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Issue #194

SPECIAL ATTRACTIONS
Vol. XVIII, No. 1
June 1993 9 Nothing gets your attention like a dragon
Our annual tribute to our namesake-but with three new twists.
Publisher

10
James M. Ward Dragon Dogfights! — Anne Brown
Battle it out with these aerial AD&D® rules for dragon miniatures.
Editor
Roger E. Moore

Associate editor 18 The Dragon Project: Dexter & Cornelius — Loyd Blankenship
A (not very) ferocious dragon and a (not very) heroic ally for the
GURPS FANTASY* game.
Dale A. Donovan

Fiction editor
Barbara G. Young 20 The Dragon Project: D.R.A.G.O.N-bot ver. 3.1 — Ed Stark
Hell on wheels . . . not! A Troubleshooter’s nightmare for the
PARANOIA* game.
Editorial assistant

FEATURES
Wolfgang H. Baur

Art director
Larry W. Smith

Production staff
Gaye O’Keefe Tim Coumbe
41 The Known World Grimoire — Bruce A. Heard
Why did my flying castle crash? The Day of Dread and other D&D®
game queries answered.

44 Breaking Them In — Neil McGarry


Subscriptions
Janet L. Winters Turn your group’s novice gamers into old hands with these easy
suggestions.
U.S. advertising
Cindy Rick

U.K. correspondent 48 Get Ready, Get Set, Go! — Tom McLaughlin


Hit the gaming heights at the 1993 GEN CON® Game Fair!
and U.K. advertising
Wendy Mottaz
51 The Official Ballot for the 1991 & 1992 ORIGINS* Awards
Two years in one—vote now for the best games in existence!

DRAGON® Magazine (ISSN 0279-6848) is published ution throughout the United Kingdom is by Comag
monthly by TSR, Inc., P.O. Box 756 (201 Sheridan Magazine Marketing, Tavistock Road, West Drayton.
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Printed in the U.S.A. U.S.A.; telephone: (800) 733-3000. Newsstand distrib- change without prior notice. The issue of expiration of

2 JUNE 1993
65 Gamma Terra Revisited — Kim Eastland
New GAMMA WORLD® game mutations that’ll frighten every
Pure Strain Human.

71 Campaign Journal: Slave Hunters and Silt Sailors


L. Richard Baker III
The DARK SUN® vvorld’s darkest array of character kits.

82 The Game Wizards #1 — Lester Smith


In outer space, all you’ll do is scream: meet TSR’s
BUGHUNTERS™ game.

86 Bazaar of the Bizarre — Spike Y. Jones


“What’s a Tenser’s tantalus, and why is it following me around?”

90 The Game Wizards #2 — Bruce Nesmith


Start the next generation of gamers—give them the DRAGON
STRIKE game.

92 With a Bond of Magic — Gregory W. Detwiler


Lightning and fire, ice and ash, pain and fear, all built right
into your sword blade.

98 Novel Ideas — Will Larson


Are two DRAGONLANCE® saga writers better than one? Our
interviewer finds out.
COVER
Nothing is so terrible that a huge

REVIEWS red dragon can’t make it just a hell of


a lot worse. Eric Gooch catches a
crimson wyrm reveling in dark tri-

26 Role-playing Reviews — Rick Swan


Megatons & mass extinction: science-fiction board games
that put the pow in power.
umph in this month’s striking cover
painting.

57 The Role of Computers — Hartley, Patricia, and Kirk Lesser


Beneath the Planet of the Hostile Amazons, and other role-
playing challenges.

112 Through the Looking Glass — Robert Bigelow


A dwarf without a flamethrower is like a day without
sunshine.

DEPARTMENTS
4 Letters 53 Sage Advice
6 Editorial 102 Dragonmirth
22 Convention Calendar 104 Twilight Empire
31 TSR Previews 108 Gamers Guide

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comes unsolicited submissions of written material and Advertisers and/or agencies of advertisers agree to ©1993 TSR, Inc. All Rights Reserved. All TSR char-
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DRAGON 3
What did you think of this issue? Do you have tronics in the University of Vienna. I ended up appear incorrect. If we get enough responses,
a question about an article or have an idea for a studying aikido five times a week and running we’ll print some of the anomalies here. Write
new feature you’d like to see? In the United eight AD&D 2nd Edition campaigns on week- directly to: Thomas Reid—Trading Card Tsar,
States and Canada, write to: Letters DRAGON® ends (actually, six of them were in Istanbul dur- TSR, Inc., P.O. 756, Lake Geneva WI 53147,
Magazine, P.O. Box 111, Lake Geneva WI 53147, ing winter and summer breaks) in the U.S.A., and tell him we sent you.
U.S.A. In Europe, write to: Letters, DRAGON FORGOTTEN REALMS®, DRAGONLANCE®,
Magazine, TSR Ltd., 120 Church End, Cherry DARK SUN™, and SPELLJAMMER® campaigns.
Hinton, Cambridge CB1 3LB, United Kingdom My questions to you are: Are there more of A review reviewed
our kind of multiclassed hobby gamer/aiki-
doists? If so, where are they? (I saw that you Dear Dragon,
African fan are practicing aikido in the forward to the I would like to thank Rick Swan for his glow-
DRAGONLANCE Tales II Trilogy.) And how do I ing review of the GURPS Old West* game
Dear Dragon, get my AD&D game short stories (in English, of (DRAGON issue #190). Liz Tornabene and I had
Finally, an African-like continent has been course) published? a lot of fun writing this book, and we’re glad
added to the AD&D® gaming world. I com- Thank you for your attention. some of our enthusiasm shows through. (Liz is
pletely agree with David Howery when he says Hasan Colakoglu especially proud of the transportation chapter,
that it has been ignored. But I was wondering: Vienna, AUSTRIA which Mr. Swan enjoyed reading as much as
Are there any books, games, or anything Liz enjoyed writing.) I was also pleased that Mr.
remotely relating to Africa or African heroes? You’ve been busy! Though I’ve regretfully had Swan thought I handled Native American cul-
Please print my address. to leave off aikido practice to get my writing ture “with reasonable accuracy.” That’s exactly
Bruce Jackson done, there are actually quite a number of what I was aiming at when I wrote the Indians
17004 Belton, Apt. 249 multiclassed aikidoist/gamers running around. chapter.
Detroit MI 48228 In my dojo in Milwaukee, there were one or two However, I must take exception to Mr.
others who played role-playing games. Barbara Swan’s statements that I was not “quite so rev-
We had a similar letter from a reader in issue Young, our fiction editor and also the editor of erent towards Indian religion,” or that the sec-
#176, and our response listed a number of DUNGEON® Adventures, is currently TSR’s tion on Indian magic took a “patronizing”
African-inspired game materials. (We may have aikido expert, and she’s met a number of gamers approach And I certainly do not consider
articles in the future on this topic, too.) A num- who also enjoy martial arts. Dale Donovan prac- Native American beliefs—of either the 19th or
ber of books are now in print that describe ticed aikido for a time, and Wolfgang Baur prac- 20th centuries—“quaint,” as Mr. Swan implies
African heroes, history, or myths and legends in ticed tae kwon do. Several other TSR editors, In writing the rules for Indian magic, I
detail; check any local bookstore or library If no designers, writers, and others are into different decided to go on the assumption that magic in
books are on the shelves about African tales, marital arts; Bruce Nesmith (a designer) and Ger- the GURPS Old West game would work just as
check a copy of Books in Print (the subject index ald Brom (an artist) know tae kwon do, for exam- Native Americans, and especially medicine men,
part) for titles, then order them. If anyone has ple, and Bruce Nesmith and DARK SUN novel of the time period believed it would. Of course, I
other specific ideas on African materials, please author Troy Denning enjoy kyuki-do. Now that I was hampered by the fact that I had to base my
write to Bruce Jackson and let him know. think of it, the only martial art I haven’t heard of a information on sources local libraries could
gamer trying was sumo. (NOTE: Anyone who provide. (Although I have Native American
writes to us claiming to be a sumotori/gamer had blood in my ancestry, I have had little exposure
Uriah Heep & TSR better include a photo to prove it. Maybe we to modern Native American culture ) I was also
should have a contest. nah.) hampered by the lack of space; there simply
Dear Dragon, You can get our guidelines (which now weren’t enough pages in the book to address
Is it true that when the D&D® game was include information on articles, fiction, artwork, Native American culture in any but the most
being developed in the early ’70s the name was and cartoon submissions, all in one) by sending superficial way—and that included religious
taken from a Uriah Heep album that was popu- a stamped, self-addressed envelope (long-type, beliefs.
lar at the time? please) to: Writers’ Guidelines, DRAGON Maga- I chose to base the Indian magic section on
My friends and I have a bet going on this, zine, P.O. Box 111, Lake Geneva WI 53147, U.S.A. Plains Indians’ beliefs for a number of reasons:
Inquiring minds want to know. There was more information available on Sioux
Warren Mitchell religion than on any other Native American
Woodinville WA Tarding crads! belief system (although Navajo chantways came
in a close second); the Plains Indians are those
Uh . . . urn . . . well, you’ve managed to catch Dear Dragon, most often thought of when gamers think of the
the editors off guard with this one. We don’t I have several TSR trading cards with incon- Old West; and Sioux religion seemed to lend
know anything about this, though we doubt gruent data on the backs. What is the rarity and itself to easy translation into GURPS game
Uriah Heep had anything to do with the naming value of such cards? mechanics. In adapting my knowledge of 19th-
of the D&D game. Your bet isn’t going to be Steven T. Voigt century Native American magic rituals to
resolved anytime soon! (Which Uriah Heep Pittsburg PA GURPS magic rules, I tried to maintain at the
album are you thinking of, by the way?) very least, the “flavor” of Sioux religion. I also
That’s hard to say, as you didn’t mention tried to maintain as much accuracy as possible,
which cards they were. I asked TSR’s current although game mechanics can never truly sim-
“trading card tsar” (Thomas Reid) about this, ulate real life.
Multiclassed gamers since he pointed out a few flawed cards in his Perhaps what Mr. Swan objects to is that I
“Game Wizards” column in our last issue. He is presented Native American beliefs in game
Dear Roger E. Moore, extremely interested in hearing from readers terms at all. In most role-playing games with
I’m actually from Istanbul, but three years who have “peculiar” cards—ones that are either rule systems covering magic and spell-casting,
ago I moved to Vienna in order to study elec- misprinted or have information or pictures that Continued on page 7

4 JUNE 1993
Free, proud, and 17

One of the less entertaining things about fact that some of those views, such as the warning believe fully in the existence of
having a car radio with a “scan” feature is one I’m about to relate, might come across black magic and lycanthropy, which does
that you often listen, albeit briefly, to lots to some people as being a little on the make me wonder if they also lock their
of radio stations you would never nor- lunatic side (as I am sure my editorial will closet doors every night to keep out the
mally allow yourself to hear (country come across to the people who have those boogeyman. (I can already guess what
music, classical music, talk radio, etc.). lunatic views, but I can live with that). they must think of fantasy role-playing
About a month ago, on my way to work The meat of the message to radio listen- games like ours.) Anyway, since these peo-
before the sun was even up, I punched ers was that parents should have nothing ple believe in black magic, they want peo-
“scan” and soon found myself listening to to do with Beauty and the Beast, despite its ple to stay away from it, which is good
a warning being issued by a Christian fun- beauty and grandeur and warmth and advice for anyone under the age of three
damentalist radio station in Milwaukee. moral lessons, because the movie con- but might sound agonizingly ignorant to
The warning was against a Walt Disney tains, right at its very start, an episode of everyone else.
movie, Beauty and the Beast. black magic—namely, the transformation Obviously, some people in this country
Before I go any further, I want to para- of a heartless prince into a beast by a sor- (and elsewhere) are very much afraid of
phrase a much more famous person and ceress’s spell. That’s lycanthropy, the sta- fantasy, in whatever form it takes. Anti-
say that I will defend to my death the Con- tion said, and that’s evil, so don’t buy the fantasy attacks are not limited to argu-
stitutional right of that radio station to give video and expose your kids to it. ments against Beauty and the Beast, of
air play to such views. I say this despite It’s obvious that the people issuing the course. The same kind of reasoning that
equates a Walt Disney film with black Collegiate Dictionary, Catch-22, Lord of the often offer to teach us something, though
magic reappears in arguments against the Flies, Oliver Twist, Jaws, Gone With the the lesson may be very unpleasant. Even
DUNGEONS & DRAGONS® game, such as Wind, The Adventures of Huckleberry Mein Kampf is valuable in some sense, as it
the one offered by a lawyer who tried to Finn, A Farewell to Arms, The Merchant of shows the highly disturbed mental work-
get nominated for the office of Virginia Venice, Soul on Ice, Deenie, Native Son, ings of a major historical figure and
state attorney general in 1985: “The Bury My Heart at Wounded Knee, To Kill a throws light on the origins of World War II
essence of D&D is violence. It teaches Mockingbird, Ulysses, Grapes of Wrath, All and the Holocaust. You can flip through it
Satan-worship, spell-casting, witchcraft, Quiet on the Western Front, Serpico, and get a feel for how something as hor-
murder, rape, suicide, and assassination Elmer Gantry, The Bell Jar, The Sun Also rific as the events in Anne Franks diary
along the way.” (He lost the nomination.)* Rises, Catcher in the Rye, Death of a Sales- could have possibly occurred—and why
Other fantasy materials have been under man, The Color Purple, Where the Side- we should never allow that to happen to
attack in this century, particularly fantasy walk Ends, and The Lorax — by Dr. Seuss! anyone else ever again.
and science-fiction novels and stories. The people who really burn me up, Drop by your local library to ask about
Alice’s Adventures in Wonderland, A Clock- though, are the ones who have tried to the ALA’s materials on banned books and
work Orange, The Martian Chronicles, The ban The Diary of Anne Frank. It’s been intellectual freedom. Check out the
Lathe of Heaven, Oscar Wilde’s The Happy tried several times. People who think that Banned Books Week displays at local
Prince and Other Stories, 1984, Slaughter- The Wizard of Oz promotes witchcraft are libraries every September. Look up books
house-Five, Tarzan of the Apes, Brave New laughably foolish; they merely wish to like Dave Marsh’s 50 Ways to Fight Censor-
World, Flowers for Algernon, Stephen smack your hands with a ruler so you ship (it’s fairly radical but still rather
King’s The Shining, John Gardner’s Gren- won’t daydream. But I have difficulty entertaining). Keep an open mind and
del, and The Wizard of Oz, among others, imagining the bottomless abyss of moral open eyes and ears.
have run into trouble in this country and spiritual depravity to which someone And if you want something good to
because of their content. (Some people has sunk who is trying to ban Anne watch on TV, get a copy of Beauty and the
felt, incredibly, that 1984 promoted com- Franks story. These people would put out Beast at the video store and watch it with a
munism; bad language snarled a number your eyes, blinding you to their bigotry, special friend or loved one. It’s the best.
of others, Tarzan and Jane were living in then lead you by the trusting hand into
sin, and The Happy Prince was challenged the inferno. You will hear the echoes of DRAGON Magazine celebrates its seven-
because it was “distressing and morbid”— Gestapo jackboots in every word they teenth birthday this month. In keeping
well, jeez!) utter, the most accursed of the cursed, the with the rebellious spirit of that age, we
However, some fundamentalist groups lowest of the low. present this editorial. We’re free, proud,
have challenged fantasy books on the and 17. Enjoy.
basis that they are supposed to be occult I’ve taken a break to calm down, so we
and connected with satanism or witch- can continue.
craft—that’s what snagged The Wizard of If the idea of boycotting Beauty and the
Oz, if you can believe that. The revolting Beast because it promotes lycanthropy
but amusing “Dark Dungeons” pamphlet sounds vaguely moronic to you (and I
published by Chick Publications, which I would be lying if I said it didn’t to me),
described in the editorial for DRAGON® then I have some suggestions.
issue #182, urges the reader at one point First, the next time you hear that a par-
to burn all “occult books” that he or she ticular book has been banned from a local
owns; a footnote clarifies this to include library or a new movie is being boycotted, * Material quoted from the Christian
“C. S. Lewis and Tolkien, both of which think about exercising your First Amend- Broadcasting Network pamphlet,
can be found in occult bookstores.” I even ment rights to read the book or see the Dungeons & Dragons: Adventure or
have a clipping from the February 27, movie. (Use your discretion, of course.) Abomination?, page 4.
1992 issue of the News Messenger, a news- You can judge the content of those pre-
paper published in Marshall, Texas, in sentations for yourself, and you’ll have a Letters
which one of TSR’s old FANTASY FOREST™ more informed opinion. Granted, after Continued from page 4
multiple-plot paperbacks is accused of examining the material you may come
using “mind control” tactics on young away with the idea that it is perfectly designers can concentrate on what works in the
awful, but at least now you know for sure. game (so far as playability and game balance are
readers. The argument put forth by those
concerned) without worrying about offending
opposing the book is that reading this No one made up your mind for you. (I anyone by getting it “wrong.” After all, few peo-
“pick-a-path” book will lead to satan wor- once watched a very controversial movie ple in the world today believe in magic as it’s
ship and cult activities. There are parts of on home video and came away with the portrayed in most fantasy novels and games
this article that I want very much to laugh idea that it should have been banned (e.g., powerful wizards casting lightning bolts
at, but it’s hard to laugh because you because it was so booooring.) and summoning fiends from the outer planes).
know these people are very, very serious Second, if you think the reasons to ban But traditional Native American beliefs recog-
about their accusations. the item are stupid at best, feel free to tell nize the supernatural, and that human beings
As annoying and stupid-sounding as other people what you think and why. In can gain some measure of influence over fate
this country—at least so far—free speech is and the spirits through certain rituals. If I inad-
anti-fantasy attacks can be, they are
vertently offended some people by quantifying
merely the tip of the Titanic’s iceberg. The your right. (People who want to ban contro- those beliefs in game terms, I apologize.
American Library Association’s Office for versial materials will already be speaking Ann Dupuis
Intellectual Freedom keeps tabs on their minds, so you’ll be in good company Randolph MA
attempts to ban or restrict public access there.) Talk to friends, write to the local
to any books, and many public libraries newspaper, make your thoughts known. We contacted Rick Swan, who supplied us
have materials from the ALA on censor- Third, even if you think a particular with this answer:
ship and book-banning that you might book, movie, or game is so bad that “Actually, it doesn’t matter to me whether
find shocking. Among the other books satanists would run screaming from it, feel designers draw inspiration from Native Ameri-
that have come under attack in this coun- free to criticize it to your heart’s content— can religion or the phone book. I merely point
out that when you attempt to translate the real-
try are some that you might even be read- but don’t push to ban it. We have the free- life beliefs of real-life practitioners, you walk a
ing right now. They include: The American dom to listen and read and make our own fine line. And I still like Ann’s book—a lot.”
Heritage Dictionary, The Merriam- Webster choices. Controversial books and movies

DRAGON 7
Artwork by John Stanko

Use your dragon miniatures for an aerial duel


by Anne Brown
There’s a little event that takes place in inspired by the mention of the GEN CON quickly not to be out sick on the day that
Milwaukee, Wis., every August known as game fair (even in a whisper) is panic. we sign up for game demos.) About July,
the GEN CON® Game Fair. It inspires a Seminars? What seminars? Demos? I’m we learn exactly what nifty visual aids will
plethora of emotions—excitement, demonstrating which game this year? be provided for our demos. Then it’s time
nervousness, financial anxiety, and antici- Every year, around December, we are to scramble and get a demo game put
pation of great fun and lack of sleep. But assigned to run demos for the various together.
for us TSR folks, the primary emotion AD&D® game worlds. (A person learns

DRAGON 11
Last year was no different. Demo sign- wonder. Ten gamers crowded around the string will work just as well), buy one yard
up day was indeed in December, and table, rolling dice like crazy. All I could of ribbon for each dragon. First, tie one
sigh — I was sick that day. (Had I known it think was, “It works! Rob, you have to see end to the dragon’s foot, or attach it to the
was planning day, I’d have hobbled to this!” base. Next, measure out 9” of ribbon away
work under almost any condition.) So my We ended up with a hit on our hands. from the dragon’s foot. Tie a knot at the 9”
first taste of panic came the following People even hung around to play more mark. This represents the range of the
Monday (“What? We signed up for demos than one round. Karen was able to run dragon’s breath weapon. Finally, measure
last Friday? What’s left? Oh, noooooo . . .”). the game even though she lost her voice out 18” from the dragon’s foot and tie
It wasn’t nearly as bad as I thought. The on the second day of the convention. Even another knot. Cut off the excess. The knot
DRAGONLANCE® game demo was still some of the most die-hard miniatures at the end will keep the ribbon from fray-
available, and my buddy Rob King was still gamers (including my husband) thought it ing. A drop of white glue or super glue on
available as a demo partner. Since Rob was pretty cool. the end knots will also improve their
had edited the Tales of the Lance boxed So that’s what this article is about: run- durability.
set and I had proofread large hunks of it, ning your own 3-D aerial dragon combats By the way, don’t cut an 18” length of
what could be more perfect? We scribbled with our little game rules. Use it when ribbon first, then tie the knots. You’ll lose
our names onto the list, chattering away you’re bored with role-playing, or when the length that’s twisted up in the knots.
about bringing Lord Soth back for a visit. you just feel like some hack ‘n’ slash com-
We blissfully forgot about our demo bat. Two to 10 people can play, and the Set-up
until about July. I had stacks of pregener- more the merrier. A game with ten peo- Decide whether you want to play every-
ated convention characters in my files, so ple, each playing one dragon, takes just dragon-for-itself or in teams. For our game,
all we needed was a quick adventure, about an hour. You should know the rules the evil dragons defended their citadel, and
right? Wrong. after the first turn. each evil dragon began the game with its
The fateful day arrived when we base touching the citadel. The good drag-
learned what our demo table would look What you need ons started with their bases touching the
like. “You’re getting a giant floating citadel For our demo, we had 10 dragon minia- edge of the gaming table and tried to defeat
and ten painted dragon miniatures, with a tures—one gold, silver, bronze, brass, the citadel’s guardian dragons.
drop-cloth of an overhead view of farm copper, red, green, blue, black, and white. Draw your battle lines and agree upon
fields and whatnot,” we were cheerfully Each dragon was mounted on a four- your starting positions. We didn’t allow
told. “Just run some aerial dragon battles. inch-square base. anyone to start off the board, but your
It’ll be great!” Our playing surface was a felt cloth group could decide to allow it.
Rob and I moped our way back to our printed with an overhead view of farm
cubicles. No Lord Soth. No kender not fields, woods, rivers, and the like. Your Combat sheets
knowing when to run in terror. No surface can be as fancy or simple as you Included in this article is a dragon char-
grouchy dwarves. want—it doesn’t matter to the play of the acter sheet we used at the 1992 GEN CON
Reality set in. “There’s no such thing as game. You can play it on the living room game fair. To make this game as easy as
3-D aerial combat in the AD&D game,” we rug or a kitchen table if that’s most conve- possible, we gave all the dragons the same
moaned. (At least nothing that we knew nient. Determine the boundaries of your statistics, Essentially, everyone got the
of—neither of us are big miniatures playing surface—any size or shape is fine, same character sheet—we just changed
gamers!) We called upon my husband, but don’t exceed six feet in any direction. the dragon’s color, name, and objective. If
Rick, a veteran miniatures gamer, and Each player will need one each of the you’d like a more complicated game, see
upon Jim Ward, an old war dog, for rules. following dice: d4, d8, d10, d20. the advanced rules.
“Nope,” came the answers. “Not unless Each dragon figure needs a corre-
you want to play only one turn in an hour. sponding character sheet. Each player The basic game
Just make something up!” needs a method to keep track of hit points Once you’ve chosen teams or individual
Panic turned to desperation. I bribed and breath-weapon uses on the sheet. For play and established starting positions for
Jim Ward with lunch one day (not a cheap the game fair, we placed each character all dragons, decide on victory conditions.
proposition) to help me sketch out the sheet in a plastic sleeve and used dry- For our demo, the first team to have all
rules. We roughed them out, then Rob erase pens to mark on the plastic. The five members eliminated was the loser.
and I took our red pens out. (If there’s one sheets wiped off easily after each game. Follow the Sequence of Play on the
thing we can do, it’s edit.) We threw away You can do it this way, or you may wish to character sheets, as follows:
the rules for facing, threw away breath make multiple copies of the sheets so you Initiative: A d10 is rolled for every
immunities, and standardized the scores can mark on them, erase the marks, and dragon figure (even if a player controls
for all 10 dragons. In a real stroke of throw them away as they wear out. Or more than one dragon). The lowest num-
genius, we decided to tie a colored ribbon simply track the hit-point damage on ber goes first. Ties are considered to be
to each dragon to indicate its range of scrap paper. simultaneous actions, If your group
movement. Then we subjected a few co- For measuring devices, we bought col- prefers, ties can be resolved with another
workers to our game and made a few ored ribbons corresponding to each color die roll.
more modifications. of dragon. A ribbon was tied to each Movement: Dragons always move first,
After scrounging for a thousand dice, dragon’s right front foot and then cut to then attack. A dragon can move a total of
dry-erase markers, and plastic covers for the dragon’s movement rate in inches (18 18”, curving or looping as desired. Move-
the character sheets, we were ready inches, in this case). This eliminated ment in 3-D can be simulated (“I’m going
before the opening bell of the game fair. messing around with rulers. It also simu- to fly over this other dragon”) without
Karen Boomgarden was scheduled to lated a dragon’s maneuverability—since penalty. A dragon can face any direction at
run the first few hours of the demos. After dragons in our game can fly wherever the end of its movement.
my early-morning seminars, I descended they want, it doesn’t make sense to limit When a dragon is reduced to half its hit
breathlessly on the TSR demo area. their movement to straight lines. But if points, its movement is reduced by half.
“How’s it going?” I asked with trepidation. you don’t feel like messing with ribbons Attack: At the end of a dragon’s move-
Karen pooh-poohed. “Great! After the first or string, by all means use rulers or tape ment, the player declares its mode of
turn, they’re running it themselves!” We measures. attack: breath weapon, melee, or defend.
exchanged gummi-bears as I watched in If you wish to use ribbons (ordinary Breath weapon: A dragon’s breath

12 JUNE 1993
Objective
Defend Citadel by destroying the Metallic Dragons.

Age Category: Adult (156 years old)


Hit Points: 148
Attack Roll: 6 Damage: 1d4x10
Breath Weapon: Fire Range: 9 inches
Damage: 1d8x10 Save: half damage
Saving Throw: 6

Set Up
Chromatic dragons begin circling the Citadel.
Metallic dragons are placed with their bases
touching the outer edge of the board.

Sequence of Play
1. Roll initiative (1d10).
2. Lowest number goes first. Dragon
moves, then attacks.
Melee
Movement A. Attacker rolls 1d20 once; a roll of 6 or
Each dragon has a ribbon tied to its foot. greater is a successful hit.
The dragon may move anywhere within the B. Attacker rolls damage (1d4x10).
reach of the ribbon (18 inches). C. Dragons in melee must break off their
The dragon may face in any direction. attacks at the end of the round; in the next
A dragon at half its hit points moves half speed. round, they must move at least 4 inches.

Defend
Attacks
If a dragon is not in attack range when it
Player declares one attack form: breath weapon,
finishes its move, it may defend. This allows
melee, or defend.
the dragon to save its attack for use against
An attack ends a dragon’s move.
an attacker. The defensive attack occurs
after the enemy has rolled its attack.
Breath Weapon (may be used 3 times during
the game—mark each use in the box provided) Breath Weapon Roster
A. Automatically hits one creature in range (9
inches).
B. Attacker rolls damage (1d8x10).
C. Defender rolls saving throw (1d20). If
defender rolls 6 or greater, defender suffers
only half damage.

Hit Point Roster

14 JUNE 1993
weapon automatically hits one creature dragon type plus the combat modifier for
within 9”. Even if several dragons are age to determine the dragon’s THAC0. An
close together, only one is affected. adult black dragon has THAC0 3. To deter-
The attacking dragon rolls damage mine armor class, use the dragon’s base
(1d8×10), with the victim is allowed a sav- AC modified by the hit die modifier for
ing throw for half damage. A roll of 6 or age category. Our black dragon’s armor
greater on 1d20 indicates a successful class is -1.
save. Damage: Use the damage listed in the
Breath weapons can be used three Monstrous Compendium entry, modified
times during the game. Each use must be by the combat modifier for age. Our black
marked in the box provided. dragon’s damage is 1d6+6/1d6+6/3d6+6.
Melee: A dragon can physically attack Breath weapon: Use damage as listed in
any one dragon in range (bases or figures dragon entry. Range can be standardized
touching). Although dragons typically for all the dragons in your game, or can
attack with a claw/claw/bite routine, we be adjusted by dragon type. Saving throws
used one attack roll (1d20—success on 6 for half damage are still allowed.
or better) and one damage roll (1d4×10) to Saving throw: Determine a dragon’s sav-
keep the game moving quickly. ing throw based on its hit dice for a war-
Defend: This option is used most at the rior of the same level. Our black dragon
beginning of the game. Because of starting has 14 hit dice, so her saving throw versus
positions on the gaming table, a dragon breath weapon is 5.
may use its move but not be in range to Movement: Allow dragons the choice
attack any foes. Later in the turn, another of moving or attacking first, rather than
dragon may move into range and attack requiring movement to happen first.
that dragon. The defend option ensures Melee options: Allow a dragon to split
that each dragon is allowed an attack in its claws and bite attacks between oppo-
the round if any targets move into range nents as long as the attacker’s base or fig-
during that turn. The defend can be either ure is touching the base or figure of all its
a breath weapon or melee attack and is intended targets. The dragon then rolls its
rolled after an attacker’s rolls. three attacks separately.
That’s it! You know everything you need Immunities: Add appropriate immuni-
to play the basic game. Now, for those of ties to the different dragon types. For
you who like lots of options and number- example, our black dragon is immune to
crunching, try the advanced rules that acid attacks.
follow. Hit locations: Divide a dragon’s hit
points among its body head, left wing,
Advanced rules and right wing. For example, 40% of a
Okay, you’ve mastered the basic rules dragon’s hit points go to body, 30% to
for dragon dogfighting, and now you’d head, and 15% to each wing. In this man-
like more flavor, realism, and strategy. A ner, the dragon’s flight may be crippled
list of optional, advanced rules is given (halve the dragon’s current flight speed)
here. Pick and choose among them for when a wing loses all its hit points; the
the degree of complexity your group dragon may be unable to make bite
desires. attacks when its head loses all its hit
Individualizing dragons: This option points; or the dragon may be unable to
lets each player roll up some or all of a make its clawing attacks if its body loses
dragon’s statistics. For this, you’ll need the all its hit points. Other options and penal-
Monstrous Compendium entries for the ties can be invented to increased variety
appropriate dragons. and fun.
Age category: Decide whether all the Spells: If you wish, allow dragons some
dragons in the game will fall into the same or all of their spells or spell-like abilities as
age category. If so, choose a category ran- detailed in their Monstrous Compendium
domly or by vote. If not, roll 1d10 for each entries. Allow area-effect spells to affect
dragon and assign age categories appro- more than one opponent (or teammate)
priately. However, since this could possi- engaged in melee combat. Track the drag-
bly pit a hatchling against a great wyrm, ons’ spells on an extra sheet of paper or on
you may wish to choose a span of four age the back of the dragon’s character sheet.
categories (for example, Very Old through Riders: Now it gets complicated! Roll
Great Wyrm) and roll 1d4 to determine up a character to serve as a dragon’s
each dragon’s age. rider. This is most likely a wizard, cleric,
Hit points: Use the base hit dice listed or even a lich, but almost any character is
for each type of dragon, modified by the possible. You’ll need to track the charac-
hit-die modifier for age category. For ter’s hit points, attacks, THAC0, and spell
example, an adult black dragon would abilities, and rules for falling off a dragon
have 14 hit dice (12+2). Roll hit points are in order, too.
accordingly (14d8).
Attack roll (or THAC0): If you wish to The sky’s the limit (okay, bad pun) with
calculate individual THAC0s, you also this simple system for dragon dogfights,
need to find the armor class for each so dust off those dragon figurines and get
dragon. Use the base THAC0 given for the started. May the best wyrm win!

16 JUNE 1993
An unlikely duo for Steve Jackson
Games’ GURPS* system

We continue with our special


“miniseries,” which presents original
dragons and dragonlike creatures for
popular non-TSR role-playing games.
Issue #192 presented Draconis
Cybernnetica for West End Games’s TORG*
system. This installment offers two new
(and very different) dragons. . . .

GURPS* stands for the Generic Universal


RolePlaying System, an eight-year-old role-
playing game from Steve Jackson Games, in
Austin, Tex. The GURPS game is a point-
based system: Each character is designed by
spending points on attributes, advantages,
and skills, and gaining points for disadvan-
tages and quirks. The GURPS system covers
almost every genre imaginable—fantasy, sci-
ence fiction, super-hero, cyberpunk, and
more—with one basic rule system. For
more information, write to: Steve Jackson
Games, at P.O. Box 18957, Austin TX 78760.

18 JUNE 1993
The sun vanished as a dark form eclipsed baby dragon was not going to eat him
the orb. With a distant rush of wings and alive, Cornelius did his best to comfort the
wind, and a yellow gout of flame as bright lizard. As the little beast began to trust
as the afternoon sun, the beast looped Cornelius, the possibilities of the situation
around for another pass. A shivering gradually dawned on the human and a
crowd of villagers huddled in the church, scheme was born. Destroying villages was
the only stone building in the small town, wasteful and dangerous—and was sure to
and peered through the cloudy glass win- attract every dragon-hunter in the realm.
dows at the pirouetting wyrm. But it would be much harder for a knight
“What are you going to do?” shrieked a to get worked up about a dragon that did
woman whose three small children clung nothing more than fly about, wouldn’t it?
to her legs. “You’re the mayor! Do some- Cornelius spent the next two years living
thing!” in the cave with the dragonling, making
The portly object of her attention—and occasional forays into town for supplies
the attention of everyone else in the he purchased with the dwindling stack of
crowded building—squirmed coinage Dexter’s mother had accumu-
uncomfortably. By virtue of owning lated. He played upon Dexter’s instinctive
the town’s only mill, he had run lust for treasure to assure cooperation in
unopposed for mayor for many the plan. Finally, slightly over six months
years. But he had certainly never ago, the pair embarked upon their
planned on dragon-slaying as part current reign of terror.
of his duties.
The mayor opened his mouth to Campaign role
admit defeat, but he was spared from So far, Dexter and Cornelius have
further humiliation. been extremely successful in their opera-
“Look!” shouted a peasant. “Someone’s vinced that they are doomed. During this tions. They must hit only one or two vil-
coming up the road!” time, Cornelius helps himself to the con- lages per month to live quite comfortably.
The glass distorted the image a bit, but tents of any abandoned houses. Needless to say, this level of activity
someone was obviously approaching on Then Cornelius arrives to “save the day.” couldn’t remain hushed forever. Even
horseback. Who else could it be but a Typically, saving the day involves a pay- though no crops or towns have been
hero? Riding fearlessly up the village’s only ment of anywhere from $500 to $2,500 (or destroyed, the sudden shortage of coinage
road, ignoring the wheeling dragon the same number of gold pieces), plus any in certain villages is sure to make tax col-
above—surely this would be a brave small, valuable items that Cornelius might lection more difficult than usual.
knight, with thick armor, a stout shield, and have discovered in his looting. Cornelius The GM could allow the adventurers to
a terrible sword that would defeat the evil then warns the citizens that, should they hear rumors of a great dragon that is lay-
lizard. The townsfolk were spared! Hope be too helpful when their lord inquires ing waste to villages to the north. Perhaps
rose in all their hearts as the lone figure into the affair, Dexter might be forced to the PCs would be contacted by the local
dismounted and strode toward the door- return. In fact, the townspeople might be nobility to investigate the mysterious part-
way to the sanctuary. best served to just forget that this little nership fleecing coinage from the baron’s
Hope was quickly replaced by confusion as incident ever happened. serfs, or the party might even be passing
the door opened and the townspeople saw through a village when Dexter and
their assumed deliverer He was a short Background Cornelius pay a visit.
man, no taller than a teenage boy, with a Cornelius was a rather unsuccessful
thin, pinched face and a callow complexion sneak thief, pickpocket, and aspiring black- Dexter
that spoke of many hours in a tavern and few mailer when he stumbled into his fortu- ST: 20 Move/Dodge: 6.5/6
in the field. His hair was oily and slicked itous meeting with Dexter. He was DX: 11 PD/DR: 2/2
back, and he had a thin, wispy mustache that attempting to trail a merchant caravan IQ: 11 Damage: 1d+1 cut claws/
seemed to grow into his mouth. Silence through a mountain pass when he became 1d breath
ruled as the people awaited his first words. lost. After wandering for almost two days, HT: 15/22 Reach: R,C,1
“Nice village you got here,” the man he was attracted by the sounds of combat. Size: 6 hexes Weight: 730 lbs.
began casually. He carefully pulled a well- Not one to run toward a fight, Cornelius Dexter, although he looks terrifying to
used toothpick from the greasy depths of cautiously approached. He arrived in time the average farmer or peasant, is actually
his hair, then smiled. “Wouldn’t want any- to see the untimely death of two great fight- a fairly small, young dragon. He is approx-
thing to happen to it.” ers—a heavily armed and armored human imately the size of an elephant (not includ-
knight and a great reddish dragon. The ing his tail) and would not be a threat to
Dexter and Cornelius are an unlikely dragon was slain by the two-handed sword most experienced parties in a straight bat-
pair of con artists who roam the land thrust through her throat, but not before tle. However, he has Cornelius to make
extorting money and trade goods from one last blast of flame parboiled the knight sure no straight battles are necessary.
small villages. Cornelius, a human, typi- in her armor. Never one to miss an oppor- Dexter completely trusts his deceitful
cally scouts out a town disguised as a tunity to make a quick and easy score, Cor- mentor. He believes that Cornelius has his
wandering priest or beggar, ensuring that nelius waited to make sure that both were best interests at heart, and he won’t listen
there aren’t any warriors around who dead, then approached the dragon’s cave. to anyone claiming otherwise. While he
might be inclined to interfere with their He had no sooner peered inside than he doesn’t particularly want to destroy vil-
blackmailing plans. Once convinced the was bowled over by a horse-sized, new- lages or harm anyone, Dexter isn’t against
coast is clear, he sends in Dexter, a born dragon with wild, frightened eyes. He such activities, either. Dexter is very suspi-
dragon, to put on a show for the hapless felt a frantic touch at his mind as he locked cious of anyone other than Cornelius. He
village. After Dexter makes a few passes eyes with the hatchling, and the clear usually attempts to flee a confrontation
over the town square, with occasional sound of a voice (mentally translated into with more than one person. If forced to
flame bursts and a great deal of bellowing human speech) saying, “Mommy?” fight, however, he goes for the kill.
and roaring, the townspeople are con- Once he became convinced that the Continued on page 22

DRAGON 19
Attention, PARANOIA* Troubleshooters— traitorous simplex came into being, but it
has long been a temporary refuge for
Meet D.R.A.G.O.N.-bot ver. 3.1! those terrible, ungrateful mutants who
refuse to either register their mutations or
submit to Summary Execution. Instead,
they flee like cowards into the lower levels
of Alpha Complex—even below the Food
Vats—to hide in the dark, mutating still
further and waiting for loyal Trouble-
shooters, whom the mutants tend to eat. It
is not known whether these even more
traitorous mutations (only one per cus-
tomer, please) are caused by the eating of
Troubleshooters or the consumption of
Food Vat run-off, which leaks down
through treasonously unplugged holes in
the floor. (There are those that say the
holes in the floor were caused by the run-
off eating through the floor, but those who
say that are promptly shown the error of
their ways by being consigned to those
very Food Vats. The run-off coats the
walls, ceilings, and floor of the Dungeon
with grayish ooze and greenish slime.)
Extensive tests are currently being per-
formed by R&D, under The Computer’s
direction, to determine the truth of these
two hypotheses; volunteers are being
accepted at any Production, Logistics, and
Commissary cafeteria (for Food Vat Test-
ing) or at the Armed Forces “Panicked
Infrared” Target Range (for Clone Con-
sumption Preparation).

Description
The ultimate melding of stealth and fire-
power, the D.R.A.G.O.N.-bot ver. 3.1 has
been designed to carry its Troubleshooter
Team deep into Dungeon territory, fight
off mutant attacks, and get out again
undamaged—either piloted by the origi-
PARANOIA*, Second Edition: The Role- Are you a Commie, Mutant, or Traitor? nal Team or, more likely, their clone
playing Game of a Darkly Humorous Probably—but we wouldn’t want to annoy brothers and sisters (Troubleshooters just
Future is West End Games’s look at role- The Computer with that sort of bother- aren’t as durable as The Computer’s prize
playing games in general, and the science- some knowledge, now would we? Of creation). It is heavily armored, both
fiction genre in particular. The game is set course not. above and below. There are no hollows,
in a future foreseen by Sartre, Orwell, and Instead, let’s take a look at The Com- not even right over its left breast. Honest.
Huxley, but interpreted by Marx — Grou- puter’s newest Troubleshooting device: The D.R.A.G.O.N.-bot ver. 3.1 is exactly
cho Marx. Slapstick, cyanide, and laser five meters long and three meters high at
weapons are all rolled into one extremely The D.R.A.G.O.N.-bot ver. 3.1 its extreme points. It is covered with
paranoid environment. The latest development from The Com- armored plate and has been painted
Everyone lives in a giant domed city puter’s most loyal Research and Design appropriately; appropriate colors not only
called Alpha Complex, which is ruled by Service Group, the D.R.A.G.O.N.-bot ver. correspond to the colors of the highest
The (never “a”) Computer. The Computer 3.1 has been added to the many and clearance level allowed inside each
is Your Friend. The Computer wants you diverse military resources available to D.R.A.G.O.N.-bot ver. 3.1, but also to the
to be happy. You will be happy, Citizen— Troubleshooters all over Alpha Complex. appearance of the known mutant crea-
even if it kills you. To ensure your happi- The D.R.A.G.O.N.-bot ver. 3.1 is the great- tures inhabiting the area of the Dungeon
ness, Your Friend The Computer has est advance in technology produced for simplex that the device is designed to
recruited you to eliminate any potential . . . Troubleshooters in the war against unreg- emulate). A Red-clearance D.R.A.G.O.N.-
problems that may arise in Alpha Com- istered mutation since the now-legendary bot ver. 3.1 is, naturally, the least well-
plex. Doesn’t this make you happy to help MutaGenetic Handshake and Solicitous armored and armed—since large, red,
out Your Friend? It had better, or you Greeting (“Hi! How are you? How’s the mutant creatures are obviously the lowest
might become one of those potential clone-family? By the way, are you a on the power end of the mutant scale.
problems. mutant?” RIIIP! “Yow! Guess you are! Then there is the ultrapowerful Violet
So, you are a Troubleshooter. You are Super-strong one, too!”). clearance D.R.A.G.O.N.-bot ver. 3.1,
given a laser pistol and all kinds of neat The D.R.A.G.O.N.-bot ver. 3.11 was origi- designed to seek out and destroy violet
(and definitely dangerous) toys by The nally designed as an infiltration device to mutant reptiles, should any ever show up
Computer to help you shoot trouble. What be used by Troubleshooters in the in the Dungeon.
kind of trouble? Oh, standard stuff—com- mutant-dominated simplex known only as Regardless of coloration, each
mies, Mutants, Traitors, that kind of thing. the Dungeon. No one knows when the D.R.A.G.O.N.-bot ver. 3.1 has a common

20 JUNE 1993
basic design. All are made to house a Trou-
bleshooter Team of four. Usually, the four
Troubleshooters assigned are chosen from
the best and brightest clones the Armed
Forces, R&D, Internal Security, and Power
Services have to offer (it is well known that
Technical Services, HPD&MC, Production,
Logistics and Commissary, and Central
Processing Unit have their own infiltration
device currently on The Computer-board
design table, but it isn’t finished yet). The
Armed Forces clone sits in the front of the
D.R.A.G.O.N.-bot ver. 3.1 and operates both
the steering and frontal weaponry of the
device, usually a flamethrower. Next is the
Power Services clone, who is in charge of
motivating the D.R.A.G.O.N.-bot ver. 3.1 by
using its unique “stealth drive.” This drive
is so quiet that no mutant would ever hear
the camouflaged device approaching
(hearing the device at all is, of course, trea-
sonous, as The Computer has carefully
pointed out).
The third clone is the R&D Trou-
bleshooter, in charge of routine mainte-
nance and secondary surveillance. The
R&D clone is also in charge of communi-
cations—both with the Team’s briefing
officer (through Uplink—see later) and the
outside world. To aid the Troubleshooter
in her chore, PLC has graciously provided
two megaphones (not just phones, mega-
phones), labelled respectively Uplink and
Downlink. It is important that the Trou-
bleshooter not mix up these two devices,
as PLC has assured The Computer this
would cause confusion and disaster.
Finally, the IntSec agent is in charge of
primary surveillance (of the Team, of
course) and has the important job of Tail-
Wagging, Demonstrating Lifelike Neuro-
logical Gratification, which has come to
be known as “twiddling.” The IntSec agent
also has a small hole in the rear of the
device that the clone can use for either
viewing the outside area or waste dis-
posal. Naturally, the Troubleshooter Team
is equipped with Disposable And Munch-
able Savory Edible Lunches
(D.A.M.S.E.L.s for their long daycycle’s
journey into nightcycle (the Dungeon is
notorious for being badly lit).
To the outside observer (who should be
executed, obviously being a mutant from
the treasonous simplex), the D.R.A.G.O.N.-
bot ver. 3.1 looks like a long, reptilian
creature with a large, mobile, nodding
head; a scaled body that is brightly
colored to show up against the dank inte-
rior of the Dungeon; and a long, wagging
tail (which had better be wagging—that
IntSec agent was bought and paid for, you
know!). The head-nodding gives the unit a
lifelike appearance, and the Armed Forces
clone provides realistic sound effects;
however, the nodding head gets in the way
of the flamethrower occasionally (details
will follow). The shape used for the
D.R.A.G.O.N.-bot ver. 3.1 was gleaned from
Old Reckoning pictures and texts by the

DRAGON 21
late, lamented, Infrared clone, Just Shoot Keep in mind that the Agility statistic is
Me-NOW-6. for the overall movement of the device, GURPS Dragon
The statistics for the basic, Red-clear- and the Dexterity stat is the maximum Continued from page 19
ance D.R.A.G.O.N.-bot ver. 3.1 are given allowable inside the D.R.A.G.O.N.-bot
here. They can be modified for higher ver. 3.1; it should also be used as the Cornelius
clearance versions. (There is a treasonous maximum stat for firing the front- ST: 9 IQ: 13
rumor of one Ultraviolet D.R.A.G.O.N.-bot mounted flamethrower (Damage col- DX: 1 2 HT: 1 0
ver. 3.1 that leads the elite unit, though umn: 15; Type: F; Range: three Dodge: 7 Thrust: 1d-2
lower-level clones seem to confuse “Ultra- meters—with mouth open and head up; Parry: 8 (w/knife), 7 (w/sword)
violet” with something called “Platinum.”) see following for more details). Block: n/a Swing: 1d-1
Speed: 5.5 Move: 5
The D.R.A.G.O.N.-bot ver. 3.1 * indicates a treasonous product produced by a
company other than TSR, Inc. Most treasonous
Mutant Powers by Internal Troubleshooters product names are trademarks owned by the Advantages: Voice
No secret-society affiliations (at least, companies publishing those treasonous products. Disadvantages: Wealth (Struggling), -1
there’d better not be!) The use of the name of any treasonous product Reputation (Thief and Blackmailer),
S20 E18 A2 D11 M2 C15 MA2 without mention of its trademark status should not Cowardice, Greed
be construed as a challenge to such status. Carry
Armor: All (5) Quirks: Any five of the GM’s choice
on, Citizen.
Skills: Broadsword-11; Carousing-12;
Using the D.R.A.G.O.N.-bot ver. Climbing-12; Disguise-13; Fast-Talk-16;
3.1 First Aid-13; Knife Throwing-13; Knife-
The D.R.A.G.O.N.-bot ver. 3.1 is an infil- 12; Lockpicking-13 Performance-14;
tration and attack device designed by The Pickpocket-12; Riding (Horse)-10; Shad-
Computer for use in the Dungeon sim- owing-12; Stealth-13; Streetwise-14;
plex. It was not intended for use outside of Swimming-11
the Dungeon, but it has already been Equipment: Broadsword (1d cut, 1d-1
employed in Transtube Clearance, Food cr.), large knife (1d-3 cut, 1d-2 imp.),
Riot Stoppage, and Cutting Ahead in Line three throwing knives (1d-2 imp.), light
special operations. It is an impressive leather armor (PD 2/DR 2), waterskin,
piece of equipment, even though it simple first aid kit (+ 1 to skill), personal
doesn’t steer well (obviously the fault of basics, one-person tent, blanket, large
the Armed Forces clone in charge of dri- pouch, large backpack, light riding
ving—is The Computer to blame because horse, one week’s food, lantern, $1,500
the useless clone can’t see through a little (in bags on horse), $150 (in pouch)
smoke and flame?) or keep up a continu- Total Points: 50
ous rate of speed (thanks to those lazy
Power Services clones). And there is Cornelius is completely ruthless con-
absolutely no truth to the rumor that the cerning Dexter. He uses the young dragon
head of the D.R.A.G.O.N.-bot ver. 3.1 bobs to further his own fortune and has full
randomly, sometimes (5% chance per intention of abandoning his charge once
shot) causing the flamethrower’s auto- he has accumulated a suitable fortune.
matic blast to shoot back into the interior. After a drink or two, he doesn’t hesitate to
The flamethrower can be tired by the describe his plans to anyone who seems
Armed Services clone on command, but it to offer a sympathetic—or impressed—
fires once every 10 minutes anyway, no ear. If Dexter ever overhears Cornelius
matter what anyone else does. talking while he’s in his cups, it will prob-
So, go but and explore the Dungeon in ably engender a radical change in their
perfect safety—at least until D.R.A.G.O.N.- relationship.
bot ver. 4.0 comes out!
* indicates a product produced by a company other
1
In case you haven’t noticed, it is treaso- than TSR, Inc. Most product names are trademarks
owned by the companies publishing those products.
nous to call the D.R.A.G.O.N.-bot ver. 3.1 The use of the name of any product without mention
by anything other than its full name. of its trademark status should not be construed as a
Rumors—which are treasonous—state challenge to such status.
that this is because versions prior to 3.1
were less than successful. While no one
believes this reflects badly on R&D or
The Computer—just as no one thinks
Cone Rifle Penetration and Blast Radius
Survey Research is something they’d
really, really like to do—these past fail-
ures are still something of a sore diode
in The Digital Dictator’s side.
2
These two attributes, as well as the skills
of the D.R.A.G.O.N.-bot ver. 3.1, are
dependent on the clones inside. Chutz-
pah is derived from the impressive
appearance of the device, but can be
higher if the R&D clone (the one doing
the communicating) has a higher rating.

22 JUNE 1993
White. Activities include gaming, dealers, trad-
ing cards, anime, and door prizes. Registration:
$3 at the door. Write to: The Time Machine,
5748 14th St. W., Bradenton FL 34207; or call:
(813) 758-3684.

ATLANTICON ’93, June 18-20 MD


This convention will be held at the Baltimore
Convention Center in Baltimore, Md. Guests
include numerous gaming personalities. Activi-
* indicates a product produced by a company other than TSR, ties include role-playing, miniatures, and board
Inc. Most product names are trademarks owned by the compa- games, plus a dealers’ area. Registration: $20
nies publishing those products. The use of the name of any
Convention Calendar Policies product without mention of its trademark status should not be preregistered; $30 at the door. Write to: ADF
construed as a challenge to such status. Inc., P.O. Box 91, Beltsville MD 20704; or call:
This column is a service to our readers (301) 345-1858.
worldwide. Anyone may place a free listing CONQUEST I, June 11-13 MD
for a game convention here, but the This convention will be held at the Ramada CONTINUUM ’93, June 18-20 MO
following guidelines must be observed. Inn in Hagerstown, Md. Guests include This convention will be held at the Holiday
In order to ensure that all convention Jonathan Frid, Eric Menyuk, John Anthony Inn Convention Center in Cape Girardeau, Mo.
listings contain accurate and timely Blake, and Sandy Petersen. Activities include an Guests include Mark Lenard and Robin Curtis.
information, all material should be either art room, dealers, workshops, a charity auc- Activities include gaming, a dealers’ room, an
typed double-spaced or printed legibly on tion, and a video room. Send an SASE to: CON- art show and auction, a masquerade, a cos-
standard manuscript paper. The contents of QUEST I, P.O. Box 1007, Hagerstown MD tume contest, a video room, and a charity auc-
each listing must be short and succinct. 21741-1007; or call: (301) 733-4649. tion. Registration: $40/weekend. Single-day
The information given in the listing must rates are available. Send an SASE to: CONTIN-
include the following, in this order: HEROES ’93, June 11-13 NC UUM ’93, 1617 Lyndhurst, Cape Girardeau MO
1. Convention title and dates held; This convention will be held at the Charlotte 63701; or call: (314) 334-4386.
2. Site and location;
International Trade Center in Charlotte, N.C.
3. Guests of honor (if applicable);
Guests include Mark Bagley, Dick Giordano, G.A.M.CON ’93, June 18-20 IL
4. Special events offered;
George Perez, and Dave Sim. Activities include This convention will be held at the Day’s Inn
5. Registration fees or attendance
contests, art seminars, workshops, and in Quincy, Ill. Events include role-playing,
requirements; and,
exhibits. Registration: $25/weekend or $10/day. board, and miniatures games. Other activities
6. Address(es) and telephone number(s)
where additional information and Write to: HEROES ’93, P.O. Box 9181, Charlotte include a dealers’ area. Write to: Andy Bowen, 7
confirmation can be obtained. NC 28299; or call: (704) 394-8404. Whispering Oaks, Quincy IL 62301; or call: (217)
Convention flyers, newsletters, and other 228-2556.
mass-mailed announcements will not be SAN DIEGO GAME CON IX, June 11-12 CA
considered for use in this column; we prefer This convention will be held at the Howard GLATHRICON ’93, June 18-20 IN
to see a cover letter with the announcement Johnson-Harborview hotel in San Diego, Calif. This convention will be held at the Executive
as well. No call-in listings are accepted. Events include strategic, board, role-playing, Inn in Evansville, Ind. Events include AD&D®,
Unless stated otherwise, all dollar values and card games. Write to: SDGC, 4409 Mission MARVEL SUPER HEROES™, SHADOWRUN*, and
given for U.S. and Canadian conventions Ave., #J208, Oceanside CA 92057; or call: CHILL* games. Other activities include an art
are in U.S. currency. (619) 599-9619. show and auction a masquerade, panels, deal-
WARNING: We are not responsible for ers, and a charity event for the American Can-
incorrect information sent to us by BOGGLECON ’93, June 12 PA cer Society. Registration: $20. Write to:
convention staff members. Please check This convention, originally scheduled for GLATHRICON, c/o Evansville Gaming Guild,
your convention listing carefully! Our wide March 13 but postponed due to heavy snow, P.O. Box 15414, Evansville IN 47716; or call:
circulation ensures that over a quarter of a will be held at the Wind Gap Fire Hall in Wind (812) 477-9508.
million readers worldwide see each issue. Gap, Penn. Events include RPGA™ Network
Accurate information is your responsibility. events and other role-playing games plus war HEXACON III, June 18-20 AZ
Copy deadlines are the last Monday of games. Other activities include a painted minia- This convention will be held at the
each month, two months prior to the on- tures contest, a games raffle, and a dealers’ Camelview Resort in Scottsdale, Ariz. Events
sale date of an issue. Thus, the copy area. Registration: $10 at the door. Game fees include role-playing, board, and miniatures
deadline for the December issue is the last are usually $1. Send an SASE to: Michael Grif- gaming. Other activities include a miniatures-
Monday of October. Announcements for fith, 118 S. Broadway, Wind Gap PA 18091; or painting contest, a game auction, dealers,
North American and Pacific conventions call: (215) 863-5178. anime, panels, guests, and computer gaming.
must be mailed to: Convention Calendar, Registration: $10 preregistered; $15 at the door.
DRAGON® Magazine, P.O. Box 111, Lake CAPITALCON IX, June 12-13 IL Write to: HEXACON, P.O. Box 62613, Phoenix AZ
Geneva WI 53147, U.S.A. Announcements This convention will be held at the Prairie 85082; or call: (602) 497-9554.
for Europe must be posted an additional Capital Convention Center in Springfield, Ill.
month before the deadline to: Convention Events include role-playing, miniatures, war, MICHICON ’93, June 18-20 MI
Calendar, DRAGON® Magazine, TSR and board games. Other activities include an This convention will be held at the Southfield
Limited, 120 Church End, Cherry Hinton, auction, a flea market, and a figure-painting Civic Center in Southfield, Mich. Events include
Cambridge CB1 3LB, United Kingdom. contest. Registration: $10 at the door. Write to: board, role-playing, and miniatures games.
If a convention listing must be changed John Holtz, 400 E. Jefferson St. #508, Spring- Other activities include a dealers’ room. Regis-
because the convention has been canceled, field IL 62701; or call: (217) 753-2656. tration: $16/weekend or $9/day preregistered;
the dates have changed, or incorrect $18/weekend or $10/day at the door. Write to:
information has been printed, please RECONN ’93, June 12-13 CT Metro Detroit Gamers, M-93 Pre-reg., P.O. Box
contact us immediately. Most questions or This convention will be held at the Holiday 656, Wyandotte MI 48192.
changes should be directed to the magazine Inn in Norwalk, Conn. Events include role-play-
editors at TSR, Inc.: (414) 248-3625 (US.A.). ing, miniatures, war, and board games. Other NEW ORLEANS SF & FANTASY FESTIVAL
Questions or changes concerning European
activities include a movie room and a dealers’ June 18-20 LA
conventions should be directed to TSR
area. Write to: Jim Wiley, Gaming Guild, 100 This convention will be held at the Clarion
Limited: (0223) 212517 (U.K.).
Hoyt St. #2C, Stamford CT 06905; or call: (203) hotel in New Orleans, La. Guests include
969-2396. Robert Silverberg, Walter Jon Williams, George
Alec Effinger, and Aaron Allston. Activities
★ indicates an Australian convention. SARASOTA-MANATEE FANTASY FAIR include 24-hour open gaming. Write to: NOSF3
❄ indicates a Canadian convention. June 13 FL 1993, P.O. Box 791089, New Orleans LA 70179-
❂ indicates a European convention. This convention will be held at the Sarasota, 1089; or call: (504) 837-0125.
Fla., Holiday Inn. Guests include Michael

24 JUNE 1993
RIVERCON ’93, June 18-20 OH IV-KHAN, July 9-10 CO
This convention will be held at the campus of This convention will be held at the Holiday
the University of Cincinnati, College of Applied Inn North in Colorado Springs, Colo. Guest of
Science in Cincinnati, Ohio. Events include honor is John Stith. Activities include gaming,
role-playing, miniatures, computer, and board movies, a dealers’ room, a miniatures-painting
games. Other activities include a dealers’ area, contest, an art show, and an author’s banquet.
open gaming, and door prizes. Registration: Registration: $15 until July 4; $20 thereafter.
$15. Write to: RPS RIVERCON, Univ. of Cincin- There are $1 game fees. Write to: Miniatures
nati, College of Applied Science, 2220 Victory Wargaming Guild, 695 S. 8th St. #55, Colorado
Pkwy., Cincinnati OH 45206; or call: Springs CO 80905; or call Perry at: (719) 630-
(513) 232-6213. 8332.

ST. JOSEPH VALLEY GAMERS’ CON ’93 DOVERCON IX, July 10-11 NH
June 18-19 IN This convention will be held at the University
This convention will be held at the IUSB cam- of New Hampshire’s Memorial Union Building
pus in South Bend, Ind. Events include role- in Durham, N.H. Guests include Barbara
playing, board, and historical and fantasy Young, editor of DUNGEON® Adventures. Activi-
miniatures games. Other activities include deal- ties include RPGA™ Network events and other
ers, demos, a flea market, raffles, contests, and role-playing, board, and war games, plus semi-
door prizes. Send an SASE to: St. Joseph Valley nars, art, costume, and miniatures-painting
Gamers, 121 W. Colfax, South Bend IN 46601. contests, and a dealers’ room. Registration: $15
preregistered; $20 at the door. Single-day rates
WYVERCON ’93, June 18-20 WA will be available at the door. Write to: DOVER-
This convention will be held at the Skagit Val- CON, P.O. Box 753, Dover NH 03820.
ley Fairgrounds in Mount Vernon, Wash. Events
include a wide variety of role-playing and board FARCON ’93, July 16-18 AR
games. Other activities include a miniatures- This convention will be held at the Fayet-
painting contest, videos, door prizes and a deal- teville, Ark., Hilton hotel. Activities include tour-
ers’ room. Registration: $20. Daily rates are nament and open gaming, an art show and
available. Write to: WYVERCON, P.O. Box 2325, auction, a costume contest, a 24-hour video
Mount Vernon WA 98273; or call Larianne or room, dealers, and door prizes. Registration:
Todd: (206) 428-5900. $10/weekend preregistered; $15/weekend at the
door (single-day passes are also available).
VEGASCON III, June 26-27 NV Write to: FARCON, P.O. Box 2022 Station One, U.
This gaming/SF/comics convention will be of A., Fayetteville AR 72701; or call Jesse at: (501)
held at the Sahara hotel in Las Vegas, Nev. 521-1000, ext. 482.
Activities include RPG tournaments, videos,
panels, auctions, dealers, and 24-hour open KINGCON ’93, July 16-18
gaming. Registration: $20. Write to: VEGASCON, This SF/fantasy/gaming convention will be
1149 E. Desert Inn Rd. #9039, Las Vegas NV held at the Delta Brunswick hotel in Saint John,
89109; or call: (702) 658-0667. N.B. Events include gaming, a costume contest,
an art show and auction, and seminars on writ-
ORIGINS ’93, July 1-4 TX ing, virtual reality, computer gaming, and
This convention will be held at the Tarrant haunted houses. Registration: $20 (Canadian)
County Convention Center in Ft. Worth, Texas. until July 1; $25 (Canadian) thereafter. Write to:
Events include hundreds of gaming events, KINGCON, MPO Box 1212, Saint John, N.B.,
numerous seminars by industry notables, a CANADA E2L 4G7; or call: (902) 542-1798.
huge game auction, and over 200 exhibitor
booths. Write to: GEMCO, P.O. Box 609, GRAND GAME CON ’93, July 17 MI
Randallstown MD 21133. This convention will be held at American
Legion Post #179 in Grand Rapids, Mich.
ALOHA CON ’93, July 3-4 HI Events include board, war, and role-playing
This convention will be held at the AIEA High games. Registration: $5 preregistered; $7 at the
School on Oahu. Events include historical door. Write to: Will Holden, 1023 California
demonstration, an “artist alley,” costume and N.W., Grand Rapids MI 49504; or call: (616) 454-
miniatures-painting contests, a charity raffle, 0112.
an auction, and miniatures, board, and role-
playing games including RPGA™ Network STAFFCON ’93, July 18
events. Registration: $3/day or $5/weekend. This convention will be held on the Stafford-
Write to: Just For Fun, 4510 Salt Lake Blvd., Ste. shire University campus-Stafford. Guests
B8, Honolulu HI 96819. include Terry Pratchett. Activities include role-
playing and on-line games, plus merchants.
NAMELESS CON ’93, July 3 Prizes will be awarded to competition winners.
This convention will be held at the Victoria Registration: £25 including meals, £2 admission
Hall, Sheepcote Rd., Harrow, Middlesex, Eng- fee at the door. Write to: Chris Grice, c/o S.U.
land. Events include many role-playing games Office, Staffordshire Univ., Beaconside, Stafford,
including RPGA™ Network events. Registration: ST18 0AD, ENGLAND; or call: (0785) 211738.
£4. Write to: Darrell Impey, c/o 104 Dorchester
Waye, Hayes, Middlesex, UB4 OHY, UNITED IMPACT 3, July 23-25 NE
KINGDOM. This convention will be held at the Holiday
Inn Old Mill in Omaha, Neb. Guests include
ARCANACON XI, July 8-11 Larry Niven, Marion Zimmer Bradley, and Lucy
This convention will be held at Collingwood Synk. Activities include RPGA™ Network events,
College in Melbourne. Activities include a wide role-playing, miniatures, and board games, an
variety of role-playing game events. Write to: art show and auction, videos, seminars, a mas-
ARCANACON, P.O. Box 125, Parkville 3052, AUS- querade, and dealers. Registration: $25. Write
TRALIA; or call Fraser at: (03) 380 5016. to: IMPACT 3, P.O. Box 4486, Omaha NE 68104-
9998; or call Rahlyns at: (402) 345-9362.

26 JUNE 1993
OPERATION: GREEN FLAG ’93 GAMEFEST XIV, Aug. 4-8 CA SUMMER GAMES ’93, Aug. 7 PA
July 24-25 PA This convention will be held in Old Towne in This convention will be held at the Fire Hall
This BATTLETECH*-only convention will be San Diego, Calif. Events include role-playing, in Kenhorst, Pa. Events include many role-play-
held at the Embers in Carlisle, Pa. Events board, and miniatures games. Other activities ing game events. Registration: $7. Write to:
include single and lance competitions, a minia- include figure-painting contests and trivia. Reg- SUMMER GAMES, c/o Nathaniel Lee Fischer,
tures-painting contest, gaming, and dealers. istration: $20 before July 31; $30 at the door. 516 March St., Shillington PA 19607; or call
Registration costs vary. Write to: M. Foner’s Write to: GAMEFEST XIV 3954 Harney St., San Nathaniel at: (215) 775-1548.
Games Only Emporium, 200 3rd St., New Cum- Diego CA 92110.
berland PA 17070; or call: (717) 774-6676. CAMELOT V, Aug. 13-15 AL
AVALONCON ’93, Aug. 5-8 MD This convention will be held at the Tom Bevill
GAMEFEST ’93 II, July 30-Aug. 1 IL This convention will be held at the Hunt Val- Center on the University of Alabama-Huntsville
This convention will be held at Friends’ ley Inn in Baltimore, Md. All activities are campus. Guests include David “Zeb” Cook and
Hobby Shop in Waukegan, Ill. Events include Avalon Hill and Victory Games board games, Troy Denning. Activities include RPG events,
miniatures, role-playing, and board games. with single and team events, demos, and spe- dealers, videos, and open gaming. Registration:
Write to: Friends’ Hobby, 1411 Washington, cial events for junior players. Write to: Don $20 preregistered; $25 at the door. Write to:
Waukegan IL 60085; or call: (708) 336-0790. Greenwood, c/o The Avalon Hill Game Co., 4517 SAGA, P.O. Box 14242, Huntsville AL 35815-0242;
Hartford Rd., Baltimore MD 21214; or call: (301) or call: (205) 461-8827.
WINDSOR GAMEFEST XI, July 30-Aug. 1 254-9200.
This convention will be held at the University GOLD CON II, Aug. 14 NJ
of Windsor in Windsor, Ontario. Guests include CUBICON ’93, Aug. 6-8 MI This convention will be held at the American
Richard Tucholka. Activities include board and This convention will be held at the Recre- Legion Post in Clark, N.J. Events include role-
role-playing games, prizes, special events, con- ations and Organizations Center on the Univer- playing, miniatures, board, and RPGA™ Net-
tests and movies. Registration: $7/day or sity of Michigan-Dearborn campus. Events work events. Other activities include a
$12/weekend preregistered; $8/day or include role-playing and board games. Regis- miniatures-painting contest. Registration: $8
$15/weekend at the door. Write to: Sandwich tration: $4/day or $7/weekend. GMs are wel- before July 31; $10 at the door. There are no
Postal Station, P.O. Box 7463 Windsor, Ontario, come. Write to: CUBICON ’93, c/o SF3, Room event fees. Write to: AU Gamers, P.O. Box 81,
CANADA. 210 ROC, 4901 Evergreen, Dearborn MI 48128; Whippany NJ 07981; or call: (201) 402-9239.
or call: (313) 593-5390.
CANGAMES ’93, July 30-Aug. 2 1993 GEN CON® Game Fair
This convention will be held at the Citadel KINGCON ’93, Aug. 6-8 OH Aug. 19-22 WI
Inn in Ottawa, Ontario. Events include role- This convention will be held on the Univer- For more information on the world’s greatest
playing, miniatures, and board games. Other sity of Dayton campus. Events include role- game fair, turn to page 48!
activities include an auction, dealers, movies, playing, board, and miniatures games.
and 24-hour gaming. Write to: CANGAMES, P.O. Registration: $10 preregistered; $15 at the door. BUBONICON 25, Aug. 20-22 NM
Box 3358, Station D, Ottawa, Ontario, CANADA Write to: KINGCON, P.O. Box 71, Dayton OH This convention will be held at the Howard
K1P 6H8. 45401; or call: (513) 223-8973. Johnson Lodge in Albuquerque, N.M. Guests
include Kevin J. Anderson and Robert C. Cor-
nett. Activities include gaming, panels, signings,
movies, a masquerade, an art show, an auction,
hucksters, and filking. Registration: $21 before
July 31; $24 at the door. Write to: NMSF Confer-
ence, P.O. Box 37257, Albuquerque NM 87176;
or call: (505) 266-8905. No collect calls, please.

Important: To ensure that your conven-


tion listing makes it into our files, enclose a
self-addressed stamped postcard with your
first convention notice; we will return the
card to show that your notice was received.
You might also send a second notice one
week after mailing the first. Mail your listing
as early as possible, and always keep us
informed of any changes. Please avoid send-
ing convention notices by fax, as this
method has not proved to be reliable.

Give us the word!


What do you think of this magazine?
What do you like best or want to see
changed most? What do you want to
see next? Turn to “Letters” and see
what others think, then write to us, too!

28 JUNE 1993
NEW PRODUCTS FOR JUNE NEW PRODUCTS FOR JULY Come to the land of Sri Raji, where the
ancient rakshasa, the evil masters of illusion
For Faerie, Queen, and Country game MCC1 Monstrous Manual and shapeshifting, await you. This 64-page
The AMAZING ENGINE™ system AD&D® game accessory adventure features a perilous journey through
by David “Zeb” Cook by TSR staff the deadly domain inspired by East India,
The first in a brand-new game line, this pack- This 384-page hardbound tome collects all where savage tigers and lost temples abound in
age contains the 32-page core rulebook and the the most popular AD&D® game monsters and the steamy jungles.
128-page campaign book of the For Faerie, creatures in one place Included are virtually $9.95 U.S./$11.95 CAN./£5.99 U.K.
Queen, and Country world. The rulebook gives all the monsters from MC1 and MC2, plus TSR Product No.: 9415
all the game system’s basic rules, and the cam- many creatures from the FORGOTTEN
paign book details the Victorian England where REALMS®, DRAGONLANCE®, and WORLD OF Cardmaster Adventure Design Deck
pixies boggarts, red caps, and hobs lurk in the GREYHAWK® Monstrous Compendium appen- AD&D® game boxed accessory
streets of London, not in the depths of supersti- dices, Some of the creatures have been revised by Rich Borg
tion. Plus, the concept of a player core allows to eliminate errors and typos, and each crea- This attractively designed set makes setting
players to apply earned experience points to ture’s entry also includes all-new, full-color art. up challenging adventures for group or solo
any of their characters, no matter which world $24.95 U.S./$29.95 CAN./£14.99 U.K. play as easy as shuffling cards. These cards
they were created for. TSR Product No.: 2140 break down the often complex task of designing
$24.95 U.S./$29.95 CAN./£14.99 U.K. an adventure into simple techniques. This set
TSR Product No.: 2705 FORGOTTEN REALMS® Campaign Setting includes over 200 full-color and black-and-
AD&D® game revised boxed set white cards.
BUGHUNTERS™ game by Jeff Grubb and Ed Greenwood $18.00 U.S./$21.50 CAN./£12.99 U.K.
The AMAZING ENGINE™ system Since the debut of the FORGOTTEN incl. VAT
by Lester Smith REALMS® setting in 1987, godly interventions, a TSR Product No.: 1090
The second world for the AMAZING ENGINE™ Mongol invasion and the discovery of new con-
system) this 128-page SF setting of the tinents and cultures have changed the face of In the Phantom’s Wake
BUGHUNTERS™ adventure world also comes Toril. This new edition of the FORGOTTEN D&D® game module
packaged with a copy of the 32-page core rule- REALMS® boxed set pulls together everything by Dale “Wade” Henson
book. In the BUGHUNTERS™ setting, the player that has happened and will act as the “hub” for In this 16-page adventure, four to six player
characters are Interstellar Marines who protect all future Realms material. This boxed set characters have found a strange, magical astro-
the frontiers of space from all varieties of unbe- includes three 96-page books, four poster labe rumored to have come from a haunted
lievable alien menaces. The player core concept maps, and 16 MC pages. place. They accidentally trigger its power and
allows the players to transfer experience earned $29.95 U.S./$38.50 CAN./£17.99 U.K. find themselves transported aboard a magical,
in the For Faerie, Queen, and Country setting to TSR Product No.: 1085 haunted skyship.
better their BUGHUNTERS™ game characters, or $6.95 U.S./$8.50 CAN./£4.50 U.K.
vice-versa. Get in on the ground floor of this excit- City of Delights TSR Product No.: 9436
ing, innovative new facet of role-playing games AD&D® game AL-QADIM™ game accessory
with the AMAZING ENGINE™ game system. by Tim Beach Carnival of Fear
$24.95 U.S./$29.95 CAN./£14.99 U.K. The mightiest city in the Land of Fate comes RAVENLOFT™ novel
TSR Product No.: 2706 to life in this full-sized boxed set Medina Al- by J. Robert King
Huzuz, the City of Delights, is the “Baghdad” of A murder has occurred along the sideshow
The Created the Land of Fate. Detailed here are all the won- boardwalk of the Carnival l’Morai. Three of the
AD&D® game RAVENLOFT® module ders of the city from the daily lives of the com- carnival performers decide to track down the
by TSR staff mon merchants to the exalted intrigues of the killer. Their investigation leads to more mur-
A bizarre puppet master pulls the strings in Grand Caliph and his court, harem, and viziers ders and the discovery of an evil conspiracy.
this introductory adventure for low-level player This set includes two 96-page books, eight MC Soon, they too are marked for death.
characters. A mad puppeteer has moved to a pages, and two poster maps—including the $4.95 U.S./$5.95 CAN./£3.99 U.K.
small village. By day, he runs a toyshop where Grand Caliph’s sprawling palace. TSR Product No.: 8061
he sells his creations. By night, however, he cre- $20.00 U.S./$24.00 CAN./£11.99 U.K.
ates horrific, living puppets to spread his evil. TSR Product No.: 1091 Hammer and Axe
$6.95 U.S./$8.50 CAN./£4.50 U.K. Dwarven Nations trilogy, Volume Two
TSR Product No.: 9414 CGR2 The Complete Gladiator’s Handbook by Dan Parkinson
AD&D® game DARK SUN® accessory The humans of Ergoth threaten Thorbardin,
The Jungles of Chult by Colin McComb but the intense differences between the dwarven
AD&D® game FORGOTTEN REALMS® Everything players want to know about gladi- clans result in warring cultures. The hill dwarves
accessory ators—their lives, techniques, and weapons—is leave their homeland and become a renegade
by James Lowder and Jean Rabe revealed in this 128-page book This volume clan, dwelling aboveground. They soon become
This 64-page book leaves your campaign’s PCs contains new kits, equipment, and never- the most energetic and forward-looking of the
shipwrecked and washed ashore on the coast of before-published details on gladiators, the clans, but they still cannot avoid the political
Chult. The characters must travel through a land greatest warriors on the face of Athas intrigue that threatens to tear them apart.
forgotten by time, learn the secrets to surviving $15.00 U.S./$18.00 CAN./£9.99 U.K. $4.95 U.S./$5.95 CAN./£3.99 U.K.
there, and return home. Will the PCs reach their TSR Product No.: 2419 TSR Product No.: 8350
destination when tribes of natives and ferocious
Unless otherwise noted:
dinosaurs stand in their way? RM2 Web of Illusions ® designates registered trademarks owned by TSR, Inc.
$9.95 U.S./$11.95 CAN./£5.99 U.K. AD&D® game RAVENLOFT® module ™ designates trademarks owned by TSR, Inc.
©1993 TSR, Inc. All Rights Reserved.
TSR Product No.: 9389 by Eric Haddock

DRAGON 31
©1993 by Rick Swan

Role-playing games’ ratings


X Not recommended
* Poor, but may be useful
** Fair
*** Good
**** Excellent
****** The best
Feeling powerless?
Recharge yourself with these science-fiction games
Friday was a miserable day. My cat man’s detachable autocannons and the Damage Transfer Diagram (excess
threw up all over the carpet in my office, Locust’s pincer feet, I half-expected them damage to the left arm is transferred to
my accountant called to tell me I owed to march off the table and take over the the left torso). When no more damage can
$700 in extra taxes, and my computer ate house. be transferred, the affected location is dis-
the first draft of this column. To top it all I’ve heard skeptics grumble that the abled; all weapons in that area become
off, I discovered my wife had taped over BATTLETECH system is less than user- inert. If a leg was eliminated, the ‘Mech is
the first four episodes of Deep Space Nine friendly, what with its emphasis on war- immobilized. ‘Mechs continue moving
that I’d been waiting two months to see. gaming concepts and endless expansion and attacking until one ‘Mech bites the
For relief, I turned to the stack of sci- sets. BATTLETECH Three clears the decks dust or a fixed number turns have passed.
ence-fiction games I’d been saving for just and starts from scratch, presenting the Whoever does the most damage wins.
such an occasion. I spent the weekend fundamentals in clear, simple language. By the third training scenario, a Mech-
stomping pip-squeaks with giant robots, The lavishly illustrated rulebook leads Warrior (the BattleMech pilot) has learned
blowing away mutants with torc grenades, newcomers through a series of four to twist his ‘Mech’s torso to improve its
and scorching the Earth with nuclear mis- “Training Exercise” scenarios that intro- aim and maneuver a fallen ‘Mech back to
siles. By Sunday night, I was manipulating duce the rules in bite-size chunks. Players its feet. MechWarriors must also contend
the environment to engineer the extinc- choose their BattleMechs, locate the cor- with heat build-up, which can cause a
tion of entire species. responding record sheets, then deploy the ‘Mech to shut down if not closely moni-
By Monday morning, I felt much better. plastic figures on the map sheet as tored. Virtually every action creates heat;
directed by the scenario. A turn begins walking generates one heat point per turn,
BATTLETECH* third-edition with the players determining Initiative by while firing an autocannon can generate as
game ***** rolling 2d6. The player who loses the Ini- many as seven. Though a ‘Mech’s heat
Boxed game with one 56-page rulebook, tiative roll moves first. The record sheets sinks absorb some of these points, the
one 16-page record sheet booklet, two indicate movement allowances for each excess must be noted on the record sheet’s
22”×17” map sheets, 14 plastic minia- ‘Mech type; the Locust can spend 8 points Heat Scale by marking off the appropriate
tures, two six-sided dice to walk or 12 points to run, while the Grif- number of boxes As the Heat Scale rises,
FASA Corporation $25 fin can spend 5 points to walk, 8 points to the ‘Mech suffers a variety of adverse
Design: Jordan K. Weisman, L. Ross Bab- run, or 5 points to leap like a kangaroo. affects. At 5 on the scale, the ‘Mech loses a
cock, and Sam Lewis Extra points may be spent to navigate hos- movement point. At 14, it shuts down
Development: Michael Nystul tile terrain or change facing. unless the player rolls a 4 or better. At 23,
Editing: Donna Ippolito and Sharon Following movement, the ‘Mechs attack, the ‘Mech suffers an ammunition explo-
Turner Mulvihill utilizing a devastating battery of weapons sion—which zaps the pilot with two points
Art director: Jeff Laubenstein attached to various parts of their exoskele- of electrical feedback damage—unless the
Cover: Alan Guitierrez and Jim Nelson tons. The relatively benign Locust comes player rolls at least a 6.
equipped with a chest-mounted laser In the final scenario, the player must
Perhaps the most durable science-fic- beam and two machine guns where its roll for a critical hit whenever his ‘Mech
tion game of the last decade, FASA’s arms ought to be. The Crusader, which suffers internal damage. A roll of 8 or
BATTLETECH* game is one of those why- looks like a cross between an offensive more refers the player to the Critical Hit
didn’t-I-think-of-that concepts that keeps lineman and a jackhammer, sports missile Table on his record sheet, with subse-
game designers awake at night, gnashing launchers in its legs, plus a half-dozen quent rolls indicating the specific types of
their teeth and slapping their foreheads. additional weapons sprouting all over its damage. Critical hits range from a dis-
And no wonder. The basic idea—gargan- armored shell. Each weapon has distance abled leg actuator to a blown-off head,
tuan robots, operated by human pilots, limits and to-hit numbers for short, which instantly kills the MechWarrior
meet on bleak terrain to bash each others’ medium, and long ranges. A machine gun, inside. The advanced rules encourage
mechanical brains out—could’ve been for instance, has a short range of one hex Mechs to supplement their weapon
dreamed up by an imaginative 10-year- and a long range of three hexes. To make attacks with physical assaults, such as
old. But what might have been just a successful machine-gun assault at short punches, pushes, and kicks. My favorite
another clever premise became a gaming range, the attacker must roll a 4 or better; tactic is to beat an enemy ‘Mech over the
milestone, thanks to brilliant mechanics, at long range, he must roll at least an 8. head with its own detached arm.
flawless execution, and nearly a decade of The to-hit number may be modified by Most combat games tend to bog down
refinement. Appallingly addictive, this movement (+2 if either the attacker or in a morass of modifiers and tables long
game is no mere diversion but a hobby defender was running) and terrain (+1 if before the players make their way
unto itself. light woodland conceals the target). through the advanced rules—but not this
While the previous version was a class If an attack hits, the attacker rolls on the one. Because of the bare-bone mechanics
act (reviewed in DRAGON® issue #131), Hit Location Table to determine which and logical presentation, BATTLETECH
the third edition (here called part of the defender was damaged. The game players can concentrate on studying
“BATTLETECH Three”) stands as the defender notes damage by filling in the the game map instead of the rulebook,
definitive treatment, a handsome upgrade appropriate number of dots on the armor Most attacks boil down to pair of dice
worth the purchase price even for owners diagram of his record sheet. If a success- throws, and attentive players should have
of the old editions. The package includes a ful machine gun attack inflicted two the relevant tables memorized after one
pair of attractive color maps, a pack of points of damage on the left arm of a trip through the training scenarios.
record sheets (clutter-free and a joy to Locust, the defending player fills in two of Any quibbles? Just a few. If an attack
use), and—best of all—2” plastic minia- the four dots on the left arm. If all the dots has an equal chance of hitting two differ-
tures of Thunderbolt, Battlemaster, and a of a particular area have been filled, ent sides of a ‘Mech, the defender gets to
dozen other BattleMech war machines. excess damage may be transferred to pick which side take the damage.
Meticulously detailed right down to Rifle- other areas of the ‘Mech, as indicated by Wouldn’t it make more sense to resolve

DRAGON 33
this randomly? I find it hard to swallow demanding at least the pretense of science aged equipment, revives stunned units,
that machines this sophisticated can’t tar- in their science fiction. and regenerates force fields. The second
get specific areas for their attacks; why Hard-liners, then, should welcome the player then repeats all four steps, and the
can’t a skilled pilot aim for the head or GAMMA KNIGHTS supplement, a more or turn ends. A player wins by meeting the
arm rather than leaving it up to a Hit less straightforward tactical military game scenario’s victory conditions, which usu-
Location Table? And the maps may be that nudges the GAMMA WORLD game ally require him to eliminate the other side.
functional, but they’re dull. How come the back in the direction of reality. Gamma Unsurprisingly, most of the rulebook is
backs of the maps have blank hexes Knights—no relation to the hateful Knights devoted to combat. The basics are simple
instead of terrain? of Genetic Purity from the GAMMA enough—you merely compare the com-
Evaluation: As if terrific rules, an WORLD rulebook—comprise an order of batants’ strength ratings and cross-index
evocative concept, and a stunning package free-lance warriors outfitted in elaborate the result on the Attack Table—but find-
weren’t enough, the BATTLETECH game power suits left over from the wars of cen- ing those strength ratings in the first place
boasts one of the hobby’s richest settings. turies past. Nobody seems to get along, so requires some serious calculator time.
Hundreds of years in the future, a once- even casual encounters tend to erupt into The attacker’s strength, for instance,
united Star League has splintered into five violence. Hence the game’s simple equals the sum of the primary sensor
Successor States engaged in a violent premise: Opponents duel to the death on value, secondary sensor value, weapon
struggle for control of the cosmos. A barren landscapes in sort of a pint-size strength, and a 2d10 roll (1d10, if attacking
group of elite warriors handles much of version of a BATTLETECH campaign. in the Terminal Fire Phase). Totalling the
the front-line combat, waging war in their The GAMMA KNIGHTS game, however, defender’s force field rating, armor num-
BattleMechs throughout the Inner Sphere. opts for more sophisticated and compli- ber, and terrain value gives the defensive
FASA has explored the ramifications of the cated game mechanics than in the strength. Other factors include range, line
Succession Wars in a staggering number BATTLETECH game. As in the latter game, of sight, and attack type (saturation, pin-
of supplements, novels, and expansion players begin by locating the playing point, or close). Special cases require
sets, with no end in sight. pieces (cardboard counters with plastic additional rules: A unit subjected to pin-
Where do you go next? After you’ve bases) representing their units, then point or saturation fire has his attack
mastered the BATTLETECH game, I rec- gather their record sheets and deploy the strength reduced by two, rolling doubles
ommend moving on to the MECHWAR- pieces on the map as indicated by the gives the attacker an extra attack die,
RIOR second-edition game (reviewed in scenario. But the resemblance to sensor locks can be lost four different
DRAGON issue #183) for its extensive role- BATTLETECH games pretty much ends ways . . . you get the idea. Players draw
playing rules. Then take a look at the there. Before starting play, players have markers from a cup to determine if suc-
Technical Readout series, which features the option of drawing up to four systems cessful attacks hit weapons, systems, or
descriptions and statistics for dozens of markers from a cup, which grant random armor sections, and whether they suffer
‘Mech variants; Technical Readout: 3055 bonuses and penalties to the Knights’ light or heavy damage.
(FASA, $15) has some especially nasty equipment. The Heavy Armor marker, for Though there are a lot of numbers to
ones. The deluxe Solaris VII box (reviewed instance, allows the Knight to ignore the juggle, the sheer variety of variables keeps
in DRAGON issue #185) contains a tanta- first hit made against his power suit, while combat encounters unpredictable and
lizing assortment of new maps, combat the Fragile Weapon marker increases the fresh. Weapons range from high-tech gad-
rules, and personalities. I also suggest you first hit made against a weapon by 1. The getry (such as the black ray pistol, which
make plenty of copies of the BATTLETECH system markers set the tone of the game, can vaporize an enemy in a single shot) to
record sheets. You’ll be playing this a long which emphasizes unexpected complica- a delightfully anachronistic arsenal
time. tions and a parade of variables. straight out of the Middle Ages—picture a
Players move and attack by expending robotic desperado with a heavy crossbow
Action Points (APs). Each Knight has a in one hand and a whip in the other. Over
GAMMA KNIGHTS game ***½ fixed number of APs depending on his a dozen armor options are available,
Boxed game with one 16-page rulebook, armor type—e.g., Assault Armor provides along with 16 pages of instructions for
one 32-page sourcebook, one double- 8 APs, while Powered Plate Armor sup- designing original models. The six scenar-
sided 32”×21” map sheet, one sheet of plies only 4. The first player, determined ios, including a challenging solitaire
reference tables, 24 die-cut playing by the scenario instead of an initiative roll, showdown with the Iron Society, are
pieces, 24 plastic stands, 208 cardboard decides whether his Knights operate in imaginatively staged and well balanced.
counters, four 10-sided dice Attack Mode or Movement Mode during The GAMMA KNIGHTS game suffers
TSR, Inc. $20 the current turn. Attack Mode Knights from a few lapses in logic, none of them
Design: Steve Winter and Slade Henson begin the turn with an Initial Fire Phase, game-breakers but puzzling all the same.
Editing: Steve Winter making as many attacks as their AP totals A Knight spends 1 AP to enter an open
Illustrations: Mark Nelson allow (each weapon attack costs 2 APs, a hex, regardless of whether he’s on the
Cover: Fred Fields sensor attack costs 1). Units that don’t ground or airborne; he must be running
make an initial attack are considered to be like an antelope or flying in slow motion.
With the possible exception of the in the Movement Mode. Air and ground movement can’t be com-
BULLWINKLE AND ROCKY™ game In the Movement Phase, which follows bined in the same turn, even though
(reviewed in DRAGON issue #144), the the Initial Attack Phase, Movement Mode there’s ample time to do both (one turn
GAMMA WORLD® game remains TSR’s Knights can expend as many APs as they represents a full minute). For no apparent
most eccentric design. Apocalyptic role- like to move; it costs 1 AP to enter an open reason other than dramatic effect, oppo-
playing for the deranged, the GAMMA hex, 2 APs to enter a building. Some nents instantly regain their allotment of
WORLD game takes place in a war-rav- Knights also can fly, expending 1 AP per APs when they begin close combat,
aged future populated by giant rabbits, hex when airborne. Attack Mode Knights regardless of how many points were spent
friendly robots, and talking plants. Players may move only a single hex during the moving into the contested hex. And the
assume the roles of mutant grasshoppers Movement Phase. During the Terminal rules encourage lengthy, sometimes inter-
and sentient fungi, with a few ordinary Fire Phase, Movement Mode Knights can minable, combat encounters; I’d suggest
humans tossed in for good measure. make a single attack; Attack Mode Knights speeding things up by suspending the rule
Though great fun for the open-minded, sit tight. The turn ends with the Recovery that allows force fields to regenerate
this game may be a bit too weird for those Phase, where the first player repairs dam- automatically.

DRAGON 35
Evaluation: Familiarity with the the more the satellite moves; satellites on the ORBIT WAR game lacks personality.
GAMMA WORLD game isn’t required for the outermost line move one hex per It’s intellectually engaging but not particu-
playing a GAMMA KNIGHTS session. In three turns, while those on the innermost larly memorable, like something Mr.
fact, the latter works better as a stand- line move four hexes every turn. Voluntary Spock might use to amuse the kids on a
alone game than as a role-playing supple- movement represents a satellite’s ability to slow day on the U.S.S. Enterprise. What-
ment. (How often do Knights pop up in a move under its own power, indicated by ever this game’s pleasures, they don’t
typical campaign, anyway? And what are the movement allowance on its counter. come cheap. The ORBIT WARS game was
the other characters supposed to do while Satellites may move in any direction and a steal at $3.00 (the 1983 price, complete
the Knights spend an hour or so whacking may position themselves on different orbit with a magazine), but at $25.00 you might
each other?) On its own terms, the lines to bring them closer to enemy units. want to stick to crossword puzzles.
GAMMA KNIGHTS set succeeds as a new After both sides finish moving, opposing
approach to tactical combat, combining units attempt to blow each other up. Nor-
traditional mechanics with some appeal- mal combat occurs between enemy satel- TYRANNO EX* game ****
ing quirks. While I miss the whimsical lites occupying the same hex. Units are Boxed game with one six-page rulebook,
touches that make the GAMMA WORLD also subject to attacks from space mines one 22”×16” mounted map, 32 playing
game so much fun, there’s plenty of room (orbiting booby-traps affecting multiple cards, four cardboard screens, 160
for expansion. Fightin’ fungi, anyone? targets) and nuclear missiles (fired at tar- counters, six six-sided dice
gets two hexes away). To resolve combat, The Avalon Hill Game Company $35
the attacker subtracts his unit’s strength Design: Karl-Heinz Schmiel
ORBIT WAR* game **½ from that of the defender, then cross- Development: Don Greenwood
Boxed game with one 12-page rulebook, indexes the result with a die-roll on the Card and marker art: Dave Dobyski
one “Quick Start” rules sheet, one Combat Results Table. If the roll is high Cover and map: Charlie Jarboe
22”×17” mounted map, 390 counters, enough, the enemy unit disintegrates.
ziplock bag, two six-sided dice Successful attacks against the Earth result We here at the testing center usually
Steve Jackson Games $25 in Victory Points rather than disintegra- arrive at a consensus without too much
Design: Wallace Wang tion. (For visual appeal, we piled little cot- dissent. Not so with the TYRANNO EX
Development: Steve Jackson ton balls on the Earth hex to indicate the game, Avalon Hill’s oddball board game
Counter graphics: J. David George mounting carnage.) about evolution and environmental sur-
Cover: Alan Gutierrez The ORBIT WAR game would’ve been vival. After one play, I was jumping up and
just another fly-’em-and-fry-’em board down, screaming, “Five stars! A master-
Steve Jackson first launched the ORBIT game if not for its inventive options. With piece!” Everyone else thought I was nuts.
WARS game back in 1983, including it as a 17 different units to choose from, players “Good, not great,” they said. “Two stars,
bonus in issue #66 of Space Gamer maga- can experiment with an endless variety of maybe three.” Subsequent plays didn’t
zine. That version featured components fleets. Space Marines can spill from an affect their opinion, despite my reminding
you could store in a business envelope, ELR (Earth-Launched Rocket) to assault them that I’m always right.
including a cheesy paper map and dinky enemy satellites, supported by mine-lay- We all agreed that the TYRANNO EX
little cardboard counters that—if memory ing shuttlecraft and orbital weapon plat- game was one of the most original designs
serves—had to be cut apart from the sub- forms. Suicide satellites, detonated at the we’d seen in a long time. Each player
scription card. Now it’s back, this time as owner’s discretion, can blow enemy space receives a stack of Animal Cards (repre-
a classy boxed set with upscale produc- stations into the next galaxy. The advanced senting the Stegosaurus, Iguanadon, or
tion values and a price to match. game includes rules for targeting nuclear one of 26 other prehistoric creatures, with
While the package has improved, the attacks on industrial sites, inflicting dam- a colorful illustration on one side and a
game itself hasn’t changed much. Set in age on satellites instead of destroying historical description on the other), a
the year 2020, two players representing them outright, and repairing inoperative dozen Element Disks (depicting Fish,
the United States and the Asian-Polish equipment. Water, Trees, and other environmental
Union vie for control of Earth’s skyways by However, while the rules are clever, factors), and a Primeval World Track (a
engaging in satellite warfare, vaguely simi- they’re often a pain to execute. Adjusting row of boxes on the game board symbol-
lar to what Ronald Reagan had in mind the positions of all the orbiting satellites izing evolutionary advancement). A turn
with his Strategic Defense Initiative (he gets awfully tedious awfully fast, especially begins with the players selecting Animals
was kidding, wasn’t he?). Each side spends in the advanced scenarios where dozens from their respective decks and placing
a fixed number of points on orbital rock- of counters may be on the board at the them in the first box of their Primeval
ets, space stations, and other self-powered same time. Bland counter graphics makes World Tracks (PWTs). Players then
hardware, then loads them up with mines it hard to distinguish one unit from attempt to manipulate the environment by
and nuclear warheads. Once in orbit, they another. There’s far too much bookkeep- placing Element Disks face-down in the
proceed to blast each other to oblivion. ing for a premise this humble, as players Evolution Boxes adjacent to the PWTs.
Satellites may also spew nukes at Mother must keep track of their missile launch- Using an ingenious system driven by
Earth, leveling cities and incinerating an ings, mine deployment, and reinforce- bluffs, strategic positioning, and blind
unsuspecting populace. Whoever does the ment allocations on paper. Common luck, players displace old Elements with
most damage earns the most Victory sense also takes a few lumps. If an explod- new ones, competing to create environ-
Points and wins the game. ing mine can pick and choose which units ments favorable to their own Animals.
The action takes place on a hex map of in its hex are affected, why can’t an After three to five rounds of Element dis-
outer space, designed as a series of 10 exploding suicide satellite? How come you placement, the phase ends, with a particu-
concentric “orbit lines” encircling a sin- have to pay for satellites, but rockets and lar Element dominating in each Track.
gle-hex Earth. Orbiting units may move nuclear warheads are free? And how Every Animal has three Elements
twice in a turn, once automatically and come all of this takes place in two-dimen- required for survival, indicated on its
once voluntarily. Automatic movement sional space? card; the Stegosaurus, for example,
represents the inherent motion of orbit- Evaluation: I enjoyed the challenge of requires Brush, Sun, and Water. During
ing objects, requiring all units to move a this game, but I had a hard time working the Element Displacement phase, if a
fixed number of hexes along their orbit up much enthusiasm after the first couple player instigates a change that results in
lines. The closer the orbit line is to Earth, of plays. Despite the interesting premise, all three of an Animal’s Elements domi-

36 JUNE 1993
nating in the Evolution Boxes, the Ani- TYRANNO EX game a reluctant thumbs ters; these things were born to be bad. As
mal’s strength increases by one. For the up, it impressed them mainly as a collec- good as it is, RIFTS Mechanoids merely
Stegosaurus, this means that Brush must tion of missed opportunities. They’ve got a scratches the surface of the vast
dominate in one of the Evolution Boxes, point, but. . . Mechanoid universe, which Siembieda
Sun in another, and Water in a third. The Evaluation: . . . I still think they’re promises will be explored in the forth-
owning player indicates the increased wrong. Truly original board games are so coming MECHANOID SPACE* game. I
strength by placing a marker on the few and far between that the debut of a can’t wait—my containment chamber’s
Stegosaurus’s card. At the end of the Ele- good one is cause for celebration. The twitching already.
ment displacement phase, any Animal that TYRANNO EX game is a virtuoso perfor-
doesn’t have at least one of its Elements mance, an ingenious take on an under- Rick Swan has worked as a rock musician,
dominating a PWT immediately becomes used topic, rendered with insight and suicide-intervention counselor, and news-
extinct and vanishes from the board. elegance. Easy to learn but impossible to paper publisher. He now writes full-time.
Surviving Animals are subject to preda- master, it may not be everyone’s idea of an You can contact him at: 2620 30th Street,
tor attacks in the Battle phase. The aggres- acceptable simulation or even a good Des Moines IA 50310. A self-addressed
sor attacks with a number of dice equal to time. However, from where I’m sitting, it stamped envelope increases the chance of
the number of disks in the Evolution looks to be an early contender for the best a response.
Boxes corresponding to the Element sym- new board game of the year.
bols on its card (e.g., if there are three * indicates a product produced by a company other
Suns and two Waters in the boxes, the Short and sweet than TSR, Inc. Most product names are trademarks
owned by the companies publishing those products.
Stegosaurus attacks with five dice). The Minion Nation, by Lester Smith. GDW, The use of the name of any product without mention
defender’s dice are determined the same Inc., $4.50. The trouble with using cards of its trademark status should not be construed as a
way. Every die roll less than or equal to and tables to generate random encounters challenge to such status.
the Animal’s strength counts as a hit. is that sooner or later you run out of sur-
Whichever Animal scores the most hits prises. The Minion Nation expansion kit
wins the round. If an Animal wins two rejuvenates the MINION HUNTER* board
consecutive rounds, the opponent game (reviewed in DRAGON issue #188)
becomes extinct. If an Animal wins two with a bonanza of variants. Two pages of
out of three rounds, the loser receives a tables, replacing the original game’s
Suppressed marker. A Suppressed Animal Encounter Chart, generate hostile minions
remains alive but has its strength from the Interstices, Plaguelands, and
reduced. Mechaniaca. Sixteen additional equipment
At the end of the Battle phase, Animals cards supply hunters with horses, vam-
advance one box on their PWTs. Players piric swords, and chameleon suits. A Ran-
then tally victory points; the further along dom Plot Table, featuring 100 different
the PWT, the more points an Animal entries, replaces the Plot Deck, which any-
earns. The game continues until all of the one who’s played the game more than
Animal Cards have been depleted. Who- twice should be ready to retire. Despite the
ever has the most victory points wins. quality of the package, it’s no bargain. The
I loved it, despite a few awkward rules. booklet is a skimpy eight pages—one of
Combat involves an endless amount of them a title page, another a useless glos-
die-rolling; even the example in the rule- sary—and you’ve got to cut the cards apart
book requires 48(!) dice to resolve. A victo- yourself (it must be the work of a minion
rious Animal receives a strength bonus in the marketing department).
only if it begins combat with fewer
strength points than its opponent, a RIFTS* Sourcebook Two: The
clumsy restriction to keep powerful Ani- Mechanoids, by Kevin Siembieda. Palla-
mals from taking over. Though it’s possi- dium Books, $12. Meet the bad guys who
ble to mount a game with two or three won’t stay dead. This race of alien killers
players, you need four to get the full effect. originally reared their steely heads in the
And forget about solitaire. now-defunct MECHANOID INVASION* Were we great or what?
My playtesters, on the other hand, game, Palladiums’ first and worst RPG.
What do you think of this magazine?
objected to the approach as a whole. The They rose again in 1985’s MECHANOIDS*
What do you like best or want to see
TYRANNO EX game, they said, addressed game, which designer Siembieda dis-
changed most? What do you want to
evolution only obliquely, treating it as a misses as “a so-so rework” (he’s too mod-
see next? Turn to “Letters” and see
superficial abstraction—and a dull one at est—I’d rank it among the most inventive
what others think, then write to us too!
that. While the PWTs portray a dense jun- science-fiction RPGs of the decade). Now
gle, a volcanic wasteland, and two other the Mechanoids have clawed their way
distinct landscapes, the different terrains out of the cosmic junkyard, as nasty as
have no effect whatsoever on play. The ever, in this stylish supplement for the
Animals are so colorless they might as RIFTS* game. How nasty are they? Not
well have been called X, Y, and Z. All Ani- only do they hate you and me, they hate
mals begin with the same strength and anything that even looks like us. Siem-
appear at random, without any considera- bieda opens with a compelling overview
tion given to the era in which they actually of Mechanoid history, then packs the rest
belonged. Any Animal can attack another of book with statistics and playing notes
without regard to its terrain, appetite, or for the Multi-Brain Combat Vehicle, the
disposition. Animals don’t evolve in any Tunnel Crawler, and the rest of the
meaningful sense; they just get a little Mechanoid armada. Siembieda misfires,
stronger as they march off the side of the though, when he suggests that
board. Though the playtesters gave the Mechanoids can be used as player charac-

38 JUNE 1993
wands, etc.) and natural spell effects inher-
ent to certain monsters (see below). The
Day of Dread does not affect artifacts,
Immortals, or anti-magic at all. The magi-
cal blackout is limited to the prime plane
and the Mystara planetary system only.
Other permanent magical items may
retain their effects during the Day of Dread
(magical swords and armor and rings of
protection, for example). Roll 1d4 for each
magical item, and compare the score with
the guidelines for damaged items on page
145 of the Rules Cyclopedia. “Damaged”
items cease to function during the Day of
Dread, from midnight at the site of Glantri
City to the following midnight (watch for
time differences east and west of that posi-
tion; Thyatis runs a little under one hour
later than Glantri).
Here’s an example: The owner of a
sword of flying +3 should roll to see if the
item retains its +3 magic. Regardless of
the score, this sword will not allow its
owner to fly during the Day of Dread.
The Day of Dread’s effect on potions is
rather nasty. Their contents automatically
become inert during that day, and if the die
roll calls for a “‘damaged” result, the potion
is permanently spoiled. Poison is not
affected.
Here’s a rule of thumb for determining
which innate magical abilities monsters
can retain. The ability still works if it is a
permanent effect affecting only the mon-
ster itself (e.g., immunities to nonmagical
weapons, a beholder’s ability to levitate).
The ability does not work if the monster
can use that ability only a certain number
of times a day (e.g., lycanthropic or meta-
morphic transformations, breath
weapons), or if its ability normally affects
something or someone else than the mon-
ster (e.g., a beholder’s eye-stalk rays, a
harpy’s charm-song, an undead’s level-
draining). Shape-changers would remain
stuck in whatever form they adopted prior
to the Day of Dread.
The Day of Dread, green-slime Magically aged people come in two sorts,
and each is affected differently. There are
eaters, and other news those who were permanently rejuvenated
(and thus are unaffected by the day without
by Bruce A. Heard magic} and those whose apparent ages
This regular feature offers answers to letters on the D&D® game, its depend on continuous magical effects (and
worlds and products, occasional articles, or “first glance” reviews of D&D thus would succumb to a total magical
game products. The reader is welcome to send questions, suggestions, or blackout). The former is the most common
criticism on the game or on the material published here. We can’t sort of magical aging. Likewise, major
promise all letters will be answered in this column, but they all will get enchantments affecting the campaign
our attention. world should remain mostly unaffected.
Letters worked well, but for a long-lasting cam- For example, Floating Ar or Serraine might
The adventure presented in Wrath of the paign, the effects should be limited to pre- only lose altitude or become immobilized.
Immortals calls for a day without any vent campaign-busting problems. A full Major magical objects that do not threaten
magic at all. Although it seemed like a explanation of the Day of Dread appears in a campaign’s balance (like skyships, gar-
great idea, it causes a number of prob- AC1011 Poor Wizard’s Almanac, with sug- gantoids, and other magical “sponges”)
lems in my campaign (magically rejuve- gestions on how to manage its repercus- could almost automatically be neutralized,
nated characters dying of sudden old age, sions. Here is a summary of what’s already considering the vast number of different
the Flying City of Serraine or the Floating written in AC1011’s present draft: enchantments they required during their
Islands of Ar crashing, etc). Did you really Essentially, all mortal-level spells and creation.
mean “no magic at all”? spell-like effects fail. This includes spells Remember, this event was created more
As far as drama was concerned, the idea cast from magical items (rings, scrolls, for campaign drama than rules-lawyering.

DRAGON 41
No rules will replace a DM’s best judg- Within a few years following the disappear- Shouldn’t green slimes rule places like
ment, so feel free to adjust the severity or ance of mainland Alphatia from the Known forests, since only fire or extreme cold can
the game mechanics of the Day of Dread in World (AC 1012 or later), Minaean raids harm them?
your campaign. into southeastern Bellissaria, if not major Ever heard of green-slime-guzzlers? Nei-
invasions, would be likely. ther have I, but sure enough, mother
There was an Alphatian-controlled land nature certainly has some kind of obscure
called Minaea in the Dawn of the Emper- Is there a complete chart of weapon predator for anything swimming, creeping,
ors boxed set. Does any information exist mastery for the weapons described in the or crawling on Mystara. Care to submit a
about Minaea? HOLLOW WORLD accessory, Kingdom of grimoire of low-life predators, anyone?
Very little. Minaeans were referred to as Nithia? (And no, you can’t use a green-slime-
pirates many years ago in module M2 Yes, as well as some errata. It was pub- guzzler as a wizard’s familiar—it loves ear
Vengeance of Alphaks. Minaea never fell lished in DRAGON® issue #182, in the wax).
under Alphatian domination. It marks the “Princess Ark” column.
far-eastern limit of Alphatia’s power and If a monster with a charm ability dies,
influence, prior to the latter’s disappear- This is a question about Wrath of the are the victims of its charm automatically
ance from the surface world (see the Wrath Immortals. Page 71 of Book Two says that freed from its effects?
of the Immortals boxed set). It is virtually characters on the path to Immortality Nothing in the rules states that the effect
unknown to typical Known World people receive a +5 bonus to their arrival and ceases when the caster dies. The victim still
because it is so remote. The only “civilized” petition modifiers if they seek Benekan- gets to roll saving throws as described on
people who would really know about the der’s sponsorship. However, it costs 100 page 45 of the Rules Cyclopedia.
Minaeans are Bellissarians, especially PP for an immortal to create a manifesta-
those at the heavily fortified town of Spear- tion (which 1st-level Benekander cannot What is a Night Dragon? Are there any
point. The latter view Minaeans as blood- afford). Is there a fix? game statistics for them?
thirsty pirates. Based upon the location of Benekander, as a 1st-level Immortal, has They were first published in DRAGON
the races in Mystara described in the 300 PP. The rules also state on page 72 of issue #163, in my column. They will be
HOLLOW WORLD® boxed set, Minaeans Book One that newly created immortals get published again in the upcoming “Princess
would have to be descendants of the fierce their very first manifestation form for free, Ark” boxed set, Champions of Mystara
Jennites (horse-riders derived from real- directly from their sponsor. Since (due out in October 1993).
world ancient Scythians). The present Benekander didn’t have a sponsor, assume
Minaeans could also be derived from that he automatically got his manifestation Will all of the “Princess Ark” episodes be
Conan’s mysterious Pictish warriors, given form (as described on page 17 of Book published in Champions of Mystara?
some additional seafaring experience. One) when he attained Immortality. Because of space limitation, the first 15
episodes will be summarized. All of the
other episodes appear in full, up to part 35.
Also included will be a more detailed
description of Sind, the Great Waste, and
the Serpent Peninsula; two maps displaying
these regions in the usual hex format; a
complete description of the Princess Ark
and its crew, along with two maps of the
ship’s main decks (in 25-mm scale); and
new rules on building skyships, along with
cards providing various skyship examples
(Heldannic Warbirds, gnomish blimps,
etc.).

After reading issue #190, I just had to


write. The complaint by the individual
regarding the D&D game boxes was defi-
nitely unjustified. I’ve been involved with
D&D and AD&D® games since the late
‘70s, and I found these products to be per-
fect for teaching new players.
This past Christmas, I bought the
DRAGON QUEST™ game for my family,
hoping they would like it and join one of
my hobbies. Needless to say, they did, and
we bought all four of the D&D boxed
games. The cardboard stand-ups and
game tiles add the realism I missed when
all the monsters looked like dice.
Thanks for the vote of confidence!

42 JUNE 1993
44 JUNE 1993
Incorporating novice players into your campaign
by Neil McGarry

Artwork by Tom Dow

ovice role-playing game players can find that most new players have more of a problem; this slows down play at first but
be a trial to the most knowledgeable problem in identifying the type of dice should happen less often as time goes by
and experienced gaming groups. they need to roll than in why they need to and the novice gains confidence.
There is so much for them to learn, roll them (where else do you ever use 12- Beware of the novice who nods too
and the older players often do not want to sided dice?). Keep this in mind as you and much, because it probably means that she
wait for them to learn it. How do you, as your veteran players are throwing around doesn’t understand what’s going on but is
the DM, bridge the gap? terms like “d20” or “d12.” afraid to slow down the game to ask for an
The key lies in making the training of When the player begins to choose the explanation. Take the time to explain any-
the new RPG player the job of the entire specifics of her character (spells for wiz- thing she doesn’t understand, and make
group, not just the DM. This spreads out ards, weapon proficiencies for fighters, certain she knows that you are willing to
the responsibility and speeds up the awk- etc.), try to maintain a “hands-off” answer any questions.
ward period of adjustment the group goes approach. Answer her questions, but Most importantly, be sure that the
through when taking on a new member. don’t create the character for her. When novice turns first to you, the DM, for
Here are a few tips to help you, the DM, complicated rules arise, such as the fight- advice on specific rules. The other players
help your new players get adjusted. ing styles in PHBR1 The Complete Fighter’s may be well-intentioned in their efforts to
Handbook, don’t try to explain everything advise her, but as we all know, many play-
1. Set aside some time to work with at once. Unless your new player is a whiz, ers have their own versions of the rules
the new player alone. Start the new this will confuse and aggravate her. Go (“Oh, sure, you can bring a war elephant
player off by having her roll up her charac- slowly and give her time to understand into a dungeon!”). This requires the DM
ter’s statistics, then let her choose a class. the more complex rules. In extreme cases have a working knowledge of the rules
This will be one of the biggest decisions where a difficult choice must be made, herself, a necessary prerequisite for any
early on, so be prepared to give good recommend specifics that you know she good referee.
advice. Try to remain impartial, however, will be happy with, and be willing to let
or else she may wind up choosing the class her change these retroactively as she 2. Emphasize preparedness. The new
she thinks you want her to use, rather than gains experience. The other players may player must be willing to spend the time
relying on her own preferences. howl when you let her change one profi- and effort to learn the rules, or else your
Once that is out of the way, you can get ciency to another, but they should be will- best efforts will be wasted. Of course, he
her familiar with armor class, hit points, ing to compromise to accommodate the cannot be expected to become a rules
saving throws, and the other mechanics of new player (and if not, then a few good expert after just a few sessions, but he
role-playing, so she will at least know DM growls should suffice to convince should have a willingness to read the rule-
what you mean when you say, “Make a them). Finally, be prepared to stop game- books on his own. Again, if you let him
saving throw versus poison.” Ironically, I play when the new player runs into a lean on you too much at first, you’ll wind

DRAGON 45
up playing his character for him. To help player to use these aids freely, while enced player. Warn the other players that
him out, write or type out a summary of stressing that they exist to supplement the while outside suggestions to the novice
the most important rules needed during rules, not substitute for them. Getting are welcome, you will not allow her to be
play, such as calculating THAC0, initiative, familiar with the rules themselves verbally bombarded (“Cast a spell!” “No,
etc., that he can keep within easy reach requires a little time away from the gam- throw a flask of oil!” “Don’t do that! Help
and refer to as needed. This will save ing table, but as all experienced players my character!”), a tactic virtually guaran-
countless minutes of frantic flipping know, it’s worth the effort. If the player is teed to discourage new players from ever
through the Player’s Handbook for a table lagging on his “homework,” a word to the returning to the gaming table. Ideally, the
or chart. One idea that works particularly wise should be sufficient to motivate him. novice should rely more heavily on her
well is drawing up an attack matrix (see The best advice a DM can give a new guide at first, then less so as she gains
the AD&D® 1st Edition game’s Dungeon player is “Know your character.” Learn knowledge and confidence. This expedites
Master’s Guide, pages 74-75), according to what he can do, and what he can’t. play, keeps your players happy, and makes
his character’s chance to hit. THAC0 can your job as DM a little easier.
be a difficult concept to master, and this 3. Assign another player to be a
will ease him into calculating his chance guide for the novice. Ask for volunteers These suggestions may not fit all gam-
of success for himself. Another useful or assign someone you trust to lend ing groups; some DMs may prefer a
addition to the summary is on page 93 of responsible guidance. Your players may “hands-on” approach to training, while
the AD&D 2nd Edition game’s PH, entitled not be inclined to do this, so simply others may leave it entirely to the novice
“What You Can Do in One Round.” I find remind them that breaking in the new to sink or swim. However it is done, the
that one of the most frequently asked player is everyone’s job, not just the DM’s. addition of a new player should not be a
questions of new players is “Well, what If that doesn’t work, try a small bribe to trial for the DM, but an experience shared
can I do?” so this information should give sweeten the pot (extra experience points, by the whole group. If it’s done properly, it
them a head-start on the answer. for example, depending on the guide’s can result in a sharp new player, a
If the player is using a spell-caster performance). If all else fails, the threat of tougher party of PCs, and a more enjoy-
(something that is not recommended for a vampire or two can be a marvelous able game for all involved.
most novice players), photocopy or type incentive to perform such a service.
out the spell listings on pages 126-128 of Once the “guide” has been chosen, tell
the PH and highlight those his character the novice that she would do well to fol-
has access to. This comes in especially low the example of her new guide during
handy for priest characters, whose major play. Emphasize, however, the importance
and minor access to various spheres is of innovation; in other words, see that the
certain to confuse a new player. Allow the novice isn’t blindly parroting the experi-

46 JUNE 1993
Mr. Sulu, virtual reality, and Marvel
at the 1993 GEN CON® Game Fair
by Tom McLaughlin

In just two months, convention plan- ence Fiction Saturday, with special Star tary, strategy, board, role-playing, and
ners at TSR will give the world’s biggest Trek events and guest of honor George miniatures games.
game fair the green light. If you haven’t Takei. And, for all of you comic-book fans, The list of author and artist celebrities
made plans to come to the 1993 GEN we’re unleashing our first-ever Marvel is huge, too. You can meet: R. A. Salvatore,
CON® Game Fair, get going. It’s one show Comics Mini-Con! Robh Ruppel, Frank Kelly-Freas, Jeff
you don’t want to miss! Held August 19-22 at the MECCA Center Easley, Larry Bond, Tracy Hickman Mar-
Highlighting this year’s Game Fair are in Milwaukee, this huge event (sponsored garet Weis, Brom, Ed Greenwood, Fred
tons of brand new events, including cut- by TSR, Inc.) features four days of gaming Fields, Doug Niles, Frank Chadwick, Greg
ting-edge virtual reality games from in almost a dozen categories. It boasts Farshtey, and many others!
Dream Park Corporation and Virtual more than 1,000 computer, video, arcade, In last month’s DRAGON® Magazine, we
World Entertainment. Another first is Sci- virtual reality, multiplayer network, mili- described the convention’s role-playing,
miniatures, and strategy game events. Avengers artist;
Here’s the low-down on more activities. • Check out the reels from the ani-
mated X-Men Adventures series;
Arcade and virtual-reality games • Meet the pros and get free copies of
Get wired! The new virtual reality the newest Wizard magazine;
games from Dream Park Corporation and • See the newest and hottest comic pro-
Virtual World Entertainment are just a jects from Les Dorscheid, Jeff Butler, John
tiny part of over 100 high-tech networked Statema, Mike Machlan, Tony Harris,
computer, video, and arcade games com- Doug Gregory, and a dozen other artists;
ing to Milwaukee. What can you do? • Bring your art portfolio and talk to the
• Climb into a BATTLETECH* cockpit pros at great seminars like “Breaking into
for the ’MechWarrior fight of your life; the Business”;
• Experience Larry Niven’s Ringworld • Get a behind-the-scenes look at how
in Virtual Ringworld; your favorite comics are made;
• Try new computer games like • Score tons of great freebies like lim-
Revenge of the Patriarch and the Mythos ited edition trading cards and comics;
Engine, and test your skill in the Virtual • Play dozens of adventures in the
Parlor; CHAMPIONS*, MARVEL SUPER HEROES™,
• Compete in the hottest computer and DC HEROES*, VILLAINS &VIGILANTES*,
video games, including MidiMaze, Lem- JUDGE DREDD*, and TEENAGE MUTANT
mings, Ultima, Risk, Batman Returns, NINJA TURTLES* games; and
Black Crypt, M.U.L.E., Sonic, Falcon, and • Meet surprise costumed super-
others; and heroes—and villains!
• Try some old favorite arcade games,
such as Tetris, Joust, Rampage, Double And play games!
Dragon, Xybots, Tempest, Space Harrier, The 1993 GEN CON Game Fair will fea-
Quix, Centipede, I-Robot, Phoenix, and ture hundreds of game tournaments and
Black Tiger. is giving away over $10,000 in prizes. The
biggest tournaments are the Avalon Hill
Meet George “Sulu” Takei Classics Open, RPGA™ Network events,
Another convention first is the August MidiMaze, MONOPOLY*, and the BAT-
21 Science Fiction Saturday, with special TLETECH Miniatures Open tournaments.
Star Trek events and guest George Takei. And don’t miss the Puffing Billy, Games
The star who played Mr. Sulu in over 70 Magazine Triathalon, Mythos Virtual Real-
TV episodes and six movies in the amaz- ity Shootout, and Rubout tournaments, or
ing Star Trek series will meet fans, give the 13th Annual Miniatures Painting
seminars, and sign autographs all day Competition.
long. The convention also has its famous art
Science Fiction Saturday features show; an expanded strategy board-game
dozens of celebrities and events like: track with special guest Rich Berg; and a
• Star Trek novel authors Gene line-up of incredible historical, science-
DeWeese and Leah Rewolinski; fiction, and fantasy miniatures and board-
• A Star Trek costume contest—judged game events.
by George Takei; The 1993 GEN CON Game Fair is the
• STAR FLEET BATTLES*, STAR TREK: multi-media game event of the year! Grab
THE ROLE-PLAYING GAME*, STAR FLEET your friends and come see it all; there’s
MISSIONS*, TRAVELLER*, STAR WARS*, something for everyone. Daily fees are just
and Star Trek Trivia game $5 for spectators and $10 for players.
tournaments;
• A fantastic Hollywood-style Star Fleet Registration
model display; To register, send your name and
• TSR’s brand-new BUCK ROGERS™ and address before June 1st to: Registration
AMAZING ENGINE™ games; Dept., 1993 GEN CON Game Fair, P.O. Box
• Movie hits like Star Trek II, Fantastic 756, Lake Geneva WI 53147, U.S.A. After
Planet, and 20 Million Miles to Earth; and June 1, 1993, call Sandy Kinney at: (414)
• The $1 million science-fiction and 248-3625, ext. 424.
fantasy art show and memorabilia exhibit
hall.
® designates registered trademarks owned by TSR, Inc.
™ designates trademarks owned by TSR, Inc.
Marvel artist & comics, too ©1993 TSR, Inc. All Rights Reserved.
The world’s biggest comic-book com-
pany, Marvel, is coming to the Game Fair. MARVEL SUPER HEROES, THE AVENGERS, and THE
And the hottest comic magazine in the X-MEN are trademarks of Marvel Entertainment Group, Inc.
Copyright ©1993 Marvel Entertainment Group, Inc. All Rights
country, Wizard, is right behind them. Reserved.
This is the first time we’re unveiling a
comic track at the game fair. This two-day lindicates a product produced by a company other than
mini-con, August 20-21, is packed with TSR, Inc. Most product names are trademarks owned by the
companies publishing those products. The use of the name of
events like these: any product without mention of its trademark status should
• Meet and get a free autographed not be construed as a challenge to such status.

poster from Steve Lightle, Marvel’s top


If you have any questions on the games
produced by TSR, Inc., “Sage Advice” will
answer them. In the United States and
Canada, write to: Sage Advice, DRAGON®
Magazine, P.O. Box 111, Lake Geneva WI
53147, U.S.A. In Europe, write to: Sage
Advice, DRAGON Magazine, TSR Ltd., 120
Church End, Cherry Hinton, Cambridge
CB1 3LB, United Kingdom. We are no
longer able to make personal replies;
please send no SASEs with your questions
(SASEs are being returned with writer’s
guidelines for the magazine).
By Skip Williams This month, “Sage Advice” looks at a pot-
pourri of topics, all straight out of the
mailbag. This particular batch of letters
contained a lot of questions about the var-
ious settings for the AD&D® game, so this
particular column has a theme in spite of
itself. We start with the case of the missing
maps. . . .

Hey, what happened to the maps in


the AD&D GREYHAWK® Adventures
module, WGR3 Rary the Traitor? Aren’t
a few of them missing?
Yes—maps 10, 11, and 12, which depict
sections of Rary’s fortress, are missing. I’ll
skip the whole sordid story of how they
came to be that way and direct you to the
missing maps, which are presented in this
very column for your erudition and use.

Do thief abilities such as hide in


shadows and move silently work on
undead in the D&D® game?
Generally, yes. This also is the case in
both editions of the AD&D game, too.
Unless the monster description states
otherwise, undead have no special ability
to detect creatures that are invisible, hid-
den, silent, or otherwise concealed. Note
that undead have infravision, which can
detect creatures hiding in shadows if
there is no infrared (heat) source creating
“infravisional shadows” in the area.
I have encountered campaigns that
assume undead creatures can somehow
sense living creatures. The reasoning goes
something like this: Undead have no func-
tioning sense organs—their eyes, ears,
etc.—have rotted away. Since they can
detect neither light nor sound, their
“senses” operate in some arcane manner
that makes invisibility or silence irrele-
vant. This house rule can add a new
dimension to undead, even to lowly crea-
tures such as skeletons and zombies;
however, the published rules assume that
undead somehow really do see, hear, etc.
If you decide to adopt an undead “sense
life” rule, increase each undead monster’s
experience value to reflect this special
ability to see invisible creatures. Also,
you’ll need to decide on a number of
other parameters for the ability, such as
its range and what, if anything, blocks or
disrupts it.

Could a wizard on Athas make a liv-


ing just selling walls of iron for scrap?

DRAGON 53
How many ceramic pieces would a decide that iron from a wall of iron con- complete the spell. In either case. the
wall of iron be worth? Could the iron tains certain impurities that cause it to attempted spell fails. Some exceptions
be used for weapons, armor, and form useless lumps of slag if heated and exist. Generally, items brought into being
tools? If the wizard kept a piece of a worked, and that it simply flakes apart if by a wish work fine as material compo-
wall of iron, could she use it as the worked cold. Note also that, regardless of nents, at least if the component is not rare
material components for more spells? its duration, metal from a wall of iron or valuable; and a Zagyg’s spell compo-
Would this also be true for wall of radiates magic and can be dispelled. Even nent case (from Unearthed Arcana) always
stone or wall of ice? if it could be used to manufacture items, produces usable material components.
Iron is worth one gold piece (100 those items can be destroyed by dispel
ceramic pieces) per pound in DARK SUN® magic effects. How would the Veiled Alliance inter-
campaigns (see Dune Trader, page 72). A Having material components for spells is act with advanced beings such as drag-
wall of iron contains a minimum of 12,403 an optional rule. I don’t know any DM ons, elementals, and avangions?
lbs. of iron (about 25 cubic feet at 490 who uses this rule and also lets his players The same way everybody else does: with
pounds per cubic foot). However, in DARK get around it by using magically created great circumspection. This would take the
SUN campaigns, a wall of iron spell has a material components—this is a question form of admiration and civility in the case
duration of one turn per caster level (see of game balance. From the standpoint of of elementals and avangions, and fear and
the DARK SUN rule book, page 93). A wiz- game logic, the dweomer that maintains loathing in the case of dragons. Since
ard might be able to sell a few chunks of the wall of iron or other magically created avangions are high-level preservers, it’s a
iron as a scam, but the practice will catch material either interferes with the spell- pretty good bet that they work pretty
up with her if she tries it too often. casting process or unravels during the closely with any local branch of the Veiled
While the material in a wall of iron func- process. First, attempts to cast spells using Alliance—in fact, they probably are for-
tions as normal iron in most respects, a magically created object as a material mer members of one Veiled Alliance or
there is no reason why a Dungeon Master component are disrupted. Second, the another.
has to assume it can be worked as regular magically created material component
metal can. For example, the DM might ceases to be and it just isn’t available to Dragon Kings says that avangions
attract followers. Where are the charts
for this?
There aren’t any. The appearance of an
avangion is a momentous event in any
campaign, and its affect on the game has
to be carefully considered, then played
out. The first thing the DM has to do is
identify the most notable and powerful
good-aligned NPCs in the game; such
characters are certain to make overtures
to an avangion when they learn that such
a creature exists. Likewise, most neutral
and good folk who meet an adventuring
avangion are going to take a liking to the
character (unless the player controlling it
is a complete idiot). This is what the rules
are referring to when they mention allies.

Do avangions eat and sleep?


This is up to the DM. Judging from my
conversations with Tim Brown, Dragon
Kings author, advanced beings obey all the
rules for spellcasting (see “Sage Advice,”
issue #189), which means they must sleep
to regain spells. Otherwise, the DM is free
to assume that avangions never rest. Since
the rules say that an avangion’s mouth
begins to disappear as its form evolves, it
would be reasonable to assume that avan-
gions of 25th level or higher either don’t
eat at all or eat unusual materials, such as
the silver linings of clouds, moonlight
reflected off cactus spines, or the like. Per-
haps only fully transformed avangions are
completely self-contained. Lower-level
avangions who still have basically human
forms probably have to eat, but this, too, is
up to the DM.

Can avangions of level 26 and up use


the Prolific Forestation and Prolific
Vegetation psionic enchantments?
These spells not only require the use
of hands (to carve a staff), but also
require the caster to walk, not run, fly,
or levitate. Since high-level avangions

54 JUNE 1993
must fly only, they would have a hard elven ships are made from living pheres from old armada-style ships (see
time meeting this requirement. plants, do their air envelopes last Lorebook of the Void, page 56), but only
Yes, avangions can use these spells. Nev- indefinitely? when several of these large ships are
ertheless, the caster must walk. While Individual plants produce only minuscule linked together in a large ring and allowed
avangions of 26th level and above cannot amounts of oxygen, They also actually con- to grow into a solid, immobile mass.
walk in their natural forms, nothing pre- sume some oxygen when metabolizing the
vents them from using spells or psionics sugars they manufacture during photosyn- Can a riddlemaster (a kit from The
to change into something that can walk. A thesis. Healthy plants also require lots of Complete Bard’s Handbook) use his
simple polymorph self spell or Metamor- water, soil, and 12-18 hours of sunlight each probable path ability to choose a spe-
phosis psionic power are only two exam- day. Note that some darkness also is essen- cific card from a deck of many things?
ples of things that can do the trick. Note tial for healthy plants. These limitations No. The probable path ability depends
that the avangion can stop and renew a make them impractical for spelljammers. upon clues that the riddlemaster can
spell if he needs to, so long as the Prolific The only reason plants can help maintain comprehend and analyze. A deck of many
Forestation or Prolific Vegetation spell is planetary atmospheres is because they things provides no such clues.
not interrupted for more than a full vastly outnumber the animals.
round. The various “live” elven ships do not pro-
duce enough oxygen to affect their own
The Player’s Handbook states that air envelopes—though I suppose a
elves routinely live up to 1,200 years. derelict wild ship that is badly overgrown
Given this, I cannot fathom why elves might have a fresh envelope when found.
suffer a -1 Constitution penalty. The Elves can produce breathable atmos-
rules do say that elves are not as
“sturdy” as humans, but this is illogi-
cal. If anything, elves should get a +1
bonus to Constitution due to their har-
diness and longevity.
Longevity is not necessarily synonymous
with hardiness. A parrot lives a lot longer
than a horse, but horses have much better
Constitution scores than parrots do. Still,
play balance in your campaign probably
won’t suffer if you fiddle with demihuman
racial modifiers a bit. If you want to give
elves a Constitution bonus, just eliminate
the Dexterity bonus and assign a penalty
to some other ability score; elves in your
campaign might have lower Wisdom
scores since their long years tend to make
them a bit frivolous and impulsive.

The notes about grey elves on page


17 of The Complete Book of Elves says
that only the Conjuration, Enchant-
ment, and Greater Divination schools
of magic are open to elven mages.
However, the chapter on the magic of
the elves in the same book contradicts
this by including an Alteration spell,
camouflage. Where did this rule come
from? I can’t find anything like it in
any of the other books.
The passage on page 17 is erroneous. It
refers to Table 22, Wizard Specialist
Requirements, in the PH (page 31). It
should read: “Because the only wizard
specialties available to elves are Diviner
and Enchanter, grey elves usually do not
become specialist wizards.”
Elven mages (nonspecialized wizards)
can use any kind of spell, just as mages of
any other race can. Note that page 17
mentions Conjuration, but Conjurers
must be human or half-elven. Note also
that elves also can become wild mages,
but The Complete Book of Elves author
Colin McComb suggests that this special-
ization, too, is rare among grey elves.

Since plants take in carbon dioxide


and give off oxygen, what effect do
they have on spelljammers? Since

DRAGON 55
Rex Nebular
and the
Cosmic Gender
Bender
(MicroProse)

Back to the wars in fantasy land

Knightline This returns you to the GAME/CREATION gamer, we recommend you head for that
Sierra has signed ex-police chief Daryl screen. When you get here, press the left service’s game forum and download
Gates, L.A.P.D., to author the company’s mouse button and the game starts. If you Darkwood 1.2. It’s in a compressed file
next Police Quest installment. Gates press the right mouse button, you’re that will de-archive when you log off. This
stated, “I want to give computer users the switched to the CREATION option. Press extremely simple game lets you select a
opportunity to see what it’s like to be a the left mouse button, and the CREATION character and get involved in arena com-
cop in L.A. I want to show the day-to-day process is activated. If you have any addi- bat. A variety of creatures are offered for
pressures officers face and provide an tional problems, you can contact UBI you to fight, each worth a reward in gold
accurate picture of the dangers and diffi- Soft’s technical support hotline at (415) pieces. The tougher your opponent, the
culties they encounter in trying to solve a 332-5011. more gold you can win. To improve your
crime.” One of our favorite on-line services in chances in the arena, use your gold to buy
UBI Soft, the publisher of Koshan Con- addition to The Sierra Network is America better weapons and armor; you can
spiracy, has told us that some gamers Online (AOL). If you are a Macintosh obtain healing at the local inn. Save your
have a problem running the PC/MS-DOS game after each successful combat and
versions of that game. When the game Computer games’ ratings learn the individual strengths and weak-
starts, the screen with GAME and CRE- nesses of the hostiles you’ll face. It takes
ATION pops up. In a few seconds, the X Not recommended about three minutes to learn how to play,
game defaults to the opening credits or, in * Poor but you’ll be surprised at the entertain-
some instance, to the first screen of the ** Fair ment value this small game offers. The
game. If the game defaults to the credits, *** Good author of the game, Robert Chancellor,
you can leave that screen by holding down **** Excellent requests a $10 shareware fee if you enjoy
the left mouse button for a few seconds. ***** Superb the game. For such a small price, Dark-

DRAGON 57
wood is definitely worth the approximately
40-minute download (at 2400 baud).

H.E.L.P.
“In Knights of Legend, by Origin, how do
you solve Lieutenant Trimrose’s problem
of his missing heirloom? [Also,] in
response to Dale Ketcherside’s query in
your column in issue #189: First, you may
find the Shard of Cowardice in the under-
world that can be accessed through the
Dungeon Hythloth. Make certain to bring
gems and ‘Blink’ spells. You’ll also want to
get the ‘Mystic Arms and Armor’ located
there. Second, the jewels Sir Simon refers
to are the Crown Jewels of Lord British:
the Sceptre, the Crown, and the Amulet.
There are only three items, not four.”
—Andrew Webb, Columbia, Mo.
“I have a Deathspider ship with an 11th-
level mage as captain, and am infamous in
reputation. I wish to improve the reputa- Rex Nebular and the Cosmic Gender Bender (MicroProse)
tion and also figure out a way to have Mel-
car the Wise, a wizard and my helmsman,
remember spells—he always forgets wand.” zero hit points. When combat is over, his
them. This is very irritating when engaged Anthony also has a question regarding cleric can heal him with healing spells,
in boarding combat. Any help with either Eye of the Beholder: “Can anyone tell me and during the next combat, Pellinore
of these issues would be appreciated.” how to complete the special quests for lev- should be on the correct side again. As a
—Paul Rosin, Houston, Tex. els 8, 10, and 11? They are the only ones I side note, the extra references in the
“I am in need of help or a hint for Pools cannot discover, despite my best efforts.” Adventurer’s Journal to which Derek
of Darkness, from SSI. I am presently in Christopher Carter of Brooklyn, N.Y., refers (Sir Era, gully dwarves, etc.) are red
Moander’s Heart and have literally cleared also answered Brad’s plea. His hints are herrings. I would encourage Derek to pur-
out the entire Heart about 20 times. I am basically the same as Anthony’s, but he chase Curse of the Azure Bonds, since I
almost at the 22nd level. Here is the adds that the special wand you need to think he will find it more challenging and
clincher: I have already mixed the complete level 12 is the wand given to you more difficult than the DRAGONLANCE®
potions, as stated by the Watcher. But by the dwarves on level 5 as a reward for game series.”
every time I enter the left ventricle to con- bringing them the dwarven healing
front Tanetai, the Scepter of Bane is potion. He also recommends you save
grabbed, the walls contract, and I’m your game after you become invisible and Reviews
thrown into another section of the Heart. tackle Xanathar the Beholder. As far as
Is there a way to confront Tanetai without level 7 is concerned, when you place the Conquered Kingdoms ****
being hurled away?” —Sydney Arcand, stone items in the niches, scrolls appear. Quantum Quality Productions, PC/MS-DOS
Quebec Clues are received by reading the scrolls. This is a must-buy for all fantasy strate-
Anthony Caniano of Massapequa Park, Derek Bruff posed a question in our gist gamers. With a many scenarios, a
N.Y., comes to the assistance of Brad column in issue #190 regarding SSI’s wide variety of military units, and the
Aufderheide, whose H.E.L.P. request for Champions of Krynn Confusion spell bug. need to increase production during play,
SSI’s Eye of the Beholder was published in D. Millheim of Tallevast, Fla., writes, Conquered Kingdoms (CK) is a great game
issue #190. “The special quest of level 7 is “When a character has a Confusion spell that begs for continued play. Hundreds of
completed this way: Find the room in cast on him, that character temporarily hours of play are built into this game, and
which there are five portals. On the south becomes an NPC, run by the computer. your time is well spent as you move from
wall are three niches. Remove all of the When Derek saved his game, the charac- scenario to scenario, learning how to take
items from these niches. In the eastern- ter was still an NPC. Once the game is advantage of each unit’s strengths and
most niche, place the stone medallion. In saved, the bug prevented the computer weaknesses. CK’s graphics, sound effects,
the center niche, place the stone dagger. from recognizing the Confused character and soundtrack are not as crisp as other
In the westernmost niche, place the stone as a player character again. If he had games like it, but you’ll soon be absorbed
necklace. Notice that the stone imple- allowed the Confusion spell to wear off in the geographical conquests presented.
ments you placed correspond to the por- before saving his game, Pellinore wouldn’t Selecting either the basic or advanced
tals in the north wall. be in such a bind. To the best of my play mode, you command human and
“The special quest of level 12 is quite dif- knowledge, the bug is permanent. Derek fantasy units and seize territory. You gain
ficult Make your way to the door of will most likely need to create a new char- points for occupying towns, acquiring cas-
Xanathar’s chamber. Cast Invisibility 10’ acter to replace Pellinore.” tles, and defeating enemy units. You must
Radius, and read the Wand of Silvias. However, Ned Martell of Delta, B.C., also locate and use resources such as
Enter, and Xanathar attacks. Use the Wand believes he has a solution to this problem. coal, gold, and lumber. Without
of Silvias to force Xanathar back and pre- He writes, “What Derek should do is dur- resources, you can’t build additional
vent him from destroying you. Force him ing the next combat (possibly a random units, and without castle acquisition, you
back into his chamber east, then south, encounter, if there are any left) is to cast can’t obtain replacement units. The first
past the traps that your invisibility pre- Hold Person, Stinking Cloud, or other sim- thing you must do is locate a castle, then
vents from activating, into a small room. ilar magic on Pellinore to render him try to occupy it immediately! Resources
In the southern end of this room is a spike ‘helpless,’ then attack him with one of his abound and are designated with icons. On
pit. Force Xanathar into this pit using the other characters until he is reduced to some maps, strategic points are acquired

58 JUNE 1993
the screen, you’re informed as to the to go somewhere and complete an action,
number of resource units you are receiv- then return to your location. If you wish
ing each turn. This helps in planning to to look at something, your on-screen cur-
build the more costly units, such as drag- sor turns into a crosshair that you place
ons and wizards at 20 points each. over the item you wish to examine. Exits
If you’d like to take on an opposing king from the screen are located by moving
in a tournament, you can select the Casca- your cursor around; when it turns into a
tia mode of play. The object is to capture solid arrow pointing in a direction, that is
60% of the counties on the map. Special an exit. All of the command structures are
squares contain free resources, such as easy to learn and become instinctive as
gold or a wizard or dragon. Since you can you progress through the game.
randomly select provinces, games are Conversations with others are indicated
never repeated! by moving your cursor over an individual.
Another great feature of CK is modem When the crosshair appears, press the
play. One computer becomes the con- right button (the left button would bring
troller, then the game is on. The F1 key up the Examine menu); a talk menu then
sends messages between players. A special appears. When an NPC is engaged in con-
modem-save-game toggle temporarily versation, a word balloon appears above
saves your current game when the con- his head, and the text of that conversation
troller’s turn arrives; this prevents annoy- is presented in a window as though typed
ance when a connection might be lost due in. To continue the conversation, you
to line noise and the like. move your cursor over the character’s
CK is a highly enjoyable strategy offer- name at the top of the dialog window and
ing. With additional features such as press either button. You’ll be given a
Rex Nebular and the Cosmic Gender Bender modem play, the less-than-perfect graph- choice of questions or statements at the
(MicroProse) ics are quite forgivable. Learning the top of the screen, from which you select
should you conquer a specific location. capabilities of your units and forging what you wish to say to the NPC. Then
Once you decide where to start your toward world domination is a great deal press your left button. Unfortunately,
first scenario, you purchase troops by of fun. This game rates highly on our dol- although you’ve already highlighted the
spending points. These troops range from lar-to-play ratio, as the number of differ- text you wish to say, it appears as though
the powerful knight units to your most ent scenarios and the randomness typewritten in a dialog box above your on-
exotic unit, the spy. The latter can move availability allow you to play hour after screen character’s head. This slows down
quickly and can’t be observed by enemy hour without repetition. We think you the interaction and is repetitive—there’s
units unless they’re in the same square should take a look at this offering at your really no need for this.
he’s in. We found the spy perfect for local retailer—we’re betting it finds a Combat is a treat, though it does take a
acquiring new towns, resources, and place in your software library. We would few encounters to learn how best to attack
assassinations! Some of the fantasy units also like to see CK offered for the Macin- and defend. Three icons must be watched
include gargoyles, which can fly over any- tosh and Amiga. for: an Advance or Retreat arrow, and the
thing (great for acquiring uninhabited Axe. These represent attack and defense
castles), wizards, and dragons. Wizards Lure of the Temptress **** positions. To attack, you press the mouse
can bombard enemy units with fireballs, Konami, PC/MS-DOS button nearest to the target. To defend,
while a dragon can bombard castles and Get set to take on Selena, an enchan- you press the button the farthest from the
enemy troops (it also has a high hit-point tress who has seized the once-peaceful enemy.
attribute, making it hard to defeat). land of Turnvale. Using what the company Don’t expect NPCs you’ve seen in spe-
How you combine your units and use calls “Virtual Theatre,” Konami’s graphic- cific locations to be there later! Time
them against the enemy is the key to suc- fantasy game is top-notch. The interface moves on, and so do NPCs. Some good
cess. For example, if you’re confronted by uses a simple click-and-point directional ideas to keep in mind during play include:
several units of enemy cavalry, you should command. When your character, Dier- You can Bribe others (if you have cash);
bring your lancers forward, as they can mot, moves to an area you’ve clicked on, a peeking through objects is quite informa-
ruin a cavalry unit quickly. You must pro- clock icon appears when the reposition- tive; and talk to everyone you encounter.
tect your wizards and those units best ing is completed. When you see a movie One other problem we noted revolved
suited for dragon defense. You also can icon on-screen, an animation sequence is around a funny fellow we rescued form
build ships, which are great for transport- about to take place (such as a door open- the dungeon. When not assigned a task or
ing archer units across water. However, ing). The animation is quite smooth, and allowed to follow us from one screen to
even the water isn’t a safe place, as crea- the sound effects are really good. another, he wandered about aimlessly.
tures called rogs love the water and attack You’re never obligated to run your Additionally, this fellow blocked Diermot’s
units there. mouse cursor to the top of the screen to movement through a narrow passageway.
Once you acquire resources, you’ll reveal hidden command menus, except There was no immediate way for you to
spend time in the resources screen, for those that deal with game operations move past him. You must order the NPC
where you designate what units will be like saving or loading games. If you click out of your way by having him do some-
built based upon your stored materials. the right button on your mouse anywhere thing, which seems a little absurd as the
You highlight the unit you wish to build, on-screen away from characters or “friend” must know that he’s blocking
then left-click your mouse button (you can objects, you receive a general action pop- your progress. We also found a bottle
cancel your selection with a right button up menu with commands such as Look, early in the game that was quite useful;
click). Units can be built by spending Status, Examine, or Drink. You can set up two scenes later, the bottle was suddenly
either gold alone or a combination of some combination commands as well, broken glass, with no indication of how
gold, coal, and wood. You can always find such as ordering others to complete a set that happened!
the number of resource units you cur- of actions, all through the pop-up menu We feel Konami has published a good
rently possess by viewing the information structures and your two mouse buttons. graphic adventure, despite a few problem
at the top of the screen. At the bottom of For example, you could tell a companion areas. The story is interesting, the puzzles

DRAGON 59
are not overly difficult, and the interface is
easy to learn. Lure of the Temptress easily
fits into our software library as one of
those adventures we’d play again.

Realms ***½
Virgin Games, PC/MS-DOS
It’s quite exciting to face off against an
enemy as intent of ridding the world of
your presence as you are his. This game is
much like Castles and Conquered King-
doms, but this time it’s not a question
merely of combat and who can out-think
the other—you’ve also got to keep your
populace happy. A discontent citizenry
coughs up few taxes, and without the cash
to spur your economy, you can’t buy grain
to feed your citizens, you can’t train cav-
alry or armies, and you can’t equip your
troops well enough to ensure their suc-
cess in battle.
The graphic interface in this game
requires some getting used to. It’s not
simply point-and-click; you’ve got to move
the various screens by interacting with on
screen icons, some of them not necessar-
ily self-explanatory.
There are eight realms within which
you can adventure, each populated by var- The Summoning (SSI)
ious races. For example, the Three King-
doms finds orcs, dwarves, and elves all in On the Battle Screen, your army and the One lesson we learned early was to
the race for supremacy. The Great Divide enemy army march onto the field. Your ensure that all of our core cities (those
finds barbarians, orcs, dwarves, and elves heaviest troops are in the center of your you first start with) were consolidated
in an area where an inland sea divides formation, the lighter troops on the flanks. with plenty of armies and great citizen
two continents. Other scenarios contain Note where the high ground is; you may morale. When playing against more than
Vikings and amazons as well. have to march away from an enemy unit one opponent, we really enjoyed having
The first screen you encounter is within simply to seize the high ground, but a them fight one another over territory and
your fortress. From this point, you control troop of heavily armed warriors with weakening themselves before we initiated
the action around the known world. Mark- spears in a defensive position could prob- our own conquests.
ers, like stick pins, are stuck into a relief ably hold out against a larger but lighter Realms is a highly enjoyable, real-time,
map of the world. Yellow markers indicate force of enemy warriors or cavalry from strategic fantasy game. Once you’ve
your cities, red markers enemy cities, and such a location. By taking advantage of become comfortable with the interface,
blue markers friendly cities. The largest terrain features, we managed to cut you should be prepared for hours of fun.
marker is the capital. All realms have at enemy forces nearly in half with a smaller Certainly, Realms should be one of the
least one city and a capital. Taxes flow army, and thereby lifted a siege of our games you investigate at your software
from your cities to your capital. Should a capital on more than one occasion. retailer to become part of your library.
tax route be broken by an enemy unit, Flags in either corner of the screen
you’ll have to figure out another way for reveal the morale of the armies engaged Rex Nebular and the Cosmic Gender
that money to get to the capital. You can in combat. The lower the flag, the lower Bender *****
select alternate routes, but they are not the morale. Units that break because of MicroProse, PC/MS-DOS
usually the best routes, so it takes more low morale sometimes cause others MicroProse has successfully combined
time for the cash to get to the capital. within their army to rout as well. You the humor of the The Hitchhiker’s Guide
You adjust the tax rate from inside your command your various armies by clicking to the Galaxy, the lusty good times of
fortress. A scale shows if you have enough on the unit flag, then clicking on the icon Leather Goddesses of Phobos, and the
cash to pay your armies. Simultaneously, that represents the command you wish graphics and high adventure value of
you want to decide how best to grow your followed. You can change formations Monkey Island into one of the best graphic
cities (definitely consider building stone from wedge (best for attacking) to square adventure games on the market: Rex Neb-
walls when you have the money to do so). (best for defense). Or, you may rotate units ular and the Cosmic Gender Bender.
And don’t forget to buy grain! Without it, in any direction you wish. For your mis- As Rex, you’ve been given the task of
your citizens starve, their health declines, sile-equipped armies, you select the unit finding a vase for an eccentric trillionaire.
they become despondent and vulnerable you wish to fire, then select the fire mis- The problem lies with that the planet
to other ideas, and that’s not good for you! sile icon, then select the enemy unit you where the vase was last seen has disap-
When you view the Playfield, time starts. wish struck by your fire. You can also peared. When Rex finally finds the invisi-
You can focus in on individual army units retreat, if necessary. The best way to fight ble planet, he runs into the natives—who
to determine overall strengths. There is enemy units is to break up their forma- happen to be female and not too happy
also a crystal ball in this screen. If it tions; draw out units one at a time and try that an outsider has found their planet.
sparkles, a message is awaiting to be read. to avoid direct, frontal assaults. If you Rex’s ship is blown up, and he is stranded
Should crossed swords appear in it, it’s have bowmen, use them right away. Once on the surface of the cloaked world. It’s
time for battle. Simply click on the crystal enemy units start approaching, there’s lit- your task to successfully guide Rex off the
ball and you enter the Battle Screen. tle time for missile melee. planet with the vase, perhaps even negoti-

60 JUNE 1993
ating with the hostile beauties who inhabit away. However, some actions require the
the planet. screen be brought up immediately. Let’s
The game uses a command structure say you’re in combat (which you’ll be
similar to LucasArts adventure games. involved in quite a bit) and your falchion
Actions are accomplished by selecting a breaks. Unless there happens to be
command for Rex from a list at the bot- another weapon lying on the ground that
tom of the screen, then selecting the you can grab and use, you’ve got to pull
object, person, or inventory item to com- up the screen and switch items from your
plete the process. The commands Look, inventory to the right or left hand of your
Take, Push, Open, Pull, Put, Talk, Give, character’s body presentation. While you
Close, and Throw are present. When an do this, you’re taking hits! It’s called real-
item is picked up, you are shown the time adventuring, and it works very well.
object (if you have enough memory within Magic is impressive. Hand movements
your computer, the object revolves in are required to cast spells. The higher
three dimensions!), and a list of special your experience with the various magic
commands are shown that can be used skills, the more hand movements become
for that object only. For example, by hav- available to you. This is the one time dur-
ing Rex pick up a pair of binoculars, the ing the game—when you are channeling a
two new commands of Look At and Disas- spell—that game play halts, thank good-
semble appear in the command set. ness! When you enter the spell memoriza-
The animation and backgrounds are tion screen, you select from an assort-
extraordinary, taking advantage of roto- ment of hand positions to cast your spell.
scoping techniques. The music and sound Multiple spells can be created; however,
are absolutely fabulous, as is the speech in overtax yourself and you might find your-
the introduction (for those who have self losing a spell. Keep an eye on your
Soundblaster cards). Even the introduc- spell points indicator. Multiple spells are
tion itself is good, setting up the game’s designated by a small number within the
background in a highly entertaining man- appropriate spell icon area.
ner. The only problem we ran into with There are four types of spells: wizardry,
the game is the amount of space it con- sorcery, enchantment, and healing. You
The Summoning (SSI)
sumes, both in RAM and hard disk space. determine at the opening of the game
The game consumed 20+ megabytes on which area you wish to specialize in, as
our hard drive, and even with 4 MB of labyrinth. Only through your experience well as which weapon skill is your base
RAM, we still had to turn off a special fea- and numerous saved games will you be skill. Rowena of the Council will supply
tore or two. It is recommended on the able to master the Shadow Weaver. you with all of the background informa-
game box that the game be played on at At first, the interface may leave you tion you require regarding the Shadow
least a 30386 machine at 20 MHz, and we somewhat confused. You observe a three- Weaver and the threat he presents. There
wholeheartedly agree. For those who can dimensional overhead map occupying are also rune stones within the labyrinth.
meet these hardware demands, Rex Nebu- approximately two-thirds of your screen. Different stones offer unique magicks: For
lar is a fun and challenging game with Below the overhead screen is the top one- example, Perth randomly increments a
three different, difficulty levels. third of the character screen. It shows magic skill by one level, Dagaz casts a
Rex Nebular has both “nice” and your portrait, a sword that fills with red as Spell of Slaying, and Hagalaz casts a Spell-
“naughty” capabilities. The “naughty” set- you suffer hits, your encumbrance, your fire spell. There are 24 different Rune
ting includes nudity and many double- spell point status, your right- and left- Stones (good luck finding all of them).
entendres. You have the ability to switch hand action icons, and the spells you cur- Once you’re in the labyrinth, you’re on
the content of the game from “naughty” to rently have memorized. To see the your own except for whatever information
“nice” when curious, young eyes are remaining portion of the character you can retrieve from Magic Mouths,
watching the game. One setting allows you screen, you need to drag this window up NPCs, and other documents. You’ve got a
to keep the game fixed at “nice” until a and over the overhead view screen. Now long way to go before success can be
password is typed in to unlock the you can easily view your inventory: a full- claimed. We found a combination of
“naughty” feature. body view of what armor you are wearing mouse and numeric keypad use was the
In our opinion, the Rex Nebular team at and what weapons you have equipped, best way to maneuver through the game.
MicroProse deserves a round of applause rating statistics for everything from magic We used the numeric keypad for charac-
for this great adult offering. We eagerly to attributes, and at the bottom a status ter movement, as far more precise posi-
await future adventure games from this block that reveals your current experience tioning is available this way. When you’re
company. points and a disk icon for saving and load- confronted by pits, surrounded by crea-
ing saved games. Once you get the hang of tures that are pounding you with sharp
The Summoning ***** using this screen, it doesn’t interfere with weapons, or trying to avoid rolling balls
SSI, PC/MS-DOS game play. that tend to leave you a little less than you
The Summoning is great entertainment You can easily equip your hero with the were before you met them, you want to
and adventure rolled into a huge labyrinth character screen at its lowest position make certain your character is correctly
controlled by the Shadow Weaver. With simply by picking up an item and deposit- aligned to counter the opposition. A
more than 40 levels of action, with many ing it on your character portrait. When mouse click simply doesn’t offer the pre-
NPCs, creatures, weapons, magical items, you retrieve something, either from the cise control needed. However, the mouse
pits, and teleporters, The Summoning pro- three-quarter perspective view screen or is best used for all other game require-
vides the gamer one of the highest dollar- from your inventory, your cursor turns ments, such as inventory switching,
to-play ratios we’ve experienced. In The into an image of that item. If your charac- selecting options from the various sub-
Summoning, your hero is not treated very ter had an item in his right hand, the cur- menus, and for dragging the character
well within the corridors and subter- sor becomes that item and you can screen up and down.
ranean passages that abound in the deposit it in your inventory or throw it You can always tell how well (or how

62 JUNE 1993
badly) your character is doing by viewing screen. Have the enemy ship centered in
his hit point and spell point status. The the main view screen, and pound them
foes that run amok throughout the with your weapons. If you are running
labyrinth are varied and quite combative. away and want to hit them, use the same
Thankfully, you can save the game at any maneuver.
time you wish, so you can always be pre- Paul Rosin
pared to recall your last activity should Houston TX
your current one end in your demise.
There is automapping through the use of Curse of the Azure Bonds (SSI)
an object called a palimpsest. Plus, The 1. In the Tilverton sewers, you may
Summoning offers a feature we wish other come across a room tilled with a dozen
fantasy role-playing games would offer: otyughs and a half-dozen neo-otyughs. If
You can print the layout of the level your you win, you gain about 30,000 xp and
character is currently exploring! You can gain four gems plus a piece of jewelry.
also print the text of the many NPC inter- The gems are cheap (25 to 50 gp value),
actions your character experiences. but the jewelry is worth 3,000 gp.
The Summoning is top-notch stuff and 2. When adventuring, drop all coins.
will provide gamers with hundreds of Don’t worry, you can always clone magi-
hours of adventuring. There isn’t room cal items like Bracers of Defense (AC 4),
this month to discuss some of its finer which are worth 9,000 gp. Rings of Wiz-
points. We do expect to offer some hints ardry are worth 25,000 gp!
and tips in future columns. Although the 3. When fighting the “Bits of Moander,”
graphics and animation are not “photore- lightning and fire attacks are useless, but
alistic” (the latest buzzword), they are cold does affect them. Also, the spell
standard for VGA screen visuals. We have Charm Monster works, too.
not yet completed our adventure and are 4. When entering Yulash, ask permis-
loathe to leave The Summoning to start sion to get in. When you’re in the waiting
other game reviews—that’s how much we room and the Zhentil spies run by, fight
enjoyed this adventure. You absolutely them. When you chat with the Comman-
must consider The Summoning as a more- der, parlay “nice.” He will order his men to
than-worthwhile addition to your soft- leave you alone. Also, when you encounter
ware library! dirty-looking people, use the Flee option;
trying to parlay with them gets you into a
fight.
Clue corner 5. This is for Yulash and the drow caves
outside Hap: When moving around, turn
Dark Queen of Krynn (SSI) off the Search option to reduce the num-
With this trick, you can create a knight ber of encounters.
that has 255 hp. First, use Modify mode on 6. Don’t underestimate the usefulness
the knight that you wish to give higher hit of the magical item, Dart of the Hornet’s
points. If his/her Constitution is 15 or Nest. It is particularly useful against any
higher, lower it to 14 or less. Now, lower drow elf or monster with magic resis-
his/her hit points until the character has 0 tance.
hp. All you do now is subtract one more hit 7. If you are in Hap, fight with the drow
point, and the character now has 255 hp. patrols before entering the barn. If you
Adam Di Carlo wish to avoid them, do not allow Akabar to
Homewood IL join your party; he always stirs up trouble.
8. If you are going to let an NPC join
Pirates of Realmspace (SSI) your party, make sure you have extra mag-
1. To get the crew under your control, ical armor and weapons to give the NPC.
use the quick option in boarding combat If you don’t give NPCs these items, they
and click on the crew icons. This way, are pretty much useless except as cannon-
they actually help instead of get in the way. fodder.
2. After using the above trick, some- 9. After defeating Dracandros, get out
times the computer automatically quick. There are still salamanders and
switches the crew over to short bows dark elves about in the courtyard.
instead of keeping their cutlasses. Since 10. When entering Zhentil Keep, don’t
they have such limited ammunition for open doors that have no writing above
the bows, this can be a major pain. To them. If you do, all you’ll gain is a battle
pass this option up, move the crew next to and a mark against your record.
the enemy you wish to attack and switch Matthew Appleyard
them to computer control. When you Coldwater, Ontario
want to move them to a new position, take
control as in #1 above and move them to Write and tell us what you want to see
the new spot. reviewed. Your hints and tips for fellow
3. In ship-to-ship combat, a good way to gamers are tremendously important. Mail
hit the enemy ship without being hit your- them to: Clue Corner, c/o The Lessers, 521
self is to find the right speed that keeps Czerny Street, Tracy CA 95376. Until next
the enemy ship about two or three mil- month, game on!
limeters from the edge of the radar
©1993 Dream Quest Games, Ltd.
DRAGON 63
Create even more bizarre GAMMA WORLD® game mutants
with these new mutations
by Kim Eastland
Artwork by Tom Baxa

Now that TSR has unleashed the Mutation descriptions gathered under this heading in the master
GAMMA WORLD® 4th Edition game on the table. Roll 1d12 and consult the subtable
gaming public, players once again can Anti-Necrobiosis to see which defect the character has.
enjoy that marvelous class of character Physical; Automatic, no MP Remember, no PC can have more than
abilities: mutations. Oh, sure, there are The mutant undergoes necrobiosis, the one physical defect. Most of these defects
pure strain humans and robots on natural death of tissues caused by wear or can be found in the rulebook, but the
Gamma Terra, but the vast majority of aging, at an incredibly slow rate. The Phased Out and Uncontrollable Power
GAMMA WORLD game players like to play character ages so slowly that his natural Wave defects are new and explained here.
mutated humans, animals, and even lifespan is 500+1d100 years. The mutant Phased Out (Physical; GM Activated,
plants. Why? Because the combination of with this power is not immortal; she can MP 4d6-L): The GM rolls this defective ver-
mutations generated for a GAMMA be killed in an accident or combat. Aging sion of the new Phasing mutation once
WORLD player character is unique to effects of any kind—natural, mutational, per day. First, roll a hi/low die and 1d12.
each individual. Characters do not usually magical, or by device—age the character This will determine what hour of the day,
belong to “races,” so no other character only 20% of the normal effect. Further- starting at midnight, the defect will occur.
has that singular mix of mutations, skills, more, this mutation allows the character Second, the GM rolls to activate the defect;
and now—in the 4th Edition game—char- an additional +3 bonus on any Health a +2 modifier is allowed if the character
acter classes. rolls vs. disease, poisons, or radiation. is involved in stressful activity, such as
Creating new mutations is also one of combat. Third, the GM rolls 1d10 + 10 for
the big kicks for GAMMA WORLD game Darkness Creation the number of rounds the defective
masters. It is always enjoyable to see a Physical; Activated, MP 4d6-L mutant will be Phased Out.
player’s eyes go wide when she rolls a The mutant’s body can absorb light, with Uncontrollable Power Wave (Physi-
mutation she has never heard of or hears a radius of 5 + (MP modifier) meters. The cal; GM Activated, MP 4d6-L): The GM rolls
how a previously known mutation is now effect lasts for 1d10+(MP modifier) rounds. this defective version of the new Power
slightly different. This darkness blocks all illumination into Wave mutation once per day. When the
This article is an expansion of the Physi- the area up to an intensity equal to that of a character is created, the GM must consult
cal Mutations table on page 18 of the glow cube. All other brighter lights, such as the Power Wave mutation for range, dam-
GAMMA WORLD rulebook and incorpo- floodlights, arc lamps, the Photogeneration age, and so on, then roll on the revised
rates new and altered physical mutations. mutation, etc., have their intensities and Hands of Power mutation subtable to see
Some mutations have been expanded to their ranges halved. A PC mutant cannot what kind of power is emitted. Next, he
include more options within their original see in his own area of darkness, but it is rolls a hi/low die and 1d12 to find at what
definitions, while others are completely rumored that some creatures with this hour of the day, starting at midnight, the
new. By perusing this list of new powers, a mutation can see in it as if it were daylight. defect occurs. Finally, at the appointed
GM may learn how to combine existing Lowlight amplification mutations and time, the GM rolls to activate the defect; a
mutations and devise new ones to suit his devices do not work in a Darkness Creation +2 modifier is allowed if the character is
own particular campaign. GMs should area, though infravision and ultravision do involved in stressful activity, such as com-
feel free to reassign the percentages listed work. Once activated, this darkness exists bat. The Uncontrollable Power Wave
here if any of the mutations are inappro- until either the mutant switches it off or mutation causes tremors within the
priate for the campaign. the duration ends, even if the character is player character that he can feel, occur-
In any case, there is more variety in this unconscious or dead. ring 1d4+2 rounds before the actual
new list due to the additions and redefini- explosion of energy.
tions, which ultimately means more Defects Since this is an extremely difficult defect
mutants roaming the strange and savage Physical; Varied for the character to play with, the GM may
lands of Gamma Terra. Most of the physical defects have been wish to grant the player character an

DRAGON 65
additional “saving throw” when the defect and +1 damage bonus. However, a spin- Gas Generation
activates. Whenever the character starts ning character can perform no other Use the Gas Generation mutation in the
trembling, the player can be allowed a action except this attack or flying. He can- rulebook on page 33, but roll 1d10 on the
MS + IN modifier roll to keep the explo- not dive or perform mental mutations appropriate subtable on the Revised Phys-
sion from occurring—a willpower unless he has the Dual Brain mutation, ical Mutation List. The first six types of gas
attempt made by the character to contain Energy Release [Activated, MP 4d6-L): are described in the rulebook; the others
his explosive nature. The mutant can focus and expel a certain are detailed here.
type of energy about herself; when Partial Nerve Damage: Treat as the
Flight directed below and behind her, this Diminished Sense: Touch defect while the
Physical; varied energy propels her through the air. The gas lasts.
The mutant can fly by a specific means type of energy is up to the character when Extreme Irritation: Treat as the Doubled
that is rolled on the Flight subtable using she is created. Heat, sonics, gravitic waves, Pain defect while the gas lasts.
1d6. When maneuvering while flying, the and magnetic pulses are the most com- Molecular Agitation: Treat as Pyrokine-
MP Score is used instead of the DX mon types. The energy surrounding her sis to everyone in the area, building up
Attribute. Details on each new type of also grants her a +2 AC bonus. The air damage per round as per the mutation.
flight follow (some have been changed speed for this type of flight mode is Molecular Insulation: Treat as Cryokine-
from the rulebook): 20 + (MP modifier), but never slower than sis to everyone in the area, building up
Gas Bags (Plant; Activated, MP 4d6-L): half of that. This energy release is so pow- damage per round as per the mutation.
See the rulebook, page 32. erful that a -2 modifier is applied for the
Wings (Automatic, MP 4d6-L): See the purpose of maneuvering. A character can Hands of Power
rulebook, page 47. fly this way for 1d6 +2 + (MP modifier) This expands and slightly revises the
Air Sail (Automatic, MP 4d6-L): See the rounds before she must land. She need existing mutation, given in the rulebook
rulebook, pages 26-27. not rest, but she must build up the energy on page 33. The mutation’s description is
Whirling (Activated, MP 4d6-L): The again for three hours. the same, but roll 1d12 on the expanded
character can spin his body and whirl his The mutant can do little else than fly subtable to determine the type of energy
arms at great speeds. While doing this, he when this mutation is activated, but she released. Energy types are detailed here:
can fly or hover in place like a helicopter. can use this flight to attack. She does this Zapping Hands: Bolts of electricity.
He has a flying speed of 10 + (MP modi- by flying into the target, using her body as Hot Hands: Microwave heat.
fier). A spinning character can maneuver a powerful ram. This causes (2+MP modi- Laser Hands: Short-range laser beams;
in the air as well as one with wings, but he fier) × 1d6 bludgeon damage to the target, player’s choice of what kind.
does tire more quickly and so can only with damage to the flyer equaling 2 + (MP Gamma Hands: Deteriorating radiation
whirl for a number of minutes equal to modifier). The mutant can control or emit causing 3d6 damage only; no other checks
this MP score. Once on the ground, he this energy in no other way. need be made.
cannot fly for at least an hour. Note: If the mutant has one of the Cold Hands: Shimmering waves of arc-
While whirling, he has a +1 bonus to power attack mutations and it is the same tic cold; can even freeze liquids.
his AC, and no one with less than a PS of type as the energy release mutation she Weed-Whacker Hands: Defoliating
40 and a DX of 30 can grasp or wrestle uses to fly, she is allowed this power waves of sonics that damage only plant
him. While whirling, the attack while flying. life.
mutant can still make Blaster Hands: White flash and a bang,
an unarmed attack as a
physical combat action,
with a +2 THAC

66 JUNE 1993
just like the blaster weapons. Material Transformation must roll 1d12 to determine what material
Disrupter Dukes: Accelerated charged Physical; Activated, MP 4d6-L is affected and 1d6 to determine what
particles fired; damage is increased to The mutant is able to touch a certain material results. Any duplication, such as
3d8+ (MP modifier). type of material and transform it into wood into wood, must be rerolled.
Gravitic Pulse Paws: No damage, but another material. The area affected is the
halves target’s movement rate and num- item touched, plus any amount of the same Material touched (roll 1d12)
bers of actions performed by increasing material connected to it within a l-meter 1. Duralloy
the gravity around it. radius. If dealing with a large area like a 2. Leather
Fluctuating Fists: Hands emit alternat- wall, the depth of the material transformed 3. Plastic
ing heat waves and cold blasts, damaging is 30 cm (about a foot). The materials 4. Stone or rock
like Hot and Cold Hands to living targets, affected are established upon the creation 5. Wood
but causing double damage to materials of the character and never change. An 6. Synthetics (e.g., nylon)
susceptible to expansion and contraction: example of this mutation is the hoop’s abil- 7. Rubber
concrete, metal, plastics, etc. ity to transform metal into rubber. The 8. Bone
Stun Mitts: A magnetic pulse that does transformation is permanent until some- 9. Cloth
no damage but acts as a stun ray pistol. one with the reverse Material Transforma- 10. Glass
Alternating Emissions: Roll 1d10 on this tion power changes it back. The mutant 11. Pottery or ceramics
chart each time the mutation is used to
see what energy is emitted (Stun Mitts
cannot be generated with this form of the Revised Physical Mutation List
mutation). 07 Blaster (N)
08 Disruption (N)
1d100 Mutation 09 Gravity Pulse (N)
Improved Vision 01 Anti-Life Leech
10 Fluctuating (N)
Physical; Automatic, No MP 02 Anti-Necrobiosis (N)
This mutation entry simply combines 11 Stun (N)
03 Bodily Control* Alternating Emissions (N)
similar, existing mutations. 12
04-05 Carapace* Heightened Balance
22
06 Chameleon Power*
23-26 Heightened Physical Attribute
Insomnus 07 Darkness Creation* (N)
27 Heightened Precision
Physical; Permanent, No MP 08-11 Defects (C)
28-29 Heightened Sense
The mutant has little or no need for 01 Achilles Heel (D)
sleep. Roll 1d6 and consult the table below 30 Heightened Speed*
02 Allergy (D) Immunity
to see what sleep the mutant may require: 31-32
03 Attraction Odor (D)
33-34 Improved Vision (C)
04 Chemical Susceptibility (D)
01-02 Infravision*
1d6 Sleep needs 05 Diminished Sense (D)
03-04 Night Vision*
01-03 Mutant needs four hours of sleep 06 Doubled Pain (D)
every 24 hours 05-06 Ultravision*
07 Energy Sensitivity (D)
Mutant needs two hours of sleep 35 Insomnus (N)
04-05 08 Fadeout (D)
every 24 hours 36 Kinetic Absorption*
09 Nocturnal (D) Material Transformation* (N)
06 Mutant needs no sleep at all 37
10 Photodependent (D)
38-39 Multiple Limbs
11 Phased Out* (D,N) New Body Parts (C)
40-69
12 Uncontrollable Power Wave
70 Phasing* (N)
(D,N) 71 Photogeneration*
12 Density Control (Self)*
72 Plasma Spheres* (N)
13-14 Dual Brain
73 Poison*
15 Energy Absorption*
74 Power Touch* (N)
16 Energy Metamorphosis*
75 Power Wave* (N)
17-18 Flight*
76-77 Regeneration*
01 Gas Bags*
78 Shapechange*
02-03 Wings* Shapechange Into Object* (N)
79
04 Air Sail*
80 Silence Field* (N)
05 Whirling (N)
81-83 Size Change
06 Energy Release (N)
84-85 Sonar
19 Gas Generation*
86 Sonic Blast*
01 Stench
87 Sonic Roar* (N)
02 Blinding Sound Imitation
88
03 Poison, Debilitative Transfusion*
89-91
04 Hallucinogenic Vocal Imitation
92
05 Paralytic
93-94 Zip Healing* (N)
06 Burning
95-96 New GM-created mutation
07 Partial Nerve Damage (N)
97-99 Roll two mutations, rerolling
08 Extreme Irritation (N)
this result
09 Molecular Agitation (N) Player chooses one mutation
00
10 Molecular Insulation (N)
20-21 Hands of Power* * Mutation has a power score; roll 4d6-L
01 Zapping (C) The new mutation selection com-
02 Hot bines previously separated mutations
03 Laser
under one heading
04 Gamma
(D) Defect
05 Cold (N)
(N) New or altered mutation
06 Defoliating (N)

DRAGON 67
12. Metal (roll a hi/low die for soft or hard mal light to see but appears to others as a spheres per day. Untouched spheres fade
metal) ghostlike form not easily recognizable. away after 1+ (MP modifier) hours.
She cannot affect nonphased creatures in
Resultant material (roll 1d6) any way, nor can they affect her without Power Touch
1. Fleshlike, organic, living substance being Phased themselves. Phased charac- Physical; Activated, MP 4d6-L
2. Rubber ters can react to each other normally, as if This mutation is similar to Hands of
3. Wood on the same plane of existence. Power, and the type of energy emitted is
4. Leaflike fiber The duration of this mutation is rolled on the table under that mutation.
5. Glass 20 + (MP modifier) rounds. The character This mutation differs from the latter,
6. Metal (roll a high/low die for soft or can phase back into real time/space either though, in that: a) the mutant must touch
hard metal) through her own desire or because the his target to cause damage (make a suc-
mutation’s duration has lapsed normally. cessful Unarmed Combat attack if target is
New Body Parts If a mutant, for any reason, suddenly unwilling); b) the damage is 1d6+ (MP
Physical; Automatic, No MP Phases back to her normal state while an modifier); c) the mutant can store 10 + (MP
This mutation is similar to that found in object intersects her body in any way, she modifier) blasts; and, d) one blast is regen-
the rulebook on page 39, but combines all suffers terrible damage equal to half her erated every hour.
the unusual body parts under this head- normal available hit points (not her cur-
ing. These include such standards as Pho- rent total, but her normal maximum) if Power Waves
tosynthetic Skin, Gills, Horns and Antlers, less than half her body intersects the Physical; Activated, MP 4d6-L
Poor Dual Brain (D), Poor Respiration (D), object. If more than half of her body is The mutant has the power to emit spe-
Quills or Spines, Skeletal Enhancement, interrupted by solid matter, instant death cial energies from his body, somewhat
and so on, along with any new ones the results. In either case, she loses whatever like the Hands of Power mutation. How-
GM wishes to add. Once this selection is body parts were molecularly bonded with ever, the blast affects a 15-meter-radius
rolled, the player has a 10% chance for a other materials. area from the user, plus 1 meter per MP
defective new or altered body part. Other- modifier. The damage is still 3d6 + (MP
wise, he should select a beneficial muta- Plasma Spheres modifier), but it radiates out in waves
tion, with the GM’s guidance. Physical; Activated, MP 4d6-L from the mutant for 2 + (MP modifier)
By activating this mutation, the charac- continuous rounds, even if he moves or
Phasing ter can create a sphere of invisible, stable, performs other actions. Once started, it
Physical; Activated, MP 4d6-L low-grade plasma by merely touching a stops only if the mutant loses conscious-
Once per day, the mutant can vibrate surface. The sphere is 1 cm in diameter ness or dies. The mutant is completely
the molecules of her body (and all items and can be seen by only the mutant pro- immune to the effects of this power, no
she is wearing and carrying) so that she ducing it and anyone with Ultravision or
moves “out of phase” with the world the proper detection equipment (which is
around her. This does not affect the status extremely rare). The sphere remains
of anyone else, but it allows the mutant to wherever the mutant creates it, whether
travel through any substance except a on a path, an item, in a doorway, etc. If
force field at a movement rate of 3. While anyone else touches the sphere, it
phased, the character still requires nor- explodes immediately in a 2-meter radius
for 1d8+ (MP modifier) damage. A force
field touching the sphere will not detonate
it, so it is possible for someone with a
working force field to step on a sphere
and not detonate it. This mutation gener-
ates an unusual plasma energy that is not
included in the standard Energy Absorp-
tion, Reflection, or Conversion mutations.
The mutant can create 4+ (MP modifier)

matter what the source. Once the waves


stop, two hours are required to regener-
ate another blast. Roll on the expanded
Hands of Power mutation subtable for the
type of energy emitted.

68 JUNE 1993
Shapechange Into Object greatly increased healing is an attempt to
Physical; Activated, MP 4d6-L make the game more playable in
The mutant can assume the shape of any extremely tough situations. Other muta-
item or nonsentient geographic feature tions, such as Transfusion, may also be
(such as a normal tree, a boulder, etc.) that altered like this.)
she has touched for at least two consecu- Replace the first paragraph of the Total
tive turns. A Difficulty rating modifier may Healing mutation, found in the rulebook
be assigned by the GM based on how differ- on page 47, with: “The character can com-
ent the size and shape is from the being’s pletely heal himself of all his lost hit points
original form. This change allows the once per 24-hour period. He can do this
mutant to duplicate any of the natural phys- up to (MP modifier)-1 times per week, but
ical abilities of the assumed form, such as a never less than once per week. It takes
sword’s edge and, thus, its damage, but 4-(MP modifier) rounds for all these hit
does not duplicate the inner mechanical or points to return, but always at least one
energy workings, or magical or mutational round. The GM can figure out what per-
abilities, such as a laser beam (though she cent of the lost hit points return every torn
could look like a laser pistol), an internal if necessary. The healing mutant may do
combustion engine’s ability to burn gaso- nothing more than stand or lie down
line and run, etc. It takes one torn to trans- while he heals. He must consume three
form. Unlike the other Shapechange times the normal food and water rations
mutation, all the being’s gear or clothing each day that he uses this mutation.”
The second paragraph of the Total Heal-
ing mutation stands unaltered except for
the last sentence, which should read,
“One attempt can be made at the end of
every round of healing, if the healing
mutant has uninterrupted concentration.”

Silence Field
Physical; Activated, MP 4d6-L
The mutant can generate a field of
silence around himself that extends in a
globe with a radius of 2 + (MP modifier)
meters. Once activated, the field lasts for
10+ (MP modifier) rounds, whether or not
the mutant loses consciousness. The
mutant can store enough energy to create
1+ (MP modifier) silence fields. It takes four
hours to regenerate a field. The field com-
pletely negates all sound within it, includ-
ing sonic attacks. Anyone in this field
during a sonic attack is also exempt from
its damage. The player characters cannot
talk with anyone within the field, as no
sound can be heard at all, including pleas
of help beyond the party’s line of sight. A
silence field grants the user a +4 to any
Stealth or Surprise roll he must make.

Sonic Radar Were we great or what?


Physical; Activated, 4d6-L What do you think of this magazine?
transform with her, as long as she is not This mutation is similar to the Sonic What do you like best or want to see
heavily encumbered. Blast mutation, with two important excep- changed most? What do you want to
While changed, the character retains tions: a) it is not a projected sonic beam, see next? Turn to “Letters” and see
her mental mutations and awareness (IN, but an area-effect attack with a radius of what others think, then write to us too!
MS, a Perception of 4, and her own per- 10+ (MP modifier) meters; and, b) the
sonality), but is immobile (the mutant can- mutant can use this attack once every
not transform into any device as 10-(MP modifier) rounds.
complicated as any type of functional
vehicle). It is up to the GM to determine Zip Healing
what physical mutations she keeps, if any, Physical; Activated, 4d6-L
when the mutant changes. This mutation differs from Total Heal-
The duration of this mutation is much ing, so it has been moved to the physical
shorter than the normal Shapechange mutation list. This mutation reflects the
mutation, being (5+ (MP modifier)) x 10 body’s recuperative powers, not a men-
rounds. tal attempt to override pain or talk the
body into something. (The faster,
Character kits in a DARK SUN™ Campaign
by L. Richard Baker III
Artwork by Brom

The world of Athas is tilled with dan- The character kits introduced in the Using existing kits
gers and perils unknown in the other PHBR series are archetypes built around
worlds of the AD&D® game. Evil sorcerer- the literary and historical examples of Let’s begin by taking a look at some of
kings, ambitious templars, fierce thri- heroic adventurers. Unfortunately, a the kits of the AD&D game. While a num-
kreen, and deadly new monsters such as DARK SUN campaign can’t draw on very ber have to be dropped entirely, we can
the silt horror or the braxat all set the much of this material. Swashbucklers? adapt several of the player-character types
DARK SUN world apart from the tradi- Cavaliers? Pacifists? Many of the best to a DARK SUN campaign without too
tional fantasy campaign. While the character kits of the AD&D game do not much trouble. Note that items like
uniqueness of the setting makes for an work in a DARK SUN setting. Obviously, it required equipment, weapon selection, or
outstanding campaign, it also makes it is going to take a little tinkering with some nonweapon proficiencies may have to be
very hard for a Dungeon Master to use of the tried and true player-character tailored to a DARK SUN setting.
material from sources like the various types to come up with a set of stereotypes
“complete character handbooks” in his that belong in an Athasian setting.
own DARK SUN campaign.

DRAGON 71
Warrior kits mended proficiencies are included. assignment to different duties.
Amazon Equipment: Any special requirements Free slave warriors may have simply
Barbarian (human, dwarf, or elf herds- for character equipment are listed here. escaped or have won their freedom
men of the Tablelands) These are generally not hard-and-fast through some great act of courage. Of
Beast-rider (crodlus, kanks, pterrans, restrictions, but a player who insists on course, escaped characters must always
or inixes) using equipment specifically barred by his watch for templars or slave hunters.
Myrmidon character’s kit is not doing a good job of Freed characters may occasionally be
Savage (halflings and thri-kreen) role-playing and may need to consider mistaken for escapees and attacked as
Wilderness warrior (elves or thri- abandoning the kit. well. In either case, the free slave warrior
kreen) Special benefits: Most kits enjoy a no longer has the resources and wealth of
special benefit or two. These may be reac- a noble or merchant house to aid him.
Wizard kits tion bonuses, special rights in the charac- Weapon proficiencies: Required:
Amazon sorceress ter’s society, or attack or defense bonuses. choice of spear, crossbow, or pole arm,
Militant wizard Special hindrances: Most kits also and also a specialization in an unarmed
Mystic (preservers only) suffer from a special disadvantage of some combat style (not required for gladiator
Patrician kind. The character may be a hunted out- characters.) The slave warrior receives a
law or may have a reaction penalty with bonus proficiency slot which may be used
Priest kits certain kinds of people. to specialize in any melee weapon.
Amazon priestess Wealth options: A few kits have special Nonweapon proficiencies: Bonus:
Barbarian priest (no templars) rules regarding their beginning wealth Endurance, Heraldry. Recommended:
Nobleman priest (no druids) and the amount of treasure they can Animal Handling, Animal Training, Blind-
retain. fighting, Gaming, Land-based Riding,
Thief kits Reading Lips.
Assassin Warrior kits Equipment: A slave warrior receives
Bandit one set of any nonmetallic armor and a
Beggar Slave warrior nonmetallic melee weapon of his choice
Bounty hunter Description: The majority of the noble for free. In addition, enslaved characters
Cutpurse and merchant houses of Athas field a are completely equipped (including sup-
Fence force of armed guards to protect their plies and a mount, if appropriate) by their
scout properties and caravans. A number of patron houses at no cost to the charac-
Spy these are free mercenaries, but almost all ters. There is a 5% chance per level that a
of these forces include fanatical slave war- character’s patron house supplies him
Bard kits riors—people born into slavery and raised with a metallic weapon of his choice.
Blade from a very early age to be loyal body- Special benefits: Slave warriors are
Charlatan guards and enforcers. Player-character well-known as powerful, single-minded
Herald slave warriors may either be free of their fighters. They gain a +3 reaction bonus with
Jongleur patron houses or may elect to retain some any civilized NPC they encounter, since few
ties with the houses they were born to people wish to fight a slave warrior.
New DARK SUN™ kits fight for. Enslaved slave warriors gain a bonus of
The following section describes several The slave warrior is one of the most +1 to attack rolls, +1 to damage, and a +1
character kits unique to the DARK SUN highly skilled fighters on Athas. From bonus on saving throws when fighting in
game world. Two kits for each character early childhood, he has survived a brutal the direct defense of their patrons. Free
group—warrior, wizard, priest, rogue regime of exercise, training, and indoctri- characters lose this benefit.
(thief and bard), and psionicist—are pre- nation designed to make him into a mind- Special hindrances: Enslaved charac-
sented. If you do not want a kit in your less killing machine who would sacrifice ters are not their own masters and must
campaign, delete it. his own life for the sake of his owners. obey the orders of their owners. PC slave
All kits are presented in the following Almost all slave warriors are visibly warriors are assumed to have earned a
format: branded or tattooed with the emblem of great deal of trust and responsibility, but
Description: This paragraph presents their owning houses. They are the only are still required to spend one-third of
a thumbnail sketch of the character’s gen- slaves who are ever armed outside the their time on guard over some activity of
eral appearance, manner, and back- arena. their patrons. Characters who desire an
ground. It includes any requirements Fighters and gladiators may take the extended reprieve from this requirement
necessary for a character to take the kit. slave warrior kit. Rangers require a less must demonstrate to their patron that the
Role: The character’s place in his soci- urban background to learn their survival adventure will bring some tangible
ety is discussed in this paragraph. There is skills. Muls, dwarves, and half-giants are reward to the house. The DM should play
a world of difference between the role of a ideal for this kit; thri-kreen and halflings this to great effect—after all, what’s the
sycophant bard and a slave warrior are very difficult to indoctrinate and are use of training an elite bodyguard if you
fighter. rarely used in this way. In addition to all just let him wander off into the desert all
Secondary skills are omitted from the other requirements, a slave warrior must the time?
kit descriptions. The DARK SUN campaign have a minimum Strength and Constitu- Free characters have lived as slaves all
world relies on the use of nonweapon tion of 13. their lives and suffer a -3 reaction penalty
proficiencies to describe a character’s tal- Role: The first decision the player of a in dealing with non-slave civilized charac-
ents and skills. slave warrior must make is whether or ters. Escaped characters are suspicious
Weapon proficiencies: Some kits not the PC is still owned by his patron. and paranoid, and legitimately free char-
require the character to use specific Enslaved characters represent the elite of acters still carry the social stigma of a
weapons that are associated with his origin. Athas’s slaves; they are well fed, receive slave’s birth.
Nonweapon proficiencies: Each good quarters, and are equipped with the Wealth options: Enslaved characters
character kit includes a few bonus non- finest gear money can buy. A PC slave begin with only 1d4 × 10 cp, while free
weapon proficiencies that the character warrior who is enslaved is assumed to go characters begin with the normal 5d4 × 30
gains without expending nonweapon pro- adventuring on the orders of his patron cp. Enslaved characters must return 90%
ficiency slots. In addition, a few recom- and may be recalled at any time for of any treasure to their patrons, including

72 JUNE 1993
any gems, jewelry, or magical items. How-
ever, the patrons may often reward such
characters for their loyalty.

Raider
Description: The deserts of Athas are
home to countless raiding tribes, desper-
ate bands of cutthroats and criminals who
take what they can from those weaker
than themselves. The raider is a hard,
cruel character who is the ultimate sur-
vivalist. He depends on no one but him-
self, takes what he needs, and guards
what little wealth he gains with his life.
Raiding tribes are of all sizes and
descriptions. Some are bands of escaped
slaves who know no other way to survive.
Some are peasants and villagers whose
homes were destroyed by another raiding
clan, forcing them into the outlaw’s life.
Others are swift elven clans who have
been raiding together for hundreds of
years, passing down the tactics and tradi-
tions from one generation to the next.
When a PC chooses this kit, it is important
for the DM to sit down with the player and
work out the details of the raiding tribe
the character calls home.
Fighters and rangers are most appro-
priate for this kit, although a gladiator
who is also a war-leader or tribal cham-
pion is not too far-fetched. Since some
raiding tribes are nothing more than col-
lections of escaped slaves, any PC race is
appropriate. Raider characters are almost
always neutral or evil in alignment; a good
character would have to insist on taking
only from those who can share their
wealth, such as the forces of the sorcerer-
kings or rich merchants. There are no
special ability requirements to be a raider.
Role: The raider is an outlaw, hated
and feared by most of the common folk of
Athas. He responds to this universal
loathing with violence and fierce self-
reliance. The raider long ago decided that
the end justifies the means, and he is a
pragmatic survivalist. He plays to win.
In a campaign, raiders are villainous
characters who are known for fighting
hard and dirty. They consort with the
worst kind of criminals and represent a
chaotic force that threatens the fabric of
Athasian civilization. Almost the only place
a raider is welcome is in the company of
his own tribe. Even then, most raiding
tribes recognize the strongest lighter as
their leader.
Weapon proficiencies: Raiders must
spend one weapon proficiency slot on a
weapon suitable for close combat—a
knife, dagger, hand axe, or unarmed com-
bat style specialization.
Nonweapon proficiencies: Bonus:
Direction Sense, Heat Protection, and
either Running or Land-based Riding.
Recommended: Appraising, Bowyer/
Fletcher, Endurance, Fire-building, Gam-
ing, Hunting, Intimidation, Navigation,
Survival, Water Find.
Equipment: Raiders believe in the

DRAGON 73
value of moving fast and do not wear The DM must carefully develop the sce- acter hides; then the Veiled One may be
armor that could slow them down. A nario for the PC’s chapter of the Alliance, smuggled out of the city. There is a base
raider never voluntarily carries so much as well as contacts for the PC in the 80% chance of success, but the DM may
equipment that he becomes encumbered, Alliance. The DARK SUN campaign acces- modify this for the intensity of the search
although he may exceed this restriction sory Veiled Alliance contains a wealth of and other similar factors.
when he carries loot. In addition, a raider information on running a Veiled Alliance Last but not least, the character has a
must purchase at least three weapons campaign. cover identity that allows him to move
when he begins play—raiders are famous Preferred schools: All schools of around the city and interact with others
for being armed to the teeth. magic are welcomed into an alliance, pro- as a law-abiding citizen. The cover is com-
Special benefits: Experts at lying in vided the wizard is a preserver and not a plete unless the character casts a spell in
wait and striking swiftly from conceal- defiler. Illusionists, diviners, transmuters, the sight of others or takes some other
ment, raiders have the ability to prepare and enchanters are particularly valuable action that would arouse suspicion.
ambushes. The raider must spot the for the subtlety of their spells. Special hindrances: As noted above,
enemy before they spot anyone in his Weapon proficiencies: Small, easily the character has a cover identity that
party and have at least 10 minutes to get concealable weapons are preferred by must be carefully maintained. As a rule of
ready. Optionally, the raider can prepare Veiled Ones. They may choose from the thumb, the character must spend half of
an ambush at a site that is likely to be trav- following: blowgun, knife, dagger, sling, his time playing the part of his cover—
eled, such as an oasis or a commonly wrist razor. making pots, buying and selling goods, or
used road. If the raider has time to set up, Nonweapon proficiencies: Bonus: whatever. A character who neglects his
his side imposes a -4 on the opponents’ Reading/Writing, Disguise, Somatic Con- cover (poor potters taking long trips and
surprise roll when the ambush is sprung. cealment. Recommended: Ancient His- returning with great wealth, merchants
Raiders are also at home dealing with tory, Spellcraft, Local History, Reading missing opportunities to purchase goods
criminals and cutthroats. The former gain Lips, Sign Language. Veiled Ones are cheaply, etc.) runs the serious risk of
a +3 on their reaction checks when required to select at least one craft profi- becoming outlawed.
approaching such characters in a neutral ciency relative to their cover identity. Outlawed wizards are among the most
setting, such as a tavern. These include nonweapon proficiencies sought-after of criminals in any city-state.
Special hindrances: Raiders are gen- such as carpentry, cobbling, leatherwork- There is a 50% chance per day that the law
erally despised by all other people except ing, pottery, or bargaining. comes so close to the character that he
their own tribes. They suffer a -3 reaction Equipment: Veiled Ones are required must hole up or leave the city. Failure to
check penalty when dealing with towns- to purchase any equipment necessary to do so guarantees an encounter with a
people, villagers, templars, or merchants. their cover identity. A wizard posing as a templar sweep for the character. It
In addition, if a raider becomes known to potter should have a wheel, clay, and a requires 2d4 months to re-establish a
the templars of a city, they make every workshop; a wizard posing as a carpenter cover after one has been blown.
effort to arrest him on sight. needs a set of tools, etc. The DM should The character must also honor
Wealth options: Raiders start with 5d4 decide on the amount of equipment nec- requests for assistance by his fellow Veiled
×30 ceramic pieces. essary to establish a cover. Ones. From time to time, the character is
Special benefits: There are several called upon to perform jail breaks, to test
benefits to being a member of the Veiled prospective new members for hints of
Wizard kits Alliance. First and foremost, the wizard defiler magic, or to hunt down and kill
enjoys access to the spells and research of wizards attempting to leave the Alliance.
Veiled One other wizards. He has tutors available to Again, the DM should develop these as
Description: A loyal member of the instruct him when he advances in level, very real commitments to the character
Veiled Alliance, the Veiled One has learned he can obtain spell components, and he and give the resolution of these matters a
all he knows of magic from his contacts can pass along his own findings to other lot of attention. A wizard may not like the
within the organization. He is part of a wizards in need. Every time a Veiled One idea of blowing his comfortable cover by
network of preservers and psionicists who gains a level, he may automatically add participating in a prison break, but as long
assist each other and carry out a secret one new spell to his spellbook, just as if he as the wizard is in the Alliance, he has to
agenda of working for change on Athas. were a specialist wizard. This is cumula- be prepared to obey orders.
The Veiled One is an urban character, tive with the specialist’s bonus, so special- Wealth options: Wealth is as normal
skilled in intrigue and espionage. ist wizards gain two spells when they gain for a wizard. However, the character may
Veiled Ones often adopt disguises, a level. derive a steady income from a well-
aliases, and other diversionary measures The Veiled One has a network of infor- developed cover profession.
to maintain their secrecy. Wizards are mation gatherers and accomplices in
feared and despised all over Athas, and place through which he can arrange for Arcanamach
many lose their lives to the angry reac- safe houses or similar assistance. No mat- Description: Each of the sorcerer-
tions of the common people. Above all, ter how much trouble he is in, the charac- monarchs selects an elite few to study and
Veiled Ones fear the sorcerer-king and his ter can hide for up to three days with no learn magic under his protection. These
templars. In addition to all other require- possibility of the sorcerer-king’s forces hated creatures are arcanamachs—
ments, a character must have a Wisdom finding him. For each day after the third defilers sponsored by the sorcerer-king
of 13 or better to show the common sense that he holes up, there is a 10% chance and loyal to him. Acting as his emissaries
and willpower to be a Veiled One. that the character’s whereabouts are dis- and spies, the arcanamachs are the only
Role: The Veiled One is a revolutionary covered. To effectively hide, a character wizards of Athas who freely and openly
in a brutal police state. Above all, he main- must not leave his haven or attempt to practice their art. Only the protection of
tains his secrecy. Second to the goal of contact anyone outside of his shelter. the sorcerer-king himself keeps an
survival, he tries to advance the agenda of Doing so increases the chance of his being arcanamach from an ugly death at a
the Alliance. The Veiled Alliances of the spotted to 50% per day. The character can mob’s hands.
cities each vary in their organization, include one companion per three levels in Only defilers may choose to be arcana-
strength, and aggressiveness; some are so his hiding place. maths, and only the best and brightest of
powerful they barely disguise their move- Instead of holing up, the character can potential students are selected. The
ments, and others have been decimated leave the city. Arranging transport arcanamach must possess a Wisdom of 13
by the strikes of the local king’s templars. requires 1d3 days, during which the char- or better, an Intelligence of 17 or better,

74 JUNE 1993
and a Charisma of 15 or better to qualify guards, within reason. An arcanamach
as an arcanamach. Some arcanamachs caught in a treasonous act is in just as
begin as neutral characters, but at some much danger as anyone else. Arcana-
point in their careers they must wholly machs can request guards at any time
give themselves over to the service of their after they reach 5th level; usually a pair of
king and assume an evil alignment. 3rd-level fighters are assigned for up to a
Role: Arcanamachs are some of the month, but the numbers and skill of the
most powerful characters in a campaign. guards are increased as the arcanamach
Even the dreaded templars dare not trou- gains levels. The DM should be careful to
ble the arcanamachs for fear of the sor- ration the arcanamach’s use of this
cerer-king’s wrath. The lifestyle of the power; an arcanamach whose guards
arcanamachs varies from city to city, but consistently die during their assignments
they generally have any materials or luxu- eventually finds no guards willing to serve
ries they could want and guarded care- him.
fully. Arcanamachs enjoy the favor of their Special hindrances: The arcanamach
kings, and their fortunes rise or fall with is a marked man. He has enemies every-
the sorcerer-monarchs. where—the Veiled Alliance, jealous nobles
Arcanamachs are known by different and templars, and even his ambitious
names in different cities. In Draj, they are peers—and only one friend: the sorcerer-
known as Lawgivers; in Nibenay, they are king. In return for the favor showered
called Hands of Shadow. In the free city of upon the arcanamach, the sorcerer-king
Tyr, Kalak’s arcanamachs are now wanted expects absolute loyalty. The arcanamach
criminals. Most have fled the city must vigorously pursue his sorcerer-
although there are rumors that a few have king’s interests or risk disfavor.
sworn allegiance to Tithian. Anytime the arcanamach wishes to
Preferred schools: Each of the pursue his own studies, go on an adven-
schools of magic has its uses to a ture, or even just take a vacation, there is
sorcerer-king, and a wide variety of spe- a base 50% chance that the sorcerer-king’s
cialists is recruited to serve as in the ranks demands interfere. The character may be
of the arcanamachs. assigned as part of a diplomatic party to
Weapon proficiencies: Arcanamachs another city-state, he may be “asked” to
are occasionally required to serve with accompany a military force to battle, or he
the sorcerer-king’s armies. They may may even be loaned out to a powerful
choose from the following weapons: staff, noble or templar to assist in their enter-
dagger, sling, short bow, short sword, prise. The DM should play this carefully; if
dart, javelin. the player has been playing his character
Nonweapon proficiencies: Bonus: well, his arcanamach might not be both-
Ancient History, Reading/Writing, and ered quite so often. If the player has been
Spellcraft. Recommended: Land-based abusing his character’s perks, however,
Riding, Etiquette, Herbalism, Engineering, it’s a good sign that the wizard is leaning
Bureaucracy. heavily on the sorcerer-king and is in the
Special abilities: Arcanamachs are the monarch’s thoughts.
only wizards of Athas who can openly Then, too, the arcanamach is very
practice their art. Their access to the often the target of the sorcerer-king’s ene-
excellent libraries of the sorcerer-kings mies. There is a 25% chance per month
provides them with the ability to automati- that someone moves against the arcana-
cally learn one spell of their choosing mach. The Veiled Alliance may attempt to
whenever they gain a level. Specialists may assassinate him, or a templar may attempt
learn two. In addition, there is a 5% to discredit the arcanamach in the
chance per level of the character that the sorcerer-king’s eyes by planting evidence
sorcerer-king takes personal notice of the or similar tactics. The arcanamach must
character’s studies and allows him to be eternally vigilant for the machinations
immediately add 1d4 spells to his spell of his many enemies.
repertoire. Characters who enjoy the Wealth options: The arcanamach
sorcerer-king’s notice can also research begins with the standard amount of
spells or manufacture magical items at no money for a wizard character. However,
cost to themselves, although they must he always has free lodging available to
still take time to arrange for the correct him in the sorcerer-king’s palace.
materials to be brought to them.
Arcanamachs can requisition all sorts
of magical items from the sorcerer-king’s Priest kits
hoard, and they begin play with 1,500 xp
worth of magical items already in their Chronicler
possession. When the arcanamach gains a Description: The chronicler is a priest
level, he can request another 1,500 xp who seeks wisdom in the lost records of
worth of items. There is a 5% chance per the past. He knows more about the forgot-
level of the wizard that his request is ten history of Athas than any other charac-
granted. ter, and he tries to use the ancient secrets
Within the domain of their sorcerer- in pursuit of his own goals in modern
king, arcanamachs will not be arrested or Athas. The chronicler is not just a tomb-
interfered with by the king’s templars or robber or archaeologist; he is also a histo- ©1993 Dream Quest Games, Ltd.

DRAGON 75
rian who makes painstaking efforts to any other proficiency the DM allows. tive in a campaign built around the
record current events and pass on his own Special hindrances: The chronicler raiders and nomads of the wastes. A tribal
knowledge to future generations. must attempt to recover any item of priest who spends most of his time associ-
Both templars and clerics may be ancient work he knows of and return it to ating with urban characters from Athas’s
chroniclers; druids have too many press- his school or library. A templar chronicler city-states is playing the role of a barbar-
ing cares in the immediate present to care who finds a steel long sword +3, or a suit ian priest, and is not paying attention to
much about lost secrets and lore. The of plate mail, or even a rare and expensive the responsibilities of his position.
long lifespans of elves and dwarves make book will go to any lengths to either pur- Weapon proficiencies: In addition to
them particularly appropriate for this kit, chase or steal the item and return it to his the weapons appropriate for a cleric or
but priests of any race may choose to be sorcerer-king. Chronicler clerics have druid, the tribal priest is required to select
chroniclers. Chroniclers may be of any similar responsibilities to a library, one of the following weapons: knife, dag-
lawful alignment, and require an Intelli- museum, or hidden temple. The Dungeon ger, short bow, spear, or sling. These are
gence of 13 in addition to all other Master should be reasonable with this the weapons of the nomadic tribes.
prerequisites. requirement; the chronicler will not Nonweapon proficiencies: Bonus:
Weapon proficiencies: There are attack his teammates over one rusty steel Survival (in the terrain favored by the
no special weapon requirements for sword, but if his fellow adventurers came tribe), Water Find, Heat Protection. Rec-
chroniclers. across an ancient artifact or book, the ommended: Animal Lore, Direction
Nonweapon proficiencies: Bonus: chronicler should insist on its return and Sense, Weather Sense, Fire-building,
Ancient History, Reading/Writing, Astrol- study. Hunting, Tracking, Herbalism.
ogy. Recommended: Etiquette, Land- Chroniclers may keep only magical Equipment: Tribal priests come from
based Riding, Heraldry, Ancient Language, items that have no historical significance. societies that are forced to make do with
Religion. All others must be returned to their the most basic of materials. They may not
Equipment: Chroniclers may use any organizations. purchase any metallic weapons when they
weapons or armor appropriate for their Wealth options: The chronicler begins begin play, but are unrestricted after that.
class. They are required to purchase with the standard starting money for a Special abilities: Tribal priests can
astrological charts, histories, journals, pen priest character. always find shelter, food, water, and assis-
and ink, and papyrus. These materials tance with their protected tribe, no matter
cost a total of 20 cp multiplied by the Tribal priest what the circumstances. The tribal priest
priest’s level. Description: The struggle for survival can also arrange for up to one guest per
Special benefits: Chroniclers gain the in the badlands outside the city-states of level to receive similar aid. Note that while
thief’s ability to read unknown or ancient Athas is fierce and terrible. Thousands of a tribe can always accommodate the
languages. This skill begins at a percent- tribes wander the wastes; each year hun- priest himself, a large number of guests
age chance equal to the chronicler’s Intel- dreds of these are slaughtered, enslaved, or may severely strain the tribe’s resources,
ligence score, and increases by 5% per simply starve. One of the most vital edges a and the tribal priest should never bring
level that the character advances. Chroni- tribe can possess over its competitors is more guests than the tribe can support.
clers also have a 5% chance per level to access to the magic of a druid or cleric, Tribal priests are recognized through-
identify the general purpose and function whose spells can mean the difference out the wastes of Athas as important peo-
of ancient magical items, tomes, or texts, between life and death for the tribesmen. ple. When dealing with any nomad, raider,
just as a bard. The chronicler can identify Templars cannot be tribal priests— slave tribe, or herdsman, the tribal priest
only those items with some historical sig- their power lies in the domains of the gains a +3 on his reaction check. This can
nificance; a bone sword +1 wielded 30 sorcerer-kings. Tribal priests may be of be a disadvantage, as an outside tribe des-
years ago by a common outlaw would not any alignment and race. Clerics are most perately in need of a new priest may be
qualify, but a sword +1 wielded by an often found as tribal priests, since they are inclined to seize the PC tribal priest for
ancient warlord 700 years ago would. not tied to one place and can accompany their own if he impresses them too much.
Chroniclers also are known for their their tribe in its travels. On occasion, a Special hindrances: The tribal priest
extraordinary memories. Athasian schol- druid will be found as the patron of a is tied to his tribe. Although it is assumed
ars must deal with extensive oral histories tribe that spends a lot of time in the that he can occasionally leave the tribe to
and epic poems, and they rigorously train druid’s guarded lands. Tribal priests have go adventuring, there are times when he
themselves to remember incredibly long to be able to survive the rigorous life of a is needed by his people. There is a 30%
texts or songs. Once a chronicler reads or tribesman before they become a priest; a chance that the priest is required by his
hears anything, he can commit it to mem- character must have a Constitution score tribe anytime he considers undertaking
ory and remember it to the word forever. of 13 or better to qualify as a tribal priest. an adventure that would take him away
This process takes 1d4 turns plus the time Role: The tribal priest is a character for a long time. The DM should enforce
of reading or listening. The character can with a heavy burden to bear—the survival this rigidly for a character who tends to
also memorize maps, faces, or conversa- of his family and friends. He is often one neglect his background, and be more gen-
tions. In many cities, the chronicler’s of the most respected and feared mem- erous with players who are role-playing
memory is considerable admissible as evi- bers of the tribe, and his words are their characters well.
dence in a trial. extremely influential. PC tribal priests are Another hindrance lies in the fact that
The game effect of this ability is to assumed to come from a tribe that can the tribe’s enemies are the character’s
allow the player controlling the chronicler spare them for the occasional adventure; enemies as well. The character must
character to confer with the DM and otherwise, the character would spend all select three distinct groups (for example,
recall the exact wording of instructions, of his time creating water, quelling squab- gith of the Black Spine Mountains, the
directions, or bargains made with NPCs. bles, and healing the tribe’s warriors. The Jura-dai elven tribe, and the slave tribe
The character also carries around a map DM can explain this freedom in two ways: Werrik’s Stalkers) to become his tribe’s
of the Tyr Region in his head; the DM can Either the priest character is only a stu- enemies. Whenever the character
allow the player to refer to any nonkeyed dent or shaman-in-training with an NPC encounters these enemies, he suffers a -4
map relevant to the situation at any time. tribal priest who remains with the tribe, penalty on his reaction check with them,
This ability gives the character a +1 or the tribe is successful and stable since his tribal markings and attitudes
bonus on Intelligence checks and non- enough that the PC can leave them to fend clearly mark him as a potential foe.
weapon proficiency checks for navigation, for themselves from time to time. Wealth options: Tribal priests are
direction sense, survival, bargaining, and The tribal priest kit is especially effec- impoverished, beginning play with only a

76 JUNE 1993
few hand-crafted items. They receive only Equipment: No special requirements. who constantly schemes to advance his
3d6 × 10 cp instead of the normal starting Special benefits: Caravaneers may own position through his association with
money of 3d6 × 30 cp. “sign on” with a caravan of their choice, the right people. His life is a constant
receiving an appropriate wage to accom- climb through the social ranks as he seeks
pany the caravan in some capacity— more influence and wealth than he cur-
Rogue kits scout, guard, purchasing agent, officer, rently enjoys. In some cases, the boldest
etc. Generally, the wage and the position is and most daring of sycophants hope to
Caravaneer commensurate with the character’s level. win a rich inheritance, a marriage into
Description: The caravans of the A wage of about 1 cp per week per charac- wealth, or even a noble title in the court of
great merchant houses are the lifeblood ter level is appropriate, but as the charac- a sorcerer-king. It is a dangerous game,
of Athas, carrying goods, news, messages, ter reaches higher levels the DM should and even the slightest misstep can spell
and slaves from one city to another. The increase the character’s financial share in ostracism or even death.
caravaneer is a character who makes a liv- the venture by appointing him as an offi- Of all the PC races, only humans, elves,
ing in these roving islands of civilization cer or senior agent in charge of the cara- and half-elves possess the wit and charm
amid the desert wastes. He is a skilled van. (Caravaneers of the trader class necessary for this kit. Sycophants are usu-
guide and trader, and in many cases a actually own some amount of goods and ally bards, but clever and personable
smuggler and a fence. Each new village or rent space on a caravan to transport their thieves can survive as sycophants. Syco-
town, each new oasis or desert tribe holds wares.) phants are generally self-centered individ-
the promise of wealth and fortune. Cara- The character is always guaranteed to uals and may not choose to be of good
vaneers are infamous rogues who appear receive shelter, food, water, and trans- alignment. In addition to all other
again and again in the legends of Athas as portation to any common crossroads, requirements, sycophants must have
untrustworthy, avaricious characters who trading stop, or city-state in addition to his Intelligence and Charisma scores of 14 or
think nothing of cheating on a deal. This wages. The character can also arrange for better.
is only part of the truth about these wan- the hiring of one companion per two lev- Role: The sycophant begins his career
derers. els, although the companion may have to as a gossip and wit. He is a slave to fashion
Characters of any race may be carava- settle for a guard’s or laborer’s position. and makes a point of appearing with the
neers, but dwarven caravaneers find that Caravaneers are master smugglers and correct escort at the proper time. Above
a life of simple thievery does not make up can conceal caravan goods of up to 50 lbs. all, he must be entertaining; a sycophant
a focus. Thieves and traders may take the per level so that they will not be discov- whose company is not enjoyable is a syco-
caravaneer kit; if the optional thief ability ered in the caravan during routine phant who will soon be forgotten.
rules of the Dragon Kings volume are searches. Intensive searches require the Very few sycophants rise out of the low-
used, the thief caravaneer has the abilities rogue to make a roll against his Intelli- est classes or come from slave stock,
of Forge Document, Bribe Official, Pick gence, with a modifier applied for the although it is conceivable that a slave
Pockets, Open Locks, Move Silently, Hide amount of preparation the character could take this kit as a recently freed con-
in Shadows, Detect Noise, and Read Lan- makes. Smuggling a small pouch of gems cubine or artist. In the adventuring party,
guages. Caravaneers may be of any align- in an armored wagon is nearly foolproof; the sycophant functions as an excellent
ment and have no special ability smuggling an escaped slave in the packs information gatherer, spokesperson, and
prerequisites. of a kank is much more difficult. spy. Most importantly, the sycophant
Role: The caravaneer is an arranger. If Caravaneers understand the life of knows people in high places, and he can
he is a thief, then he is a thief who relies trade and the people who can be found often pull strings through his current
on cons, swindles, short-dealing, and interacting with caravans. When dealing contacts to free people from prison,
smuggling. He rarely resorts to actual acts with merchants, other caravan persons, finance risky mercantile ventures, or
of theft like burglary or brigandage. In or innkeepers and stablemasters who deal make introductions. A clever and
short, he is a very traderlike thief. If the with caravans, the caravaneer gains a +3 unscrupulous sycophant with a weak-
character is a trader, then he is a dirty on his reaction checks. willed contact can completely dominate
trader who prefers to avoid declaring all Special hindrances: Known as his benefactor—and, in some cases, even
of his imports and who seems forgetful of scoundrels and gossips, caravaneers are replace him.
bargains he makes—in other words, a often perceived as untrustworthy and Weapon proficiencies: Sycophants
very thieflike trader. avaricious. The character suffers a -3 are not noted for carrying heavy arma-
The caravaneer is a character with his penalty on his reaction check when ment. If there is a weapon fashionable to
ears and eyes open for opportunity. He is placed in a situation where he is trying to nobility (for example, the rapier of the
at the heart of the action, on the front win the trust of an NPC other than those Renaissance), the sycophant is required to
lines of the mercantile wars of Athas. The with whom he receives a positive reaction be proficient in its use. The noble
caravaneer can prove to be an excellent check. For example, an elven chieftain weapons of the Seven Cities are: short
plot vehicle for a Dungeon Master, as he may be perfectly willing to buy and sell sword (Balic), javelin (Draj), bow (Gulg),
constantly hears interesting rumors and goods with a caravaneer, but he would club (Nibenay), flail (Raam), steel long
seeks out new ways to get rich quickly. never give the caravaneer a secret mes- sword (Tyr), and lance (Urik.) All other
Weapon proficiencies: Since he is sage or package to carry. weapon proficiencies must be selected
often called upon to defend the caravan Wealth options: Caravaneers begin from small, easily concealable weapons
against raiders, the caravaneer is required play with the normal amount of money such as the knife, dagger, or sling.
to be proficient in at least one weapon for their class. The accumulation of Nonweapon proficiencies: Bonus:
that can be used in mounted combat and wealth is of great importance to the cara- Dancing, Etiquette, Heraldry, Observation.
one weapon that can be used in missile vaneer character and he rarely, if ever, Recommended: Artistic Ability, Land-
combat. abandons riches or gives away money he based Riding, Singing, Appraising, Dis-
Nonweapon proficiencies: Bonus: has no use for. guise, Gaming, Musical Instrument,
Appraising, Land-based Riding, Bargain- Reading Lips, Reading/Writing.
ing. Recommended: Animal Handling, Sycophant Equipment: The sycophant must pos-
Cooking, Direction Sense, Etiquette, Fire- Description: All cultures and societies sess one outfit of noble quality to move
building, Weather Sense, Disguise, Local seem to have their share of flatterers and among the elite of his city. This can cost
History, Reading Lips, Alertness, Informa- yes-men who gravitate towards wealth 10-30 cp, depending on the city. The syco-
tion Gathering, Looting, Observation. and power. The sycophant is a character phant may wear armor and carry

78 JUNE 1993
weapons when journeying or adventuring, but does not apply to magical items like a
but generally goes unarmored and carries ring of protection or bracers of defense, so
only a dagger or other small weapon as he long as they are the only protective
makes his rounds of the nobility. If he devices worn.
attends a party in full armor or visits a Wealth options: Sycophants begin play
high lady while armed to the teeth, he suf- with 2d6 × 60 cp. At least half of their trea-
fers a -2 to -4 reaction penalty based on sure and earnings must be spent on
the DM’s assessment of the situation. clothes, luxuries, exclusive memberships,
Special benefits: The sycophant man- and other such fineries.
ages to infatuate a few powerful patrons
for a time. The character has a number of
contacts equal to his level. Each of these Psionicist kits
contacts is perfectly willing and able to
put the sycophant up for 10 days plus Noble
three days per level of the character. He Description: Almost all humans and
lives in the lap of luxury during this time. demihumans have some potential with
After visiting, the sycophant cannot visit the Way, but very few people are fortunate
again until 100 days pass. The sycophant enough to find a tutor for their mental
may subtract twice his level in days from powers. These untutored potentials are
this figure. As he increases in level, the fated to go through life as wild talents,
sycophant is eventually able to live his possessing only a fraction of the powers
entire life in one palace or another, since they would if they had studied. On Athas,
he is in so much demand. The sycophant learning and study for its own sake is
always leaves on good terms when his often a luxury only the wealthy and the
time expires, since he avoids offending noble can afford.
people by staying too long or not long The noble psionicist is a character who
enough. was enrolled in a rigorous training regime
Sycophants can also call upon favors by her family when she was young. Like
from their patrons. Obviously, the patron children of our own world who take piano
must be in a position to help. Asking a lessons, most find the study of their own
merchant to free someone from the tem- minds to be unpleasant work, but others
plar prisons is useless, and asking a sor- stay with their tutors and develop into for-
cerer-king to protect a preserver is midable psionicists. These nobles enjoy a
equally futile. Each time the sycophant powerful edge over their rivals and are
calls for a favor, roll a reaction check. The some of the most clever and cunning of
sycophant gains a +1 bonus per three lev- opponents.
els on the favor check. If he asks for more Noble psionicists may be humans,
than one favor per 100 days, each subse- elves, half-elves, or dwarves. They may
quent favor check suffers a -2 cumulative choose to be of any alignment open to the
penalty. psionicist. There are no special ability
The sycophant’s patrons are very requirements.
important to the campaign, and the DM Preferred disciplines: Telepaths and
should go out of his way to develop the clairsentients are greatly preferred for
social ladder of the city-state. A clever their information-gathering abilities.
sycophant uses his influence with one Role: The noble psionicist is virtually a
patron to win an introduction to an even pariah among Athas’s degenerate nobility.
more important and influential patron, Her clear mind and self-discipline are
slowly climbing the social ladder. The virtues seldom found among the elite of
most daring (and foolhardy) of sycophants the Seven Cities. Despite her distance from
stand by the sorcerer-king himself. the social scene, she is still well-treated
Special hindrances: As noted under and respected by both her allies and her
“Equipment,” sycophants are usually enemies. To her family, she is a valuable
unarmored and lightly armed (weapons of asset, a steel-bladed sword to be wielded
size S only.) The sycophant wears armor against their rivals. In time, as the head of
only in the most obvious of circum- the family, she possesses the wisdom and
stances—accompanying a patron to war, the clarity of thought to bring the house
duelling, or carrying a message through a even greater power and influence.
dangerous area. Even in adventuring, the As an adventurer, the noble psionicist
sycophant rarely brings his armor unless often has a challenging agenda mapped
a fight is very likely, and even then he out for her by her family. Whether or not
waits until the last minute to put it on. she follows that agenda is her own busi-
DMs should feel free to impose reaction ness. Until she actually assumes the man-
penalties on sycophants who insist on a tle of leadership and the noble title, she is
martial display. often free to pursue her own studies.
Because he is unused to the weight and Weapon proficiencies: Nobles enjoy
tactics of wearing armor, a given armor access to excellent weapons training.
type protects the sycophant as if it were Many are taught the basics of self-defense
one place worse than it actually was; thus, at an early age. The noble psionicist
plain leather armor (normally base AC 8) receives a bonus weapon proficiency that
is actually base AC 9 for the sycophant. can be used to learn martial arts or to spe-
This hindrance applies to magical armor cialize in punching or wrestling (see the
©1993 Dream Quest Games, Ltd.
DRAGON 79
Complete Fighter’s Handbook). Untutored one or more wild talents, any combination of
Recommended weapon proficiencies Description: The powerful manifesta- prerequisite powers and wild talents that
include any weapon generally associated tions of psionics in Athasian peoples often would add up to more than three is sim-
with the nobility of the character’s home. run in strange courses. Sometimes stu- ply discarded. If the wild talent (or any
Nonweapon proficiencies: Etiquette, dents with access to the most understand- bonus prerequisites) duplicates a devotion
Heraldry. Recommended: Meditative ing and powerful of teachers barely that the character had already selected, he
Focus, Rejuvenation, Harness Subcon- master the basics of the Way; sometimes gains a special enhancement of that
scious, Dancing, Land-based Riding, rogue talents of unbelievable strength power but no new talents.
Reading/Writing. arise in the most savage of tribes. The Enhanced powers that are successfully
Equipment: While a noble psionicist untutored one is a psionicist who has initiated (i.e., a power check is made)
does not particularly enjoy the display of learned from no one but himself. He is automatically have the effect listed under
wealth, she also understands that appear- often found living as an escaped slave or a the “Power Score” entry in the power
ances must be maintained. The psionicist savage raider of the desert. Most are bril- description. The only exception is a roll of
must pay 150-200% (d6+14×10%) the nor- liant blazes that flare and die beyond the 1 or 2 on the power check, in which case
mal cost of any clothing or equipment she sight of civilization, but others have the power takes effect as normal. A psioni-
purchases in order to make it clear that shaken the world with their power. cist with an enhanced power never suffers
she is a person of privilege. If the noble Psionicists of any race or alignment the ill effects of rolling a 1 on his power
psionicist cannot look the part, she will may be untutored ones. There are no spe- check.
have a difficult time convincing NPCs that cial ability requirements. Special hindrances: The untutored
she is a noble. Role: The untutored one is often a one is unfamiliar with many of the com-
Special benefits: The noble psionicist hunted character. Templars and psioni- mon teachings of psionics, including
begins play with more money than a cists loyal to the sorcerer-king often pur- psionic defenses. Unlike most psionicists,
psionicist without a kit. She also has a sue the PC under orders to capture him the untutored one does not automatically
family, clan, or estate to support her. If and learn the secrets of his power. At very gain psionic defenses and so must use
she wishes, the noble psionicist can live high levels, the untutored one often runs new devotions or sciences to acquire
with her relations indefinitely, enjoying a afoul of the Order, a secret group of high- them. The defenses are all telepathic pow-
life of ease and luxury. However, a noble level psionicists. Despite this concentra- ers, and the normal restrictions for
psionicist who lives off her family’s for- tion of enemies, the untutored one often choosing devotions and sciences applies
tune will find that the family expects her escapes their grasp—his abilities are often when a character selects a psionic
full loyalty. unknowable and uncontrollable. He is a defense.
The noble psionicist receives a +3 true wild card who represents a threat to Secondly, the untutored one suffers a
bonus on reaction checks with any mem- the established powers of Athas. -3 penalty to reaction checks with normal
ber of her culture or society who recog- By necessity, untutored ones are lon- psionicists who recognize him for what he
nizes her as a noble. Many of Athas’s ers. Other psionicists scorn them, and the is, and a -1 penalty with all other charac-
lower classes have no love for nobility, but nonpsionic savages or slaves that raised ters except those of his tribe or family.
every citizen of a city-state has learned to them fear their great power. The untu- The character is markedly unusual and
respect it. A noble character in common tored character is often forced into a wan- carries himself awkwardly; the burden of
clothes will not be recognized as a noble, derer’s life, and few ever call a place or his unasked-for powers and his lack of
no matter how many people she tells. people home. self-knowledge erodes his social grace.
Special hindrances: As noted above, Preferred disciplines: Unusual gifts Wealth options: The untutored one
the noble psionicist must maintain can affect any discipline, but the most rarely owns more than the clothes on his
appearances. She must always purchase famous and powerful untutored ones are back. He begins play with only 3d4×15 cp.
the finest version of any clothing or gear psychokineticists or telepaths.
she needs. This effectively raises the cost Weapon proficiencies: Required: Other kit ideas
of any piece of equipment to 150%-200% of spear or knife. Recommended: short bow, The DM is not limited to the above
its listed cost. short sword, hand axe, sling, or club. character kits; many other DARK SUN
The second hindrance of a noble Nonweapon proficiencies: Bonus: characters exist on Athas, and many
psionicist applies only if she is living off Rejuvenation, Endurance. Recommended: would make fine character kits. For exam-
her family and using their estate as her Heat Protection, Water Find, Survival, ple, a good one might be an elven runner,
home base. Her relations are glad to have Hunting, Fire Building, Direction Sense, a multiclassed fighter/thief. Halfling
her around, and will often ask her for Land-based Riding, Running, Harness shamans, dwarven sappers, or thri-kreen
favors or support. At least once a week, Subconscious, Meditative Focus. stalkers all would be good nonhuman kits.
the character will have to fulfill a family Equipment: No special requirements. Other ideas for human kits might include
obligation; she may need to use her men- Special benefits: The untutored one is an outrider (a fighter or trader who spe-
tal abilities against the house’s enemies, completely free to develop his own poten- cializes in guarding caravans), a dilettante
she may be asked to spy on another rival tial, without the guidance of the estab- (a bard or thief born of the nobility), or a
house, or she might even be “invited” to lished methods of learning the Way. After hidden priest (a character who maintains
attend to the sorcerer-king as the house’s the untutored one chooses his disciplines, a shrine and practices elemental magic
representative. The DM should use this as sciences, and devotions, he gains a ran- beneath the noses of the sorcerer-kings.)
a tool to reinforce good role-playing; a dom wild talent, just like a nonpsionicist The Dungeon Master shouldn’t be the
wealthy PC who asks her family to buy character. This wild talent does not count only one coming up with new kits. If you
steel weapons for all her friends had bet- against the allowable devotions and sci- are a player and you have a great charac-
ter be prepared to pay for it with her time ences he may know when he creates his ter concept, talk to your DM about cus-
and effort! character, and it does not matter if the tal- tomizing a kit just for that character. Be
Wealth options: The noble psionicist ent is in a discipline he does not yet have creative and have fun; after all, isn’t that
begins play with 3d4 × 90 cp. At the DM’s access to. The normal rules for wild talent what it’s all about?
option, the character can also receive a PSPs are used, and the total added directly
stipend from her family equal to 10 cp per to the psionicist’s normal PSP pool.
month per character level. The character cannot gain more than
three devotions or sciences in this way. If
the player rolls high enough to gain two

80 JUNE 1993
Not just another bug hunt: TSR’s BUGHUNTERS™ game
by Lester Smith

If you haven’t heard it before, here’s Even as you read this, the first two prod- stores, each with a copy of the 32-page
some news: TSR has been working on an ucts in the line—the BUGHUNTERS™ and System Guide that serves as the core rules
entirely new line of role-playing games, all FOR FAERIE, QUEEN, AND COUNTRY for all games in the AMAZING ENGINE
part of the AMAZING ENGINE system. games—are winging their ways to hobby line-up. Later this year, the MAGITECH™
and GALACTOS BARRIER games will join
those products, and work has begun on
next year’s offerings as well.
As the designer of the BUGHUNTERS
game, I’m taking this opportunity to tell
you something about the thoughts that
went into that game’s creation—the whys
and wherefores of its final shape. In order
to do so, I’ll first need to explain a bit
about the AMAZING ENGINE system in
general, so this article will also serve as a
quick introduction to the AMAZING
ENGINE line.

An amazing idea
The title of the AMAZING ENGINE sys-
tem gives a hint as to the line’s purpose.
Just as AMAZING® Stories magazine cov-
ers a wealth of short fiction, the AMAZING
ENGINE roleplaying system covers a
wealth of role-playing milieux. For
starters, there’s the Victorian fantasy
world of the FOR FAERIE, QUEEN, AND
COUNTRY game, the horrific science-fic-
tion setting of the BUGHUNTERS game,
the modern magic-as-technology environ-
ment of the MAGITECH game, and the far-
future universe of the GALACTOS
BARRIER game, with lots more to come.
Just as a short story is constructed differ-
ently from a novel, with an eye toward get-
ting you into the action quickly, the
AMAZING ENGINE system is designed to
do the same. All of its member games are
based upon the same core rules systems,
and everything else you need for any par-
ticular milieu is packed within a single
128-page book.
When I joined the TSR staff last October.
Zeb Cook had pretty much finished the
core rules for the system, and he was
working on the FOR FAERIE, QUEEN, AND
COUNTRY game. Being the nice guy that
he is, and wanting to make the “newbie”

82 JUNE 1993
feel welcome, Zeb invited me to join his it’s easy for a designer to keep adding lev- book with the thought, “I wonder how my
playtest group for that game. I was imme- els of complexity like new layers of snow- players would respond in this situation?”
diately excited by the milieu he was creat- fall, losing track of just how deep the drifts At the same time, both as a gamer and a
ing. For one thing, the genteel vs. bawdy are growing. However, as the whole took game designer, I’ve noticed how impor-
tensions of Victorian England are quite shape, I became increasingly won over by tant it is for people to be able to convey
entertaining, particularly when a goodly Zeb’s vision of how easy the game play of the essence of a game succinctly to their
portion of the citizenry is possessed of at an AMAZING ENGINE session should be. friends. New players are much more likely
least a bit of fairie blood. For another, Of course, the fact that I had to fit an to join a game whose premise is readily
Zeb’s take on the magic system is fascinat- entire milieu within 128 pages served as grasped than one whose premise is not.
ing. Casting a spell is basically like con- another pointer to the age-old K.I.S.S. The second sort of game may be loads of
structing a sentence: You designate a maxim (“Keep it simple, stupid”). fun to play once a player is familiar with it,
subject (the “victim”), decide upon a verb Another “given” was that the but new players are going to feel uncom-
phrase (the “action” of the spell), then load BUGHUNTERS game would have a more fortable and unsure of their roles until
the spell up with modifiers to reduce the detailed combat system than most other then. Given that the AMAZING ENGINE
power cost (such as speaking it in rhyme AMAZING ENGINE projects. The System system is designed to get you quickly and
while dressed in green and standing on Guide itself makes reference to that fact. I easily from milieu to milieu, it would be
one foot). I’ll leave it to Zeb to reveal fur- opted for a tactical design that limits the especially counterproductive to expect
ther details of the game at a more appro- actions available to a character by how far players to founder for a while before
priate time in the future. the character moves in a turn, with indi- becoming familiar with each new game in
vidual actions defined in fair detail. For the line. Taking such things into account,
The bughunt begins instance, in fire combat, aimed shots can I like to set things up so that there is a
I felt great excitement over the shape only be performed by a stationary figure, clear central premise, but one specifically
the AMAZING ENGINE system was taking. while snapfire can be conducted by a designed to accomodate a wide range of
So, when I was asked if I’d like to design walking figure, and burst and autofire adventure types.
the BUGHUNTERS game—a game of per- even by a running figure. This results in How does this all reflect on the
sonal combat versus deadly alien crea- appropriately tactical personal combat sit- BUGHUNTERS game? Well, the central
tures in the not-too-distant future—I uations for the milieu. My thanks to Tim
jumped at the chance, despite the fact that Brown for the work he contributed to this
there was something of a time crunch section of the rules, and to Colin
involved. It had been decided that the best McComb, Karen Boomgarden, and New-
way to launch the brand-new system was ton Ewell for related work on the equip-
to release the FOR FAERIE, QUEEN, AND ment chapter.
COUNTRY and BUGHUNTERS games In my opinion, the starship chapter is
simultaneously, thereby showing off the another high point of the BUGHUNTERS
AMAZING ENGINE system’s range of pos- game’s design. Tim Beach took my desire
sibilities, from unusual fantasy to gritty for a modular approach to ship creation
sci-fi. This plan called for delaying release and turned out an impressively designed
of the first game a bit while pushing the set of statistics, floor plans, and matching
BUGHUNTERS game ahead in the sched- text. Together, we worked out a simple but
ule. Fortunately for me, a number of peo- wide-ranging system of how ship speed
ple volunteered to help out with the relates to mass and drive power. Thus,
BUGHUNTERS game project (you can find within a very few pages, the reader is pro-
them listed by chapter in the game’s cred- vided with a system for quickly creating
its). It isn’t an easy thing to write to match many different starships at widely ranging
someone else’s peculiar vision of a new sizes and speeds. Working with Tim on
game, especially when that writer is a this chapter was a distinct pleasure.
brand-new member of the staff. These Character creation is the third leg of the
peoples’ willingness to help out and to tripod skeleton of the BUGHUNTERS
ease my initiation into the company made game. I’ll have more to say about PCs
all the difference, and I bless them for it, later, but for the moment I’ll point out
and their children, and their children’s that the character-creation chapter pro-
children . . . vides not only stats and beginning equip-
ment for characters, but also a sense of
The mechanics history and future goals.
When I started working on the
BUGHUNTERS game, there were a few The milieu
“givens” I had to take into account. First, of Having spoken about the skeleton, let
course, whatever I did had to match up me now tell you something about the flesh
with the core rules in the System Guide. of the BUGHUNTERS game.
Not only did that apply to the specifics of From the project’s inception, a year or
the dice mechanics, character attributes, more before I joined the crew here at TSR,
etc., it also directed the feel of any new the game was intended to cover the sorts
rules I was to come up with. As a prime of gritty human-versus-alien conflict por-
example, the fact that each skill in the trayed in such films as Aliens, Enemy Mine,
AMAZING ENGINE system defaults to a The Deep, and Predator, as well as in a
related character attribute, rather than host of novels and lesser-known B-movie
having a separate number value to keep thrillers. This suited me perfectly. As a GM,
track of, served as a constant reminder to I like to draw adventures from lots of dif-
keep my attention on fast and easy play. ferent sources, and I frequently find
There were times when I chafed at this; myself finishing a movie, TV program, or

DRAGON 83
premise I settled upon is that Humanity tiful targets. The problem is, of course, reminiscent of Vietnam-era fatigues and
has begun its first efforts to colonize the that those targets tend to be quite tough in web gear. That’s all rather low-tech stuff.
stars. However, the race is discovering their own right. The result is a game that My solution to this high-tech/low-tech
that the galaxy is a much deadlier, nastier combines combat and fear, horror and dichotomy was to posit a future in which
place than could have been expected, full heroism. the United Nations (now United Terra) has
of bloodthirsty creatures of all sorts, Establishing the right imagery for hard- become the predominant government,
including savagely evolved animals, mur- ware in this game was a bit tricky. I think and national wars are pretty much a thing
derous intelligences, and even mechani- people have come to expect spaceships in of the past. Consequently, technology has
cal assassins. (There is a very good reason this genre to travel faster-than-light but pursued space travel rather than the pro-
for the existence of these things—a simple still have dim corridors lined with oil- duction of more advanced guns. What’s
secret that is revealed to GMs and empow- stained pipes and bundles of grimy more, a ballooning global population
ers them to adapt nearly any sort of sci- wiring. Although the ships do move faster stretches world resources ever thinner, in
ence-fiction adventure plot to a than light, they still take quite a while to the process creating rising pressures for
BUGHUNTERS campaign. It is intended get anywhere, so the isolation during voy- colonization of other worlds.
that players discover that secret only ages contributes to the sense of horror
through the course of play.) when something goes wrong. What’s Conclusion
A united Terra has responded to this more, in this genre people expect to see One of the most fascinating things
threat by creating a special aerospace and the stars drift by outside the portholes. To about working on this game was creating
marine force consisting of physically and account for all this, I decided upon a FTL a logical rationale that would take all of
mentally enhanced humans, each cloned drive that skips in and out of hyperspace the “givens” and presuppositions into
from normal human volunteers. The PCs, like a stone skipping across the surface of account. I had a great good time working
then, are larger-than-life warriors, with a pond, powered by a fusion engine which on the BUGHUNTERS game, and from the
their donors’ memories, personalities, drives turbines to generate electricity. response of playtesters, I suspect that a
and dreams—but bound to serve as sol- There are other presuppositions for this great many people will have much fun
diers for the duration of Humanity’s need genre, of course. For example, weightless- playing it, as well.
(in other words, indefinitely). Of course, ness is never a problem in films of this
because they are bigger and tougher than genre—there’s an unspoken assumption
normal people, these synthetic humans that artificial gravity exists. Suspended Here it comes!
(typically called “synths” or “synners”) are animation is common, too. That’s all
mistrusted and feared, though often pretty high-tech stuff. Still, the weapons Wondering what TSR is about to do
secretly envied. tend to be very similar to today’s slug- next? Turn to “TSR Previews” in this
The PCs may not get respect, but they throwers, with visible smoke and recoil, issue and find out!
do get big guns, high explosives, and plen- and the typical combat uniform is highly

84 JUNE 1993
Tenser’s Bottling Co., Inc.
by Spike Y. Jones
Artwork by L.A. Williams

The most useful and yet potentially the to him are obvious; Tenser’s tantalus is a of effect, bottles taller than the 1’-tall field
most dangerous class of magical items are flat metal disc, 3’ in diameter, which floats will not be held by a Tenser’s tantalus
the potions and other magical fluids that at a constant 3’ above the surface of the unless laid on their sides. Bottles can be
store magical energies in fragile glass bot- ground (under most circumstances) and stacked, but that is difficult. Reaching
tles. While a flask of oil of fiery burning is at the same 3’ distance from its user through the glowing field and grabbing an
obviously useful, it is also obviously dan- unless specifically commanded otherwise. object on the disc frees the object—when
gerous to have one in a back pocket when But while it shares much in common with an object is grabbed, the field reacts as if
you fall into a pit! Even relatively harmless the Tenser’s floating disc spell, it also has a the object is physically connected to the
potions can still cause problems if their number of significant differences, the pri- arm and thus as if it extends beyond the
bottles break, such as the embarrassment mary one being that Tenser’s tantalus is a edge of the field.
(and reduced effectiveness) caused by permanent magical item, not a temporary Because objects only partially within the
scrabbling across the ground on your magical spell. field aren’t affected, a thrown spear can
hands and knees looking for uncontami- The disc’s upper surface emits a soft wreak havoc on the disc’s load—a spear is
nated drops of healing potion to drink. glow extending for about a foot above the long enough that part of it is always out-
Here is one solution to the problem of metal. Any objects placed entirely within side of the field. On the other hand, a sling
fragile potion bottles (along with a num- this field are subject to a powerful quasi- bullet hurled at the bottles cannot break
ber of new potions and other fragile magi- magnetic force that holds any nonliving them because the field affects it as soon as
cal items), Tenser’s tantalus, also known matter (including once-living materials the bullet is fully within its boundaries,
as Tenser’s potion caddy. such as paper, leather, or a small dead leaving the bullet suspended in mid-air
body, as well as completely inanimate just inside the edge of the field. For maxi-
Tenser’s tantalus (Wizard) matter like glass, metal, or crystal) firmly mum protection, potions should be
A tantalus is a nonmagical piece of furni- to the surface of the disc, but that has no placed as close to the center of the
ture, a liquor-stand that uses wooden or effect on living flesh, even creatures small Tenser’s tantalus as possible, protecting
metal rods to keep the bottles and glasses enough to fit within the field’s confines. them from weapons shorter than the 1.5’
in the stand from moving about. Tenser’s No matter what pressures are exerted radius of the disc. If the disc is fully
tantalus is a mobile, magical version of the against it, the tantalus will protect objects loaded, items close to the edge can be eas-
same sort of device, designed to transport within its field from the effects of violent ily affected by short weapons such as
magical potions or other fragile items, motions and other external shocks unless hand axes or daggers.
keeping them safe and within easy reach those shocks are powerful enough to A Tenser’s tantalus can hold up to 20
for the mage’s use. destroy the metal disc. For this purpose, lbs. of bottles and contents (the average
Although there is no evidence that this treat the disc as a metal shield, using the potion in a glass bottle weighs about half a
magical item was created (or even used) Item Saving Throws table on page 39 of pound), and will smoothly accelerate and
by Tenser, the famed wizard of the the Dungeon Master’s Guide. decelerate to safely follow its owner at any
WORLD OF GREYHAWK® setting, the rea- Since the quasi-magnetic force doesn’t speed up to 18, including following him as
sons its origin was erroneously attributed affect objects only partially within its area he climbs stairs. If the user moves beyond

86 JUNE 1993
the 50’ effective range of command, the lid is opened. When this happens, a beam the command of the holder, the bottle can
tantalus ceases all movement and hovers of multicolored light lances out from the expel its contents the same way that it
in place until either its user returns or bottle’s mouth to strike the target. If the trapped them, shooting them outward
another wizard takes control of it. target fails a saving throw vs. spells, it and subjecting them to an enlarge spell so
A Tenser’s tantalus will follow its owner shrinks (as if affected by a reduce spell that they return to normal size within sec-
if he falls into a pit, but because of the cast by a 12th-level wizard; a 12’ tall crea- onds of escape. Less commonly, someone
owner’s rapid acceleration, he will soon ture would shrink to 3” tall) to a size that may escape a bottle of trapping when the
out-strip the disc’s power to follow. In a lets it fit within the bottle. Then the target bottle is destroyed, an easy task from the
pit 75’ deep or less, the disc will gently is sucked toward the bottle’s mouth. outside. Unfortunately, destroying the bot-
descend to the bottom a few seconds after At that point most inanimate objects are tle also prevents it from enlarging its con-
its owner, but if the pit is any deeper the irresistibly sucked into the bottle, but liv- tents, so that anyone escaping from a
owner will eventually accelerate out of the ing creatures can attempt to grab the lip shattered bottle of trapping will still stand
50’ range, meaning that the disc will stop of the mouth and hold on against the just a few inches tall until a dispel magic
in mid-air some 20’ down from the upper force of suction. To cling to the edge of the or enlarge spell is cast on him.
end of the pit, waiting for someone to mouth, they must succeed at a Strength XP Value: 3,500
come within range and take command. check on 1d20 each round that they wait
Because such an obvious display of for rescue. The bottle can only hold one Nerve tonic
treasures increases the possibility of theft, shrunken object at a time, so if the target This potion allows the imbiber to take
many Tenser’s tantaluses are equipped does end up in the bottle, it is entirely control of his own emotions, remaining
with a permanent alarm spell with a vol- empty of previously-affected objects. calm, cool, and collected no matter what
ume loud enough to be heard from 50’ While the bottle’s walls are as fragile as the situation around him. All outside
away but not farther. The alarm sounds normal glass from the outside, they are influences on his emotions are either
when anything enters the field without stronger than steel from the inside, foiling eliminated or minimized. If used by an
speaking the alarm-deactivating com- most attempts to escape. NPC, his morale rolls are made at +3.
mand word. Semi-solid manipulators, There are two ways to exit the bottle. At No scare, charm, fear, or other emotion-
such as unseen servants, telekinesis or
Bigby’s hand spells, air elementals, or
gusts of wind are all too tenuous to reach
into the field and take or destroy items,
but all of these will activate the alarm.
A thief could attempt to steal the entire
disc away from its owner. This requires a
Strength check on 4d6 to break the disc’s
attraction to its owner. If the thief takes
the disc more than 50’ from its owner
(and remember, the alarm will sound
unless the thief manages to touch only the
bottom and rim of the disc), it is free to be
commanded by another wizard.
XP Value: 3,000 (3,500 with alarm)

Bottle of preservation
While they look like normal glass bottles
from the outside, these common magical
devices are invaluable to wizards or other
collectors who use them for storing odds
and ends.‘ The bottles come in a variety of
sizes and shapes, but all share one prop-
erty; their interior walls project a spell
designed to preserve indefinitely the
freshness of anything placed within them,
including spell components or ingredi-
ents for the manufacture of potions and
other magical items. A more mundane
use for a large bottle of preservation
would be the storage of perishable food
items, but the use of even a common mag-
ical item to preserve inexpensive food
seems a little wasteful.
XP Value: 200

Bottle of trapping (Wizard)


These magical bottles look absolutely
normal when empty except for their large,
flaring mouths, and the elaborate, hinged
stoppers that close them. The bottle’s
magic is activated when it is pointed at an
object or person of less than 120 cubic
feet volume (which includes most
humanoids 12’ or less in height) and the

DRAGON 87
altering spell has any effect on the sized sculptures on the decks of
user of this potion, and the user the full-size ship, forcing the user
also gains a +3 bonus to saving to provide living crew members to
throws vs. spells that affect the vic- replace them. Although a normal
tim’s emotions indirectly, such as model ship would probably be
spook or phantasmal killer. The destroyed if thrown against a rock,
potion has no effect on mind-con- the magic of this item protects the
trolling spells without an emotional com- Pox: potion bottle’s contents until the ship-in-a-bottle
ponent such as hypnotism or domination. Although this potion is often the result is fully enlarged. Thus, the boat will be as
All of these effects last for 2-5 turns. Each of a failed attempt at creating some benefi- sea-worthy in fact as it was in appearance
bottle contains a single dose. cial potion, it is sometimes intentionally in the bottle.
XP Value: 150 manufactured or substituted for some Lest anyone think this an easy way to
other potion (for reasons ranging from create a fleet, the cost of the special mate-
Oil of monster repulsion con games to assassination attempts). rials involved in the creation of this item
Like many other oils, this liquid meant to When first swallowed, the potion has no are the same as those required to make
be applied to a single person’s clothing and apparent effects. After about an hour, the full-size ships (see Player’s Handbook,
skin rather than taken internally. It quickly boils, rashes, warts, and sores appear on page 67), and the mage must perform all
soaks in and works continuously for 12 the user’s body. These grow in number stages of the construction himself, mean-
hours (unless removed by a strong solvent). and size until they cover the victim com- ing that he will have to study the art of bot-
Once applied, this oil releases a scent that pletely, but while they resemble the symp- tled ship building before he can craft his
is odorless to all creatures except the one toms of many contagious diseases, the magical models (Bottled Ship Building
type of animal or monster (lion, tiger, troll, effects of a pox potion are not catching. nonweapon proficiency: General, 1 slot,
blue dragon, goblin, etc. at the discretion For every hour after the elixir’s ill effects check vs. Dexterity at -2). Making a simple
of the maker) that it was formulated to first manifest themselves (up to a maxi- raft-in-a-bottle can take the wizard as
affect. That type of creature smells an odor mum of seven hours) the pox increases in much as a month, while a multi-deck
so disgusting that it will not willingly stages, with the victim’s Strength, Dexter- galleon would certainly involve almost a
approach within 80’ of the offending per- ity, and Charisma dropping by one point year’s effort; time enough for a shipyard to
son. An intelligent creature can overcome and his hit points by two points each hour produce a small fleet.
its revulsion and force itself forward, but as (a maximum loss of 7 and 14 points, XP Value: Half cost in gp to produce
it gets closer the odor increases so that respectively).
each halving of the 80’ distance gives the The only known cures for this poison Skunk water
affected monster a cumulative -1 on all are a full dose of sweet water, a dispel This potion is not meant to be drunk, as
combat rolls (such as attack, damage and magic spell (the poison resists as if created it’s not appetizing (although nonpoisonous
saving throw rolls); -1 at 40’, -2 at 20’, -3 at by a 12th-level wizard), or a cure disease on its own) to the human or demi-human
10’, and -4 at 5’ or closer. spell cast by a priest of 12th or higher level. palate. When added to other liquids it
This oil can also be painted on inani- There is rarely more than one dose of pox transforms them into impure, foul-
mate objects such as fence posts to create potion found in a single place. smelling, undrinkable sludge. It has no
a large zone of exclusion that no member XP Value: 50 if created deliberately effect on poisons, and skunk water auto-
of the target species can enter. One dose of matically converts magical potions to poi-
oil can coat up to ten objects this way. Ship-in-a-bottle son. A single bottle of skunk water can foul
XP Value: 250 To all appearances, this seems to be 100,000 cubic feet of fresh water or turn 10
just another example of the sailor’s hobby magical potions into poison (type G, H, or
Oil of neutral scent of building miniature vessels and sealing I, with full effects felt only if a complete
This magical oil’s volume and duration them into large glass bottles. As with most dose is ingested; see DMG, page 73). While
resemble the oil of monster repulsion, but of its kind, this magical model is a highly the effects of skunk water are permanent,
unlike that oil it doesn’t make the user detailed replica, so much so that one an equal volume of sweet water can
emit a special scent. Rather, it neutralizes could almost believe that it was a real ves- restore foul water to fresh. Sweet water has
all scents that the wearer and his coated sel shrunken by way of powerful magics. no effect on potions made poisonous.
equipment emit, making him effectively In fact, the magical ship-in-a-bottle is XP Value: 100
odorless. While this could have some bad actually constructed in the same way as
effects (for instance, the user’s pet dog any other such model, but with expensive Smoke of fire quenching
may not recognize him), it is generally enchanted construction materials. The This small and fragile glass globe
helpful, preventing the wearer from being impression that it is a ship that has really releases clouds of thick white smoke that
sniffed out by giant ants, carrion crawlers, been shrunken is only strengthened extinguish all normal fires within 60’ when
griffons, minotaurs, rust monsters, wolves, when the item is used. At the moment it is shattered. Magical fires are entitled to a
snakes, and other creatures dependant on smashed against a pier or seashore rock, saving throw, requiring a roll of 15 or bet-
scent to hunt or track. Even if such a mon- the model expands to form a full-size ver- ter, with a +1 bonus per level of the spell
ster blunders upon the wearer acciden- sion of the same ship in a single round; (so a fireball cast into an area protected by
tally, the lack of a scent is likely to make it this can be anything from a two-man smoke of fire quenching would only ignite
hesitate in combat (-2 on initiative rolls). row-boat to a trireme war-galley or if a saving throw of 12 or better is made).
Unless the user can bathe a monster’s beyond. The spell has no effect on fires created
entire body in oil of neutral scent, this oil is Although the enlarged vessel radiates a by a creature’s body (such as the breath of
useless against the crippling scent attack mild aura of magic, it has no magical a red dragon) but secondary fires sparked
of troglodytes and other smell-emitting powers and behaves exactly as a normal by these flames are affected. The smoke
monsters. ship. The ship is permanent, barring acci- dissipates in 3-6 rounds, and new fires can
When the effects wear off, the wearer is dents of fate and the depredations of time, be lit in the area once every trace of the
instantly assailed with his own normal tide and barnacles. It is equipped as the smoke is gone. The range of the thrown
scent. It takes 1-4 turns before he is again builder depicted it in miniature, with the globe is 90’ (see Grenade-Like
so used to his scent as to be unaware of it. exception of a crew. Any sculpted crew Missiles, DMG, pages 62-63).
XP Value: 300 members in the miniature become man- XP Value: 500

88 JUNE 1993
The first game for all new gamers: the DRAGON STRIKE™ game
by Bruce Nesmith
Elation, frustration, hope, despair, Then upper management had the idea. playing without wrestling with the com-
relief, joy—no, these are not the emo- The idea was to produce a board game for plexities of the D&D® and AD&D® games.
tional stages you pass through when you kids that included a 30-minute, action- Once kids played this game, they’d be
die. They are the emotional stages of game packed video tape. It would be a great way excited about getting into role-playing.
design. In particular, that’s what I went to introduce young people to fantasy role- My rewrite of the DUNGEONS &
through to design the DRAGON STRIKE DRAGONS boxed set was dropped faster
game. It’s new from TSR, Inc. and should than last year’s DRAGONLANCE® calen-
be available in stores everywhere this dar. Suddenly, I was making a mass-mar-
month. ket board game that included a
The DRAGON STRIKE game is a mass- mini-movie. I was definitely elated. (By the
market board game for young, novice way, mass market means that the game is
gamers. It will be available in stores like supposed to appeal to everyone, not just
Wal-Mart and Target as well as regular role-players. A broad audience appeal
hobby shops. Experienced gamers will means more sales, which means more
find that it makes a great gift for younger gamers, which benefits everyone.)
brothers, sisters, cousins, sons, daughters, Quicker than an editor’s red pen, the
kids down the street. sorry, got carried plans for the game that was to become the
away there. Two to six people can play, DRAGON STRIKE system grew and grew.
ages 10 and up (lots of adults here at TSR It got plastic pieces—24 of them, to be
have had fun playing it, too). Each player exact. It got two game boards. Then the
runs a character that is a fantasy hero, game boards became double sided. It
warrior, wizard, elf, or thief. One player is soon included 16 adventures, 110 cards,
the Dungeon Master and sets up the card sheets, counters, bases, and a
adventures. The other players try to win screen. To cap it off, my boss was trans-
the adventure before Darkfyre, the ferred to Marketing and I got a new boss.
dragon, is placed on the board. Over half my time at TSR was spent in
Of course, the game concept didn’t start meetings about the DRAGON STRIKE
that way. Let me begin at the beginning. game. It became a monster out of con-
My boss, Jim Ward, gave me the choice trol—and it was barely written down.
assignment of rewriting the DUNGEONS Then I heard those dreaded words:
& DRAGONS® game—you know, the black “Your deadline hasn’t changed.” I had only
box with the red dragon exploding out of three months to design a game with all
it. Boy, was I excited! Dare I say, I was even that stuff in it, and I was starting from
elated. It’s not every day that a game scratch.
designer gets to work on the world’s pre- In no time, I had a game design and a
mier fantasy role-playing game. prototype prepared. I was then ready for
Everything went fine for the first month the most terrifying experience a game

90 JUNE 1993
designer can have: a playtest by other Although I can lay some claim to the game is great, but until real, live kids play
game designers. I thought about wearing game design, much of the actual writing is it and say they like it, you really don’t
a bulletproof vest, but decided it would Andria’s. She worked endless late nights know for sure. Now I knew.
get in the way of my lunging across the and even cracked the whip to get me to As I write this, the game is still in pro-
table to strangle critical co-workers. Like work a few myself. Despair set in as the duction. I am still waiting for that last
all initial playtests, it ended disastrously deadline quickly approached. emotional surge: joy. That will come only
and in frustration. I swept up the remains Just before Christmas, I became a when everyone reading this goes out and
of my shattered ego, extracted the game father for the third time, and my DRAGON buys a copy of the DRAGON STRIKE game.
board from the claws of my former STRIKE game deadline arrived. I did my Joy comes when the game is a commer-
friends and colleagues, and slunk back to best to match Andria’s pace while attend- cial success. Oh, it’s nice to be a critical
my office. A warning to all aspiring game ing more and more important but lengthy success, too, but I find it much more satis-
designers out there: Sell your egos and meetings. Finally, after what seemed to be fying to know that regular people, not just
buy thick skins. If you can’t stand the heat an eternity, the project was finished. What critics, enjoy my games. What are you
of the playtesting, don’t bother applying a relief! (Famous last words.) waiting for? Go out and make me happy!
for the job. Once a good editor gets hold of a manu- Buy the DRAGON STRIKE game.
I set up several more playtests for those script, the manuscript won’t be let go
heartless people I work with. With their until it’s perfect. Andria had more
advice and suggestions, the game actually changes for me to make, more things to
became playable. Then it became good. review, and more things to do. For over a
Finally, it became fun (far more important month I worked on my regular project
than being good!). There was hope yet. and did whatever she needed to have
Now I had to write down the rules. As done. At last, even that was finished. What
you might guess, I had used up a lot of my a relief! (Haven’t I heard that somewhere
three months getting to the point where I before?)
could begin to write. Fortunately, I had an During all this chaos, we received the
editor. An editor is every game designer’s results of our outside playtesting. The
best friend and worst nightmare, all rolled playtesters liked the game! After the shock Give us the word!
into one. I had the best of both in Andria wore off, I was even more relieved. But if What do you think of this magazine?
Hayday. She was there for all the playtests, you thought I would be overjoyed at this What do you like best or want to see
all the endless meetings, all the swift point, you were wrong. As a game changed most? What do you want to
changes in direction. Andria pulled my fat designer, you pour your heart and soul see next? Turn to “Letters” and see
out of the fire. All she asked in return was into a game, giving it your best shot. All what others think, then write to us, too!
tireless devotion. your co-workers can tell you that the

DRAGON 91
The strangest magical weapons around: Bonded weapons

by Gregory W. Detwiler
Artwork by L. A. Williams

nary creatures. It does not bestow any


attack or damage bonuses beyond what
the weapon’s special power may inflict.
works, (Strength bonuses on attack and damage
it might rolls still apply, of course.) If a hero is
This article describes a new type of mag- be wasted armed with the aforementioned lightning
ical weapon for the AD&D® game: the on weak oppo- sword, and he runs into a gargoyle that
bonded weapon. What makes a bonded nents that don’t need that kind of power to has somehow been made immune to
weapon different from a standard magical kill them, causing the weapon to run out lightning, the hero will do only normal
weapon is the fact that it is not an ordinary of charges rapidly. A Minor Bond 2 sword damage to it. If he meets up with a
weapon with a dweomer of some sort weapon lacks this fault, being magically shambling mound, he should run!
placed on it. Instead, it is an element, attuned to its owner (a process that takes As stated earlier, roughly two-thirds of
material, or essence bonded together in 24 uninterrupted hours). It expends these already scarce weapons are tempo-
the shape of a melee weapon. Thus, there charges only when its wielder actively wills rary (Minor bonds), while half of those
can be a fire axe made of the element of it to do so. No more than one charge can remaining will not respond to an owner’s
flame, or a fear sword made of the essence ever be expended at a time. will. Of all bonded weapons, Minor Bonds
of terror. Major Bond weapons 1 and 2 are like 1 and 2 each make up one-third of the
Players with spell-caster characters must their Minor counterparts of the same total, while Major Bonds 1 and 2 each
already be wondering how to create such numbers, but they are powered by perma- make up one-sixth. (Roll 1d6: 1-2, Minor
magical weapons. My reply is brief: You nent dweomers, with no charges to run Bond 1; 3-4, Minor Bond 2; 5, Major Bond
can’t. These weapons can only be created out. Thus, the only problem with a Major 1; 6, Major Bond 2.) Reducing the number
by the gods themselves (who else has Bond 1 weapon using its power against the of permanent items helps reduce the dan-
access to the essence of things like “fear” wielder’s wishes will come if the attack is gers of game imbalance, the more so since
or “pain”?), and thus are relatively scarce. counterproductive, as in the case of the half of both the Minor and Major Bond
Not only that, but two-thirds of these lightning sword used against a shambling weapons will use their powers with every
weapons do not have a permanent mound. Major Bond 2 weapons are the successful hit on an opponent, no matter
dweomer. These temporary weapons have very best, being equivalent to the best how inappropriate that power use may be.
a limited number of charges; when they “conventional” magical weapons. A freshly created Minor Bond weapon
are used up, the weapons themselves sim- Even when its special power is useless or has 16 charges, which are gone for good
ply dissolve into nothingness, unused during an encounter, the bonded (as is the weapon) when they are used up.
weapon is still a great improvement over For a weapon found in a dungeon or the
The basics mundane weaponry. The material or like, roll 2d8 to determine the number of
Bonded weapons come in four distinct essence, once bonded together, is held in charges remaining. Remember that a
classes: Minor Bond 1, Minor Bond 2, place by a magical energy field shaped like weapon owned by an intelligent monster
Major Bond 1, and Major Bond 2. A Minor the weapon the creator desired to make. with manipulative organs will almost cer-
Bond 1 weapon expends a charge anytime This field interacts with the magical pro- tainly be used in combat against the
it scores a hit in battle, even when its spe- tection of creatures that cannot be adventurers, further reducing the total
cial power would be useless or even coun- harmed by ordinary weapons, enabling number of charges or even discharging it,
terproductive, such as stabbing a the wielder to hit and harm even monsters so that the party’s prize vanishes before
shambling mound with a sword made of unaffected by +4 weapons. their eyes during the course of the fight.
bonded lightning (which will make the One caveat: All that the weapon’s energy Bonded weapons are never intelligent
beast grow in power, as per its description field does is to nullify the special protec- and never possess any other characteris-
in the Monstrous Compendium). This also tion of supernatural creatures, enabling tics, such as the ability to detect items or
means that even when the special power the wielder to hit them as he would ordi- communicate with a wielder. They have

DRAGON 93
no alignment and may be used by anyone In general, when a deity gives a bonded from the weapon. Thus, a fire elemental
who picks them up, though severe reli- weapon to a character or temple of that still takes normal damage from that fire
gious restrictions may apply if a weapon god’s faith, it is as a reward for some spear. DMs should carefully check the
falls into the wrong hands, as noted later. extremely beneficial service that was per- information on each monster encoun-
The special powers of bonded weapons, formed on behalf of the god’s faith. Merely tered and make an appropriate ruling. For
unless otherwise stated (as in the case of killing a few unbelievers or defiling a tem- instance, an ice axe will probably do great
bonded-rust weapons), always work ple or two of the opposition won’t do the harm to salamanders, red dragons, and
against normal living creatures, although trick; we’re talking major quests here. The fire elementals. It is possible for water and
many normal foes may not need this type only exception to this rule would be if that holy/unholy water weapons to doubly
of power to be used against them. If a deity or a high priest funding the quest harm fire-based beings, too, though only a
weapon’s special power duplicates a spell gave a worthy character such a weapon holy water weapon will do extra damage to
or substance, its effect is no more versatile before the quest was begun to ensure the an undead being.
than that spell or substance. Thus, if Sha- quest was accomplished. This is particu- Air weapons harm any creatures that
nara the thief sneaks into a necromancer’s larly appropriate for those bonded can be harmed by air-based attacks,
lair, her holy water sword works perfectly weapons of a temporary nature; the thing including such spells as gust of wind or an
well against the undead monsters guard- would have just enough charges to defeat air elemental’s whirlwind attack. They
ing the place. If she returns to camp in the main enemy (thus accomplishing the inflict an extra 1-4 hp of wind-burn dam-
time to see her partner Reland lovingly deity’s goals) before vanishing entirely age against “normal” foes. Air elementals
carrying a kelpie into the local lake, the (thus preventing a super-powered charac- and vampires in gaseous form, among
short sword inflicts only normal damage ter from conquering everything in sight by other monsters, take no extra damage. Air
because the kelpie, though evil, is not virtue of his nifty magical weapon). If this weapons seem very light and easy to use.
affected by holy water. is the case, the PC who has been given the Earth weapons are effective against any
The reverse is true, too, of course. Spe- weapon might well be expected to safe- creature vulnerable to earth-based attacks,
cial powers will inflict extra damage on guard it from all combat until the main such as spike stones. Normal foes take 1-4
creatures particularly vulnerable to that goal of the quest has been reached, care- hp scraping damage from each attack, in
type of attack (see “The weapons”). A holy fully husbanding the handful of charges addition to any normal damage the
water sword inflicts extra damage on crea- until they are really needed. When fighting weapon inflicts. These weapons seem
tures such as the undead, and a bonded his way through a monster-infested unusually heavy.
weapon of ice greatly harms fire-based wilderness to reach his goal, or cutting a Fire weapons do 1-4 extra hp fiery dam-
beings such as salamanders. The special path through the main foe’s minions, the age to ordinary creatures that can be
power descriptions state what, if any crea- hero could use only mundane weaponry harmed by fire but are not especially vul-
tures receive extra damage from the spe- and such magical items as he had gained nerable to it. Note that though this type of
cial powers, as well as what sort of prior to the quest. weapon will be warm to the touch, it will
creatures are immune to them. Improper use of a bonded weapon is not set material alight.
grounds for serious divine reprisals. This Water weapons inflict double damage on
Creating bonded weapons should be spelled out very clearly by the fiery creatures but do only an extra 1-4 hp
As mentioned earlier, the gods them- DM in his role-playing of a high priest or watery (drowning or watery blast) damage
selves are the only ones who can create deity. If the PC ignores a warning, show no against ordinary foes.
bonded weapons. Needless to say, they do mercy! Letting characters of inappropriate Lightning weapons do double damage
not do this all the time, nor is each deity alignment or faith touch, much less use, against creatures particularly vulnerable
able to create every type listed herein. the weapon is sacrilege, and vengeance to electrical attacks, including any
Aside from keeping the campaign world might fall on the defiler as well. If a humanoid opponent clad in metal armor.
from being flooded with such weapons, bonded weapon is captured by foes of Again, 1-4 hp extra shocking damage is
this also means that the weapons that are another alignment or religion, this is rea- inflicted against mundane foes. The power
created are quite typical of items in gen- son for yet another quest, to “rescue” the is useless against electrical beasts such as
eral that the deity in question would cre- weapon from its captors. The quest would blue dragons, and downright counterpro-
ate. Air weapons are created by deities be particularly vital if the weapon was a ductive against creatures such as sham-
governing the air or atmosphere. Fire Major Bond 2 weapon. bling mounds. Holding this type of weapon
weapons are created by gods of heat and Should your party of PCs discover a usually causes the wielder’s hair to stand
flame, water weapons by gods of water or bonded weapon in a dungeon, don’t forget on end from the static electricity around it.
the sea, and earth weapons by earth-based the possibility of the deity or clerics of the Ice weapons, like water weapons, inflict
deities. Lightning weapons would be a spe- appropriate faith sending someone or double damage against fiery opponents,
cialty of gods governing thunderstorms, something after the device once it has and 1-4 hp extra cold damage against most
lightning, or electricity in general, and so resurfaced. This is an especially good plot foes. However, their special power is use-
on. Gods residing on the various elemen- device if more than one magical item was less against foes immune to cold-based
tal, para-elemental, or quasi-elemental recovered from the dungeon; the PCs attacks, such as white dragons. This type
planes can also make bonded weapons of know everyone’s after them because of of weapon is cool to the touch.
the appropriate type; many weapons using something they took from the dungeon, Time weapons do no extra physical
fear are thought to come from the but which item is causing all the fuss? damage beyond the norm, but they age
domains of the RAVENLOFT® setting. victims by five years per hit if a save vs.
Other types of bonded weapons besides The weapons spells is failed. This can be a source of
those detailed here are possible, subject Remember that in each case below, a quick victory against most animals, which
only to the Dungeon Master’s research bonded weapon does double normal dam- have relatively short lives, and may also be
and imagination (see details on the various age against creatures that are especially useful against human and humanoid
inner planes in the AD&D 1st Edition Man- vulnerable to that attack form or possess opponents, but it is of little or no value
ual of the Planes or DRAGON® issue #73, innate qualities opposed to that attack against long-lived dwarves, elves, and
pages 10-13, then consider the details on form. For example, a white dragon would dragons, or ageless golems and undead.
weapons of magma, steam, vacuum, take double damage from a fire spear’s hit. Rust weapons attack the foe’s armor and
shadow, and so forth). Those listed here Also, creatures that are invulnerable to the (if parrying is used) weaponry, in addition
are the most common. attack form given still take normal damage to the foe himself. Any metallic item struck

94 JUNE 1993
by this sort of bonded weapon is subjected the special attack of a giant skunk would. wielder to sustain the burn damage him-
to the same sort of rusting attack that a That is to say, the foe will be blinded for self; the opponent will take normal
rust monster would inflict, or what the 1-8 hours, losing 50% of his Strength and weapon damage.
AD&D 1st Edition Oriental Adventures Dexterity for the next 2-8 turns if the victim Negative energy weapons, made by
sixth-level wu jen spell metal to rust would fails a save vs. spells, and any cloth item hit death- or evil-oriented deities, drain 1-4
accomplish if they fail their save (see the by the weapon will rot away. Magical items extra hp from the foes they strike, an effect
Monstrous Compendium entry on rust are allowed a save vs. acid. If the victim similar to that of the spell energy drain or
monsters for details). It thus does extra survives, the foul stench will still linger the attack of undead such as spectres (this
damage only indirectly against most foes, until he has thoroughly washed and aired damage can be healed, however). Humans
by depriving them of armor protection, all his gear for several days. Nature deities or humanoids slain by negative energy
though it can be decisive against iron make these weapons, often for druids weapons can be animated as juju zombies,
golems and similar opponents. Rust (rangers prefer weapons that do not stink but unless the spell-caster is also the one
weapons are produced, in general, by and thus give away their positions). who wielded the killing weapon, they will
deities who have the defense of instantly Positive energy weapons, often created be free-willed. If a negative energy weapon
crumbling any weapon that touches them. by good-aligned gods, do 1-4 hp extra is used against energy-draining undead,
Salt weapons, whenever they hit a foe, damage due to burns from positive-plane the wielder loses 1-4 of his own hit points,
throw off a shower of salt grains that can energy, or double damage against evil as the weapon’s dweomer interacts with
blind the target for 1-4 rounds (assuming creatures of darkness, such as undead and the “energy vacuum” inside wights,
the foe has eyes and fails a save vs. spells) shadow dragons, as well as all evil crea- wraiths, etc. A character who uses this
and inflict 1-4 extra hp damage due to tures from the Outer Planes. Undead can- weapon against undead can turn himself
dehydration as the weapon absorbs the not touch these weapons without into an undead monster, even if the mon-
enemy’s bodily fluids. Because of this, it sustaining the extra damage; even vam- ster doesn’t fight back!
does double damage against watery crea- pires may be permanently destroyed by Disease weapons, created by gods of dis-
tures such as water weirds, as well as them. Using such a weapon to attack good- ease and plague, infect victims as the spell
semisolid opponents such as oozes, jellies, aligned beings from the outer planes or cause disease if a save vs. spells is failed.
slimes, and puddings (giant slugs also take highly good beings such as From one to six turns after the save is
double damage). Sea deities produce such paladins will failed, the victim will lose one point of
bonded weapons. cause Strength per hour until his
Ash weapons, created of the leavings the Strength is reduced to 2,
around the forges of blacksmith gods or rendering him help-
from the quasi-elemental plane of Ash, less. For foes that
behave similarly to salt weapons in have no Strength
their blinding effects, though ashes rating, 10% of
are thrown off instead of salt. The their hit
foe takes 1-4 extra hp burning points
damage; since these are ashes will be
instead of flames, there is no
doubled damage against
opponents specially vul-
nerable to fire-based
attacks. Fire-immune
foes take no physical
damage, though they
are still blinded if
they fail a save vs.
spells.
Holy/Unholy
water weapons are
two separate types
of weapons, lumped
together here
because their effects
are so similar. Any
good or evil deity can
make the appropriate
weapon out of holy or
unholy water. They do
double damage against
strongly (and innately)
evil or good beings such as
undead, paladins, devas,
baatezu, tanar’ri, or lam-
masu, as appropriate to the
weapon type. They are generally
constructed for characters such a
paladins or clerics and are not meant
for use against humanoids and dragons,
doing no extra damage to these plain
opponents.
Musk weapons do all the damage that

DRAGON 95
drained per “Strength point” loss, down to ers of the RAVENLOFT setting) are thought on attack rolls, -1 on damage, -3 on reac-
10% of their original hit points. Without a to make these items. tion attacking adjustments, and -4 on
cure disease spell, full recovery takes 1-3 Sleep weapons, made by sleep- and defensive adjustments if a save vs. spells is
weeks, assuming the victim survives the dream-oriented gods, cause victims to failed.
battle. Beings immune to disease or able to instantly fall asleep for four rounds unless Magnetism weapons are unusual in that
cure it by their innate powers (such as pal- they make successful saves vs. spells. they do provide an attack bonus, but noth-
adins) are immune to this effect, but not to Undead, golems, and similar unsleeping ing else. Against metallic opponents such
normal damage. monsters are not affected. as iron golems, as well as human or
Slow weapons cause the victim to make Paralyzation weapons paralyze victims humanoid foes in metallic armor (even as
all movements (including combat) at one- for four rounds after a blow is struck, little as that in studded leather armor), the
half normal rates for the next four rounds unless a successful saving throw vs. paral- weapon is +3 on attack rolls though it
if a save vs. spells is failed. Repeated blows ysis is made (the effects are noncumula- does normal damage. The wielder also
do not make for a cumulative effect; the tive). Undead and similar beings, as well as gains a +3 bonus in any attempt to parry
effects of the first blow must wear off or be any creatures with an innate power of par- metallic weapons. Metalsmithing gods are
dispelled before the victim can be slowed alyzation, are not affected. Violence-hating the main producers of weapons of magnet-
again. Copper dragons, stone golems, and and speed-oriented deities prefer such ism weapons.
other creatures with an innate slow ability weapons as these. Radiance weapons (also called light
are immune to this effect. Speed- and Silence weapons affect those they hit as weapons) are produced by light- or sun-
travel-oriented gods favor this sort of though the priest spell silence, 15’ radius related gods. They give off a flash of light
weapon. were cast on them, although only the that effectively blinds enemies they strike
Wood weapons, favored by forest deities, struck enemy will be silenced. The foe for 1-4 rounds if the target fails a save vs.
let off a shower of wooden splinters every cannot call for help or cast any spells spells. No extra physical damage is
time they strike a foe, doing 1-4 extra hp requiring verbal components, and mon- inflicted beyond the norm. Only the struck
damage to any creature that can be sters such as harpies, androsphinxes, and foe is blinded; even nearby enemies are
harmed by normal weapons. dragonnes cannot use their special not affected. Eyeless or blind enemies are
Bone weapons, built by gods of death, attacks. Music-loving gods make these immune to this power. Furthermore, these
act the same as wood weapons, but the weapons. weapons do double damage against evil
tougher bone splinters do 1-6 extra hp Pain weapons, crafted by pain-loving creatures from the plane of Shadow, as
damage. deities, affect the victim as per the Oriental well as any darkness-related evil beings
Fear weapons induce magical fear in Adventures sixth-level wu jen spell pain. A such as the undead shadows and shadow
foes for the first four rounds after being fantastic pain is felt upon being struck, dragons. Undead who are vulnerable to
struck, unless they save vs. spells. Undead which passes swiftly. However, for the next sunlight, such as vampires, also take dou-
and other fear - immune enemies are not four rounds, the foe’s Strength and Dex- ble damage and may be permanently slain
affected. Gods of terror (and the Dark Pow- terity will be reduced to 3, making him -3 by these weapons.

® designate trademarks owned by TSR, inc.


96 JUNE 1993
Collaborators: an interview with Michael and Teri Williams
by Will Larson

DRAGON® Magazine wishes to thank ian Orthodox chants, and gets himself and
Carla Vaananen of Louisville, Kentucky Teri where they should be—way before
for her interview and indispensable help it’s time. He orders char-broiled steak and
in the preparation of this article. french fries. She eats half a salad and
saves the rest for later. Somehow, some-
The reasons why authors collaborate where between the salad and the steak,
are nearly as many as the collaborations between purple and khaki, between Mar-
themselves. A skilled ghostwriter helps a garitaville and Moscow, the partnership
celebrity tell his or her story. A commer- thrives.
cially successful author lends his name At their dachshund-infested house in
(for a fee, of course) to a project largely Louisville, Kentucky, Michael and Teri
handled by a relative unknown in an talked with our interviewer about how
effort to boost sales. A writer simply has they make their collaboration work.
too many projects in the fire, and a sec-
ond author is sought to insure adherence TSR: What method do you take to col-
to the schedule. Two writers with consid- laborate? Do you sit down and write
erably different strengths are paired together as you talk through the ideas, or
together in an effort to showcase both of do you each write a part, then exchange
them at their best. One author is a terrific them for the other to read? And how do
idea person, while the other has strong you decide who gets what part?
writing skills. And—let’s be perfectly hon- Teri: We both invent the characters,
est here—every once in a while, a writer unless we’re working on something like
simply screws up and needs to be bailed DRAGONLANCE [stories], where some of
out. the characters are already created. In all
From an editor’s perspective, one can cases, we work from plot outlines, which
hardly help but be curious about which we put together over long walks and con-
contributor created what. There are no versations. Once we have an outline talked
physical clues in the neatly numbered through, Michael generally writes the first
and labeled pages of the manuscript as to draft, scene by scene and chapter by
authorship. The clues are more subtle chapter. Then I take the hard copy and
and generally stylistic in nature, but they make additions, cuts, and revisions, gen-
are inevitably there for an editor familiar erally late at night when Michael and the
effortlessly together, we (the TSR Book dachshunds are asleep. Most of my writ-
with the work of the authors in question.
department and DRAGON Magazine) ing is done in longhand, on the backs and
Thus, when a highly stylized writer with
decided to interview them. margins of pages. The manuscript passes
several impressive efforts to his credit
In one way or another, Michael and Teri back and forth between us several times—
announces that his latest effort is a collab-
Williams have been partners for years. in the case of one short story, sixteen
oration, the collaborator is none other
Almost six years of marriage have led times! In later drafts, I try to eliminate any
than his wife, and the resulting collabora-
them through all sorts of collaboration: narrative confusions and check for things
tion proves to be absolutely seamless, with
teaching together at the University of like chronology, plausibility, and small
no hint whatsoever of where one left off
Louisville, raising dachshunds and character consistencies—so that every-
and the other took over—that, my friends,
daylilies, and running Teri’s busy pottery one’s eye color and name spelling stays
makes an editor sit up and take notice
studio in the Louisville suburbs. Recently the same. But the work decides what is
Michael and Teri Williams’s Before
the couple joined their talents in writing needed, and who does what. It’s never
the Mask, the first volume in the
fantasy fiction with a story, “Mark of the really a case of the same person always
DRAGONLANCE® Villains series, is the
Flame, Mark of the Word,” in 1992’s focusing on the same aspect. We talk it
book that caught this editor’s attention for
DRAGONLANCE Tales: The Cataclysm. over and see who has the best idea for
the aforementioned reasons, and a dandy
Then came their novel, Before the Mask. every particular part of the story.
book it is. It tells the tale of how Ver-
Opposites often attract in romance and Michael: Usually I knock down the first
minaard, the notoriously villainous
marriage, but rarely make for a successful draft, as Teri said, after a lot of consulta-
Dragon Highlord of DRAGONLANCE
writing partnership. Michael and Teri tion over what goes on. I do it early in the
Chronicles and Legends fame, became so
abound in differences. He’s a big-city boy, morning, before sunrise, because there’s
despicable. The book came out just this
and she’s from a wide place along a something right about working in the
April.
Florida road. She wears bright colors, dark hours as you wander into the dark of
To discover how Teri and Michael came
likes Jimmy Buffett, and never knows or a blank page. Teri and the dachshunds
to work so flawlessly and apparently
cares what time it is. He prefers tan, Russ- are usually still asleep at this time—as you

98 JUNE 1993
can see, the dachshunds have the easy aren’t honest, the story shows it. I’m hon-
part in the process. Then the text passes est with my suggestions to Teri as well,
between us, taking shape and rhythm and but she takes criticism marvelously. I
direction, kind of as I imagine improvisa- admit my ego gets in the way at times, but
tion would be in a jazz piece. When the for the most part, I take criticism well—at
story’s path is still dark ahead of you, out- least from her.
lines and character sketches are a good TSR: What do you do when one of you
point of departure, but they can guide you is inspired to write, but not the other?
only so far. Then you proceed on instinct Teri: Generally I find my great ideas
and on the unique pressures that rise up late in the day and want to discuss them
in the story as it begins to tell itself. Gener- right then. Michael’s more of a morning
ally both of us work on every part of the person. We have learned to talk about
book, but sometimes, after we’ve agreed work in the middle of the day, when both
on a particular idea for a scene, the of us are awake enough. Michael is great
responsibility for working on it falls to the at applying intuition to the direction of the
one of us who really wants the scene story when he’s working past the point
more. It’s as simple as that: Enthusiasm in we’ve outlined. I enjoy discovering where
the writing makes for a good read. he’s taken it, and most of the time, it’s the
TSR: What do you do when you hit a same place I would have gone, too.
disagreement over characterization or Michael: We have a little time friction
plot? And how do you handle it if one of here. Teri’s late hours and my early ones
you wants to put something in the story mean that she’s bleary if I want to talk
that the other person really doesn’t like? early, and that I’m nodding off if she
Is it hard to get to a point in collaborating wants to start an hour-long discussion
where you don’t fear being honest about just a little before midnight. As she said,
something you don’t like? midday is the best discussion time. If the
Teri: When we come across disagree- ideas we come up with in the wee
ment, each of us makes a case for how we hours—late or early—are any good, they’ll
think the story should go, then we come to hold until noon when both of us are clear-
a consensus. It’s not hard to be honest. It’s eyed and awake.
not about us, or primarily for us. It’s about TSR: Do you feel any lack of individual
a story and a reader, and we have to get identity because of collaborating?
out of the way. If you keep that in mind, Teri: No. I’m not defined by my work. I
the really weak or inappropriate things would have an identity if I wrote with
become surprisingly obvious. Something twelve people, or if I didn’t write another
that one of us wouldn’t like gets stopped word.
long before the manuscript gets to a final Michael: I don’t feel a lack there, either.
stage. Occasionally one of us might get Collaborating is a different process than
attached to a detail—maybe even one writing individually. And in fact, Teri’s had
word—that we think the story may turn a part in my work increasingly since Galen
on, and we tend to get more particular Beknighted, so much of late that in the
about things like that as we get closer to new book, Before the Mask, we’ve
the final stage. Hemingway calls it the “mot acknowledged what I think has been the
juste,” the precise word. Early on, we try case for a while now—that she is indeed
not to get attached to particulars, but once coauthor. I still have individual irons in
we’ve agreed on everything, we don’t like the fire, but remember that even the “indi-
for it to be changed. We work to balance vidual” work a reader takes off a shelf is
idea, story, and style, and last-minute tin- the product of many collaborators. It’s not
kering often destroys that balance. only the writer’s judgment and insight,
Michael: When we disagree, I usually but that of the friends who first read the
buckle under to Teri. But seriously, folks, manuscript, of the editors and copy edi-
we always talk out the disagreements and tors, and of the artists, whose illustrations
follow the direction of whoever provides give a shade and feel to the world of the
the most convincing argument. Although book. Still, there’s a peculiarly solitary
we’re very different from one another, pleasure in the single-author book for me.
we’ve spent a good deal of time writing, My natural tendency is that I write to
and simple experience and technique tell learn, and there are lots of things you
when a scene, a plot turn, or a bit of dia- need to learn on your own. I wouldn’t
logue just won’t work. So the disagree- want to give up either individual or collab-
ments are relatively minor and easy to orative work, since both satisfy me in dif-
resolve. Each of us trusts how hard the ferent ways.
other presses a point, and each of us lis- TSR: Do you feel it’s easier to come up
tens especially closely if the scene is more with ideas or inspirations with another
important to our partner than it is to us. person, or do you ever feel that you have to
Disagreements are usually no more than compromise a lot in order to collaborate?
detail, but even something as apparently Teri: Compromise? You grow, building
minor as a word choice can be momen- on one another’s ideas. It’s like being at
tous at times. We work very hard to make an idea bazaar with thousands and thou-
all parts of the story connect and res- sands of available choices that haven’t
onate, and that means we have to be hon- come from your own experience. And you
est to the story and to each other. If you don’t have to use them all at once; many

DRAGON 99
of them will wait for your next book and showed great promise and no delivery. Teri: Actually, given our differences, I
the one after that. Michael: There are also some bound- see no reason it should work well. I truly
Michael: You probably get more ideas aries during the other days. I have to be believe that only grace helps us communi-
in collaboration, because something is vocal and say, “It’s too late to discuss that. cate so well.
always happening in the exchange. Collab- I’m shutting down for the night.” When Michael: I think Teri’s answer to that is
oration is strangely competitive, as though we go out, we often insist on “no book excellent.
you try to top one another in a way. If talk.” I handle stress by working con-
you’ve ever seen a basketball team with stantly and gradually, so that there isn’t a The dachshunds were loudly proclaim-
two superb athletes—the Chicago Bulls, blinding, breakneck rush in the last weeks ing their opinion that suppertime was
say, with Scottie Pippen and Michael Jor- before a due date; even so, the last week is long since due, and with considerable
dan—you know that in the game, those almost nonstop work. I tend to worry reluctance, we took our leave of the
guys play for the good of the team, but more than Teri, and I’m probably more Williamses, the dachshunds, and
they’re inspired to outdo one another in difficult to live with when the stress begins Louisville, Ky., with fervent wishes that
the process. I think that kind of striving to build up. their writing partnership continues to
makes for better work. TSR: Now that you’ve been collaborat- flourish.
TSR: As collaborators who live together, ing, would it be hard to say “I want to do Two months from now in this same
what do you do to separate work from this one on my own”? space, watch for Jim Lowder’s enlighten-
time off? How do you deal with stress Teri: I have always approached writing ing explanation of the intricacies of the
together as the deadline looms? in a collaborative way. I even teach it that FORGOTTEN REALMS™ time line. In the
Teri: First of all, it’s not a “deadline” to way. Michael will always be my first meantime, check out Michael and Teri’s
us. We call it a “due date,” because refer- reader, and even if only my name is on the Before the Mask. You’ll be glad you did!
ence words are important as well, and cover, he will be a large part of the cre-
“due date” is more peaceful and less omi- ation of the work. But I don’t think I
nous. We look at how long we have to would ever need to say, “I want to do it on What’s your opinion?
complete something, then we arrange the my own.” However, if Michael had no time
tasks to get it done on time. It’s really a for a project that I wanted to do, I would What is the future direction of role-
matter of considering the work, not the just forge ahead. playing games? What problems do you
stress and worry. At any point in the pro- Michael: No, I wouldn’t have a problem have with your role-playing campaign?
ject, our schedule is roughly the same: We saying that. I still want to do individual Turn to this issue’s “Forum” and see
discuss ideas and editing six days a week, work. There’s a certain sense of daring what others think—then tell us what
but we rest and renew on Sundays. Basi- and exploration on a solo flight. you think!
cally we keep a traditional Sabbath. Every TSR: Why do you think your collabora-
work idea I’ve ever had on a Sunday tion works so well?

100 JUNE 1993


102 JUNE 1993 By Barbara Manui and Chris Adams
By Joseph Pillsbury DRAGON 103
104 JUNE 1993
DRAGON 105
106 JUNE 1993
108 JUNE 1993
DRAGON 109
110 JUNE 1993
games but the model railroad and doll-
house hobbies as well, harming hobby
shops and much of the rest of our indus-
try. You must keep the pressure on; the
outcry that reaches the legislators tells
them how important the passage (or stop-
ping) of a bill is to the people the con-
gressmen represent.
Several people asked me to suggest
ways to keep lead out of the environment
if the owner of some lead figures decides
to get out of gaming or if his parents (or
spouse) decide to get rid of the figures. If
you want or need to get rid of your fig-
ures, look for a nearby gamer or gaming
club and donate your figures to that per-
son or the club members. If you cannot
find anyone to accept your figures, send
your figures to me, using the address at
the end of this article, and I will find a
good home for them. We might be able to
start a miniatures “pool” from which peo-
ple can check out figures for gaming use.
I also want to thank the individuals who
have responded to my requests for a
player opponents’ list and interconnect-
ing-club set-up. The feedback has been
very positive, and we are well on our way.
If you have not sent in a note detailing
Can lead be saved? It’s all up to you! your playing forces or gaming periods,
please do so (this includes clubs as well as
©1993 by Robert Bigelow individuals). I want to assure everyone
that this is going to be a noncommercial
Photographs by Mike Bethke list that will be available to gamers and not
A small bright spot has appeared on the write polite and concise letters to their to game companies for their mailing lists.
horizon for those of us who want inex- congressmen to explain that miniatures The bad news this month is that lead
pensive miniature armies. The courts are collectibles and should be exempt miniatures are undergoing a price
found on close inspection that the from any lead-banning bills. Residents of increase, supposedly reflecting the grow-
research done by the New York Health other states should write to their con- ing cost of lead bought in bulk by these
Department, and the conclusions drawn gressmen as well, basing their concerns companies. I am not sure that this price
from that research, were seriously flawed. on the New York legislation, asking for a increase is entirely due to bulk-lead
This has led to the sidetracking from June similar exemption for hobby materials. prices, and I feel that most miniatures’
to late fall of the New York bill prohibiting Point out that this ban affects not only our companies should rethink their pricing
lead in miniatures. This also sidetracks structures. The hobby is getting too
similar bills in other states, since many of expensive, and the prices are scaring off
those bills were based on the information Miniatures’ product ratings prospective new gamers.
and studies passed on by New York. Most I apologize for the lack of dragon fig-
* Poor
other states are now waiting for New ures in this month’s column. While at the
** Below average
York’s final bill to be drafted before taking GAMA show, I churned out more reviews
*** Average than I had thought, and the overflow from
action. ****
This does not mean we can celebrate, Above average May swamped this month’s offerings.
**** Excellent
however. Residents of New York should Now, on with the show.

112 JUNE 1993


Metal Magic
c/o Wargames
P.O. Box 278, Rt. 40 East
Triadelphia WV 26059

Hobby Products
Postfach 10 10 20
4200 Oberhausen 1
GERMANY

C1006a Female Fighter with Spear * * * * *


One of the most frequent complaints
from my female customers is that all of
the fighters must have been designed by
men, as there seems to be few practical
female fighters. Here, we present one
from Metal Magic (we reviewed another
last month; this issue has a picture of both
last month’s miniature and this one’s).
This fighter is scaled to 25 mm and is a
demure 23 mm tall to the eyes from the
circular base. (The figure is made of lead,
but the company has no plans to change
the content until the laws have settled
out.) Her pants are frayed and have holes
in places, and a metal plate rides high on
one thigh. A long-sleeved shirt is covered
by a tattered chain-mail shirt. A leather
jerkin covers a slight bust, and there is a cleaning with a knife.
protective plate on her left shoulder. Both The rider’s body consists of two parts.
hands and arms are covered by plates; The lower part consists of knee-high
her right hand grasps a long spear with a boots in stirrups and pants. The body is
nicked point. Her upper body is covered divided at the wide belt. The body top fits
by a tattered, fur-lined cloak. Her facial into a depression in the lower body, but
features are plain, and her lip is curled as needed to be trimmed slightly as the holes
if to protect it from the cold. Curly hair looked like they had filled partially during
streams out in a breeze. This figure is casting. The warrior is dressed in chain
highly recommended at $1.79. mail covered by plate mail in front and a
lighter armor in back. A neck decoration
is the only ornate part of an otherwise
RAFM Company, Inc. functional outfit. The elf’s high cheek-
20 Parkhill Rd. E. bones and stern face are topped by a
Cambridge, Ontario Mohawk-style haircut that ends at the
CANADA N1R IP2 neck and frames the pointed ears. He is
armed with a huge sword held at the
3045 Dark Elves Spider Cavalry ****½ ready, with only gloves softening the
The possibilities of spider cavalry as weight.
“vertical assault troops” was mentioned This is a well-done kit that requires
when we reviewed the goblin spider cav- patience to finish well. This kit is highly
alry from Grenadier. Unfortunately, recommended, and I’ll probably pick up
morale and intelligence are not strong about three more sets for my dark elves.
points for goblin soldiers. Now, RAFM has The cost per pack is $4.50 (it may go
presented us with a perfect morale- higher after the metal changeover).
enforcement unit, one with initiative and
intelligence. 4001 Dark Elf Queen Arachnia
The package contains eight pieces that & Pet ****
assemble into two spider-mounted troops. This 25-mm set consists of a nine-piece
The figures are scaled to 25 mm and are spider and a queen figure, made of lead.
made of lead, and are very flexible. The spider is smooth skinned, with
The four leg assemblies, each of which mouth, pincers, and even eyes well visible.
has four legs, fit into the slots on the side The problem is that there are no instruc-
of each spider body. The spider has an tions with this kit, and the eight separate
armored head and body with a simple legs will fit almost anywhere in the spi-
chair for the rider. The pincers are der’s body slots. The front legs have sev-
extended out and eyes are visible, eral bends, but also had cracks in each The queen is dressed in knee-high
although not faceted. The thorax is cov- bend (the cracks were fixed by using spiked boots, with the rest of her body
ered by well-done hair, with enough detail drops of super glue). There was some being covered by a brassiere, an ornate
to withstand primer. The legs have some flash, and care had to be taken to remove loincloth, and shoulder plates, all linked
mild flash but are easy to clean. There was it and not the sensory organs on the legs. together with a thin strand of chain. Her
no flash, and mold lines needed only light Mold lines are present but easily cleaned. back is covered by a short cape that is

DRAGON 113
limbs are slightly out of proportion, but sci-fi genre anywhere else, and it would
not glaringly so. With no mold marks or provide a unique addition to any
flash, the queen lives up to her name. This SHADOWRUN*, TORG*, or CYBERPUNK
kit is recommended, but you will probably 2020* world. The cost is $1.50 each.
need only one queen. The price is $5.

Fortress Figures
Lance and Laser Models Inc. P.O. Box 66
P.O. Box 14491 Jonesboro IN 46938
Columbus OH 43214
WW201 Infestor Pod ****
TORG 017 Giant Bruiser **** The infestor pod is scaled for 25 mm
The giant bruiser is a modern-genre, and represents a possible horror for your
25-mm scale lead figure on an oval, flat dungeon stompers. The figure is 20 mm
base. The figure stands 34.5 mm high, high by 17 mm with a sprawling base. The
which puts it at just under 9’ tall. He is pod is horizontally ribbed with a group of
dressed is a double-breasted suit with interjoined sections. Tubular growths like
slight leg cuffs, shirt, tie, and what look plants or vines grow along the sides
like cowboy boots. The suit buttons have towards the opening on the top. The sack-
holes, and a couple look like they are like top emits large drops of a viscous
threaded. A rolled paper sticks out of the solution that run down the sides of the
bottom left pocket. Buttons are on both pod to the sprawling base. It costs only
sleeves, and the figure is molded so as to $1.50.
have creases in the pants. He is armed
with a spiked, wooden club in his left XL26 Ooze Creature ****
hand and a grenade launcher with a long Scaled for 25 mm, this figure could be a
rotary magazine in his right. His hair is real shock at underground pools, lava
tightly curled, and his facial expression is flows, or surface swamps. The figure is
a toothy sneer. The eyes are nicely done mounted on a 23-mm circular base that
and the facial wrinkles are a nice touch, lends itself well to modeling fluid or sub-
but the ears came out different sizes. stances. This figure is a simple mix of
This is a very good figure for use with slimy, dripping substances that has
everything from West End Games’s TORG* formed a troll-like face with pointy teeth.
system to FASA’s SHADOWRUN* game. It has runny, oozing hands and the consis-
The figure is menacing and makes a good tency and appearance of an often-used
enforcer. The only problem is that the candle.
detail seems to be superficial. Careful The figure has the advantage of being
cleaning of the figure and a good paint job almost universally useful in any game sys-
will fix this. It is recommended at $3.50 tem as everything from mutated chemi-
each. cals to elementals. It’s worth the $2.50
price tag.
TORG 014 Dwarf Tunnel Fighter ***½
This is a 25-mm scale lead figure on an
undetailed oval base. The figure stands Ral Partha Enterprises
about 18 mm tall and is dressed like a 5938 Carthage Ct.
miner with a serious attitude problem. He Cincinnati OH 45212-1197
wears a jump suit with knee-high cleated
boots. Most of his upper torso is covered Minifigs
by a huge minigun, complete with motor, 1/5 Graham Rd., Southampton
that he holds in his right hand. Detail is UNITED KINGDOM S02 0AX
fair, but the holes are more oblong than
round on the barrels. His left hand is cov- 02-162 Dwarf Flamethrower *****
ered by a glove and a wrist device, but also This 25-mm scale, lead weapon set con-
grasps a combat knife complete with tains 12 different parts that form a
knuckle guards. On his head is a con- wheeled platform-mounted flamethrower.
struction worker’s hard hat with a Its finished dimensions, not including
mounted light and goggles; on his back is crew, are 40 mm × 67 mm × 31 mm high.
a large pack with an ammo belt that The wheels are molded to look like they
snakes its way around to the front of the are made from heavy planks trimmed by a
figure to the gun. wide metal band and secured by strip
The face is poorly executed. Basic metal and nails. The axle on the outside
details such as eyes are indistinct, and the appears to be secured by a spike and joins
left side of the face seems to be almost the wooden pegs easily, though the hole is
blurred. There is a cigar in his mouth, but a bit large. The bed is a box frame sup-
realistically wrinkled. She is half-kneeling teeth are not visible. Even the expected ported by three braces and a huge front
on a block with a bas-relief spider. Her large dwarven nose is lost. spur with bolted spikes. A plank deck is
straight, shoulder-length hair is capped by This is another figure that needs careful nailed to the frame, as is a push handle
a headdress with a spider insignia and a attention and can be redeemed by a care- frame. The front shield is made out of
high crest. Her face is cruel, and she is ful paint job and a sharp, pointed blade. planks held together by metal strips and
armed with a hooked bill and a whip. The This type of figure is not available for the exhibiting a number of front pointing

114 JUNE 1993


spikes. The fuel tank is glued to the sec-
ond and third boards and consists of a
metal drum with a handle-locking side
door and a lock-down top. Bands with
double rows of rivets join the planks. The
flame dispenser is a metal pipe that
extends from the tank through the shield,
ending in a dragon head with a nicely
done hole in the mouth and good teeth
and board detail. The last part of the piece
is an air pump, with plunger-type com-
pression and a pipe going to the tank.
Both pieces have female ends, so carefully
secure the piece. This pump is part of a
crew casting.
Two of the dwarven crew are assigned
the unenviable task of pushing the cart.
The two are identically cast, with hands
set to push a bar. They wear loose, unar-
mored clothes and loin guards. They are
armed with sheathed short swords. Facial
expressions reveal looks of exertion; you
can almost see sweat drip into their
beards. Their heads are covered with
hoods. There was some flash on the circu-
lar textured base, but this was easily
cleaned. As a note, you might wish to trim
the bases down, as both figures are only
partially protected by a shield.
The pump operator wears an ankle-
length great coat with a wide sash belt. His
hands are gloved, and his upper back is
protected by studded leather. A large fur
cap and a short sword complete the
adornments on this figure. His face is thin,
with a long nose and gaunt cheeks, and he
has his mouth open as if puffing from
exertion.
The crew chief is holding a long pole
with the flaming brand used to ignite the
weapon. He wears a full set of chain mail
covered by a great coat and cape, with
gloves on his hands. A map pouch hangs
from his belt. His face is thinner than
expected, and he is squinting while star-
ing ahead. His head is covered by a pill-
box-type cap with a band and a skull on
the front. All clothes and the brand are
molded as though there is a wind.
This would be a perfect support
weapon for the Iron Lords Orc Foes set,
with the dragon totem held by their
cleric/shaman. This is recommended at
$9.95 per set.

54-473 Crossbowmen ****½


This set of 25-mm scaled figures con-
sists of three different castings for a total
of six figures. The figures are all mounted puffed cuffs; this uniform has no armor angular.
on circular bases that are nontextured value. Each wears a soft hat with a feather. The second group consists of two fig-
and come from the Conquistador line. The hands are uncovered; the left hand ures with crossbows at the ready. They
The height is slightly shorter than for holds a crossbow and the right is drawing are dressed in knee-high boots with fold-
standard adventurers but this is hardly a bolt from a weapon pouch. A sword with over tops. The previously seen type of
noticeable. hand guard hangs at the left hip. Each knee-length pants with puffed upper
The first set consists of two figures face is serious and has a neatly trimmed thighs and knees adorn their legs. Shirts
wearing slipper-type boots and tights beard and moustache. These figures with long sleeves and padded, sleeveless
known from conquistador times. Each would make excellent merchant militia- vests cover their upper torsos. A scarf is
wears a regular shirt with a drawstring men for a town, or a defensive unit for tied around their throats, and their heads
closure and puffed shoulders and elbows, field marches. There was no flash on are covered by a Spanish-type helmet.
and a set of knee-length trousers with these figures, but the legs looked very Curly hair is visible, and facial hair is

DRAGON 115
body and a cross timber with plate and
axles bolted on both ends. The actual bar-
rel fits in a notched section of the timber
and is held down by iron straps and large
bolts, while the cannon barrel has rein-
forcement bands. This barrel also has a
Mr. Yuk-type goblin face in bas-relief on
the upper side of the cannon muzzle.
The leader wears a heavy leather coat
over chain mail. The coat has long sleeves
and a studded hem on the bottom. The
figure clutches a cannonball in both
hands, with another at his feet. A pouch,
water bottle, and short sword hang from a
wide belt supported by a shoulder strap.
The helmet protects a face that is not as
detailed as it could be, though it has a
long beard and a moustache. The helmet
even has an extension to keep burning
cinders from reaching his skin.
The swabber holds his swab in his right
gauntleted hand while he waits his turn.
His feet are protected by fur-topped boots,
and his upper body is covered by a joined
strip leather suit cinched by a simple belt
and buckle. No sword is visible, but there
is a pouch. A cape falls to his knees. His
head is covered by a fringed helmet. A
long beard falls and curls at the stomach
line, as a look of concentration fills his
face. There was little flash or mold line
problems except on the base and feet.
The gun captain holds a flaming brand
in his right hand while his left is tucked in
his belt. The figure wears full-length armor
with studs on the lower half and a long-
sleeve undershirt. His back is also covered
by an oddly cut fringed cape with hood. His
facial expression is pure acid and glare,
and his beard bristles slightly. The high
helmet is topped by crossed straps.
With the rising number of powder-
based miniatures, this is almost a must.
With the detail, it is almost worth the $6.95
price tag. Don’t surround it with troops,
in case the gun explodes.

54-471 Sword & Bucklermen ****½


This six-figure set is composed of three
different types of 25-mm lead figures. All
have slightly oval, nontextured bases, all
wear burgonet-type helmets, and all have
neatly trimmed if slightly varying beards.
Little or no flash is present, but there are
some mold lines that require work.
Each figure in casting set #1 is of a man
wearing a mid-thigh-length chain-mail
neatly trimmed to pointed beards and enjoy gaming in the early colonial period shirt overlaid with padded leather. He
moustaches. The faces are well detailed of history, or are looking for excellent wears boots, but the left one is slightly
and determined. Each is armed as before town guards or medium troops. The set is armored and comes to mid-thigh, while
with sword and bolt. well recommended at $5.75 per pack. the right folds over beneath the knee.
The last castings are identical in posi- Gauntlets guard both hands; a sword is in
tioning to figure style #2 but have full 02-161 Dwarf Bombard ***** his right hand while a notched shield with
beards, true burgonet helmets, and heads This set is made of lead and consists of wrist straps and wide forearm straps is on
set more to the left. Both groups #2 and six parts scaled to 25 mm. The wheels for his left arm. The shield has a huge bas-
#3 share the angular leg problem of #1, the cannon are banded planks, joined relief of a bar that would be about 6” thick
but to a lesser degree. with rivets and reinforced by metal strips. in real life. The sword blade is triangular,
These figures would make an excellent The hub has a pin/spike retainer that is and the dwarf’s face is set but lacking fine
addition to the sets of those who play in easily seen, with well-done wood grain. detail. His beard is almost a van Dyke in
the Maztica setting for the AD&D® game, The gun consists of a huge timber main style.

116 JUNE 1993


Each man in casting set #2 has knee-
high boots that end with puffed-out edges.
He wears pantaloons with tight behind
and a puffy-shoulder, long-sleeve shirt. He
is protected in the front and back by plate
to the waist and in front by overlapping
plate to the thigh. A long sword is in his
right hand, and a dagger is in his left (his
left also holds a round shield by its straps).
The shield has a spoke design engraved
on the front. This figure’s face has slightly
more detail and expression than type
#1’s, and the beard is groomed to a point.
The posing is good, and there are no
angular surfaces that shouldn’t be present
except for a spot on one leg.
The figures in the last pair have shoes,
pantaloon pants, and tights from mid-
thigh down. Each man’s upper body has
ornately done studded plate with buckle
and leather connecting straps, with a sep-
aration from waist down for easy move-
ment. The back is protected by plate,
while buttocks and upper arms are pro-
tected by overlapping leather strips. A
round wheel-embossed shield is on his his back is covered by an additional falling to shoulder length. The figure has a
left arm, while in his right hand he holds padded piece with quilt embroidering. sheathed sword on his belt. His gloved
a long sword. The face is well detailed, The horse-body detail is very good, with hands hold a spear in the throwing posi-
and the expression is stern. smooth muscle groups and a nicely done tion and an embossed round shield with a
These figures are good not only for the tail. Remember to clip the extra lead dragon. There is a small nick in the shield,
AD&D Maztica setting but also as out- sprue from the front left hoof. The human but otherwise it is an excellent figure.
standing town militia and police. They part has good features, with long hair The heavy knight has overlapping plates
well worth their $5.75 price tag.

Grenadier Models
P.O. Box 305
Springfield PA 19064

Grenadier Models UK Ltd.


25 Babage Rd.
Deeside, Clwyd, Wales
UNITED KINGDOM CH5 2QB

3112 Armored Centaurs *****


Centaur cavalry gives you the best of
two worlds, speed and power, as well as
the intelligence to use them. These cen-
taurs from Grenadier give you a start on a
medium or heavy “cavalry” unit. The fig-
ures are scaled for 25 mm and are cur-
rently made of lead, but that will change
shortly as Grenadier adopts a new metal
for its miniatures. Both figures are
mounted on slightly textured oval bases
with a hint of a mold line that is easily
removed. Both centaurs measure 35 mm
to the top of the head and are 26 mm long,
the size of a small or medium horse (I
imagine the heavy cavalry figure should
have been bigger).
The medium unit would be equivalent
to a man-at-arms in regular fighting units.
His body is covered by a hemmed blanket
on which rests a chain-mail suit. The suit
stretches from chin to just short of the
flanks, including shoulders and arms, and
is secured by a strap and buckle. His chest
is covered by a breastplate with angular
shaping and back straps and buckles, and

DRAGON 117
his ankles, and bushy eyebrows frame a
heavy brow and eyes. A look of intense
concentration is on his face.
This figure has now become an officer
in charge of my heavy support units. It is
highly recommended at $1.75, but any sin-
gle figure will be pricey at the new $2.25
level that will appear when Grenadier
starts using its new metal soon.

3403 Cyberpunk Rockers ***½


This package contains three different
music-related figures all scaled for 25
mm. The lead figures all come mounted
on undetailed oval bases with minimal
mold lines visible. All three figures are of
young people of different heights.
Figure #1 is of a young lady posed as if
singing in concert. At 27 mm she is taller
than her companions. She is dressed in
high, high-heel boots with fold-over tops,
a miniskirt, and an open blouse with a
halter and puffy sleeves. Her left hand is
out, and the right holds a wireless mike.
Her hair is well done and short, and the
facial detail including teeth is very good.
As a final touch, large hoop earrings dan-
gle from her ears. There was no flash and
only one troublesome mold line.
Figure #2 is a guitar accompanist who
wears high cowboy boots and probably
blue jeans. His upper torso is covered by a
V-necked undershirt and an open shirt
with the sleeves rolled up. Good facial fea-
tures portray a certain seriousness on a
face framed by shoulder-length hair. His
left hand firmly grasps the neck of an elec-
tric guitar with three knobs; the right
hand is ready to strike a chord. There was
flash between the body and the guitar, but
it could almost be removed by a pencil.
The last figure is a male dressed in high
boots, a smooth shirt, and a great coat
edged with embroidery. Standing 26 mm,
he is posed in the classic nonmilitary
shooter’s pose with an automatic pistol in
his left hand. A very well done guitar with
crisper detail than the other figure’s is
strapped to his back, neck up. Facial fea-
tures are set in a serious manner as he
lines up his shot, and his hair is styled and
wavy.
covering his entire body from shoulders at least eight of this figure set. It’s highly Only one of these figures (the armed
to the top of his hooves. Large formed recommended at $6.99 per pack. one) has potential value as a player char-
plates with embossed dragons cover the acter for a cyberpunk-style near-future
rear flanks, front legs, horse’s chest, and 5620 Dwarf Warchief ***** game, while the other two are good dio-
upper part of the human chest. These This lead figure is scaled to the larger rama or background pieces. The figures
plates are secured to other plates by 28-mm lines, although with its height of 20 are nice even at $5.95 per pack.
detailed belts, straps, and buckles. Both mm it could be used with 25-mm figures.
arms are covered in overlapping plates The figure has a slightly off-round base 5622 Fightingman Marksman ****½
that end in gloves. The major joints also textured to resemble short grass. His base This 28-mm lead figure with an oval
have rivets. The left arm has a kite shield garment is an ankle-length robe covered base could easily be used as one of Robin
with a dragon, while his right hand holds by a long sleeveless chain coat. Heavy Hood’s men. Long boots and tights clothe
the sword he drew from the sheath and gauntlets protect his hands; he holds his his legs, and a jerkin covers a long-sleeve
thrusts into the air. The human face has a helmet in his left hand and a bearded war shirt. He has just released an arrow from
look almost of surprise and is framed by a axe in his right. His helmet could be the bow in his left hand. On his back is a
Corinthian-type helmet. Even the stomach deeper but is nice in its simplicity. His quiver of arrows; a long sword and a
is covered. Rearing up, the figure projects head is bare. Long hair, including braided pouch hang from his belt. Facial features
a feeling of power. Even the tail is large. sections, falls to mid-back. A full mus- are smooth and not highly detailed, and
I’m going to be broke shortly, as I need tache complements a beard that drops to only a small beard breaks the symmetry.

118 JUNE 1993


* indicates a product produced by a company other than
The hat has a feather in it. If you wish to reach me, I would prefer TSR Inc. Most product names are trademarks owned by the
companies publishing those products. The use of the name of
This figure looks really nice with a little to have you call me unless you have infor- any product without mention of its trademark status should
work. Remember to carefully cut away the mation for the gaming opponents list. My not be construed as a challenge to such status.

sprue connecting the bottom of the bow number is (708) 336-0790, and I am avail-
to the base, as twisting it off may break the able MWThF from 2-10 P.M. If you want to
bow. This figure is recommended at $1.75 write, the address is: Robert Bigelow, c/o
each. Friends’ Hobby Shop, 1411 Washington St.,
Waukegan IL 60085.

DRAGON 119

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