buying an IBM just to play it.
Another nice feature to the Eye series is
its greater use of role-playing elements.
Your decisions count, and destroying the
monster isnt always the best choice.
But, in the computer game business, it
doesnt do to stand still. SSI proves again
and again that it knows AD&D and the
computer-game business. Stronghold,
DRAGON 67
Forum welcomes your comments and opinions on role-playing games. In the United States
and Canada, write to: Forum, DRAGON Magazine, P.O. Box 111, Lake Geneva WI 53147 U.S.A.
In Europe, write to: Forum, DRAGON Magazine,
TSR Ltd, 120 Church End, Cherry Hinton,
Cambridge CB1 3LB, United Kingdom. We ask
that material submitted to Forum be either
neatly written by hand or typed with a fresh
ribbon and clean keys so we can read and
understand your comments. We will print the
complete address of a contributor if the writer
requests it.
I am writing to thank you for publicizing the
survey in your July 1992 issue. We nearly doubled the number of inquiries to the survey of
women gamers. If there are any women out
there who still havent responded, the survey
address is: White Rose Publishing, P.O. Box 933,
Amherst MA 01004-0933.
Second, I noticed Roger Moores editorial a
few months back [issue #185] in which he
chastised Z for complaining about the mention
of gay, lesbian, and bisexual gamers. I must say I
was surprised by Mr. Moores strong stance
against discrimination given the TSR Code of
Ethics, which forbids the mention of any sexual perversion (implicitly in context referring
to bisexuality and homosexuality). Has Mr.
Moore read the code of ethics lately and, if so,
what is the official stance of DRAGON Magazine and TSR on the inclusion of such issues/
characters? [Yes, I have read the code of ethics,
but the editorial is the place where I speak my
mind as I please. My opinions do not necessarily
reflect TSR policy. Policy discussions relating to
DRAGON Magazine will have to wait for a
future editorial. The editor]
Finally, I just wanted to respond to some of
the comments made in the October 1992 issue
on women and gaming.
In my last letter [in issue #183], I discussed
reasons why women/girls dont discover RPGs.
The responses from your readers added little to
that analysis. This time, Id like to turn to a
different question: What can be done about it?
1. Gaming companies: The first place to
start is with the companies. If products are
written and marketed in a manner that appeals
to women without losing sales to men, then the
audience would be improved. Advertising in
magazines read by women in addition to the ads
in comics is one idea. Improved marketing in
mass-appeal chains like Waldenbooks and B.
Dalton is another.
Game companies should change the focus of
games from combat to role-playing. Many of the
survey respondents perceived a difference in
style between male and female gamers. GENERALIZATION WARNING: Male gamers tend toward shallow, combat-oriented characters who
look for power and money. Women gamers tend
toward supportive characters with detailed
backgrounds who prefer to interact with NPCs
and explore mysteries, intrigue, and politics.
68 SEPTEMBER 1993
This might involve producing fewer combatoriented art and articles, and more adventures
that depend on cunning and diplomacy for
successful resolution.
License authors and titles that have a strong
female audience (e.g., C. J. Cherryh, Marion
Zimmer Bradley, Barbara Hambly, Mercedes
Lackey, Elizabeth Moon, Anne Rice, John Varley,
and Chelsea Quinn Yarbo) have all created
interesting worlds for RPGs, but none have
been officially adapted for gaming.
Use more female artists, editors, playtesters,
and writers. It is easier to appeal to a group one
is intimately familiar with.
Art: Enough ink has been spilled on this one,
no further comment.
2. Players: Use courtesy. Be nice, be friendly. I have rarely had any problems in game
stores and comic shops, but it doesnt hurt to
make an extra effort to be friendly and helpful
to anyone who looks new to the hobby. Guys,
the women looking for a game are likely to be
as serious about it as you are. Dont look at us
only as potential dates it shows.
Lobby: If you like or dont like a product
because of its art, rules, style, etc., tell your
neighborhood huckster; ask him or her to tell
the distributor and write the game company.
Silence is consent, after all.
Recruit: I have heard from a number of male
gamers who would really like to see more
women in their groups. The vast majority of
survey respondents were introduced to gaming
by their spouses, fiancees, boyfriends, male
friends, fathers, and sons. Guys, find out if the
women in your life would be interested in
gaming, and show them what its all about.
Ladies, tell your friends and relatives what you
do for a hobby, and offer to get them involved.
Research: Most fantasy RPGs are based on the
historical Middle Ages. Women were doing
many interesting things back then, but only the
history nuts realize that Jeanne dArc wasnt
alone. For example, Eleanor of Aquitaine went on
a Crusade with her husband, Louis. She had
armor, as did a number of her ladies. Jeanne de
Montfort battled Charles of Blois for Brittany
and donned armor to defeat him in a siege. A
female archer nearly killed Saladin in the siege
of Jerusalem, and another killed Simon de
Montfort during the Albigensian Crusade.
Women ran abbeys and convents. They were
writers (Christian de Pisan), doctors (as in Paris),
guild members (many of the London and Paris
cloth and brewers guilds were entirely female),
and rulers (e.g., Eleanor of Aquitaine and Jeanne
de Montfort). Beyond that, of course, this is
fantasy, and if we can imagine elves and
dwarves, why not equality?
Think: GMs, think about how gender affects
your world. Are there major female NPCs,
heroes, and villains? Do they stray from tired
stereotypes? Is the only matriarchy in the world
an evil race (drow)? What does all of that magic
mean to society?
Write: If you think you can do a better job
70 SEPTEMBER 1993
72 SEPTEMBER 1993
made magic-users more powerful than psionicists. Because at high levels magic-users have a
lot of spells, more than psionicists have powers,
they could more easily find a suitable spell for
the situation. Psionicists simply dont have a
spell such as magic missile, which strikes a
target unerringly, or a fireball, which can cause
massive damage to many opponents.
I see devotions as equal to spells of 1st or 2nd
level, and sciences to spells of 4th or 5th level.
This means that at very low levels, the psionicist
has powers that outstrip any spell-caster. At
high levels, however, a magic-user has such
power that theres a great chance that the
psionicist will be slain before he manages to use
any of his powers.
As I see it, its simply wrong to use the same
adventuring style with psionicists. On one hand,
they can be quite useless in random encounters.
On the other hand, when a psionicist with
telepathic powers goes against any single powerful opponent and has some time on his hands,
he could win without even endangering himself.
Thats why psionicists are powerful as NPCs,
since these have much time to plot. As PCs,
psionicists are often thrown into situations in
which they do not have time to make their
powers work.
I do not believe that the psionicist should be
made less powerful. If anything, he should be
made less powerful at low levels, and more
powerful at high levels. But its much better to
let other classes have protection from his
power. The DARK SUN campaign spells detect
psionics and psionic dampener are good examples of magic spells developed to such an end.
Just for fun, here are some possible ways to
protect some classes, races and alignments:
Evil psionicists suffer a -2 penalty to power
scores when using powers against a paladin. A
$20
$13
Champions Universe
$18
Normals Unbound
unusually wimpy. As for the other extreme, try reading this aloud to someone
who knows the CHAMPIONS game: This
High Tech Enemies book has a cybernetic
ninja assassin called Weasel. He has Speed
8, Stealth at 18, OCV 12, five combat skill
levels, Find Weakness at 13, 4d6 + 1 armorpiercing HKA, and the Psychological Limitation Enjoys killing.
You got quite a reaction, didnt you? This
jargon translates into: Weasel will kill
your player characters. The utility of such
a villain escapes me. Many villains in High
Tech Enemies enjoy killing and have the
attacks to do it. Not everyone would condemn the book on this count, for I have
heard of campaigns that thrive on bloodthirst and power. But GM, take care.
What has gone before: Can you think
of a gaming product with 96 authors?
Champions Universe tries to weave the
work of eight dozen CHAMPIONS supplement writers from time immemorial into
one consistent campaign history. Just as
Dark Champions plays on the fad for
homicidal avengers, Champions Universe
capitalizes on a popular trend at comicbook companies, the codification of the
universes wherein all their heroes interact. TSRs Gamers Handbook of the Marvel
Universe and Mayfairs Whos Who in the
DC Universe compendia translate this idea
into game terms, although Ive never seen
much use in straight costume pageants of
super-characters.
Champions Universe avoids this approach. After all, the Enemies books already offer more pageants than anyone
could want. Instead, this book gives brief,
get-back-to-you-later coverage of lots of
background details: timelines, weird places of the world, sketches of major magicians and high technology agencies, a
summary of alien races, the Paranormal
Registration Act, updates of the Champions super-team, thumbnail sketches of the
worlds main organizations and media
groups, a business called Aftermath Inc.
that cleans up after super-battles a la
Marvel Comics Damage Control, and so
on. New villains and NPCs, a long glossary
of characters, and a wide-ranging scenario
round out the package.
In its straightforward compilation of
about 50 supplements, Champions Universe succeeds fairly well. It reads like a
good fanzine article by an enthusiastic
gamer who wants to highlight these
products glories. I enjoyed many bits
throughout, despite the shaky spelling and
grammar that have plagued the last batch
of Hero Games products. Yet while reading
this book I kept asking, What does this
accomplish? Who needs it? If you already
have a campaign, much of this book becomes redundant. If you cant devise a
campaign world of your own, the material
here seems (a) too sketchy to help much
and (b) not thought through.
Take one instance among many: The
geography section mentions in a single
offhand paragraph (page 59) that the
78 SEPTEMBER 1993
By Steven E. Schend
HE MARVEL -PHILE
Heroes of the streets arise!
In the last few years, the MARVEL
UNIVERSE has seen an astonishing number of normal humans taking to the streets
and fighting crime with little more than
their wits and a strong right hook; there
have not been as many non- or lowpowered heroes on the streets fighting
crime since the Golden Age of comics in
the 1940s. When the MARVEL SUPER
HEROES (MSH) game was created, this
type of hero was rare, and wasnt given
much attention. The times and the heroes
have changed, so its time for the game
rules to get up to speed.
In this special MARVEL-Phile, Ill provide
an addendum to the MSH Advanced Sets
character-generation rules to allow for the
low-powered heroes to join your MSH
campaign without being overwhelmed by
the powered heroes. These low-powered,
street-level heroes will not fit into all campaigns in any case. If youre running a
high-powered or cosmic campaign with
beings like Silver Surfer or Adam Warlock,
these vigilante-level heroes will still be
severely outclassed.
Vigilante heroes are defined by the
following general guidelines:
Your heros primary abilities (FASERIP)
are within maximum human limits (see
pages 5-6 of the MSH Advanced Sets
Judges Book for human limits);
Your hero carries weaponry or technology that is available to the general
public (or a group the hero belongs to like
Code Blue or SHIELD);
If your hero has gizmos (whether a
shield, gun, or webline) of her own devising that grants her abilities of less than
Amazing rank.
These guidelines are not concrete, but
they serve to distinguish street-level heroes from other gadget-laden humans like
those in the Avengers. While its true that
Captain America, Hawkeye, and the Black
Widow dont have any powers, their
equipment is far beyond the available level
of technology for most street heroes.
These extraordinary gadgets, when coupled with their owners formidable skills,
allow them to operate against opponents
like Kang or Dr. Doom.
80 SEPTEMBER 1993
Origin
Normal humans
Origin
Altered human
Mutant
High technology
Normal human
Robot
Alien
Abilities
Contact generation
generation
Feeble
Poor
Typical
Good
Excellent
Remarkable
Incredible
Amazing
Monstrous
Initial
rank
1
3
5
8
16
26
36
46
63
01-05
06-15
16-50
51-75
76-85
86-95
96-00
Each hero gets a number of initial contacts as rolled on the new Secondary Abilities table. Normal-human heroes get an
additional contact due to their origin.
A hero does not have to establish all his
contacts at the start of the campaignthe
others can appear as need be or as the
result of role-playing. For each established
contact, the hero must provide a name.
Characters with secret IDS can assign
contacts to his heroic ID, his secret ID, or
both. The secret ID has less risk to the
hero, because if your contacts dont know
you are a superhero, you cannot be called
upon by them to perform heroic acts.
Example character
Normal-human
Secondary abilities table
D100
Roll
01-10
11-35
36-65
66-85
86-95
96-00
0/1
0/2
1/2
1/3
2/3
3/3
3/6
4/6
3/5
4/5
2/4
3/4
2/4
2/5
3/4
3/5
4/4
4/5
I roll three times on the Secondary Abilities table. A 30 for powers grants her no
powers, but leaves the potential for two
(of technological origin) later. A 38 for her
talents gives her three talents as well as
the three from her Origin for a total of six.
She has two more talents pending, to be
gained through game play. Finally, a 59 on
the contacts column allows her three
contacts in addition to the one from her
Origin gives her four contacts right now.
She has no powers now, so I dont need
to worry about them yet.
Before choosing her talents, I need to
think about her background. I think Ill give
this heroine an espionage background, so Ill
give her the following talents: Detective/
Espionage, Law enforcement, Martial arts A
and C, Guns, and First aid.
In keeping with her background, three
of her contacts will be with the FBI, her
college criminology professor, and
SHIELD. This leaves one contact left to be
determined through role-playing.
Background
Villains
The MSH system is set up to be a broadbased system that allows much flexibility
in game play. Unfortunately, that same
flexibility makes it difficult for the Judge
to accurately gauge which villains are
most appropriate to use against the PC
heroes.
A vigilante-level campaign focuses on the
down-and-dirty crime-fighting. Heroes in
this campaign tend to deal more with
drug-dealers, crime bosses, and gang wars
than with aliens, evil doppelgangers, and
gamma bombs. Street-level heroes tend to
be normal humans trained to fight crime,
but can be low-powered heroes as well. A
majority of these heroes have secret identities, operate alone, and do not work
within the law all the time. SHIELD campaigns are also considered vigilante-level
campaigns, provided the emphasis is on
the nonpowered spy-thriller action, not
the high-tech gadgets or super-agents.
Sample campaigns
Role-playing Reviews
Continued from page 78
New spells and magical items for the DARK SUN campaign world
by Gregory Detwiler
Artwork by Tom Baxa
84 SEPTEMBER 1993
Wizard spells
Erdlu claw (Alteration)
Level: 1
Range: Touch
Components: V,S,M
Duration: 5 rounds/level
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
When this spell is cast on a humanoid
being, its fingernails grow into talons,
precisely like the claws of the erdlu bird.
Once in this state, they do damage as hand
razors (S-M: 1d6 + 1; L: 1d4 + 1). The spell
was developed by elven mages (Preservers, of course) who belonged to no-
Level: 1
Range: Touch
Components: V,S,M
Duration: Special
Level: 1
Range: Touch
Components: V,S,M
Duration: 5 rounds/level
Casting Time: 1
Area of Effect: Weapon(s) touched
Saving Throw: None
This spell petrifies nonliving wood, so it
cannot be used in combat against live
treelike monsters. If cast on a wooden
weapon, it causes that weapon to have the
properties of a weapon of stone, such as
flint or obsidian. This effectively reduces
the weapons attack penalty from -3 to
-2, and its damage penalty from -2 to
-1; the weapon is now also completely
fireproof. To a native of impoverished
Athas, this can mean the difference between life and death in combat. The
dweomer lasts until the spells duration
ends or until an enchanted missile strikes
its target. Low-level mages often create
their first magical weapons with this spell.
One large or two small weapons may be
affected by this spell (as per enchanted
weapon). Weapons normally made of
wood (clubs, staves, etc.) gain no additional benefits other than being fireproof.
The material component is a chip of
petrified wood.
Boneiron (Enchantment)
Level: 2
Range: Touch
Components: V,S,M
Duration: 5 rounds/level
Casting Time: 1 turn
Area of Effect: Weapon(s) touched
Saving Throw: None
This toned-down version of enchanted
weapon transforms bone weapons into
their regular metal counterparts with
Level: 3
Range: 10 yards
Components: V,S,M
Duration: 1 round/level
Casting Time: 3
Area of Effect: 40 wide, 20 high,
20 deep cloud
Saving Throw: None
This spell creates a cloud of pungent
smoke exactly like that produced when
the sap of the ranike tree is burned. This
smoke limits visibility as a blizzard or
dense fog does, but its main asset is its
ability to repel all insects and insectlike
creatures, including thri-kreen, that come
in contact with it. Once those creatures
are engulfed in the cloud, they immediately flee the area in the manner of undead turned by a cleric. Intelligent insects
like the thri-kreen may run before they
are touched, once they see whats coming.
The material component is a chunk of
wood from the ranike tree.
The cloud moves away from the caster
at a speed of 10 per round, rolling along
the surface of the ground. A moderate
breeze can alter the clouds course, but it
will not move back toward its caster. A
strong wind breaks it up within four
rounds, and stronger winds keep the
cloud from forming in the first place. Very
thick vegetation disperses the cloud in two
rounds, but the only place on Athas that
qualifies as such terrain is the halflings
forest. The smoke does not sink as many
vapors do (like a cloudkill spell); it also
cannot penetrate liquids or be cast
underwaternot a great concern on
Athas.
Reverse fossilization (Enchantment)
Level: 3
Range: Touch
Components: V,S,M
Duration: 5 rounds/level
Casting Time: 1
Area of Effect: Weapon(s) touched
Saving Throw: None
This spell causes stone weapons to become equivalent to their bone counterparts, cutting their attack penalty from
-2 to -1 (damage is the same). This spell
is not as potent as stoneiron (see later), but
is far more common on Athas due to its
relative simplicity. One large or two small
weapons may be enchanted by a single
casting of this spell; missiles will lose the
dweomer when they hit a target.
The material component of this spell is a
piece of fossilized bone.
Stoneiron (Enchantment)
Level: 3
Range: Touch
Components: V,S,M
Duration: 5 rounds/level
Casting Time: 1
Area of Effect: Weapon(s) touched
Saving Throw: None
This low-powered version of the enchanted weapon spell causes stone (flint,
obsidian, etc.) weapons to have the attack
and damage scores of ordinary steel weapons, eliminating all penalties and chances
DRAGON 85
of breakage. One large or two small weapons may be affected by a single casting of
this spell, and the dweomer can be dispelled early only if an enchanted missile
strikes its target. The only way to make
the effects permanent is to use enchant an
item and permanency spells as well; repeated castings do not improve the weapons abilities any further.
The material component for this spell is
a small chunk of stone, of the same type as
the weapon to be enchanted.
Woodiron (Enchantment)
Level: 4
Range: Touch
Components: V,S,M
Duration: 5 rounds/level
Casting Time: 1
Area of Effect: Weapon(s) touched
Saving Throw: None
This is a specialized version of enchanted weapon that works only on wooden
weapons. When the spell is cast on a
wooden weapon, that weapon becomes as
hard as its iron counterparts on other
fantasy worlds, with no penalties to attack
or damage. Weapons normally made of
wood, such as the club and quarterstaff,
are granted a bonus of +1 on both attack
and damage rolls. Only one spell can be
cast on a weapon at a time; the effects are
not cumulative, even with normal wooden
weapons like those mentioned above.
Wooden shields are also affected by this
spell, becoming +1 for defensive purposes. Both weapons and shields are
fireproof for the spells duration.
Missiles of wood enchanted in this manner lose their dweomer as soon as they hit
a target; otherwise, the spell lasts for its
full duration. It is also used in the manufacture of regular magical weapons and
shields.
The material component for this spell is
a chip of the bronze-hard agafari wood of
Nibenay.
Erdlu egg (Enchantment)
Level: 5
Range: Touch
Components: V,S,M
Duration: 1 day
Casting Time: 2 turns
Area of Effect: 1 egg
Saving Throw: None
This spell causes an old erdlu egg filled
with sand (the material components) to
become a fresh erdlu egg, with contents fit
to eat. On any other world, the duration
would be too short to do any practical
good, but on Athas, the disappearance of
the eggs water will not come about until
after it has already been sweated out of
the recipients body. Elven nomads developed this spell as a means of creating an
emergency food supply. Once the created
food is eaten, the shell disappears, so a
new shell is required for each casting.
Thus, possession of this spell doubles the
number of erdlu eggs any tribe has.
86 SEPTEMBER 1993
Level: 5
Range: Touch
Components: V,S,M
Duration: Special
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None
This is a defensive spell developed by
mages of the elven kank-herding tribes,
enabling the recipient to go without armor
in the terrific heat of Athas until he actually needs it. When the spell is cast, the
beneficiarys body or torso is transformed
into the chitinous carapace of a kank,
giving him the protection of plate mail (AC
3). This armor lasts until successfully
dispelled or the wearer takes cumulative
damage totalling over 8 hp + 1 hp/level of
the caster. It has no effective weight or
encumbrance, and does not affect spellcasting. It cannot be added to other spells,
such as giant fur, but is cumulative with
shield and Dexterity bonuses.
The material component for this spell is
a fist-sized shard of kank shell.
Isolate templar (Abjuration)
Level: 6
Range: 100 yards
Components: V,S,M
Duration: 1 turn/level
Casting Time: 1
Area of Effect: 1 templar
Saving Throw: None
This is a specialized, offensive version of
anti-magic shell, designed to affect one
humanoid creature. When this invisible
field surrounds a templar, that templar is
automatically cut off from his sorcererking in regard to acquiring priestly spells.
If the templar is maintaining a spell, such
as wall of fire, then that spell automatically ends as the supporting magical energies are cut off. The templar is thrown
back on his own resources, including
magical items, normal weaponry, and
whatever psionic powers he has. The
templar still retains those spells granted
but not yet cast.
Unless the sorcerer-king is watching the
individual templar or a messenger tells
him whats happening, the sorcerer-king
will not realize that this spell is in operation. Only a sorcerer-king can cast a dispel
magic spell powerful enough to get rid of
an isolate templar spell. By the same token, the spell cannot be successfully cast
on a sorcerer-king to cut off all his templars from spells.
The material component of this spell is a
gemstone of at least 1,000 gp value.
Priest spells
Level: 5
Sphere: Necromantic
Range: 30 yards
Components: V,S,M
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 person
Saving Throw: Special
This spell was developed by the
sorcerer-king of Draj, and so far as is
known only his templars make use of it.
When this spell is cast, the templar points
a hand at the targeted individual, who
must then save vs. death magic. If he fails,
his heart is literally torn from his breast,
ripping through any covering clothing or
armor in the process, and it flies toward
the casters hand where it may be grasped.
This means instant death for the victim. If
the victim makes a successful save, he
takes damage equal to that of a cause
serious wounds spell (2d8 + 1 hp).
The material component of this spell is a
dried-out chunk from the heart of a humanoid being.
Ranike staff
blades
These wooden weapons have been enchanted to have the properties of those of
bone. Aside from being fireproof, there
are no additional benefits to weapons
normally made of wood, such as clubs and
quarterstaves, but all other weapons have
their attack and damage penalties reduced
from -3 and -2, respectively, to -1 in
both cases. Bonewood shields are also
possible, but their only benefit is to be
fireproof. These weapons still break when
a 20 is rolled. As with petrified weapons,
bonewood weapons are more common
than their effectiveness would seem to
warrant, due to the relative ease of their
construction and the practice they provide
for magical apprentices. Such a weapon is
worth 10 times as many experience points
for a mage making it as the gold-piece cost
of a normal iron weapon (e.g., a bonewood
glaive-guisarme is worth 100 xp).
Fossilized weapons
These weapons fall into the same category as the last two classes, except that
they are made of bone. Chitin weapons
are also covered in this category. As with
the other two classes of weaponry, these
weapons act as ordinary metallic weapons,
having no penalties in battle and being
unbreakable. Since bone is the best of the
nonmetallic substances used in weapons
creation, a mage does not need to expend
so much magical energy in its transformation. Thus, the experience-point value in
making a boneiron weapon is only 15
times the gold-piece value of a regular
metal weapon. A boneiron trident is thus
worth 225 xp to the mage creating it, a
boneiron battle axe 75 xp, etc.
Ashes to
Ashes
by Lisa Smedman
Illustrations by Brom
DRAGON 91
92 SEPTEMBER 1993
where Lazra came when she wanted to get away from the
backstabbing bureaucracy that served King Kalak. Swapping her templars robes for commoners clothing, she had
slipped anonymously into the evening crowd.
The tart, sappy taste of the wine reminded Lazra of the
trees she cherished and nurtured. For ninety-six years she
had been keeper of the kings gardens. She had made it
her lifes workher dwarven focusto create the most
beautiful, most diverse collection of plants this desert
world had ever known. It was bad enough that all of the
plants had been ailing since water supplies were diverted
to quench the thirst of the army of slaves that labored day
and night on the kings ziggurat, but yesterdays loss of
one of her favorite trees was even more troubling.
The cherry tree had been more than a mere ornament
in the garden. It was a tree of life, a living shield against
defiling magic. Without its protective properties, should a
defiler cast a spell anywhere in the vicinity of the garden,
a wide circle of its plants would be reduced to lifeless ash.
If enough spells were cast . . .
Lazra shuddered. A dwarf who failed in her focus became a banshee, doomed to forever repeat her hopeless
task. Thank the elements there was more than one tree of
life in the kings garden!
Swirling the murky wine in her glass, Lazra contemplated the complexities of acquiring a new tree to replace
the one she had just lost. It would mean going, cap in
hand, to one of the templars whose magic was powerful
enough to enchant a normal sapling. Lazra cursed. If only
she hadnt been born a dwarf, she might herself have been
granted the spell by King Kalak. But the innate resistance
to magic that her dwarven heritage conveyed made the
higher magics an impossible dream. She had tried nonmagical methods of creating a tree of life-planting its
seeds, grafting pieces of it onto other treesbut so far
nothing had worked.
Lost in her thoughts, Lazra did not at first notice the
half-elf who slipped into the seat across the table from her.
A lanky man nearly twice her height, he was obviously no
pauper; both ends of the spear he carried were tipped with
metal blades.
The half-elf wiped his chin with a slow, deliberate motion and nodded a greeting. My father was a templar,
he said in a low voice.
The words startled Lazra. Had she been recognized? As
servants and bureaucrats of the king, templars held great
power in Tyr, but usually that power was backed up by
the strong arms of half-giant enforcers. Without her black
robe, Lazra would have trouble summoning assistance if
the patrons of the bar turned ugly.
Instead, she answered with a noncommittal, I think
you mistake me for someone else. My mother was a gardener, and so am I.
The half-elf winked. You come of good stock. Then
he leaned forward across the table and spoke to her in
rapid, conspiratorial tones. My names Caer. I havent
much time; the templars are looking for me. Theyve
captured three members of the alliance already.
Lazra felt her eyes widen, but she kept the rest of her
face carefully composed. This man was a member of the
Veiled Alliance, the band of rogue magicians dedicated to
DRAGON
93
94 SEPTEMBER 1993
she saw where it led. There on the floor was Evrims body.
He was curled into a tight ball with his arms wrapped
around his head. His face was turned toward Indigo; it
was a mask of misery.
She studied Evrim from a distance before approaching.
The black templars cassock he had been wearing was
intact, and there were no wounds on the body. That fit
with her idea that he had been drowned by a water elemental. The well from which it must have sprung was
only a few feet away from the corpse.
Indigo licked her lips. She could smell the water, even
from here. Unlike most of the wells on Athas, this one
didnt have a brackish or acidic odor. Instead it gave off
the sweet smell of pure water.
The well was surrounded by only a low lip, and the
water in it was level with the floor. The lid that normally
covered it was fully open, leaning against the wall. It was
made of a gray material, streaked with red. Indigos heart
thudded against her chest when she realized what it was.
Iron! The lid was worth a fortune! She could retire on this
adventure alone.
Evoking the protection of the sphere of water, casting a
spell upon herself that would ward off attacks by evil creatures, Indigo crept forward. When the water elemental
rose from the well, she would be ready to embrace it, to
learn from it. Who knew what secrets it might impart to
her? Her mind spinning with the possibilities, she completely ignored Evrims corpse. There was still plenty of
time to complete her mission. Her employers could wait
until she was good and ready.
Kneeling before the well, Indigo placed her sword on
the ground and spread her arms wide. By the power of
the sphere of water, I summon you. Come forth, bearer of
ancient wisdoms.
Something began to stir deep within the well. Suddenly
it shot up to the surface. But instead of the amorphic wall
of water Indigo was expecting, a serpentine head reared
out of the well. A fang-filled mouth opened wide, and
tentacles around its head lashed like writhing snakes. Indigo scrambled for her sword, but the monster was quicker.
Spraying water in a sheet from its gills, the translucent
green worm lunged toward Indigo. Its tentacles brushed
her skin, and instantly a horrible chill convulsed her body.
Struggling for breath, she felt her heart beat once, twice,
pounding against the suddenly rigid wall of her chest.
Then she fell, stiff as a statue, to the floor.
Lazra haunted the inns that fringed the warrens, looking for the half-elf who had mistaken her for a member of
the Veiled Alliance. She peered at tavern patrons, wondering which were members of the Alliance and which were
ordinary citizens. Whenever someone made eye contact
with her, Lazra slowly wiped her mouth with the same
flat-palmed gesture Caer had used.
It was exhausting overseeing the tending of the kings
gardens by day, then making the rounds of the taverns late
into the night. As the day of the gladiatorial games approached, the condition of the plants in the garden worsened. Shed already lost several of the more delicate
plants, and the leaves of the hardier plants were starting to
curl and brown.
DRAGON
95
Lazra had done her share of backbiting to gain her position as head keeper of the kings gardens. Having
achieved this honor, she had kept it through merit alone;
none of the other templars could match her skill with
plants. There had been jealousies and the resulting setbacks, but the saboteurs her rivals had sent were easily
dealt with. The same could hardly be said of the king.
Lazra looked up at the golden tower that dominated
Kalaks palace. If it were true that the king himself was
draining the life from her garden, everything she had
worked to create here could be destroyed. If she somehow
denied the king access to the life forces of her beloved
trees, and if the Veiled Alliance failed in its attempt
against the king, at the very least Kalak would take away
all of the spells he had granted Lazra. She had to choose
between her templars magic and her lifes work.
She was alone. The slaves, like everyone else in the
citycommoner and noble alikewere required by decree of King Kalak to attend todays gladiatorial games.
Lazra could hear the roar of spectators in the stadium.
Kalak would be watching the games from the balcony of
his palace, and the Veiled Alliance would be preparing to
strike.
Each shout frayed Lazras nerves further. There was no
tranquillity in the garden today, but there was a way to
regain some measure of calm.
Lazra placed her hand on one of the trees of life. The
rough bark of the oak was dry under her fingers and its
leaves were wilted and limp, but sap still flowed in its trunk.
Closing her eyes, she chanted the words of her spell.
The tree greeted her. Welcome, quick-moving one.
Hello, Lazra answered. Are you feeling any better?
No. The voice echoing in Lazras mind was slow and
thoughtful. Something pulls the life from me still. The magic you
summoned yesterday did not help.
Lazras shoulders drooped. The chant for dispelling
magic had been her last hope. Then her head jerked up,
as she heard the snap of dry branches. Someone was pushing his way through the shrubs, coming toward her.
Lazra! The high templar demands your presence! All
templars are supposed to be at the stadium! Lazra! Where
are you?
Opening her eyes, Lazra saw the head and shoulders of
the half-giant guard who had been sent to fetch her. The
trunk of the oak hid her from him; she had only a moment
to act. Mmea milango, she said, tracing a square on the
trunk with her forefinger. Wazi!
The bark softened under her touch. Pushing against the
tree, Lazra slid her hand inside it. As the half-giant
crashed through the last of the hedge, she disappeared
completely into the trunk.
Lazra had used her ability to hide inside trees before,
but never had her mind been linked with the plant at the
same time. This time, she could feel every ring of the
pulpy interior of the trunk, could sense the faint breeze
that stirred her branches, could feel the sap sliding
through her limbs. She could taste the dry earth she was
rooted in, could feel the thump of the half-giants footsteps
as he rounded the tree, looking for her. She could feel the
oaks slow shiver of fear as it sensed the obsidian axe he
96 SEPTEMBER 1993
carried.
Experimentally, Lazra felt her way down into the roots
of the oak. Pushing them here, prodding them there, she
sent them up through the ground, breaking the surface
around the half-giants feet. Her original intent had been
to trip him, if he took his frustration at not finding her out
on the oak, but then she realized what she had done. Instead of bare roots, tiny saplings had pushed their way
above ground. Excitement flowed through her like sunwarmed sap. At last she knew the secret of creating a tree
of life without need of the powerful spell!
There was more. Other voices slowly whispered in
Lazras ears. She could sense each of the other trees of life
in the gardens, recognize each of their unique voices. All
were tinged with pain. She felt it now herself, a slow ache
as if some unseen force was sucking the sap from her
veins. Abruptly, it intensified. With her dwarven senses,
Lazra heard an explosion come from the direction of the
stadium, then screams.
The powerful one begins a spell.
The pain was intense now; if Lazra had been experiencing it as a dwarf, she would be doubled over in agony. As
it was, she groaned as the smaller branches of the oak
dried up and snapped with a brittle noise. Suddenly,
Lazra could see the invisible lines of force that stretched
across the sky in coiling streamers, leading from the
branches of the trees to the pinnacle of the ziggurat.
We die.
No! We fight back!
Focusing her will, she summoned a spell that would
give her time to think. It was a simple piece of magic, one
designed to allow her to momentarily step out of the flow
of time. She cast it, and there was a sudden wrench that
tore the breath from her lungs. Not only had she slowed
time for herself, the trees of life had all succumbed to the
spell, too.
The pain eased, and the invisible streamers of energy
slowed. Feverishly, Lazra cast through her mind for a spell
that would cut them off. There was only one in her repertoire that might be of any use, and it was a very minor
magic. Like all of her spells, it had been granted by King
Kalak. Would it work against him?
All she had to lose was her life. Mahali patakatifu au pa
salama, she chanted. Create for me a place of sanctuary.
Suddenly, the flow of the magical drain was reversed.
The invisible coils came rushing back toward the trees,
spiralling faster and faster. Then all at once they snapped
as if severed by an unseen sword. Bright light exploded in
Lazras head, and then there was utter blackness.
Water splashed against Indigos knees as the wormlike
creature vanished back into the well. There was no explosion, no spectacular display of magic when Indigo threw
the crystal into the water, but it did the trick. The monster
dove down deep, pursuing the glowing light.
In that instant, the pain that had been wracking Indigos body vanished. She jumped to her feet and grabbed
the edge of the heavy metal lid. Bracing herself, heaving
with all her strength, she levered the lid back into place. It
crashed home with a satisfying clank. Then she dragged
Evrims body well away from the hole.
DRAGON 97
98
SEPTEMBER 1993
Albrenegan is a dragon of Mythic Europe, which is the setting for the ARS
MAGICA* fantasy storytelling game, from
White Wolf The ARS MAGICA game is
about magical folk of mythical, medieval
times. As members of the mystical Order
of Hermes, these Magi (wizards) live with
their servants in Covenants. There, they
plumb the depths of sorcery and delve
in to the mysteries of the world: the elusive
but pervasive powers of the Church, the
enigmatic manners of faeries, and the vile
ways of the Dark Path.
Albrenegans story
DRAGON 99
bled Albrenega. Indeed, in their zealousness they murdered her in her mountain
retreat.
Although many in the Order of Hermes
were outraged at the wizards actions, no
one wanted a war within the Orders
ranks. The Magi of Flambeau were therefore allowed to flaunt their victory. As
tribute to their power, the dragons killers,
in A.D. 1091, founded a Covenant on the
site of her aerie and called it Fire Nest.
The Covenant still stands and thrives
over 100 years later. Its members all belong to House Flambeau. Many of the
Covenants older Magi are the very folk
who slew Albrenega so long ago. Under
them, the Covenants younger upstarts
preserve the memory of the Magis greatest victoryas well as the Covenants
bravado.
What no one realizes is that an extensive
cave system lies beneath the Covenant (the
original Flambeau were too cocky to prop-
Albrenegans profiles
Albrenegan possesses two sets of statistics, the first for his dream self and the second for his newborn self.
ence (awesome) +8, Communication (incomplete words) -2, Dexterity (graceful) +5, Quickness (swift) +12
Virtues and Flaws: Self-Confident +3, Strong-Willed +1, Short Attention Span -1, Fury (at talk of dragons deaths) -3
Personality Traits: Wrathful +4, Angry +4, Patient -2
Reputation: None
Confidence: 6
Combat Totals:
Bite Totals: First Strike +8, Attack +13, Damage +35
Claw Totals: First Strike +5, Attack +9, Damage +15, Parry Defense +3
Tail Lash Totals: First Strike +12, Attack +5, Damage +10, Parry Defense +4
Wing Bash Totals: First Strike +3, Attack +7, Damage +8
Fiery Breath Totals: First Strike +10, Attack +8**, Damage +50
Body Levels: n/a
Fatigue Levels: n/a
Wrathful Fire, CrIg 50, 5 Points Causes +50 Damage to all within a circle 10 paces in diameter. See Combat Totals, above.
Stare of Mortality, ReMe 20, 0 Points If the dream dragon makes eye contact with a subject, that person cannot move from his or her
spot as long as eye contact is maintained. Victims cannot move or dodge, but can parry attacks. Eye contact can be avoided with an
Intelligence stress roll of 6+. On a Botch, the victim remains motionless for as long as the dragon wills, but the dragon need not
maintain eye contact.
Roar of the Ancients, ReMe 15, 0 Points If the dream dragon roars, all within earshot must make a Stamina + Brave stress roll of 6 +
to avoid fleeing in terror. A similar such roll is allowed per Round to stop running. In the event of a Botch, the victim continues to
flee until Unconscious (Short-Term Fatigue roll per Round of running).
Winds of Fury, CrAu 15, 0 Points By flapping its powerful wings, the dragon creates a great wind. To remain standing requires a
Strength stress roll of 4+. All physical actions suffer a -3 penalty in the wind. Botches mean a victim is blown over, suffering
1d10 +2 Damage, which is Soaked normally.
Smoke of the Bellows, CrAu 15, 2 Points A large cloud of smoke is created, covering an area 20 paces across. Those in the cloud act
as if in complete darkness (see ARS MAGICA Third Edition game, page 153). If any roll made in the cloud Botches, a Short-Term
Fatigue Level is suffered from smoke inhalation, aside from any other appropriate Botch results.
Vis: None
100
SEPTEMBER 1993
There are several ways by which characters may find themselves at Fire Nest.
They may have heard of the dragon and
seek to defeat it themselves, or simply
want to see and maybe converse with the
beast. Maybe the characters support the
Christians war against the Moors and
want to see the dragon defeated so Fire
Nests Flambeau can resume fighting. Or,
maybe the characters want to see the
dragon preserved, being among the last of
its kind.
After traveling to Fire Nest Covenant,
the characters must contend with the
difficult, arrogant Flambeau Magi who
reside there. The residents may welcome
foreigners but are suspicious of strangers.
After all, there is a war being waged and
no one travels to Iberia for purely social
reasons. Characters might claim to come
in support of the Reconquista, but resident
Flambeau expect strangers to prove their
convictions. If characters are not prepared
to fight and kill Moors (the Moors tend to
be enlightened by Mythic European standards, and so might be sympathized with
by characters), the Flambeau may turn on
them. Furthermore, if visiting characters
are opposed to Fire Nests involvement in
the war against the Moors, there might be
outright hostility between Magi, which
endangers any hope of solving the mystery of the attacking dragon.
If characters end up needing allies
against Fire Nest, they might find them
among the few rebellious Hermetic Covenants in southern Iberia that are actually
sive) -1, Communication (incomplete words) -2, Dexterity (clumsy) -1, Quickness (ambling) -2
Virtues and Flaws: Dreaming +2, Versatile Sleeper +1, Light Sleeper +1, Sharp Ears +1, Piercing Gaze +2, Soft Hearted -1,
Powers:
Fiery Sneeze, CrIg 20, 3 Points A small burst of fire is created, causing +20 Damage to all within a 5-pace area. See Combat Totals,
above.
Puff of Smoke, CrAu, 1 Point A small puff of smoke is created, as per Smoke of the Bellows above, except the area affected is 5 paces
across.
Vis: 10 Ignem in tongue, 15 Creo in brain
DRAGON 101
DRAGON 103
DRAGON 105
DRAGON 107
DRAGON 109
Reviews
****
9786 Vampire
**
***
****
*****
Poor
Below average
Average
Above average
Excellent
2922 Deep
Fishmen
Ones-Mutant
****
*****
*****
The Mini-Castle is a five-piece, easy-toassemble kit. The walls are made of expanded polyurethane, and each wall
measures over 420 mm long x 155 mm tall
at the round towers and 125 mm tall at
the top of the wall. Three walls are identical, each molded to resemble a stone wall
with a broad walk and stairs leading from
the top of the wall. A round tower with a
plank door and stairs at ground level is at
the right side of each piece. The top of
each tower is engraved to represent
planks with a trapdoor. Numerous arrow
slits and firing positions grace the walls;
the top of the tower two small windows
face inward. The last wall piece has a
stone arched gate 100 mm high. This arch
and the pewter gate blocks all entry into
the structure. This wall also has a more
elaborate staircase that goes around the
stables. A small manor house with shake
or slate shingles sits to the left of the gate.
This tower is part of the keep and can be
entered only from the top of the wall or
the manor house. When assembled, the
castle has a large central courtyard.
This is a typical countryside outpost and
is an excellent piece of work. My piece had
only one flaw, and that is excellent for this
material. Even though the buildings are
not totally hollow when purchased, they
can be easily cleaned out. The price is
reasonable at $69.95.
This five-piece set includes two lead-free
metallic gates and three expanded polyurethane buildings. The main building is
a large castle gatehouse measuring 220
mm x 220 mm x 138 mm. The interior is
hollow, and the outside is molded to appear as if it is stone. The front has a number of arrow slots, while the back is
accessed by a single staircase and a plank
door. Several windows face out onto what
will be a courtyard, as well as the twin
round towers in back. These rear towers
provide additional protection to the large
flat roof of the gatehouse.
The other two pieces are short adaptor
DRAGON 113
Minifigs
****
****
11-474 Sylph
****
****
*****
I want to start by thanking Andy Kennedy for his help with the assembly of this
and the following BATTLETECH* Mechs.
This Mech comes as a four-piece, easily
assembled kit. The figure represents a 20ton Mech scaled for 25 mm. The Mech
stands 38 mm high from base to fin and is
mounted on a plain oval base. This kit is
currently made of lead but is being converted to Ralidium. The figure strides
along but otherwise matches exactly its
picture in FASAs Technical Readout 2750.
In my BATTLETECH games, this Mech
has done a good job protecting fixed locations where it can slug it out toe-to-toe. I
recommend it even with its $4.25 price.
20-786 Flashman
****
20-788 Sentinel
****
Champion
This 60-ton Mech comes as a six-piece
kit. The figure has its legs slightly offset; if
you try to level it, the Mech tilts. This is
another lead kit scheduled to be converted
to Ralidium. Scaled to 25 mm, it is set on a
landscaped hex base. It looks exactly like
its picture in Technical Readout 2750, but
its military value is questionable. At $6.25
for the Ralidium version, there are more
useful Mechs available.
20-787
25 Babbage Rd.
Deeside, Clwyd, Wales
UNITED KINGDOM CH5 2QB
*****
****
*****
****
****
piece jump suit, and a tie. The suit is partly covered by an apron. His right hand
clenches an unknown object; his left holds
a toothed instrument. A discarded rubber
glove from his left hand lies on the ground
at his feet. A hat covers most of his curly
hair. His face reminds me a lot of the
fourth Dr. Who, Tom Baker. Mold lines
DRAGON 117
A HIGH ADVENTURE
CLIFFHANGERS game
by Jeff Grubb & Steven E. Scbend
Return with BUCK ROGERS to his pulp sciencefiction roots with this fast-paced, fun, and easy-toplay game, derived from the original comic strips
of the 1920s and 1930s. An ideal introduction to SF
role-playing, this rollicking game abounds with the
wonders of pulp science: death-ray projectors,
rocket pistols, jumping belts, and dirigible airships.
This boxed set includes three booklets, two fullcolor mapsheets, dice, and die-cut stand-up
counters.
$20.00 U.S./$25.95 CAN./12.99 U.K.
TSR Product No.: 3587
Unravel the secrets of the mysterious Harpers, guardians of the northern wildernesses of
the Realms. This 128-page book gives background information on the Harpers organization, in-depth details of the lifestyles and
mindset of the Harpers themselves and how
your FORGOTTEN REALMS campaigns PCs
can join their prestigious ranks.
$15.00 U.S./$18.00 CAN./9.99 U.K.
TSR Product No.: 9390
Book of Artifacts
Champions of Mystara
This boxed set builds upon the popular Princess Ark series from DRAGON Magazine. The
boxed set includes: the 64-page Princess Ark
Gazetteer that details how to play a character
aboard the amazing flying ship; the 96-page
Explorers Manual that provides a geographic
overview of the region west of the Known
World and rules to integrate these new settings;
the 64-page Princess Ark Chronicles that updates the ships original logbook; and four fullcolor mapsheets.
$20.00 U.S./$24.00 CAN./11.99 U.K.
TSR Product No.: 1094
Starless Night
This is the sequel to the New York Times bestseller, The Legacy, Book One in TSRs first
hardcover FORGOTTEN REALMS trilogy. In
this installment, Drizzt returns to his birthplace,
the subterranean city of the drow, Menzoberranzan, to free himself from those who seek his
death.
The Legacy