Dragon Magazine #183 - Annarchive - A/N/N/A/R/C/H/I/V/E · 2017-01-31Dragon Magazine #183 -...

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Transcript of Dragon Magazine #183 - Annarchive - A/N/N/A/R/C/H/I/V/E · 2017-01-31Dragon Magazine #183 -...

Issue #183Vol. XVII, No. 2

July 1992

PublisherJames M. Ward

EditorRoger E. Moore

Associate editorDale A. Donovan

Fiction editorBarbara G. Young

Editorial assistantWolfgang H. Baur

Art directorLarry W. Smith

Production staffGaye O�Keefe Angelika Lokotz

Tracey Zamagne

SubscriptionsJanet L. Winters

U.S. advertisingRoseann Schnering

U.K. correspondentand U.K. advertising

Wendy Mottaz

910

In the SPELLJAMMER universe, graceful giants called the kindori trace theirancient migratory routes across wildspace, seemingly unaware of their humanhitchhikers. Mike L. Scott, our cover artist, painted �Whales in Space� using oils. Forinformation on prints of this and other pieces, write to: Stellar Graphics, P.O. Box14546, Madison WI 53714-0546, U.S.A.

72 TSR Previews 102 Dragonmirth84 Forum 104 Twilight Empire

92 Sage Advice 108 Gamers Guide

D E P A R T M E N T S

5 Letters6 Editorial

37 ConventionCalendar

COVER

4 1

6 57 9

1 0 0

The Vikings� Dragons � Jean RabeThe rest of the linnorms, for better or Norse.

The MARVEL®-Phile � Steven E. SchendDouble trouble for the foes of Excalibur: Cerise and Kylun.

The Game Wizards � Anne BrownEver wish for a fantasy-world catalog that had everything? Here it is.

The Voyage of the Princess Ark � Bruce A. HeardThey had the most peculiar appetites-and the worst hospitality toguests.

OT H E R F E A T U R E S

Role-playing Reviews � Rick SwanYou can face either a BattleMech or an Alien Queen. Take your pick.

The Role of Computers � Hartley, Patricia, and Kirk LesserRole-play an empire racing for the stars in Civilization!

The Role of Books � John C. BunnellSupernatural evil invades the modern world. Will it win, or will we?

Through the Looking Glass � Robert BigelowFrom Martians to missile tanks: a look at science-fiction miniatures.

5 05 78 8

1 1 2

Gryphon�s Nest � fiction by Ardath MayharBeing a mother is naturally hard work. But being a mother gryphon,now. . .

R E V I E W S

F I C T I O N

7 4

Advice to a High Lord � Martin WixtedThe intricate ins and outs of West End Games�s TORG* system.

�Avast, ye swabs, and heave to!� � L. Richard Baker IIIIt�s a pirate�s life in the SPELLJAMMER® campaign!

Unidentified Gaming Object � Gregory W. DetwilerA gamer�s view of UFO theories (with a saucer-full of gaming hooks).

SPECIAL ATTRACTIONS

Alien realms of science and fantasyWizards, lasers, and UFOs in role-playing games.

Magic & Technology Meet At Last! � Bruce NesmithWelcome the fourth-edition GAMMA WORLD® game�to your AD&D®campaign!

142 12 8

4 JULY 1992

What did you think of this issue? Do you havea question about an article or have an idea for anew feature you’d like to see? In the UnitedStates and Canada, write to: Letters, DRAGON®Magazine, P.O. Box 111, Lake Geneva WI 53147,U.S.A. In Europe, write to: Letters, DRAGONMagazine, TSR Ltd., 120 Church End, CherryHinton, Cambridge CB1 3LB, United Kingdom.

KwikeezWe’ve received a number of readers’ letters

that require only short answers, so we’ll printthe answers here without the letters themselves(it seems more convenient that way).

Issue #114, “The Witch”: Witches cannot useclerical magical items unless such are meant foruse by wizards or all classes. A witch cannot turnor command undead, either If you choose toallow a player-character witch these powers, notethat she will be quite powerful and might makeother spell-casting classes redundant in an adven-ture; her power base, which is wide already,becomes extreme. Allowing an NPC witch thesepowers merely makes her more of a challenge tothose who oppose her, which isn’t so bad.

Issue #169, “New Weapons for Old”: Thenames “morning star” and “flail” have beenapplied to a variety of weapons. Depending onthe reference used, from gaming source book todictionary, you could be looking at a heavyspiked club, a pole connected to a shorterstriking pole by a swivel or chain, or a handlewith one or more chains connected to spikediron balls. It’s confusing, but that’s life.

Issue #173, “The Sociology of the Flind”: It wasnoted that gnolls have 60’ infravision in thesecond footnote, though this was not mentionedin the Monstrous Compendium entry on gnolls.Gnolls are said to have infravision (no rangegiven) in the AD&D 1st Edition Monster Manual.I see no reason not to allow both gnolls andflinds 60’ infravision, especially as they arenocturnal.

Issue #175, “Forum”: The letter from “W.Norgielix” of Mexico City was actually fromArturo Magidin. Sorry, but I misread yoursignature!

Issue #176, “Servants of the Seldarine”: Priestsof Solonor, whenever possible, will own andwear elven chain mail during ceremonies. Ifelven chain mail is rare in your campaign, thenthe armor is only on loan for the ceremonies,being kept by the church for potential use inwartime. If such armor is more common, it willbe made especially for those priests and will betheirs to keep and use, so long as they maintaintheir good standing as priests.

Issue #177, “Defenders of the Hearth”: Aspecialty priest of Brandobaris is allowed to bemulticlassed cleric/thief as a special powergranted by Brandobaris, but the character muststill divide all experience points between thetwo classes. There is no other way for a halflingto have this multiclass combination in the

AD&D® 2nd Edition game. Specialty priests ofSheela Peryroyl have major access to the follow-ing spheres: all, animal, elemental, healing,plant, sun, and weather; they have minor accessto creation and divination spheres. The note tothe effect that 80% of all priests of Sheela aredruids is in error; 80% of them are normalclerics and 20% of them are specialty priests, ashalflings cannot normally be druids in theAD&D 2nd Edition rules (if you’re not so strict,5% can be true druids, by special permission ofSheela, and 15% specialty priests).

Issue #177, “The Heroic Worlds Role-PlayingGame Quiz: A British reader informs us that theDRAGON WARRIORS* game (mentioned inquestion #14) is actually composed of six (notfour) mass-market paperbacks from CorgiBooks.

Issue #179, “The Role of Computers”: Thephoto credits for the game Conquests of theLongbow: The Legend of Robin Hood shouldhave attributed the game to Sierra, notRenovation.

Issue #180, “Colorful Connection”: Regardingthe flightless bird, look under “Flightless bird,”page 41. We’re not trying to mislead you; we’reonly being clever

Other: The lines of AD&D, DRAGONLANCE®,FORGOTTEN REALMS®, GAMMARAUDERS™:and SPELLJAMMER® comic books produced byDC Comics have been discontinued. There are noplans for reproducing the game statistics (beyondwhat has already appeared in the comics).

Sorry, but we don’t sell the centerfold postersin DRAGON Magazine in an unfolded, rolledcondition.

Issue #179, “Through the Looking Glass”: Thephoto credit for Hartha the Death Machineshould have noted that this miniatures kit wasmade by RAFM Company, Inc.., not ThunderboltMountain.

To find out the shipping and handling chargesfor ordering products from the “TSR Previews”column through the TSR Mail Order HobbyShop, just call 1-800-558-5977 toll-free for de-tails. The charges are also given in the new 1992mail-order catalog, which is free for the askingby writing to: TSR Mail Order Hobby Shop, P.O.Box 756, Lake Geneva WI 53147, U.S.A.

And the TSR Mail Order Hobby Shop still hascopies available of The Art of DRAGON Maga-zine, featuring 10 years of the best covers andinterior art, four of our best short stories, and a3-D cut-out castle. Write for your free catalogand ordering information.

Our thanks go out to Shane Fisher (Bracknell,Berkshire, U.K.), Marcie Higgins (Washington,D.C.), Matt Jackson (Minneapolis, Minn.), CodyLemmer (Broken Bow, Nebr.), Arturo Magidin(Mexico City, Mexico), Chris Perry (Corning,Calif..), Shane Ravan (Simpsonville, S.C.), PatShelton (Austin, Tex.), Michael Strickland (SanDiego, Calif.), and Daryl and Carlos, the twoguys whose last names I could barely read, so Iwon’t try to spell them out.

Continued on page 7

DRAGON® Magazine (ISSN 0279-6848) is published monthlyby TSR, Inc., P.O. Box 756 (201 Sheridan Springs Road), LakeGeneva WI 53147, United States of America. The postaladdress for all materials from the United States of America andCanada except subscription orders is: DRAGON® Magazine,P.O. Box 111, (201 Sheridan Springs Road), Lake Geneva WI53147, U.S.A.; telephone (414) 248-3625; fax (414) 248-0389.The postal address for all materials from Europe is: DRAGONMagazine, TSR Ltd., 120 Church End, Cherry Hinton, Cam-bridge CB1 3LB, United Kingdom; telephone, (0223) 212517[U.K.), 44-223-212517 (international); telex. 818761; fax (0223)248066 (U.K.), 44-223-248066 (international).

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DRAGON is a registered trademark of TSR, Inc. Registrationapplied for in the United Kingdom. All rights to the contents ofthis publication are reserved, and nothing may be reproducedfrom it in whole or in part without first obtaining permission inwriting from the publisher. Material published in DRAGON®Magazine does not necessarily reflect the opinions of TSR, Inc.Therefore, TSR will not be held accountable for opinions ormis-information contained in such material.

® designates registered trademarks owned by TSR,Inc. ™ designates trademarks owned by TSR, Inc. Mostother product names are trademarks owned by thecompanies publishing those products. Use of the name ofany product without mention of trademark status shouldnot be construed as a challenge to such status.

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U.S.A., and additional mailing offices. Postmaster: Sendaddress changes to DRAGON Magazine, TSR, Inc., P.O.Box 111, Lake Geneva WI 53147, U.S.A. USPS 318-790,ISSN 1062-2101.

DRAGON 5

An inferno from a sparkOne of the problems facing fantasy-game

referees lies in finding sources of new andunusual ideas for adventures and cam-paigns. New ideas are sorely needed bygame masters to keep their campaignsfresh, vital, and intriguing, always draw-ing players back for more. One of the bestsources of new ideas lies in the realm offantasy novels, a topic that was touchedon in the editorial in issue #181 on theworks of J. R. R. Tolkien.

Let�s see what sorts of ideas for fantasygame campaigns may be drawn from twomodern fantasy novels: The Face in theFrost, by John Bellairs, and The Last Uni-corn, by Peter S. Beagle. These gamingsuggestions will apply to the AD&D 2ndEdition game, with which most readersare probably familiar, though they couldalso be used with almost any other fantasygame system. Note that the point is not torecreate specific characters, places, oritems from these books, but to tease outthe ideas behind those things.

The Face in the FrostHomes: One of the most interesting and

amusing parts of this book is the descrip-tion of the home of the wizard Prospero,who �lived in a huge, ridiculous, doodad-covered, trash-filled two-story horror of ahouse� near a shadowy forest. What sortsof homes do the player and nonplayercharacters in your campaign have? En-courage the players to draw up detailedplans of their characters� abodes, listingsome of their major possessions as well.This could lead to a habit on the part of allPCs of picking up items on their journeyspurely as souvenirs: a chimera�s horn to becarved into a smoking pipe, a gemstonewith a curious flaw, foreign coins withbizarre symbols, monstrous skulls, etc.There could even be an informal competi-tion to have the most interesting domicile.

Atmos-fear: John Bellairs uses a num-ber of methods to generate a profoundsense of horror throughout the adven-tures of the two wizard-heroes in hisbook. Most of these �techniques of terror�are well detailed in the Realm of Terrorbook from the RAVENLOFT� boxed set, onpages 129-137, and in Bruce Nesmith�s

6 JULY 1992

excellent �Game Wizards� column fromDRAGON® issue #162. Such techniquesinclude isolation, �warping the familiar,�entrapment, an omniscient and omnipo-tent villain, assaults on mind and body,emotionally loaded sensory details, subtlesuggestions of doom, and false alarms. Youhardly need to run adventures in theRAVENLOFT campaign to make use ofthese methods; in fact, they would come inhandy in running adventures with fewPCs when you, as the GM, wish to avoidkilling off the heroes right away. There�sno law that says you can�t scare the heroesto death!

Old acquaintances: The atmosphereof terror in this novel is heightened be-cause the attacks against the wizards arepersonal; the evil wizard Melichus knowsProspero from their long-ago days asstudents of magic. What half-forgottenfriends and enemies will one day enter thePCs� lives again? What secrets will theyknow about the heroes? What vulnerabili-ties will they exploit? What threads willbind the lives of the PCs and the NPCs infuture adventures: companionship, aid,romance, conflict�or death?

Mage-centric quests: Bellairs�s bookrevolves completely around wizards. TheAD&D 2nd Edition Complete Wizard�sHandbook discusses all-wizard campaignsbriefly on page 66; the idea is certainlyworth a closer look. If your gaming groupwants a change of pace, it might be worth-while setting up a limited adventure seriesin which only wizards take part, confront-ing some awful force that only they have achance to stop. The wizards should havemany options open to them to strengthenand balance their force, such as multiclassand dual-class status, different races, awide variety of magical items and spellchoices, use of different schools of magic,familiars and oddball helpers, and so on.

Facts on artifacts: Extremely power-ful magical devices produce terrible ef-fects on game balance when used by PCs.A hero becomes an unstoppable force,plowing blithely through orcs, giants,dragons, undead, etc .�not entirely a goodthing for the GM and other players. Butmix an evil artifact in a horror campaignwith an evil user (especially one whoknows one or more PCs personally), andthings will really be hard going for theluckless heroes. In The Face in the Frost,an evil wizard finds a magical book withwhich he gains the power to create realthings from nothingness, and he uses thispower to terrifying effect. Do the goodwizards have a bad time of it? You bet�and so will your PCs.

Nonhuman hero: One of the majorcharacters of this novel is, of course, thenameless unicorn who goes in search of allthe missing unicorns. The editorial in issue#180 discussed the use of bizarre PCs inrole-playing games, and a unicorn wouldcertainly fit that bill. Really, now, which is

The Last Unicorn

more unbalancing to a campaign: a unicornPC, or a 12th-level paladin with plate mail+3 and a holy avenger? I rest my case.

Unusual threat: In The Last Unicorn,some force or being has done away withall the unicorns in the world but one.Would you have ever thought of an adven-ture hook like that? What other off-beatmenace could interfere with the workingsof your campaign? The disappearance ofcertain wizards� material components, thecoming of a great drought or Ice Age, theextinction of a much-ignored (but ecologi-cally critical) species, a magical cursecausing baldness among halflings, a newspell being taught to orcish shamans, anartifact that changes copper into gold(thus ruining the lands economy)� theseare peculiar threats, indeed, but even themore humorous among them could causetrouble, and that�s when heroes must stepin to resolve the matter.

Zero-level heroes: Molly Grue is amajor character in this novel, but she hasno real combat skills whatsoever. Whatinfluence could a zero-level PC have on anadventure? Obviously, the key to havingzero-level PCs take part in any AD&Dadventure lies in the role-playing, and TheLast Unicorn is rich with episodes inwhich the interaction of �low-level� char-acters is critical to the story. It might beworth creating an adventure thick withrole-playing, detective work, diplomacy,and intrigue as opposed to fighting, suchthat characters of any level could partici-pate (see the earlier notes on the use ofhorror in this event).

Wild magic: The magician Schmen-drick, another major character, uses magicthat he cannot control. In some ways, thewild magic rules from Tome of Magicmirror this condition. What if a wizardcharacter was cursed to have a chance(say, 10% per spell level) that his spellswould misfire? What if this effect couldnot be undone without a long quest? It�san interesting idea.

I would have liked to have added notesfrom Patricia A. McKillip�s The ForgottenBeasts of Eld (magical animals, seventhsons, the brothers of Sirle, vengeance, etc.)and William Goldman�s The Princess Bride(extreme beauty, foes turning into allies,personable villains, adventures for truelove, etc.), but there�s no space or time.You�ll have to make your own notes.

Pay a visit to your local library or book-store and study these and other fantasynovels for ideas that you can borrow toenliven your campaign. The best ideas areworth working for�or reading for.

Dear Dragon,

LettersContinued from page 5

Kinky crawdads

Upon reading your editorial in issue #177, Iwas prompted to write about one of my favorite�kinky� games.

Years ago, I stumbled across the CREEKS &CRAWDADS game. I have no idea which compa-ny produced it. Indeed, it may not have beenpublished by any established game company. Itwas such a small and poorly made game that itmay well have been produced in somebody�sbasement. [It] was a softbound book with only adozen pages or so, including an adventurescenario.

The game is set on Earth after a major nuclearwar has completely wiped out the human race.Due to radioactivity, the crawdads have becomesentient, although just barely, and they are nowthe only sentient creatures on the planet. Char-acter classes are very basic, and the rules arenot very complete. It was promoted as a �beerand pretzels� game, and it definitely is that: longon role-playing possibilities and short (perhapstoo short) on cumbersome rules.

Ian JohnssonAsheville NC

Our office copy of Lawrence Schick�s HeroicWorlds: A History and Guide to Role-PlayingGames (page 251) says that that game wasproduced in 1986 by Crustacium Games. Onemodule was also produced (Never Cry Craw-dad), which featured Zombie Crawdads fromHell. That�s kinky!

Moving Away?

If you have a subscription and planto move soon, please let us know atleast six weeks beforehand. If youlive in the United States or Canada,send your old address, your newaddress, and your most recent mail-ing label to: Subscriptions Depart-ment, DRAGON® Magazine, P.O.Box 111, Lake Geneva WI 53147,U.S.A. If you live in the United King-dom, send the above informationto: Subscriptions Department,DRAGON Magazine, TSR Ltd., 120Church End, Cherry Hinton, Cam-bridge CB1 3LB, United Kingdom.The more quickly you let us knowabout your move, the easier it is forus to keep your subscription going.We might not be able to replace cop-ies of the magazine that you miss!

DRAGON is a trademark of TSR, Inc.©1990 TSR, Inc. All Rights Reserved.

DRAGON 7

There comes a point in every AD&D®campaign when both the DM and theplayers need a fresh challenge, somethingnew and different to rejuvenate the gam-ing group. Some DMs turn to campaignslike the SPELLJAMMER® or RAVENLOFT�settings to add spice to their game. Me, Iturn to TSR�s GAMMA WORLD® game.That�s right�the GAMMA WORLD game.

The AD&D 1st Edition Dungeon MastersGuide describes a conversion system forthe two games (on pages 113-114) for very

much the same reasons. However,both the AD&D and GAMMAWORLD games have undergonesome revision since those glorydays. The specific rules in the oldDMG no longer apply. However,the spirit of that conversion has

been kept and is presented in thisarticle.

The GAMMA WORLD game is arich source of creative game ideas.

Most of the game masters I know whoown it have mixed it with their AD&D

campaigns for an adventure or two.Personally, I now and then like to intro-

duce a new adversary for the players inthe form of a unique dem� I mean, fiendfrom the outer planes. Although the OuterPlanes appendix to the Monstrous Com-pendium is a wonderful product full ofcool creatures, my players are familiarwith many of them. I need something new,so I turn to the GAMMA WORLD game.

The character-creation scheme in theGAMMA WORLD game is the perfectdem�I mean, fiend generator. No tworesults will ever look alike. The powersthat GAMMA WORLD game charactershave almost put them in the same leagueas fiends. They certainly don�t have thearray of spell-like abilities that your players are used to. Fiends aside, the charactercreator also serves as a great monster-maker. The monsters tend to be on thetough side, averaging 10 or more hit dice,so don�t sic them on low-level characters.

Mixing campaignsThere are a few basic ways to mix

GAMMA WORLD and AD&D campaigns.Somehow, elements from one campaignmust intrude upon the other, or else ele-ments from both must meet on �neutralground� in a dimension that belongs toneither. The neutral-ground idea worksbut isn�t very satisfying. The whole pointof mixing the campaigns is to allow theflavor of one to flow into the other. Thiscan�t happen very well if they meet some-where that is in neither campaign.

Most game masters have fully devel-oped, stable AD&D campaign. It is there-fore the least amount of work to havecharacters, creatures, or artifacts from aGAMMA WORLD campaign end up in theAD&D world.

When bringing GAMMA WORLD gamestuff into the AD&D campaign, rememberthat AD&D game characters will try un-derstand these artifacts and strangers in a

10 JULY 1992

MAGIC & TECHNOLOGY MEET AT LAST!

by Bruce Nesmith

way that makes sense to their own worldview. If you place yourself in the boots ofthe AD&D game characters, its easy tounderstand why they might assume thatthe GAMMA WORLD game stuff merelycomes from another magical plane ofexistence. Since fantasy beings don�t knowabout our Earths people, must less nucle-ar bombs and lasers, they will tend to seesuch things as magical, not technological.As the game master, you must reinforcethis idea. Intentionally describe allGAMMA WORLD game creatures andobjects in medieval fantasy terms. Don�tever tell your players that this stuff iscoming from a GAMMA WORLD campaignuntil the adventure is finished. This helpsto preserve the sense of alien wonder.

A more elaborate scheme would be totake your AD&D characters and placethem in a GAMMA WORLD campaign.There are two basic ways to do this. Inone, you have an interdimensional gate,strange machine, or powerful deity sendthem whole to this strange world. Theother option is to have just their mindsmake the journey; upon arriving, theheroes inhabit the bodies of charactersnative to the GAMMA WORLD campaign.This second method is the easier one,since there is no need to make conversionsfrom one game system to another.

Even in the strange world of a GAMMAWORLD campaign, the AD&D characterswill stand out. They dress �funny� butmost qualify as pure strain humans. Locals

will assume that AD&D game demihumansare mutated humans. Although the charac-ters might stand out, their equipment willnot. Residents of GAMMA WORLD cam-paigns are quite used to bizarre artifactswith �magical� powers. However, theymight be mystified at the lack of powercells on such devices. Spell-casters areassumed to be using mental powers.

When I have player characters cross thedimensional void to the GAMMA WORLDcampaign world, the setting and creaturesare so strange that it shocks them rightout of their normal way of thinking. Hereis a world where everyone is as powerfulas a mid- to high-level wizard or psionicist!They jealously eye the laser pistols (magicwands) and black ray rifles (magic staves)of their enemies. One such adventure wasone of the more exciting ones that weplayed that year.

Making conversionsThe fourth-edition GAMMA WORLD

game was written with an eye towardconverting characters and monsters toand from the AD&D game. As a result,you will find that many statistical valuesconvert easily, having exact analogs ineach game system. For example, hit pointsand damage rolls are identically detailed ineach system and need no conversion. Thegeneral rule is that characters from agiven game use their own systems andmethods of evaluation when in the othercampaign world.

For those of you who are not familiarwith the new edition of the GAMMAWORLD game, it arrived at your localhobby store in May. The game mechanicsare completely new, but the concept andflavor hold true to the original game.Combat in particular is very close to thesystem used in the AD&D game. Eachcreature as a THAC (to hit armor class; theGAMMA WORLD game�s equivalent ofTHAC0). The player rolls a 20-sided dieand adds it to his THAC score. The resultis the AC (armor class) that the attackpenetrated. THAC scores usually start atzero and go up. AC scores start at 10 andget larger (11, 12, etc.). For example, atypical 1st-level character will have aTHAC of 1 and an AC of 13 with armor.When attacking, the character rolls a 14on his 20-sided die. Adding his THAC of 1,he finds he has penetrated AC 15. If theattack is successful, he then rolls damage,just as in the AD&D game.

The AD&D and GAMMA WORLD gamesderive their combat scores from the baseattributes differently. Don�t recalculatethese derived scores when shifting a char-acter into the other campaign world.Instead, the derived scores themselves aredirectly converted. The character�s nativeworld defines how such things as THAC(or THAC0) and AC are influenced by theattributes.)

In general, characters should try to usetheir native game rules whenever possible.For example, when an AD&D game char-

DRAGON 11

acter wants to try to ride a stagon (theGAMMA WORLD game�s equivalent of ahorse), he should use the Land-BasedRiding proficiency. If a GAMMA WORLDscout wants to track an animal, he shoulduse his Tracking skill, which only the scoutcharacter class has in GAMMA WORLDcampaigns.

There is a problem with this rule whencharacters interact with each other. It�simpossible to play out combat if each sideis using its own game system. In that situa-tion, use the game system that matchesthe game world where everything is hap-pening. A fight in the Forgotten Realmsbetween AD&D characters and GAMMAWORLD characters should use the AD&Drules. The GAMMA WORLD charactersneed to have their converted scores availa-ble. Of course a fight in the land of Merigabetween AD&D and GAMMA WORLDcharacters should use the GAMMAWORLD rules.

Character attributesThe character attributes of the AD&D

and GAMMA WORLD game are very simi-lar. The most obvious difference is that theGAMMA WORLD game includes a seventhattribute, senses, that has no equivalent inthe AD&D game. As a simple rule, AD&Dgame humans are assumed to have a Sens-es score of 10, while demihumans have aSenses score of 13. Alternately, the gamemaster can have AD&D characters roll aSenses score as they enter the GAMMAWORLD campaign. In that case, humansroll 3d6 and demihumans roll 4d6 andignore the lowest of the four dice.

AD&D® game GAMMA WORLD®attributes game equivalentSTR PS (Physical Strength)DEX DX (Dexterity)CON CN (Constitution)INT IN (Intelligence)WIS MS (Mental Strength)CHR CH (Charisma)

A GAMMA WORLD character can haveattributes that exceed 18. In fact, it israther common. This represents a charac-ter that is superhuman in that attribute.There is no need to change the character�sattributes if he ends up in an AD&D cam-paign world; just use them as they are.However, such characters do not get thedivine powers listed in the Legends &Lore books for characters with superhu-man attributes.

One anomaly of the AD&D game is thata strength of 18 can have a percentilefigure attached to it for the fighter class. Ifsuch a character ends up in a GAMMAWORLD campaign, he is considered tohave a strength of only 18 when makingstrength checks. However, he retains all ofthe combat bonuses to THAC0, damage,etc. that are derived from his unusualstrength. If his strength needs to be com-pared to the strength of another character(as in an arm-wrestling contest), then his

12 JULY 1992

strength is considered to be greater than anormal 18, but less than 19.

THAC and THAC0These are the most basic combat scores

in either game. These values perform thesame function in both, namely to deter-mine whether or not an attack succeeds.In the AD&D game, THAC0 values start at20 and get lower as the character gainsexperience. A THAC0 of 10 is better than aTHAC0 of 20. The exact reverse is true forthe GAMMA WORLD game. A THAC of 0is the average starting value. It gets biggeras the character gets better. Each plus oneof THAC equal a minus one of THAC0. Thefollowing table shows how to convert oneto the other easily.

AD&D® GAMMA WORLD®game THAC0 game THAC

20 019 118 217 316 415 514 613 712 811 910 10

etc. etc.

Armor classThe armor classes of the two game

systems parallel each other just like theTHAC and THAC0. The base armor classin the AD&D game is 10, representing atypical unarmored human. As the person�sdefensive abilities are improved, the ar-mor class gets lower. The GAMMAWORLD game has the same base value of10, but the armor class number gets big-ger as defense improves. The followingtable shows how to convert one to theother easily.

AD&D® GAMMA WORLD®game AC game AC

10 109 118 127 136 145 154 163 172 181 190 20

- 1 21e t c . etc.

Hit points, hit dice, & levelsIn both games, the character�s ability to

take physical punishment is measured byhis hit points. Beginning AD&D charactershave very few hit points and see dramaticimprovements as they go up in level.GAMMA WORLD characters start with alot of hit points and get only a marginal

improvement as they gain experience. Thehit points in one system equate directly tohit points in the other. There is no need tochange or convert between the systems,This means that GAMMA WORLD charac-ter tend to have a lot more hit points thanAD&D characters, especially at low levels.

A principle difference between theAD&D game and the GAMMA WORLDgame is in levels and hit dice. In the AD&Dgame, hit dice and level are practicallyinterchangeable terms. In the GAMMAWORLD game they have nothing to dowith each other. However, all charactersand all monsters are given a level. Whenusing characters from one system in thegame world of the other, use the levelsand ignore the hit dice.

Mental powersUnlike physical combat, characters from

each game world conduct mental combaton their own terms. Psionicists attackusing the AD&D game system, but defendwith the GAMMA WORLD game system.Espers (a GAMMA WORLD character class)attack using the GAMMA WORLD gamesystem, but defend using the AD&D gamesystem. In the GAMMA WORLD game,characters all have MD (Mental Defense)scores and most have MHAC (Mental HitArmor Class) scores. The MHAC is simplythe mental To Hit score and works just likeTHAC or THAC0 for mental attacks. TheMD is the mental armor class and worksjust like AC for mental attacks.

The poor AD&D character that findshimself in the GAMMA WORLD game hasa problem when defending against mentalattacks. He has no Mental Defense score!In such a situation, his MD score will be 10plus the magical defense adjustment grant-ed by his Wisdom score. Therefore acharacter with a 17 Wisdom would havean MD of 13 (10 plus the bonus of 3).

Psionicists are more at home with men-tal attacks and defenses. They have aGAMMA WORLD mental defense scoreequal to 10 plus their wisdom bonus (asdescribed above) plus their level. All men-tal mutation powers that are directed atthe character�s mind use must overcomethis defense, using the GAMMA WORLDrules. It is not necessary for the GAMMAWORLD character to establish three tan-gents (successful psionic attacks) in orderto affect the mind of a psionicist.

Most GAMMA WORLD characters aretreated as nonpsionic. The psionicist needonly establish Contact (a telepathic devo-tion) to get into his opponent�s mind. Onthe other hand, GAMMA WORLD gameespers are trained in mental defense,which gives them an advantage whendealing with psionicists. In psionic combatusing the AD&D rules, the esper uses hisMD score as if it were a defense mode.The psionicist gets no modifiers for thevarious attack modes, so it doesn�t matterwhich one he uses. Use the combat rulesfrom the Complete Psionics Handbook,pages 22-27. A roll of 20 is always a fail-

ure, even if the GAMMA WORLD charac-ter�s MD score is 20 or higher. It takesthree successful attacks (called tangents)before the psionicist can enter the esper�smind.

Spells & magicAD&D game spells affect GAMMA

WORLD characters differently than theyaffect AD&D characters. The former havea natural magic resistance of 15% when ina magic-using world; this increases to 30%when in their native dimension. On thedown side, GAMMA WORLD charactersnever make saving throws vs. any form ofmagic. If a saving throw is called for, theyautomatically fail it. Their extradimen-sional origin gives them a natural resist-ance to any form of magic, even beneficialspells, but beyond that they are veryvulnerable.

RadiationAD&D characters do not have the natu-

ral resistance to radiation that GAMMAWORLD characters have. The former eachhas a Health score (vs. radiation only) of 1,plus the constitution bonus for hit points;compare this to typical Health scores of10-13 for a GAMMA WORLD character.This means that even the weakest form ofradiation will usually harm fantasy-worldbeings. For example, an AD&D game thiefwith a constitution of 17 has a +2 hit-

point bonus. Therefore his Health scorevs. radiation is 3 (1+2). The radiationattack roll must still made to determineexactly how much damage is done, usingthe standard GAMMA WORLD radiationrules. As is true for pure strain humans inGAMMA WORLD games, AD&D charac-ters do not mutate when exposed to highlevels of radiation.

Things & stuffIn either game world, the characters

might be carrying powerful devices: magi-cal items or technological artifacts. Tech-nology brought into an AD&D worldworks fine. What fun would it be if itdidn�t? For the same reason, magical itemsbrought into a GAMMA WORLD game alsowork just fine.

Sentient creatures from either gameworld project an aura that maintains thephysical laws of their native world. Inparticular, electrical and other high-techpower sources fail after a week in anAD&D world, unless they are in the pres-ence (within 10 meters) of a sentient na-tive from the GAMMA WORLD lands. Thepower cells or atomic energy sourcesotherwise cease to function. Only oneGAMMA WORLD artifact doesn�t work atall in a AD&D world: the solar recharger.Sunlight in an AD&D world cannot beused to recharge a power cell. No amountof tinkering with the recharger will

change this.The same logic holds true for AD&D

magical items in a GAMMA WORLD cam-paign. If not kept in the presence (within30�) of an intelligent native from an AD&Dcampaign world, they lose their magicafter a week. This time is cumulative; aday here and a day there eventually addup to a defunct item. The magical proper-ties return only after a full week spentback in an AD&D world.

These rules are to prevent players fromabusing your campaign by bringing truck-loads or cartloads of powerful stuff backfrom another world. If you use the rulesproperly, you shouldn�t have any prob-lems. However, no rule is perfect. Thegame master must take control of thesituation to prevent player abuse. If yourplayers figure out a way to keep theiralien stuff functional for a long time, it isup to you to stop them. Rain can ruinGAMMA WORLD items, and radiation candestroy magical ones. Do whatever it takesto keep control over your campaign.

I�ve had a blast running the GAMMAWORLD game as a regular campaign. I�vealso had a ton of fun mixing it into myAD&D game. Of all the role-playing gamesI know, the GAMMA WORLD game pro-vides some of the best sense of wild, wa-hoo fun in role-playing. And after all, funis what gaming is all about.

DRAGON 13

Adviceto a High Lord

@1992 by Martin Wixted

A gamemaster�s best strategies for West End Games�s TORG* gameEncapsulated within this article are the

secrets, advice, and wisdom of severalhundred hours of role-playing experiencethat will enable you to survive and savorone of the most gripping role-playinggames I have ever encountered: theTORG* system, from West End Games.�Torg� refers to the goal of The GauntMan, the instigator of the Possibility Wars.

According to the game�s premise, themysterious Gaunt Man marshalled hishorrific powers for an assault on Earth.His purpose was to drain every last dropof living energy from the Earth-energyknown as �possibilities.� But he knew thatthis prize, the richest hoard ever, was toomuch for him to handle alone. To this end,he enlisted the aid of those who wouldotherwise have been his enemies:

�Pope Jean Malraux I, the cyberneticantipope of a realm where believer andnonbeliever alike pay homage to the God-Net, a massive computer network thatilluminates the way to their god.

�Lord Angar Uthorion, whose soulpossesses the body of the greatest leaderhis magical fantasy world has ever known,and who is using her to corrupt and weak-en the land itself.

�Kanawa-Sama, member of a ruthlessAsian cabal where profit and loss is thedifference between life and death, becausefailure is often rewarded by a ninja�s bladeflashing through the night.

-Pharaoh Mobius, the ruler over anempire where robed Egyptian priests offersacrifices to the gods, and costumed crimefighters wage a neverending battle todefeat him.

�Kranod, demon master of Tharkhold, adark realm of techno-horror, where feroci-ty and pain dominate all interactions.

�Baruk Kaah, lizard ruler over a lostworld of swamps and jungles, who leadshis scaled followers on rampages of blood-lust and violence.

To this mix, the Gaunt Man brought hisown cosm (world) of unseen terrors andmonsters lurking in the dark. With all thispower, they should have been unstoppa-ble. But the Gaunt Man did not realize,until it was too late, that the bountifulstore of Earth�s possibilities would alsosupply energy to his enemies.

Each player character is someone fromone of these invading realities-or from�Core Earth� itself, areas of our planet thatremain in what we call �reality��� who hasdecided to help defeat the invaders. Whatmakes a player character special is the factthat he has undergone a �moment of cri-sis� and has come out of it on the side ofgood, with the added ability to manipulatethe very energy these invading High Lordsseek so desperately.

It is this possibility energy that, whencollected and correctly manipulated, canmake the Gaunt Man immortal and invinci-

ble. If he succeeds at this task, he willhave earned the coveted title of Torg, theruler of the infinite universes�the In-finiverse.

After more than 12 years of involvementin role-playing, I can say the TORG systemis the first gestalt game I have everencountered�that is, it is a game largerthan the sum of its parts. The game isinvolving and intriguing, but becomesricher by an order of magnitude when thedifferent realms are intertwined. Send adwarven mage to strike deep into the1930s Nile Empire, follow an occult-usinggypsy as she infiltrates the evil Cyberpapa-cy, or pay Nippon Tech ninja to battledinosaurs in Vancouver, and you�ll see thatit is in the mixing of these realms that themost fantastic stories are told.

The TORG game is not for the rules-dependant gamer. A glance at the skill listfor any game gives you a good indicationof the game�s thrust, and the TORG systemis no exception. With only 70-odd charac-ter skills to handle seven different genres,the game is not for rules-technicians. Infact, the spirit of the TORG game shinesthrough best when breakneck actionexplodes against the backdrop of conflict-ing worlds.

Of course, no game is perfect. If you areplanning to run a TORG campaign, youwould benefit from reading the noveltrilogy published for the game. I highly

DRAGON 15

recommend the second book, The DarkRealm. Like many novels published topromote the games they are based on, thisone gives you a true feel for the setting.

The Drama DeckWith great innovation comes great con-

troversy, and this maxim is clearly demon-strated through the TORG game�s DramaDeck. Nothing else in the game evokesmore emotional response than thosecards. Players love them or hate them,sometimes both simultaneously. The deckis used by the players to augment skill useand actually allows them to influence thestory line. When I first used the cards, Iwasn�t sure that they encouraged role-playing. But the more I see them used, themore I am convinced they do enhanceplay.

As in virtually all role-playing games, theTORG rules are character-centered, witheverything based around the individual ashero. Thus, the cards are a tool just asequipment, weaponry, and skills are. Theability of a TORG character to influenceher environment, however, is potentiallyfar greater than in any other role-playinggame. The Drama Deck cards empowerthe player, allowing her to decide whattrouble her character gets into. Throughthe cards, her character can become en-tangled in any number of dramatic situa-tions ranging from a case of mistakenidentity to a love triangle.

In a recent tournament, one player wasusing the Tough Hero character from theNile Empire cosm. He surprised me in themiddle of the scenario by playing theNemesis card, signalling that he wanted toinvolve his Hero in a subplot. I was caughtoff-guard because few players new to thegame are so daring. Nevertheless, I knewthe villain of the adventure (a neo-Nazinamed Skaven Lucas) would do nicely fora nemesis, and when the heroes finallymet up with Skaven, I had Skaven lookdirectly at the Tough Hero and say, �So.We meet again.� The player looked at mequestioningly when I asked who the villainwas, then realization dawned on him. Hepuffed out his chest, exclaiming, �Yes! It isme, after all these years, uh, Baron vonStrupp. I knew that prison would neverhold you.� We bantered back and forth fora full five minutes, developing an im-promptu history for the two antagonists.As we did, I saw an ordinary game turninto an extraordinary one, and watched ajaded role-player become enraptured onceagain by his hobby.

Combat & the Drama DeckIn the TORG game, conflict is not chore-

ographed exclusively by the game masterbut is merely guided by him. It is definedboth by the cards and by the players, whohold the opportunity to legally influencethe situation with their own card play.Combat is more intriguing for the GM,who can guide the flow of events insteadof needing to administer every tedious

step. The Drama Deck manages to giveback to the GM some of the thrill anduncertainty of confrontation that he loses

�When players work as a team,

by not being a player, because even he

the

isn�t sure what the next card flip willbring�or what cards the players mightspring on him. But any new concept needsa period of time to iron out the kinks.

Leadership and Master Plan cards

After hundreds of hours of card play, here

are the

are suggested changes and advice:�The standard conflict line gives heroes

initiative each round two-thirds of thetime. The dramatic conflict line awardsthem the initiative just one-third of thetime. Use this fact to simulate luck byannouncing that a disputed outcome de-pends upon who receives initiative nextround. Knowing the percentages, you canweight your response to favor the morelikely outcome.

most powerful cards in the deck, Playingthe Leadership card allows a player to givetwo of his cards to other players, thendiscard or refill his hand. The Master Plancard allows him to pick up the top card ofthe discard pile in exchange for the MasterPlan card. Players can reuse a Leadership

turn (or the same player) playing a MasterPlan card can do the same. While youshould encourage clever use of card re-sources, this is clearly not something thedesigners anticipated. Therefore, I suggesta house rule stating the Master Plan cardmay be used only once per round.

�As the number of players increaseslinearly, the power of Drama Deck growsexponentially. For example, a group of sixplayers is more than twice as powerful asa group of three players. Although thisconcept is true in any game with a goodbalance of character types and abilities, itis more obvious in the TORG system. Be-cause there are more cards in play at onetime, there are more resources fromwhich players can draw. This is a problemif groups with different numbers of play-ers are competing against each other,especially as the game�s card play wasoptimized for three to six players. If thereare seven or more players, limit eachplayer to a hand of three cards (downfrom the standard limit of four). For agroup larger than nine, allow each playeronly two cards. Two players are eachentitled to a hand of six cards, and asingle-player game allows a hand of eightcards.

card by playing it, being sure it is on the-top of the discard pile, and each player in

world and the game to people who hadheard about the TORG system but neveractually played it.

Because the players were experienced

ignoring the Infiniverse

gamers and the game is role-playing ori-

references. (New-

ented (as opposed to oriented towardrules, military strategy, or personal gain), I

comers have enough to think about

needed to emphasize that trait in my pre-

with-

sentation. My greatest challenge was figur-ing how to highlight role-playing withoutdisparaging what, in another game, mightbe a perfectly acceptable playing style. Idecided to first present the mood and styleof the different realms and, by extension,the personalities of the characters. Theactual rules I would leave for last, so play-ers would have their character�s traits inmind when generating numbers.

I began by reiterating the informationfrom the frontispiece of the rule book,

out concern for repercussions on a billionalternate Earths!)

Since I use miniatures in my games, Ithen began describing each of the sixinvading cosms in broad terms. As I de-tailed a realm, I showed miniatures forthat realm so players could visualize what

miniature�s background. West End Games�scharacter sheets place statistics on thefront and the character�s background onthe back, simplifying my task. In additionto defining a character�s motivations, thereverse side lists an equipment summary,giving players a handle on the �real-world�capabilities of each character.

After everyone chose a character, Ihanded out copies of the character statis-tics and began explaining the rules. I al-ways use a subset of the 24 TORGcharacter sheets included in the box be-cause they are well-focused on the overallmission of the game: that of driving outthe High Lords and their minions. Allsource books include additional charac-ters, but some of those personalities arefocused too tightly (for my purposes,anyway) on the inner politics within aspecific realm. For example, the DarkAvenger in the Nile Empire Sourcebookhas come to Earth in an attempt to bringmad Pharaoh Mobius to justice�not exact-ly the type of character you�d expectwould journey to Canada and help repel adinosaur attack.

The other reason I stick with the charac-ters in the boxed set is a simple one. SinceI often run TORG tournaments at gameconventions, it keeps the pool of possible

photocopies of eachI was describing.

I then handed out

Introducing new players character roles finite, which helps meTournament play helps me refine the remember the characters� resouces�

techniques I use when presenting the especially with some of the more popularTORG game to new players. This became ones. For example, it�s easy for me tocritical at a convention when an AD&D® recall that the Nippon Tech Corporategame DM assigned to run a tournament Ninja has a bonus to stealth due to hisdidn�t show up. Instead of disappointing Niyoki camouflage suit and that he knowsthe players, the organizer asked the other lock picking. I can also remember withoutGMs to accept players from that canceled looking at the Nile Empire Tough Hero thatrun. I suddenly needed to present the she carries a .38 revolver and is skilled at

16 JULY 1992

unarmed combat. ter performs an action that is not one ofWith this set-up, I sometimes feel like I�m the approved actions listed for that round,

running an extended campaign with the the player gets no award for succeeding.same set of characters. Each week, how- For example, Trick was the approvedever, different actors are playing those action in a round during one of my gamesparts! when a Nile Empire character going by the

If you are starting a group for people stage name of Professor Marvello waswho are relatively new to role-playing grabbed by a rather large and annoyedgames, there is little doubt as to what sort ogre. Although the professor was a magi-of character to offer them: someone from cian by trade, he was a magician in theCore Earth. Each of the invading cosms tradition of Houdini. Since the player hadhas new twists and turns on the basics of an opportunity to benefit by using a Trick,the game-nothing that would faze an his character unleashed a trio of whiteexperienced player, but try to remember doves hidden in his tuxedo. As it turnedwhat your very first role-playing games out, the character�s Trick skill total waswere like! high enough to affect the rather dim-

One of my newer players decided on an witted ogre, who was startled and immedi-elven wizard from the Aysle fantasy cosm. ately dropped him. If there had been littleI was concerned about her choice (a mage incentive to try unusual actions, it isis not one of the simplest roles in the doubtful that the player would have cre-TORG system), but when she explained ated such a character, never mind attempt-that the only other role-playing experienceshe had was playing a D&D® game mage,it suddenly made sense. In the final analy-sis, it is better to allow the player to chosethe role she is most comfortable with or isthe most excited about, because the playerwill be a more willing learner than if youwere to recommend a character withwhich the player could not identify.

Card pools & new playersWith a new group, ignore card pools for

the first two or three sessions. Playershave enough to comprehend withouthaving a rule that fundamentally changeshow the game is played but that appliesonly at particular times. New players arealready unsure of the game sequence as awhole; card pools can make some playershesitant to use cards at all, while makingothers feel restricted because they don�tgrasp the reasoning behind the rule. Ifound that eliminating card pools allowsthe game to play in the same way that itdoes with the card-pool rule in place. Thatis, players ignore their cards during thefirst few hours of the game, then beginusing the cards after they see how oftenthis resource is replenished. Once yourplayers are comfortable with the gamesystem, put card pools back into combat.

A proved actions & newplayers

When it comes to combat, the TORGgame is quite unlike any game I have everrun. Since I must assume that this is truefor new players as well, I point out thatthe Maneuver, Trick, Test of Wills, Taunt,and Intimidate skills are conflict-oriented.Invariably, players want definitions ofthese special combat actions, and I use theones out of the Adventure Book.

In addition to its other duties, the DramaDeck also regulates use of these specialcombat actions. In a given round, onlyparticular actions are singled out as �ap-proved actions.� If a character succeeds inperforming one of these approved actionsduring that round, the player is awarded acard from the Drama Deck. If the charac-

ing such an outlandish but effective stunt.The purpose for this ever-changing list

of approved actions is to draw attention tothem, as the GM always announces ap-proved actions at the start of each round.Players also may find a large number ofcombat options to be confusing, and thissimplifies player�s choices. Finally, thismechanic encourages players to use skillsthat are not optimal for their characters,such as encouraging them to try a verbalTaunt when their character is better atphysical Maneuvers.

This works well in an established cam-paign to prevent a character from usingthe same approved action in every con-flict, which can become tedious, producinga case of the character parodying himself.However, this is true only for players withexperience in the TORG universe. For newplayers, using approved actions is typicallyseen as merely restrictive, in that playersare rewarded only when they perform anaction from a randomly selected list with-out regard for an action�s dramatic appro-priateness (or lack thereof).

Instead of using this rule, I tell playersthat a successful use of an approved actionat any time nets that player a Drama Deckcard. This encourages players to look fornonstandard conflict solutions. Instead ofbeating on a goblin, a character might trya Trick, by pulling the rug out from underthe creature. Instead of immediately flyinginto battle, a character might choose topause for a few rounds and Taunt hisopponent. Rewarding both the player (byhanding out a card from the Drama Deck)and the character (by providing specificgame effects) encourages flamboyant andsweeping action�just the right feeling forTORG campaigns.

Also be sure players understand thatapproved actions are separate from othercombat acts. For example, a commontactic is to charge an opponent in the firstround, thus permitting hand-to-hand

DRAGON 17

melee in following rounds. Under theTORG rules, a character cannot claim thiswas a Maneuver skill, since the intent wasto simply close the distance between oppo-nents. The purpose of a Maneuver is tofatigue or distract an opponent, thus gain-ing an advantage, not simply to set up theopponent for an attack by other means. Ifa character is within range for a physicalassault, but he chooses instead to spend around to Maneuver around his opponentto gain a terrain advantage, that is aproper use of this approved action. Thus,a Maneuver is used in place of a normalattack.

Moments of crisisHeroes are those characters who have

experienced a moment of decision in theirlives and have chosen to fight for good.According to the rule book, this crisis hashappened some time in the character�spast, but it can serve as a hook fromwhich to launch a campaign. During thesession I devote to character creation,while players are busy solidifying theircharacters� concepts, goals, and personali-ties, I role-play with each player on a one-to-one basis to portray each hero�smoment of crisis.

character wakes up amid the wreckage ofhis room. The player�s first response,naturally, was to wonder if his characterwas dreaming. I assured him that hischaracter, Nathan, was very much awake.In fact, I said that as soon as Nathan man-aged to pick his way through the rubble tothe street, he realized that his parents andbrother were nowhere to be found.

�No! I race back into the house!� hecried.

�Well,� I told him, �you spot what lookslike a young Tyrannousaurus rex shovingits way through the rubble, a limp body inits gaping jaws. You suddenly get thisoverwhelming urge to stomp around therubble and bellow at the top of yourlungs.�

�I�I fight the urge and look around forsomething to hit the monster with! I can�tlet this thing kill my family!�

�Yes, you find a nice, sturdy piece oftimber to use as a club. Looks good forbanging heads. There�s another, human-sized lizard near you, trapped in the rub-ble. It looks unconscious. Just take theclub and bash its head in. It feels right.�

�No, I can�t. I�I won�t kill it. It�s helpless.�Well, he wound up fighting the dinosaur

and finally won, but his family was gone.For example, the story I told the player This scene was the catalyst that forced

of a Core-Earth character was that his him to make a choice: the reality of the

* indicates a product produced by a company otherthan TSR, Inc.. Most product names are trademarksowned by the companies publishing those products.The use of the name of any product without mentionof its trademark status should not be construed as ac h a l l e n g e t o s u c h s t a t u s .

The expanding universeLike any good game world, the TORG

system continues to grow and evolve. ThePossibility Wars recently expanded intothe solar system with the arrival of sup-portive aliens from another dimension,detailed in the Space Gods Sourcebook.And with the advent of the TharkoldSourcebook, the breakneck action is notgoing to slow down anytime soon.

Unfortunately, the Space Gods uninten-tionally brought a plague along with them,and the Tharkold demons arrived a littlelate to the party. Tharkold was one of theseven realms originally scheduled to comethrough during the initial attack on Earth,but Kanawa operatives sabotaged and thusdelayed them. They�ve got a new HighLord, Jezrael, and guess why she�s here?

With the suggestions in this article,you�re now armed with the informationyou need to add new players to theranks of the brave, journeying downthat long road toward helping free thepeople of Earth and ultimately defeatingthe Gaunt Man in his quest to becomeTorg. Good luck.

primitive Living Land was compelling himto release his savage instincts, to destroyfor the sake of destroying, and to kill toavenge the murder of his family. But Na-than�s decision propelled him to the side ofgood, which imbued him with possibilityenergy.

Role-playing out the moment of crisisoften helps to focus and introduce thecharacter to the other players, to you asthe GM, and to the player of that newcharacter. As you can see, the moment ofcrisis is usually an intense, often violentsituation for the hero.

Here it comes!Wondering what games and supple-ments TSR is about to release next?Turn to this issue’s “TSR Previews”and find out!

Want the latest news?

18 JULY 1992

D R A G O N 1 9

“Avast, ye swabs,and heave to!”

by L. Richard Baker IIIArtwork by Paul Abrams

Piracy and privateering in the AD&D® SPELLJAMMER® universeWelcome to the time-honored tradition of spacefaring nations, high adventure and enough for you, then perhaps you should

of piracy! The spaceways of the AD&D®SPELLJAMMER® campaign�s Known

rich rewards are theirs. Pirate or priva- reconsider. Only the daring need apply forteer, all they need is a good ship, a stout

Spheres are a treasure trove awaiting thethis trade. What real adventuring space-

crew, and a bit of luck, and the whole of farer hasn�t thought of turning rogue andhand bold enough to seize the riches of a wildspace is theirs for the taking! pitting his wits and his sword against thethousand worlds. Whether your charac- So why set a course on the high way, vasty universe?ters carry the authority of a letter of you ask? Well, if the call of the void and Consider this: A SPELLJAMMER cam-marque or thumb their noses at the laws the prospect of a quick fortune aren�t paign setting rarely takes advantage of one

DRAGON 21

of the most exciting aspects of the gamesystem�spelljamming ships. In most cam-paigns, the party�s ship remains a plotvehicle, a means to whisk them from oneencounter to the next. Many of the greatwars that take place in the SPELLJAMMERcampaign are naval conflicts. Spacepower(like seapower on worlds with oceans)decides issues in the SPELLJAMMER gameuniverse. What better way for the playersto feel they are contributing than to havetheir characters bring their ship into bat-tle? What rogue leads a more dangerousor rewarding life than the pirates of deepspace?

Characters who take up a ship-basedcampaign have four basic options: Theycan become merchants, they can enlist ina space navy, they can obtain a letter ofmarque and set out against an enemy�smerchantmen, or they can simply �gopirate.� Merchants can certainly lead dan-gerous lives and reap rich rewards, buttrade lacks the glory and the dash of prey-ing upon the high spaceways. Enlisting inthe service of one navy or another is fine,but it places the characters under theorders of their superiors. As a DM, youwould be well within your rights to ensurethat Admiral Ackendorf ordered the char-acters� ship to garrison duty any timethere was another place they had to be.

On the other hand, turning pirate orprivateer gives the characters great lati-tude in choosing how they will pursuetheir careers as terrors of the spaceways.There is one significant difference be-tween pirates and privateers: Privateerscarry letters of marque, and pirates don�t.A letter of marque is a legal document,granted by a spacefaring nation, that givesthe bearer the right to attack and confis-cate any ship belonging to any enemypower named in the document. In manycases, the letter of marque also containssweeping powers to enforce the nation�slaws on the space lanes, like fightingagainst piracy or smuggling in addition tothe power to attack the enemy.

This distinction between pirate andprivateer certainly does not mean that allpirates are evil and all privateers are good.Characters who turn pirate in an evilempire and restrict their attacks to shipsof that power are technically pirates, sincethey do not carry a letter of marque.Similarly, possession of a letter of marquewould in many cases allow an evil captainto sack towns and outposts of the enemyand generally behave in a nasty fashionwith no fear of legal repercussions. Sincethis line between pirate and privateer is sooften blurred, the two classes of captainscan be discussed at the same time. Thesame considerations affect both types ofbuccaneers.

There are several good locations forpiracy or privateering campaigns in theofficial adventures published in theSPELLJAMMER product line. The SecondUnhuman War of SJS1 Goblins� Return andSJQ1 The Heart of the Enemy is a great

22 JULY 1992

place for good-aligned characters to throwin with the elves, obtain a letter ofmarque, and become privateers. TheVodoni war of SJA4 Under the Dark Fist isanother good setting. If you prefer asmaller backdrop, try a localized warbetween two human spacefaring nationswithin the same crystal sphere, or set upan evil empire and allow the characters tobecome a noble band of pirates fightingfor freedom and gold. The considerationsfor turning pirate or privateer are aboutthe same; the only difference lies inwhether or not the characters bother toobtain a letter of marque.

Piracy set-upA piracy campaign is relatively easy to

arrange. At the simplest level, the charac-ters need only take their ship out andwaylay the first spacefarer they comeacross. As the DM, you will need to makesome basic decisions about the powersthat be in the sphere where the charactersoperate. Is there a lot of spelljammingactivity or only a little bit? Is there onelarge, coordinated power that providessecurity for the entire sphere, or are therea half-dozen factions that secretly supportpiracy when it�s happening to someoneelse? The most important part of yourpreparation for a piracy campaign will bemapping out the crystal spheres in whichthe characters plan to commit their depre-dations and setting up the encountercharts. The Planetary Display Track pro-vided in the SPELLJAMMER boxed set isperfect for this kind of work.

You will want to take some time anddevelop the spacefaring nations of yourSPELLJAMMER campaign. Decide howlarge and how well organized their naviesare, and whether they respect each other�sflags or attack one another on sight. Twoor three large, aggressive powers in thesame sphere will naturally be rivals andmay be quite hostile. If your sphere con-tains only one or two weak powers andlots of empty space into which they canexpand, they will hardly feel threatenedby one another and may cooperate inrooting out pirates and similar scum!

Privateer set-upsIn general, all the considerations of a

piracy campaign apply for setting up aprivateering campaign. However, there isan important factor that is needed for aprivateer: a war. The war does not have tobe an active one; any declared conflict willdo, even if it is hundreds of years old andno military actions of consequence areoccurring. (For example, consider theEnglish pirates of the Caribbean and theirwars against Spain�s colonies.) One of thepowers (preferably both) should havesome spacefaring interests and commerce.Being a privateer is no fun when you�ve noships to take or towns to sack. Lastly, thecharacters need a letter of marque or asimilar legal document authorizing themto attack enemy commerce and interests.

Letters of marque: Privateering is anold tradition in wildspace, and mostpowers issue letters of marque. There areprofessional privateers who wait untilthey hear of a conflict somewhere, thenoffer their services to whichever side willissue them a letter of marque. On occa-sion, the home port of a merchant captainwill become embroiled in a war, and thecaptain will arm his ship and set out in theservice of his nation. In most cases, simplyinforming the local navy that you desire aletter of marque against the enemy poweris sufficient to start the wheels rolling.

Depending on the nation involved, aletter of marque might be issued by thecommanding officer of the local militaryestablishment or by an agent or agency ofthe state. In either case, it takes 3d10 daysfor the letter to be drawn up and ap-proved. Nations suffering grave reversalsmay waive some of the red tape, reducingthis time to 1d6 days. On the down side,nations whose navies have been destroyedare fond of pressing any ship in port intotheir service. There is an excellent chanceunder those circumstances that a captainwill receive a requisition instead of a letterof marque.

On rare occasions, a captain might beoffered or forced to take a commissioninstead, becoming a member of the mili-tary of the nation he is serving. This is notnecessarily recommended for role-playingcampaigns, because this means that thecaptain is now subject to orders fromsuperior officers and usually ends up withhis ship as a part of a fleet.

The professional privateers of wildspaceare generally granted letters of marqueout of respect for their abilities and repu-tations. No one wants to risk the ire of all mercenary captains by pressing all profes-sional captains into service; it won�t belong before the word gets out that thepower is confiscating every warship thatsails into port, and the professional priva-teers will simply go somewhere else to dobusiness.

Outfitting ships of warLet�s assume that the characters success-

fully obtained a letter of marque withoutlosing their ship or their freedom, or theydecided they didn�t need one after all.They have everything they need to set outafter fat tradesmen, right?

Not quite. They now need to crew andprovision their ship. The crew may be upto the task of everyday sailing, but arethere enough sailors on board to formboarding parties and prize crews? Can thegalley feed all those extra marines? Fewcharacters who own a tradesman, forexample, hire on more than the minimumcrew of 10, thinking that they�re savingmoney by skimping on extra crew. Thetruth of the matter is, when a ship goesinto harm�s way, people get hurt. Piratesand privateers need a large crew to suc-cessfully board and capture prizes and toreplace losses.

Sample SPELLJAMMER® Random Encounter Tables

2d10 Phlogiston Deep wildspace Well-traveled wildspace2 Dark space Radiant dragon, 1 Radiant dragon, 13 Survivor Krajen, mature, 1-2 Krajen, mature, 1-24 Phlog-crawler, 1-2 Trader, human Warship, humanoid5 Trader, other Trader, other Warship, other6 Trader, human Spacefarer Warship, other7 Wizshade, 1 Warship, human Trader, other8 Puffer, 1-2 Warship, other Spacefarer9 Wreck Wreck Warship, human10 Undead Krajen, immature Trader, human11 Undead Scavvers, 2-8 Trader, human12 Delphinid, 3-12 Puffer, 1-2 Warship, human13 Spacefarer Elemental phenomenon Spacefarer14 Warship, human Undead Pirates15 Warship, other Warship, humanoid Scavvrs, 2-816 Warship, humanoid Pirates Puffer, 1-217 Spiritjam, 1 Pirates of Gith Wreck18 Misi, 2-5 Astereater, 1 Undead19 Lumineaux, 1-2 Gravislayer, 1 Elemental phenomenon20 Dark space Sargasso Sargasso

Dark space: A region of corrupted (dark, cold) phlogiston. Roll a random undeadencounter. If the undead menace is vanquished, the phlogiston returns to normal.

Elemental phenomenon: A fire portal, asteroid, or air or water pocket.Pirates: A hammership, squidship, wasp, or tradesman with a full pirate crew.Sargasso: An area 1d100 × 100 miles across in which spelljamming does not work

95% of the time. Sargassoes will contain 1d6 - 1 wrecks.Spacefarer: Barge of Ptah, Wonderseeker vipership, spacesea giants, thri-kreen leaf-

ship, beholder eye tyrantTrader, human: Tradesman, whaleship, galleon, damselfly, wasp, battle dolphin,

shrikeship, cog or carrack.Trader, other: Mind-flayer nautiloid, neogi mindspider, gnomish sidewheeler, dwar-

ven citadel, elven shrikeship, dwarven-crewed hammership.Undead: Random ship type manned by skeletons and zombies, and led by a wraith or

spectre.Warship, human: Hammership, squidship, shrikeship, or battle dolphin. This ship

may be neutral or friendly.Warship, humanoid: Scro mantis, orcish or hobgoblin scorpion, ogre mammoth,

goblin or kobold angelship.Warship, other: Elven man-o�-war, elven armada, mind-flayer nautiloid, neogi death-

spider, neogi mindspider, or dwarven-crewed hammership.Wreck: A randomly determined ship adrift in space. Fifty percent of such wrecks are

the lairs of some monster or undead.

Let�s take a look at the tradesman, or�fish-ship.� The 10-member crew minimumrequired for the ship includes the spell-jamming mage and nine deck hands-butthis means the two large weapons men-tioned in the ship description aren�tcrewed! The first thing a wise captain willdo is hire on enough weaponeers andartillerists to handle all of his ship�s weap-ons at the same time.

The next step is to see how many extratons of ship are left (remembering thatone ton of ship supports one crewman)after crewing weapons and accounting forPCs. Presumably, most characters don�twant to be tied down in shiphandling tasksor tethered to one weapon during a fight,preferring to not count themselves asminimum crew or weaponeers. The onlyexception to this is the spelljammer him-self, who probably is a PC priest or mage.

Going back to the tradesman example,let�s assume a PC party of six characters,including a mage who is the spelljammer.

They arm the ship with two medium cata-pults. The catapults require three meneach, and five PCs aren�t doing anythingspecial, so your minimum crew of 10 isnow up to 21. The party can only hire onfour more bodies before exceeding themaximum crew.

Now, it is true that you can overman avessel and accept the shorter voyage dura-tion as a consequence. In general, the shipcannot comfortably quarter more thantwice its normal crew, so a tradesmanwith a maximum crew of 25 could crowda total of 50 on board. Unfortunately, thisis a hard decision for a privateer captain.You need extra men to help win boardingactions and make up losses, but you alsomay need long endurance in deep wild-space, and adding extra crew drasticallycuts into the endurance of your air enve-lope. A good rule of thumb: If you will bestaying in the same crystal sphere, take allthe men you can carry; if you are goinginto the phlogiston, do not endanger your

air supply.To return to our example, let�s say the

characters expect to remain in their owncrystal sphere and hire a platoon of 20marines to sail with them. The ship is nowcarrying 41 men, which leaves little spacefor prisoners or passengers. However, theship will be able to sail for only two tofour months (rather than the four to eightit normally could) before its atmospherebegins to foul. One hopes that this won�tbe a consideration.

When hiring on crew with the intentionof taking them a-pirating, most captainsoffer a share of any prize taken as part ofthe pay. In fact, it�s very hard to hire oncrew without this provision. Pirate crewsdivide the profits of their journey intothree parts: one for the captain, one forthe officers, and the third part of thetakings for the crew. Privateers use thesame arrangement, but their profits aresomewhat lower because they usually arerequired to surrender half the value oftheir prize to the power that issued theirletter of marque. Desperate men can behired on with the promise of splitting aslittle as a one-tenth share among the crew,but their loyalty will be questionable.

Another consideration when outfitting aship is provisioning. Buying stores of foodand water is expensive and takes up space.Supplies to last 10 crewmen for eightmonths can be assumed to cost 500 gp andtake up one ton of cargo space. In ourexample, provisioning a crew of 40 menfor eight months would take four tons ofcargo space and cost 2,000 gp. A stingycaptain might make the observation thatsince he has air for only four months atbest, he can halve his stores requirements.On the other hand, it can�t hurt to becautious, and one never knows when theunexpected might occur in wildspace.

Hunting for prey.Without question, this is the most diffi-

cult part about being a predatory captain.Finding suitable victims in a place as bigand empty as wildspace is virtually impos-sible. The wise captain will try to find amore effective strategy than simply roam-ing about looking for trouble. He couldfind a commonly used trade route be-tween two worlds and patrol it. Anothereffective strategy consists of blockading atown or a portal in the crystal sphere.Lastly, the use of divination spells such asmagic mirror, divination, or magic fontcould substantially increase the chance offinding a suitable target.

The best way to handle this phase of apirate�s career is to use the planetarymovement tracks provided in theSPELLJAMMER boxed set. Remember,moving one space on the inner track con-sumes one game day, and moving onespace on the outer track consumes four.Every time the ship moves into a newspace or a game day passes, the DMshould roll for a random encounter on awildspace encounter chart. These charts

DRAGON 23

can be developed before you begin yourcampaign.

The base chance for an encounter is1-in-20 per day, but there are severalmodifiers to this. Add one to the basechance if the ship is on the inner planetarytrack in the same ring as a planetary bodyof any kind, if the ship is in the samespace as a planetary body of any kind, orif the crystal sphere enjoys a high degreeof spelljamming activity. Subtract one fromthe base chance if the system is a low-activity area.

In addition, you can apply modifiers forthe party�s search techniques. Add one tothe chance of an encounter if the ship isblockading a random portal in the crystalsphere or a remote port. Add three if theparty blockades a minor port or a regularportal, and add five if the party blockadesa major port. A successful divinatory spellcould add a bonus of one to three on thesearch roll and also increase the likelihoodthat another ship is encountered ratherthan a monster of some kind. Lastly, thesuccessful use of a crystal ball or otherscrying device to obtain information suchas departure schedules or planned coursesmight make an automatic intercept possi-ble. All of these modifiers are cumulative.

Example: The PCs� ship blockades aminor port in an inner asteroid belt, in anactive system. The base chance is 1 in 20,but add one for each of the following

At last, your waiting has paid off and theenemy is before your ram! Now what?Successfully encountering an enemy shipsimply means that you have achieved atypical SPELLJAMMER encounter with avessel under the flag of the enemy. Theships are 11-20 hexes apart, with a ran-dom facing for the prey and a facing to-ward the victim for a ship trying toachieve contact. Remember, once yourprize is 25 hexes away, it is free of your�capture distance� and can return to spell-jamming speeds.

Meeting the enemy

When an encounter occurs, it is notnecessarily a ship. It could be anythingfrom a radiant dragon to an elementalphenomenon. The DM should prepareencounter charts for the spheres he ex-pects his players to hunt in. Several sam-ple charts are provided here to help youout. You may want to set up your charts togive the characters an increased chance ofencountering enemy ships (rather thanmonsters or phenomena) when blockadinga port.

factors: a) the ship is in the same space asa planetary body, b) the ship is on theinner planetary track, c) the ship is in thesame ring as a body, and d) the system isvery active. Add three for blockading aminor port. The base chance is now 8 in20, checked once per day.

Encountering a random ship may begood or bad. The DM should come up witha table reflecting what he thinks the aver-age distribution of ships might be for thisparticular area. A ship-type chart shouldbe set up on 2d6 or 2d10 for a nice bellcurve, with the most common types rightin the middle. To return to our example ofthe ship blockading a minor port, the PCscertainly hope that their encounter is witha helpless human tradesman. But what ifthe blockade runner is a neogi mindspideror a hammership full of lawful-neutraldwarves?

Once you have determined what it is thePCs have encountered, the DM needs tocrew it and arm it before launching into afight. The wise DM will have two or threesample ships written up and ready to go toavoid bogging the game down while hetries to rapidly generate a crew for hisship. The best way for the DM to do thisaccurately is to man each position on theship as described in the previous sectionon outfitting a ship. If the ship is a war-ship, it probably carries marines up to itsstandard complement (maximum crew). Ifit isn�t, it probably does not carry toomany over its minimum crew require-ments, and it may not even carry enoughpeople to maneuver the ship and operateall its weapons at the same time.

Most ships have one or two spell-casterson board, priests or mages who are notcurrently on spelljamming duty and thusavailable to participate in a fight. Largewarships may carry a couple of battle-mages with heavy-damage evocation/invocation spells memorized. Any kind ofship will have a captain and some officersof a level slightly higher than the rest ofthe crew. Try to be fair and accurate inassessing what the characters are upagainst. If they have encountered a lonemosquitoship, it�s probably not crewed bysix 15th-level paladins. It is quite possiblethat the ship is carrying an importantenvoy with a couple of mid-level fightersfor bodyguards, though.

Capturing the prizeOne of the chief goals of any privateer

or pirate is to avoid excessive damage tothe ship he is trying to take. He doesn�twant to destroy it; he wants to capture itso he can sell it in a safe port and keepany loot he finds. Weapons like greek fireprojectors and bombards, as well as high-speed ramming attacks, are right out.

On the other hand, the judicious use ofsome large weaponry to soften up theenemy before attempting to board is agood idea. Jettison shot or small shot forcatapults is great for inflicting losses onthe enemy crew without excessively dam-aging the vessel. Lucky ballista shots canknock out key crew members early on.Closing for a volley of small weapons fireor spell-casting is also advisable if youhave a powerful spell-caster or a goodcontingent of archers. Mage spells that areespecially useful in space combat include

24 JULY 1992

magic missile, web, haste, slow, confusion,fear, chaos, cloudkill, teleport, death spell,mass suggestion, mass charm, and maze.All can have significant effects on thecrew without damaging the ship the way afireball or lightning bolt would (and re-member the dangers of fire in the phlogis-ton). Useful priest spells serving the samepurpose include bless, chant, warp wood(for catapults and such), protection fromlightning, blade barrier, confusion, andsunray.

When the enemy is somewhat weakenedand demoralized, it�s time to close andgrapple. A boarding action is one of theugliest and dirtiest fights you can imagine;more than one privateer has brought hisship hull-to-hull only to lose his own vesselwhen the boarding action goes the wrongway. It�s a dangerous business, and theseare the risks you have to live with whenyou set out to sweep the skies clean of theenemy.

When the smoke clearsAfter a long wait and a hard fight, the

prize is yours. Now what do you do withit? In all but the most desperate circum-stances, both pirates and privateers willdetach a small prize crew from its owncomplement to man the captured ship andsail it back to a friendly port as a prize ofwar. If the ship is not too badly damaged,it can fetch a fine price. Even if the ship isa total wreck, salvaging the helm is alwaysworthwhile. Occasionally, the captor won�thave enough crew surviving to make up aprize crew and might burn or wreck theprize instead.

Prisoners are usually taken in the hopethat an eventual ransom will make itworth their room and board. It is verypoor form to put all your captives to thesword. Some pirates have even beenknown to allow the defeated crew to taketheir ship and flee, after looting the cargo.

Beside the ship itself, there is the issueof its cargo. The DM should decide if theloot is poor, average, or rich. The kind ofship and where it is encountered have alot to do with what it might be carrying. Aport that is under siege and is starving todeath is likely to be the recipient of ship-ments of food. A warship out on lonepatrol is probably a poor prize, carryingonly a paychest and the personal effects ofits crew. On the other hand, a hammer-ship with an escort of two squidshipsmight be carrying the tribute of a planetto some powerful ruler.

For a warship, there is a 10% chancethat it is rich, 20% that it is average, and70% that it is poor. For a merchant, thereis a 10% chance that it is rich, 60% chancethat it is average, and 30% chance that it isa poor prize. A rich prize would carrytreasure type F, G, or H (as detailed in theDungeon Master�s Guide, page 133) inaddition to its cargo. An average prizewould carry treasure type A, D, or E inaddition to its cargo. Lastly, a poor prizewould have treasure type B or C in addi-

tion to its cargo.Typical cargoes might include lumber,

spices, textiles, weapons, foodstuffs, man-ufactured goods like pots, anvils, or tools,and raw materials such as ores, furs, orivory. A warship has only a 10% chance ofcarrying any significant cargo. A trades-man has an 90% chance of carrying acargo of some kind. Cargoes are generallyexpressed in value per ton of cargo space,so rare but unfinished furs might beworth 40,000 gp per ton and high-qualityiron ore 5,000 gp per ton. The DM shoulddecide on an appropriate cargo.

When operating under a letter ofmarque in wildspace, the governmentissuing the letter often claims 50% of allcargoes and treasures as its share but doesnot claim the prizes (captured vessels). Outof the loot left to the privateer (whichincludes the prize), one-third belongs tothe crew, one-third to the officers, and thebalance is the captain�s. The captain willcustomarily reward exceptional braveryor compensate for serious injury out of hisown share. As mentioned before, piratesoften use a similar method for dividingtheir loot, but of course do not need topay a government any of their profits.

A pirate�s life for meTaking an endless series of prizes will be

fun for a short time, but eventually play-ers should return to other adventures. Ifnothing else happens, they are guaranteedto someday run across a ship too well-armed or too powerful for them, and theirpiratical career will end rather abruptly.It�s not very heroic to be hanged from theyardarm at dawn, so the DM should beprepared to have the NPCs hold the char-acters for ransom or maroon them on anasteroid, etc. Then again, if they�ve beenputting their captives to the sword . . .

In any event, piracy and privateering is afun and exciting aspect of life in theSPELLJAMMER campaign, and a craftycaptain can make a name for himself thatwill be spoken of with dread by the sailorsof a dozen ports. If you can put up withwaiting, high expenses, extreme danger,and chancy returns, you might just get acrack at that fabled galleon full of gold!

Give us the word!What do you think of this magazine?What do you like best or want to seechanged most? What do you want tosee next? Turn to “Letters” and seewhat others think, then write to us, too!

26 JULY 1992

DRAGON 27

UnidentifiedGaming Objects

©1992 by Gregory W. DetwilerArtwork by Dave Miller

Watch the skies: role-playing meets the UFO!of the 20th century has been the UFOenigma. Flying saucers have been reportedby millions of people worldwide, and thehistorical record seems to indicate thatsimilar phenomena have been appearingas far back as prehistoric times (some cavepaintings seem to show saucers).

One of the most controversial mysteries

With such a widespread mystery, it isnot surprising that a wide array of theo-ries have been put forward to explain it.Many of these have never received noticefrom the general public. As UFO expertJacques Vallee has put it, the UFO contro-versy is like American politics: There areonly two parties you can join. Either youbelieve we are being visited by aliens fromspace, or you think the whole thing is ahoax. Rejecting one theory automaticallymakes you a supporter of the other bydefault.

This article will attempt to list all cur-rent UFO theories (aside from hoaxes orhonest mistakes), with brief examples ofhow they can be used to enliven amodern-era role-playing campaign. Be-cause we are concentrating on UFO ori-gins, the bibliography at the end of thisarticle may be somewhat different fromthe one you�d find at the end of the usualUFO-related article.

Note: I would like to make clear nowthat this article is a mere listing of all thetheories, with no attempt on my part toeither support a particular theory or ac-tively debunk one that has not alreadybeen proven to be false. This is just a list

of ways to make a role-playing campaignmore interesting; if we actively rejectthings that probably don�t exist, we�ll haveto reject dragons, orcs, and elves, too. Idon�t want to have to start every otherparagraph with: �Of course, this is proba-bly all nonsense.� This is all good, cleanfun, not a serious discussion.

Secret weaponsOne of the most popular early theories

of UFO origins, this one has branched offinto many subtheories. The main theory,of course, is that UFOs are secret weaponsbuilt by one of the superpowers� i.e., theU.S.A. or the old U.S.S.R. If the projectwas American, at least, it seems unlikelythat the secret could be kept since the late1940s, so the U.S.S.R. was a somewhatlikelier candidate. Neither superpowerexplanation, however, explains the UFOreports before and during World War II.That war, incidentally, gave us one of themost popular terrestrial explanations forUFOs: They were Nazi secret weapons!

This latter theory states (quite promi-nently, in some circles) that UFOs are thework of refugee Nazi scientists who es-caped the fall of the Third Reich and arenow based in the wilds of Antarctica (the�New Atlantis� of ice discussed by Naziphilosopher Hans Horbiger). Stating thatUFOs were built by the same nation thatpioneered long-range missiles, jet- androcket-powered combat aircraft, nervegas, smart bombs, modern recoilless rifles,surface-to-air missiles, snorkels, and gunsthat could shoot around corners (to say

nothing of the Nazi�s own atom-bombproject) bestows UFOs with an aura ofglamour second only to that of the extra-terrestrial hypothesis.

A variant of this theory has it that space-men are or were helping the Nazis; therationale is that since the Aryan Naziswere believed to be a master race, theywere the only Earthlings that advancedaliens would associate with. Writer W. A.Harbinson wrote a novel, Genesis, withanother variant to this theory. In it, theUFOs are earthly craft developed by anAmerican designer who created the myste-rious airships reported late in the lastcentury. When shortsighted bureaucratsthreatened the project, he quit, going toGermany to continue his work. The bookis a creepy little tale with considerablepower.

The true-to-life facts (as near as can bedetermined) are as follows: It seems thatthere may have been an experimentalsaucer-shaped craft, known as the Ku-gelblitz, that was supposedly test-flown bythe Nazis early in 1945, just too late to dothe Reich any practical good. There wasalso an attempt by the Nazis to capitalizeon the �foo fighter� scare. In the last fewyears of the war, Allied bomber pilotsreported that their planes were beingfollowed by small fireballs that swooped inand out around them but did no harm.The name �foo fighter� came from a quotein the old Smokey Stover comic strip:�Where there�s a foo, there�s a fire.�) Adevice called the Feuerball was claimed toexist, it being a remote-controlled device

DRAGON 29

that would supposedly knock out theignition systems of aircraft at close range.However, captured German pilots revealedduring interrogation that they, too, werebeing pestered by foo fighters! No planewas ever recorded as being brought down,from either side, by a foo fighter. A lesser-known fact is that foo fighters were alsoreported in the Pacific Theater, and theyreappeared in the company of more con-ventional UFOs during the Korean War.The Feuerball seems to be a fake, whichdoes not bode well for the reality of theKugelblitz.

Witnesses once reported seeing an AlliedB-24 over Italy being shot down by a �cir-cular German fighter without wings orrudder.� The bomber supposedly burstinto flames after the saucer sprayed somebluish-gray clouds over it. There was talkin Germany of the development of a highlyvolatile gas that would blow up a planeafter the latter�s exhaust fumes had ignitedit. For the purposes of most modern-erawartime or espionage games, such asTSR�s TOP SECRET/S.I.� and VictoryGames� JAMES BOND 007* systems, wecan assume the following: One dischargeof such a gas from a plane would cover a10�-diameter cylinder over 2,000� longbefore dissipating. The discharger weighs300 lbs. and can fire one shot of gas every15 seconds; its tank holds 10 shots. If thegas envelops a propeller-driven plane orother vehicle that expels exhaust, it willexplode. The effect is like being in a tankfull of gas fumes when they ignite. Even ifthe vehicle isn�t totally destroyed, theexhaust-producing engine will be ruined.

A more exotic Nazi theoretical weaponfor espionage or pulp-era role-playinggames is the Windkanone, a gun that fired�shells� of concentrated air and watervapor. It had a large angled barrel with acrooked elbow resting in a huge cradle. Itsassumed statistics for role-playing gameswould be: weight 500 lbs.; range 600� foraircraft (it could snap 1� -thick woodenboards at that range, but could kill a manat ranges well over a mile); fires one shotper five seconds.

Then there was the Wirbelringkanone(whirlwind annular vortex cannon), a gunthat shot and ignited a ring of gas thatthen spun rapidly on its own axis to createa flying fireball (shades of the foo fight-ers!). Game-related statistics for this deviceare: weight 1,000 lbs.; range ½ mile; firesone shot per five seconds. We also havethe vortex gun, a huge mortar that firedshells filled with coal dust and a slow-burning explosive. The idea was to createan artificial whirlwind that would bringdown a plane in the manner of clear-airturbulence. Game statistics follow: weight1,000 lbs.; range ¼ mile; fires one shot per10 seconds; each shot has a 50% chance offorcing an aircraft to go out of control andcrash.

A final Nazi weapon, one that was defin-itely being worked on (as were theWindkanone and vortex gun), was the

30 JULY 1992

sound cannon. This seems more suited toa static defense role than to battlefield oraerial use. It consisted of a series of largeparaboloid reflectors, the last one being10� across, connected to a chamber madeof several subunit firing tubes; the wholedevice weighed 750 lbs. Methane gas andoxygen were mixed in the firing chamberand ignited. The detonation in the firingchamber, which was exactly one-quarterthe length of the sound waves producedby the explosions, would produce a high-intensity sound beam of 1,000 millibarsthat could kill a man at 150� after half aminute�s exposure (assume the target losesone-sixth of his hit points, rounding up,per five-second turn) or incapacitate vic-tims at 750�. In high-tech TOP SECRET/S.I.,GDW�s TWILIGHT: 2000*, pulp-era, WorldWar II, or science-fiction games, thiswould make an interesting change fromenergy weapons.

Getting back to the Nazi UFO theme, thiswould be a good scenario for a modern-era game. In fact, Antarctica has alreadybeen covered back in DRAGON® issue #87,in the TOP SECRET® adventure, �White-out,� which concerned the survivalistChildren of Neptune. You can modify theminto being a Nazi colony or even manipu-late things so that espionage agents be-come de facto allies of the Children ofNeptune against the Nazi menace.

There is one last variant on the Nazisecret weapons theory that should bementioned. In his book Intercept�ButDon�t Shoot, Renato Vesco claims that theGerman weapons were developed butwere captured by British troops at thewar�s close. Now Britain is holding out onher non-Commonwealth NATO allies, keep-ing saucer squadrons as a final ace in thehole in the wilds of Canada. This theory,however, does not explain the frequentreports of lethal encounters betweenUFOs and interceptors from the majorpowers, including the U.S. and Britain

AliensThe extraterrestrial hypothesis is un-

doubtedly the most popular of all the UFOtheories now advanced. Given the vastnumber of planets astronomers assumeexist in the universe, it does seem proba-ble that at least some of them harborintelligent life. Alien explorers or invadersare so well known in popular culture nowthat there is little to say about the theoryof their existence. Where exactly the sau-cers are based, however, brings us toseveral subtheories.

The hollow earthDr. Raymond Bernard wrote the most

coherent book on the now-disprovedtheory of a hollow earth in a book havingthe same name as this section. Generally,these theories state that either space alienshave an underground base or an indige-nous terrestrial race lives there. Thistheory was most popular in the late 1940s,when AMAZING® Stories ran a series of

tales about a race called the Deros. Thesestories were fiction, but you wouldn�tknow it to read the magazine�s letterscolumn. Soon everyone was reportingDeros, the stories were said to be based ontrue experiences, and all sorts of foolish-ness was written. Editor Ray Palmer (whowas responsible for keeping the tale going)was criticized for milking this sensational-ism for the sake of magazine sales; in time,the furor died down. Be careful on yournext fantasy-campaign dungeon-delvingexpedition, as there�s no telling what you�llrun into. (The AD&D® game has derros, anasty underground race of degeneratedwarves; what if they had flying saucers?)

Underwater civilizationsNaturalist and former British Naval

Intelligence officer Ivan T. Sanderson, inthe course of studying UFO reports, notedthat about half of them occurred over ornear large bodies of water, particularly theocean. In his book, Invisible Residents, heconsiders the possibility that the saucerscame from beneath the sea, either fromalien bases or from an indigenous under-water civilization (perhaps survivors fromAtlantis?). He was also one of the firstauthors to write of the Bermuda Triangle,and he described about a dozen places onthe Earth that had similar characteristics.

For those of you who occasionally like tomix fantasy and high-tech (in the mannerof �High-Tech Hijinks� back in DRAGONissue #114), an underwater civilizationthat only rarely contacts the surface ismore plausible than one on dry land thatconceals its progress. You could make thesaucer pilots sahuagin or tritons in AD&Dgames, or use any other aquatic race inyour campaign (Deep Ones in Chaosium�sCALL OF CTHULHU* game, for example).Since using high-tech forces against afantasy world seems unfair, the under-water origin of these craft can justify aparticular vulnerability. They could befilled with water instead of air, so even thesmallest hole knocked in the thing couldresult in the crew suffocating. For thatmatter, UFOs from other magical planes ofexistence could be filled with fire, earth,ooze, ice, etc.

Time travelersThis is a good option for time-travel

games, such as the old TIMEMASTER*game (formerly from Pacesetter Games,now from 54° 40� Orphyte) or BTRC�sTIMELORDS* game. The player characterscould go back in time to investigate UFOsightings, only to discover that their owntime-traveling vehicles were the �UFOs�being reported. Time travelers could alsocome from either the future or a lostcivilization of the past. (I cannot resistmentioning a panel of Bob Thaves� Frankand Ernest cartoon strip, in which a giantsaucer disgorges dinosaurs who announcethat they�re back, then look around andwonder where everyone has gone.)

If the time travelers themselves do not

try to change history, humans who gettheir hands on the time travelers may grilltheir captives for information, trying toprevent dire future events such as thoseoutlined in GDW�s TWILIGHT 2000 andTSR�s GAMMA WORLD® games. On asmaller scale, imagine a criminal whogains a time traveler�s knowledge or equip-ment, so he knows in advance how everysporting event is going to turn out, or abusinessman with similar backing whoknows in advance what items will be mostin demand in the future, and tools up hisfactories accordingly. The possibilities areendless.

Other dimensionsThis is one of the most recent UFO theo-

ries, and it assumes the visitors come fromanother universe or dimension with accessto our own. (Players of West End Games�TORG* system ought to know the dramainherent in this situation.) There are manyUFO reports in which witnesses reportedan unnatural stillness (e.g., no cars appear-ing on a normally busy highway), as ifthey were in another world. In Leonard H.Stringfield�s Situation Red: The UFO Siege,there is an abduction case of three womenwho reported their car tearing along astraight highway at about 80 MPH; how-ever, all the roads in the area were full oftwists and curves, and it would be virtu-ally impossible to go so fast on them with-out losing control of the vehicle andcrashing. Researcher John Keel first cameup with the term �windows�: areas wherethe gap between dimensions is so thin thatthey have frequent reports of UFOs, mon-sters, etc. Janet and Colin Bord noted theproximity of ley lines, or natural earthcurrent lines (much beloved by Palladium�sBEYOND THE SUPERNATURAL* andRIFTS* game players), where these phe-nomena seem to cluster.

The greatest proponent of the ultradi-mensional theory has been Jacques Vallee.In virtually all his books, he comparesmodern UFO sightings to reports of fairiesand the like in olden times. He has alsopointed out that there are too many UFOreports to make the idea of visitors fromdeep space seem plausible (it�s the sameproblem J. Allen Hynek referred to as �theembarrassment of riches�). Vallee�s idea isthat our ultradimensional visitors areinfluencing our cultural evolution and areable to appear in whatever form our levelof civilization will believe in (fairies, air-ship pilots, or extraterrestrials). Incidental-ly, he thinks that there are no cases ofhumans actually surprising aliens whohave secretly landed, no matter howthings seem otherwise; all sightings aredeliberately staged to be seen. Since sci-ence in general refuses to study the UFOproblem, many people are turning to cultsfor answers. Vallee sees this as the start ofa new religious movement that may wellresult in the end of modern science-basedcivilization; this is similar to the advent ofthe Cyberpapacy in the TORG game. Even

without actual UFOs, a UFO cult wouldmake an interesting adversary in modern-era games (see Douglas Curran�s In Ad-vance of the Landing for details on somereal-life UFO cults).

There are a surprising number of simi-larities between the fairy folk of legendsand the diminutive UFO humanoids re-ported today, leading Vallee and others tobelieve they are variations on the samephenomenon. Alternatively, maybe therace of fairy folk has undergone the sametechnological revolution we have, onlyfaster, and now have their own space-ships, hovertanks, etc. Perhaps the robotsoccasionally reported in UFO sightings arelike those in Japanese anime, scaled downto pixie-size. (Try a scenario for FASA�sBATTLETECH* game in which a humanseeing a �robot� is really meeting LanceCommander Finn Sidhe of the 1st OberonGrenadiers�best unit of House DaoineSidhe�in his BSK-3M Basilisk �Mech. Some-one can play the human and someone elsecan play poor Finn as he encounters agiant �faerieoid� the size of a �Mech.) Simi-larly, the mysterious airships reported inthe late 1800s looked plausible enough topeople waiting for the real thing to comealong, but examination of drawings showsthat they were aerodynamically impossible(except, of course, in GDW�s SPACE: 1889*game or the TORG game�s New Empire ofthe Nile). When the space age ends, oneway or another, it will be interesting to seewhat sort of UFO gets reported next.

AnimalsMany UFOs seem to display the charac-

teristics of animals, some playfully follow-ing planes and even playing tag with them.Therefore, the theory arose that the UFOsare animals who are native to the upperreaches of the atmosphere or even spaceitself. According to the theory, these crea-tures are tenuous, diaphanous beings ofwispy material. They are often largelyformless, which helps explain those re-ports of UFOs that can change shape.They feed on pure energy, such as sun-light or the radiation of Earths Van Allenbelt, only coming down to Earth in recenttimes because of the vast amounts ofelectrical power our modern civilizationhas been broadcasting into the atmos-phere. Since life has been found every-where else on Earth, say supporters ofthis theory, it should be found in the skyas well.

A man named Trevor James came outwith a book titled They Live In The Sky, inwhich he described research he had sup-posedly done on these animals, completewith a series of photographs taken withinfrared film. His work area was the Moja-ve Desert, because the sky was invariablyclear over this arid region. His researchtechnique was simply to photograph theentire sky at intervals, the most produc-tive time being the immediate post-dawnperiod. He also mentions the film he used,but since the book came out in 1958, mod-

ern researchers will have to use some-thing else. Part of his book was reprintedin Vincent Gaddis� Mysterious Fires andLights, including the listing of films used.According to James, foo fighters are exam-ples of these animals, visible to the humaneye at high altitudes in insufficientlysealed propeller-driven aircraft. (Appar-ently, this type of UFO stopped appearingwhen the age of jet aircraft began.)

The photographs James published showbizarre creatures looking more like single-celled animals such as amoebas and para-mecia than anything else. The animalexplanation is that these primitive crea-tures adapted to the sky early on. Ofcourse, looking like known creaturesmakes faking photographs much easier.Such creatures would make excellentmonsters for TSR�s AD&D game, particu-larly in the wildspace environment of theSPELLJAMMER® supplement. A whispy�ufo� (pronounced: u�-foh) in a fantasygame of this sort (including GDW�s SPACE:1889 game) might be easy to hit but impos-sible to harm using physical or electricalattacks. It could fly extremely quickly andwell, and physical contact with it wouldlikely harm the toucher with a powerfulelectrical shock. Perhaps it has a rangedattack with energy or electrical bolts, andcan absorb electricity of all types andmake use of it.

In his more conventional UFO book,Uninvited Visitors, Ivan Sanderson men-tioned James�s theories, adding the specu-lation that even the UFOs with occupantsmight be alive, being either domesticatedspace animals or the product of advancedgenetic engineering. Introducing livingspacecraft would certainly enliven many ascience-fiction adventure, as in TSR�sXXVc� game; genetically engineered livingspaceships would definitely fit in with therest of the �gennies� therein. UFOs couldalso be GAMMA WORLD game mutants ortrained beasts in the SPACE: 1889 game,and TORG game players will have recog-nized by now their similarity to the sta-lenger and benthe of the Living Land.Things could get especially interesting ifyour living mount dies in midair (or mid-space). (For more on intelligent and livingspacecraft, see the �Living Galaxy� columnin POLYHEDRON® Newszine, issues 60-62and 69.)

Paranormal phenomenaAnother UFO idea that is fairly recent

(from the 1970s) is the paranormal expla-nation. Jerome Clark and Loren Colemanwere perhaps the first to mention thispossibility in The Unidentified, repeatingVallee�s observation that UFO contacteereports closely resembled tales of faeriesin medieval times. According to this the-ory, the human mind itself is somehowcapable of creating solid thought forms.Either the mind mysteriously creates thething on its own, or someone makes amistaken sighting, the word gets around,and the expectations of the would-be

DRAGON 31

spectators somehow supply energy tocreate the UFO (or Bigfoot, or whatever).Researcher Tom Bearden (whom we shallhear more of in the next section) dubbedthis process �kindling.� Precisely how theimages become solidified is a question thathas yet to be answered.

Canadian psychologist and researchscientist Michael A. Persinger, then associ-ate professor of psychology at LaurentianUniversity in Sudbury, Ontario, made aspecial study of the conditions underwhich paranormal encounters take place.He discovered that UFOs are often sightedbefore or after violent storms or earth-quakes; indeed, in the past, they wereregarded as signs of disaster. With hisassistant, Gyslaine F. Lafreniere, he pub-lished the book Space-Time Transients andUnusual Events. What Mr. Persinger andMs. Lafreniere concluded was that inmany cases, severe storms could releasesufficient electrical energy to create tem-porary fields of energy so highly ionizedas to be visible to the human eye. Similarfields are created by earth currents whenearthquakes occur. Just seeing the thing ata distance would make the witness thinkhe was seeing a spaceship. If he camecloser, the electrical field would interferewith the brain�s own electrical workings.All the suppressed images of the subcon-scious would pour forth, and the unfortu-nate witness would literally experience a�waking nightmare� that seems perfectlyreal. Note that the energy concentrated ina visible electrical field would burn anyone foolish enough to touch it, and it couldeven char vegetation, break branches,churn up the ground, and in general leaveall the �ground traces� associated withUFO landings. The field could even createa temporary time warp, so anyone lookingat it might see the prehistoric creaturesoften reported today, such as plesiosaursand ape men.

Such a massive charge of electricitycould kill a person who got too close, or atleast bring about conditions that couldresult in death. Persinger noted that theBermuda Triangle region is noted for thecreation of severe electrical storms andmany hurricanes. Perhaps local electricaldisturbances are responsible for the lossof so many ships and planes there. If any-one ever developed a machine that couldbroadcast electrical energy at the rightfrequencies, its potential as a weapon ofterror would be obvious. A �waking night-mare� device would certainly be a worthytarget and major threat to any secretagents or super heroes who tried to put itout of action; in some science-fiction uni-verse of the future, it could even be aneveryday hazard.

Note that if storms and quakes do causethis effect, then the casting of earthquak-causing or weather-controlling spell infantasy role-playing games will inadver-tently produce an array of illusions thatwill be believed by everyone, including thespell-caster�s own party (probably includ-

ing the spell-caster, tool. With the quasi-physical manifestations of energyinvolved, such illusions would do somephysical damage, thus being classed as�natural� versions of semi-real illusoryspells. Depending on how much energy isreleased, there could be up to a smallarmy of these illusory thought formscreated. These would look like the mon-sters the characters most fear, whetherundead, dragons, or mind flayers. Para-doxically, the best-prepared party maysuffer the most; if the illusions are a sideeffect of a weather-related attack spell,and the characters had cast sufficientdivination-type spells to determine that noillusion-capable enemies were present,then they would have no reason to disbe-lieve these �natural illusions.� (Incidentally,any intelligent enemies present would alsobe affected by the phenomenon.)

The theory that paranormal phenomenain general are due to something in naturereceived a boost when Loren Colemanchecked on the times of peak UFO activity.Since UFOs are aerial mysteries, onewould expect sightings to be more fre-quent in spring, when more people areoutside, than in winter. However, he dis-covered that spring actually had thefewest reports. He found that sightingspeaked between November and January,and also between June and September(August had the most sightings, May thefewest). John Keel cut it even finer: Thelast two weeks in March and the first twoin April, all of July and August, the lasttwo weeks in October, and the first twoweeks of November and December arebusiest. On the average, Wednesdays andSaturdays are the best days of the weekfor UFO sightings; the 24th of April, June,September, November, and December arethe best dates; and 10 P.M. is the best time.June 24�St. John�s Day�is especially richin sightings, and it was on this date thatthe modern UFO era began with KennethArnold�s �flying saucer� sighting in 1947.The dates for peak sightings are alsoroughly the same for sea serpents, Bigfoot,poltergeists, etc.

Coleman found out a few more things.Places with the word �devil� in theirnames generally got them due to frequen-cy of paranormal phenomena there (suchspots might be windows or have ley linesaround them). Also, places with oddnames also have more than their fairshare of sightings, and people with uncom-mon names report more sightings thanpeople with names like Smith and Jones.Coleman concentrated on a few names,like Decatur (�dweller at the sign of thecat�; supernatural pantherlike cats are avery common paranormal phenomena)and the collection of Fay, Fayette, La Fay-ette, and Lafayette. The key word in thelatter series may be �fey,� the old term forfaeries. Such names somehow seems toattract paranormal phenomena. (Thus, ifyou want to jack up the odds of yourseeing a UFO, ghost, phantom panther,

etc., have your name changed to some-thing like Fay Decatur, find a place with�devil� in its name, and sit up around 10P.M. on June 24, preferably in a year whenthat day is either a Wednesday or a Satur-day. Good luck!)

Anyone who studies written or oralrecords of paranormal occurrences couldfigure out particular sorts of patterns oftheir appearance, even if the exact causesof such events were not known, and thiscould provide a clever man with a power-ful weapon against the ignorant. Witchdoctors, high priests, etc., could claim tohave supernatural powers and contactwith the gods merely by accurately pre-dicting when the next wave of unusualsightings would begin. In our technologicalage, when spaceships are seen, a nationcould deliver an ultimatum to its enemies(heck, why not its friends as well?) tosurrender, right after the worldwide dem-onstration of its new secret weapons,against which no one has a defense (�Goahead, try to shoot them down. We dareyou.�)

For a final �occult� explanation, ofcourse, there are always angels or de-mons. Their appearance as spacecraft inmodern times is easy to explain. With allthe Rambo-types and gamers around,demons in their �natural� form might losetheir aura of terror. After a few demonicvisitors get jumped by amateur monster-hunters and �ghost busters� armed withcold iron crowbars and squirt guns filledwith holy water (collected from localchurches), they would soon choose a tech-nological form as the only means of com-ing and going with a whole skin. Whetheryour characters are pulp heroes seeking todiscredit a lost tribe�s witch doctor or highpriest, secret agents or super heroes find-ing the truth behind a hostile nation�ssuperweapon threats, or occult investiga-tors uncovering the deceptions of demonsand the like (Chaosium�s CALL OFCTHULHU* game even specifically makesa connection between flying saucers andthe appearance of the alien god Yog-Sothoth), natural paranormal phenomenacan liven up an adventure.

Mix-&-match theoriesLt. Col. (Ret.) Thomas E. Bearden has

written a series of books stating that UFOswere a combination of materializedthought forms created by human mindsunder stress (in the modern era, fears of aThird World War) and open-field tests of anew weapons technology by the SovietUnion. He uses the term �psychotronics�to describe it, borrowing the term fromthe Czechs. The Soviets themselves usedthe term �psychoenergetics� (�energetics�is a generic term they use for all energyweapons, including lasers, particle beams,etc.). Based on the work of the electricalgenius Nikola Tesla, psychotronic devicescan transmit or extract energy from anunlimited distance, through hyperspace.When transmitting energy as a weapon,

32 JULY 1992

the effects are similar to those of the elec-tromagnetic pulse following a nuclearexplosion. Such effects include killinghumans by disrupting their nervous sys-tems (the weakest charge will only stun),setting fire to flammable materials, de-tonating explosives and fuel (since theenergy travels through hyperspace, it willbypass any armor), and short-circuit allelectrical equipment (ditto for insulation).If the pulse is strong enough, it can evenmake a jet engine flame out.

This energy can be transmitted by avariety of means, including searchlightsand radar sets. Crossing beams can create�energy holograms,� explaining those �ballof light� UFOs that simply vanish into thinair (since they are composed of pure en-ergy being beamed to the spot, they willnaturally vanish once someone flicks the�off� switch). These energy fields can betruly vast, being used as force fields todefend areas. Extending up to hundreds ofmiles in area if enough energy (extractedfrom the Earths core) is poured in, thefields will cause anything that passesthrough them to suffer all the catastro-phes described in the last paragraph,simultaneously. If the energy form is onlya hundred feet across (average UFO size),while the amount of energy in it is thesame, any object that comes in contactwith it will literally be disintegrated. Therehave been frequent rumors and reports ofthe blips of aircraft on radar screens sud-denly �merging� with the blips of UFOs,after which the UFO either flew away ordisappeared into thin air. The most cele-brated case was the Kinross incident ofthe 1950s, when a jet intercepting a UFOover Lake Michigan was said to suffer thisprecise fate.

According to Bearden, most of the �ballof light� UFOs were energy holograms putout by the Soviets (all devices were con-trolled by the KGB, of course) to stimulateUFO reports and thus discourage scientistsfrom looking into the problem. Psycho-tronic devices are supposed to do vastlymore than this, including earthquakegeneration and weather control, but you�dhave to read Bearden�s books to get thewhole story. Incidentally, he also claimsseveral nations other than the U.S.S.R.have psychotronic weapons, and a few�warning shots� have been exchanged tokeep the Soviets from simply rolling overthe West. For instance, in the late 1970s,there were two explosions in the SouthAtlantic that may (U.S. officials� own em-phasis) have been due to South Africannuclear testing. However, there are re-ports that the second of the two explo-sions (viewed by U.S. Vela-class spysatellites) was invisible to the naked eye,being visible only when glimpsed throughinfrared sensors. No nuclear explosioncould do that. Even some earthquakeshave been stated to be warnings or skir-mishes. This last note is for the interest ofthose who thought it an odd coincidencethat two years in a row, the southern

34 JULY 1992

U.S.S.R. was hit with a violent earthquakewhen Gorbachev visited the U.S. Get yourespionage-game agents working on thisone, and you may be able to discoverwhether or not it is true in your worlds.

In summary, there are many theories toexplain UFO sightings. Since there are somany reports, there could be severalexplanations from among those listed herethat are correct for some of them. Energycould be released from the Earths crust orfrom electrical storms, atmospheric orspace animals could be flying about, andsome foreign power could be testing newweapons, while true extraterrestrialscould be flying above this melee, wonder-ing what�s going on down here. Multipleexplanations not only make the currentstudy of UFOs more interesting but canreally muddy the waters of a gaming in-vestigation, enabling the game master tohit the investigating players with half adozen or more red herrings.

One last adventuring possibility for mod-ern games is still untouched. There havebeen rumors for decades that the govern-ment (of the nation of your choice) has beencovering up the �true facts� concerningUFOs. A freelance group could have one ormore adventures trying to uncover thisinformation. Perhaps the ultimate case ofGM sadism would be an adventure wherethe characters shoot their way into thePentagon to uncover the government�s UFOfiles�only to discover, as a small army ofmilitary police and Special Forces troopsgather outside to counterattack, that thegovernment didn�t really know what wasgoing on after all.

There are a great many explanations forUFOs, many of them not widely known,but all of them quite useful in making agame campaign more interesting.

BibliographyBearden, T. E. Star Wars Now! Greenville,

Tex.: Tesla Book Co., 1984.— Excalibur Briefing. Greenville, Tex.:

Tesla Book Co., 1988.— Fer-de-Lance. Greenville, Tex.: Tesla

Book Co., 1986.Bernard, Raymond. The Hollow Earth.

Secaucus, N.J.: University Books, Inc.,1969.

Bord, Janet & Colin. The Secret Country.London.: P. Elek, 1976.

— Alien Animals. Harrisburg, Pa.: Stack-pole Books, 1981.

Clark, Jerome & Loren Coleman. TheUnidentified. New York: Warner Books,1975.

Coleman, Loren. Mysterious America.Winchester, Mass.: Faber & Faber,1983.

— Curious Encounters: Phantom Trains,Spooky Spots, and Other MysteriousWonders. Winchester, Mass.: Faber &Faber 1985.

Curran, Douglas. In Advance of the Land-ing: Folk Concepts of Outer Space. NewYork: Abbeville Press, 1985.

Ford, Brian. German Secret Weapons:Blueprint for Mars. New York: Ballan-tine Books, 1969.

James, Trevor. They Live in the Sky. LosAngeles: New Age Publishing, 1958.

Keel, John. Strange Creatures from Timeand Space. Greenwich, Conn.: FawcettGold Medal, 1970.

Gaddis, Vincent H. Mysterious Fires andLights. New York: Dell Publishing, 1967.

Harbinson, W. A. Genesis. New York: DellPublishing, 1980.

Persinger, Michael & Gyslaine Lafreniere.

Sanderson, Ivan T. Uninvited Visitors New

Space-Time Transients and UnusualEvents. Chicago: Nelson-Hall, Inc., 1977.

York: Cowles Communications, Inc.,1967.

New York: Dell Publishing, 1974.Stringfield, Leonard H. Situation Red: The

— Invisible Residents. New York: Avon

UFO Enigma. Chicago: Henry RegneryCo., 1966.

UFO Siege. New York: Fawcett CrestBooks, 1977.

Books, 1970.

For specific researchers: All Bearden�sstuff is Soviet-built Tesla weapons lore;Excalibur Briefing also covers paranormalphenomena in general. Bernard�s is theonly �hollow earth� book. The Bords�books are, respectively, on ley lines ingeneral and seemingly supernatural ani-mals that most often appear around them.The �Nazi secret weapons� are covered byFord, Vesco, and a fair �factual� chapter atthe end of Genesis. The �space animal�theory is covered by James, Gaddis, andSanderson�s Uninvited Visitors. InvisibleResidents has the underwater theory. Keelhas the first stating of the �window� the-ory. The Unidentified and Space-TimeTransients cover the �paranormal� theoryby itself. Coleman�s first solo books is alisting of general weird phenomena andcovers both the �devil� name listings andthe clustering of events around weirdnames in general. Curious Encounters ismore of the same, but the last chaptershows the timing of all paranormal eventsaround certain days, months, etc. Steiger�sbook and all of Vallee�s cover the ultradi-mensional theory, and everything else(including some books already mentioned)is more-or-less straight UFO stuff.© & ™ are trademarks owned by TSR, Inc.* indicates a product produced by a company otherthan TSR, Inc. Most product names are trademarksowned by the companies publishing those products.The use of the name of any product without mentionof its trademark status should not be construed as achallenge to such status.

tact. New York: Ballantine 1988.Vesco, Renato. Intercept�But Don�t Shoot.

— Dimensions: A Casebook of Alien Con-

— Passport to Magonia. Chicago: Henry

XXVc is a trademark owned by The Dille FamilyTrust.

New York: Zebra Publishing, 1974.

Regnery Co., 1969.

Vallee, Jacques. Challenge to Science: The

Steiger, Brad Mysteries of Time and Space.

36 JULY 1992

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ARCHON 16, July 10-12 MOThis SF&F convention will be held at the

Henry VIII Inn and Lodge in St. Louis, MO.Guests include John Varley, Don Maitz, andRoger Tener. Activities include: panels andworkshops on science, SF, fantasy, horror, RPGs,art and writing; an art show; a dealers� room; amasquerade; and two video rooms. Registration:$22/weekend; single-day rates are available.Write to: ARCHON 16, P.O. Box 50125, St. LouisMO 63105.

III-KHAN, July 10-12 COThis convention will be held at the Holiday

Inn North in Colorado Springs, Colo. The guestof honor is Christopher Stasheff. Events includeAD&D®, SPACE HULK*, CAR WARS*, SKYGALLEONS OF MARS*, BATTLETECH*, andSTAR FLEET BATTLES* tournaments, with amovie room, a dealers� room, a miniatures-painting contest, an art show, and open gaming.Registration: $20. There will be a $1/game fee.Write to: Miniatures Wargamers� Guild, 7040 S.Hwy. 85-87, Fountain CO 80817; or call Perry at:(719) 391-8318.

DOVERCON VIII, July 11-12 NHThis convention will be held at the University

of New Hampshire�s Memorial Union Building inDurham, N.H. The special guest is Steve Jack-son. Activities include RPGA� Network tourna-ments, RPGs, war games, seminars, miniaturesand art competitions, and a dealers� room.Registration: $15/weekend preregistered, $20/weekend at the door; $12 Saturday only, $8Sunday only. Write to: DOVERCON VIII, P.O. Box753, Dover NH 03820.

DRAGON CON �92, July 17-19 GAThis convention will be held at the Atlanta

Hilton and Towers in Atlanta, Georgia. Guestsinclude Raymond E. Feist, George R. R. Martin,Forrest J. Ackerman, L. Sprague de Camp, PhilFoglio, Ralph Bakshi, Denis Beauvais, RobertAnton Wilson, Dr. Timothy Leary, John Byrne,Chris Claremont, Lynn Abbey, Richard Garriott,and Erick Wujcik. Activities include every sortof gaming, with panels, seminars, a writers�workshop, an art show and print shop, anime,videos, dances, robot battles, demos, costumes,a hospitality suite, and consignment gameauctions. Registration: $35/weekend at the door(RPGA� Network discounts available). Send along SASE to: DRAGON CON �92, P.O. Box 47696,Atlanta GA 30362-0696; or call our 24-hourinformation line at: (404) 925-2813.

ECONOMYCON VI, July 17-19 A ZThis convention will be held at the Campus

Village West Shopping Center in Phoenix, Ariz.GMs: Come and run your board, miniatures, orrole-playing game. Prizes will be awarded to thebest GMs. Other activities include a miniatures-

painting contest and door prizes. Registration:Free. Call the Roaming Panther Game Companyat: (602) 820-2083 or (602) 547-0239.

GAMEFEST �92 PART II, July 17-19 ILThis gaming convention will be held at

Friends� Hobby Shop in Waukegan, Ill. Eventsinclude a variety of role-playing and historical-and fantasy-miniatures games. Registration: $8/weekend or $5/day. Write to: Gamemasters�Guild of Waukegan, 1411 B Washington, Wauke-gan IL 60085; or call: (708) 336-0790.

MEMPHIS FANTASY CON �92July 17-19 TN

This convention will be held at the downtownRadisson hotel in Memphis, Tenn. Guests includeWalter Jon Williams, Steven Brust, and BartSears. Activities include an art room, a dealers�room, an art auction, a costume contest, andgaming. For more information and costs, writeto: MEMPHIS FANTASY CON, 4730 Poplar #2,Memphis TN 38117; or call direct, days: (901)683-7171; nights: (901) 385-0088.

QUINCON VII, July 17-19 ILThis gaming convention will be held at the

Days Inn in Quincy, Ill. Events include fantasyand historical miniatures games, RPGs, boardgames, and RPGA� tournaments. Guests includeJean Rabe and Lester Smith. Registration: $5/day or $12/weekend. Special room rates areavailable. Send an SASE to: QUINCON VII, c/oQuincy Hobby Center, 3632 Maine St., Quincy IL62301.

SUMMER EXTRAVAGANZA �92, July 18 TNThis convention will be held at the Governor�s

Square Mall in Clarksville, Tenn. Events includean AD&D® RAVENLOFT� tournament andBATTLETECH*, ROLEMASTER*, and TWI-LIGHT: 2000* games, with miniatures, art, andwriting contests. Registration: $3 preregistered;GMs enter free. Write to: Clarksville Gamers�Guild, 205 Walnut St. #12, Clarksville TN 37042;or call Don at: (615) 645-2031.

CONGENIAL IV, July 24-26 WIThis convention will be held at the Quality Inn

South in Madison, Wis. Guests include MichaelKube-McDowell and Jeanne Mealy. Activitiesinclude hucksters, an art show, videos, filking, afan lounge, child care, and a con suite. Registra-tion: $25 at the door. Write to: CONGENIAL IV,P.O. Box 44146, Madison WI 53744-4146.

CUBICON �92, July 24-26 MIThis convention, hosted by SF3 and HFCC, will

be held at the University of Michigan-Dearborncampus� Recreation and Organizations Center.Events include D&D®, AD&D®, BATTLETECH*,STAR FLEET BATTLES*, PALLADIUM*, CARWARS*, and CHAMPIONS* games. Registration:$4/day or $7/weekend at the door. For preregis-tration and GMing information, write to: CUBI-CON, c/o SF3, 4901 Evergreen, ROC Building, Rm.210, Dearborn MI 48128; or call: (313)593-5390.

DALLASCON �92, July 24-26 TXThis gaming convention will be held at the

Worthington Hotel in Ft. Worth, Tex. Eventsinclude AD&D®, BATTLETECH*, SUPREMACY*,and AXIS & ALLIES* tournaments. Other activi-ties include an auction, a painting contest,movies, and a dealers� room. For more informa-tion and costs, write to: DALLASCON �92, P.O.Box 867623, Plano TX 75086.

DRAGON 37

BUBONICON 24, Aug. 14-16 NMThis convention will be held at the Ramada

Inn East in Albuquerque, N.M. Guests includeThorarinn Gunnarson, Dell Harris, and WalterJon Williams. Activities include panels, readings,movies, a play, parties, an auction, filking, andthe Green Slime awards (Saturday is Toga Day).Registration: $20/weekend before July 31; $23 atthe door. Write to: NMSF Conference, P.O. Box37257, Albuquerque NM 87176; or call: (505)266-8905 10 A.M.-10 P.M. local time. No collectcalls, please.

KUBLA KHAN III, August 7-9 UTThis gaming/comics convention, presented by

Comics Utah and Terrain Specialties, will beheld at the Utah State Fairpark in Salt Lake City,Utah. Events include role-playing, SF&F andhistorical miniatures games. Other activitiesinclude guests, a painting contest, and dealers.Registration: $20/weekend before July 31; $24 atthe door. Dealers are welcome. Write to: ComicsUtah, 258 E. 100 S., Salt Lake City UT 84111; orcall: (801) 328-3300.

Town in San Diego, Calif. Events includeAD&D®, D&D®, CIVILIZATION*, DIPLOMACY*,BATTLETECH*, VAMPIRE*, RIFTS*, WAR-HAMMER 40,000*, and AXIS & ALLIES* games.Other activities include figure-painting contests.Registration: $20 until July 31; $30 at the door.Write to: GAMEFEST XIII, 3954 Harney St., SanDiego CA 92110.

GAMEFEST XIII, August 5-9 CAThis convention will be held in historic Old

Hilton in Deland, Fla. Guests include Wendy andRichard Pini. Activities include Starfleet�s 3rdAnnual Region 2 Competitions. Registration:$14/weekend. Write to: TACHY4CON, 426 S.Lakemont Ave., Winter Park FL 32792; or call:(407) 628-5047.

TACHY4CON, August 1-2 FLThis convention will be held at the Deland

CANGAMES �92, July 31-August 3This convention will be held at the Skyline

hotel in downtown Ottawa, Ontario. Eventsinclude a wide variety of role-playing, minia-tures, and board games. Other activities includean auction, dealers, movies, and 24-hour gam-ing. Family discounts are available. For moreinformation and costs, write to: CANGAMES,P.O. Box 3358, Station D, Ottawa, Ontario,CANADA K1P 6H8.

VEGASCON �92, July 25-26 N VThis gaming/comics convention will be held at

the Palace Station hotel in Las Vegas, Nev. Eventsinclude AD&D®, STAR WARS*, and DC HEROES*games. Guests include Greg Gorden, Mike Grell,and Mike Nystul. Convention proceeds will bene-fit the Special Olympics. Registration: $18. Writeto: VEGASCON, 4210 Chatham Cr. #1, Las VegasNV 89119; or call: (702) 733-7470.

IMPACT 2, July 24-26 NEThis SF&F/gaming convention will be held at

the Holiday Inn Old Mill in Omaha, Nebr. Guestsinclude Barbara Hambly, Tom Prusa, RickHarris, and J. R. Daniels. Other activities include24-hour gaming, video rooms, a hospitalityroom, an art show and auction, panels, a deal-ers� room, and a masquerade. Also: �Alien Prom2,� a fund raiser for Project Literacy U.S. (costs$1 or used fantasy/SF book in good condition).Registration: $13/weekend for a game/hospitality pass, or $25/weekend for a full pass;single-day passes are available. Write to: IM-PACT, P.O. Box 4486, Omaha NE 68104.

38 JULY 1992

REALM OF ROLEPLAY V, Aug. 14-16This convention, hosted by TROA, will be held

at Loewangskolen in Denmark. Events includeAD&D®, AL-QADIM�, ROLEMASTER*, CALL OFCTHULHU*, STAR WARS*, MERP*, ALIENS*,RIFTS*, SHADOWRUN*, VIKING*, and WAR-HAMMER FRP* games. Other activities includeadditional, local games. GMs are welcome.Registration: DKK 80. Write to: TROA, MartinLaursen, Vestergade 25 - 2, 9400 Noerresundby,DENMARK; or call: +45 98 19 22 09.

1992 GEN CON®/ORIGINS� GAME FAIRAugust 20-23 W I

This gigantic gaming convention will beheld at the MECCA Convention Center inMilwaukee, Wis. Events include hundreds ofrole-playing, board, miniatures, war, andcomputer games. Other activities includepanels, seminars, workshops, the ExhibitHall, an art show, and a games auction, withRPGA� Network activities. Registration: $35/weekend preregistered; $40/weekend at thedoor. Write to: 1992 GEN CON®/ORIGINS�Game Fair, P.O. Box 756, Lake Geneva WI53147, U.S.A.

DRAKCON �92, August 22-23This fund-raising convention for famine relief

will be held at the Northern College of Educa-tion in Aberdeen, Scotland. Events includeRPGA� Network AD&D® tournament, and afigure-painting contest. Registration: £4 beforeJuly 1; or £5.50 thereafter. Single-day ticketswill be available at the door. Write to: SandyDouglas, 13 Springbank Terrace, Aberdeen AB12LS SCOTLAND. All checks should be madepayable to Dragon Aid.

CON-SPIRACY �92, August 28-30 NCThis convention will be held at the Omni

Durham Convention Center in Durham, N.C.Guests include Greg Porter and Allen Wold.Activities include RPGA� Network tournaments,workshops, Japanimation, speakers, an SFmovie room, miniatures and open gaming.Registration: $25/weekend or $15/day. Write to:NAARP P.O. Box 2752, Chapel Hill NC 27515.2752. Make checks and money orders payableto NAARP.

PACIFICON �92, August 28-31 CAThis gaming convention will be held at the

Dunfey Hotel in San Mateo, Calif. Ask aboutspecial room rates. Activities include role-playing and board-game tournaments, a fleamarket, seminars, movies, painting contests,dealers, auctions, and miniatures and opengaming. Write to: PACIFICON, P.O. Box 2625,Fremont CA 94536.

TACTICON �92, Aug. 28-30 COThis convention will be held at the Holiday

Inn Convention and Trade Center in Denver,Colo. Events include the first NASAMW WRGAncients Final west of the Mississippi River.Other activities include gaming of all kinds,RPGA� Network tournaments, auctions, afigure-painting contest, and miniatures events.Registration: $15/weekend. Write to: Denvergamers� Assoc., P.O. Box 440058, Aurora CO80044; or call: (303) 665-7062.

GATEWAY 12, Sept. 4-7 CAThis convention will be held at the L.A. Air-

port Hyatt hotel in Los Angeles, Calif. All typesof strategy, family, and adventure board, role-

playing, miniatures, and computer gaming.Other activities include seminars, demos, fleamarkets, auctions, an exhibitors� area, andspecial guests. Write to: STRATEGICON, P.O. Box3849, Torrance CA 90510-3849; or call: (310)326-9440.

convention will be held at the J. W. Marriotthotel in Houston, Tex. Events include AD&D®and RPGA� Network events, with PARANOIA*,CALL OF CTHULHU*, BATTLETECH*, STARFLEET BATTLES*, WARHAMMER 40,000*, andCIVILIZATION* games. Other activities includean auction, a video room, and open gaming.Registration: $20 until Aug. 14; $25 thereafter.Special room rates and one-day passes areavailable. Send an SASE to: Greater HoustonGaming, P.O. Box 631462, Houston TX 77263-1462. Checks should be made payable to TEX-ICON �92 or Greater Houston Gaming.

TEXICON �92, Sept. 4-7 TXSponsored by Greater Houston Gaming, this

This convention will be held at the CenturyCenter in South Bend, Ind. Events includeNapoleonic miniatures and RPGA� NetworkAD&D® events. Other activities include a deal-ers� area. Registration: $12/weekend or $7/day.Write to: Mark Schumaker, P.O. Box 252, ElkhartIN 46515; or call: (219)294-7019.

ANDCON �92, Sept. 11-13 OHThis gaming/PBM game convention will be

held at the Holiday Inn Independence in Inde-pendence, Ohio. Guests include Darwin Bromleyand Jim Land& Events include AD&D®� RPGA�games, other RPGs, board games, a nationalPBM expo, a PUFFING BILLY* tournament,microarmor, a dealers� room, and a luau. Regis-tration: $17.50 until Sept. 1; $22.50 at the door.Write to: ANDCON �92, P.O. Box 142, Kent OH44240-0003; or call: 216) 673-2117.

Club in Springfield, Ohio. Events include gam-ing, a dealers� area, an auction, and aminiatures-painting contest. Registration: $5preregistered until Sept. 1; $6 at the door. Visa/Mastercard are accepted. Write to: Wolf�s LairGames, 601 W. Leffels Lane Ste. P, SpringfieldOH 45506; or call Tim at: (513) 325-0059.

MIRACLECON �92.2, Sept. 19 OHThis convention will be held at the Liedertafal

FANTASY FOLLIES I, Sept. 26-27 SDThis convention will be held at the City Audi-

torium in Burke, S.D. Events include RPGA�Network events for AD&D® and PARANOIA*games. Other activities include many popularboard games. Judges are welcome. Registration:$10 preregistered; $15 at the door. Write to:Eric T. Benoit, Fantasy Follies Event Coordinator,c/o General Delivery, Burke SD 57523.

How effective was your convention listing?If you are a convention organizer, pleasewrite to the editors and let us know if our“Convention Calendar” served your needs.Your comments are always welcome.

ORIGINS is a trademark owned by the GameManufacturers Assoc.

EMPEROR�S 22nd BIRTHDAY, Sept. 5-6 IN

--

This series chronicles the adventures ofan Alphatian explorer and his crew asthey journey across the D&D® KnownWorld in their skyship. The informationherein may be used to expand D&D cam-paigns using the Gazetteer series.

by Bruce A. Heard Amphimir 11, AY 2001: Our SaragónGazetteer mentioned something about awizard�s nation, the Kingdom of Herath,southwest of Bellayne. Unfortunately, nocapital was shown. I decided to stop at thelargest city and send Ashari ahead as myenvoy.

She returned a few days later with goodnews. Although she couldn�t reach officialsof the royal court, she had come intocontact with a noble related to the wizard-king, Duke Yaluughu of Ensheya. Asharihad also managed to arrange an audiencewith the duke, at his palace in Sorodh.

Indeed, I did meet the duke, a very

austere and somewhat sinister characterwith whom conversation was often terse. Ifinally reminded him I was an officialrepresentative of Her Imperial Majesty ofAlphatia and that I sought an audiencewith the wizard-king of Herath. Thatseemed to embarrass him. He eventuallyrevealed the wizard-king should alreadybe aware of our presence, and if he hadwished to see us, we would already know.He later added that the Royal Citadel waslocated at the center of the king�s domain,a thick forest (�a forbidden land infestedwith horrible monsters�).

For a fellow wizard, this was no friendlywelcome. Empty-handed and rather disap-pointed, I took my leave from the dukeand returned to the Princess Ark. Judgingfrom the �forbidden forest� hint, I wasclearly not to go there. I soon got a confir-mation of this from Ashari. She had foundthat the woods in question, the Forest ofthe Magus, were indeed strictly prohibitedby law to the common population. It was aplace only nobility was permitted to enter,and only with a royal invitation at that.

I found all this rather rude. I was notthe representative of some third rate,petty kingdom�like Herath! I was upsetand felt insulted. Well, then, if I could notenter the forest, fine�I would then flyover it!

I ordered a northerly route at once. Imay not be granted any favors as a resultof all this but, by the Eye of the Newt, Iwould not be ignored!

Amphimir 11�Baalhoth, from alater account: His Lordship, DukeYaluughu, summoned me this evening. Iwas to board the outsiders� flying ship andfind out who they were, unveil their inten-tions, and retrieve any magical secrets. HisLordship provided me with a magicalbrooch of spying into which I could storeall that I saw and heard. I was to reportback to the Watcher with the brooch,

Artwork by Terry DykstraDRAGON 41

after my mission.I began my duty after a quick prayer at

the Temple of Enebaan. I cast a spell ofinvisibility and approached the outsiders�flying skiff. The sailor noticed nothing.Soon after my arrival, the outsiders� com-mander returned with his rakasta guardand they boarded the skiff. I followed. Wereached the outsiders� flying ship justbefore nightfall, when I began exploringthe large vessel.

Amphimir 13�Haldemar: At last,we found the citadel. I didn�t want toantagonize the wizard-king further anddecided for the moment it would be bestto keep the Princess Ark visible.

I signaled the citadel�s guards I wascoming down, and they formed a doubleline and stood at attention. Their trumpetsannounced my arrival. The guards allwore high pointed hoods and sinisterblack robes that covered their entirebodies. Of all visitors, of course, I wouldbe the least prone to be impressed by sucha display. I went on by them.

I met the Viscountess of Berevrom, alady of great beauty and mind. She wasfar friendlier than the duke. She apolo-gized for His Majesty, saying he was busyat the time and could not receive me. Sheshowed me to my quarters and verifiedthat I was comfortably installed until suchtime as I could meet the wizard-king. I sawvery few people in the palace other thanthe hooded guards. A magically animatedtable knocked at my door, bringing a cupof steaming tea and a few pastries. Theviscountess returned with an invitation tothe wizard-king�s dinner that evening.

The evening came soon enough, andguards escorted me to the banquet hall.There, three dozen nobles and theirspouses sat at a large table, along with theviscountess. They were mostly humans,with a few lupins and rakastas. Strangely,none of the last two seemed the leastannoyed of each other�s presence at thesame table. In fact, a deadly silence filledthe room.

The wizard-king and queen arrivedshortly thereafter, and everyone rose. Hequietly motioned everyone to sit down.Still, no word had been uttered in theentire hall. The queen clapped her handstwice, and a wooden statue came alive,playing a lute. A group of magical trottingtables then entered with food and bever-ages. The high point of the dinner in-volved the serving of large, plumphouseflies the size of fat chickens, Every-one picked up sharp silver tubes, insertedthem into the flies, and, with great delight,began noisily slurping out the juices. Cour-tesy demanded that I go along with theother guests. Could it be worse thanstuffed mice á la Uxington? (It was.)

After no word had ever been spoken,the wizard-king and queen left and every-one returned to their quarters. The magi-cal trotting tables began cleaning theremains of the feast, occasionally gruntingand fighting for leftovers.

Amphimir 13�Baalboth�from alater account: This ship is truly won-drous, although it presents a difficultendeavor for spies. I soon learned to stayaway from the floors, since they createglowing marks around footsteps. Fortu-nately, the wooden bulkheads were nomatch for my eight claws, and I couldeasily cling to them and to the ceilings andmove unhindered. The stairways, alsomagically protected, forced me to wasteprecious dispel magic spells to getthrough. I heard the outsiders� officersutter magical words before entering cer-tain areas, and I concluded some doorswere also enchanted. I quickly followedthem into those rooms I wanted to visit.

An outsider female then unexpectedlyentered the room. Surprised, I droppedthe precious stone. The female did not seeme but noticed the gem fall to the floor.She looked perplexed, then began movingback toward the door. I picked up the gemas she turned back, and tried slipping pasther, but she caught one of my legs in thedoor. I screamed.

After long hours of poring over an im-mensely revealing log book in the quartersof the outsiders� commander, I examined abig gem, a fiery topaz of great value. Sure-ly, it must be the magical stone mentionedin the entry dated Andrumir 15 in Jaibul.The Watcher will be pleased with it.

The female immediately started slashingwildly with a short sword she had quicklydrawn, wounding me badly. Some of myichor stained the floor, and the femalesounded the alarm. I had to flee, triggeringalmost every magical ward in my way. Ithen ran into a row of heavily armedoutsiders standing on the deck. Next tothem was a tall, hairless outsider with abig hammer. I hate big hammers. Seeingmy ichor spilling on the deck, the baldoutsider cast a spell that negated my invisi-bility. Almost instantly, the other outsidersstarted firing lightning bolts at me.

Amphimir 13�Xerdon, from alater account: A monstrous creaturewas aboard the Princess Ark late thisnight. Lady Abovombe reported she hadheard some noise in the admiral�s quartersand went to investigate. There she saw anobject fall to the floor for no apparentreason, which it seems had been held byan invisible creature that Lady Abovombewounded shortly thereafter while it wascaught in the doorway. The alarm wassounded, but the creature escaped. Itappears the creature stole a preciousobject from the captain�s quarters. Nyangaand I are going down into the forest topursue the creature.

Fools! Their aim could not match mysuperior agility. I leaped out of harm�s wayand clung to the underside of the ship. Iimmediately secreted a long strand of silkand began descending toward the forest. Ihad to warn The Watcher I had been seen.

Amphimir 14�Haldemar: At last, Ihad a chance to meet the wizard-king. Hepointed out that he was a busy man, but

he would do what he could to accommo-date me. We discussed that which wizardsoften enjoy to chatting about. He said hewas an astrologer by profession and couldsee in the stars some of the great events ofthis world. He gazed at me for an instantand added he had seen in the stars the endof a great empress. Treachery from anancient mountain wizard threatened herrule. He said perhaps I had something todo with this, and I should return to Alpha-tia to seek out the danger. Then he burstinto diabolical laughter. Surely, this was ajoke. There were no mountain wizardsthreatening Her Imperial Majesty. Therecouldn�t be.

The meeting came to an end, and I wasasked to leave. The wizard-king needed towork on a complicated problem of astrolo-gy, and he required absolute silence andtranquility. The viscountess escorted meback to the tower on which I had original-ly alighted, and she bid me farewell as Iclimbed aboard the life boat. The leavingseemed too easy. There was somethingvery odd about the wizard-king�s jest. Thismonarch seemed decidedly too suspiciousto me, and I wanted to know more. As theskiff flew back toward the Princess Ark, Iinstructed the sailor to keep going and toask Commander Talasar to feign a depar-ture and turn the ship invisible. I cast aspell of invisibility of my own, and flewback to the wizard-king�s keep. I was in-tent on figuring this wizard out once andfor all.

Amphimir 14�Baalboth, from alater account: By Yehm, what arrogance!The outsiders have followed me down intothe Forbidden Forest. Blasted be thiswound that slows me. This will be theoutsiders� undoing. I know cousins of theAstafirs have a village nearby. They�ll help,I�m sure of it.

Amphimir 14�Xerdon, from alater account: The creature left foot-prints in the forest�s soft soil. A light spellprolonged our search into the night hours.We were getting closer to our fugitivewhen we ran into trouble. A magical illu-sion concealed the terrain before us,which caused both of us to fall into aravine�or, rather, into a very large spiderweb in the ravine. Our legs were caught.Three huge spiders approached, while afourth, wounded, remained aloof. One ofthem hissed and clicked, �Now you die,outsiders! �

Nyanga glanced at me and asked with agrin, �You be ready; mohn?� His giantblade hummed as he tore a wide gapthrough the web. We fell heavily into thebushes underneath, as the three spidersreached the gap. Just then I cast a wall offire around the spiders, setting the entireweb ablaze. The spiders had no choice butto jump off as well. The rest was standardprocedure; the three giant arachnids weresoon chopped to bits. The wounded onefled.

Both of us had seen creatures such asthese, in the rain forest of Yavdlom and

DRAGON 43

the dark woods of Shye Lawr and Black-heart. Araneas�vile intelligent spiders,deadly creatures. What they wanted withus, I had no idea. But we had to capturethe fugitive, alive.

Amphimir 14�Haldemar, laterthat night: I finally managed to get pastthe hooded guards and the magical wardsthat defended the wizard-king. Carefully, Isnuck into his quarters. There, I discov-ered a semicircular door, about 3� high. Itwas a secret door that someone had con-siderately left open.

It led to a spiral staircase to the top ofthe keep. There, hidden under a one-waymirror dome, was a huge spider web. Atits center stood a giant spider, gazing atthe stars through a looking glass, or�longview.� I cast a wizard eye and sent itcloser to the spider. There it was, watch-ing through its longview, and makingnotes with little insectlike fingers.

The creature wrote in a language Icouldn�t read, but I did recognize an oldrune. It came from an alphabet oncetaught to young Alphatian students ofwizardry. The rune alluded to Followers ofthe Fire, ancient foes from Alphatianmythology. More followed, among which Irecognized the symbol of Alphatia, theImmortal. I had to unveil this mystery, atany cost.

Suddenly, the web vibrated, like thecord on a lute, but much deeper. Thespider hissed and clicked as it put away itslongview. Images appeared in the web,near the center. It was Xerdon andNyanga. What were they doing in theforest? I saw them fall into a giant web,escape, and defeat three large spiders.

The creature I was watching dissipatedthe image and moved to the edge of theweb where I was. I hid in a corner, hopingit wouldn�t see me. Indeed, it went outthrough the open secret door. This wasthe chance I was hoping for. I crossed thelarge chamber and reached spiraling stairsat the center, which led up to the web�snexus. There, I stretched up to reach thenotes, carefully avoiding the mess of stickystrands. Unfortunately, my sleeve caughtsome of the web and caused vibrations toripple all the way out. The spider reap-peared at the door�and then fled!

Drat! It will alert the guards. I shovedthe notes into my shirt and ran after thecreature. I heard a door slam and a lockbolt shut just as I crawled back into theother room. The spider was gone, but thewizard-king stood there, holding a key. Hecast a spell that ended my invisibility.Beside him, 30 guards aimed cocked cross-bows at me.

�I seriously advise you not to make amove nor to utter a word, admiral. Theseguards are very twitchy. You have comehere without an invitation and disturbedmy research. Despite all, I have receivedand entertained you at my court. And youhave the gall to return here, like a thief, tospy on my research and annoy my famil-iar. Worse yet, your men have entered the

44 JULY 1992

forbidden forest and harmed my pets.This angers me greatly. I have no concernfor what nation you belong to, nor do Icare about who you might think you are,admiral. Since you are so interested inHerath, I invite you to extend your stayamong us for some time�a very long stay,admiral. Guards, throw this fiend to thedungeons!� I was trapped and defenseless.The wizard-king cast a web spell at me,and the guards carried me to thedungeons.

Amphimir 15-Baalboth, from alater account: Enebaan the Wise hasabandoned me. I�ve had no rest since myflight from the outsiders� ship. My pursu-ers haven�t halted their hunt, and they arebut a few instants behind me. I am ex-hausted. The death of the Astafir cousinscauses me great sadness. They must beavenged. There is still hope for this. I mustreach the citadel. I must keep going. Thetunnel is close.

Amphimir 15�Talasar, from alater account: Late last night, thewizard-king�s guards treacherously at-tacked the ship despite our invisibility Thewizards in the citadel must have discov-ered our presence and directed theirtroops� fire. I fear the admiral was eitherdiscovered or captured in his covert visitto the citadel.

The attack began just past midnightwhen the guards began firing globs ofwebbing from the highest towers of thecitadel, probably in an attempt to pull thePrincess down. Failing this, giant spidersattempted to climb aboard, running up thesilk strands, but we successfully repelledtheir assault. Unfortunately, the citadelused a magical shield that absorbed thePrincess�s breath weapon. It proved onlymarginally effective against the assaultingspiders. The boltmen now show signs offatigue after this long night of fighting.The sight of so many giant spiders se-verely tested their nerves.

The aft sight spotted packs of spidersgathering in the citadel. They seemed tobe coming from the forest en mass. Theymust be preparing for a massive assault.Vats of boiling slime from which thewebbing shots came have been replen-ished. With the sun rising above the for-est� the crew finally managed to cut offthe majority of the web strands that heldus fast despite volleys of arrows. We lostseveral sailors overboard due to the ar-rows and stray web strands; those whosurvived their fall were mercilessly slaugh-tered by the giant spiders. This is perhapsour last chance to leave, for another as-sault would certainly crush our defenses.

Alas, I�ve yet received no message fromeither the admiral or our hunting team. Inthe face of the grave danger threateningthe Princess Ark, I am obliged to order herwithdrawal to a safer altitude. I pray toRazud that our companions are safe. I willadvise a new course of action as soon asthe Princess Ark is out of danger.

Amphimir 15�Xerdon, from a

later account: It was fortunate that thesky had remained heavily overcast thisnight, for we would have otherwise losttrack of the fugitive. When my magicallight had run out, infravision revealedfaint spots of warmth on the leaves and onthe soil, no doubt ichor from the monster�sinjury. My experience in tracking thewoods of Blackheart had again paid off. Bysunrise, the spots of ichor and the foot-prints had led us to a small cottage. Weknew the fugitive hid there.

Nyanga kicked the door open, and awoman screamed. There stood a wenchwhom I took to be the wife of a forester.She had almost convinced us she had seenno monster, but said she had heard somenoise in the rafters. As I considered herwords, Nyanga noticed blood drippingfrom her hand. Before I could intervene,his blade swung wide, beheading thewench.

A search revealed a black brooch, a fierytopaz, thieves� tools packed in a weblikenet, the remains of a pickled house fly thesize of a chicken, and a secret passageleading down to a tunnel. It ran for hours.We finally reached the bottom of adungeon well, just above the surface ofmuddy, fetid water. Unidentifiable, putridflesh bobbed at the surface as we forcedthe tunnel�s rusty grate open. I cast adimension door to reach the top of thewell and tossed a rope to Nyanga. Justthen, we heard shouting and the sound ofpeople running toward us. Perhaps wehad triggered some unseen alarm.

�Eh mohn,� he said to my horrified pro-tests, �I be sure de monster spirit be insideher. I be taking no chances with de magi-cal spiders.� He had a point. The wench�swounds did look like several deep swordslashes, yet there really was no way to tell.She looked very human to me, even indeath. This could mean trouble later.

Madly racing down the hallway camethe admiral, shouting �Jump back, youfools! Jump!� A few paces behind himfollowed a crawling mass of huge, repul-sive spiders, hissing and clicking furiously.All three of us reached the bottom of thefoul pit in no time. Nyanga slammed thetunnels metal grate behind us.

Choking and gagging, the admiral sput-tered a spell with such volubility I thoughtfor a moment the spell would fail. But just asthe spiders ripped the grate right off itshinges, the travel spell took effect. At last,we were back on our way to the PrincessArk.

Amphimir 15�Haldemar, epi-logue: I congratulated Talasar and Xerdonfor a job well done, as well as LadyAbovombe, without whose alertness manyquestions would have remained unanswer-ed today. The ship was safely headednorth. Xerdon had retrieved from theintruder�the creature called Baalboth�the stolen Jaibuli topaz and a magicalblack brooch. The latter turned out tocontain Baalboth�s comments, magicallyetched inside�comments that I have en-

tered into my log book at the appropriatespots. I can only hope it really wasBaalboth that Nyanga eliminated. It knewfar too much about the Princess Ark formy own comfort.

From this and what I had seen in thecitadel, I must conclude the wizard-kinghas allied himself with a tribe of araneas,either by common accord or by coercion.Was the Great Magus an aranea himself? Istrongly suspect it but don�t have irrefuta-ble proof. Wizards do have strange waysat times.

More interesting were the notes takenfrom the spider in the wizard-king�s keep.The dungeon�s muddy sludge had ruinedpart of the parchment, but Raman stillhelped me decipher the runes that sur-vived. There were hints to waves of magi-cal power being sucked into Glantri, anation northwest of Thyatis. The wizard-king of Herath had scribbled some con-cerned comment that perhaps this had todo with the overall impoverishment ofmortal magic on Mystara, our �KnownWorld.� I had no idea what he was alludingto, but the thought was nevertheless wor-risome. The wizard-king of Herath seemedneither a prankster nor an incompetentfool. I would have to investigate this my-self soon. Perhaps his warning should bebrought back to Her Imperial Majestyafter all.

To be continued...

Magocracy of Herath �Capital:Belphemon (pop.: 186,000 araneas�absolutely no outsiders); ruler: Wizard-king Yahav IV �The Watcher,� son ofQueen-Sorceress Amsharai II (hereditarydomain includes the Forest of the Magus);patron: Yehm.

The araneas of the Savage Coast are asecret race; no one knows that they reallyexist, because these araneas have learnedto take the shape of humanoid creatureswhen dealing with outsiders. (Note: �Hu-manoid� throughout the following textincludes humans, demihumans, goblinoids,rakastas, tortles, lupins, etc.). Araneas arespiderfolk, highly intelligent beings thatlook like human-sized spiders in theirnatural shape.

Over the centuries, araneas learned touse magic to subdue their environment.They also developed a unique culture that,if cold and amoral, remains neverthelessquite pragmatic. Araneas are predators towhom humanoid flesh remains a delicacy.Because of this and their clearly arachnidmorphology, other races loathe the verymention of araneas. Unruly children fromrakasta cottages to goblin yurts are oftentold stories about how scary araneas comeand take away disrespectful youngsters.Had the araneas not learned to concealtheir identities, the neighboring realmswould have annihilated the aranean nationlong ago. Today, araneas of the SavageCoast are thought to be the stuff of legends, mere mythology of the past.

The Lands of the Great Magus

Thus, as the aranean nation grew, lawsand customs that reflected their behaviorand mentality were created. The youngaraneas of Herath are taught from birththat they are two different people. One isthe true aranea, the other is a humanoidalter-ego. The aranea�s two personalitiesare very distinct, with two separate sets ofhistories and personal experiences that thearanea learns to accept as legitimate iden-tities. This is done to ensure that the ara-nea will play its alter-ego�s role toperfection in order to better fool outsid-ers. Indeed, the practice has largely suc-ceeded� thanks in a great part to thearaneas� superior intellect.

However, the practice does present arisk. Some araneas develop split personali-ties. When this happens to an aranea, it nolonger knows it has a second personalityand forgets what it did under its otherpersonality. A psychotic aranea will almostalways revert to its natural mind andshape when in presence of araneas inarachnid shape (95% chance). If it fails, itbecomes permanently insane in that itforever forgets about its true nature andeverything pertaining to araneas, saveperhaps some common humanoid legendsand folklore about araneas. So deeplyingrained is the aranea�s double-personality teaching that a psychotic ara-nea will always shut down its aranean selfand switch to its humanoid alter-ego whenin presence of outsiders. (One of the secretaranean laws demands that araneas switchto their humanoid form whenever theyprepare to leave the Forest of the Magus.)

A further limitation exists on an aranea�sshape-changing ability. It can switch onlybetween its two specific alter egos; itcannot use humanoid or aranean identitiesother than the two given it at birth byaranean sages. These two original identi-ties are chosen in accordance with thearanea�s family lineage. An aranea of noblebirth will be given a noble humanoididentity (e.g., the family of a �human�baron is most likely to be a single araneanfamily).

Aranean imitation and acting are sogood that an aranea can hardly can tellwhether or not a character met for thefirst time is an aranea. Furthermore, ifwounded or killed in humanoid form, anaranea does not revert back to its arach-nid body. Dispel magic cast at 20th level orhigher is necessary to force an aranea toadopt its true form. This fosters a certainelement of confusion very useful to intrud-ing adventurers.

No one knows for sure exactly wherearaneas came from. Some say they were acreation of the Immortals, an experimentwith a race that was left unchecked. Oth-ers surmise they came from other worldsand adapted to Mystara. In any case, thereare several aranea realms on Mystara, allof which are exceedingly well concealed.

Savage Coast araneas spread out fromthe area that is presently their capital, atthe center of the Forest of the Magus.

Beneath the citadel lies a huge network ofcaverns that saw aranean prehistory.There, primitive paintings and carvingsremain a silent testimony on how longthey�ve existed below the earth. Armedwith their incredible abilities, the araneanadvance remained unchecked within theconfines of their dark forest, a thick wil-derness only rarely visited by primitivehunters.

When they reached the outer limits oftheir forest, the araneas had already devel-oped their shape-changing skills. They alsoknew of the humanoids� hatred and fear ofthings arachnid. Under their impenetrabledisguises, araneas began mingling withtheir primitive neighbors and soon cameto think humanoids were their inferiors.They believed that the aranean Immortalsput the �savages� there for the araneas�benefit-as succulent edibles at first, asconvenient armies next, and finally as aprecious source of labor, revenue, andsometimes even magical innovation. How-ever, in the Immortals� infinite wisdom,�savages� were made dangerous and won-derfully varied so that their gift could notbe abused and so araneas would learn andinspire themselves.

In the past centuries, Savage Coast ara-neas posed as wizards and slowly estab-lished their magocracy. Seizing power inthe region without drawing suspicionfrom the local folks proved to be an easytask for the crafty araneas. Over theyears, four �wizards� established largedomains and imposed their authority onthe people there. Finally, the �wizards�declared allegiance to the �Great Magus inthe Forest,� and �united� their domainsinto a single, large realm. Nonaraneanwizards are unwelcome and promptly andquietly removed from any position ofpower there. Today, the aranean realmstretches from Bellayne to the northernedge of the Dark Jungle in the Orc�s HeadPeninsula, and goes about 140 miles inlandfrom its shore on the Western Sea.

The common folk of Herath have grownaccustomed to the thought of their rulerbeing a quiet and reclusive wizard, �overthere in his tower at the heart of the darkforest.� They have had no reason to com-plain of their treatment or suspect thetruth about the ruling nobility. Their fateis comparable to any other nation�s sub-jects� save for people who occasionally�disappear� without explanation.

Once in a while, the Great Magus (inhumanoid shape) visits one town or an-other or the court of his vassals. Most ofthe time, envoys or vassal nobles willconduct business with visiting dignitarieson behalf of the Great Magus. So far, nomonarch abroad has had reasons to sus-pect anything, other than the naturaldistrust of magocracies�wizards can bestrange, indeed. The Forest of the Magusis off-limits to all uninvited people. In anycase, none of the local folk would enterthat forest, since it is rumored to behaunted and infested with monsters�a

DRAGON 45

perfect place for wizards.The Great Magus lives in what could be

called the capital of the araneas. It is agreat citadel where araneas enjoy goingabout in their true shapes. There, themost brilliant aranean minds help theGreat Magus determine his nation�s fateand rule his subjects, humanoid and ara-nean. The citadel reaches 100� into the airbut delves 10 times deeper below ground,connecting with ancient caverns wheremany more araneas dwell. The deepestand oldest caverns hold sacred groundsfor temples, as well as dark secrets andclues to the true origins of araneas.

Six fortresses delineate the Great Magus�domain. Each is the home base for araneapatrols (in humanoid shape) that guard theedge of the woods. The fortresses connectwith each other and with the Great Magus�citadel through tunnels and caverns. Eachfortress is a magical building that marksthe edge of the Magus� magical power.

An invisible web of magic emanatesfrom the citadel and affects the forest. Theweb is an immaterial extension of theGreat Magus� mind, allowing him to senseeverything inside the forest, including thepredominant feelings and physical sensa-tions of visitors. If an animal is killed, theMagus may sense it, but the Magus cannotactually read someone�s thoughts, only thesurface impressions.

The greater the extent of the sensations(e.g., many warriors fighting in a smallarea of the forest), the more the attentionof the Magus is likely to be attracted; thischance is 1% per 10 HD or levels of crea-tures involved in a single event (round upfractions, with a 1% minimum chance perroll). If the Great Magus expects troublesomewhere and actively searches the web,the chances he�ll notice some activity goup to 5% per 10 HD.

Once the Magus� attention has beencaught, the Magus can �lock� his attentionon a specific individual in a party, usuallythe one with the highest experience levelor the greatest number of Hit Dice. TheMagus will not know who that individualis, but he will sense where the victim is(within 1d8 miles) as long as the individualkeeps moving through the magical web. Ifthe individual stops for more than 1d4hours, the link is lost.

The Magus can tell if someone he�s beentracking with the web enters the citadel,but no more. Short of personally encoun-tering the visitor, the Magus will not beable to locate or identify that visitor. Oncehe has personally met a visitor, the Magusmay keep tracking the visitor through theweb after the latter�s departure from thecitadel (no die roll needed for this). If thevisitor returns to the web at a later time,the Magus will then be able to recognizehim, provided he does something to at-tract the Magus� attention.

Herath maintains peace with Bellayne, asa war with the rakastas would be far toocostly; there�s also the risk of unveiling thearaneas� little secret if things go wrong.

46 JULY 1992

The Great Magus is far more interested inpolitical intrigue and magical influencethan in open warfare. He stays busy main-taining a delicate balancing act betweenBellayne to the east and the bellicose orc-ish hordes of the Dark Jungles at theopposite end of the magocracy. The pres-ence of Terra Leaoca, a small Vilaverdancolony, is useful to the Great Magus, sincethe colony is a pain in Bellayne�s flank. TheMagus quietly supports the Vilaverdancolony, in exchange for which Herathitemerchant ships may sail through the colo-ny�s territorial waters without any inter-ference.

Eastern Dominions of HerathViscountcy of Berevrom�Capital:

Amion (pop.: 4,300, araneas, humans,elves, rakastas); ruler: Lady Beryam �TheDeft,� daughter of Lord Balmoroth ofBerevrom; typical NPCs: soldiers, thieves,and aranean spies; patron: Enebaan.

Duchy of Ensheya �Capital: Sorodh(pop.: 14,900, araneas, humans, elves,halflings); ruler: Duke Yaluughu �The DarkWeaver,� son of Lord Ezer of Ensheya;typical NPCs: farmers and woodcutters;patron: Yehm.

County of Enom �Capital: Nezhev(pop.: 5,700, araneas, humans, dwarves,some tortles); ruler: Count Disbaal �Eight-Eyes,� son of Lord Enzuth of Enom; typicalNPCs: miners and gem cutters; patron:Negyavim.

Viscountcy of Hethzya �Capital:Shahav (pop.: 18,500, araneas, humans,halflings, some rakastas); ruler: Lord Ma-zioth �The Hook,� son of Lord Gerphemonof Hethzya; typical NPCs: merchants andsoldiers; patron: Shaya.

The Wildwoods �Administrativecenter: Tower of Yedom; regional popula-tion is mostly araneas, with some humansand elves; ruler: Lord Yezarath of Pazphe-zu, appointed overseer; typical NPCs:forest hunters and lonely wizards; patron:Shaibuth.

The Wildwoods are mostly wilderness,barely touched by civilization. The GreatMagus is still debating whether it shouldbe left to the hand of the woodcutters andfarmers to expand the nation, or saved forfuture aranean generations. Araneannobility is widely divided on the fate ofthis unclaimed territory. More pressing isthe need to curb the incessant encroach-ment of rakasta hunters from Bellayne�sWyndham Marches.

Immortal Patrons of HerathYehm (alias Korotiku the Spider): Ara-

neas are an old-time favorite of Yehm, oneof those Immortals who no longer remem-bers ever being mortal. It is tempting tosay he once was a mortal aranea, whichwould attest to this race�s ancient exist-ence in the universe, but no proof exists ofthis. Nevertheless, Yehm is the grand pa-tron of araneas, even more so than he is ofthe lupins.

Enebaan (better known as Masauwu):

Enebaan represents the arts of diplomacy,intrigue, influence, and masquerade�things of vital importance to the existenceof araneas in a world dominated by hu-manity and its cousins. By definition, thismakes him the patron of rulers, spies, andthieves.

Negyavim (known as Iliric elsewhere):This Immortal is a brilliant teacher ofmagic whose attention was attracted earlyon by the araneas� talent in things arcane.His followers use the local mining of gemsand the dwarves� skillful crafting of theseprecious stones as a source of sacrificialgifts to this greedy Immortal. Negyavim isthe patron of aranean wizardry�but alsoof their insensitivity.

Shaibuth (also named Eyrindul): Thiselven Immortal took on the cause of ara-neas as an afterthought, merely a meansto compete against Korotiku, his old rival.Eyrindul, however, prefers those araneaswho decided to remain creatures of theforest. He still tries to create a druidicaranean philosophy but with little luck sofar. His devout eight-legged followers havedecidedly proven much too pragmatic andcynical for Eiryndul�s hopes.

Shaya (alias Valerias): One might beshocked to find such a symbol of beautyand love here; however, the unusual storyof two Herathite lovers touched her somuch she wished to know more aboutaraneas. A human paladin once met anaranea�s beautiful human alter-ego. Theyfell in love�he being unaware of his lov-er�s true self, and she being so immersedin her masquerade she could neither dis-cern nor control her emotions. Alas, thenature of the aranea�s shape-changingability allowed the lady to bear a child, nodoubt some poor creature neither fullyhuman nor arachnid. This tragic birthwould foil her secret and forever destroyher love. In desperation, she kissed herknight and bit him to death, then endedher own life and that of her progeny.Shaya witnessed the sad tale and saw thateven within a truly loathsome creaturetrue love could still be found�and it is thisquality that she sponsors.

Although these creatures are bettersuited as NPCs to annoy and torment yourfavorite player characters with, they couldbe a challenge to role-play among a groupof unsuspecting adventurers. Use themagic-user�s experience progression table,with a 50% penalty (rounded down) to allexperience gained for the sake of gamebalance.

Araneas as PCs

Araneas were described in the AC9Creature Catalogue as 3-HD monsters.Let�s assume these are a separate speciesof NPCs. PC araneas would start with thesame game statistics and abilities as hu-man magic-users, with the racial abilitieslisted as follow. These differences applyonly to araneas in their natural form. Anaranea can cast spells in both forms.

In humanoid form, treat an aranea as a

normal human magic-user. If mimickingelves, rakastas, or lupins, be aware thatthe PC�s number of Hit Dice and the com-bat tables will remain those of a humanmagic-user. Otherwise, the shape-changedaraneas do benefit from the race�s specialabilities (e.g., increased dexterity and claw/claw/bite routine for rakastas, secret doordetection and infravision for elves, im-proved senses of hearing and smelling forlupins, etc.).

Aranean racial abilitiesLevel 1: Araneas can shape-change at

will between their two alter-egos. Thechange requires a full game turn. Araneashave multiple sets of eyes that provideinfravision, secret-door detection, andwide-angle vision (araneas can be sur-prised only on a roll of 1 on 1d10). Theycan climb walls without the help of toolslike thieves of the same level, and cancling to ceilings with a -40% penalty tothe climbing roll.

Level 2: An aranea can build a stickyweb (or a cocoon) or secrete a silk strand.It does so at the rate of one square footper round for the web, or 20� per roundfor the single strand. The aranea can hangat one end of the strand and descend as itsecretes the strand. The strand is asstrong as a normal rope, with half theencumbrance. The aranea can climb up itsstrand at its normal web movement rate.

The web functions like a web spell forcreatures running or falling into it. Theweb must be large enough to cover the

entire creature or else it rips apart. With-out constant care, an aranean web lasts aweek, after which it dries up and fallsapart. Araneas can move at their webmovement rate on any giant arachnidweb. They can also toss a small sticky web(no more than 3� × 3 �); treat as a basic skillwith nets (Rules Cyclopedia, page 79).

Level 3: Aranean venom becomes potentenough to affect creatures of ½ HD ormore. The venom causes paralysis (savingthrow vs. poison to negate) that lasts onegame turn per level of the aranea.

Level 5: Araneas can freely sense thepresence of and control normal spiders(up to 4 HD worth). This is done at will, aslong as normal spiders exist within 30� ofthe aranea (no save). This does not includegiant types or other monstrous arachnids.

Level 7: Once a day, araneas can sum-mon normal spiders regardless of thesituation. They arrive magically within 1d4rounds as a single, crawling mass. Treat asan insect swarm for game purposes (RulesCyclopedia, page 187).

Level 9: The aranea�s poison becomeslethal. If the victim fails to save againstparalysis, the victim must then roll a sec-ond saving vs. poison. If the second savingthrow fails, the victim dies within 1d4turns. The lethal effects of the poisonaffect only creatures with the same num-ber or fewer Hit Dice as the aranea.

Level 12: The summoning and control-ling of spiders also applies to nonmagicalgiant spiders. The aranea magically at-tracts a number of Hit Dice of giant spi-

ders equal to or less than one third itsexperience level, once per day.

Araneas must be neutral or chaotic, useskill slots to acquire the ability to speak tonormal and giant spiders (one skill slotcovers both), and reach a score of 18 inActing as soon as possible. The Acting skillis based upon the araneas� natural Cha-risma scores.

Araneas gain a +2 bonus to Dexterityand Intelligence (up to 18), but suffer a -2penalty to Strength and Constitution.These game statistics apply to both alter-egos. Roll up the aranea�s natural Cha-risma as usual. The Charisma of thehumanoid alter-ego is initially equal to 8(use the aranea�s natural Charisma if 7 orless). Each time the aranea gains a newlevel of experience� it may make an Actingskill check. If successful, the aranea per-manently increases its humanoid alter-ego�s Charisma by one point, up to 18.Note that the alter ego�s Charisma can behigher than the aranea�s natural Charisma.In their natural form, araneas have aCharisma of 3 to outsiders.

Natural Aranean statistics: AC 9 (mi-nus dexterity bonus); HD as MU; MV180�(60�) or 120�(40�) on web; #AT 1 bite orweapon or spell; Dmg by weapon or spell(bite 1d6 +paralysis); Save as MU; AL C or N.

48 JULY 1992

©1992 by Rick Swan

A hard look at hard science-fiction games

Role-playing games� ratings

X Not recommended* Poor, but may be useful* * Fair* * * Good* * * * Excellent* * * * * The best

50 JULY 1992

People inclined to divide things intogroups sometimes assign all science-fictionliterature to one of two general categories.�Hard� science fiction refers to storiesbased on physics, biology, and other so-called hard sciences. The gadgets, technol-ogy, and applications of hard SF areextrapolated from accepted scientificprinciples; they might be impossible today,but assuming that science continues toadvance, it�s reasonable to speculate thatthey might actually exist at some point inthe future.

�Soft� science fiction, on the other hand,concerns itself with people more thangizmos, taking its cue from soft sciencessuch as sociology and psychology. It�s onething to theorize about how genetic engi-neering might really work. It�s quite an-other to imagine how racist governmentsmight use such a discovery to managetheir constituencies.

Science-fiction role-playing games, how-ever, resist these categorizations for acouple of reasons. First, most game design-ers aren�t all that scientifically predis-posed, despite the fact that many�yourstruly included�have backgrounds inscience. We�re not particularly botheredby the �whoosh� made by the U.S.S. Enter-prise when it soars through the vacuum ofspace, and we approach our designsaccordingly.

Second, and more important, most play-ers don�t want physics lessons or sociologylectures in their RPGs. They aren�t aboutto sit still while game designers wringtheir hands over the feasibility of warpdrives or time travel�they just want to geton with the adventure. Publishers whointend to stay in business quickly learn togive players what they ask for.

But, while game designers may not emu-late the science in SF literature, they striveto emulate the tone. In that sense, RPGscan be sorted into categories using slightlydifferent definitions of �hard� and �soft.�Hard games emphasize technology andrealism, and as much effort is made toengage a player�s intellect as his emotions.Hard games tend to focus on complexhardware, authentic-sounding jargon,gritty settings, and labyrinthine back-grounds. Rules rely heavily on numbers,formulas, and charts; players don�t need tobe mathematicians or engineers, butthey�re encouraged to act like them. Exam-ples of hard SF games include IronCrown�s SPACE MASTER* and GDW�sMEGATRAVELLER* games.

In contrast, soft games stick to moretraditional elements of high adventure.Fact takes a back seat to fantasy whenevernecessary to make for a more excitinggame. Soft games tend to be more fancifuland less number-heavy, focusing squarelyon characters and plot. West Ends STARWARS: The RPG* and the late, lamentedSTAR TREK: The RPG* from FASA typifythe soft approach.

Think of it this way: When a hard-SFgame designer creates a laser gun, he

second edition

Mulvihill

Cover: Les Dorscheid

wonders how it can be logically derivedfrom the scientific principles employedelsewhere in the game system. When asoft-SF game designer creates a laser gun,he wonders how big a stain will be leftbehind when it blows away little greenmen.

This month, we�ll be taking a look at twohard SF games. These products are hard inthe literal sense as well as the figurative.They�re not impossible to master, but they�readmittedly demanding, best suited for expe-rienced players and diligent referees.

MECHWARRIOR* game,

168-page softcover bookFASA Corporation

* * * ½

Development: Mike NystulEditing: Donna Ippolito, Sharon Turner

Design: Mike Nystul, Lester W. Smith$15

Additional material: Donna Ippolito,Sam Lewis, Tara Gallagher, andJames Lanigan

Venters, Jeff Laubenstein, Mike Nielsen,Dana Knutson, Rick Harris, Mark Ful-lerton, Earl Geier, and Jim Nelson

Interior illustrations: Joel Biske, Steve

The first edition MECHWARRIOR gamelooked like a sure thing. The role-playingsupplement to the immensely popularBATTLETECH* board game, the MECH-WARRIOR system boasted an intelligentcharacter-generation system, a set of com-plex but clever combat rules, and somenew insights into the rich BATTLETECHuniverse. But the game never took off. Notonly did it fail to attract many new con-verts, even hardcore BATTLETECH gameplayers stayed away in droves.

How come? Three fundamental prob-lems with the first-edition game limited itspopularity (all of these were addressedand corrected in the second edition):

1. The first-edition MECHWARRIORsystem required ownership of theBATTLETECH game, a prerequisite thatnovices rightly found intimidating sincemastering the complex BATTLETECHsystem is hardly a day at the beach. Thesecond-edition MECHWARRIOR game is astand-alone product, requiring neither theBATTLETECH rules nor the maps andminiatures of the tactical board game.

2. The role-playing rules in the first-edition MECHWARRIOR game essentiallyfunctioned as an extension of the BATTLE-TECH combat rules. Player charactersexisted mainly to pilot giant BattleMechrobots and didn�t have much personality;for all practical purposes, a PC was justanother circuit board. The second-editionrules strive to create three-dimensionalcharacters who have lives outside thecockpits of their BattleMechs.

3. The first-edition rules were plaguedwith glitches, none of them major, but

there were enough of them to drive nit-pickers nuts. Rather than attempt to patchup the holes, the second edition�s design-ers opted for a top-to-bottom overhaul,resulting in smoother and more sensiblesystems.

Despite these changes, the thrust of thegame remains the same. Set in the farfuture in a universe devastated by theSuccession Wars, skilled combatants calledMechWarriors struggle for personal gloryand domination of the stars. The primaryweapons in their arsenals are BattleMechs,robotic monstrosities loaded with missilelaunchers, particle beams, and other dead-ly doo-dads. It�s a chaotic, nightmarishsetting, made to order for players whothink diplomacy is for wimps and a duel tothe death-preferably with a lot of explo-sions, smoke, and flames�is a reasonableway to settle an argument.

Characters: The unnecessarily compli-cated character-creation system is thegame�s most disappointing feature. Charac-ters derive from five basic attributes (Build,Reflexes, Intuition, Learn, and Charisma),compared to the first edition�s four (Body,Dexterity, Learning Ability, and Charisma).Additionally, second-edition PCs come withcharacteristics (Athletic, Physical, Mental,and Social, used as a basis for SavingThrows and Skill rolls), advantages (person-al assets ranging from Wealth to Tough-ness), skills (Acrobatics, Navigation, andfour dozen others, twice as many as in thefirst edition), and BattleMech aptitudes(anything from Light units to heavy-dutyAssault models). Available races includeHuman, Clan Warrior, and Elemental.

To begin constructing a character, theplayer prioritizes five general categories(Race, Attributes, Skills, Advantages, andBattleMech) by assigning them a ratingfrom 0 to 4 on the Master Character table.He might assign 1 to Attributes, 3 to Skills,4 to BattleMech, and so on, but may notuse the same numerical rating more thanonce. The prioritized ratings generatepoint allotments for each category; a rat-ing of 1 in Attributes generates 21 Attrib-ute Points, and a rating of 3 in Skillsgenerates 20 Skill Points. He spends hispoints to acquire power levels for specificabilities in the five categories.

It sounds easy, but the multitude offormulas, racial modifiers, and specialcases make what could be an otherwisestraightforward procedure into a realheadache. For instance, Build, Reflexes,Learn, and Charisma all have values equalto the number of Attribute Points spent onthem, but Intuition has a value of only halfthe number of expended points. It costs 1point to buy a Level 1 skill, but 3 points tobuy Level 2, and 15 to buy Level 5. Find-ing the saving throw for an Attributeinvolves doubling the Attribute�s value andsubtracting the result from 18. All thisrigmarole might be worth the effort if theensuing characters were out of the ordi-nary, but with no super-human abilities tospeak of and no skills beyond the expect-

DRAGON 51

Fortunately, the game provides 16 ready-to-go archetypes for players lacking thepatience to navigate the character genera-tion rules. Reminiscent of the CharacterTemplates in STAR WARS: The RPG, thearchetypes comprise a broad range ofpersonalties, such as the Bounty Hunterand the Grizzled Veteran, including rele-vant statistics and background informationfor each. Simple rules for customizing thearchetypes allow players to create theirown variants. Both archetypes and player-generated characters may improve theirAttributes and Skills by cashing in Adven-ture Points and Skill Points, awardedduring the game for completing missionsand successfully using Skills.

ed, they�re nothing special.

Mechanics: Resolving noncombatactions uses a skill-roll system similar tothe proficiency system in the AD&D® 2ndEdition game. Just as every AD&D-gameproficiency has an associated ability, everyMECHWARRIOR-game Skill has an associ-ated characteristic. To compute the BaseTarget Number (that is, the chance ofsuccess) for a particular skill, the playersubtracts his PC�s skill level from the asso-ciated characteristic rating. For instance,the associated characteristic for Acrobat-ics is Athletic; if the PC has an Athleticrating of 9 and an Acrobatics skill level of3, his Base Target Number is 6. A 2d6 rollequal to or higher than the Base TargetNumber means the skill succeeds. Thereferee may, at his discretion, declare abonus or penalty to the Skill roll to com-pensate for especially easy or difficultsituations. In addition, each PC begins thegame with a point or two of �Edge� that hecan spend any time he likes to negate abad dice-roll and throw again, substitutingthe new result for the original. Compara-ble to Force Points from STAR WARS: TheRPG or Karma Points from TSR�s MARVELSUPER HEROES� game, Edge Points serveto distinguish MECHWARRIOR-game PCsfrom mere mortals without significantlydisrupting the balance of the game.

The personal combat system derivesfrom tactical war games and is corre-spondingly complex. The system slicescombat into 10-second rounds and sortsactions into three general categories:incidental (relatively effortless actions,such as falling to the ground or shouting awarning to a friend), simple (standing up,readying a weapon, and similarly reflexiveactions), and complex (actions involving aPC�s full concentration, such as reloadingor sprinting). On his turn, a PC may per-form any number of incidental actions,one or two simple actions, or a singlecomplex action. Movement involves modes(Walking, Running, and so on) and theexpenditure of Movement Points, deter-mined by a formula for each mode; forexample, the sum of a PC�s Build and Re-flexes Attributes, plus his Running skilllevel, equals his Running-mode MovementPoints. Hex maps and counters aren�tstrictly necessary to regulate movement,

52 JULY 1992

Campaigning: Aside from a few gener-ic encounter ideas and a handful of obvi-ous referee tips (be dramatic, tell a goodstory, use strong villains), there are noformal scenarios. However, the 50-pluspages of Succession Wars backgroundmaterial ought to stimulate theimagination of creative referees, or at leastinspire them to run out and buy a supple-ment or two. The historical overviewtraces the first tentative steps of interstel-lar exploration in 2001, through the Reuni-fication War of 2578, to the clash of Claninvaders and ComStar regiments on Tu-kayyid in 3052. As the overview focuseson the current state of affairs in theBATTLETECH universe, old-time BATTLE-TECH game players may want to check itout to bring themselves up to date.

As befitting a hard-SF game, the MECH-WARRIOR book catalogs an impressive

Notable in their absence are usable rulesfor BattleMech combat. While technicallythe domain of the BATTLETECH game, theMECHWARRIOR game contains so manytantalizing peeks at BattleMech duels thatplayers are bound to be disappointedwhen they can�t find guidelines to stagethem. A few pages of general rules forBattleMech combat, along the lines of theJump Start Rules in Steve Jackson�s CARWARS* game, would have been welcomeand would have boosted my rating an-other half-star.

Adjudicating weapon attacks involvesrange assessment (Short, Medium, Long),the target�s status (is he Running or Sta-tionary? Prone or Covered?), and the at-tacker�s situation (is he Sprinting orWalking? utilizing Careful Aim or BurstFire?). Melee combat also comprises a hostof modifiers, among them Elevation, Con-cealment, and Darkness. As in the first-edition MECHWARRIOR game, the secondedition�s damage rules are based on hitlocations, courtesy of rolls on the DamageLocation table. Unlike the first edition, thesecond edition uses Condition Monitors,three lines of boxes (labeled Good, Fair,and Poor) that track a PC�s health. Eachline has up to eight boxes, depending onthe PC�s Build score. When the PC suffersBruise Damage, resulting from clubs andother minor attacks, the player makesslash marks in the indicated number ofboxes. When the PC suffers Lethal Dam-age, from firearms or other deadly weap-ons, he makes X marks. Each X of LethalDamage equals two slashes of Bruise Dam-age. When all of the boxes on the Goodline have been filled in, the PC is reducedto Fair condition. A PC no longer in Goodshape suffers penalties to his Conscious-ness rolls, which are made now and thento see if he stays on his feet. Like the restof the combat rules, the damage system isintricate but not overwhelming, thanks tolucid explanations and generous examplesof play.

but for a system this complicated, thefrazzled referee will find them helpful ifnot essential.

array of high-tech equipment, from laserscalpels and medipaks to neural whips andinfrared suppression suits. Availabilityratings are assigned to each gadget; alowly A rating indicates availability to allforces, while the D-rated devices are near-ly impossible to obtain for most charac-ters. If PCs want the top-of-the-linearmaments, they�ll have to risk their necksto get them.

Evaluation: Usually, I�m as enthusiasticabout number-heavy games as I am abouttrips to the dentist. But all the chart-checking required by the MECHWARRIORgame not only compliments the tone of thegame, it actually enhances it. Most wiz-ards, spies, and super heroes have betterthings to do than juggle numbers, but itseems perfectly natural for the spunkytechnologists of the MECHWARRIOR uni-verse. With the exception of the awkwardcharacter-creation system, the rules meshlogically and justify their complexity byproducing convincing and satisfyingresults.

Though the MECHWARRIOR game is aself-contained product, it barely scratchesthe surface of the BATTLETECH universe,and I can�t imagine staging extended cam-paigns with this material alone. In particu-lar, the original BATTLETECH game is avirtual must, especially if players want toboard their BattleMechs and crunch someserious steel (and really, that�s the wholepoint of the BATTLETECH series). Thesecond-edition MECHWARRIOR gamefurnishes simple suggestions for incorpo-rating BATTLETECH tactical systems; theBATTLETECH Compendium supplementprovides fine-tuning. Beyond these corerules, there�s a mountain of source books,adventures, and expansions from FASAthat ought to keep players busy until the31st Century actually gets here.

ALIENS* AdventureGame * * ½

194-page softcover bookLeading Edge Games $22Primary design: Barry NakazonoWriting and design: David McKenzieEditing and production: Irene KinzekIllustration and graphic design: Toni

For the most part, the appeal of theAlien movies was lost on me. The plotswere filled with easy scares and B-moviecliches right out of Halloween. The alienitself struck me as a cross between a pray-ing mantis and an oil derrick, more sillythan scary. But I got a kick out of theportrayal of the military, with its ridicu-lously elaborate weapons, grungy vehicles,and grime-caked grunts. Intriguing stuff.

I guess I wasn�t alone in my impressions,as the designers of the ALIENS RPG appar-ently felt the same way. Though the gametakes tactical combat seriously�and Imean very seriously�horror-film conven-tions are all but absent, and many of the

Dennis

science-fiction elements seem perfunctory.Short on monsters and long on the mili-tary, a more appropriate title for this gamemight have been �Space Marines.�

Characters: Character creation exer-cises the wrist a lot more than the mind,as it involves a lot of dice-rolling and notmany decisions. For starters, players haveno choice of character types, since all newPCs must be Colonial Marines; if you wantto be a scientist, a trader, or an extrater-restrial diplomat, you�re out of luck.

A player determines his PC�s primarycharacteristics�Strength, Intelligence,Will, Health, and Agility�either randomly(rolling 3d6 twice for each characteristicand choosing the highest result) or byspending points from a fixed total(4d6 + 48). Dice-rolls also establish foursecondary characteristics (Charisma, Lead-ership, Perception, and Motivation). Skilllevels derive from the PC�s backgroundand social standing, generated by rollingon a series of personal history tables notunlike those in GDW�s original TRAVELLER* game. It�s a mildly interesting proce-dure the first couple of times, but amonkey might as well be rattling the dice.Skip the tedium and stick with the pre-rolled PCs in the back of the book, whichinclude all the major characters from themovies.

Mechanics: The basic rules are drawnfrom Leading Edge�s PHOENIX COM-MAND* and LIVING STEEL* games. Play-ers familiar with those titles can probablyguess what they�re in for�namely, a jungleof modifiers and enough formulas to gagan actuary. For instance, using a skillrequires the referee to assign a numericalDifficulty level to the attempted action,which gives the Base Odds. The Successroll equals the Base Odds plus the PC�sCharacter Skill Rating modifier; a 3d6 rollless than or equal to this total means theskill succeeds. Familiar territory so far,except the basic Success roll applies inonly the most elementary situations. Com-plex actions, such as those involving anactive opponent or a chance of physicalharm, may require Movement modifiers,Risk levels, rolls on the Opponent SkillRating Generator, and Equipment checksfrom the Damage to Equipment table.Should a character fall from a height, hemust make a Fall Recovery roll, based onthe distance fallen and the appropriate FallRecovery Difficulty modifier, before as-sessing damage.

The number of die-rolls increases dra-matically when several characters areinvolved. Instead of waiting for the refereeto figure out the odds of crossing a river,antsy PCs might go ahead and jump in, justto get the game moving again. Though therules work, they tend to suck the life outof action encounters; it�s as if the PCs areperpetually stuck in slow motion, incapa-ble of replicating the frenzied activity ofthe films.

Characters can improve themselves, butit�s not easy. Once per year, a PC may

attempt to boost the level of a single skillby attempting a Learning roll. If the roll ishigh enough, the skill goes up a notch.Otherwise, he waits till next year. Out-standing performance in the field mayearn the PC an extra Learning roll, butsuch circumstances rely on exceptionalSuccess rolls and the benevolence of thereferee. Did Ebenezeer Scrooge have ahand in these rules?

Combat is, in a word, tough. A combatencounter comprises two-second Phases inwhich PCs expend a variable number ofCombat Actions (CA) as specified by theAction Time table. For instance, MovingForward in a Low Crouch costs 2 CA per6�, while Moving Forward on Hands andKnees costs 3 CA per 6�. Firing involvesthe PC�s Gun Combat Skill Rating modifier,Target Range, Shot Accuracy, and TargetVisibility. Special cases, such as Despera-tion Fire and Automatic Fire, incorporateadditional modifiers. If a shot hits its tar-get, the victim calculates damage by con-sulting the Hit Location and Damage tablethat designates Superficial, Disabling, andCritical hits for various parts of the body.The victim may need to make a Glancingroll, adjusted by the Armor Glancing modi-fier, and may have to check for Incapacita-tion Chance by comparing the totalamount of Physical Damage to the Knock-out Value. There�s more�much more-butyou get the drift. The ALIENS game strivesfor realistic combat results, and for themost part achieves them. But the cost intime and effort is high.

The Aliens: A chapter devoted to theecology of the Aliens explains their lifecycle in delightfully repulsive detail, in-cluding the Facehugger�s grisly embryotransplantation technique and the decided-ly antisocial behavior of the Chestburster.The Queen Alien, the meanest of themean, progresses through 10 distinct andincreasingly deadly stages; the number ofeggs she produces depends on the numberof people she gobbles.

But failure to develop the many promis-ing ideas renders the Aliens as little morethan mindless killing machines. Even theirattacks are randomly determined (toss aten-sided die; it bites on a roll of 0, a 1-8results in a grab, a 9 means a sting).What�s the background of the Aliens andtheir relationships with other entities?What about their home world? Do theyhave cultures, societies, or personalities?And shouldn�t they have names moreevocative than the generic Queen, Warrior,and Alien?

Campaigning: A well-written historicaloverview details the shaky relationshipbetween the nations of the Earth and theomniscient corporate powers. Corporate-supported colonies exist across the galaxy,some compliant, some openly rebellious.The overview lists capsule descriptions forabout 60 colonies and planets, comprisingan intelligently conceived setting ripe withpossibilities for exploration and conflict. Abrief but imaginative rundown of extrater-

Truth to tell, the ALIENS game doesn�tprovide much help of any kind for thehapless referee. There are a few general-ized ideas for commando-styled missions,but no developed adventures. There areno meaningful suggestions for recreatingthe tension of the films, no floor plans orblueprints, no clues as to what the Aliensare good for other than slaughtering PCs.The referee has some work to do if hedoesn�t want the game to degenerate intoa repetitive series of combat encounters.

restrial life forms features such compel-ling oddities as the antlike Arcturians andthe savage Harvesters, who resemble giantmoles with bad tempers. But neither illus-trations nor developed statistics accompa-ny these entries; referees will have tofigure out specifics for themselves.

Evaluation: In short, the military rulesare pretty good, the horror material prettyflat. The detailed combat system allowsexperienced referees to stage reasonablyengaging tactical battles, and the Aliensmake formidable opponents. But storytell-ing is undervalued and underplayed; play-ers expecting to duplicate their favoritescenes from the movies may respond tothe game like Sigourney Weaver did to theQueen.

S h o r t a n d s w e e tWhat’s up, Buck?: Players who aren�t up

to the demands of the MECHWARRIOR orALIENS games might want to stick with thekinder and gentler BUCK ROGERS® XXVc�game, which downplays technology andnumber crunching in favor of AD&D-game-flavored role-playing and tongue-in-cheekintrigue. With its exotic locales, whimsicalgizmos, and intergalactic femme fatales, theXXVc game reminds me less of the STARTREK or STAR WARS games than it doesthe old TOP SECRETS/S.I.� game. CaptainKirk might feel a bit out of place in theXXVc universe, but James Bond would beright at home.

TSR has supported the XXVc line with agenerous assortment of adventures,source books, and accessories, some ofthem superb, a few so-so, and most some-where between. With so much to choosefrom, where does the neophyte begin?Here�s a rundown:

The NEO in the 25th Century adventure(TSR, Inc., $10) is not only a first-rateintroduction to the XXVc game, it�s one ofthe game�s best supplements to date. De-signed by TSR ace Troy Denning, NEOwhisks a small group of 1st- to 3rd-levelPCs from the sleazy Last Chance Cantinafor a dizzying tour of outer space, careen-ing though a series of provocative en-counters as offbeat as they are exciting.The plot focuses on the search for afilched microchip containing the schemat-ics of a new stealth fighter, but it�s reallyjust an excuse to stage showdowns with apotpourri of characters from the XXVcuniverse. Unusual opponents (such avengeful computer program), sly humor(�I�m a doctor, not a warrior!� snarls an

DRAGON 53

especially �enterprising� NPC), and delight-ful twists (including a surprise cameo atthe end) push this rousing adventure overthe top. Denning�s energy lapses occasion-ally, as his reliance on ambushes and nar-row escapes borders on the redundant,and he fails to satisfyingly develop anencounter with a mad space surgeon,potentially the adventure�s most nail-bitingsequence. Otherwise, this is a dazzlingride that zeroes in on XXVc�s most appeal-ing features and exploits them to the hilt.

Nigel Findley�s Phases of the Moon ad-venture (TSR, Inc., $7) doesn�t scale theheights of NEO in the 25th Century, but itsucceeds in its own modest terms as a low-key espionage thriller, replete with doubleagents, mysterious beauties, and otherfamiliar spy trappings. As special opera-tives of the NEO, the PCs attempt to unrav-el the mysterious disappearance of arenowned Terran diplomat and his allegeddefection to RAM. Despite a few annoyingcliches�you think an agent in the 25thcentury would carry a suicide capsule in ahollow tooth?� it�s a smooth mix of actionand puzzle-solving that leads to an agreea-ble climax. Thanks to the crisp writing andclear presentation, experienced playersshould be able to complete this one in asingle session.

Short on plot and characterization, AMatter of Gravitol (TSR, Inc., $7) is okaybut nothing special. An interesting prem-ise, involving the struggle for a wonderdrug that inhibits organic deterioration inspace, doesn�t really go anywhere, whichis not so much the fault of designer Dale�Slade� Henson as it is the limitations ofthe format. A full adventure, a new shipcatalog, and several reference summariesis a lot of material to cram into a mere 32pages. Still, a devious referee ought to seea myriad of possibilities in Gravitol, thewonder drug in question, since abusecauses heart attacks, immune systemdeficiencies, and other sources of torment.Additionally, ship-to-ship combat, under-used in many XXVc products, is promi-nently featured here, making A Matter ofGravitol worth a look from anyone inter-ested in giving those rules a workout.

For a witty overview of one of the 25thcentury�s busiest locales, check out David�Zeb� Cook�s Luna source book (TSR, Inc.,$10), which details the culture, architec-ture, and landmarks of the �Switzerland ofSpace.� Written in the style of a tourist�sguide book, Luna begins with a CustomsDeclaration Form from the CooperativeFederation of Lunarian States ImmigrationMinistry, then follows with local slang (a�wind-sucker� is a foreigner from Earth orMars), hotel ratings (two stars for theaustere but cheap Traffic Hostel), andother crucial information for the first-timevisitor. As Luna prides itself as a center ofintergalactic commerce, a sizeable chunkof the book concentrates on business andeconomics, perhaps too much for playerslooking for ruins to explore and aliens tozap. And there are no scenario hooks,

54 JULY 1992

The PARANOIA* Sourcebook, by EdBolme. West End Games, $18. Correctlysensing that the PARANOIA* game wasrepeating the same jokes too often, thepowers-that-be at West End decided thetime was right for a shake-up. By incorpo-rating the Sourcebook suggestions, the

Hard Times, by Charles E. Gannon.GDW, $12. Let�s say you�re a lion tamerinside a cage with three snarling felines.Now imagine that a sinister ringmasterdecides to throw in a couple of tigers, afew king cobras, and a pack of rabid dogs,then locks the door and throws away thekey. For good measure, he stands outsidethe cage and blows a pea shooter at theanimals to get them really stirred up.That�s roughly the situation facing GDW�sMEGATRAVELLER* game players in HardTimes, a chilling look at the ShatteredImperium in the aftermath of the War ofthe Rebellion. If the MEGATRAVELLERgame heated up the universe of the origi-nal TRAVELLER game, Hard Times incin-erates it. The interstellar economy iscrumbling, planets are gasping for life likeguppies flung from a fish bowl, and theluckless survivors face a future of stagger-ing adversity. The beginning of the bookexplains adjustments the referee mustmake in his campaign to reflect the cur-rent chaos; included are biosphere damagetables, tech-level formulas, and maps ofthe Shattered Imperium pinpointing theOutland Borders and new Frontier Areas.The last section outlines a 10-stage cam-paign set in the Khavie and PasdaruuSubsectors. Each stage spotlights a specificchange in the post-Rebellion Imperium,beginning with the �Scorched Earth� ad-venture (featuring a salvage operationcomplicated by the Imperium�s economiccollapse) and ending with the �Light aCandle 'Gainst the Coming Night� scenario(where the PCs help defend a strugglinggateway world against a pirate raid). It�sfascinating material, masterfully done.

The Belt source book (TSR, Inc., $10)explores a setting a bit less civilized and alot more rugged than Luna. Designer J.Paul LaFountain examines the 13 majorcolonies in the asteroid belt between Marsand Jupiter, describing the government,economy, and military of each, as well astheir relationships with NEO and RAM.There are colonies for spacefarers of allpersuasions, ranging from the modestshipyards of Juno to the classy gamblingdens of Aurora. Though The Belt�stextbook-like approach makes for a muchdrier read than the Luna supplement, thewriting is clutter-free and authoritative.Again, the designer neglected to provideany scenario hooks, but there are ideasgalore-a referee who can�t do somethingwith the devastators, a vicious RAM-bredrace from Vesta, ought to turn in his rock-et rifle.

meaning that referees wishing to createLuna-based adventures are on their own.

PARANOIA game becomes more of a tradi-tional RPG, similar to what the originalrules so gleefully satirized. Trouble-shooters are tougher and more autono-mous, unlike the passive pawns of theComputer in the classic PARANOIA view.To give the Troubleshooters a variety ofvillains to face, the Computer now existsas a series of compnodes, each with itsown quirks and goals. Clones are in shortsupply, encouraging Troubleshooters tocooperate and perform like conventionaladventuring parties. Thanks to the urbanrenewal necessitated by a massive Com-puter Crash (an alternate version of whichappeared in the Acute PARANOIA supple-ment), the various sectors of Alpha aremore diverse than ever, even including(gasp!) a network of undergrounddungeons. The tone of the game is asloopy as ever, but the focus has shiftedfrom anything-for-a-laugh episodic sce-narios to plotted adventures that can belinked into campaigns. Traditionalists maybalk, but the open-minded should give it atry before they call in the High Program-mers to delete the designer.

* indicates a product produced by a company otherthan TSR, Inc. Most product names are trademarksowned by the companies publishing those products.The use of the name of any product without mentionof its trademark status should not be construed as achallenge to such status.

XXVc is a trademark owned by The Dille Family Trustand used with permission.

place to make new friends whoenjoy the same hobbies you do �

A game convention is the perfect

whether you like boardgames,role-playing games, miniaturewargames, or just shoppingaround. If you�ve never attendeda game convention before, pleasecheck out the Convention Calen-dar feature in this issue for thegame convention nearest you.Take some of your own gamingfriends along, too � and make itan experience to remember.

Is your computer un civilized?

In Dark Seed, the hero enters his newlypurchased home in Woodland Hills tofinish writing a book, but he soon realizesstrange things are happening. He discov-ers a way into the Dark World, where evil,

Talk about a �Wow!� product for allgamers: We�ve just had our first peek atthe stills and public-relations write-ups forCyberdreams� Dark Seed, a new science-fiction adventure that features the awe-some art of H. R. Giger, the Swisssurrealist who let his artwork be used forthe Alien movies. The technical folks atCyberdreams scanned his art, then used itto create the biomechanical world fea-tured in this adventure.

Accolade moved to nice digs not long ago.Now, the company is packing its bags againfor larger offices. The new address is: 5300Stevens Creek Blvd., San Jose CA 95129. Thephone number is: (408) 985-1700.

KnightLine

Dark Seed(Cyberdreams)

to the computer screen was quite in-volved. The background locations in thegame were generated by first selecting aportion of Giger's work and scanning it,capturing it as a computer file. These

biomechanical creatures have selectedMike to assist in their procreation. Withhorror upon horror in adventure afteradventure, Dark Seed seems to possess allof the elements to become a smash hit forAmiga and PC/MS-DOS computer gamers.

The process of transferring Giger�s work

Not recommendedPoorFair

X***

Computer games� ratings

* * * Good* * * * Excellent* * * * * Superb

Just think what will happen when theprice for CD-ROMs lowers to the pointthat they become affordable by the majori-ty of gamers! Origin, foreseeing that day,has released Wing Commander CD-ROMEdition and Wing Commander/Ultima VI:The False Prophet on CD.

A query has been received from FredWisdom, of Sterling Heights, Mich., re-garding Ultima V, from Origin. �I havecompleted everything the clue books indi-

DRAGON 57

H.E.L.P.

elements were �cut and pasted� together,then cleaned up and sized proportionallyfor high resolution. There are over 1,000frames of animation, more than 75 loca-tions to explore, and an easy-to-use, point-and-click interface. When we run thegame, we�ll let you know our thoughtsright away.

cate should be done. I still can�t figure outhow to get into the center of the under-world, though. There is a place there

called the Dar Place, marked number 3, inthe clue book. After you complete all ofthe quests for the shrines, you go to theCodex for the last time. It tells you todescend through the dungeon Shame, butShame is blocked by a cave-in. The firstroom you go into is blocked off on allsides. So, how do you get there? Also,when you go to the shrines after complet-ing their quests, they tell you to give thenhundred weights of gold. When you dothis, Alakazam flashes on the screen. Whatdoes this mean?�

Steven Clark of Mesa, Ariz., has re-sponded to Jason Dunn�s question (fromissue #173) which dealt with Ultima VI.

reaching the Shrine to the Codex withyour lenses, cubes, and stones should tryballooning.�

Steven states these hints are based on hisCommodore 64 version of the game. Itlacks some of the spells that appear inother versions, such as the Seance spellthat Jason used. �In the lower left cornerof Diligence is a ladder. It is hidden insidethe walls, so use x-ray to see its exactlocation. Also, anyone having a hard time

Jake Haney of Lawrence, Kans., requestssome assistance for his foray into LeatherGoddesses of Phobos from Infocom. �Idon�t know what to trade the salesman inback of the mad scientist�s house in ex-change for his machine, which I suspect isthe key to the other places I�m stuck in thegame. I am also unable to buy an exit atthe Canal View Exit shop on Mars, defeatThorbast in the outer space sword fight,make it through the catacombs under theHaren, or Kiss the Frog. For the latter, Ihave closed my eyes, donned the lip balm,and held my nose, but the frog�s croak isso repulsive that I can�t bring myself tokiss it. I suspect that the cotton ballswould take care of this problem, but Ican�t find them.�

Charles Lin of Burnaby, B.C., has a sim-ple request: �In Eye of the Beholder II, pastthe crimson lock, what do I do with thesword imprint?�

Sean Larson of Appleton, Wis., asks forhelp with Spellcasting 101. �I have re-ceived the talisman. I have all the spells(even from the simulation), but I can�tleave the university grounds. What have Imissed?�

From Norman, Okla., Bruce Kumsteenwrites, �I need help progressing from thetwo dungeon levels in Secret of the SilverBlades. I have the Staff of Oswulf and havealso cleared the Black Circle headquarters.What should I do next to move on?�

Charles Rose and Inoo Labion (stationedin Germany) ask the following questionregarding Dragon Wars. �We have made itall the way to the Sword of Freedom, yetwe cannot find Namtar. Is there an areawhere we�re not looking, or is there some-thing we haven�t completed? What is theimportance of the rock on the Faerie

58 JULY 1992

Civilization (MicroProse)

Bridge in the Magan Underworld? And

Marty Gleason�s request for help in TheBard�s Tale (issue #180) has been answeredby Jason Denzel of San Jose, Calif. �Theanswer to the riddle in Harkyn�s Castleabout warriors and battlefields, etc., is�shield.� A second riddle�one given by theold man-is �vampire.� The third riddlerequires the answer �Skull Tavern.� Thesilver square is vital later in the game: Donot drop or sell it! Finding your waythrough Kylearan�s Tower is one of thehard parts of this game. First, in the entry-way, face north and go three steps west,then one step north. Here you are tele-ported. Go two steps west, one step south,one step east, one step south, and one stepwest. This part of the tower is where youmust travel back and forth, answer aquestion about golems, and kill a powerfulguardian. When you come to three adja-cent rooms that are all identical and havedoors on all four sides, stay near the walls.Pay attention to the direction you arefacing! The west door of one of theserooms teleports you to a winding passagethat leads to the wizard himself. By theway, the answer to the riddle in Manger�sTower (3rd level) is: �Lie with passion, andbe forever damned.� �

where do you find the Black Sickle? Lastly,what is the purpose of the rusty axes?

Civilization * * * * *

MicroProsePC/MS-DOS version $69.95

Do you recall the game Railroad Tycoon,

Reviews

and how well MicroProse designed andcoded that simulation? Remember thehours of involvement, from building your

where you could compete with all con-tenders? Now there�s Civilization, as per-fectly executed as any simulation we�veseen, but with the development of anentire civilization resting upon yourshoulders.

first railroad to advancing to the stage

Playing Civilization is no small task. Youmust commit many enjoyable hours to thisgame, most of which are spent learningthe various routes to take to build yourvillage into a city. As your populationgrows, you must learn how to appropri-ately feed and defend it. You must takeany of several pathways and influenceother growing civilizations through trade,diplomacy, or force. You have to thinkahead and manage inventions in order tocontinue the growth of your civilization tothe stars themselves. You must learn howto use units to build your empire, whenit�s time for talk or war, when to changegovernments in order to meet specificcriteria and continue your civilization�sgrowth cycle. Best of all, learning to man-age your people and assist them in theirgrowth is a highly enjoyable, extremelyeducational, and thoroughly satisfyingentertainment. Civilization is a simulationwe feel should be ported to as many sys-tems as is possible as soon as possible, soall computer gamers can enjoy it.

The graphics, sound, and I/O device youwish to use must be selected before eachgame. There�s not much of a delay beforegetting into the meat of the game, but itwould have been nice to have the gamewrite its own setup file so that you didn�thave to go through these menus each timeyou start play. A superb music score ac-companies a menu invitation to eitherstart a new game, load a saved game (youcan save as many as 50 games on a floppydisk and an unlimited number on a hard

Roads. This is good, as these elements helpin the growth of starting cities. However,this knowledge can only be implementedby Settler units, but more on that later.

As with most games, Civilization consistsof sequential turns. First, the date ad-vances. Then, if a natural disaster strikesyour city, that toll is taken and you arenotified of its impact. The productioncycle determines if there are enough re-sources to support the city�s populationand works. If not, you are notified ofpopulation or unit depletion. If there is anexcess, it is added to the city. Growth ofyour city, the next step, is determined bysurplus food units. If the populationgrows, it is immediately put to work. Youare then informed of any disorder thatmight run through your city, resultingfrom unhappy citizenry. You are allowedan opportunity to correct whatevercaused the dissatisfaction; otherwise, itcontinues into your next turn. Taxes arecollected, and any repairs needed through-out the city are paid for; then your scien-tific research is calculated. When you haveacquired a technology, you are so in-formed.

Movement and combat come next. Yourotate through all of your active militaryunits. Those in fortification or sentrymode are skipped until you reactivatethem with your cursor. You can also delaymoves until the end of the movementturn, if you so desire. To enter into com-bat, you simply move your unit into anadjoining enemy occupied square, wheth-er that be a ship, a city, or a ground unit.When this is completed, it�s a good time tocheck with your advisors to obtain reportson how your civilization is growing.

When the turn is over, you are examinedby historians as to any new accomplish-ments. If you are a good leader, perhapsthe citizens will wish to improve yourpalace. The historians rate you on howmany technological advancements youhave acquired, how many happy folkreside in all of your cities, the power ofyour forces, the size of your population,and the wealth in your civilization�scoffers.

You can end the game anytime you wishby quitting, retiring, being destroyed byanother civilization, conquering the world,or building a spaceship that reaches AlphaCentauri� an automatic ending. Technolog-ical advancement is so critical to yoursuccess that you must pay attention toyour advisors throughout the game toensure that you acquire certain sciences,letters, and arts before the others, inorder to achieve ultimate power and tech-nology. Bonus points are awarded if youdo conquer the world, or if your civiliza-tion produces space colonists.

We recommend you expand as quicklyas you can. Have your military units findthose locations that are topnotch, thencreate Settler units to build on those sites.Immediately improve the areas aroundeach city with other Settler units, then

Civilization (MicroProse)

drive, depending upon storage space), useEarth (you play on a map of our planet,not a random map created by the game),Customize World (you select how muchland mass you want, as well as air temper-atures and starting date), or View Hall ofFame, which shows those players whoattained the highest civilization ranking.

Once you�ve highlighted your choiceusing the mouse or the keyboard, thebirth of the world is seen, leading you intoyour difficulty level selection. You selectChieftain (the easiest level), Warlord,Prince, King, or Emperor (really difficult).If you select Chieftain, you also obtain on-screen help messages during play thatadvise you as to what and where youmight want to build. We started out atChieftain level until we had learned thegame�s basics, then restored with theWarlord level and found it quite suitablefor learning the remainder of the game�smechanics. You then must determine howmany starting civilizations there are to be,from three to seven. The higher the num-ber of starting civilizations, the moreopportunity for you to trade with them�or be wiped out by them! Fewer civiliza-tions means you have more time to buildyour own civilization from scratch beforeworrying about invasion�usually. Thanksto random generation, no two games areever alike.

You must now select your tribe. Forexample, you could select Roman, Babylo-nian, German, Egyptian, American, Rus-sian, Zulu, French, Aztec, or Chinese.More starting civilizations means moretribes for selection. You name yourself andare the tribe�s leader. We selected Ameri-cans as our tribe and learned from a sub-sequent window that our tribe already hasknowledge of Irrigation, Mining, and

60 JULY 1992

” ”

land removing all opposition. Unfortu-nately, remember the peace dividend giveas part of your score? Forget those

move the �build� units out to anotherlocation.

mats, obtain the Writing advancement.Caravans are superb for economic growthbut you must obtain Trade first.

If it looks like war is ahead for you, theWheel (Chariot), Masonry (City Walls), andMathematics (Catapult) should be consid-ered. To obtain those highly useful diplo-

points�you�ll never see them. If you�regood as a Berserker, you can gain pointsby forging ahead on the technology as-pects. But, at some point in the future,you�ll find that you�ve made so many ene-mies that all of your resources are beingdumped into defense! The Content-and-Defend method requires you to concen-trate on city development and acquiringtechnologies ahead of your opposition.This makes trading quite an advantage foryou, but you can�t be hesitant in makingmoderate advancements either.

Two types of leadership you might con-sider are the Berserk leader or theContent-and-Defend leader. The first re-quires chariots and racing throughout the

Should you fail in your attempts to leadyour civilization successfully to the stars,you�ll learn that archaeologists of thefuture find remnants of your civilizationbeneath the sands of time�roads, somebuildings�plus a stone tablet. The stonetable leaves no doubt as to whether or notyou might return!

There is simply no way this review canreveal all of this simulation�s content. Thewell-written manual contains 124 pages ofsuperb information, including which tech-nological advancements lead to what ends,what kind of governments produce whatsort of response from the citizenry, whattype of city improvements affect yourgrowth, and information on taxes. Theentire manual should really be read beforeplay, but, knowing gamers as we do, wedoubt that will occur. We didn�t�we doveright in and read sections that we feltwere needed as we were pressed hard onall fronts by opposing civilizations.

Civilization is one of the highest dollar-to-play-ratio entertainments we�ve en-joyed. The scope is enormous, thestrategies border on being limitless, theexcitement is genuinely high, and theexperience is worth every dime of thegame�s purchase price. This is an absolutemust purchase for any PC/MS-DOS gamer.We again hope it will be translated toother systems such as the Macintosh andAmiga. Congratulations, MicroProse andSid Meier, for another truly outstandingsimulation! Graphics support includesVGA, MCGA, EGA (256 color), and Tandy1000; sound support includes Roland,AdLib, Sound Blaster, and IBM sound.

Bard�s Title Construction Set * * * * * 7. When in the bazaar, let the thief go.Sell the mule to Mohammed.

8. Buy herbs and charcoal from the manInterplayPC/MS-DOS version $49.95

Ignore the adventure construction setsyou�ve seen or used in the past, the text-based programs that simply dump ASCIIcharacters in to build walls, create en-counters, and find items. Grab a programthat gives you the total look and feel, plusthe quality, of Bard�s Tale adventuring. TheBard�s Tale Construction Set is the finestfantasy role-playing game construction setwe�ve used. It produces outstanding, high-quality games. Naturally, the higher theexpertise of the user, the higher the quali-ty of the game.

Previous game builders have requiredyou to learn a �language� or special codingto obtain the results you want, whether itwas building the actual environment(dungeon, castle, etc.) or creating yourmonsters. Not with this. The program ispoint-and-click in windows. If a valueneeds to be changed, you simply enter thenew value and click �Done� or press the F1key. It really is that simple.

The Main Menu consists of the followingitems: Item Editor, where you edit orcreate your own items, from torches toweapons; Spell Editor, for editing or creat-ing your own magic spells; Monster Editor,for populating your world with beasties;Map Editor, for designing everything fromdungeons to cities to wilderness areas; andUtilities, where you can print out lists ofstuff you�ve created, test your environ-ment, and even bring in your own pic-tures that you�ve created in Deluxe PaintEnhanced or Deluxe Paint Animator.

You may use any of the three standardI/O devices: mouse, keyboard, or joy stick.When a selection is highlighted, you ac-cept its listed value by hitting the Returnkey. Graphics support includes VGA,MCGA, EGA, Tandy, and CGA; sound sup-port includes AdLib, Pro Spectrum, SoundBlaster, and Tandy sound.

Despite the fact that the Roland driverwould not work on our computer withthis package, we highly recommend thisentertainment to anyone interested inbuilding his own adventure game. Notonly do you obtain a high quality fantasygame, but you also learn what makes anadventure game worth its code.

Clue corner

Conquest of Camelot (Sierra)1. When selecting a boat destination,

choose �Gaza.�2. Follow the child at Gaza Port.3. Ask Al-Sirat of the Six Goddesses.4. Follow the man to the top of the

mountain until you reach a pool with askeleton. Go to your right�don�t drink thewater!

5. Go down the stairs at the building ofthe frightened lady.

6. Go to the guards and pay them onesilver.

We look forward to all of your correspon-dence. Until next month, game on!

This wraps up another column. Remem-ber, those hints and tips save hundreds oflives each month! Send your crucial infor-mation to: Clue Corner, c/o The Lessers,521 Czerny Street, Tracy CA 95376, U.S.A.

10. In the Lansk undercity, there is asecret room in the closed shop.

Inoo Labion and Charles RoseNuerenberg, Germany

7. There is a magic shop in Freeport.Have lots of money before entering.

8. Don�t be greedy and take all the Drag-on Stones when you find them. Leavesome for emergencies.

9. The robes in Kingshome are needed toget to Nisir.

6. Use the Charger spell whenever youheal yourself. Most magical items you findtake 49 charges.

4. Don�t cast Soften Stone under Salva-tion in the depths of Nisir. You can�t uselight, and every step you take drains yourlife away.

5. Find the secret rooms in the DwarvenMines. The Dragon Wand casts Rage ofMithras.

1. Go through the doors in Irkahall�srealm, make a left, and jump into the pit toreceive five experience points.

2. Leave the island where the MagicCollege is, then return and repeat all ofthe steps and get the Sing Ring and theLaugh Staff.

3. Use the Soul Bowl in the Magic Foreston the rock.

Dragon Wars (Interplay, Commodore 64version)

Keith ShabooNorman OK

13. Give this relic to the charcoal mer-chant.

12. Buy a relic from the relic seller. Forthe name, put �M-A-Y-N-A-R-D� so that itreads �Maynard.�

9. Buy the Truth Apple from the lady.10. Give the leper charcoal and the fish

merchant herbs; buy grain and a mirror.11. Give the mirror to Mari, above Mo-

hammed�s store.

selling those Items.

Only a game? You bet! Want only the best for your gaming dol-lars? See “Role-playing Reviews” inthis issue for expert advice on the bestrole-playing games you can find!

62 JULY 1992

An overview of the Norse lands� great serpents, part 2

Artwork by Jim Holloway

by Jean Rabe

In DRAGON® Issue #182, we presentedthe first portion of this article, detailinglinnorms � Norse dragons first described in

The AD&D® 2nd Edition HR1 Vikings Cam-paign sourcebook � and how to use them

in your own AD&D campaigns. W nowcontinue with our parade of Norsenasties � plus two deity class individualsfor your highest-level campaigns

D R A G O N 6 5

Linnorm, Flame

Flame linnorms are the most beautiful of the Norse dragons and per-haps the most rare. They live to bend others to their will and to accumu-late wealth. Adept at magic, even the youngest of the flame linnorms canmaster spells.

Upon hatching, the scales of a flame linnorm are as black as unusedcoals. By the time a linnorm reaches the juvenile stage, the scales havefaded to a soft, dull gray, the shade of ash. At this stage the linnorm issometimes confused with gray linnorms. However, when the linnormreaches adulthood, its scales become vibrant, starting with a glowingorange in the young adult stage and reaching a pulsing scarlet by thetime it is a wyrm. Adult and older linnorms appear as a mass of firewhen they walk, their scales shifting, seeming like flames lapping overthe creature�s body. Great wyrms are said to look like living fireballs.

Flame linnorms speak their own language and can communicate withall other Norse dragons. In addition, a very young linnorm has a 20%chance to pick up human tongues. The percentage chance to gain thisability increases 10% per age category of the linnorm until the wyrmstage, when it is certain to possess this skill.

Combat: Flame linnorms attack nonintelligent creatures only for food,These great dragons reserve their full fury for Viking ships, castles, andbands of adventurers laden down with chests and bundles. In combat, aflame linnorm prefers to attack from above where it has a good vantagepoint and a better chance to escape a dangerous situation. It almost al-ways attacks first with its spells, hoping to take down its targets withoutdamaging any valuables. If, however, its adversaries prove too staunch,the linnorm continues with its breath weapon and magical fire abilities.It fights with its claws and bite only if it has no choice, as the linnormfears close combat could harm its beautiful scales.

ARMOR CLASS: -4 (base)MOVEMENT: 24, Fl 40 (B)HIT DICE: 20 (base)

THAC0: 4 (at 20 HD)NO. OF ATTACKS: 2 claws/1 bite + specialDAMAGE/ATTACKS: 3d6/3d6/3d10

SPECIAL ATTACKS: Spells, breath weaponSPECIAL DEFENSES: VariableMAGIC RESISTANCE: Variable

SIZE: G (40� at base)MORALE: Fanatic (17-18)XP VALUE: Variable

AnyVery rareSolitary

AnySpecialExceptional (15-16)

SpecialNeutral evil1

CLIMATE/TERRAIN:FREQUENCY:ORGANIZATION:

ACTIVITY CYCLE:DIET:INTELLIGENCE:

TREASURE:ALIGNMENT:NO. APPEARING:

weapons that cause equal damage. One is a cloud of hot ashes 90� long,70� wide, and 40� deep. The second is a stream of flame 5� wide at thelinnorm�s mouth and 110� long. The flame linnorm casts spells and usesmagical abilities at 9th level, plus any combat modifier.

From birth, a flame linnorm is immune to nonmagical fire. As the lin-

Breath Weapon/Special Abilities: A flame linnorm has two breath

Age Body Lgt.(') Tail Lgt.(�) AC Breath Weapon Wizard Spells MR1 3-24 3-24 - 1 2d8+1

Treasure Type1 40% ½E

2 25-42 25-42 - 2 4 d 8 + 2 2 45% E3 43-57 43-57 - 3 6d8+3 3 50% E,G4 58-76 58-76 - 4 8d8+4 3 1 55% E,G5 77-96 77-96 - 5 10d8 + 5 3 2 1 60% E,G,H6 97-107 97-107 - 6 12d8 + 6 4 3 2 65% E,G,H,I7 108-129 108-129 - 7 14d8 + 7 5 3 3 1 70% E,G,H,I × 28 130-156 130-156 - 8 16d8 + 8 5 4 3 2 75% E,G,H,I × 29 157-186 157-186 - 9 18d8 + 9 6 4 4 3 80% E,G,H,I × 2

10 187-217 187-217 - 1 0 20d8 + 10 6 4 4 4 1 85% E,G,H,I × 311 218-237 218-237 - 1 1 22d8 + 11 7 5 4 4 2 90% E,G,H,I × 312 238-265 238-265 - 1 2 24d10 + 12 7 5 5 4 3 95% E,G,H,I × 3

XP Value14,00018,00021,00022,00024,00025,00026,00027,00028,00029,00030,00031,000

Ecology: Flame linnorms have been known to eat herd animals, trees,and the very earth. However, their favorite food is in the form of anyobject on fire. These linnorms sometimes set sections of a forest ablazejust to dine.

Flame linnorms mate every 30 years, then separate. The female is leftto lay its eggs on its own, and she abandons them as soon as the younglinnorms hatch.

Flame linnorms memorize every inch of their territory and guard itzealously. There is a 25% chance for a flame linnorm that has attainedvenerable age or greater to have 1-4 fire elementals guarding its lair.Sages are uncertain whether the elementals are summoned by magicthe linnorms have acquired or whether they willingly serve the linnormin exchange for treasure.

Habitat/Society: Flame linnorms are loners, making their homes asdeep within the earth as possible in caverns that can accommodate theirhuge forms and even larger piles of treasure. The linnorms do not hateother flame linnorms or other breeds of linnorms. However, theychoose to isolate themselves, not wanting to risk the chance that otherlinnorms might steal their wealth. The linnorms frequently inventorytheir treasure to make sure every piece is accounted for. Magical trea-sures are especially prized, and the linnorms will spend long hours trying to discover what those treasures do. Flame linnorms that master theuse of magical items use those items in battle or to charm or enslavehumans and demihumans. These captives help the linnorm acquiremore treasure.

norm ages, it gains other abilities: very young�immune to magical fire-based attacks, plus heat metal (three times a day);juvenile� pyrotechnics and produce fire (three times each a day);adult�fireball (at will every three rounds); old� fire charm and fire trap(three times each a day); venerable� flame strike and wall of fire (twiceeach a day); great wyrm� fire seeds and firestorm (once each a day).

66 JULY 1992 ©1992 TSR, inc. All Rights Reserved.

Linnorm, Gray

CLIMATE/TERRAIN:FREQUENCY:ORGANIZATION:

ACTIVITY CYCLE:DIET:INTELLIGENCE:

AnyVery rareSolitary

AnySpecialVery (11-12)

SpecialChaotic evil1 (5% of 1-4)

TREASURE:ALIGNMENT:NO. APPEARING:

ARMOR CLASS:MOVEMENT:HIT DICE:

-1 (base)12, Fl 36 (C), SW 1213 (base)

7 (at 13 HD)2 claws/1 bite/1 tail strike + special4d6/4d6/4d10/2d6

Spells, poison tail, breath weaponSPECIAL DEFENSES: Variable

THAC0:NO. OF ATTACKS:DAMAGE/ATTACKS:

SPECIAL ATTACKS:

MAGIC RESISTANCE:

SIZE:MORALE:XP VALUE:

Variable

H (18� at base)Fearless (19-20)Variable

Gray linnorms are ruthless to a fault and revel in deceiving and harmingall other intelligent creatures, especially humans and demihumans.While they have the smallest bodies of all Norse dragons, they have long,whiplike tails that they are quick to employ in combat.

At birth, a gray linnorm has shiny black scales so small they appear assmooth skin. The black scales remain, although they grow larger andthicker until the linnorm reaches the juvenile stage. Sometime duringthis growth stage, the scales� color begins to fade. By the time the lin-norm has reached the mature adult stage, the scales are normally a dullgray, the color of lead. While the linnorm can alter the appearance of itsscales by concentrating, it is limited to changing the shades of gray andmaking the scales appear shinier or duller.

Gray linnorms speak their own language and can communicate withall other Norse dragons. They also have a propensity for learning otherlanguages. A hatchling gray linnorm has a 40% chance of being able tospeak with any other intelligent creature. The chance to gain this abilityincreases 15% for each age category up to the young adult stage (100%).

Combat: Gray linnorms spend little time plotting their attacks, usuallyadopting a plan on the spur of the moment. They prefer to initiallystrike from a height, from where they have a better vantage point. How-ever, unlike some of the other linnorms, they do not attempt to kill theirvictims only using spells and their breath weapon; they use these abili-ties only to weaken their foes (of course, their foes are often not hardyenough to stand up to a breath weapon attack). Gray linnorms relishkilling their foes with their foreclaws and whiplike tail. Especially mali-cious gray linnorms capture humans and demihumans, taking them totheir lair where they toy with them before eventually finishing them off.

Gray linnorms of the adult stage and older will often use their shapechange ability to appear as a different type of linnorm (especially if an-other Norse dragon is in the area) in an attempt to blame that otherlinnorm for the attack.

Breath Weapon/Special Abilities: The breath weapon of a gray lin-norm is a jet of black slime 3� wide and 60� long. It is a corrosive sub-stance that, in addition to causing physical harm to creatures, will rust

Body Lgt.(�)1-45-910-1516-2526-3536-4748-5960-7273-8788-116117-136137-157

Age123456789

101112

Tail Lgt.(')4-1011-2021-3233-5253-7374-9697-121122-150151-178179-235236-277278-325

AC21 10- 1- 2- 3- 4- 5- 6- 7- 8

Breath Weapon4d4+16d4+28d4+310d4 +412d4 + 514d4 + 616d4 + 718d4 + 820d4 + 922d4 + 1024d4+1126d4 + 12

Cleric Spells11 11 1 12 1 12 2 12 2 2 1 3 2 2 23 3 2 2 13 3 3 2 13 3 3 3 24 3 3 3 34 4 3 3 3 1

MR10%15%20%25%30%35%40%45%50%55%60%65%

Treasure TypeCCC,EC,EC,Ex2C,Ex2C,E,F × 2C,E,F × 2C,E,F × 3C,E,F × 3C,E,F × 4C,E,F × 4

XP Value7,0009,000

10,00011,00013,00015,00016,00017,00018,00020,00021,00022,000

While these linnorms have no natural predators, they are sometimeshunted by adventurers who use their scales for armor and their poisonand other body parts in potions and for spell components.

Ecology: Gray linnorms can digest nearly anything. However, theyhave acquired a taste for deer, cattle, and sheep, and they are a terror tofarmers.

Gray linnorms will immediately attack any intelligent creature that en-croaches upon its territory, as it fears that the creature might be after itswealth. A gray linnorm hordes its wealth deep within its tunnels. Whileit will collect virtually anything (including cloth, furniture, and shipgear), it is especially fond of coins of all types.

While gray linnorms are solitary, they have been known to join forceswith others of their kind to raid a settlement or ship, particularly if theycan place the blame through their shape change on another linnorm,particularly the frost linnorm, whom they hate above all other dragons.

Gray linnorms mate once every 20-30 years, with the parents stayingwith their offspring until they have passed from the young stage. Afterthat time, the parents separate, meeting again in another 20-30 years.

Habitat/Society: Gray linnorms usually are found on mountains, hills,ridges, and other places that overlook the land. They place themselveson these earthly pedestals and consider their territory everything with-in their lines of sight. Their lairs are usually tunnels into hillsides, theentrances of which are carefully concealed and trapped.

Its clerical spells come from the spheres of All, Charm, Elemental, Pro-tection, and Weather. A gray linnorm casts spells and uses its magicalabilities at 7th level, plus its combat modifier.

Unlike other linnorms, a gray linnorm is not born with any specialabilities. However, it gains abilities as it ages: very young� protectionfrom normal missiles (constant); juvenile �contagion (three times a day);adult� shape change (at will, three times a day); old� wraithform (threetimes a day); venerable-- distance distortion (three times a day); greatwyrm� sink (twice a day).

The tail of a gray linnorm oozes a poisonous substance that is theequivalent of poison type B. Creatures struck by the tail suffer 2d6 hpdamage from the physical blow, plus 20 additional hp damage from thevenom unless they save vs. poison.

or corrode any metal in 3-12 rounds unless washed off. The metal isallowed a saving throw vs. acid to avoid this effect (magical bonuses maybe applied).

©1992 TSR, Inc. All Rights Reserved. DRAGON 67

Linnorm, Rain

CLIMATE/TERRAIN:FREQUENCY:ORGANIZATION:

ACTIVITY CYCLE:DIET:INTELLIGENCE:

TREASURE:ALIGNMENT:NO. APPEARING:

AnyVery rareSolitary

AnySpecialAverage (8-10)

SpecialChaotic evil1 (5% of 1-6)

ARMOR CLASS: 3 (base)MOVEMENT: 18, Fl 40 (B), SW 9HIT DICE: 10 (base)

THAC0: 11 (at 10 HD)NO. OF ATTACKS: 2 claws/1 bite + specialDAMAGE/ATTACKS: 1d12/1d12/3d10

SPECIAL ATTACKS: Spells, breath weaponSPECIAL DEFENSES: VariableMAGIC RESISTANCE: Variable

SIZE: H (20� at base)MORALE: Fanatic (17-18)XP VALUE: Variable

Rain linnorms are the most vain of the Norse dragons, and will go out oftheir way to destroy communities and harm the land in the area of otherdragons. However, unlike gray linnorms, the rain linnorms do not at-tempt to place the blame for the attacks elsewhere. The rain linnormsdemand credit for their atrocities. The more heinous the act, the morepowerful the rain linnorm considers itself. Further, the rain linnormsseek to gain vast amounts of treasure, more than they believe otherdragons could possibly accumulate.

When rain linnorms hatch, their teardrop-shaped scales appear shinyand white. As the linnorm ages, the scales retain their shape, but theybecome larger, thicker, and are able to become gray, blue, green, orwhite at the creature�s whim.

Linnorms speak their own language and can communicate with allother Norse dragons, although they rarely lower themselves to do so. Inaddition, a hatchling linnorm has a 5% chance of being able to communi-cate with all animals. The chance to possess this ability increases 5% perage category of the linnorm.

Combat: Young and juvenile rain linnorms are quick to rush into bat-tles that will net them treasure. This includes attacking traveling mer-chants, wandering adventurers, and small communities. The linnormsattack first with their breath weapon and any magical abilities they pos-sess. A favorite strategy of juvenile rain linnorms is to call lightning on atarget, then breathe on anything left standing. However, if the targetappears small and nonthreatening, the linnorm will combat the victimwith its claws and bite in an effort to keep any valuables intact. As thelinnorm ages, its tactics change. Adult and older rain linnorms hate tosully their claws with physical combat. The older linnorms always at-tack first with their weather-related spells, to show their superiorityeven over the elements. Then they assault their targets with theirbreath weapons.

Breath Weapon/Special Abilities: A rain linnorm�s breath is astream of boiling water 3� wide at the linnorm�s mouth and 90� long.Creatures struck must save vs. breath for half damage. A rain linnorm

casts spells at 8th level, adjusted by combat modifiers.Rain linnorms are born invulnerable to electrical attacks. As they age,

they gain additional abilities: very young� create food and water (twicea day); young� plant growth and entangle (each three times a day);juvenile� call lightning (twice a day); young adult �lightning bolt (twice aday), water breathing (at will); adult� control winds (twice a day); ma-ture adult�moonbeam and rainbow (each three times a day); old�immune to missile weapons and transmute dust to water (three times aday); very old�immune to nonmagical blunt weapons, weather sum-moning (twice a day); venerable�immune to nonmagical edged weap-ons, conjure water elemental (twice a day); wyrm�regenerate 10hp/round, control weather (once a day); great wyrm: regenerate 20 hp/round, wind walk (once a day).

Habitat/Society: Rain linnorms live on hills where they can be com-fortably buffeted by the winds and rain. Their lairs are usually deepwithin the hills, and their treasure hidden inside the many chambers. Alinnorm usually stays in its lair only when the weather is pleasant.Wyrms and great wyrms have been known to control weather aroundtheir domains when the land has been too long without inclementweather.

Rain linnorms consider all others-including other rain linnorms�tobe beneath them, and therefore improper company. The only time morethan one rain linnorm will be encountered is when a pair has mated.The pair separate when the eggs hatch, abandoning the baby linnormsto their own devices.

Rain linnorms attempt to kill all intelligent creatures that come toonear their lairs. If a linnorm believes the location of its lair is known, itwill painstakingly move every piece of treasure to a new lair.

Ecology: Rain linnorms are able to subsist on almost anything. How-ever, their favorite sustenance is lightning bolts, which they attempt tocatch in evening storms. They have no known predators except humanadventurers.

68 JULY 1992

Age Body Lgt.(') Tail Lgt.(�) AC Breath Weapon1 1-4 1-8 6 3 d 6 + 1 2 5-10 9-20 5 5 d 6 + 2 3 11-17 21-34 4 7d6+34 18-24 35-48 3 9d6 +45 25-32 49-64 2 11d6 +56 33-41 65-62 1 13d6 + 67 42-51 83-102 0 15d6 + 78 52-62 103-106 - 1 17d6 +89 63-75 107-109 - 2 19d6 + 9

10 76-91 110-112 - 3 21d6 + 1011 92-108 113-115 - 4 23d6 + 1112 109-130 116-118 - 5 25d6 + 12

Wizard SpellsNilNilNilNilNilNilNil12 13 24 35 4

MRNilNilNilNilNilNilNil25%35%45%55%65%

Treasure Type½BBBB×B×B,Z ×C,Z × 3C,Z × 3C,Z × 4D,Z×4D,Z×5 24,000E,Z × 5 25,000

©1992 TSR, Inc. All Rights Reserved.

XP Value2,0007,000

10,00011,00012,00013,00014,00018,00020,00022,000

CLIMATE/TERRAIN:FREQUENCY:ORGANIZATION:

AnyUniqueSolitary

AnySpecialGenius (18)

ACTIVITY CYCLE:DIET:INTELLIGENCE:

TREASURE:A L I G N M E N T :NO. APPEARING:

A × 3,B × 3,C × ,H × 3,INeutral evil1

- 1 024, F140 (C), SW 18, Br 18, Jp 1828 (170 hp)

ARMOR CLASS:MOVEMENT:HIT DICE:

THAC0: 2NO. OF ATTACKS: 2 claws/1 bite + specialDAMAGE/ATTACKS: 3d12/3d12/4d10

SPECLAL ATTACKS:SPECIAL DEFENSES:MAGIC RESISTANCE:

SIZE:MORALE:XP VALUE:

Spells, level drain, breath weapon+ 1 or better weapon to hit, spells50%

G (330' long)Fearless (19)35,000

The linnorm called Corpse Tearer is the most hideous of the Norse dragons and one of the most feared. The only offspring of the godlike lin-norm of the same name, this mottled-brown dragon has long front legsthat end in broken but deadly claws. It has no rear legs. The creature�sslime-covered scales are small and weathered, and when the linnorm isat rest it looks more like a fallen, dead tree than a serpent. The linnorm�ssnakelike head is ringed with matted brown and gray hair. Tufts of thehair appear at random intervals over his body, in places so matted itresembles loose, rotting flesh.

Despite its ragged appearance, the linnorm is very much alive, movingand striking quickly. Corpse Tearer is ancient, and because it has trav-eled greatly it has become fluent in nearly all human and demihumantongues. Further, it is able to converse will all linnorms and many evil,intelligent monsters.

Combat: Unlike many other of the great dragons, Corpse Tearer enjoysfighting and will not often let lackeys do battle for it. This ancient lin-norm is not quick to fight, however. It watches foes carefully and from adistance, noting their abilities, potential weaknesses, and determining ifit can gain something by defeating them.

When it is ready, it strikes, flying above its victims and beginning withits paralyzing breath weapon, followed by its disease breath and spell-like abilities. If its victims survive the first onslaught, Corpse Tearerlands on top of the strongest ones in an attempt to crush them, thenfights with its energy-draining claws and powerful bite to finish themoff. Each successful claw attack drains one life level automatically fromits victim. If Corpse Tearer suffers more than 170 hp damage, it flees,flying away if possible or using its dimension door ability to escape.

Breath Weapon/Special Abilities: Corpse Tearer�s breath weapon isa cone of paralyzation force 10� wide at his mouth, 300� long, and 50�wide at its apex. Creatures of less than 4 HD caught in the cone areautomatically paralyzed for 4d4 turns. Creatures of greater than 4 HDare allowed a saving throw vs. breath weapons to avoid the effects. Thisbreath weapon causes no physical damage. Corpse Tearer�s secondbreath weapon is another matter, however. The disease breath is a cloud100� long, 80� wide, and 80� thick. All creatures trapped within the cloudsuffer 8d12 + 12 hp damage (save vs. breath weapon for half). Further,the creatures are subjected to a magical disease that slowly weakensthem. The disease manifests itself within 1d6 rounds by cutting a crea-

Corpse Tearer

ture�s strength score in half. Every three turns, the strength score ishalved again until the creature�s strength drops to 1. A cure disease willstop the strength loss. However, a wish or limited wish is needed to re-store all lost strength points.

Corpse Tearer can breathe twice before needing to rest two roundsbefore it can breathe again. It can breathe as many times as it wisheswithin this restriction.

This linnorm has the following permanent abilities, useable at will: flywater breathing, continual darkness 100' radius, feign death, poly-morph self, and speak with dead. In addition, he is able to use the follow-ing once a day at will: protection from good, spectral hand, delude,vampiric touch, wraithform, enervation, dimension door, animate dead,and control undead. Corpse Rarer uses all magical abilities at 15th level.

Habitat/society: Corpse Tearer�s lair is in a vast chamber beneath anancient Viking burial cave on the Vikings� home world. His lair is guard-ed by a pair of controlled vampires and the corpses of dead linnormsand Vikings. This lair is almost impossible to find because it is so deepbeneath the earth. The few creatures that found their way there arenow helping to guard it.

The lair is dank, stinks of rotting flesh, and is filled with Corpse Tear-er�s considerable wealth. The linnorm is obsessed with garnering anever-increasing amount of gems, magic, art objects, and coins, and useshis animated corpses to dig through graves to obtain more. Further, thelinnorm raids human and demihuman communities and Viking ships togain more treasure.

Corpse Tearer claims little territory, only its sepulcher-like lair. It en-joys the closed-in feeling of the chamber walls and the darkness, willing-ly leaving the above ground to other linnorms. Because Corpse Tearerspends an extraordinary amount of time cataloguing his wealth, he rare-ly leaves its home.

Ecology: Corpse Tearer does not need sustenance when inside his lair.Outside, he is able to eat virtually anything, although he prefers rottingcarcasses. This linnorm has no known predators, as the men and demi-humans who hate him so are wise enough not to pursue him.

©1992 TSR, Inc. All Rights Reserved. DRAGON 69

Linnorm, Midgard

CLIMATE/TERRAIN:FREQUENCY:ORGANIZATION:

ACTIVITY CYCLE:DIET:INTELLIGENCE:

TREASURE:ALIGNMENT:NO. APPEARING:

AnyUniqueSolitary

AnySpecialSupra-genius (20)

S,T,U,V,W,X (all × 5)Lawful evil1

ARMOR CLASS: - 1 2MOVEMENT: 18, SW 40HIT DICE: 25 (200 hp)

THAC0: 2NO. OF ATTACKS: 2 claws/1 bite/1 tail strike + specialDAMAGE/ATTACKS: 3d10/3d10/2d12/4d10

SPECIAL ATTACKS: Spells, breath weapons, constrictionSPECIAL DEFENSES: + 2 or better weapon to hit, spellsMAGIC RESISTANCE: 70%

SIZE: G (500' long)MORALE: Fearless (19)XP VALUE: 31,000

The Midgard linnorm is said to be the sole offspring of the Midgard Ser-pent, child of Loki. The Midgard linnorm, of which sages believe (andhope) there is only one, is the most magnificent of the Norse dragonsand rivals Bahamut and Tiamat in power (see FOR1 Draconomicon, pag-es 57-59). Sages think that this great wingless serpent may be as immor-tal as his sire. Their flamboyant and frightening stories claim theMidgard linnorm lives at the bottom of the ocean. Few have actuallyseen the Midgard linnorm, and fewer still have lived to tell of it. Theysay the creature is so long they could not see the end of it.

The giant linnorm�s body is covered with massive blue, green, and sil-ver scales that glisten like opals. When it moves, the shifting colors makeit look like a stream of running water. Its head, filled with a double rowof pale-blue teeth, is said to stretch 50� wide and twice that long. Itsemerald-green, lidless and pupil-less eyes are perfectly round and mir-ror whatever is looking into them. While the Midgard linnorm has nohorns, its head is topped with a ridge of coarse midnight blue hair thatlooks like a horse�s mane. The hair extends partway down its massiveneck where it becomes a lighter blue spinal ruff that runs to the tip of itsbarbed tail.

The Midgard linnorm�s rear legs are short and stumpy for its massiveform, and appear as if they are not strong enough to support it. Its frontlegs are longer and end in razor-sharp claws. The linnorm uses its legsprimarily to aid its maneuverability as it slithers along in the water andacross the land.

The Midgard linnorm speaks the languages of all Norse dragons andcan telepathically communicate with all other intelligent creatures. Thisis the only linnorm with this extensive telepathic ability.

Combat: Despite its malicious nature, the Midgard linnorm avoids bat-tles, considering physical struggles beneath it. It prefers to meddle inthe affairs of other linnorms, humans, and demihumans through itsspells and abilities, keeping its distance yet maintaining control of thesituation. The Midgard linnorm has entered few fights in its centuries-long existence. It relies on guards to fight for it.

However, if a threat is menacing enough, the Midgard linnormbreathes on the targets. Those left standing are next subjected to its spells and further breath weapons. The Midgard linnorm will only at-tack with its bite, claws, and tail slash if there is no other recourse.

Breath Weapon/Special Abilities: The Midgard linnorm possessesthree breath weapons. The first is a spray of boiling water 10� wide and200� long. Creatures of fewer than 4 HD struck by the spray automati-cally drown unless they are capable of breathing water. Creatures of 5-7HD drown only if they fail their saving throws vs. breath weapon. Crea-tures of greater than 7 HD are not subject to the drowning attack. Fur-ther, all those struck by the water spray suffer 20d20 + 12 hp damage(save vs. breath weapon for half), and they are propelled 100� back. Thesecond breath weapon is a cloud of dust 200� long, 80� wide, and 60�

70 JULY 1992

Ecology: The Midgard linnorm requires very little sustenance, diningonce every four or five decades. During this time, the linnorm consumesvast amounts, of sea foam�and whatever is floating on it.

The Midgard linnorm has no known predators but many enemies inhuman and demihuman communities. Occasionally, bands of humansand demihumans who have heard of the Midgard linnorm foolishlyband together in an attempt to hunt it; they are never heard from again.All normal linnorms bow to the Midgard linnorm, never daring to chal-lenge it.

Habitat/Society: The Midgard linnorm lives at the bottom of the oceanon the world of the Vikings, and there spends most of its time. The ser-pent is a solitary creature, believing the company of others largely in-consequential. Still, the linnorm recognizes the value in keeping othersnearby as guards. The serpent�s lair is a huge underwater sea cave, sodeep beneath the surface of the water that no light filters down. In thislair, the Midgard linnorm is guarded by a quartet of venerable sea lin-norms of maximum hit points (see DRAGON® issue 182). The Midgardlinnorm stores his wealth within the deepest chambers. Discardingcoins and gems, the serpent elects to keep primarily magical treasure,and he employs some of that magic when venturing out of his lair. Alsoin his lair are remnants from visits to the surface-prows of Vikingships, statues from villages, large shields, and other trinkets.

The Midgard linnorm considers all of the sea floor his domain and isquick to dispatch any creatures that claim territory in his presence.

deep. Those caught within the cloud suffer 16d20 + 12 hp damage (savevs. breath weapon for half). All those who fail their saving throws areaffected as if they were subject to dust of sneezing and choking. Thefinal breath weapon is a cone of wind 20� wide at his mouth, 200� long,and 50� wide at the base. All those caught within the cone suffer12d20 + 12 hp damage (save vs. breath weapon for half). Further, theyare automatically propelled backwards 200� from their starting position.The Midgard linnorm is able to breathe every other round as often as itwishes. Creatures struck by a breath weapon save at -3 because of thislinnorm�s awesome power.

Another deadly attack is its ability to constrict creatures by wrappingits tail about them and squeezing. Those caught in this grip suffer 20 hpdamage per round until dead. A successful bend-bars attempt at one-half normal chances is needed to wriggle free.

In addition, this great linnorm has the following permanent abilities,useable at will: water breathing, ESP, telepathy, create water, and pro-tection from fire. At will, he can perform the following, once a day:charm person, charm monster, wall of fog, detect invisibility, hypnoticpattern, whispering wind, improved invisibility, solid fog, wizard eye,airy water telekinesis, death fog, raise water, veil, power word stun,teleport without error, power word blind, and shape change. TheMidgard linnorm uses his magical abilities at 14th level.

©1992 TSR, Inc. All Rights Reserved.

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Continued on page 118

riselle flapped irritably through thefog, peering downward from time totime in search of her nest. Short-sighted as she was, it was hard enoughto see when the weather was clear, andnow, after casting about for hours inthis mucky weather, she was totally

confused. Not a single mountain peak loomed through themist to give her guidance toward her nesting place, whichwas neatly situated in a sheltered valley among the Dra-chenberg Mountains.

Not that she was terribly happy with nesting. A gryph-on was simply not designed for sitting on eggs, and thatwas a fact. The lion�s body wasn�t designed for it, thoughthe wings did a fairly good job of keeping the drattedthings covered warmly and the mist off them.

It was not an easy life, being a female gryphon, andGriselle was not naturally maternal. Young gryphons werenasty tempered and their beaks were painful when theytried to suckle. That was another mistake of nature thatshe resented rather bitterly.

She hoped that the present batch would be her lastclutch of eggs. She was getting too old for this, not tomention entirely too blind. Keeping track of the youngmonsters was no easy task, once the boring job of hatch-ing was done with.

She tangled with a small tree and found her wings flail-ing desperately at flexible branches and wet leaves. Wasthis the rhododendron growing on the ledge just above hernest? She pecked at a leaf, decided it must be, anddropped through the damp foliage to land springily on herlion legs.

among stones that were like any others, anywhere. Shenever had made a study of them, and whether they weregranite or sandstone she couldn�t truly say.

There were rocks around her nest, so she must be head-ed in the right direction. After a half hour of stumblingand bumping and thrashing around in the fog, she founda huddle of jagged boulders in the midst of which lay threepale eggs. They seemed a bit smaller than she remem-bered, but her memory wasn�t very good anymore, either.It was a nest, and that was good enough for her.

With a whistling sigh the gryphon settled painfully ontothe rockpile and scuffled her legs to arrange the eggs soher leg-bones wouldn�t break them. Strange�they feltcomfortable for a change. Instead of having slick shells,they seemed to have become leathery and slightly soft. Anice change! There were too few pleasant surprises, thesedays.

Her tail switched with impatience as she made her way

The night-mist lifted, but Griselle was sleeping, herwhistling snores echoing among the distant heights. Whenthe sun topped the eastern mountains, the gryphonopened one eye and looked about. She raised her headand peered short-sightedly toward the blue peaks. Their shapes swam dizzily before her, not exactly like those sheremembered but not exactly unlike. Near enough.

Warmed by the sun, she dozed away the summer days,waiting for hatching time to arrive. Garamond, her mate,did not visit her, which was not surprising. She had lefthim sitting on their nest while she went to find a sheep or

Gryphon�sNest

by Ardath Mayhar

Illustrations by Terry Dykstra

DRAGON 75

She sprang into the air with a desperate flap of her pow-erful wings and a surge of energy to her furry legs. Themanticore lunged, but she was out of reach and the thingsquirmed out of the nest and backed away, its triple rows ofteeth grinding together in fury. Nasty things, manticores!

Griselle might not be maternal, but this was her nest;he was threatening her property. She settled back, herwings covering the nest jealously, her razor sharp beakready to amputate any part of the creature that came near.

The manticore paced to the right, and her sinuous neckfollowed its movements. It moved to the left, and againGriselle kept her clouded gaze fixed upon its blurredshape. When it sprang toward her with the terrible speedand distance of its kind, she was ready.

Her beak dug into its tender underside, and the thinggave a shrill shriek as she tossed it aside. The beast�s voicefluted a challenge, and she rose to her full height, wingsready to buffet, beak prepared to strike again.

This time the creature did not dare to spring. Instead itturned and leaped toward the mountains, disappearing ina few bounds beyond the first line of peaks with incredibleagility, as that kind was wont to do. They were speedycreatures, and they could jump almost as high as shecould fly.

Her blood racing nicely after the workout, Grisellerearranged the eggs and prepared to sit again. It should betime, and past time, for them to hatch. But eggs wereeggs, and they always kept to their own schedule, no mat-ter what their mother might prefer.

Even as she drew her legs up and sighed, she felt aquiver beneath the fur of her stomach. Was somethinghappening? Was it time at last? She rose again and put herbeak close to the nearest egg, trying to see with one dimeye if it was cracking.

At first she doubted what she saw. Her vision was allbut gone, anyway, and surely she couldn�t be seeing theshell of a gryphon egg rippling as if it were made of skin.Even as she watched, the covering tore and somethingpoked through the hole.

This was no child of hers! A gryphon pecked out re-spectably with its beak, and its damp, furry body followedit out of the shell. This . . . creature . . . had a pointedhead, its shiny eyes visible even to Griselle. As the thingslithered out of the soft egg-leather, a sinuous body fol-lowed the head, and the dumbfounded gryphon realizedthat she was staring at a young basilisk.

The shock was terrible. That night when she last fed�the fog� she must have lost her way and found this basi-lisk nest by accident. Where was the parent of this smallcreature?

It was too late to ask that question, for the little serpent

The visit of the manticore almost caught her unaware.Deceived by his lion body, too blind to note the lack ofwings and the leering man�s face, she moved lazily at first,thinking it was that laggard Garamond. She opened herbeak to dress him down before she caught the gleam ofthose humanlike eyes.

a man or some other tasty bit to keep her from gettinghungry while she sat, and she had found the nest unat-tended when she returned. He knew better than to faceher after such slack behavior.

JULY 1992

wriggled to her side and curled about her leg for warmth,its small body quivering with contentment. In time twomore joined it. She knew that it was too late. They hadseen her and claimed her for their own.

I am the mother of three basilisks! Griselle thought, herheart pounding. But what has happened to my own eggs? Ispoor Garamond still sitting there, waiting for me to return? And tothink that I blamed him for deserting our nest, when it was I�I! �who never came back!

Now, however, she had other things to think of. Ifyoung gryphons were difficult and painful to feed, howmuch more difficult was it going to be to keep three infantbasilisks alive? What did they eat? Serpents did not suckletheir young, that was one thing she knew without doubt.

Eagles, who were in a way her distant half-kin, broughtmeat to their ravenous young. She had seen that. Butwhen she put her head down near those of her foster chil-dren, she could see that their mouths were totally unsuit-able for chewing. What on earth should she feed thecreatures?

One put its snaky face near her eye and opened itsmouth as if hungry. Fangs�yes, there they were, set wellback but definitely there. No, she would not allow them tosuckle, even if they showed signs of wanting to. She hadno desire to test the potency of basilisk poison.

She spent futile hours catching bugs, which she couldn�tsee but had to listen for and squash with her awkwardpaws. The young cared nothing for squashed bugs.

She left them squirming in the nest and went towardthe stream that ran down from the mountains. There shehunted painfully for fish, for rabbits, for caterpillars, foranything at all that might tempt their unknown appetites.

The blood of the rabbit proved to be the one thing theyrelished, and in the next weeks the population of rodentsaround the nest diminished remarkably. Given suitablenourishment, the young basilisks grew with terriblespeed-almost as quickly as young gryphons, in fact.Before fall, they were coiling around the rocks, catchingcurious birds and animals that thought to den against thecliff.

Although they returned at night to warm their sluggishblood against her furry body, Griselle realized that thesewere young who took their own way at an early age. Shehunted her own food now, leaving theirs to them, andoften she thought about her stressful months of sucklingher own kind, pulling her weight down to nothing, havingto eat every week instead of once in three or four months.

Given the choice, she realized that she much preferredbeing foster mother to basilisks. But she often wonderedwhat had happened to their own parent before she hadarrived on the scene. Surely the creature must have diedin battle or in an accident, or she would have come backto tend her eggs.

When the sun had moved to the south and cold windsswept down from the mountains, the brood grew quiet.Even Griselle knew that they must hibernate during thecold months, and she watched with interest as the threehunted among the boulders for snug dens in which tosleep away the winter.

Once they were settled, she stretched her wings andsighed. It had been an interesting summer, but she had

best seek out her own family before the clouds and stormsagain dimmed her vision. Garamond would have givenher up, she was sure, and her children would not knowher at all.

She sprang into the sky, feeling her old muscles achewith effort as her wings strained for altitude. Surely shemust have come too far and crossed a second range ofmountains on her way back to the nest, all those monthsago.

She soared, riding a thermal draft up and over theheights. She could smell fresh snow, still distant in thenorth but on its way to add depth to the white fields belowher. Garamond would have withdrawn from the summernest into the high cave against the cliff where they alwayswintered with a new brood. The small ones would beflying on their own by now, though still dependent upontheir parents for food until next summer.

Griselle swooped down the slope of the range, scanningthe dim distances hopelessly. Where was that peak that soresembled the one near her basilisk nest? It had seemedsuch a fine landmark, with its broken tip and the hump onone side. And then she saw it, looming against a snow-laden sky.

She wheeled, seeking the dark spot against the sheerwall that would be the cave. When she found it at last shefound her heart beating rapidly. It had been so long�would Garamond be happy to see her? Would the youngbe afraid of her?

She cupped her wings and settled onto the ledge outsidethe cave. From inside came the whistling roar that was thechallenge of a gryphon, but she shrilled her name into theechoing tunnel. There was silence for a moment, and thenGaramond came sidling from the darkness to peer at her.

�Griselle?� he piped. �Alive?��Lost, but alive,� she agreed. �Did the young hatch? I

thought I was sitting upon them until the basilisks hatchedand I realized my mistake.�

Garamond made a strange sound, something betweenanother roar and as near to a chuckle as one can comeusing a beak. �Basilisks!� He lay on the cold stone andwhipped his lion�s tail wildly against the cliff.

Griselle looked down, alarmed at his behavior. �Ofcourse, basilisks. What is wrong with you, Garamond?�

She found a convenient chamber, small enough to be keptwarm by a single gryphon, and curled her tail around herpaws. Settling her beak on a convenient stone, she closed hereyes and thought of those comfortable leather eggs, the affec-tionate young basilisks, their early independence.

She had found the calling for her old age, she knew,and when she slept she dreamed of pleasant things. Nextsummer. . . ahhh! Next summer!

As well it should! thought Griselle. If he tries to mate withthat one, he will end up dead, but I know better than to speak ofthat.

The serpent hissed agreement, withdrawing into thedeepest chambers of the cavern. Garamond glanced apolo-getically at Griselle before stalking away behind her, histail twitching nervously.

No more egg-laying! No more suckling young witheagle beaks! No more soothing Garamond, whose tempergrew worse every season. She felt a great sense of relief.

�Allow me to rest for the winter in our warm cavern,�she said to the basilisk, ignoring her former mate. �I willleave with the spring to find other basilisks who desirerelief from nest-sitting. I shall become a foster-mother tothe young of your kind, now that I know how to managethem.�

For a moment, Griselle felt a hot rage building in herbosom. Then she realized that this was just what shewould have chosen if asked.

Garamond looked sheepish, as much as could be donewith his birdlike face. He rose to his feet and stiffened histail. �You were gone. I was alone, sitting on eggs that youleft to me. This one assisted me, and she has found a placeamong us.�

�I have found furred and hot-blooded creatures to keepme warm and awake,� said the basilisk. �You sat, I think,upon my abandoned nest. My thanks to you, but do notthink to push me from this place. Your eggs hatched andthe young gryphons accepted me as their mother.�

Then there came a hissing voice from the darkness ofthe tunnel. A long shape slithered into view, its face famil-iar even to Griselle�s dim eyes.

�Why are you not asleep, with the rest of your kind?�she asked the intruder.

DRAGON 77

by Steven E. Schend

HE MARVEL®-PHILEHE MARVEL®-PHILECrossing the dimensions to bring you new heroes

Color by Steve Sullivan,

After months of leftovers, updates, andvarious odd bits of trivia here in the �Phile,we now present two great charactersfrom the EXCALIBUR comic book for yourgame universe: Cerise, an alien energywielder; and Kylun, a mutant swordsmanof Ee�Rath. They�re the new allies of theBritish superteam, Excalibur. These twohave only recently been inducted into theteam but have already proven themselvesheroes on Earth and other worlds (andcan soon prove their mettle on the battle-fields of your MARVEL SUPER HEROESTM

game universe as well).

CERISE�Dimension-crossing alien

adventurerFirst appearance: EXCALIBUR #46

(cameo, face unrevealed); EXCALIBUR #47

F RM(30) Health: 90A EX(20)S EX(20) Karma: 60E EX(20)R EX(20) Resources: GD(10)I RM(30)P GD(10) Popularity: 5

POWERS:Light Force: Cerise has the Amazing (50)

rank innate ability to generate and manip-ulate crimson energy fields for a widevariety of effects, many of which have yetto be revealed. For now, Cerise has exhib-ited the following variations of her power:

�Force Blast: Cerise can generate Forcebolts of up to Amazing (50) rank andrange.

�Force Fields: Cerise also manipulatesher crimson energy into force fields ofIncredible (40) rank covering her area. Ifher field is extended over an expansegreater than one area, its defensive rank is

TM

reduced by -1CS; Cerise apparently can-not maintain fields over three areas insize, though her versatility in shapingthese fields seems limitless. Her standardfields are protective force bubbles inwhich to carry people (apparently as ex-tensions of her flight power), walls forunidirectional protection, tubes, and semi-malleable personal fields to protect andretrieve others. Cerise can generate a fieldacross distances of up to four areas awayfrom her.

�Flight: Cerise can fly at an Excellent(20) air speed alone; if carrying any pas-sengers (maximum of 1,000 lbs.) within aconnected force field, she can maintain aGood (10) air speed.

EQUIPMENT:Transit Suit: Cerise arrived on Earth

wearing a beetlelike suit of alien armorfrom her home planet. The suit�s capabili-ties are as follows:

DRAGON 79

�Body Armor: The transit suit is madeof unknown materials that afford thewearer Amazing (50) protection fromenergy attacks and Incredible (40) protec-tion from physical and Force attacks. Italso has a life-support system capable ofmaintaining life for up to two weeksunaided.

�Dimensional Scanner Gloves: Cerise�sgloves (with the main components remov-able for localized scanning) provide holo-graphic monitors that scan surroundingspace and allow the wearer of the suit tonavigate hyperspace to reach prepro-grammed coordinates. The limited scan-ners contained in Cerise�s gloves have arange of eight areas and can detect en-ergy, space, or time fluctuations or abnor-malities with Amazing (50) ability.

Dimensional Transit: The transit suitallowed individuals to travel through hyper-space at Shift Y (200) interplanetary speeds.The suit�s �Dukane Drive� capabilities uti-lized energy- and space-manipulation prin-ciples totally unknown to currentspace-travel theorists of the MARVELUNIVERSE�. The drive units on Cerise�sarmor have burned out and may not berepairable with current Earth technology.

TALENTS: Cerise exhibits a wide varietyof talents, including Spacecraft Pilot, Bilin-gual (Native Shaskofrugnonian and En-glish), Astrophysics, Temporal Physics,Electronics, and Martial Arts C.

HISTORY: Very little is known aboutCerise�s background. She prides herself onher rank, boldly exclaiming quite oftenthat she is a �warrior of the Grand Jhar,genestock of Subruki, Zarstok, and KuliKa.� Whether the latter three are herancestors or parents is unknown, thoughsome familial relationship is suggested.Cerise arrived on Earth while travellingfrom her homeworld of Shaskofrugnon (apreviously unknown planet). By her mark-ings, she was en route to the PhlegmnonRim frontier. As she passed through theQuassion Field of Tryar, she encounteredextreme turbulence throughout hyper-space and real space (undoubtedly causedby Necrom�s recent attempt at multiversalconvergence�see later). A vortex formed,and Cerise�s transit suit burned itself outbefore she entered a dimensional rift andmaterialized in the dimensional nexuswithin Excalibur�s lighthouse.

Cerise�s arrival was timely, as she wasquickly accepted as an ally and member ofExcalibur after a minor fracas with theTechnet, who were guests of Excalibur atthe time. She aided the team in the fightagainst Necrom and the Anti-Phoenix, andboth she and Kylun comported themselveswell during the multiversal crisis (detailedlater). Cerise now resides with the othermembers of Excalibur in Braddock Manor.

80 JULY 1992

ROLE-PLAYING NOTES: Cerise is anextraterrestrial warrior-adventurer, onewith experience beyond her seeminglyfew years. She is friendly and warm-mannered to those she meets, but she canbecome cold and overly analytical whenpresented with a mystery. Cerise hastraveled the universe seeking excitementand adventure, arriving on Earth by acci-dent and staying since it seemed she�could have a lot of fun here.� Though shecomes from a technological society farmore advanced than our own, Ceriseseems somewhat naive and innocent onEarth.

In your own game campaigns, Cerisecould just as easily fallen in with the PCheroes as with Excalibur, so she is quiteadaptable to nearly any campaign. Muchfun role-playing can be had while the PCsacclimate Cerise to the complexities ofEarth�s culture (try to explain Americanpolitical systems, television sitcoms, andhot dogs to someone with no comparableframes of reference). Her powers are quitespectacular, so imagine her problems ifshe wishes to work with heroes who relyon stealth and subterfuge. As a hero,Cerise is quite dependable, and herdimension-traveling experiences open upan infinite number of new doors for PCheroes if they wish to explore the space-

ways with herThough she is not such, Cerise could be

perceived as a villain for an adventure ortwo. Imagine a beetlelike alien teleportinginto the middle of Times Square, with itsuniversal translator damaged. The alien(Cerise) is confused and disoriented fromher dimensional trip, and she cannot com-prehend the native language; her appear-ance and language, of course, do little tocalm the crowds, which promptly panic. Ifyour PC heroes tend toward knee-jerkreactions, Cerise may find herself hunteddown as a hostile alien until she can fixher translator. Of course, there are manywho can fix it for her, but what shouldhappen if she meets a friendly (but alwaysunctuous) Wizard looking for a new mem-ber for his latest Frightful Four? Perhapsothers from her world later come to Earthlooking for her; they might assume thatthe PCs are holding Cerise against her will,and they�ll seek to free her from her �cap-tors? Or, maybe her dimension-hoppingarmor is stolen by one of your campaign�svillains. Cerise and your PC heroes mightneed to find some other means of crossingdimensions to chase him. The opportuni-ties are endless for this naive but powerfulalien in your games, so take advantage of

KYLUNTM

Colin McKay, mutant revolutionaryand adventurer

First appearance: EXCALIBUR #2 (asColin); EXCALIBUR #42 (as Kylun theWarrior)

F IN(40) Health: 120A RM(30)S EX(20) Karma: 46E RM(30)

TM

TY(6) Resources: GD(10)I GD(10)P RM(30) Popularity: 5; 50 on

Ee�Rath

Bestial Appearance: Kylun�s mutantphysiology grants him catlike eyes thatallow him Night Vision (no penalties forfighting in normal darkness) and a full-body covering of light brown fur thatprovides a Feeble (2) Resistance to Cold.

POWERS:

D R A G O N 8 1

Sound Duplication: Kylun has the In-credible (40) rank mutant power to dupli-cate any sound he hears. He apparentlycannot change the tone, pitch, or volumeof the stimulus, simply reproducingsounds exactly as he hears them. There isno audible difference between the actualsounds and those Kylun produces, so voicescans do not detect any abnormalities.

Swords of ZZ�Ria: Kylun�s magicalswords are indigenous to Earth 148,known to its natives as Ee�Rath, and arerare and wondrous artifacts bestowed onthis gifted warrior. The two swords aremade of an unknown metal but have Un-earthly material strength due to theirenchantments. Created by one of Ee�Rath�sgreatest sorcerers, the two swords can cutthrough anything but those creatures whoare �pure of heart�; in Kylun�s hands, theswords each deal out 25 points of EdgedAttacks damage to all inanimate items orevil beings. In addition, the swords havethe power to cut through and disrupt anyenergy barriers (especially magical energy)of less than Unearthly strength. Kylun�sswords, when not in use, are magicallyheld in place on the back of his costume.

EQUIPMENT:

Dagger: Kylun also carries a wide-bladedenchanted dagger for use as a missileweapon (range of two areas) that inflicts15 points of Edged damage to its target; ithas an innate Resistance to Magic of Excel-lent rank.

TALENTS: Kylun has the talent of Weapons Specialist with the Swords of ZZ�Ria(Monstrous Fighting rank). His other tal-ents include Martial Arts D & E, ThrownWeapons, and Resist Domination.

HISTORY: Kylun originally was bornColin McKay in our Earths England; hiscatlike eyes marked him as a mutant frombirth. When he was seven years old, hisparents were killed and he was kidnappedby the Vixen, Britain�s equivalent of Ameri-ca�s �Kingpin of Crime.� Colin escaped theVixen and her men, hiding in a derelictEnglish factory. The factory�s previousinhabitant had been Tweedledope of theCrazy Gang, a savant inventor who threwtogether pieces of scrap metal, a transistorradio, apple cores, baked beans, a rubberspider, and other garbage to inadvertentlycreate the artificial life-form now knownas Widget. Widget befriended Colin andkept him company, a fact the lonely Colinnever forgot. When the Vixen and hermen came to the factory to recapture theboy, Colin escaped through a dimensionalportal created by Widget and arrived onthe barren, icy plains of Ee�Rath.

Cohn was raised as a warrior, becomingone of the premier fighters for the Sorcer-ess� Sisterhood. Kylun�s body took on his

82 JULY 1992

current bestial appearance as he grew,and this heightened the stories about thisgreat warrior. Fame, however, matteredlittle to Kylun. As he reached the age ofmajority, he chose as his symbol an ap-proximation of Widget�s original form,then gained the love of the PrincessSa�Tneen, the heir to the Sisterhoodsdynastic rule. The couple�s joy was sooninterrupted by the sorcerer Necrom andhis druids, who conquered Ee�Rath andsubjugated its peoples. Necrom soondrained the planet of much of its life inthe sorcerer�s relentless quest for morepower, as he hoped to bring the multiverseunder his own malevolent rule.

Kylun led a revolt against the rule ofNecrom, culling an army from the longsuffering natives of Ee�Rath. He saved hislover from becoming a sacrifice on Ne-crom�s altar, and together they led therebel army to Necrom�s Dark Citadel.Necrom had drained much of the life ofthe planet into himself, and he prepared togo to another Earth through the cross-timechamber in his citadel. He stopped longenough to animate the remains of hisworlds Excalibur team (Captain Britain148, Thor, Black Knight, Spider-Man) tofight Kylun and Princess Sa�Tneen. Theanimated heroes were quickly defeated,but the princess was slain before theycould stop Necrom�s entrance into hisChamber of Infinity, which would takehim to Earth 616, the prime (Marvel) Earthand current home of the Phoenix. Kylunfollowed Necrom through the chamber, hisheart filled only with hate and revenge.

Kylun rematerialized inside the light-house of Excalibur, mistakenly thinkingExcalibur was responsible for the destruc-tion of his adopted world. After meetingNightcrawler and ascertaining his hero-ism, Kylun worked alongside Kurt and theexiled Technet, and was on hand withExcalibur to see the release of the Anti-Phoenix from its prison in County Sligo,Ireland. Necrom, fortified by the absorbedpower of the Anti-Phoenix, soon made hispresence known in England when heslaughtered a contingent of 19 F.I.6 agentsin London, draining their life forces andnearly killing a British mutant hero, Micro-max. Necrom then played his final gambit,confronting Excalibur and their alliesoutside the lighthouse.

Kylun, with Cerise, Micromax, andFeron (a young mystic trained to wield thePhoenix force); led an attack on Necromwhile Excalibur quickly repaired the dam-age Necrom had done to the multiversewhen he attempted to �converge� all thevarious universes. Despite this repairingand strengthening of the dimensionalwalls that separate each universe, therepercussions of such widespread dimen-sional havoc will occur for years to come.Kylun managed to wound Necrom with his

Reserved.

swords, damaging one of his eyes, butNecrom abandoned the battle and fled toOtherworld to confront Rachel Summers,the Phoenix. The Phoenix vs. Anti-Phoenixbattle destroyed an entire solar systemlight years away. Necrom was defeated byRachel when she gave him the full powerof the Phoenix. Necrom couldn�t absorbthat much power, and he exploded; Ra-chel�s body teleported back to Otherworldclad in the green and gold costume ofEarths first Phoenix, Jean Grey.

Kylun has been accepted as a member ofExcalibur along with Cerise, and the entireteam now resides in Braddock Manorfollowing the destruction of the Towerthat Crosses Time (a.k.a. the Excaliburlighthouse).

ROLE-PLAYING NOTES: Kylun is, de-spite his martial talents and fearful looks,a relatively shy and reserved hero. This isall the more remarkable due to his accom-plishments as a rebel leader on Ee�Rath.He is quietly confident in his own abilitiesand remains calm in any combat situation.His leonine features belie a young, fiercelyloyal heart and slight insecurity over his�insignificant� mutant power. In the shorttime he has been with his teammates, hehas quickly gained their respect and trust,things he cherishes all the more becauseof his lonely childhood. Most of all, he isloyal to Widget, his only friend from hisyouth before being teleported to Ee�Rath.

In your game campaigns, Kylun fitseasily as a trusted ally and skillful warrior,His use of swords will be hard to explainto local law-enforcement officials, and itmay easily get him into trouble until theproperties of his swords are discovered.Though he is a native of Earth, his mutantappearance could be disguised by callinghim an alien from Ee�Rath (helping hisPopularity score). He reacts quickly todanger and often leaps into battle regard-less of planning or strategy, unless he is incommand.

Though initial mistrust of Kylun mightcome from his appearance, he can becomeone of the best allies your PC heroes havemet in quite a while. Though he wouldnever fall in with any established supervillains, he could become a lone vigilante;as Spider-Man has known for years, themedia and public can view him as a men-ace regardless of any heroic deeds hemight perform. Once Kylun finds an allythat he (and his swords) could trust, hewill try to ally with that person for aidagainst Necrom (should the latter return)or any other evil that makes its presenceknown.

Entertainment Group, Inc. and are used with permission.Copyright ©1992 Marvel Entertainment Group, Inc. All Rights

The MARVEL-Phile’s Marvel characters and the distinctivenames and likenesses thereof are trademarks of Marvel

“Forum” welcomes your comments and opinionson role-playing games. In the United States andCanada, write to: Forum, DRAGON® Magazine,P.O. Box 111, Lake Geneva WI 53147, U.S.A. InEurope, write to: Forum, DRAGON Magazine,TSR Ltd, 120 Church End, Cherry Hinton,Cambridge CB1 3LB, United Kingdom. We askthat material submitted to “Forum” be eitherneatly written by hand or typed with a freshribbon and clean keys so we can read andunderstand your comments.

I have been following the recent letters fromfemale gamers regarding the problems theyencounter in this hobby and the difficulty offinding other women who share their interests.Eight months ago, I started a survey of womengamers with the intention of discovering thedemographics involved, whether my experi-ences with gaming were universal and whatsort of archetypes and worlds are created byfemale gamers and GMs. Some respondentshave expressed an interest in creating a directo-ry of women gamers and in creating a quarterlyamateur gaming magazine for, by, and aboutwomen in this hobby. The directory project isunderway. I would like to extend an invitationto your female readership to write to me. Thereare women gamers out there; some of us havebeen around since the CHAINMAIL game andthe first D&D® boxed set. We welcome you tojoin us.

I do apologize to your male readership forleaving them out, but having graduated from awomen�s college, I am a firm believer in a sepa-rate space for women to find support andadvice from other women. I would welcomecomments from male gamers on their percep-tions of women as players, GMs, characters,nonplayer characters, etc.

I have been reading DRAGON Magazine offand on since issue #50 or so. This topic hasalways been around. There have been numer-ous articles through the years about thestrength limit for female characters, class levellimits, complaints about art, and the lack ofwomen in modules and game systems. It isobvious that gaming, like the science-fiction andfantasy genres, is predominantly male. Part ofthis may be due to role-playing games� longassociation with war gaming and the fact that,until recently, RPGs were principally availablethrough game stores, hobby shops, and comicshops�again mostly frequented by males. It�s aself-sustaining cycle. A female gamer is unlikelyto discover the hobby unless she frequentscertain outlets or college clubs, or her boyfriend

84 JULY 1992

or husband introduces her to the hobby. Havingdiscovered the hobby, she is likely to be the onlywoman in a game and possibly in the area. Inmy experience, gaming conventions are over-whelmingly male.

Many game systems provide little or no guid-ance on creating or running female characters.Games based in a particular historical periodalso, for �realism� purposes, have gender dis-crimination built in. Recently, I reviewed aseries of products by several games publishers,counting the ratio of male to female samplecharacters or NPCs (see Alarums & Excursions#201). Although some publishers were betterthan others, the average ratio was four malecharacters to one female. I don�t know if thisreflects the gaming population, but it impliesthat women are a minority. The near-universaldecision by gaming companies that the pronoun�he� is sufficient to include �she� in theirproducts makes the writer�s job easier, but againit does make some women feel unwelcome.Finally, while scantily clad women in seductiveor passive poses probably do increase salesamong young men, women are more likely notto buy the product or, more sadly, not to enterthe hobby. I question whether the end justifiesthe means, particularly since as many potentialcustomers may be lost as are gained.

Please write to: Clarissa Fowler, White RosePublishing, P.O. Box 933, Amherst MA 01004-0933, U.S.A.

Clarissa FowlerAmherst MA

Congratulations to Rebecca Whaling of Indian-apolis, Ind., for writing in issue #179. As the co-manager of a game store in Indiana [MetalcraftMiniatures and More], I see a wide variety ofcustomers�male and female. Although most ofthe gamers are male, the female portion ofgaming groups seem to be on the increase.

I became interested in fantasy in grade schoolwhen I read The Hobbit for the first time. Injunior high and high school, I had several malefriends who played the D&D game, but due tosome kind of prejudice (�We don�t want a girlplaying! Yuck!�) I never had an opportunity toplay. The week after I got my driver�s license, Idecided to pay a visit to my local hobby store.The salesman was really nice, so I started tohang out there after school. After a while, Iended up behind the counter helping with sales;eventually, I married the guy! My husband and Iboth work full time at the shop now, and weplay games on our days off.

My advice to the young man who wrote in a

few issues back [issue #173; see also the thirdletter in “Letters,” in issue #179 is this: You�retrying too hard! The main goal of gaming ulti-mately is fellowship with others. Try talkingwith people at school, the library, or at extra-curricular activities or clubs. Perhaps you canfind others with similar interests. The wholepoint is to have friends with whom you canspend some time together.

Leslie A. KingElwood IN

The letter from the female gamer in issue#179 caught my attention. I am a female collegestudent and I have been gaming for five years.In high school, role-playing could be absolutehell. Either I was being �protected� or ignored!In one session, I had to keep finding a differentplace to sit because this guy was following mearound trying to put his arm around me! At atournament, a gamer (who hadn�t slept in 48hours) was trying to flirt with me. He told me allabout his night job: He worked in a morgue!Come on! The group I play with now is great,and the little side �games� are at a minimum. Ihope this gets printed. I want male players toread this and think about how their behaviormakes us female players feel.

Shirl PhelpsRedlands CA

I�m writing in response to a letter in issue#173�s �Letters� column. It was a letter fromone of your readers who said he has never metany girls who gamed. Sadly, I have found this tobe true. I�m a 17-year-old girl, and in the six orseven years I�ve been gaming, I have met onlyfive girls who were fellow gamers. Of course,considering I�ve met about 1,000 fellow femalesin my life, this is a very small amount.

Giving some consideration to all the gamersthat my brother and I know (about 30 or 40),that�s about one girl among every eight malegamers. But here in my hometown, we have abiased sample since there is a liberal-arts uni-versity 10 blocks from my house. I think thismight have something to do with the localpopularity of various role-playing games.

I know that gaming is looked upon as weirdby my fellow girls, but I�m always thrilled tofind another girl who has decided to try gamingand likes it. Sometimes I�m even embarrassed totell my friends what I did over the weekend if Iwent to a gaming session.

Maybe you should try marketing some gamesthat appeal to a larger female audience. Theidea of slashing up demons and goblins doesn�treally appeal to many girls.

Sarah BrundageEugene OR

This is in regard to Tim Schroeder�s article,�Creative Campaigns: A New Recipe,� in issue#175. A good article, however, (don�t you hatethose �howevers�?) there was one subject itdidn�t address: changing the relations betweenthe races.

You know the setup: the humans with theirelven, dwarven, and halfling allies vs. the orcs,goblins, hobgoblins, and kobolds, battling in anepic struggle. But does it have to be that way? Not necessarily.

On one world, the DM could have the humansoppressed by tyrannical elves, and the humans�only allies are the orcs. Another world couldhave the humans themselves as evil, with all thenonhumans allied in an attempt to free them-selves from the vile overlords. The PCs couldeither uphold the human race�s evil or act tobring mankind back to the old ways of peace

and tolerance.In one corner of my own campaign world, the

elves and the dwarves have come close to warover a holy site on a mountain. Both races areactively trying to recruit the local orcs to sup-port them. The orcs are, at the same time,trying to get the elves and the dwarves to payattention to the threat posed by the local lizardmen who live in a nearby desert. The elves areelves, the dwarves are dwarves, and the orcsare orcs, when you get right down to it, but thethree races have come to a form of accommoda-tion. While there is a degree of animosity be-tween them, they�ve managed to learn to livewithout antagonism (until recently, that is).

Players get used to the �typical� relationsbetween races in role-playing games, so chang-ing the relations could get them to perk up andpay attention again. Finding out that a flind warparty is there to help the hill dwarves against araiding party of wild halflings can make eventhe most jaded player sit up and take notice.Just because it says dwarves hate orcs in theofficial rules doesn�t mean it has to be that wayon your world.

Alan Kellogg435 13th St., #317

San Diego CA 92101

I�d like to comment on Tim Schroeder�s article�Creative Campaigns: A New Recipe� (issue#175). In his article, Tim states that a largeorganization of mages would significantlychange any campaign. I agree, but I find itdifficult to believe that such an organizationcould form, or last for long if it did.

If one group of mages banded together toproduce cheap continual light devices (or what-ever), there would be much opposition from theother mages in the area, who might possiblyform a counter organization to undersell thefirst. The concept of industrial espionage/sabotage takes on a whole new meaning�onewell-placed fireball could wipe out a continuallight factory and work crew of lower-levelmages. And fireball spells are available to thesame mages who can cast continual light.

The thieves� guild would take offense if itswork became harder because there were noshadows to hide in. Thieves might hire their�brothers� in the assassins� guild (who, inciden-tally, would also be angry at the mages� organiza-tion for making assassinations harder). Seeing asday and night are basically now the same, thethieves might start working full-time during thedaylight hours (which would increase the inci-dence of crime).

The lantern makers� guild or chandlers� guild,whose mainstay is producing devices that pro-duce light, would be similarly upset and mighthire the assassins or lots of mercenaries tosquash the competition.

The clerics of the gods of darkness may beoffended, as might the local vampires, shades,or other light-hating creatures.

Most peasants are superstitious by nature andwould see the preponderance of magic as an illomen, especially if followed shortly by a rise inthe crime and murder rates (as the assassinsknock off the mages) or appearance of evilcreatures (vampires, etc.) or other agents ofdarkness.

There is no guarantee that the sovereign ofthe land will grant monopolies or other favorsto these mages, especially when other groupsform and clearly demonstrate that there iscompetition.

Traveling charlatans could make bad copies ofcontinual light devices using regular light spells,so the spell wears off after the merchant has

skipped town with the exorbitant sums of goldpaid to him.

There might even be competition from withinthe organization as mages bump each other offfor promotions or revenge, or any of the otherreasons a nasty DM can think up.

Finally, there is a very limited market forthese items. Few people in a medieval societyhave the money for even one of them. Thesecontinual light devices last forever (or, at least, avery long time), ensuring that there will be fewrepeat customers. Few people have use formore than a handful of these things. Consider-ing the problems of turning these things offduring wartime blackout conditions (a commonoccurrence in many nations in my campaigns),even the government bodies may decide to staywith the cheaper and more controllable �flameon a stick� torch.

Problems arise if these mages try to producejust the continual light devices. There could beeven more problems if they try to expand intoother spell effects.

L. Leon AdrianHighstown NJ

I am glad to see that in recent months myfavorite area of all fiction�time travel�hasbeen addressed in the pages of DRAGON Maga-zine. I would, however, like to explain mythoughts on a different aspect of time travel:journeys to the future. True, this has beentouched upon in the past (�Sturmgeshutz andSorcery,� in the Best of DRAGON Magazineanthology, vol. I, and �Modern Monsters,� in theBest of DRAGON Magazine anthology, vol. V),but these dealt with throwing fantasy charac-ters into battle against modern-day, real-worldtechnology.

However, stepping back and taking anotherlook, the question that comes to mind is, �If ourworld is the �future� of the AD&D® game, whathas happened to the magic?� The answer issimple: In our Middle Ages, there was no magic,so we advanced technologically. However, theAD&D game�s �Middle Ages� are saturated withmystical energies; therefore, such people would,most likely, advance magically. What formwould this advancement take, if the study ofmagic were allowed to evolve over a millenniumor two? Knowing that groups which begin withsimilar cultural bases (such as campaign settingsresembling Western Europe) will probablydevelop in similar directions, there is a goodchance that it would be much like the worldthat we live in today, except that magic wouldsupplant technology as the means to an end.

In my campaign world, 2,000 years in thefuture, the streets are paved with solidifiedshadow, and people watch the nightly news ontheir CBS (crystal balls). They drive to work inhorseless, wheelless carriages that rest on aspecialized form of Tenser�s floating disk andprocess information on their PCs (personalcontemplators: intelligent slabs of metal withtremendous math and memory abilities). Any-thing that exists in our world thanks to technol-ogy can be transformed to a magical equivalent.All the police carry advanced wands of magicmissiles, and the military uses anti-aircraftmeteor swarm launchers.

I�ve found that this is not just a great place tovisit, it�s a great place for a player looking for areally different character. I had a PC in my cam-paign who went back in time looking for a timetraveler gone mad. He was allowed no weaponsthat were beyond the realm of �period� magic, andquite a few times he wanted to kill someone buthis intelligent helmet would warn him that thevictim was an ancestor of his!

I do hope that I have fired the imaginations ofsome DMs out there. May all your futures beinteresting.

Michael MillerCatasauqua PA

I have been playing the AD&D game for aboutthree years now and have been a DM for abouta year. A problem that has begun in my cam-paign world is the players need to becomesuper characters and attain a king�s fortune intreasure and magical items in one adventure. Ihave tried many solutions to remedy the prob-lem but it still exists.

My players think that a player character musthave a 15 or 16 in at least two abilities scores tobe worth playing. They would not even think ofplaying a character with an ability score under9. I have talked to them about this and havemade them roll up characters in front of me,but the problem persists. I have even noticedsome ability scores changed from one playingsession to another. When I look down and seethat one PC has not one ability score under 14,something is wrong. The hit points these so-called PCs have are astronomical. They hadmaximum possible hit points even at 7th and8th level. When I question them about it, I get aresponse like �The dice were hot� or my favor-ite: �You even saw me roll them.� I had theplayers roll them in front of me and even lim-ited the hit-point maximums a few hit points perlevel to stem this tide, but it didn�t work.

My players also think they should have moretreasure and magical items than what would befound throughout the entire kingdom they areplaying in. They constantly commit to memoryevery magical item in the Dungeon Master’sGuide and can�t handle it when I throw in a newand unusual item. The purpose for them goingadventuring was to just get more loot andbecome more powerful, and any plot line wasjust another excuse to do this. Therefore, I triedto stop this by throwing in new monsters, givingout very little treasure, giving out more curseditems, inflating the cost of items in my cam-paign, increasing attacks by intelligent creaturesbecause of items of value carried by the PCs,having adventures that deal more with problem-solving than gaining treasure, having PCsthrown in jail because of gaining treasure,having PCs thrown in jail because of some actcaused by their greed, and even a stern andserious talk with them about their problem.Nothing seemed to work.

The aim of any role-playing game is to havefun while socializing, dealing with problems,role-playing your character, and working to-gether to reach a common goal. Gaining trea-sure and power are a part of the game, but theyare not the only part to which a PC must dealwith. Did you reach the goal that was set foryou? Did you role-play your character so wellthat you made the adventure a little moreinteresting for all those involved? Did you useyour wits to avoid some costly encounters orfoil a nasty trap set by the DM? Did you playwell with your party and make the experiencebetter for all who played? Overall, you must askyourself did I have fun and if not, how couldthis be changed? I have yet to see any of myplayers even consider these questions, muchless answer them. I am open to any suggestionsanyone has to offer.

Jackson CaskeyMarshfield WI

I am writing this in hopes that you will print itfor all those DMs who may have had sometrouble getting their players into another adven-

DRAGON 85

ture without pushing them into one they don�twant to play.

I was having a difficult time keeping myplayers up to date on the happenings in mygame world, and also providing avenues forthem to pick and choose adventures they wouldlike to play without pushing their charactersinto something they did not want. I was foreverstopping the game and bringing one player upto date on things in the world when the othershad already heard it. Or I would tell the playersinformation they should know, then I wouldforget what I had said.

So that I could give them news about mygame world and give them ideas for furtheradventures without having to repeat myselfover and over again, I created a newsletter thatI try to put out once a month. I try to include allthe things happening in the world. Sometimesthe newsletter gets out twice a month, but whatthe heck, the players get more information andI get more history for my game. I also includeads that are comical to make the newsletter abit easier to read. This gives my players and meopportunities to include clues to adventures orcodes being passed from one guild (or player) toanother.

I have found this works great for remember-ing events, and players can investigate suchoccurrences later or come across them duringan adventure. It makes a great way to keeptrack of events all around your game world andcreate a history.

This newsletter idea worked out better than Ithought when I moved across the country. I stillhave players back at my old home, and I mailthem the latest newsletters to keep them up todate in the game. Then they write back to tellme what they want their characters to do. NowI don�t have the high cost of calling my oldplayers on the phone with information, andthey stay active in the game all this time.

I would hope that other DMs might use thisidea to help out in their games. It cuts down ontrying to remember what you told the playersor when you told them. And, if the players haveinformation they can look back on, I feel thismakes the game run more smoothly.

John A. TomkinsNo address given

I am writing concerning Michael D�Alfonsi�sexcellent article in issue #177 entitled, �Secretsof the Masters Revealed.� For the DM wishing totake his game to a higher level, this is mustreading. Not only are his suggestions regardingwork habits invaluable, but I believe the spirit inwhich they are offered deserves even moreattention�namely, the role of DM as fictionwriter. Seeing the game as an extension of theDM�s story is the most creative way to approachrole-playing games. If DMs want their work tobe appreciated as �art,� then they must create itas such. This means going beyond the mechan-ics and into the mind of your NPCs. WilliamFaulkner once said that, �If the character theauthor creates is any good, then all the writer[in this case, the DM] has to do is set him up onhis feet and then run down the road behind himwith a notebook and pencil, taking down whathe says and does.� This seems to me to be aperfect description of how a DM should thinkand work. If the NPCs are cleverly �fleshed out,�your PCs will chase down the road after themjust as Faulkner would. If NPCs are boring ornot believable, they deserve a good flailing if itwill bring them to life!

Thomas Kane�s article �That�s Progress!� (alsoin issue #177) provides some great ideas forhow to flesh out your campaign. By encouraging

86 JULY 1992

the PCs to make history, not just hear about it, awhole new realm of possibilities opens up. WhatI found most interesting about Kane�s articlewas that it showed how items can be deemed�magical� simply by providing them with anappropriately early historical context. Realizingthis can save DMs a lot of work and give low-level mages, priests, and other intelligent beingsadventures of their own without having to hidebehind a paladin. What self-respecting studentof Magius the Great wants to go out wadingthrough goblin gore when he could peacefullybe working on ahead-of-their-time �magical�weapons like bracers of binding (you know�hand-cuffs). Try checking out books like JamesBurke�s The Day the Universe Changed for ideasto research such campaigns. If you can find anangle for every NPC and PC, they will serve you(and each other) long and well.

Christopher NewtonRaleigh NC

I�m writing in response to Mark Krieter�sletter in issue #173 to address the issue ofplayer motivation. Since I am one of thoseplayers who recently lost a character to DMfrustration when I just couldn�t seem to focuson the game, I have a lot to say for those of uswho may appear distracted or uninterested.

In my case, it was hardly a lack of �motiva-tion.� I think that a more accurate descriptionmight be �player funk.� While I fault myself formy inattention because I know my DM thoughtI was being rude, I fault my DM for not speak-ing up to address the problem either during orafter play. There were things I would have saidto him that I would not have said to the groupat large.

Here are some of the things that contributedto my overall dissatisfaction with the game and,in turn, my lack of focus on play. Some of thesethings have been addressed before in backissues of DRAGON Magazine, but they bearrepeating; some are personal observations. DMs,take notes, please:

1. Don�t play in eight-hour stretches or intothe wee hours of morning. At 1 A.M., there’s nosuch thing as focus. Play is sloppy, and playersare more inclined to argue with both the DMand their fellow PCs. Wrap up your game early.

2. Be organized, and expect your players tofollow suit. If you plan a game for 5:00, play at5:00. Plan a break and tell everyone when it willbe and for how long. You�ll be amazed at howquickly your players adapt to this and howmuch more they accomplish in a single gamesession.

3. If you see someone drifting, speak to him.Don�t verbally attack him or make it a publicissue, though. Pull the player aside and find outwhat the problem is. Don�t assume anything.You may find out exactly what the player isdissatisfied with. It may be a problem withanother individual in the group. It may be thatthe player prefers solving puzzles and riddles tocombat, or vice versa. It may be that the playerdoesn�t understand something. It may even be apersonal problem, something completely outsidethe game. Ask, and if a player can�t come upwith an immediate answer, give that player timeto come up with something, perhaps even inwriting. You may get a thoughtful, articulatecritique of your DMing style.

4. A great exercise might be to ask yourplayers to describe what their ultimate fantasygame would be like. These ideas could be woveninto the tapestry of your game world in waysthat will be unexpected when they arise. Forme, there is a gender difference here, which iswhy I suggest it. While my fellow players seem

to enjoy endless rounds of combat, I quickly tireof it. I prefer role-playing�the interactionbetween characters, quietly putting the largepieces together behind the scenes, intrigue,shadowy �pasts� of fellow party members,romance, drama in its highest form, love, hate,friendship, betrayal, and all the things thatpeople love soap operas for. My fellow playershave labeled me �overly dramatic� and jokinglyrefer to my idea of a good game as �Soap &Swords.� I like what I like. If you do your home-work, DMs, at least you�ll know what grabsyour players and they�ll be less likely to losefocus on your campaign. And if you can�t deliv-er what the player wants, tell that player so andwhy you can�t. It will save you both a lot ofhassle.

5. Skip the powerful magical-item routine. Iought to know: I had one. It was always there inthe back of my mind that my fellow PCs wereonly carrying my lower-level character becauseshe had something they needed and wanted. Iheard more than once, �If she didn�t have thesymelhedron, we�d leave her in the drow city.�There are far better and more fair ways ofinvolving out-of-sorts players and lower-levelPCs. What about a rousing good solo adventure?

6. Praise your players. Too often we hear onlycriticism. A simple, �You did good� can make aplayer feel that his PC�s actions are noticed andmake a difference. Praise your players often,even for small things. Morale suffers when theodds are against you. One of the worst mistakesDMs make is when they chortle, �I can�t believeyou guys did X when you should have done Y!�(Implication: �You utterly stupid, incompetentnincompoops!�) Think about it. Have youforgotten what it�s like to be a player? If so, playfor a while.

7. Tell your overbearing, loud, take-chargeplayers to shut up once in a while. Turn an atten-tive ear to your quieter players, even if you haveto take them in another room to hear them.There�s nothing more discouraging to a less-outgoing player than to be out-shouted. For exam-ple, my character was timid and weak, but in ICE�sROLEMASTER* system she had the equivalent ofan 18 charisma. When she opened her mouth, shewas ridiculed by her fellow party members.However, the 18 score counted for something andthere should have been DM intervention to rectifythe problem. If I could have been heard, I wouldhave protested as much!

8. Don�t forget to have fun. Can you believethat sometimes we forget that games are sup-posed to be enjoyable? If your players feeloverwhelmed and they go out with haggardfaces, then something�s wrong. Last August, ourgame wrapped up with my character dead, herbody being dragged along with the fleeing party,which ended up stranded halfway up an icymountain range with no food, water, supplies,or spell books. We didn�t play again until Christ-mas. Were we depressed? You bet! Was thegame fun? Well, uh, no.

I hope my �player funk� has passed now, andthat I�ll renew our seven-year-long dun-geoneering odyssey with vim and vigor. From anunmotivated player to DMs everywhere, a wordto the wise: Be kind.

Donna L. BealesLowell MA

’ indicates a product produced by a company otherthan TSR, Inc. Most product names are trademarksowned by the companies publishing those products.The use of the name of any product without mentionof its trademark status should not be construed as achallenge to such status.

©1992 by John C. Bunnell

Intrigue and conspiracies galore!

NIGHTSEERLaurell K. Hamilton

Roc 0-451-45143-0 $4.99Laurell Hamilton�s first novel is set at a

venerable school of magic, but it�s not theusual mild-mannered story of a misunder-stood heroine learning to command herpowers. Rather, Nightseer is a crowdedyarn about sorcerous intrigues, revenge,and as many sorts of spellcraft as you�d

8 8 J U L Y 1 9 9 2

care to find in one place at the same time.The narrative, though, is no dry catalog

of mystical course descriptions. Indeed,there�s scarcely time to pause for breathbetween crises as half-elven Keleios fendsoff murder plots, demons, and themarriage-proposals of the black healerLothor, who persists in courting her evenafter she challenges him to a duel. But thewitch Harque has more on her mind than

Keleios� destruction; she�s also involved ina conspiracy that threatens the academyitself as well as the established politicalorder. In order to defeat her, Keleios willneed every form of magic at her com-mand, from dream-prophecy to sorcery topower over demons.

Hamilton�s magic system is carefullyworked out, with an eye for diversity andbalance. No one brand of spellcraft is

dominant, and the narrative relies onaction rather than exposition to highlightthe differing abilities of each sort of magi-cian. Despite the frenetic plot, it�s clearthere�s order in Hamilton�s universe�enough, in fact, to make her system ofmagic seem almost tailor-made for adapta-tion to a fantasy role-playing setting.

Events unfold quickly as the book pro-gresses, perhaps a bit too much so. Hamil-ton does an excellent job of working bitsof world-building into the rapid-fireaction, and she is equally good at keepingthe story�s focus squarely on its heroine.The combination is mostly successful butoccasionally leaves rough spots around theedges of the plot, where the effects ofKeleios� adventures on the wider politicalclimate aren�t always clear.

Overall, though, Nightseer is solidsword-&-sorcery, and Hamilton�s clevertouches (particularly the final scene,where she deftly works a touch of humorinto some unexpected pyrotechnics) easilyoutweigh any occasional vagueness. It�salso refreshing to find a first novel thatisn�t the start of a series or the first bookin a trilogy. Between its skillfully devel-oped magic system and its lively pace, thisis a book gamers should definitely enjoy.

Nick PollottaAce 0-441-15866-8

DOOMSDAY EXAM

$3.99

Michael A. StackpoleGDW 1-55878-099-8 $4.95

Richard Tucholka�s BUREAU 13: STALK-

EVIL ASCENDING

ING THE NIGHT FANTASTIC* game is arole-playing system devoted to modern-day supernatural spook-chasing, andDoomsday Exam is the second novel in aseries adapted from its game universe.Unfortunately, that origin shows: This isone of those cases where the book is toomuch like a game adventure for its owngood. By contrast, the second book inMichael Stackpole�s trilogy based onGDW�s DARK CONSPIRACY* game uni-verse, is a crisply executed thriller thatjust happens to take place in a world de-signed for role-playing.

Doomsday Exam�s heroes are agents ofBureau 13, a standard-issue secret govern-ment agency dedicated to combattingghosts and monsters of all descriptions. Tothis end, they�re outfitted with an incredi-ble variety of magical, mundane, andmixed-origin weaponry and licensed tohack-&-slash with wild abandon. Somemonsters, though, just can�t be killed inthe field, and these creatures are hauledback to a convenient pocket dimension forstorage until Technical Services can figureout how to dispose of them. Then a newinmate triggers a mass escape as part of anelusive alchemist�s plot to absorb theworlds entire supply of magical energy�and only Team Tunafish has any chance ofstopping him.

The oddball nickname is typical of the

Evil Ascending is a different storyentirely�and mostly self-contained, de-spite being the middle book of a trilogy.Though there�s no shortage of gunplayand martial artistry, Michael Stackpole�snovel puts equal emphasis on sophisticatedintrigue and tightly written characterswhose lives aren�t limited to committingmayhem.

Where Pollotta�s characters functionalmost exclusively as a group, Stackpole�sare lone-wolf types. Coyote is a trainedassassin seeking secrets from his past,Sinclair MacNeal is a corporate trouble-shooter sent to Japan as Coyote�s agent,and the mysterious Rajani is an alien adriftin a dangerous near-future AmericanSouthwest. For the most part, each worksalone, and Stackpole�s smooth writingallows readers to see not just what theydo, but a hint of why they do it.

The chief nemesis in Evil Ascending isFiddleback, one of a number of extradi-mensional Dark Lords currently interestedin annexing Earth and adding its citizensto their legions of slaves. Fiddleback,though, doesn�t rely solely on brute forceto achieve his ends. Sinclair�s mission inJapan is to find the secret location whereFiddleback and his human allies are luringin and training recruits, one of whom maywell be the Emperor�s grandson and heir.Rajani, emerging from stasis after surviv-ing a previous conflict, rescues a smallchild who becomes a pawn in a strugglebetween Fiddleback and a rival Dark Lord.

books tone; it�s the kind of recklesscomedy-thriller in which the next joke orthe next attack can come out of nowhere,and it usually does. Most of the ingenuitygoes into combat style, with firefightstaking up nearly all the action. This isfaithful to Tucholka�s game (according toLawrence Schick�s guide to role-playinggames, Heroic Worlds, the manual in-cludes almost 40 pages of damage rules),but the constant melee wears thin as thestory progresses. Players in a gamingsession are keenly interested in keepingtheir characters alive, but readers don�tshare that kind of empathy with Pollotta�sprefabricated cast.

To his credit, Pollotta shows signs ofrealizing the problem. The books singlebest gag has agent Ed Alvarez stop onebattle with an ingeniously nonviolentmaneuver. While the mood is mostly com-ic, there are occasional darker moments.Pollotta�s strike team isn�t immune to deathor change either, a truth too rarely en-countered in series fantasy.

The flashes of originality and thoughtful-ness, though, just don�t mesh very wellwith the rapid-fire action. One character�ssecret origin is grafted onto the book forno apparent reason, a sequence involvinga vampire�s afternoon snack strikes ajarringly serious note in what�s mostly alight adventure yarn, and Pollotta arbitrar-ily restores one character�s sacrificedpowers at the end while a second charac-ter remains burned out.

And Coyote can�t help either of themunless he can convince yet another factionthat he�s not already under Fiddleback�scontrol.

The DARK CONSPIRACY universe is amoderately high-tech near future, but itshows more in the settings than in combatgadgetry, which consists mostly of animpressive range of firearms and a sprin-kling of bladed weapons. Emphasizing thegame�s realistic approach to violence al-lows Stackpole to give his fight scenes atense, high-risk quality that puts the read-er in the middle of the battle, not in a saferingside seat. At the same time, desk-sizedtouch-control computers and occasionalreferences to next-generation pop culture(�I can�t see Macaulay Culkin as Henry V.�)credibly project the action into the nextcentury.

In short, Evil Ascending succeeds as anovel, while Doomsday Exam succeedsonly in reproducing the essence of anevening�s game session. In part, that maysimply illustrate the differences betweenthe two gaming systems�but only in part,when one considers that Mercedes Lack-ey�s Diana Tregarde occult thrillers arealso inspired in part by the STALKING THENIGHT FANTASTIC world. Pollotta�s bookuses its gaming connection as a crutch;Stackpole�s takes the foundation of a gameuniverse and builds on it.

TWO-BIT HEROESDoris Egan

DAW 0-88677-500-0 $4.99You�ll probably appreciate more of the

humor in Two-Bit Heroes if you�ve read itspredecessor, Doris Egan�s first novel aboutTheodora of Pyrene and Ran Cormallon.But this second book in the series isworthwhile on its own, as a clever far-future twist on the Robin Hood myth withan appealing cast and a practical-mindedapproach to swashbuckling.

Egan�s setting and style are in the widegray area between science fiction andfantasy. The world of Ivory is very much apart of a lively interstellar community, butit�s also the one planet in that communitywhere a form of magic works. Rather thanfocusing on that puzzle and its resolution,Egan�s novels have so far concentrated onthe intrigues of Ivory�s essentially feudalgovernment, in which magically giftednoble families play a pivotal role.

Narrator Theodora, however, isn�t nativeto Ivory; she�s an off-world anthropologystudent who initially had no intention ofbecoming tangled in the planet�s convolut-ed politics. As the current novel opens,however, she�s loosely engaged to wealthysorcerer Ran Cormallon, and when thecouple accepts a request to investigaterumors of trouble in an out-of-the-wayprovince, problems appear and multiplywith alarming speed.

Chief among these is that Ran is mis-taken for a notorious criminal; he andTheodora are then captured by the out-law�s band. It turns out, though, that

DRAGON 89

Stereth Tar�krim has turned outlaw for anoble cause, and Theodora draws a con-scious parallel between Stereth and theRobin Hood legend. The Ivorians, though,aren�t familiar with the story, and whenTheodora explains the reference, Sterethpromptly adapts his own strategies andgoals with all the benefits of a historian�shindsight. Now all Theodora has to do iskeep herself and Ran from being executedfor inciting the rebellion that ensues.

Egan does well both at creating Ivory�salien landscape and cross-pollinating itwith a familiar adventure yarn. Hair�s-breadth action and wry comedy are skill-fully balanced, and the range ofcharacterizations is broader than onemight expect, with a number of likeableand distinctive secondary players. There�salso a liberal dash of romance, asTheodora and Ran wrestle with the issuesand rituals involved in formalizing theirrelationship.

In short, Two-Bit Heroes is simply anentertaining, well-told story whose compo-nents do a great deal to recommend it togamers interested in the process of assem-bling new tales from elements of estab-lished literary traditions. Egan combines apersonable style with a firm grasp of hermaterial, and her attention to detail showsin the finished product.

Caroline StevermerHBJ/Jane Yolen Books0-15-200895-0 $16.95

I haven�t seen the new fourth edition ofthe GAMMA WORLD® game rules yet, butit�s a pleasant coincidence that TSR�s gameof post-nuclear survival is returning on theheels of an unusual post-nuclear novelfrom Caroline Stevermer. Though it looksas if the book and game offer divergentvisions of life after the bomb, those inter-ested are likely to be intrigued by both.

Stevermer begins 20 years after �theFlash,� which has-among other things�left the Mississippi River navigable buttoxic. There are still small communitiesand a very few larger cities, and a bit oftrade moving upstream and down again.

RIVER RATS

Some of that trade travels by the RiverRat, an old paddlewheeler crewed by aband of fiercely loyal teenagers whoseshipmates are their only family. The RiverRat carries mail, news, and occasionalcargo, and its crew doubles as a high-octane rock band playing to riverbankaudiences on instruments powered by arare hoard of rechargeable batteries.

Their relatively peaceful existence takesa turn for the dangerous, however, whenthey cross paths with an old man beingpursued by a persistent band of rough-necks. Though he loudly objects to beingrescued, the mysterious King nonethelessends up traveling with the riverboat�screw, and they in turn are drawn into thehunt for a lost cache of pre-Flash firearms.

The prose is clear and understated,giving a dark but not really grim portrayalof the world after the Flash. The charac-ters are likeable and distinctive, and this isvery much an ensemble story in which thenarrator, Tomcat, is only nominally atcenter stage. While Stevermer�s novelclearly draws inspiration and atmospherefrom the familiar works of Mark Twain,her style and plot are very much her own.

The tone of River Rats is quiet but in-tense, while that of the new GAMMAWORLD rules has been described as�whimsical,� so the two may not be di-rectly compatible. But Caroline Stever-mer�s book manages a rare feat inpost-apocalyptic literature�it bypassesboth excessive ideology and violence infavor of a story that skillfully combineslow-key adventure with a memorable castand setting. Anyone interested in tales oflife after global disaster should definitelyfind this novel worth investigating.

Roger MacBride AllenBantam Spectra 0-553-29559-4 $4.99

The best science fiction doesn�t simplyimagine exotic technical breakthroughs; itthinks out their consequences as well. Forexample, suppose an increased under-standing of the brain was combined withsignificant advances in robotics? RogerMacBride Allen�s new novel foresees not

THE MODULAR MAN

There�s probably not much in The Mod-ular Man for gamers to build into theircampaign worlds�at least not directly. ButAllen�s thoroughly logical, carefully rea-soned treatment of one particular science-fictional premise is still intriguing reading,and his attention to detail is a mark ofquality craftsmanship that�s worth emulat-ing all by itself.

It�s a tricky situation. If David has suc-ceeded, then the �murder� of his body is atworst a victimless crime; if he hasn�t, thenHerbert can�t be prosecuted for David�ssuicide. To further complicate matters,Suzanne is appearing in court by remotecontrol, using a robotic double to compen-sate for the fact that she�s a bedriddenquadriplegic. And both the D.A.�s hand-picked prosecutor and the Washingtonpoliceman ordered to arrest Herbert areuncomfortable with their roles in theunfolding affair.

Though both the plot and the scienceare fairly complex, Allen does a good jobof keeping his story moving without laps-ing into lectures. Readers know the resultsof David�s experiment long before thecharacters do, but there�s still an elementof suspense as to whether or not they�llactually influence the trial�s outcome.Though not all his characters are likeable,even the least appealing of them havelegitimate reasons for their stands on theissues Allen raises.

only the hardware-robots with personali-ties copied from living brain-patterns, andpeople with artificially enhanced bodies�but the legal, moral, and economic implica-tions of technology with the ability topostpone or even eliminate death.

Lawyer Suzanne Jantille is defense coun-sel in one of the strangest murder trialsconceivable. Her husband, David Bailey, isboth the victim and the alleged killer, whomay or may not have succeeded in trans-planting his mind into the couple�s house-keeping robot, nicknamed Herbert. TheWashington, D.C. police have arrestedHerbert for the crime, and the capital�sdistrict attorney is determined to use thecase to push through a legal precedentpreventing the super-rich from engineer-ing themselves into a permanent rulingclass of immortals.

Fred Saberhagen has been busy; sincethe last edition of this column, he�s pub-lished new entries in both his Draculaseries and in the �Lost Swords� cycle. AQuestion of Time (Tor, $19.95) is the Drac-ula book, and while it�s not the best of theseries, it generally lives up to expectations.The setting is the Grand Canyon, where areclusive vampire is only the lesser ofmultiple adversaries. Wayfinder�s Story(Tor, $17.95), meanwhile, is about as goodas Saberhagen�s fantasy gets, which regret-tably isn�t very good. The faintly stilted,simple style Saberhagen uses for theSwords books reads as if a vampire hadsucked all the humor out of a Piers An-

Recurring roles

90 JULY 1992

thony Xanth novel. That�s a shame, be-cause the Swords themselves areintriguing, quirky magical items�especially Wayfinder. Interested readersare advised to wait for the paperbackedition.

The California Voodoo Game (Del Rey,$20), on the other hand, is worth acquir-ing in hardback. This third novel in theDream Park series by Larry Niven andSteven Barnes takes live adventure gamingto new and more dangerous heights. Thistime, Park operators are testing softwaredestined for a high-profile aerospace pro-ject in the most sophisticated gameworldever devised, and a host of familiar andfirst-time characters are on hand. Butwhile some are content to play the pro-grammed game, others are simultaneouslyengaged in very real games of intrigue,espionage, and death. This is a state-of-the-art story that gamers shouldn�t miss.

Several more series have solid newinstallments out as well. Serpent�s Gift(Ace, $4.50) continues A. C. Crispin�sStarBridge series with a story set atStarBridge Academy itself; Crispin andDeborah Marshall combine to produce acrisp, multifaceted yarn about music,archaeology, and a reckless youngsterwith the unique power to link her mindwith computers. Anne Logston�s ShadowHunt (Ace, $4.50) is the second adventureof Shadow, who�s off this time to recover a

Dramatic confrontations also highlightMistress of the Empire (Doubleday Foun-dation, $20), as Raymond Feist and JannyWurts conclude their trilogy about Maraof the Acoma in fine form, this time pittingher against the Assembly of Magicians,whose supreme power has not been chal-lenged for generations. For intricate strat-egy, clear-minded statecraft, and exoticalien magic, few writers can match theteam of Feist and Wurts.

Also in the realm of successful collabora-tions is Summoned to Tourney (Baen,$4.99), in which Mercedes Lackey andEllen Guon combine to produce anothersuspenseful adventure in the world ofWest Coast fantasy subculture. This timethe heroes of Knight of Ghosts andShadows are in San Francisco, dodgingshadowy nightmare-creatures and unsa-vory research scientists as they race toprevent an earthquake that will crumble

missing jewel and restore the good nameof her local Thieves� Guild. It�s a touchdarker than its predecessor, but Logstonstill has a good ear for an adventure taleand a clever hand with magic. And DarkReunion (Harper, $3.99) adds an intriguingfourth volume to L. J. Smith�s VampireDiaries series. Smith manages the difficulttrick of bringing a dead character backinto the story line, and she continues tostage some of the most dramatic confron-tation scenes in her class.

most of the Bay Area into the PacificOcean. Once again, the atmosphere issharp and accurate, and the cast is largeand interesting.

The news isn�t as good for Tom Swiftfans. The Microbots (Archway, $2.99) isthe eighth installment in the series, and it�sa step down from the previous two vol-umes (reviewed in DRAGON® issue #181).The current incarnation of Victor Apple-ton makes Tom act much too carelessly inorder to propel the teenaged scientist andhis friends into a miniaturized crisis, thendraws too much conflict from petty char-acter bickering and not enough from thesituation itself.

A brief update: I, once again, have a newaddress to which books for review andletters about this column should be sent.Correspondence should now be directedto:

John C. Bunnell6663 SW Beaverton-Hillsdale Hwy.,

#326Portland OR 97225

Your comments and questions are al-ways appreciated.

* indicates a product produced by a company otherthan TSR, Inc. Most product names are trademarksowned by the companies publishing those products.The use of the name of any product without mentionof its trademark status should not be construed as achallenge to such status.

DRAGON 91

by Skip Williams

If you have any questions on the gamesproduced by TSR, Inc., �Sage Advice� willanswer them. In the United States andCanada, write to: Sage Advice, DRAGON®Magazine, P.O. Box 111, Lake Geneva WI53147, U.S.A. In Europe, write to: SageAdvice, DRAGON Magazine, TSR Ltd., 120Church End, Cherry Hinton, CambridgeCB1 3LB, United Kingdom.

We are no longer able to make personalreplies; please send no SASEs with yourquestions (old SASEs are being returnedwith writers� guidelines for the magazine).

What exactly does a rope of entan-glement do? Are victims automati-cally ensnared and renderedhelpless until freed or killed? Is anattack roll required? Does the victimget a saving throw? What is therope�s maximum area of effect?

This month, the sage explores the limitsof a powerful AD&D® game magical item,takes an in-depth look at magic resistance,and considers a few complaints from adissatisfied reader.

The current rules seem to leave theexact effects up in the air, as the descrip-tion in the AD&D 2nd Edition DungeonMaster�s Guide (page 179) does not men-tion any game effects at all. The AD&D 1stEdition DMG isn�t much more helpful, butit does include the phase �entangle and tiefast� (page 153). It�s pretty clear to me thatthe intent behind this item is to allow thewielder to at least immobilize opponentsand probably to restrict their attacks.

Judging from the description in the 1stEdition DMG, I�m inclined to think that arope of entanglement prevents its victimsfrom moving normally (i.e., no walking,running, jumping, burrowing, or flyingwith wings) but does not prevent magicalmovement such as levitation or fly spells.Humans and demihumans who use theirlimbs to swim are immobilized and willsink if ensnared in the rope; however, fishand similar creatures probably still couldswim through open water at half or two-thirds speed, as their streamlined bodiesand tiny fins really can�t be effectivelytangled. On the other hand, even a fish or

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Common sense also suggests that therope cannot affect creatures in a total areamore than about 40� long by 5� deep (thisis the distance a line of eight man-sizedcreatures will occupy if they line upshoulder-to with enough space between toallow for normal melee). In other words,the rope�s maximum area of effect is 200square feet, and its maximum �length ofeffect� 40�. Note that I�m assuming a ropeof entanglement is 50� long, as this is the�standard� length for a rope in the AD&Dgame and it seems to jive with the rope�sbasic �capacity� of eight man-sized crea-tures (the �missing� 10� of the rope�s length

In any case, no attack rolls are requiredto use this item. The wielder can directthe rope at any opponent within range(20� horizontally and 10� vertically). Thetargets are automatically entwined in therope, with no saving throw allowed, pro-vided they fit within the size limits speci-fied in the item�s description. Commonsense suggests that the rope�s �downward�range (the distance within which it can beused if it is dropped from a height) couldbe more than 10�, but probably not morethan 20�.

For purposes of game balance, I suggestthat a creature entwined in a rope ofentanglement be allowed to make meleeattacks at a -4 penalty, but only againstthe rope or opponents who are directlyadjacent to the entwined victim. Missileattacks are generally not possible whileentwined, but the DM might allow themunder special circumstances; a manticore�stail spikes might still be effective, for ex-ample, as might a giant porcupine�s quills.An entwined victim might manage to fire aloaded and cocked crossbow that wasalready pointed at a target when the ropestruck. Such attacks also should suffer thesame -4 penalty to attack rolls that meleeattacks get.

levitating creature can be held in place ifthere are weeds or other suitable objectsthe rope can grab along with the victim.For example, a wizard flying through aforest might be immobilized when therope wraps him up along with the branch-es of an oak tree.

is used up as it coils around its victims).

Please clarify the effects of magicresistance in the following situa-tions: 1) Someone casts a wall ofstone spell so that it falls on top ofthe magic-resistant creature; 2) Adrow (an elven race that has magicresistance and suffers various pen-alties in bright light) is enveloped ina light or continual light spell; and3) A magic-resistant marine creaturethat breathes only water finds itselfwithin an airy water spell.

�Sage Advice� discussed magic resistancein issue #175 (page 76), but it seems to betime to study the subject in more detail.Most of these answers are pretty straight-forward; a little common sense and acareful rereading of the magic-resistancerules (PH, pages 102-103; DMG, page 66-67) should put these matters to rest. Whenadjudicating the effects, if any, of magicresistance, the DM has to consider twofactors. First, what type of magic is in-volved? The rules make four distinctions:individually targeted spells, area-effectspells, in-place spells, and permanentspells. Second, does the �incoming� magicdirectly affect the magic-resistant crea-ture, or is the effect on the creature mere-ly a consequence of the magic being there?Unfortunately, there are no hard and fastrules (beyond what�s already printed inthe books) to decide which conditionsapply. Here�s my reasoning:

1) A wall of stone is a permanent magicaleffect (its duration is so listed in the spelldescription). Furthermore, magical �wall�spells are evocations, which directly bringforth or create their effects. When thewall of stone falls on top of a magic-resistant creature, or even if the creaturetries to walk through a stationary wall, themagical effect is acting directly on thecreature. Magic resistance applies; if themagic-resistance roll succeeds, the crea-ture passes harmlessly through the wall.Since the wall of stone is permanent, thereis no effect on it; that is, the wall is notdispelled or pierced with a hole that othercreatures can pass through.

D R A G O N 9 3

2) Light and continual light spells are alittle harder to figure out. Both are in-place effects, operating continuously in aparticular place or on a particular item.However, continual light also is perma-nent, and both spells can be cast directlyagainst a creature to blind it. When usedto blind a creature, either of these spells istreated as an individually targeted effect,and magic-resistance applies. Since thecaster is targeting a single creature onlywhen trying to blind an opponent witheither spell, the effect is completely ne-gated if the magic-resistance roll succeeds(as it is for any area-effect spell targetedsolely at the magic-resistant creature).

However, an entirely different set ofcircumstances prevails when a magic-resistant creature moves into or otherwisefinds itself inside either spells area ofeffect. Both spells are alterations, magicthat works a change on a creature, area,or object, and this change produces thespells effects. In the case of light andcontinual light, these spells change an areaor object so that it emits light. One expla-nation of how this works is that the atomsin the area of effect are excited so thatthey emit visible light. The light has acentral focus (so the light can be hiddenby an opaque container), but it is the tar-get object or area that emits the light, notthe spell. Since the magic affects the areaand not the creature, magic resistance

3. Airy water also is an in-place spell, butit is also an alteration that affects an area,not the creatures within the area.

does not apply (the light is a consequenceof the spell). The same holds true for thereverse of these spells; a creature mightbe very badly affected by darkness orcontinual darkness, but, since the magicdoesn�t directly affect the creature, magicresistance is irrelevant.

As anything published by TSR,Inc. is considered by a great manygamers to be canon, your column ismore than just a source of advice. Inthe past, you have always knownwhat you were talking about, andthe written rules supported whatappeared in �Sage Advice.� However,from the time you ruled on whichTHAC0 a fighter/thief uses whenbackstabbing, to the effects of acloak of displacement on magicmissiles, to the abilities of the tar-rasque polymorphed into a bunny,you have not followed the rules. Inthe past, you have mentioned thatother people sometimes help youwrite the rulings, but your name ison the column, so I�ll assume youare responsible.

In issue #169, you said a fighter/thief must use his thief THAC0 andcannot get specialization bonuses

when backstabbing. But the PH,page 45 says: �A multi-classed war-rior can use all of his abilities with-out restriction. The warrior abilitiesform the base for other characterclasses.� Page 45 also says multi-classed characters can combineclass abilities, in direct contradic-tion to what �Sage Advice� said inissue #169. Did you make a braino-graphical error (to quote game de-signer Aaron Allston) or are youplaying the �Skip�s AD&D� game, inwhich DM interpretations overriderules? If so, my friends and I willignore your column in the futureand ask DRAGON Magazine to run adisclaimer stating that your columndoes not follow the books.

In issue #179, you said that magicmissile was a spell attack, and thatthe only effect a cloak of displace-ment had on spell attacks is a savingthrow bonus. Since magic missilehas no save, you said, there is noeffect. Well, the spell descriptionsays that the spell produces �mis-siles� and that the target must beseen or detected to be hit. A dis-placed creature is really somewhereother than where a viewer thinks itis. When a spell caster targets a dis-placed creature, he�s really just aim-ing at empty air. The creature

94 JULY 1992

wearing the cloak is actually un-seen, as the cloak creates a sort ofmirror image that is some distancefrom the wearer�s actual location.Since magic missile doesn�t work oninanimate objects, it is wasted inthis case.

In issue #180, you said poly-morphed creatures keep their hitpoints, natural armor class, andpossibly other purely physical abili-ties. This directly contradicts thepolymorph other spell description,which clearly states that the crea-ture gains the natural armor classand �purely physical� abilities of theassumed form. You also suggest thatthe tarrasque could keep the sharp-ness ability of its bite. While this is amagical ability, a bunny�s skeletalstructure is hardly the same as thatof the un-polymorphed tarrasque.In short, the tarrasque would be a300-hp bunny with the savingthrows of a 70-HD monster, andthat�s all.

We have long enjoyed yourcolumn and hope you can tell uswhy these three�and possiblyother�errors occurred.

First, I (Skip Williams) do write �SageAdvice.� Of course, I get lots of help, butultimately I put fingers to keyboard andam responsible for what appears here.

Regarding �combining� multi-classedabilities: The word �combine,� as used onpage 45 of the PH, is meant to convey thefact that the character can freely use hisabilities during a single encounter or ad-venture without penalty, as opposed todual-classed characters, who can sufferexperience penalties if they fall back ontheir old class abilities too soon. It is notmeant to convey that a multi-classed char-acter can use abilities from two or moreclasses simultaneously.

Regarding fighter/thief backstabs: TheTSR house ruling�not the �Skip� ruling�on this matter is that the character mustuse his thief THAC0. You have quoted page45 accurately, but the rules contradictthemselves here. Two of a fighter�s mostimportant �abilities� are unrestrictedweapon and armor use, and these areseverely curtailed in several multi-classedcombinations: fighter/wizards are prohib-ited from wearing most metal armor,fighter/clerics can�t use edged weapons,and fighter/thieves can�t wear metal armorwithout reductions to thief abilities. This ishardly unrestricted use of fighter abilities.The TSR staff�s concern here is for gamebalance. The thief�s backstab ability can dopretty darn hefty damage, and generally itis best for the campaign if a backstabattempt fails once in awhile.

Still, the letter of the rules supports yourview. So does game logic; if thieves care-

fully study anatomy and learn to placetheir attacks so as to inflict maximumdamage, it stands to reason that fighterabilities might allow them to hit an oppo-nent�s �soft spots� more easily. This partic-ular conundrum won�t be officially clearedup until that far-off day when an AD&D3rd Edition comes out. Until then, I sug-gest you either follow the advice given inissue #169 or allow fighter/thieves to usetheir fighter THAC0 when backstabbing,but only with the standard +2 rear attackbonus. For purposes of game balance, the+4 bonus and fighter THAC0 is just tootough a combination for the campaign�sbad-guy NPCs to withstand. From thestandpoint of game logic, the training inprecise blows a thief learns while perfect-ing the backstab (a highly favorable situa-tion for the attacker) overlaps the fighter�sgenerally superior training in the use ofweapons in all situations.

Regarding cloaks of displacement andmagic missiles: I stand by my answer inissue #179. A magic missile is a spell attack(the number of times the word �missile�appears in the spell description notwith-standing) that always hits, displaced targetor no. A displaced creature is neitherinvisible nor replaced by an illusory dou-ble. The cloak distorts other creatures�visual perceptions of the wearer�s location.A wizard may very well be �aiming atempty air� when casting magic missiles at

96 JULY 1992

a displaced creature, but the spell compen-sates for the error and hits anyway. Thespell description does require that thecaster see the target, and a displaced crea-ture is still visible, even if the viewer isn�tsure exactly where the creature is.

The situation is analogous to what hap-pens when you look at an object under-water from above the surface. Thephysical refraction (bending) of light as itpasses from air to water makes the objectappear to be in a different place. In thecase of a displaced creature, the margin oferror is 1�-2�. In either case, the viewersees the object. The visual distortioncaused by a cloak of displacement does notmake the cloaks wearer immune to spells.For example, charm person and charmmonster spells also cannot affect objects,but when cast at a displaced creaturethese spells don�t dissipate into �empty air.�The displaced target gets a +2 saving-throw bonus but still is vulnerable to thespell cast at him.

As an aside, a colleague of mine at TSRalso considered my reply on this questionin issue #179, and his comment was that Iwas being too generous when I suggestedthat a cloak of displacement might grant asave against magic missiles. In his view, acloak of displacement has no effect onmagic missiles at all. TSR�s Jon Pickens didpoint out, however, that the cloaks saving-

throw bonus would be cumulative with ascarab of protection, which does grant asave vs. spells such as magic missile, whichnormally allow no save.

Regarding polymorphing the tarrasqueinto a bunny: The victim of a polymorphother spell is stuck with the natural armorclass of the new form; I goofed on thisone. Nevertheless, the tarrasque is legend-arily tough and keeps its armor class evenwhen polymorphed into a bunny, amoeba,or anything else that doesn�t have an ar-mor class better than -3. The point I wastrying to make in issue #180 is that thetarrasque is a near-deity-class creaturethat is all but invulnerable in any form.Note that regeneration is not dependenton a creature�s outer form and any natu-rally regenerating creature�whether atarrasque, troll, vampire, or whatever�still regenerates when polymorphed. Oth-er forms of the tarrasque�s specialdefenses-including immunity to heat andfire, and returning to life unless reducedto -30 hp and wished dead, remain whenit is in bunny form. However, I forgot tomention in issue #180 that the tarrasque�sability to reflect beams and rays specifi-cally depends on the creature�s carapace,and this ability disappears if the creatureis in �bunny form.�

Regarding the tarrasque�s teeth of sharp-ness: There are two things you obviously

haven�t seen: the size and sharpness of alarge rabbit�s front incisors, which can donasty things to errant fingers, and themovie Monty Python and the Holy Grail, inwhich a vorpal bunny wreaks havoc onKing Arthur and his knights. The movieisn�t part of the game, but I couldn�t helpthinking of the vorpal bunny scene when Iwas writing the column. You have a goodpoint in that bunny teeth really aren�t thelimb-severing type. Still, the tarrasque is apower unto itself. I encourage DMs to rideherd on any group of PCs foolish enoughto tackle the tarrasque, and limb-severingtarrasque/bunny bites are fine with me solong as they are fine with the DM.

Regarding �Sage Advice� and what it�sreally all about: relax. This column is notthe tip of an insidious conspiracy tochange the face of the AD&D game. It�s aplace where a harried DM or player cango to get advice on how to muddlethrough the tough spots so the game cango on. If getting everybody to agree onwhat rules to use is a tough situation foryou, �Sage Advice� is as good a court offinal appeal as you�re likely to find. But I�mjust a regular guy doing a job here, not thekeeper of the canon. In fact, the closestthing to canon in the AD&D game is David�Zeb� Cooks simple statement: �If youdon�t know the answer, make it up.�

I think the rules are vital in makingcampaigns believable and playable, whichis what they must be if the game is to beenjoyable. Fun is what gaming is all about.When writing my answers, I try to avoidmaking simple rules interpretations andinstead try to explain how I arrive at theanswers. I hope longtime readers of �SageAdvice� are using the information present-ed here to figure things out for themselvesand keep their games running smoothly.The next time you reach for this columnto settle an argument, first try to followthe advice I gave regarding rules disputesin issue #181, then look at the column.You�ll have a much better time playing thegame if you develop your own feel for theway it works.

Voice your opinion andVoice your opinion andmake it count!make it count!

What Issues are most important to therole-playing hobby? What solutionshave you found for problems in your fa-vorite game? Turn to this issue's "Fo-rum" and see what others think - thentell us what you think!

98 JULY 1992

by Anne BrownArtwork by Ned Dameron

When the going gets tough, the tough go shoppingIs it just me, or do all wizards look like

they buy their clothes at the same Wizard-Mart? Or is it that all the tailors in everycity are conspiring to prevent fashionstatements? Likewise for backpacks�arethey all brown leather affairs? Are cloaksmerely woolen capes with hoods thatcome in red, brown, green, blue, andblack? Booooooooring!

Our AD&D® game characters werepreparing to head into arctic territoryonce, and the order of the day was toequip our characters and mounts for thetrek. I wanted a sheepskin-lined cloak formy wizard. After arguing with the druidin the party about slaughtering an animalfor the sake of apparel (we finally agreedthat our party would stand around untilan elderly sheep died of natural causes),my wizard got her cloak. But the DM and Istill had to discuss what such a cloakshould cost and how long it would take tobe manufactured. (Fortunately, the DM

was my husband so I got off easy.)In another game world, in another place

and time (Chaosium�s CALL OFCTHULHU® game, America, 1920s), wehad similar equipment problems. Whatwas appropriate dress for women in the1920s? What firearms were available?How much would this cost our characters,who had annual incomes of $9,000?

The solution to the last problem was areprint copy of a 1920s Sears, RoebuckCatalogue. After we discovered this vener-able tome, it became the lifeblood of ourcampaign. Now we knew what kinds ofpicks, shovels, and lanterns were available,and how much they cost. Now we knewthat 1920s� women almost never woreslacks. Now we knew the caliber of ourweapons and how much the ammunitioncost. We felt that we were living in thespirit of the 1920s at last.

Then I started working for TSR. Wewere eventually asked what products wewould like to publish over the next severalyears. I piped up and said, �Wouldn�t it becool to publish a Sears, Roebuck Cataloguefor the AD&D campaign worlds?� I ex-plained the usefulness of that catalog in

our 1920s campaign. One day, my wishcame true. The rest of the creative staffsaid, �Yeah, that would be cool. We couldput in clothing and tents and fishing gearand all. But what should we call it?�

I again piped up. �Let�s name it after mywizard character, and let�s give the name aring like The Last Whole Earth Catalog.�Thus we settled on Aurora�s Whole RealmsCatalogue. Plans were made, equipmentlists were drawn up, and artists werescrutinized. We had big dreams for this

book. It would be a product like no otherin the gaming industry.

J. Robert King and I were assigned todesign what became �our child.� We wentto the library and dug through dozens ofbooks. We made lists and talked aboutstyle and Aurora�s philosophy. We talkedabout her distribution network (a magicaltransfer system invented by my husband).We were ready. We were excited.

There was only one snag. By this time, Iwas nine months pregnant. To make a longstory short, my maternity leave began,and my involvement with the catalogtemporarily ended. I was a little disap-pointed, but I had complete confidence inthe twisted genius of Rob King. He createda page layout and wrote more than halfthe book. He recruited other TSR folks topitch in a few pages here and there, thenedited their work for continuity and style.He created an art order for over 400 piec-es of art (the stack of paper involved was

100 JULY 1992

about half the thickness of the Milwaukeetelephone directory). He turned over abeautiful manuscript to Karen Boomgar-den for editing. And he remained sanethrough it all. The book couldn�t havebeen in better hands during my absence.

Why am I telling you all this? I think it�sinteresting for our readers to hear someof the stories about the sweat and the carethat go into our products. We have storiesof success, disaster, and anguish, somehilarious and some not, that our readersnever hear.

But I�m also telling you all this for abigger reason: Aurora�s Whole RealmsCatalogue is more beautiful than I everimagined it could be. It is truly stunning. Itis a product like no other. You can�t helpbut notice this fact when you pick it up. Itis loaded with artwork, chatty text, andthe flavor of the FORGOTTEN REALMS®setting, but it can be used in any campaignworld and, for that matter, any gamesystem of the period.

It is my sincere hope that our gamerswill get the same enjoyment out of readingAurora�s Whole Realms Catalogue andequipping their characters with it that wedid in creating it. We think it�s the answerto everyone�s adventuring gear problems.Let me give you a quick peek.

Aurora, after a rich adventuring career,decided it was time to settle down andenjoy the fruits of her life�s work. Being anunashamed collector of anything interest-

ing, she realized that her home had be-come something of a small warehouse. Shedecided to do what she wished someonehad done years earlier: establish a numberof catalog outlets throughout theForgotten Realms, where adventurerscould depend on quality, price, and avail-ability of merchandise. She has sinceopened numerous outlets across the conti-nent (anywhere the DM feels an outletwould be convenient). Her catalogs areavailable at the outlets, where shopperscan browse through the books and ordertheir selections.

A quick look at the table of contents willgive you an idea of the merchandise availa-ble from Aurora: general hardware, farmingtools, thieves� tools, spell components, labora-tory equipment, baskets, barrels, jewelry,holy symbols, toys, wines, ales, herbs, can-dles, incense, clothing and shoes, bath oil,

blankets, brushes, food, thread, sewingneedles, fabric, toy beholders (oops�thosewere discontinued!), and on, and on, and on.You�ll be impressed with the selection. You�llturn the pages and be amazed by the artisticgenius of Ned Dameron and Marco Aidala.And you�ll find one section particularlyastonishing: DaRoni�s Workshop (a tribute tothe inventions of Leonardo da Vinci), withitems available through special order (andyour DM�s consent) from Aurora�s mastercraftsmen.

You�re gonna love it. We already love it.Frankly, we�ve amazed even ourselves.

Thank you for shopping with Aurora�sWhole Realms Catalogue. We hope youenjoy the experience. And please feel freeto drop the customer service department aline with your comments! Write to AnneBrown or Robert King at: TSR, Inc., P.O.Box 756, Lake Geneva WI 53147, U.S.A.

A

AD&D is a registered trademark owned by TSR, inc.DRAGON 101

102 JULY 1992 By Joseph T. Pillsbury

By Barbara Manui & Chris Adams DRAGON 103

104 JULY 1992

DRAGON 105

106 JULY 1992

1 0 8 J U L Y 1 9 9 2

DRAGON 109

1 1 0 D R A G O N

D R A G O N 1 1 1

©1992 by Robert BigelowPhotos by Mike Bethke

Is there no-lead gaming in your future?It�s July, and everyone should not only

be enjoying the summer sun but shouldalso be well into the summer conventionfrenzy. The highlight of the conventionseason will be the 1992 GEN CON®/ORIGINSTM Game Fair in Milwaukee, Wis.All genres of miniatures games will berepresented there, including science-fiction, fantasy, and historical events. Seethis issue�s �Convention Calendar� formore information.

I also want to remind all American read-ers to continue writing to your Congres-sional representative or senator. As of May(when this column was written), the bill toban lead miniatures is still alive and kick-ing in our illustrious halls of government.An amendment was added to the Senateversion that exempts figures classed ascollectibles, but that status is not stable inthe House version. Our hobby has beentargeted by environmentalists because

112 JULY 1992

they feel our activities are frivolous andthat we are a weak-spirited group that willgo down without active opposition. Anorganization of game manufacturers,GAMA, is fighting for our cause. Withoutfrequent, eloquent, and massive backingby letters and calls to our representatives,GAMA may be well viewed as a grouprepresenting only the figure-making com-panies. If we are seen as weak, bill provi-sions can always be changed to garner theenvironmental vote in this election year.

PoorBelow average

AverageAbove average

Excellent

Miniatures� product ratings

** ** * ** * * ** * * * *

Our hobby is not the only one beingthreatened. Passage of this bill woulddamage, if not mortally wound, the model-railroad industry, which uses lead asweights and detail parts. Another industrythat would be hurt is the doll-house indus-try, in which lead is used for fine-detailminiatures and as stiffeners for food pack-ages. Both of these groups are also arguingstrongly for the retention of lead, andthese uses for lead should be mentioned inany correspondence you send.

When you write, please be concise,polite, and nonthreatening. If you�re notsure how to word the letter, do someresearch at a public library. Frequently,the library will have information on thecorrect format for letters and may evenhave copies of letters written on othersubjects as examples.

I appreciate hearing from readers whosupport my position. A number of callsand letters have attacked my position,however. Here are some of the reasonswhy I support the defeat of this part ofthe bill:

1. Lead is one of the mediums used forsuper-detailing. Because it is liquid whenpoured into a mold, the medium almostalways fills the mold cavity completely.Most lead figures are made out of �soft�lead that allows you to bend and shape thefigures to give you unique results. It is alsoeasy to clean and trim lead figures.

2. Lead is a cheap medium. Plastic re-quires pieces of large, expensive equip-ment to be made, for it must be moldedunder pressure. Epoxy is more expensivein the long run as it also needs pressureand frequently has air bubbles.

3. Lead is a convenient medium. Manyplastic figures are made of a flexible plas-tic to which it is almost impossible to getany paint to stick, even with primer; thepaint then flakes off when the figure isflexed. The assembly of these figuresusually also requires a special, strong-smelling adhesive that is manufactured foruse with plastics because of their smoothsurfaces.

4. Lead is a natural product, despitesome of its bad reputation. It is mined,smelted, then shipped with the slag usable

for fill. Lead is mixed with other naturalitems to reach the composition needed forminiatures. Lead fumes are given off at allmolten stages, but this can be containedby hoods.

Plastic, however, uses a rapidly diminish-ing resource�oil or an oil byproduct-as amain ingredient. The manufacturing proc-ess creates several byproducts that haveno real use. The finished product does nothold detail well.

Please write to your representative orsenator if you want to keep the presentlevel of quality in our games and minia-tures. If you�re worried about your expo-sure to lead, go to the nearest drugstoreor surgical supply and pick up a box ofthin rubber gloves. These will effectivelyblock your exposure. If you break figures,don�t throw them out; use epoxy or superglue and fix them. If you are getting out ofminiatures gaming, for whatever reason,do not throw your figures away. Givethem to other gamers or to a hobby shopthat will find a good home for them withother collectors.

I want to correct something that ap-peared in DRAGON® issue #181. StoneMountain Miniatures was listed as themanufacturer of Kryomek figures here inthe U.S. Since the review appeared, Kry-omek has changed U.S. manufacturers toGrenadier Models. I apologize for anyproblems this may have caused.

Reviews

Geo-Hex2126 North LewisPortland OR 97227-1790

SF miniatures gaming. Our hobby club hasgone through many paper hex maps withboth large and small hexes. The only mapswith extended wear were from the oldMayfair interlocking set or Chessex�s blackvinyl maps. Now a third contender forlongevity enters the scene: the Starscapemat from Geo-Hex.

GSMAT-OX Starscape Mat *****Star maps are normally nothing new in

The Starscape mat is 4� × 6� and printedon thick felt, with a slightly rough finishand rough, unfinished edges. Our samplehas two irregularities on sides where thecut was slightly off, but this does notdetract from the product. The felt is flexi-ble but does retain a slight crease if fold-ed, so I recommend loose folds or rollingthis map up.

The map is oversprayed with a numberof dots that form the background. Thesedots represent stars and planets as seenfrom a spacecraft and are done in fivecolors; they range in size from 2 mmacross down to pencil-lead diameter, vary-ing slightly from circular to almost oval inshape. Nebular dust clouds are present aswell. The hexes on this map are outlinedby green-gray dots that form the bordersof 20-mm hexes, each big enough to hold a

number of different miniature bases. Thehexes are not numbered. If you want, youmay purchase a map without the hexes,

This map is roughly twice the size of theChessex mat but has some disadvantages,For one, you cannot plot special move-ments on the map by marking on the felt.The map is dark enough that soft-drinkspills will not be evident, but cleaning thismat might be difficult and must be donecarefully; the mat must then be drip-driedrather than wiped off. The felt has goodsticking ability when applied to tabletops,however, and it is slightly more cost effec-tive when compared to vinyl.

This mat can be used for ICE�s SILENTDEATH* game, Task Force Games�s STARFLEET BATTLES* system, and others. Ifyou want to get maximum use out of thismat, I recommend you get Task Force�sMega Hex packages. The planets and othermaterials included will enable you to re-create planetary assaults or to use theplanets as obstacles. These Starscape matsare recommended even at $36 each. (Note:The Geo-Hex Starscape mat forms thebackground to the photos in this monthscolumn.)

Stone Mountain MiniaturesP.O. Box 594Broomfield CO 80038

DSF 210 Ventauran StarLegion * * * * ½

When you play a science-fiction minia-tures game, the figures in each particularunit should be dressed in the same uni-forms, though having different poses andcarrying a variety of weapons. This isdone in the Denzien line.

This pack contains four 25-mm-scalelead figures. The figures all have hex-shaped bases, with the kneeling figure�sbase being slightly elongated. All fourwear trouser suits, jointed at the kneesand ankles and armored in the front, andgravity boots with thick soles. Each fig-ure�s left ankle is wrapped by cloth andsupports a holder and two vials.

The upper torso has overlapping sealedplates and armor with flex joints, jointprotectors, and pads. Hands are coveredby jointed gloves; arms are covered bylong, interconnecting strips. The splitfacial visors each have air-hose connec-tions at the lower front, and each figurehas a peg on its back that allows an envi-ronmental pack to be glued on. Packscome attached to a separate sprue andmust be cleaned and trimmed. Each packis 5 mm × 8 mm and has a gauge, vent, andbottom air-hose connection that lines upwith the air hose molded on all the figures�backs. There was no flash, and mold lineswere minimal. Each figure has a differentpose with slight alterations.

Figure SF13 has a pistol strapped to hisright side and holds a rifle pointed at theground while advancing forward. The gunis slightly warped and will be difficult to

straighten. A power cord runs from apower pack on his back to the butt of hisrifle.

Figure SF16A is kneeling and firing whatappears to be an FNL assault rifle with avented barrel. A small pouch with flap andbuttons is supported by a large pack thatholds spare clips for his weapon, and itrests on his right side; a monitoring devicehangs from his left side.

Figure SF17B is firing a pistol, support-ing his right arm with his left hand. He isalso armed with a blaster with a scope anda grenade launcher that hangs behind hisleft shoulder from a strap. His belt sup-ports a large map or instrument pouchand three spare ammo clips. A communi-cator and laser-sighting bulge is on theright side of his helmet, complete withlenses.

These are quality figures. The only thingthat detracts from them are the weapons,which are warped to join the bodies.These figures can be used with any SFgame rules and are recommended at $6per pack of four.

The last figure, SF19A, probably repre-sents an officer. Each leg has a pocketsewn onto the front, and a cartridge cliphangs from his belt. He is firing a largerifle from the shoulder, and a pistol hangsfrom his right hip.

Stan Johansen Miniatures128 Barberton RoadLake Worth FL 33467

SM019 GEV Missile Tank * * * ½

SM023 Rolling ThunderGEV Artillery * * * ½

One assumes that in the future of war-

These two SF miniature vehicles repre-sent just such units. These vehicles sharemany similarities. The miniatures arescaled for use with either 20-mm or 25-mm figures and are made of soft lead.Both platforms measure about 92 mmlong, 54 mm wide, and 14 mm high. Eachvehicle has a rounded front and is rela-tively straight. The air-cushion effect iscontained by a skirt that encircles eachvehicle and forms the base for the hull.

fare, the emphasis in equipment will be onvehicles with good speed, the ability to getwhere they�re needed, and the simplicityto allow for rapid damage repair. Therewill also be attempts to standardize equip-ment to cut down on the variety of partsneeded. The land vehicles will probably beair-cushion types, as they are among thefew sorts to fit all these needs.

Hull detail is good. There is a front hatchfor maintenance access or a driver, andmachinery bulges on both sides with ac-cess panels on top. The rear engine haswell-detailed grill work and cooling vents.Maintenance panels include handles thatlook as if you could actually open them.The rear deck also has several tool andrepair boxes attached, and an exhaustsystem is visible. The sides are solid and

DRAGON 113

flat with ridges. The Rolling Thunder The figures are also armed with pistolsartillery vehicle has a small dent midway and knives. The spacesuits appear to bealong the right side that may be a slightmold bulge, but it looks like it could benormal wear-and-tear or battle damage. Amold line was on each skirt and there wasconsiderable flash, but cleanup went well.You may want to deepen some of the skirt-division points to improve the detail.

Both vehicles have the same two-mancrew, and this is a weak point. The figuresare about 22 mm scale and are molded inspacesuits. Each is armed with a machinegun on a strap across his back and shoul-der. Each gun requires some work withputty and detailing to be fully presentable.

114 JULY 1992

The Missile Tank turret consists of acircular, grated launch platform that

unarmored and smooth, with slight inden-tations at the joints. Environmental packsare well detailed, but the end lines areblurred. Communications units are builtinto the helmets, The commander figurehas a binocular case on his chest and holdsa remote control panel that is very welldone; he also carries a large reload. Bothfigures had flash that filled the spacebetween their legs, but this cleaned upeasily. Other flash was present and re-quired more careful work.

serves as the support for a battery of sixlarge missiles encased in firing jackets; thewiring needed for power is molded on.Some light flash is on the nose cones, butassembly of the three-piece unit is easy.This is a good support unit.

The Rolling Thunder piece consists ofthe same ridged work surface as on themissile launcher, but also includes two sidepieces that serve as the gun support.These pieces were free of flash and fit intotheir pegs well. Be sure to fit the gun inplace before you glue down the side walls,I also recommend that, after the unit hasdried slightly, you take your fingers andgently crimp the side walls in the front.This crimping supports the gun in a hori-zontal position instead of allowing it todroop. The barrel for the gun is large andhas a slight mold line that needs to betrimmed. The barrel is also topped by alarge propellant tank. The bottom of thistank must be cleaned up and filed levelbefore assembly. This tank lends itself to avariety of modifications. With the additionof a gun shield to protect the crew and acouple of curved magazines, you couldeasily change this vehicle into a tankdestroyer.

Work is needed to get these vehicles intotop shape, but at $10 each, they are a realbargain compared with other units.

Game Designers� WorkshopP.O. Box 1646Bloomington IL 61702-1646

GDW-1842 Legions of Mars * * * * ½

This set contains 21 separate lead cast-ings made for GDW�s SPACE: 1889* gameby RAFM figure company. The figures arescaled in 25 mm and are 28 mm high (thisheight is consistent with the taller statureof the game�s Martians). The set representsa company of Martians that could be one-half to one-sixth of a Martian legion, notcounting artillery or mercenaries. Tentypes of castings are offered, coming inseveral poses with different equipment.All share similar bases, being roughly ovaland slightly textured. All Martian figuresshare the same sharp facial features (theyremind me of sea elves with finlike ears,high cheek bones, and upswept noses). Alllook poised for battle.

A mounted officer, equal to a major,leads the unit. He wears a metal shoulderguard and breastplate over joined bands ofleather. Well-muscled legs are exposed,guarded from the knees down by shinpads and with moccasins on the feet. Hisarms are covered by a jointed and flexiblebanded suit of armor, with the right handsignaling a stop while the left clutches asword. The helmet leaves much of his faceopen, but a nose guard is present; twofeathers jut from the top of the helm.

The gashant (the officer�s mount) isequivalent to a horse and looks like a crossbetween a small dinosaur and a large bird.The beast stands just under 40 mm tall,not including the base. This animal has

only stubs for hands, and its sharp beak isbridled by a well-detailed strap leading toa simple saddle and tack. A set of platesprotects its head. A scabbard for the offi-cer�s sword is on the right, and a pistol inits case is on the left. The beast has a largetail with a spinal ridge that included flashthat obscured part of the saddle. Thisflash had to be removed, as did mold lineson the right side of the nose. This figurewill take a little time to clean up fully.

Figure #3 is an officer with sword andpistol, leading the �cutters,� or edged-weapon part of the company. His barearms are well muscled but suffer from amold line that must be trimmed. The tightpants have a bell-bottom look; bare feetare visible. His hands are covered byflared gauntlets. The chest, back, andgroin are covered by a quilted vest withoverlapping straps and a buckle. Thehelmet has a ridged crest, and a featheradorns the top. This figure is yelling toencourage his men onward.

Figure #4 is an officer with a musketwho leads the group�s �shooters.� He wearsa loose-fitting tunic secured by a belt andgroin protector. The legs and feet are bareexcept for a pair of high, fold-over leg-gings. The arms and hands are bare, andmuscle detail is very good. A musket like aflintlock is in his left hand, and he is ges-turing his troops forward. His hair is cutin Mohawk fashion. A sword is sheathedacross his back. Only a powder horn and ashot holder adorn his belt. The only prob-lem with this figure is a mold line on theleg muscles.

Figure #5 is a legionnaire with a shieldgun. This figure closely resembles a fullyarmored medieval knight holding a cutoffmusket firing through a shield. The shield

116 JULY 1992

is a bowl-like contrivance of riveted plate,with the musket sticking out the middleand a view slot at the top of the shield.The arm that holds the shield up by meansof straps also supports the musket. Thefigure wears a sheathed sword, a powderhorn, a ball pouch on the belt, and a largeshoulder protector. The upper body ap-pears to be uncovered from waist to shoul-der protector. The helmet is topped by agroup of feathers, and frontal leg armorhas some engraving on it.

Figure #6 is a legionnaire advancingwith a flintlock-style musket. This figurehas bare arms, and legs with high boots.His chest and back are protected by lami-nated armor; a studded and fringed cheststrap supports a sword, powder horn, andshot bag on his right hip. His hair is braid-ed down his back. The figure wears anundecorated helmet with cheek guards.

Figure #7 is a legionnaire firing a mus-ket. This figure wears a reinforced fabricsecured by studs and cinched by a beltthat supports a loincloth. The figure is setas if to fire his musket; a powder horn isin easy reach. Knee protectors, open-toedboots, and a ridged helmet with noseguardcomplete the garb.

Figure #8 is a legionnaire holding a largehalberd with an ornate multispiked head.The figure wears nothing on his legs, feet,arms, or hands; a stiff shell and shoulderprotector provide cover for the torso, whilea loincloth and sword hang from the belt.An ornate, leaf-shaped shield is supported byornate straps on the left arm. A vision hole isat the top of his shield, allowing him to seehis enemies even while blocking. His head isprotected by a helmet with large spines thatcan be used as a weapon in close combatsimply by head butting.

Figure #9 is a legionnaire advancingwith a spear. He wears no extra armor onhis arms, hands, or head, and a long Mo-hawk drops down his back. Quilted armorprotects his chest and back. A wide beltwith a knife in the small of his back cinch-es the uniform. High boots with open toesprotect the feet. His primary weaponseems to be a spear with a wide pikelikehead and a braid at the bottom that can beused for a slashing attack. The metal onthis figure was grainy, but no flash ormold lines obstruct or detract from thefigure�s detail.

Figure #10 is a lightly armored legion.naire with a great sword. A breastplatecovers his front torso and extends to greatflared shoulder protectors in the front andthe lower part of his back. The arms andhands are encased in flexible armor. Hishead is protected by a high, ridged helmetdecorated by a feather. The sword isslightly engraved.

Though this set is designed specificallyfor the SPACE: 1889 game, several figurescould be used for AD&D® games as aquat-ic elves or a new race. This set is recom-mended at $25.

Folio Works7 Hazel GroveDuffield, DerbyshireUNITED KINGDOM DE6 4GP(In the U.S., contact Greenfield, Berkeley,or Chessex game and hobby distributorsfor dealers near you.

HC 5/1 Saurian Troops * * * *½

The Saurian pack from Folio Works is anew entry in the �enemies we love to hate�category. Lizards have always held a cer-tain edge in that field. The package con-tains two 25-mm-scale lead miniatures ofwhat appear to be crocodiles in spacesuits. At first glance, the figures appear tobe almost identical. Close examination,however, reveals a number of differences.

Both figures are approximately 30 mmtall. Their uniforms consist of flexiblearmored boots and suit limbs, with torsoscovered by hard shell suits complete withshoulder pads; hard helmets adorn theirheads. In both cases, the snouts extend outfrom the helmets. Each alien has its armsin a position to fire a rifle. Here is wherethe similarities end.

One figure has its tail up, while theother�s is wrapped around his leg. One hashis jaws tightly closed, while the other hashis open. One has a soft pilot-style hat onwith a visor, while the other has no headgear. One has a water bottle, spare ammoclips, and is slightly more hunched over;the other has a map case and ammo packs.

Several of these figures could form thecore of a group of Chaos creatures forGames Workshop�s WARHAMMER 40,000*game or would fit in well with any num-ber of other SF rule sets. These are menac-ing figures, and after you add the weaponsthat are included they appear even morefearsome. There was no flash on either

Washington St., Waukegan IL 60085,U.S.A.; (708) 336-0790; MWThF 2-10 P.M.,SSU 10 A.M.-5 P.M.

l indicates a product produced by a company otherthan TSR, Inc. Most product names are trademarksowned by the companies publishing those products.The use of the name of any product without mentionof its trademark status should not be construed as achallenge to such status.

ORIGINS is a trademark of the Game ManufacturersAssoc.

figure and only minimal mold lines. Theseare recommended but are slightly expen-sive at $6.50 per pack of two.

Ral Partha Enterprises5938 Carthage CourtCincinnati OH 45212

Ral Partha Enterprisesc/o Minifigs1/5 Graham Road, SouthhamptonUNITED KINGDOM S02 0AX

RP 10-843 Assault Omni �Mechs * * * *Omni �Mechs are crucial to the success

of the Clans in their drive to conquer theInner Sphere in the BATTLETECH* uni-verse. The �Mechs reviewed here aredesigned to break through defenses. Be-fore we start, I want to thank Chris Os-bourne for his able work in painting these�Mechs to represent those of the WolfClan.

These �Mechs share several commonpoints. All are made of lead and close to7-mm scale. All units are multipiece kits,and a hex base is provided for each �Mech.We also found several quality-controlproblems that we will cover as we lookover these figures. We�ll take them in theorder they appear in the Tech Manual3050: The Return of Kerensky, from FASACorporation (here abbreviated asTM3050).

The first of our �Mechs will be the Manof War (TM3050, pages 36-37), an 80-ton�Mech most common to the Wolf Clan. Theminiature is 47 mm tall, 31 mm across theshoulders, and 15 mm thick. The kitcomes in four pieces, including base. Oursample came with two left arms, whichwas rectified by a trip to our parts box.The model closely resembles the TM3050illustration except for small differences inthe foot and pelvic areas. Detail is good,but there was some flash along the legsand head.

The Masakari (TM3050, pages 38-39) is asix-piece kit. The pieces fit together well,but many areas of flash existed on this

118 JULY 1992

�Mech. This is not a heavy-use model, asthe guns are especially easy to bend orwarp with handling. The miniature is 43mm tall, 27 mm deep, and 25 mm acrossthe shoulders even slightly hunched. Theminiature matches the TM3050 illustrationalmost perfectly, with all details in theright spot. Problems with this figure in-cluded the foot pegs, which were too bigand needed to be trimmed, and the factthat the feet did not fit into the base. This�Mech is used most frequently by theSmoke Jaguars.

The Gladiator (TM3050, pages 40-41) isfavored mostly by the Ghost Bears. Theminiature is a six-piece unit that had littleflash and fit together well. It is 49.5 mmtall, 33 mm across the shoulders, and 18mm deep, narrow when compared withthe other �Mechs. The �Mech matches itsbook illustration closely, but examinationshows differences in the hand (only fourfingers appear instead of five in the book),the right shoulder (which is molded closeto the right arm instead of being separatedfrom it), and some of the lines.

The Daishi (TM3050, pages 42-43) is the�Mech of choice for the Smoke Jaguars.The miniature is 40 mm high, 33 mmwide, 30 mm deep, and looks like a houseon legs. The figure is an eight-piece kitthat had a lot of problems. Flash waspresent on several pieces, and we wereagain given two left arms. The pegs on thebottom were too big to fit into the holes inthe base, and the piece barely lined upwith the base slots. The figure is, however,almost an exact match with the book�sillustration.

The kits are worth the effort put intothem, but I question the logic behind RalPartha�s packaging. In this set�s presentconfiguration, you�ll have to buy severalboxes to put together a unit for the clan ofyour choice. These are still recommendedat $23 per box of four �Mechs.

If you need to reach me, you can do soat this address and phone number: RobertBigelow, c/o Friend�s Hobby Shop, 1411

TSR PreviewsContinued from page 72

DLQ1 Knight�s SwordAD&D® game DRAGONLANCE®

accessoryby Colin McCombYour PC can become a Knight of

Solamnia�the noblest of all DRAGONLANCE®saga characters-in this 32-page introductoryadventure. Follow a young Knight of Solamniaand his compatriots through the tests and trialsthey must undertake. This is the perfectintroduction for newcomers to theDRAGONLANCE® campaign setting and for newDMs as well.$6.95 U.S./$8.50 CAN./£4.60 U.K.TSR Product No.: 9381

Magic Encyclopedia, Volume IAD&D® 2nd Edition game accessoryby Connie and Dale �Slade� HensonThis is the first volume of a two-part release

that details the magical items printed for theAD&D® game. Literally thousands of magicalitems have been published over the years forthe AD&D® and D&D® games, and now theyare all collected in this 64-page book.$9.95 U.S./$11.95 CAN./£5.99 U.K.TSR Product No.: 9293

Night MasksThe Cleric Quintet, Book Threeby R. A. SalvatoreCadderly has run to the city of Carradoon for

solace, but he instead finds himself besieged bythe resident assassins, the Night Masks. He andhis companion, Danica, must uncover the killers�activities and put a stop to them. In doing so,however, he learns far more than he everwanted to know.$4.95 U.S./$5.95 CAN./£3.99 U.K.TSR Product No.: 8490

The Nine GatesTSR® Booksby Phillip BrugaletteAfter receiving a terrifying vision, Prince

Gopal of Goloka sets out on a quest to destroythe evil, black-winged naga. On the way, hebecomes convinced that the gods have turnedhis lotus-shaped universe inside out. He mustshoulder responsibility and submit to a testbeyond imagination. He must also accept helpfrom a centuries-old mystic named Vyasa inorder to discover the elusive City of Nine Gates.$4.50 U.S./$5.50 CAN./£3.99 U.K.TSR Product No.: 8225

Unless otherwise noted:® designates registered trademarks owned by TSR, Inc.™ designates trademarks owned by TSR, Inc.© 1992 TSR, Inc. All Rights Resewed.

MARVEL SUPER HEROES™ and all Marvel characters andthe distinctive names and likenesses thereof are trademarksof Marvel Entertainment Group, Inc. and are used withpermission.