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DRAGONS

Features

The Missing Dragons


Richard Lloyd
A classic article returns with three
new dragons for the AD&D game. Departments

26
56 Wyrms of the North
Ed Greenwood The evil woman

Building a Better Dragon Morna Auguth is now The Moor


Dragon.
Paul Fraser
Teaching an old dragon new tricks
is as easy as perusing this menu.
74 Arcane Lore
Robert S. Mullin For priestly
dragons ... Dragon Dweomers III.
34
80 Gregory
Dragons Bestiary
W. Detwiler These
Crystal Confusion creatures are the distant Dragon-Kin.
Holly Ingraham
Everythingand we mean everything
youll ever need to know about gems.
88 Rob
Dungeon Mastery
Daviau If youre stumped for an
adventure idea, find one In the News.
40
92 Contest Winners
Thomas S. Roberts The winners
are revealed in Ecology of a Spell
Design Contest.
The Dragon of Vstaive Peak
Ed Stark Columns
Theres no exagerration when Vore Lekiniskiy
THE WYRMS TURN . . . . . . . . . . . . . . 4
is called a mountain of a dragon.
D-MAIL . . . . . . . . . . . . . . . . . . . . . . . 6
50 FORUM . . . . . . . . . . . . . . . . . . . . . . . . 1 0
SAGE ADVICE . . . . . . . . . . . . . . . . . . . 1 8
OUT OF CHARACTER . . . . . . . . . . . . . 2 4
Fiction
B OOKWYRMs . . . . . . . . . . . . . . . . . . . 7 0

The Quest for Steel


Ben Bova
CONVENTION CALENDAR . . . . . . . . . . 9 8
DRAGONMIRTH . . . . . . . . . . . . . . . 100
Orion must help a young king find both ROLEPLAYING REVIEWS . . . . . . . . . . 104
a weapon and his own courage. KNIGHTS OF THE DINNER TABLE . . . 114
TSR PREVIEWS . . . . . . . . . . . . . . . . . 116
62 PROFILES . . . . . . . . . . . . . . . . . . . . . 120

Staff
Publisher Wendy Noritake Executive Editor Pierce Watters Production Manager John Dunn
Editor Dave Gross Art Director Larry Smith Associate Editor Chris Perkins Editorial Assistant Jesse Decker
Advertising Sales Manager Bob Henning Advertising Traffic Manager Judy Smitha

On the Cover
Fred Fields blends fantasy with science fiction in this month's anniversary cover.

DRAGON 248 3
DRAGON Magazine (ISSN 0279-6848) is published monthly
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Whyd It Have To Be Dragons?


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resorts to hair-pulling. Ultimately, he monster at the end. Ultimately, its a way with the business ethics set forth in such contract.
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accountable for opinions or misinformation contained in
more out of his element. Maybe there's a such material.
case for brutality, here. designates registered trademarks owned by TSR, Inc.
designates trademarks owned by TSR, Inc. Most other
So they make Beowulf king. Whos product names are trademarks owned by the companies
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copacetic for years, until a thief slips into construed as a challenge to such status.
1998 TSR, Inc. All Rights Reserved. All TSR characters,
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trademarks owned by TSR, Inc. TSR, Inc. is a subsidiary of
Wizards of the Coast, Inc.

4 JUNE 1998
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Wizards & Templars many beards? Additionally, the wizards RPG materials: The following articles,
Dear DRAGON Magazine, always seem to adopt a certain pose- both from DRAGON Magazine, offer
Id like to praise Ted Zuvichs outstand- why does fire, light, or electricity advice on creating knightly orders: The
ing work in his article, The Laws of always flare about in the wizards Code of Chivalry, by Mark Easterday
Spell Design (issue 242). The article was hand(s)? Lets have some wizards with (issue #125), and To All a Good Knight,
very well thought out and is very useful. character, please. Wizards are meant to by Tom Griffith (issue #195). The Com-
Referring to Keith Coons letter (in be complex, but we generally only see plete Paladins Handbook also offers a sec-
D-Mail, issue #244), Eric Oppens arti- them about to blast a monster. tion on this topic, as do Chaosiums
cle Servants of the Jewelled Dagger (in To illustrate what I mean, I refer to the Secret Societies sourcebook (for the
issue #152) outlined the lives and habits two most interesting examples of art Nephilim* RPG), and White Wolfs Dark
of the Duergar. I like Keiths suggestion depicting wizards (in my opinion, at Ages Companion (for Vampire*: the Dark
for an Ecology of the Spriggan least). In the AD&D 2nd edition Players Ages); both offer useful information on
theyre a great bunch of beasties. Myself, Handbook (page 60), we can see a smiling the knightly orders.
Id love to see Ecology of the Yeth wizard, happy because hes just com- Non-fiction books: Michael Baigent,
Hound. pleted a (badly-made) pot. The other Richard Leigh & Henry Lincoln, The
Im not a fan of the FORGOTTEN REALMS example is found on page 63 of The Book Holy Blood and The Holy Grail, London,
setting, but I do like Ed Greenwoods of Magecraft, for the BIRTHRIGHT 1982. Michael Baigent, Richard Leigh &
writing. Wyrms of the North is a bril- setting; in this picture, we see an appren- Henry Lincoln, The Messianic Legacy,
liant column, which I adapt for my own tice horrified at the results of his miscast London, 1986. Michael Baigent & Richard
spell, and his despairing Leigh, The Temple and The Lodge, London,

T heres morethanto simply


wizards
blast ing
mentor.
Theres more to wizards
than simply blasting foes,
1989. Graham Hancock, The Sign and The
Seal, London, 1992. John J. Robinson,
Born in Blood, London, 1989.
as the two examples illus- Julian Neale
foes . . . trate. Therefore, fantasy art Cheshire, England
should reflect this. Does
use. Could he please write one of the anyone agree with me on the topic of Thanks for the good tips on templars sources,
articles featuring my all-time-favorite wizards in art, or am I talking hogwash? Julian. Unfortunately, we had to delete your
dragon species, the shadow dragon? Finally, I refer to Don Perrins Knights list of websites because we couldnt find them
I want to now make a few comments of History article (issue #243). Id like to (perhaps due to a typo in the original letter or
about art. Not the quality of artTSRs supplement his bibliography, which Ive a change of location). Any good web search
artists have produced excellent work broken down into two categories: RPG should turn up plenty of sites, and wed be
over the years. Incidentally, Ive never materials and non-fiction books. Ive delighted to hear of any good sites relevant to
seen a letter praising Jim Holloways read many books about the Knights Tem- other magazine articles.
work. Many times, the expressions on plar, including most of the ones sug- Speaking of the web, in addition to email
the hapless adventurers faces in his art gested in Mr. Perrins bibliography, and and regular mail, you can share your opinions
has made me smile. Continue your good while those books provide an agreed his- with the magazine staff on the first Friday
work, Jim. tory, all they offer is one broad historical night of each month, at 10:00 Eastern Time,
It seems to me that wizards are view. The books I mention here are a in the chat rooms of the TSR website. Be sure
painted in three stereotypes, which Ill sample that provide alternative views to visit the site ahead of time to download the
call the sorcerers apprentice, the attrac- of the Templars. In my opinion, alterna- appropriate software, then come armed with
tive woman wearing skimpy clothes, tive views are more useful for providing your most pointed questions and comments!
and the bearded Gandalf clone. Why so DMs with ideas for adventures. You can find the site at www.tsr.com.

6 JUNE 1998
More Honey & Vinegar
Dear DRAGON Magazine,
After reading Honey and Vinegar in
issue #246, I decided to give my opinion
of the latest issue of DRAGON Magazine; I
have been a reader of the magazine for
nearly 20 years now, so I thought it was
about time.
As with the majority of issues, the
cover artwork was superb, and every
time I look at the picture I notice some-
thing new and exciting about it. I do not
remember seeing much of Michael
Sutfins artwork before, but from now
on I will make sure to keep an eye out
for it. And I must say that Phil Robbs
artwork for the ALTERNITY article gives
the game a heroic and brutal look that I
was hoping it would have. ALERNITY is
one game I am waiting for with much
anticipation.
So what articles did I like? Well, over-
all, I liked all of them, for it is a rare
month when an issue contains an article
that is badly written or not of any inter-
est to me. But, as far as what articles I
would use, from issue #246 I would defi-
nitely say that A Few Good Hench-
men and the characters from Rogues
Gallery will soon be entering my local
campaign. This is not to say that the
other articles were of no interest to me,
but it does mean I have no current use
for them.
Mind you, Peter Adkisons chart for
quick henchmen certainly proved use-
ful, just like the other articles he has writ-
ten over the last few issues. I now use his
card method for working out individual
XP and his situation dice which, by the
way, the players in my campaign think is
an excellent idea.
I have never been too fond of The
Wizards Three, but thats mainly
because I never get too excited about
articles that contain yet more spells for
the AD&D game, unless, of course, the
spells center around a new type of magic
or mage, as the air elementalist of a pre-
vious issue. Bazaar of the Bizarre and
Wyrms of the North do nothing to
enhance my campaign, but I enjoy the
articles.
What I tend to glance at first is
Forum, Knights of the Dinner Table,
and Roleplaying Reviews, which I
notice in this issue was written by Allen

DRAGON 248 7
Varney instead of Rick Swan. I disagree Even though they were my favorite, good work, and thanks again for an
with Eric Silveira over Floyd, however, as the fact that there were no funny let- enjoyable April issue.
I miss it already and look forward to fur- ters to print last issue is a mark that the John L. Larson IV
ther adventures of that excellent strip. level of informed, intelligent gamers has Seaside, CA
Good, solid articles that contain depth, generally increased over the years, per-
originality, and, of course, something I haps because of the high quality articles While normally were not out to fool our
can use in my campaign, are what I to which DRAGON Magazine has recently readers, were glad we fooled you this time,
enjoy the most. been dedicated. John. Thats not to say we arent hoping for
Please keep up the good work! And, A good example is The Wizards some funny-ha-ha letters for next year, but
by the way, if we are putting in a vote for Companion, in which Lloyd Brown III well stay focused on useful, enjoyable game
who we want to see in ProFiles, I presents a wide variety of different articles. Just keep telling us which ones
would like to vote for Ed Stark, who has homonculi and describes them in detail. youve liked best, what youve liked least, and
written some superb products for the The article is put together in a user- what youd like to see done for the first time.
B IRTHRIGHT Campaign. friendly format and has made it easy for Your opinions are changing what articles we
J.D. Sivyer the DM hurting for time. buy every month.
Setnton Park, Western Australia The Bazaar of the Bizarre depart- In recent months, the volume of letters has
ment, Cauldrons and Cookery, by B.A. grown enormously. Thanks to everyone who
As a fan of Floyd, you must let us know Landires, was also useful, allowing DMs has sent one! Most of those letters, however,
what you think of Nodwick (see below), to flesh out fantasy laboratories and have been long, detailed, and generally
which we think is the funniest thing since kitchens everywhere. superlative epistles to Forum, where well
Knights of the Dinner Table. As for what I thought that The Ecology of the never have room to print all of the excellent
kinds of articles youd like to see, rest assured Flumph, by Johnathan M. Richards, commentary on game mechanics, house
were on the same wavelength. Useful is was another typical April concoction, rules, campaign preferences, and other role-
our byword. and though the flumph will never fly (or playing issues. (But you can see how weve
squirt, or poot) in one of my campaigns, let the walls out to make a little more room
April Fools the article was still well written and over there.) Do keep sending those letters to
Dear DRAGON Magazine, entertaining. Forum, but while youre at it, drop us a
I have previously read DRAGON Maga- Although there are probably several line here at D-Mail.
zines April issues with a mix of dread more iterations in existence, I think that
and anticipation; I look forward to D- Wyrms of the North is just about
Mail for its humor but cringe at having played out. Turn Ed Greenwood and his
to wade through the mire of foolish writing expertise loose on another pro- Unless otherwise noted:
designates registered trademarks owned by TSR, Inc.
monsters, characters, and fiction. Issue ject. designates trademarks owned by TSR, Inc.
1998 TSR, Inc. AU Rights Reserved.
#246 fooled me by being completely the Great job by Dale Donovan, Christo- * indicates a product produced by a company other than
TSR, Inc. Most product names are trademarks owned by the
opposite. pher Perkins, Bob Klasnich, and espe- companies publishing those products. The use of the name of
any product without mention of its trademark status should
cially Elaine Cunningham. Keep up the not be construed as a challenge to such status.

By Aaron Williams

8 JUNE 1998
Question of the Month
Respond to the Question of the Month or any other roleplaying topic
by mailing Forum, DRAGON Magazine, 1801 Lind Avenue S.W., Renton,
WA 98055, USA; dmail@wizards.com. All material should be neatly typed or
handwritten. You must include your full name and mailing address if you
expect your letter to be printed (we wont print a letter sent anonymously), but
well withhold your name or print your full address if you so request.

Should alignment in the AD&D game represent


an absolute value or a subjective guideline?

Weapon Balance preparing some powerful opponents for weighted forces one to use it correctly.
The question of the month about my players. I decided that in the distant Perhaps the best example is the cross-
whether weapons should be adjusted to past, twelve paladins had been cor- bow. Contrary to popular belief, the
make a greater variety attractive to play- rupted by a powerful evil. Each paladin crossbow was not developed because it
ers (issue #245) sent my mind into the had been corrupted in a different way, was more powerful than the long bow.
distant past of the early 80s. In one issue and the form of their corruption stayed The common English longbow of the
of DRAGON Magazine, there were two arti- with them. For example, one had given time of Henry V was the deadliest
cles discussing weapon restrictions. One in to lust and was now accompanied by weapon of the time. In the battle of
argued that weapon restrictions should the banshee spirits of the women who Agincourt, nearly a quarter of the French
be removed but that damage should had enticed him. Another fell to fear and knights carried crossbows into battle.
depend on character class and the type now carries a far stronger fear aura than Henry V brought no crossbows but
of weapon. Under these rules, a fighter other death knights. instead enlisted dozens of peasants who
would cause a set amount of damage Scott Hall had grown up with longbows for hunt-
with whatever type of weapon he used Los Osos, CA ing. The English won with reportedly
(1d8, if memory serves). Other classes fewer than 100 casualties; the French
would cause less damage than the Superior Weapons casualties numbered near 10,000. Histo-
fighter with weapons normally allowed I am writing in response to the question rians agree that Henry V won that battle
and even less with weapons that the of the month from article #245. Some because of his longbows.
class was normally restricted from weapons should remain clearly superior Why did anyone invent the crossbow?
using. Under these rules, one could have to others simply because some weapons Have you ever fired a longbow? Have
wizards wielding swords like Gandalf, are clearly superior to others. The sword you then fired a crossbow? A crossbow
or spear-carrying clerics of Odin. More is one of the best weapons in the game works much the same as a pistol, only
importantly, one would not have every because it is one of the best weapons in with less kick and thus with even more
fighter carrying a long sword (far and human history. It is not a wonder that ease. A longbow is all about finding the
away the best melee weapon in terms of almost every culture ever to succeed at range and placing the angle. As a result,
speed and damage). With these changes, war eventually developed the sword at training for crossbowmen was 24
some point in their history. However, weeks. For the longbow, medieval

T he sword is one
of the best weapons in the game because it is one of the best weapons
in human history. why then did they bother creating English records recommend hiring
weapons like the battle axe and glaive peasants, because it would take too long
the choice of weapons for a character guisarme? They created them for three to train someone from scratch. The cross-
could help in developing who the char- simple reasons: they were easier to use, bow was invented because it was easy to
acter is, rather than being chosen for they were trying to save money, or they learn, not because it was better than a
damage capability. thought the various weapons would be longbow.
Harry Pratts letter on death knights useful-and they were wrong. Perfect examples of cheap weapons
(#244) also caught my eye. Along with The battle axe is an excellent example are the club and staff. They are basically
dragons, free-willed undead have of a weapon that is relatively easy to use. pieces of wood. Many weapons are
always been a personal favorite. His You lift it, and then you let the weight variations on the theme. These include
suggestions for modifying the powers of make a big cut into the enemy. You dont the mace and morningstar, which are
death knights inspired me to add a bit of have to know anything about an axe to really just pieces of wood with chunks of
history to my campaign world while use it well. The way it is built and scrap iron stuck into them. It is true that

10 JUNE 1998
people later took these weapons and what roleplaying is all about. Second, try reprinting the same information twice,
made more professional versions of raising the prices for swords and lower- as the current DMG and PHB seem to
them, but these versions were not signif- ing the prices for other weapons to better do. In short, the DMG should contain
icantly better. Another great example of reflect the true cost of making the everything not covered in the PHB that
a cheap weapon is the military fork. A weapons. Third, and this is only a sug- the DM needs to conduct a campaign.
military fork is basically a pitchfork with gestion, require an extra proficiency slot The PHB should cover character con-
its spikes straightened and sharpened. be spent on some weapons, especially struction (abilities, races, classes, etc.),
Every farmer has a pitchfork, a hammer, bows. In addition, perhaps allow players spells, equipment, saving throw tables,
and a sharpening stone, so every farmer to spend one slot to learn more than one etc. Anything a player needs to know
can make a military fork for free. easy weapon, like all crossbows, or should be present in the PHB. I say,
Weapons that people made because any kind of blunt heavy whacking thing. when in doubt as to whether something
they thought they were better but were The weapons and their stats are well should be in the PHB or the DMG, put it
wrong include mostly polearms, Basi- represented in the various TSR products. in the DMG.
cally, they kept adding things to the ends The only problem with these weapons F. Matthew Fagan
of their fanning-tool shafts in order to and their statistics is not how they are, Toms River, NJ
deal with special circumstances. A but how players interpret them. XandiaDM@Injersey.com
hook was for dismounting knights, a M. Kant
hammer was for a good stiff blow, and soren4now@yahoo.com One Book To Rule Them All
an axe blade was so one could do some Regarding the presentation of the PHB
real damage. Polearms were just glori- Big DMG and DMG, Ive never found the DMG to
fied Swiss-army knives tied to the ends Except for the lack of a good index, the be very useful. The two books could and
of sticks. After Alexander the Greats original 1st-edition DUNGEON MASTER definitely should be combined into one
pikemen, polearms have never Guide (DMG) was the best! It had more book.
advanced, with the possible exception of information for campaign construction As far as a 3rd edition goes, Ive
the halberd, which is really only good that any book published since, and it always thought of the PLAYERS OPTION
for chopping off the ends of pikes. adhered to the sacred everything line as a de facto third edition, but after
With all of the above in mind, how optional rule. nine years of DMing, these are the
then should DMs encourage players Yes, the DMG should be bigger and changes Id suggest:
to use something other than the long contain more information. Thats just the Adopt the proficiency rules from the
sword and longbow. First, remind play- nature of the game. Do not I repeat, do article Back in the Saddle from issue
ers that their characters probably do not not combine the Players Handbook #225, and try to have as many proficien-
know that a long sword is really better (PHB) and DMG into one book! The rea- cies in the new PHB as possible. Reintro-
than an axe. The players may know, but sons are numerous and obvious (I hope). duce the half-orc and half-ogre, and get
they should pretend they do not; that is I do think space could be saved by not rid of the gnome. (Blasphemy, right?)
For classes, Id keep the basic structure
By Joe Pillsbury but eliminate multi- and dual-classed
characters by adding several classes that
mimic all the class combinations, follow-
ing the examples in the article In a Class
by Themselves from issue #243.
As in the 2nd edition, the various races
would be limited to certain classes. Align-
ment rules must be eliminated or made
more like the ones in the Palladium or
Star Wars* games, where doing evil has
real consequences. Id also consider using
the horror check rules from RAVENLOFT
in all the settings. I totally agree with Jon
Goranson, who states that experience
based on killing monsters must go;
change over to a skill-based system like
in Star Wars or Vampire*. Id keep the sub-
abilities from Skills & Powers, and use the
ALTERNITY games Durability rules
instead of hit points.
William De Franza
Address Withheld

12 JUNE 1998
Stop Running Inside! so-called game-breaking characters and might as well create your own.
I thought I would write in about the dif- the players who create them through Another camp argues that a DM can
ference in indoor and outdoor ranges for creativity and skill. change anything he likes in any setting
movement, missile weapons, and spells When you get right down to it, these and it will remain the same. Its the
discussed in the Sage Advice column characters are not bad. A characters per- DMs prerogative to do so.
in issue #246. sonality is not necessarily inversely pro- The third camp (the one I belong to)
I cant explain the difference in spell portional to his combat ability. Many suggests that the DM can keep what he
ranges, but I can explain the reasons game systems encourage powerful char- likes and toss out the rest. The setting
why the ranges for missile weapons and acters. will remain basically unchanged and
movement rates existed. First, missile What is required is a bit of maturity on keep its original flavor as long as certain
weapons. To gain the maximum range the part of both the DM and the players. elements of the campaign is kept.
out of any bow, javelin, spear or most The DM must simply determine, before So I now ask, What is a campaign
other missile weaponsI assume this characters are created, what type of setting, what is it used for, and how
holds for crossbows too, but Ive never game he wants to run: a game with aver- much can the DM change it without the
used one, so I dont knowyou must age characters of the whole nature of the set-
use an arched trajectory. Basically youve
characters personality is not necessarily
got to aim well above the point you
want to hit. This is very difficult to do
some place with only 10 to 15 feet of
A inversely proportional to
his combat ability. ting being destroyed?
head room. The indoor ranges listed in I would say that a cam-
the old rules were assuming that charac- paign setting is basically a
ters would be firing with a flat trajectory; type most often advocated by the rules world created by the design team (in this
thus, the shorter ranges. books, or a game in which the PCs are of case, TSR) to give the DM and players an
Second, movement rates. Skip more heroic proportions, like the charac- interesting world in which to play Usu-
Williams points out that most runners ters found in most fantasy literature and ally, it has a theme, be it horror, fantasy,
do better indoors than out, so the old television. When that has been decided, sci-fi, or whatever.
rules didnt make sense. But you really the players must cooperate; they must be In the old days of gaming, many DMs
must consider a couple of points. Mr. willing to create a character appropriate felt that published settings and modules
Williams was referring to people run- to the style of game the DM has chosen. were little more than canned cam-
ning on a nice, flat, rounded track in a It is natural for players to want to play paigns designed for the DM who didnt
well-lighted area. The average dungeon powerful characters. After all, most of want to invest the time in creating his
or cave is none of these things. The areas the main characters in popular entertain- own world. We (very wrongly) snubbed
that characters are likely to be running ment are far more than average individ- the idea of using these campaigns.
through are dark, with sharp corners, uals. Powerful characters are perfectly We finally began to take a look at
rubble, dead bodies, pits, and other playable; when these characters are some of these campaigns and saw that
obstacles lying in the path of the run- depicted in literature, they are rich and many had some pretty neat stuff in
ning, and tend to be full of various interesting. There is no reason that these them! Lord knows Ive ripped off ideas
unpleasant creatures. All of these things individuals cant be just as wonderful as from Middle-earth and GREYHAWK and
slow prudent people. On top of this, if PCs, especially since many players can put them into my worlds.
you want to see where you are running, better roleplay the competent and capa- Then along came the FORGOTTEN
youve got to keep a light source going. ble hero than the character whose sole REALMS setting. I looked at it, and wow!
Its very difficult to keep a torch or saving grace is a really good score in the Richly detailed with history, politics, and
lantern burning while running. Trust groveling proficiency. culture; this world was the sort of thing
me, Ive tried. Dashiel Nemeth Id always wanted to do in my own cam-
Daniel Harszy Carmel, CA paigns. It had a few things I didnt care
Butte, MT for, but overall I liked what I saw.
Official Settings I now understood that a campaign
Dont Hate Me Because Several of us have recently been having setting could be much more than just a
Im Powerful a very passionate conversation about the crutch for the DM to rely on when he
In the ten years I have been playing the difference between the various cam- couldnt (or wouldnt) create his own
AD&D game, I have encountered many paign settings and what control a DM campaign.
people with an unnatural malice toward has over said settings. Some accuse the FORGOTTEN REALMS
some members of the gaming commu- One camp claims that the DM should setting of being a setting for power-
nity. They take the gravest offense from not alter the boxed setting in any way, gamers and munchkins. They seem to
those who enjoy playing characters of because to do so would change the feel that Realms folks see all the power-
truly heroic proportions. Indeed, even setting and thus mean that the DM is ful magic that many of the NPCs in the
the fine books that present the rules of throwing away his money. Seems that if setting have and thus expect to get all
the game show a profound dislike of you alter the setting in any way, you this magic as well! When presented with

14 JUNE 1998
the response that a DM can do what he have a pretty good idea where I was doubt that it is still the Realms. Elmin-
likes in his own campaign, these people (and then probably soil my armor in the ster goes plane hopping and is absent for
respond that we should either stick to process)! What if you met up with months on end, yet the Realms remain
the rules in the setting or risk altering it Elminster or one of the Seven Sisters? the same. Ive got a major-league war
in such a way as to destroy the flavor of What if you journeyed awhile with Mirt going on just west of Cormyr, but folks
the settingthat the setting would the Moneylender or Volo? Would you be know what world they live on. And just
change and it wouldnt be the Realms able to guess that you were in the because the NPCs in the Heroes Lorebook
anymore. Realms? have lots of magic doesnt mean I dole
I disagree. Sure, there are some things So perhaps its the personalities that out treasure to my PCs.
that should be retained in the Realms. To are the key here. Perhaps the unique Players in my campaign who would
change them would damage it. But what NPCs are the primary indicator of a set- whine about the lack of magic are little
is it that makes the Realms the Realms? ting. The gods (which are personalities more than voices crying out in the
Is it the presence of certain NPCs? Is it as well) are another indicator. One could wilderness! I give the PCs what I want
certain cities or the pantheon of deities? argue that natural phenomena hold a them to have, and I take away from
What makes the FORGOTTEN REALMS set- key, but is there a unique natural phe- them what I want to take away I am
ting unique? nomenon in the Realms? (Aside from responsible for what goes on in my cam-
I say its a combination of all of the Wild or Dead Magic regions, which paign and if the party gets powerful too
above and then some! The presence of werent in the original set.) And who quickly then its my fault, not theirs. If I
the Zhentarim would be a good tip-off controls all of these? Who sees to it that ever change my mind and give out more
as to what setting a player is in. Water- the players have an opportunity to stuff, then fine. I am experienced enough
deep and Shadowdale are others. encounter these personalities? to know how to handle my players. I
I say that a DM can have any and all Its the DM, the grand creator. A wont blame the setting for my mistakes.
of these elements in any campaign at world is what you make it. I can turn the And the setting remains the same in
certain places in his world (be it Realms into Ravenloft if I wanted, or all cases. Everyone knows that they are
canned or homemade), and the cam- vice versathough it would be silly playing in the Realms. The Harpers still
paign can still be a unique setting. There Altering things that much would be work to thwart the Zhents. The Red
are places in Ravenloft that resemble going too far and be throwing away Wizards still work to expand their
Mulhorand. There are places in the your money However, I can tweak domain and develop strange magics.
Realms that resemble Barovia. There are things a bit here and there, and the set- The Seven Sisters still go about their jobs
creatures that would be completely at ting will remain unique. on a daily basis, the caravan routes are
home in either setting! So just what is it For instance, I do not use the Cult of still full (although at the moment
that makes each setting unique from the the Dragon in my Realms setting. (Got theyve had to find alternate routes to
others? If I (as a PC) turned a corner and nothing against emI just dont choose the West), and Elminster still gripes
bumped into Strahd Von Zarovich, Id to use em). But there is absolutely no about Vangerdahast!
Occasionally I have the gods walk the
Realms in disguise, but no ones the
wiser. The elves are upset over the loss
of their lands, and some have resorted to
retaliating against certain individuals,
but it hasnt changed the face of the
Realms. Life goes on daily The king is
on his throne, and all is well with the
world.
I strongly believe that a DM can make
changes, can tweak things a bit here and
there to make a campaign interesting,
and still not lose the settings flavor.
Dennis W. Young
Route One, Box 188-M
Centreville, AL 35042

Unless otherwise noted:


designates registered trademarks owned by TSR, Inc.
designates trademarks owned by TSR, Inc.
1998 TSR, Inc. All Rights Reserved.
* indicates a product produced by a company other than
TSR, Inc. Most product names are trademarks owned by the
companies publishing those products. The use of the name of
any product without mention of its trademark status should
not be construed as a challenge to such status.

16 JUNE 1998
Need Some Help
With Your
Game?
Send your questions about the games
produced by TSR, Inc. to
"Sage Advice," DRAGON Magazine,
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In Europe, write to: "Sage Advice,"
DRAGON Magazine, TSR Ltd. 120 Church
End, Cherry Hinton, Cambridge,
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You may also email your questions to
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The sage cannot make personal replies;


please include no SASE with your questions.
By Skip Williams
This month, the Sage elaborates on character history. Its Skills & Powers statistics might Strength, Dexterity, Constitution,
and creature abilities in the AD&D game. be: Cost 3; Initial Rating 7; Relevant Abil- Charisma: minimum 11; maximum 15.
ity Intelligence/Knowledge, Charisma/ Intelligence, Wisdom: minimum 12;
The Skills & Powers book has an Leadership. maximum 16.
optional revision to the nonweapon Sahuagin are, overall, smarter and
proficiency rules. Instead of a PCs ini- Ive just finished rereading all the great stronger than other demihumans, but
tial rating at a proficiency being based information on the sahuagin in The Sea only because they kill off the weaklings.
on an ability score, it is set at a certain Devils, but Im disappointed that there In any case, it should be hard to qualify
number. A relevant ability modifies the is no information on sahuagin PCs. for this race.
rating, and the rating can improve as What would the ability score adjust- For malenti, use the same class and
the character expends character points ments, ability limits, and class and level level limits as half elvesbut no wizards
while advancing levels. This is a more limits for a sahuagin character be? I of any kind. For sahuagin, use the elf
realistic approach, and I prefer it to the would expect them to have pretty hefty limits, but again, no wizards.
old method. The problem is that only Strength, Intelligence, and Dexterity
the proficiencies listed in the Players bonuses. What would be the chance On page 92 of the High-level Campaigns
Handbook are covered in Skills &Powers. that such a PC would have four arms? book, it says that the chance of success-
There are dozens of proficiencies listed The Sea Devils lacks any such rules fully brewing a potion is 70% +1% for
in other books that arent covered. Has because sahuagin are the result of an every two levels of the creator. The
anyone converted these extra proficien- ongoing eugenics experiment that ruth- example on page 95, however, says the
cies to the Skills &Powers system? lessly weeds out individuality. (The vast chance is 70% +2% for every level of the
I dont know of anyone who has taken majority of adventure-minded sea devils creator. Which is correct, the text on
on this task, which would be monumen- are fed to the sharks at an early age.) page 92 or the example on page 95?
tal considering how many proficiencies Sahuagin PCs could be possible for an The chance to create a potion is 70%
there are spread out among all the undersea campaign, but 90% of them +2% per character level. (The text on
optional books (many more than mere should be malenti (sahuagin who look page 92 has a typo.. Note that any roll of
dozens). If you want to use the Skills &, like sea elves); the remaining 10% 96 or higher is always a failure.
Powers system for proficiencies not should be normal, two-armed sahuagin.
included in that book, youre on your Among normal (not malenti) sahuagin In the Skills & Powers book, rangers can
own, but I offer these tips: characters, there should be, at the maxi- learn a skill called sneak attack, which
Character-point costs to learn profi- mum, 1% with four arms, and many of works just as a thiefs backstab ability. If
ciencies should range from 4 to 6 (or 23 these should be missing a limb or three the ranger is high enough level to make
CPs per slot). Initial ratings should from hunting or war mishaps; four- multiple attacks, can he make multiple
range from 5 (tough) to 8 (fairly easy). armed sahuagin lead extra tough lives, sneak attacks? What happens to the
Note that Skills & Powers exceeds these especially during youth. rangers Strength bonuses? How can
limits, but only rarely. All the foregoing should be deter- rangers even use this skill? After all,
The best way to assign initial ratings mined by dice roll, because sahuagin rangers must be good, and attacking
and costs is to look in Skills & Powers for dont get to decide much of anything by without fair warning doesnt seem like
something similar to the proficiency in themselves. a very good thing to me.
question and assign similar statistics. For For sahuagin ability scores, do not Sage Advice has covered part of this
example, the information gathering pro- give any bonuses or penalties. Instead, one before in regards to thieves. Once
ficiency (from the Complete Thiefs Hand- set very narrow racial limits. I suggest the ranger gets into position for the
book) is somewhat similar to local the following: attack, only the first attack the character

18 JUNE 1998
makes gains the sneak attack bonuses, provided they are of sufficient level. cold-based spells with ice effects hin-
namely a +4 attack bonus and a multi- Players have good cause to gripe if you der undead or other creatures immune
plier to weapon damage. Apply damage flatly refuse to allow them to explore this to cold? That is, while a skeleton would
bonuses (from Strength, weapon skill, aspect of their characters. The High-Level suffer no damage from a cone of cold,
weapon enchantment, or any other Campaigns and Spells & Magic books con- would it be crushed by the stones from
source) after you apply the multiplier. tain helpful information (and rules) for an ice storm or similar spell whose dam-
The ranger can choose which attack in creating magical items. DRAGON Maga- age is dealt kinetically? What about a
a series of multiple attacks gets the zine issue #242 (December, 1997) had an combined-effect spell, such as the 2nd-
bonuses, but any other attacks the excellent article on the fine art of spell level spell ice knife from The Complete
ranger makes during round in which the creation. Wizards Handbook, which deals damage
sneak attack occurs are resolved nor- both through cutting and cold? For that
mally Note that a ranger of any level According to the AD&D CD ROM, it is matter, would a stoneskin spell protect a
could gain multiple attacks just by impossible for a ranger to use weapon character from an ice storm?
using two weapons. The same rule specialization, but I know Ive read I appreciate your effort; however,
applies no matter how the character somewhere that they can. Is this in Sage Advice has never dealt with this
gains multiple attacks. error in the program? particular question. The answer
A little DM mistrust of ranger sneak The program is right. Early printings depends on the spell. Ice storm delivers
attacks is a fine thing. Sticking a sword of the Complete Fighters Handbook con- both impact and cold damage. A crea-
through someones back is arguably not tained an erroneous reference to weapon ture would have to be immune to both
good. On the other hand, sticking a specialization for rangers and paladins, types of attacks to be immune; a skele-
sword through someones front isnt but the error was corrected in later print- ton, immune to cold, is still battered and
necessarily any better. A ranger is a war- ings. Note that if youre using the rules suffers full damage. A character pro-
rior and will find it necessary to slay foes for creating custom characters in the tected by a stoneskin spell is immune to
at least once in awhile. The important Skills & Powers book, rangers and pal- an ice storms impact damage but still
subject to its cold. (An ice storm also

Do cold-based spells with ice effects


hinder undead or other creatures immune
drains one charge from the stoneskin.)
An ice knife shatters on impact and
inflicts only cold damage, leaving a crea-
to cold? ture such as a skeleton unharmed. Spells
such as wall of ice cannot damage cold-
thing to keep in mind is that a sneak adins can purchase the ability to special- resistant creatures unless dropped on top
attack ability does not give a ranger free ize in a weapon with character points. of them for an impact effect (though its
reign to make unprovoked attacks on The expenditure of character points, cold still affects creatures immune to
inoffensive creatures. A ranger should however, means that these characters impact damage as noted under ice storm,
have a darn good reason to use this abil- must give up some other class abilities. above). A stationary wall of ice provides a
ity. For example, a ranger sneaking into physical barrier against any type of crea-
an enemy encampment to rescue a pris- I have noticed that out of all the ture, but cold-resistant creatures usually
oner might have cause to stab a sentry in PLAYERS OPTION books and the Players can break through it with no ill effect save
the back on the way in or out, especially Handbook there is no mention of what for the delay the effort entails.
if the character can avoid having to fight weapons a ranger can wield when
off every creature in the camp by doing fighting with two weapons. Lets face it, I was reading the DUNGEON MASTER
so. On the other hand, if the ranger a ranger wielding two bastard swords Guide and noticed that scrolls are con-
comes up behind a fellow traveler on a would be quite a funny sight. sidered 6th level or one level higher
road, he ought not to stab the poor fool The rule youre looking for is in Chap- than required to cast the spell. A wizard
in the back just because the opportunity ter 9 of the Players Handbook, in the needs to be at least 9th level to make a
presents itself. Attacking with Two Weapons section. scroll! What gives?
The rule is fairly long, but it boils down Nothing gives. I assume you refer to
Im a desperate DM. One week ago I to this: A man-sized ranger can wield a the text on scrolls in Appendix 3. You
had a terrible argument with one of my size-M or S weapon in the primary hand, have quoted the rule correctly A spell
players. Can you answer with a plain and a size-S weapon in the secondary scribed on a scroll always has a casting
yes or no: can the players character hand. An optional rule in the Complete level (for determining level-based vari-
research new spells and magical items? Fighters Handbook allows for two size-M ables such as range, damage, duration,
Nonot if you, the DM, dont want weapons. and resistance to dispel attempts) of one
him to. (Thats the plain part of the level higher than the minimum required
answer.) On the other hand, spell and As hard as I tried to find Sage Advice to cast it, but never less than 6th level.
magical item research is a legitimate columns in old back issues and answer The rule tends to make a scroll spell less
pursuit for wizard and priest characters, this question myself, I couldnt. Do potent when read from the scroll than it

20 JUNE 1998
would be if the character who wrote the sistent effects give no benefit unless the In addition to the ability to be
scroll cast it herself. (sometimes consid- character concentrates on them. For druid/rangers, rangers of Mielikki gain
erably less potent). In other words, the example, a character with a persistent some extra proficienciesany three of
act of writing a scroll limits its power. ESP or detect magic effect does not gain the four bonus proficiencies listed on
Alert readers will notice that the caster information from the effect unless the page 114 and religion (as noted on page
could actually gain a casting-level boost character actually concentrates on using 113). Otherwise, rangers of Mielikki
from this rule. In such a case, assign the the ability. Such concentration counts as function exactly like the rangers
casters own level to the scroll (A scroll the characters action for the round in described in the Players Handbook.
spell never functions at a level higher which the persistent effect is used.
than its creators level.) The second note under the undead
I know several DMs who allow char- Can a character with the modern lan- turning table in the Players Handbook
acters to control the casting level of guage proficiency learn extra lan- says that undead living on the outer
scrolls they write, so long as it is not less guages that exceed his Intelligence planes can be turned as special crea-
than the minimum level required to cast score allowance? tures. Thus I suppose that only undead
the spell. In most of these games, the If the nonweapon proficiency rules are creatures are affected. A baatezu or a
actual casting level (not the spell level) is in play, a character takes the modern lan- tanarri cannot be turned. Right?
used to determine the failure chance guage proficiency to learn a single lan- If the note were correct, youd be
when a character reads the scroll. Using guage. (Its a badly named proficiency.) right. But the line should read . . . and
unknown scrolls can be quite a gamble Under the nonweapon proficiency rule, those creatures that dwell on the outer
in such campaigns. planes.

Can a druid choose tointo


a character can learn as many languages
A good priest can turn evil creatures
shapechange (evil priests turn good creatures) from
an elephant? the outer planes, provided the creature
has 11 hit dice or fewer. (Neutral priests
as he has proficiency slots available. The turn both or pick one set or the other to
How freely can a wizard with the per- characters allotment of languages turn, as the DM decides.)
sistent spell effect ability (from the from Table 4 (PHB) becomes bonus slots
Spells & Magic book) change the effect? the character can use to acquire extra Can a druid choose to shapechange
For example, Andolfo pays 21 character nonweapon proficiencies, not just lan- into an elephant? I know the Players
points for a 3rd-level persistent spell guages. Handbook says that the size of animal
and makes fly a persistent spell effect. change varies from a bullfrog or small
Can he decide to change that to shield Ive had a long argument with a player, bird to as large as a brown bear, but
after taking the week of study? The per- and Ive run out of ideas. How can I rec- how about an elephant?
sistent spell effect requires concentra- oncile rangers of Mielikki being her Actually, a druid can shapechange
tion. If something happens to break specialty priests too? The player insists into an animal form no smaller than a
that concentration, how long does it that as a specialty priest, a ranger of bullfrog and no larger than a black bear
take to start that spell effect again? Mielikki should enjoy all the abilities (a roughly human-sized creature). Ele-
Once the character pays the CP cost listed in Faiths & Avatars, use the experi- phants, being considerably larger than
for a particular level of spell, the charac- ence tables on page 183, and have black bears, fall well outside the druids
ter can make any spell of that level or ranger abilities, too. The Mielikki entry range. Note that a druid cannot choose
lower persistent, provided the character in Faiths & Avatars is about as clear as to change into an elephant of roughly
can cast the spell, the DM approves, and mud, and it also seems to me that her black-bear size. The assumed forms
the character gives up the required spell rangers arent getting much more than normal (adult) size must fall within the
slot. The character can change the spell the average ranger. It seems the only range noted above.
effect anytime, but it takes a week of advantage is that Mielikki allows the
effort to start a new persistent effect, and druid/ranger multiclass.
the old effect ends the moment the char- The Mielikki entry on page 114 of
acter starts working on a new one. Faiths & Avatars seems pretty clear to me.
Once a spell has been made persistent, A specialty priest of Mielikki can be a Skip Williams notes that his druid charac-
it is effectively permanent. The concen- ranger (or druid, or druid/ranger). Your ters have never considered turning info
tration requirement is misleading. The player has misunderstood the informa- elephants, but they have achieved some
persistent spell does not end until dis- tion on default specialty priest abilities pretty spectacular effects by turning into
pelled or changed. If the character goes on pages 182183; information in a porcupinesespecially in close, personal
to sleep or loses consciousness, a persis- powers description always takes prece- combat.
tent effect stops working, but the caster dence over the default abilities. (Page
can invoke it again, just as if it were an 183 also has a note about rangers of
innate ability or magical item. (I suggest Mielikki under the Paladins and
an initiative modifier of +3.) Many per- Rangers heading.)

22 JUNE 1998
Have a DM Tip?
Share your expertise as a Dungeon Master
by writing to:
"Out of Character," Dragon Magazine,
1801 Lind Avenue S.W., Renton, WA 98055.
In Europe, write to: "Out of Character,"
Dragon Magazine, TSR Ltd., 12- Church End,
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You may also email letters directly to


Peter at mavra@wizards.com.

forces, and confound the intellect. Con- Allies. Powerful creatures in my cam-
By Peter Adkison sider a teleporting dragon that has no paign never fight alone. Work hard to
entrance to its lair; it sleeps in a hol- avoid the situation where several PCs
lowed-out sphere deep within the earth. can attack a dragon at once; instead, use

Peters Quick Prepared for standard tactics. There are a


number of standard tactics that PCs
other troops to tie down PC actions,
allowing the dragon to pick and choose
Checklist use, like thieves who hide in shadows,
invisibility spells, hold monster, and so on.
who it fights, if anyone.
False lair. I once played a wise old
for DMing But if its in the PHB, a 500-year-old
dragon has probably thought of a
wyrm who, after realizing he was out-
numbered, left a simulacrum for the PCs
Dragons defense against it. Think of every spell to fight and teleported away This false
and abilityand what a dragon could lair had enough loot to look good, but
HEY, LETS GO AFTER A DRAGON! Aw, do to foil it. Examples of such defenses the truly cool stuff was elsewhere. The
those words are music to my ears. There include a magical aura that outlines PCs to this day believe they killed the
are few things more enjoyable to a DM intruders with faerie fire, or a spell that dragon and took his hoard. Of course,
than a party of intelligent, appropriately causes a rock to appear in any location now that Im placing this in print . . .
outfitted characters going after the where someone tries to teleport or dimen- Unique spells. Dragons are old and
AD&D games most highlighted villain. sion door, so that the person is in effect smart, and theyre spellcasters, so it
It is, after all, the DUNGEONS & DRAGONS trying to transport into solid rock. stands to reason theyd have some cool
game. Because of the awe factor associ- Polymorphed dragon. The polymorph self spells that theyve made up. [Some of
ated with dragons, though, its crucial spell allows a wizard to change into them appear in this issues Arcane
that they be played well so that players another form and retain his or her origi- Lore.] Having trouble figuring out a
will respect this most grand of adver- nal hp and spells. A dragon with some good way to implement any of the ideas
saries. So, heres a quick checklist of nice magical items might be more effec- above? Perhaps the target dragon had
things to make sure youre prepared for tive fighting in human form, using those the same question and designed a spell
when your PCs step up to the plate. items and retaining its original hit to solve a certain problem relating to
No mercy. I tell my players that they points. defending its lair or testing the enemy.
should expect no mercy when they go Advance warning. Dragons will do Unique magic. Its quite satisfying to
against dragons. Dragons are the most everything they can to set up early see the look on the players face when,
cunning foes theyre likely to ever face, warning systems so they know of any after playing for most of a weekend just
and I play them with a no-holds-barred attack thats coming. Loud traps near the getting to the dragons lair, they find the
attitude. For instance, dragons might lair and spies in the outlying countryside creature has exchanged all those useless
purposely finish off characters who are are two possibilities. human-sized items for weapons only a
wounded (dropping them to -10 hp), Test the enemy. If a dragon gets wind of dragon could use. One interesting sword
and would recognize the ransoming an attack, it could gain the initiative by I used was a Dragon-slayer slayer,
value of capturing a PC, even a dead attacking the PCs first. The attack might baneful to anyone whod ever caused
one, to use against the PCs should they not include the dragon itself, but the damage to a dragon.
prove victorious. dragon might be watching through a
Thorough defenses. Because dragons are scrying device to see what abilities the
smart, and because they expect to be PCs have. Or the attack might be an Peter doesnt actually advocate trying to
attacked, they prepare deadly defenses. ambush designed to wipe out the PCs if kill off PCs and making their lives miserable.
consisting of both physical and magical possible, or at least to hit them hard But with dragons hes always willing to
traps designed to fool thieves, redirect enough that they choose not to pursue. make an exception.

24 JUNE 1998
HE ORIGINAL AD&D mats sister, perhapsarrayed with
MONSTER MANUAL by heads of yellow, orange, purple, and
ENTRIES ON DRAGONS other crossbred colors. Tiamat may have
did not include certain colors of the chro- Richard Alan Lloyd destroyed her sibling eons ago, but not
matic spectrum, specificially orange, yel- before the creation of evil dragons in the
low and purple. It did, however, include illustrated by David Day image of their deceased progenitor.
green, red, and blue dragons. Simply because yellow, orange, or
The three missing chromatic dragons of the gods experiments, since dragons purple dragons have not (yet) been
were later described in The Missing would consider only their own color encountered does not preclude them
Dragons article presented in DRAGON species attractive. Some might balk at from inhabiting unexplored continents.
Magazine #65 (1982). The color wheel the thought of a blue dragon mating a Expeditions to verify the existence of
was complete. yellow dragon to create a green dragon. such creatures could be financed by
Since that time, the AD&D game has Most sages hold to the theory that Tia- wealthy notables with an interest in sci-
continued to evolve. Dragons are now matarrayed with heads colored white, ence, much as Victorian Era expeditions
far more formidable adversaries. red, blue, green, and blackcreated evil explored the interior of the African conti-
Although official versions of yellow dragons in her own image, giving rise to nent. Player characters could be hired as
and purple dragons now exist, the color single-headed dragons of each type. escorts or be otherwise included.
wheel idea is worth revisitingand the Thus, there were no purple, yellow, or
original yellow, orange, and purple orange dragons. However, Tiamat may
dragons worth adding to the current have experimented with her children
AD&D game. before unleashing them upon the world,
In the ancient past, the secondary- trying to create even stronger breeds.
color dragons (green, purple, orange) Secondary-color crossbreeds could have Richard Lloyd lives in Chester, NJ, with his
could have been the product of mating bred true with each other, starting new wife and two daughters. He runs his play-
between two different primary-color branches of the dragon overspecies. by-mail game Great War and writes for
dragons (red, blue, yellow). Most of Sages also speculate as to the possibil- DRAGON Magazine when not fighting for
these matings would likely be the result ity of another chromatic dragonTia- his life in his older daughters dungeon.

26 JUNE 1998
Dragon, Yellow (Salt)
CLIMATE/TERRAIN: Sea shore, salt marshes or inland
salt lakes
FREQUENCY: Very rare
ORGANIZATION: Solitary or family
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Very (1112)
TREASURE: Special
ALIGNMENT: Lawful Evil

NO. APPEARING: 1(25)


ARMOR CLASS: 0 (base)
MOVEMENT: 12, Fly 30 (C), Burrow 6, Swim 12
HIT DICE: 12 (base)
THAC0: 9
NO. OF ATTACKS: 3+ special
DAMAGE/ATTACK: 18/18/318
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: G (30 base)
MORALE: Elite (15)
XP VALUE: Variable

YELLOW DRAGONS, or salt dragons, delight in the torment of all Combat: A yellow dragon attacks with its claw /claw/bite rou-
creatures, particularly those of good alignment. They prepare tine or with its breath weapona cone of white salt crystals.
ambushes where their yellowish-white color helps them blend On land, the dragon invariably uses its breath weapon first,
in with the sand or salt-encrusted rock. usually from ambush. Salt dragons notice which of their oppo-
At birth, a salt dragons tiny scales appear almost crystalline, nents has been blinded, concentrating their attacks on still-
like lemon-colored bits of glass. As the dragon matures, the sighted members of an attacking group, returning afterward to
scales are bleached by the sun and become progressively lighter. finish off blinded ones before they recover.
Throughout the dragons life, its scales continue to harden but Yellow dragons do not pursue a fight they are losing, prefer-
remain their original small size, requiring the constant produc- ring to escape and return another day to gain revenge. They
tion of additional scales. This process makes the salt dragon head to sea to escape land-bound enemies, and they swim to
supple, more like a snake than a lizard, allowing it to burrow land to escape aquatic enemies.
quickly into beach sand or salt flats, using pass without trace to
obscure any disturbance. The claws are proportionately larger Breath weapon/special abilities: A yellow dragons breath
than normal for dragons. This helps in burrowing and, inciden- weapon is a 70 long cone of salt (sodium chloride) crystals,
tally, makes the claw attacks more dangerous. two feet wide at the dragons mouth and 15 feet at the base.
Salt dragons speak their own tongue and a language com- Creatures caught in the salt spray must save vs. breath weapon
mon to all evil dragons. Twelve percent of hatchling yellow or have their bodiesespecially eyes, ears, nose and mouth
dragons can communicate with any intelligent creature. The encrusted with salt. Victims are blinded, in terrible pain, and
chance to possess this ability increases 5% per age category. left choking for six melee rounds per age category of the

Age Body Tail AC Br. Weapon Spells WP MR Treas.Type XPValue


1 36 25 3 2d4+2 Nil Nil Nil 1,400
2 614 412 2 4d4+4 Nil Nil Nil 2,000
3 1422 1218 1 6d4+6 Nil Nil Nil 4,000
4 2231 1824 0 8d4+8 1 Nil H 7,000
5 3141 2434 -1 10d4 + 10 2 20% H 9,000
6 4152 3444 -2 12d4 + 12 3 25% H 10,000
7 5264 4454 -3 14d4 + 14 31 30% H 11,000
8 6477 5464 -4 16d4 + 16 32 35% H,S 13,000
9 7791 6474 -5 18d4 + 18 33 40% H/S 14,000
10 91105 7484 -6 20d4 + 20 331/1 45% K S 15,000
11 105121 8494 -7 22d4 + 22 332/2 50% H2,S 16,000
12 121138 94104 -8 24d4 + 24 333/3 55% H2,S 17,000

DRAGON 248 27
dragon. Creatures saving vs. breath weapon suffer those effects a salt dragon in return for its protection. Yellow dragons farther
for three melee rounds, per age category. During this time, the inland cooperate with lawful evil humans or demihumans
victim suffers a 4 penalty to attacks and a +4 penalty to AC. who can survive in the salt marshes or salt flats, providing pro-
Prompt immersion in fresh water, or fresh water forcefully tection in exchange for obedience and information.
applied, limits the effects to one melee round per age category.
The salt dragon knows this and does not fight near a stream or Ecology: Salt dragons spend their early years entirely on land,
freshwater lake unless it has no option, and it uses lower water mastering their breath weapons and the art of moving across
at its first opportunity to diminish the supply (or through) sand, salt marsh or salt flats without leaving sign
A second salt blast striking a creature already blinded and of their passage. At Young age they gain their water breathing
choking causes no additional damage. The yellow dragon ability and are willing to hunt at sea despite the obvious limita-
knows this and does not waste its breath weapon. However a tions to their breath weapon.
creature that has recovered from one blast may be fully affected Yellow dragons enjoy meat in all its varieties. Along the sea-
by another. coast, fish and aquatic mammals are the standard fare, while
Each successive blinding has a cumulative chance equal to inland, cattle and herd animals are hunted. The cruel nature of
the dragons age category of causing permanent blindness. For the salt dragon drives it to seek intelligent prey for special occa-
example, the first blinding by salt by a young adult yellow sions, raiding the settlements of good creatures. Captives are
dragon has a five percent chance of leaving the victim perma- tormented until finally devoured.
nently blind. The second blinding has a 10 percent chance. Vic- Yellow dragons salt excess meat to preserve it for later
tims might not realize they are permanently blind until meals for themselves and their servitors. Depending on the
sufficient time has passed that the initial blindness, coughing, location of their lair and the nature of their guards and ser-
and choking should have ended. The loss of sight may be vants, the cooler areas of their cavern lairs might be filled with
undone by a cure blindness spell. salted beef, goat, horse, or fish, as well as salted elf, human, tri-
At sea, salt dragons use their breath weapon underwater to ton, or merfolk. Owing to their immunity to poison, salt drag-
create clouds of extremely salty water that affects swimming ons can consume without ill effects old or spoiled salt meat that
creatures, both native aquatic or air-breathers using water- would be inedible to their servants, a useful survival trait
breathing magic. The results (blindness, coughing, and chok- should its lair be seiged. Yellow dragons prefer to drink salt
ing) and penalties are the same as on land, but of half the water but may consume fresh water if necessary.
duration. Yellow dragons who live by the sea have bronze dragons as
Yellow dragons cast spells and use their magical abilities at natural enemies, competing with them for food and seashore
5th level, adjusted by their combat modifier. At birth, yellow caverns. Knowing that bronze dragons are larger, stronger, and
dragons are immune to poison. As they age, they gain the fol- better spellcasters, salt dragons rarely fight a bronze without
lowing special powers: their sahuagin allies alongside. A Venerable or older salt
Very young: pass without trace 3/day. dragon might challenge an Adult or younger bronze dragon
Young: water breathing. alone after first casting protection from lightning upon itself.
Young adult: lower water 2/day. Yellow dragons who live in salt marshes are aware of black
Old: control wind 1 /day. dragons farther upriver where the water is not salty, but the
Venerable: protection from lightning l/day. two subspecies generally keep apart. Hatchling or Very Young
Great Wyrm: hallucinatory terrain l/day. dragons are sought (carefully) by bullywugs or yuan-ti for
food. Yellow dragons who lair in salt flats or by salt lakes rarely
Habitat/Society: Salt dragons are found by the seashore, in salt have neighbors due to the desolation of the land.
marshes and near inland salt flats or seas. They are solitary A yellow dragon bred with a blue dragon produces a green
creatures except when paired for mating and raising hatch- dragon. What gives the green dragon crossbreed its distinctive
lings. As is common in carnivore family units, the female is the chlorine breath weapon is its yellow parents sodium chloride
hunter, while the male guards the lair and the young. (salt) processing ability and its blue parents electrical ability.
Yellow dragons along the seacoast often cooperate with The combination allows gaseous chlorine to be separated from
sahuagin. Sometimes sahuagin serve as guards and servants of the salt.

28 JUNE 1998
Dragon, Orange (Sodium)
CLIMATE/TERRAIN: Tropical rain forest riverbanks and
lakeshores
FREQUENCY: Very rare
ORGANIZATION: Solitary or family
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: High (1314)
TREASURE: Special
ALIGNMENT: Neutral Evil

NO. APPEARING: 1(25)


ARMOR CLASS: -1 (base)
MOVEMENT: 9, Fly 30 (C), swim 9
HIT DICE: 12 (base)
THAC0: 8
NO. OF ATTACKS: 3+ special
DAMAGE/ATTACK: 18/18/324
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: G (39 base)
MORALE: Fanatic (17)
Xl VALUE: Variable

ORANGE DRAGONS are as likely to roar a defiant challenge as to Breath weapon/special abilities: An orange dragons breath
attack from ambush, whichever they think will more terrify weapon is a 60 long stream of pure liquid sodium, five feet
their intended victim. wide at the dragons mouth. Sodium burns when exposed to
At birth, an orange dragons scales are a blazing orange. As air; the oily saliva of the dragon prevents premature ignition in
the dragon matures, the scales become larger and thick, hard- the dragons mouth. The sodium itself is stored in the digestive
ening like metal. Most retain their bold orange color, some tract in a nearly solid state and is not liquefied until powerful
developing splotches of yellow or red, providing excellent gastric and esophageal contractions bring it up to the mouth.
camouflage amid the continually blooming rain forest flowers. The orange dragon is a crossbreed of yellow and red drag-
Orange dragons speak their own tongue and a language ons. Its sodium breath weapon is a result of its yellow parents
common to all evil dragons. Fourteen percent of hatchling sodium chloride (salt) processing ability and its red parents
orange dragons have an ability to communicate with any intel- fire ability. The combination allows masses of metallic sodium
ligent creature. The chance to possess this ability increases five to be separated out from the salt.
percent per age category of the dragon. Creatures hit by this sodium stream are drenched, and
within two melee rounds the saliva evaporates and the sodium
Combat: An orange dragon attacks with its claw/claw/bite is exposed to the air, bursting into engulfing flame. Creatures
routine or with its breath weapon, a metallic silvery stream, saving vs. breath weapon suffer half damage.
similar to black dragon acid. Although well suited for ambush, Sodium explodes when it comes in contact with water, so if
they have much of their red ancestors impulse to attack on well-meaning comrades of the victims try to wash off the
sight and are equally likely to attack boldly. sodium before it ignites, it instead explodes. The resulting blast

Age Body Tail AC Br. Weapon Spells W/P MR Treas.Type XP Value


1 29 29 2 2d6+2 Nil Nil Nil 1,400
2 920 917 1 4d6+4 Nil Nil Nil 2,000
3 2030 725 0 6d6+6 Nil Nil Nil 4,000
4 3046 2539 -1 8d6+8 1 Nil H,S 7,000
5 4661 3956 -2 10d6 + 10 2 25% H,S 9,000
6 6176 5672 -3 12d6 + 12 3 30% H,S 10,000
7 7691 7286 -4 14d6 + 14 31 35% H,S 11,000
8 91107 86100 -5 16d6 + 16 32 40% H,S,T 13,000
9 107123 100114 -6 18d6 + 18 33 45% H,S,T 14,000
10 123131 114124 -7 20d6 + 20 331/l 50% H/S/T 15,000
11 131139 124134 -8 22d6 + 22 332/2 55% H x 2, S, T 16,000
12 139152 134144 -9 24d6 + 24 333/3 60% H x 2, S, T 17,000
DRAGON 248 29
causes damage equal to the damage the original target(s) Habitat/Society: Orange dragons are found along the river-
would have suffered when bursting into flame to everything banks and lakeshores of steamy tropical rain forests. The wet-
within a 15 radius. ter the better, both for limiting the spread of fire and providing
The only practical way to prevent a victim from catching fire pools of standing water for spitting. They are solitary creatures
is immediately to drench him or her in oil to prevent the except when paired for mating and raising young. Both par-
sodium from contacting the air. (There is, of course, an element ents participate equally in foraging for food, teaching the
of risk in this procedure, should the sodium ignitea 1 in 8 young, and defending the lair.
chanceas the oil is being poured.) All clothing and armor Orange dragons often ally with evil jungle or rain forest
must be removed and carefully cleaned of sodium while still dwelling creatures, providing protection in exchange for obe-
oil-covered, requiring 8 + 1d8 (916) turns. This can be haz- dience and information. This practice puts them into competi-
ardous if done while the orange dragon continues its attack. tion with black dragons, but usually the black dragon avoids
A favorite attack mode of orange dragons is to expel a stream fighting with the stronger, larger and more dangerous orange
of sodium into a river or lake directly adjacent to a boatload of and either leaves or grudgingly accepts a subordinate role.
victims. There is a delay of one melee round because of the oily
saliva mixed with the sodium. The resulting explosion causes Ecology: Orange dragons are excellent swimmers, but being
full or half damage (depending on saving throw vs. crushing exclusively air-breathers, they live on land other than when
blow) to all boats and creatures within 15 feet, killing or inca- hunting for food in rivers or lakes.
pacitating most or all involved, leaving them easy prey Orange dragons are mostly meat eaters, feeding on rain for-
A volume of water (in cubic feet) equal to the possible hit est creatures and fish, but enjoying tropical fruits as well. Elves
points of damage inflicted must exist for the entire sodium and human tribesmen are appreciated for the sport they pro-
stream to be exploded. If insufficient water is available, the vide, until finally caught and devoured. If nothing is available,
damage is reduced proportionally Orange dragons are aware giant insects or fungus may be consumed (although with little
of this and first use raise water to increase the effectiveness of a enthusiasm) thanks to the dragons natural poison resistance
shrunken river or pond before spitting. and, if necessary, neutralize poison. For the same reason the
Orange dragons cast spells and use their magical abilities at orange dragon can drink from pools of reeking, stagnant water,
7th level, adjusted by their combat modifier. At birth, orange although they much prefer fresh.
dragons suffer half-damage from poison, are immune to nor- Ettercap prize the meat of Hatchling dragons but wont
mal fires, and suffer half-damage from magical fire. As they attempt to catch larger ones. Orange dragons have a natural
age, they gain the following special powers: enemy in bronze dragons, who compete with them for food
Young: pass without trace 3/day. and living space in tropical forests and lakeshores. In a compar-
Juvenile: neutralize poison 3/day. ison of orange and bronze dragons of equivalent age, the
Young adult: raise water 2/day. bronze is slightly smarter, tougher, and larger, and its lightning
Mature adult: heat metal 1 /day. weapon has a longer reach. Sometimes an orange dragon
Very old: suggestion 1/day attacking from ambush can negate this advantage, but the
Wyrm: hallucinatory forest 1 /day majority of even battles result in victory for the bronze.

30 JUNE 1998
CLIMATE/TERRAIN: Prairie, grasslands, and low
scrub-covered hills
FREQUENCY: Very rare
ORGANIZATION: Solitary or family
ACTIVITY CYCLE: Night (90%)
DIET: Special
INTELLIGENCE: High (1314)
TREASURE: Special
ALIGNMENT: Neutral Evil

NO. APPEARING: 1(25)


ARMOR CLASS: -1 (base)
MOVEMENT: 9, Fly 30 (C), Burrow 3
HIT DICE: 13 (base)
THAC0: 7
NO. OF ATTACKS: 3+ special
DAMAGE/ATTACK: 29/29/627
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: G (45 base)
MORALE: Fanatic (17)
Xl VALUE: Variable

PURPLE DRAGONS are deeply, sadistically evil. They delight in engaged in physical combat. In general, purple dragons relish
spreading fear far and wide, combining raids for food with battle and go looking for it. If confronted with an unexpected
outright destruction and mayhem. They are the scourge of the situation, however, they are intelligent enough to back off and
prairies and farmlands, all the more terrifying because they are reconsider.
night hunters.
At birth, a purple dragons scales are indigo. As the dragon Breath weapon/special abilities: A purple dragons breath
matures, the scales become larger, thicker, harder, and darker. weapon is pure energy, a deadly combination of the fire and
Adult dragons are completely violet, growing darker until they lightning of its red and blue parents. By flexing certain muscles
are nearly black at Great Wyrm age. in the throat and mouth, the dragon can form its blast three dif-
Purple dragons speak their own tongue and a language ferent ways: as a cloud 40 feet long, 30 feet wide and 20 feet
common to all evil dragons. Fourteen percent of hatchling pur- high; as a cone 75 feet long, 5 feet wide at the dragons mouth
ple dragons have an ability to communicate with any intelli- and 25 feet wide at the base; or as a tightly-focused blade of
gent creature. The chance to possess this ability increases five energy, 26 inches wide by one foot high for its entire length, up
percent per age category of the dragon. to 100 feet.
Purple dragons use the cone form against a small number of
Combat: A purple dragon prefers to attack with its very dangerous enemies, such as adventurers. Creatures
claw/claw/bite routine. Its claws and teeth are serrated, leav- caught within the cone must save vs. dragon breath for half
ing jagged tears in flesh that take twice as long to heal. Power- damage. The cloud form is used against a large number of
ful enemies are first struck by its breath weapon before being moderately dangerous enemies, such as a detachment of

Age Body Tail AC Br. Weapon Spells W/P MR Treas. Type XP Value
1 210 39 2 2d8+2 Nil Nil Nil 3,000
2 1021 918 1 4d8+4 Nil Nil Nil 4,000
3 2132 1827 0 6d8+6 Nil Nil Nil 6,000
4 3251 2741 -1 8d8+8 1 Nil EH,S 8,000
5 5170 4155 -2 10d8 + 10 2 25% H,S,T 10,000
6 7089 5569 -3 12d8 + 12 3 30% H,S,T 13,000
7 89103 6983 -4 14d8 + 14 31 35% H,S,T 14,000
8 103117 8397 -5 16d8 + 16 32/1 40% H,S2,T 15,000
9 117131 97111 -6 18d8 + 18 33/2 45% H,S2,T 17,000
10 131141 111120 -7 20d8 + 20 331/3 50% H,S2,T 18,000
11 141151 120129 -8 22d8 + 22 332/32 55% HS2,T 19,000
12 151161 129138 -9 24d8 + 24 3321/33 60% HS2,T 20,000

DRAGON 248 31
archers. Creatures caught within the cloud take half damage they are solitary creatures like most dragons. Both parents will
and must save vs. dragon breath for quarter damage. participate equally in raising the young, but the purple male is
Focusing the energy to a blade produces the greatest effect the primary hunter, being more violent and crue.
against one very powerful opponent, such as another dragon. Purple dragons will sometimes ally with evil humans or hill-
The victim must save vs. dragon breath at -4 to suffer half dwelling creatures, providing protection in exchange for servi-
damage instead of full damage. Moreover, the searing hole tude and information. Purple dragons are generally haughty,
burned straight through the target will not heal by normal however, and rarely consider other evil creatures, even other
means, so badly has the body around the wound been burned evil dragon subspecies, worth negotiating with.
and shocked. Cure disease must be cast upon each wound
before natural healing may begin. A natural roll of 20 on 1d20 Ecology: Purple dragons prefer to live in dark underground
by the attacking purple dragon indicates an opponents limb places where the blinding effects of their breath weapon is at its
has been severed, as if struck by a sword of sharpness. height. Often they will dig their own lair if none exists natu-
The energys sudden brilliance, in any of its shaped forms, is rally Should they encounter rock too hard to dig through, their
eye-searing, causing anything within a 120 degree arc in front breath weapon can burn up to 10 feet of stone at a time, getting
of the dragons head to be struck blind. During daylight, blind- the dragon past the obstacle and into easier digging again.
ness lasts two melee rounds per age category of the dragon. In Purple dragons are mostly meat eaters, feeding on herd ani-
twilight or by torchlight, three rounds per age category, and if mals, farm animals, and inhabitants of lonely settlements. They
the dragon is encountered at night, four rounds per age cate- hunt at night, their dark wings blending into the night sky. If
gory. The blindness is temporary If it is urgent the victim be possible they will hunt during thunderstorms, which they can
returned to sight immediately, such as to fight without penalty, anticipate with predict weather, as they enjoy the crash of thun-
blindness may be ended immediately by cure blindness. der and the whip of rain, which mask their approach and have
Purple dragons cast spells and use their magical abilities at already frightened or unnerved those below.
8th level, adjusted by their combat modifier. At birth, purple If necessary, they can consume tuberous vegetables (pota-
dragons are immune to normal fires and minor electrical toes, onions, carrots) if no meat is available, although this
attacks such as shocking grasp, and suffer half-damage from makes their temper even shorter.
magical fire or lightning. As they age, they gain the following Purple dragons generally have no natural enemies once past
special powers: the first age of life. Verbeeg and hill giants sometimes hunt
Young: predict weather 3/day. Hatchlings in the foothills, and ankheg will prey on Hatchlings
Juvenile: affect normal fires 3/day. in the prairie. Purple parents will painfully slay any such crea-
Adult: fire charm 1 /day. tures found in their lairs. Sometimes purple dragons encounter
Mature adult: fire shield (vs. cold-based attacks) 1 /day. copper dragons in the foothills, and the coppers are fortunate
Wyrm: suggestion 1 /day. to escape intact. On very rare occasions, purple dragons may
Great wyrm: wall of force 1/day. meet gold dragons while airborne, and such is the arrogant
ferocity of the purple dragon that it may challenge a gold
Habitat/Society: Purple dragons are found in deep caves that dragon of equal size rather than attempting to flee. Usually the
open onto prairies, plains low foothills. Until mating time, gold dragon will win an even fight like thisbut not always!

32 JUNE 1998
F by
rom the name alone, its clear that Salient abilities
dragons have always been near and Many individual dragons exhibit special attributes
dear to the AD&D game. And no above and beyond their usual innate abilities, spell-like
wonder. Throughout myth and folklore, drag-
ons are awe-inspiring, often terrifying, super-
natural creatures. In AD&D, thanks to their
powers, and combat skills. These salient abilities can
come as a nasty shock to overconfident PCs. The fol-
lowing list is partially drawn from myth and literature.
Paul
physical strength, intelligence, magic-use, and
breath weapons, dragons are among the most 1. Caustic Blood: With each successful melee Fraser
powerful foes facing player characters. hit, the dragons attacker must save vs. para-
Unfortunately, they are also among the lyzation or be sprayed with caustic blood
illustrated by
most predictable creatures. Any player with a equal to the base damage of the weapon used
smidgin of familiarity with the MONSTROUS (i.e., a fighter with 18/00 strength and a long Bob
MANUAL tome can quote dragons chapter and sword +5 attacking a size-L dragon would suf-
Klashnich
verse: Its red? That means its evil and fer 1d12 hp damage; a back-stabbing 10th-
breathes fire! Its gonna have lotsa fire- and level thief attacking the same dragon armed
heat-related spell-like powers, so be ready! with a dagger would sustain 1d3 hp damage).
To keep dragons fresh and mysterious, DMs Items such as weapons and armor must save
usually resort to creating new draconic sub- vs. acid or be destroyed. The blood remains
species. So, chromatic and metallic dragons volatile for 1d2 hours per age category.
were joined by gem dragons; oriental dragons;
cloud, mist, and shadow dragons; brown, yel- 2. Eyes of Illumination: Once per round, at
low and steel dragons, and on and on. will, the dragon can emit beams of light from
Here are 50 ways to put the mystery back its eyes, equal to a continual light spell. The
into dragons without expanding the ever- beams are instantaneous in duration, but they
growing draconic family tree. blind those who fail a save vs. spells.

34 JUNE 1998
3. Roar of Blasting: Once per day, the
dragon can utter a roar equivalent to a
horn of blasting.

4. Eyes of Confusion: Those who gaze


into the dragons eyes must save vs.
spells or be affected as if by the wizard
spell confusion.

5. Jaws of Sharpness: When attempting


to bite an opponent, a natural attack roll
of 20 allows the dragons jaws to act as a
sword of sharpness, severing a randomly
determined extremity.

6. Claws of Wounding: The dragons


claws act as a sword of wounding, causing
the victim to lose one hp each round
after the initial attack.

7. Berserker Rage: If angered, desperate,


or defending its young or mate, the
dragon gains +2 to hit, inflicts maximum
damage with its physical attacks, never
checks morale, and continues to fight
until it reaches -10 hps.

8. Scales of Scintillating Colors: At will, 13. Command Undead: The dragon can monsters as per (charm monster). The
the dragon can cause its scales to flash as command undead as an evil priest equal number of hit dice of creatures affected
a robe of scintillating colors, hypnotizing in level to its hit dice. is equal to the dragons hit dice.
opponents.
14. Revolting Stench: The dragon is so 19. Prophesize: Once per day, the
9. Fog Breath: At will, the dragon can foul and dirty that those within its fear dragon is capable of predicting the
exhale a heavy fog as per a horn of fog. radius must save vs. poison (applying future of someone other than itself. The
the fear save modifier) each round or suf- ability functions as the fourth-level
10. Eyes of Charming: Those who meet fer nausea, reducing their attack, dam- shukenja spell fate in the AD&D Oriental
the dragons gaze must save vs. spells or age, and save rolls by -2. A foe who is Adventures book.
be affected by a charm person spell. The bitten must save or contract a disease (as
victims save is adjusted as per the fear the reversed form of cure disease).
save modifier column in the MONSTROUS 20. Claws of Magic Stealing: Three times
MANUAL tomes general dragon entry 15. Eyes of Purity: The dragon possesses per day, by touch, the dragon can trans-
permanent true seeing (as the wizard fer a randomly selected spell from a
11. Chameleon Scales: At will, the spell). spellcasters mind to its own memory.
dragon can blend into its surroundings The dragon requires a successful attack
as per a ring of chameleon power by alter- 16. Regeneration: The dragon regener- roll, and the victim may save vs. spells.
ing the color of its scales. ates as a troll. Severed limbs continue to The ability otherwise functions as the
fight and will re-attach themselves. magic item of the same name (see the
12. Cursed Hoard: Those who steal from Tome of Magic), which was said to be
the dragons hoard, even after its death, 17. Voice of Command: Three times per inspired by this draconic power.
suffer a curse. The older the dragon, the day, the dragon can issue a verbal com-
more powerful the curse. See the priest mand (as per the priest spell). 21. Quills of Piercing: The dragon has
spell remove curse for possible effects. 20+1d10 quills growing from its body,
Note that this spell enables the sufferer 18. Charm Animals or Monsters: Once which it can propel at foes. The dragon
only to rid himself of what was taken per day, the dragon can charm animals (as can launch 2d4 quills per round. Each
from the hoard; the items themselves per the wizard spell charm person, but quill strikes as a javelin of piercing. These
remain cursed. affecting only non-magical animals) or quills grow back after three weeks.

DRAGON 248 35
22. Viscous Entrapment: Once per turn, level to which it has access. For example, Non-Magical Abilities
the dragon can spit a viscous gob that an Old silver dragon may cast three first- Dragons may also boast useful, inherent non-
acts as a net of entrapment. Range is 10 level, three second-level, three third- magical abilities:
feet per age category of the dragon. The level and two fourth-level wizard spells,
gob is 10 feet square. Each creature and three first-level priest spells. 33. Tracking: The dragon can track as a
within range must save vs. dragon ranger equal in level to its hit dice. Thus,
breath to avoid entrapment. 29. Prodigy: The dragon gains access to a 10-HD dragon would receive +3 on its
each of its innate abilities one age cate- proficiency check (roll against its Intelli-
23. Tongue Lash: The dragon has a gory sooner than usual. For example, a gence score instead of Wisdom). Drag-
whip-like tongue that can lash out once shadow dragon gains its mirror image ons do not suffer the usual -6 tracking
per round as a rope of constriction. Range power at Young age rather than Juvenile penalty for non-rangers.
is 10 feet per age category of the dragon. age, dimension door at Young Adult rather
The dragon can release its victims at will. than Adult age, and so on. 34. Stealth: In its native climate/terrain
Otherwise, the tongue must be severed (see the MONSTROUS MANUAL tome), the
to escape. The tongues AC is equal to 30. Battlewyrm: The dragon has the dragon can move silently and hide in
the dragons AC -4. The tongues hps equivalent of melee weapon specializa- shadows as per a ranger equal in level to
equal the dragons hit dicecounted tion with one of its physical attacks (i.e., its hit dice. This ability reflects its inti-
separately from the dragons total hps. claws, bite, snatch, plummet, kick, wing mate knowledge of the local terrain,
buffet, or tail slap). It attacks as a special- agility, and skill at camouflage.
24. Scales of Displacement: The ized warrior equal in level to the
dragons scales act as a cloak of displace- dragons hit dice, gaining extra attacks 35. Sage Advice: The dragons longevity
ment. The dragon is actually five feet to per round, +1 on attacks, +2 on damage. grants it sage abilities. DMs should
10 feet from where it appears to be. Further specialization as outlined in the assign the dragon a field (or fields) of
PLAYERS OPTION: Combat & Tactics book study based on its background, interests,
25. Curse of the Hydra: The dragon has is at the DMs discretion. and locale. Dragons require no library to
two or more heads. At the DMs option, exercise their sage skills. To answer a
the heads are either of the same species 31. Wild Talent: The dragon is a wild general question, the dragon needs 1d6
as the dragon itself, or each additional psionic talent. DMs should assign pow- rounds to search its memory; specific
head is of a different species. Each head ers from Table 83 (see Chapter 9, questions demand 1d6 turns; and exact-
bites and uses the breath weapon of the PLAYERS OPTION: Skills & Powers), up to ing questions take 3d10 hours. If an abil-
appropriate species. the limits permitted by the rules. Wild ity check is required, roll 1d20 against
talents gain their abilities gradually, as the dragons Intelligence. The usual sage
26. Gems of Spell Turning: The gems outlined on Table 80: Psionic Progres- modifiers (Table 62, DMG) apply, except
embedded in the dragons hide act as a sion. Dragons use the same chart but for the library category
ring of spell turning. Check first against gain abilities by age category rather than
the dragons magic resistance (where level. Thus, by Adult age, a dragon wild
applicable). If that fails, the gems may talent can master its maximum allow- 36. Dwarven Senses: The dragon can
turn spells cast upon the dragon. If the able two psionic powers, three psionic detect underground constructions
dragon wants to be affected by anothers attacks, and three psionic defenses. (slopes, stonework traps, new tunnels,
spells, it can suppress the turning effect Dragon wild talents receive 4 PSPs each etc.) as per a dwarf. The dragons detec-
at will. time they increase one age category. A tion range is 10 feet per age category
dragon uses its hit dice to calculate its
27. Mental Fortitude: Beginning at the MTHAC0 and saves on Tables 77 and 37. Species Foe: The dragon has a
Adult age category, the dragon has the 78. A dragons Wisdom score should be species foe as per a ranger. Possibilities
equivalent of 19 Wisdom and Intelli- considered equal to its Intelligence (for include giants, humans, humanoids,
gence for the purposes of immunity to instance, when making contact profi- dwarfs, etc. The dragon gains +4 on its
mental attacks and illusions. (See Tables ciency checks). Its Constitution score is attack rolls and a 4 penalty on
4 and 5 in the Players Handbook.) For always 25, regardless of age (such as for encounter reactions. To have a species
each additional age category beyond the purposes of determining the foe, the dragon must be at least Very
Adult, a dragons Wisdom and Intelli- dragons base MAC score and PSPs). Young in age.
gence equivalence each increases by one Gem dragons, who already boast psionic
point, to a maximum of 25 at Great abilities, cannot be wild talents. Breathing New Life
Wyrm status. Note the dragons actual According to the MONSTROUS MANUAL tome,
intelligence as listed in the MONSTROUS 32. Demipower: The dragon is suffi- dragons may make one breath weapon attack
MANUAL tome doesnt change. ciently worshiped to have attained every three rounds. With their long life spans,
demipower status. It has all the dragons have plenty of time to refine their most
28. Dweomer Boost: The dragon may demipower abilities outlined in potent attack. The following abilities may only
cast one additional spell for each spell Faiths &Avatars. be used by Adult or older dragons:

36 JUNE 1998
38. Control Dimensions: The dragon
can control its breath weapons dimen-
sions, increasing any one by up to 150%,
or decreasing it by up to 50%. The breath
weapons total area or volume does not
change. For instance, if a red dragon
shortens its 90-long cone of fire to 45 feet
in length, the cones width at the base
doubles from 30 feet to 60 feet. It remains
five feet wide at the dragons mouth.
This effect does not affect the damage
inflicted by the attack.

39. Control Damage: The dragon can


choose to halve or double the damage
inflicted by its breath weapon attack. If
reducing the damage, determine the
usual damage and divide by two. If
increasing the damage, multiply by two.
In either case, always round up. By halv-
ing the damage, the dragon can breathe
once every other round. Doubling the
damage limits the dragon to one attack
every six rounds. This ability does not
alter the dimensions of the breath
weapon attack.

40. Control Frequency: The dragon may


breathe more than once per three
rounds. Each time it breathes without instance, a green dragon emits a blue 44. Bathing in dragons blood has the
waiting two rounds in between, it loses a dragons lightning bolt instead of chlo- following permanent effects, depending
number of hit points equal to the num- rine gas. The attacks dimensions and on the species or alignment:
ber of damage dice its breath weapon damage would match a blue dragons of 1. Acid Resistance (black, copper drag-
attack inflicts. For instance, an Old green the same age. ons): As the oil.
dragon (whose breath weapon inflicts 2. Cold Resistance (white, silver, cloud
16d6+8 hp damage) would lose 16 hit 43. Multiple Breath Weapons: The dragons): As a ring of warmth.
points if it makes a second breath attack dragon possesses an extra breath 3. Fire Resistance (red, gold dragons):
in the round following its first attack. If it weapon type, over and above its usual As the potion.
waited a round, then made a third attack(s), as selected by the DM. For 4. Health (any good dragon): As the
attack, it would suffer another 16 points instance, a gold dragon already able to elixir. This permanently cures the recipi-
of damage. The dragon must wait two breathe a cone of fire or cloud of chlorine ent of ills currently suffered but offers no
rounds before it can again use its breath gas may also spurt acid as per a copper future protection.
weapon without taking damage. dragon. The damage done is identical to 5. Ligktning Resistance (blue, bronze
the gold dragons original two breath dragons): As the priest spell protection
41. Summon Last Reserves: The dragon weapons. from lightning.
can expel a double-strength (both dam- 6. Madness (any evil dragon): As the
age and dimensions) breath weapon Dragons Dissected elixir.
attack. The dragon loses a number of hit In myth, dragons blood and body parts possess 7. Non-detection (shadow dragons): As
points equal to twice the number of magical properties. Dragons blood loses its the wizard spell.
damage dice its breath attack inflicts. For magical potency 1d4 hours after the beast is 8. Youth (any neutral dragon): As the
instance, the Old green dragon dis- slain, regardless of attempts to preserve it. elixir.
cussed above would lose 32 hit points Whether or not dragonslayers can recover 9.lnvulnerability (any dragon): As the
(16 x 2) in the round it makes the double- enough uncontaminated blood for a bath or to potion.
strength attack. drink is left to the DMs discretion, since it 10. Super-Heroism (any dragon): As the
depends on so many factors. Note that dragons potion.
42. Substitute Breath Weapon: The with the salient ability caustic blood are not
dragon possesses a non-standard breath amenable to the post-mortem benefits outlined 45. Drinking dragons blood has the fol-
weapon, as selected by the DM. For below. lowing permanent effects, useable once

DRAGON 248 37
per day (+3 initiative modifier): column) for each attempt. The teeth 49. Horn of Treasure Finding: If the
1. Blink (topaz dragons): Duration is require 2d4 rounds to sprout. dragons horn is removed while the
one round per age category of the slain creature still lives, someone who holds
dragon. 47. Dracontias: The dragon carries a pre- the horn and concentrates can locate
2. Improved Invisibility (yellow drag- cious gem called dracontias inside its treasure as a potion of treasure finding. The
ons): Duration is one round per age cate- head. If the gem is removed while the horn points in the correct direction for
gory of the slain dragon. dragon is still alive (by putting it to 5d4 rounds. It works in this fashion once
3. Polymorph Self (steel dragons): Dura- sleep, for instance), the gem allows per day. To determine whether the horn
tion is one turn per age category of the someone who holds it and concentrates is removed intact, roll an item saving
slain dragon. to detect poison as the priest spell, once throw vs. crushing damage (bone or
4. Shout (emerald, sapphire dragons) per round. The gem also acts as a univer- ivory column) for each attempt.
5. Spider Climb (copper dragons): sal antidote if dropped in water and
Stone surfaces only. Lasts one round per boiled. The victim need only drink the 50. Heart of Transformation: Eating the
age category of the slain dragon. concoction to be cured (as a neutralize dragons heart transforms the diner into
6. Suggestion (crystal dragons): The poison spell). The gem is capable of cur- a dragon of the same species, as a per-
victim is enspelled for one hour per age ing one person, once per day, in this manent polymorph other spell. The result-
category of the slain dragon. manner. ing dragons age depends on the age of
7. True Seeing (deep dragons): As the the person transformed. If an infant
wizard spell. Duration is one round per 48. Crystal Eye: The dragons extracted were somehow to eat the heart, he or she
age category of the slain dragon. eye functions as a permanent crystal ball would be transformed into a Hatchling
8. Water Breathing (mist, black, (0175% chance) or crystal hypnosis ball dragon. Mature persons below middle
amethyst dragons): Duration is one hour (7600% chance). To determine whether age (see Table 12, PHB) become Adult
per age category of the slain dragon. a dragons eye is removed intact, make dragons. Persons between middle and
9. Speak with Animals (gold, brass, an item saving throw vs. crushing blow old age become Mature Adult dragons.
bronze dragons): Duration is two (glass column) for each attempt. The Those between old and venerable age
rounds per age category of the slain eye must immediately be preserved in result in Old dragons. The venerable or
dragon. some manner, such as casting the spell older become Very Old dragons. Eating
10. Gaseous Form (cloud dragons): As Nulathoes ninemen (see the Pages from the the heart cannot produce venerable,
the potion. Duration is one round per Mages accessory). To activate the scrying Wyrm, or Great Wyrm dragons. A heart
age category of the slain dragon. power, the wizard spell magic mirror remains potent for only 1d6 turns after
must be cast upon the eye once. If the lat- the dragon dies, regardless of attempts
46. Teeth of the Warrior: When planted, ter spell is not cast within 2d4 hours of to preserve it.
the dragons teeth sprout armed war- the dragons death, the eye loses its
riors, who serve the person who sowed potency. Further Reading
them. For details, see The Magic of For DMs seeking more ways to make dragons
Dragon Teeth, by Gregg Chamber- challenging, useful articles in past issues of
lain, in DRAGON Magazine DRAGON Magazine include: Dragons:
#98. DMs without access More Than Just Couch Potatoes, by
to the article can use Thomas Reid (issue #206); Give
the statistics in the Dragons a Fighting Chance, by
horn of Valhalla entry Ed Friedlander (issue #134);
in the DMG. Roll Dragon Dweomers(issue
1d20 for each #218) and Arcane Lore: Dragon
planted tooth, Dweomers, (issue #230) by
which produces Robert S. Mullin; and Self
one berserk Defense for Dragons, by Gre-
fighter of the level gory Rihn (Best of DRAGON
listed on the Magazine Anthology, vol. III).
horns table. The
fighters are
aligned as per the
slain dragon. To Paul Fraser recently
determine whether moved to Alberta from the
a tooth is extracted East Coast. He enjoyed
undamaged, make springing the nasty ideas in
an item saving throw this article on a group of experi-
vs. crushing blow enced players who thought
(bone or ivory they knew dragons.

38 JUNE 1998
Gem Names, Colors,
by Holly Ingraham Hardness, and Value
C AN THE ADVENTURERS
cut their way out of the glass maze
a stones worth to be raised by cutting it
from the raw, faceting a tumbled crystal,

When the with a topaz, or should they use the


cairngorm in the Scots brooch? When
they are under geas to bring back an
or re-cutting a gem so that, while now
smaller, it is flawless or has better light
transmission.

dungeoneer alaqueca or an ophthalmius, what are


they looking for? These and dozens
of other devious Dungeon Mas-
Opaque stones are carved in
shapes, cut in slabs, or cut cabochon (a
smooth domed shape, pronounced

picks up a ters delights are possible


with a basic knowledge
of gemology and
KAB-oh-kon). Transparent crystals
are often prettiest when faceted, but
this is a fairly modern Western practice;

green gem as some of its more


exotic terminology.
It is also very handy
they too can be cut cab and may be
engraved with sigils, patterns, and
devices. They were often tumbled with

big as an egg, when writing mystifying clues in verse:


umina might be easier to rhyme than
emerald. The immediate use for the
sand or diamond dust until they were
polished. This effect can be seen in early
Medieval reliquaries and shrines. This

is it the Queen Babylonian word for rock crystal might


not be obvious, but consider handing the
PC clerics a quest based on a fragment of
will be the condition of most gems, espe-
cially those of great antiquity.
Besides a glossary of gem names, the

of Emeralds or ancient Babylonian writing. When an old


map says the secret door to the lower
depths is in a patch of carbonado and
accompanying sidebars include a sorting
of stones by how they might be mistaken
for one another, and a guideline to val-

only a good activated by shining a light spell on an


inset hyacinth, players who consult dic-
tionaries might find themselves looking
ues. Mohs Hardness Table is used in the
field by dwarves and other rock-hounds.
The mnemonic sentence Taloned

specimen for patch of grilled food and a flower.


PCs need the appraising proficiency to
tell one gemstone from another. After all,
gryphs can fly as other quilled terrors
could do is based on that taught to geol-
ogy students, who mutter even stranger

of cheap the difference in value between what


passes as two bits of purple glass is being
able to tell the difference between tour-
incantations to keep geologic ages and
glaciation periods straight. Some of what
magic-users grumble is probably not an

tourmaline? maline, amethyst, sapphire, and even the


rare violet diamond. Gem-cutting allows
actual spell but the mnemonics for the
ingredients and processes.

40 JUNE 1998
Gem Hardness Table 1. Mohs Hardness Scale (110)
One should not confuse hardness with
steel-like durability or toughness. Hard- Rating Test Rock Mnemonic Other Tests
ness is resistance to abrasion, which is 1 Talc Taloned Can be scratched by fingernail
valued in gems so that they keep their 2 Gypsum gryphs Scratched by copper/bronze coin
bright polish. The hardest diamond will 3 Calcite can Scratched by copper/bronze coin
not shrug off being struck with a mallet. 4 Fluorite fly Scratched by steel; scratches coin
In fact, whack a fist-sized chunk of talc 5 Apatite as Scratched by steel; scratches coin
once with a mace and the talc might 6 Orthoclase other Scratches glass
split; certainly the comers will powder 7 Quartz quilled Not scratched by steel
off. A crystal the same size, even a dia- 8 Topaz terrors Not scratched by steel
mond, will disintegrate into shards. 9 Corundum could Not scratched by steel
Crypto-crystalline stones are tougher 10 Diamond do. No mineral harder (in this world!)
than crystals, even when they are softer.
Jade, while not particularly hard, is so Stones with a hardness rating of 1 are very brittle; stones with a hardness rating
tough that it was used for mace and axe of 10 are resilient.
heads. Not all gems are equally resistant
to damage. Unless protected by a shock-
deflecting spell, wondrously magical described as dings, chips, cracks, and
gems can be knocked to crumbs in the
Table 2: Comparative Mohs
gouges, if visible on the surface. How-
average melee if they are worn rather ever, sometimes damage hides as inter-
Hardness of Precious Stones
than kept in padded pouches. An arrow, nal fractures, visible only to the Gemstone HR1 Save 2
bolt, or sling-stone can take out a bran- magnifying loupe or the eyes of a skilled Serpentine 1.5 -1
dished gem at some distance. appraiser. Amber 22.5 -1
The most common shock-deflecting Broken crystals can be re-cut into Chrysocolla 22.5 -1
spell, gemguard (see the sidebar on page smaller gems, each of which with a sepa- Tortoiseshell 2.5 0
48), requires the complete destruction of rately considered value. Value plum- Pearl 2.53.5 0
another stone of the same type, size, and mets, but what was planned for sale to a Jet 2.54 0
quality so it is used only to protect prince seeking a spectacular bride-gift at Coral 3.5 0
enchanted gems and amulets. Finding a least brings something at a spellcasters Rhodochrosite 3.54.5 0
non-magical twin gem can be a quest supply store. Rock crystal 3.55 0
in itself. Lapis Lazuli 5.5 0
Any damage caused to a stone could Stones Often Confused Moonstone 5.56 0
destroy its use as a talisman, though not If a character attempting to identify a Turquoise 5.56 0
necessarily as an ingredient in a spell. gemstone fails his or her proficiency Opal 5.56.5 0
For example, if an agate has been check, the PCs might think they have a Tanzanite 6 0
enchanted so as to prevent damage to ruby when they have a spinel, or only a Chalcedony 6.57 0
the wearer, knocking off a large piece or tourmaline when they actually found an Jade 6.57 0
marring the carving past readability will emerald, or only an emerald when they Peridot 6.57 0
likely disrupt the magic. However, if a have a green topaz. Unscrupulous buy- Garnet 6.57.5 +1
piece of amber must be used in a light- ers wont hesitate to take advantage of Kunzite 7 +1
ning bolt spell, the shape and complexion such ignorance. Additionally, when PCs Quartz 7 +1
of the gem hardly matters. Most mages sell their booty, too many gems disposed Tourmaline 77.5 +1
use very small but high-quality jewels to of in one place drive prices down. They Zircon 7.5 +1
meet gp-cost requirements because car- might do better to sell one gem of each Beryl 7.58 +1
rying large gems is akin to hauling a bag sort in different towns. Spinel 8 +1
of rocks. Topaz 8 +1
All gemstones save as rock crystal, Gems to Gold Pieces Chrysoberyl 8.5 +2
but modifiers may be applied to the roll Table 3 groups stones by value, but these Sapphire 9 +2
depending on the stones hardness. Any are merely guidelines, as gem values are Ruby 9 +2
stone that fails its save by 4 or more is dependent on the inflation in the indi- Diamond 10 +3
completely destroyed. A near success vidual campaign. In a fantasy world,
(within 1,2, or 3 of the saving roll needed diamonds might pebble many a stream, 1. Hardness Rating (110).
for success) indicates that the gem was while jet is actually rare crystallized 2. This modifier applies to all saving
merely damaged. Damaged gems lose dragon tears. But in that case gold can be throws. (Unless otherwise noted, all
any enchantments placed upon them, common and copper rare, which is not gems save as rock crystal.)
but slight damage does not render them how most worlds are set up. It is a good
valueless. Damage to stones should be standard that transparents are more

DRAGON 248 41
Table 3: Gems by Treasure Class
Class CP Value Gemstones
I 150 Agates, chalcedony, jet, onyx, sard, prase, tourmaline (black, clear).
II 50100 Bloodstone, calmazul, chrysoprase, tourmaline (green, pink, red, blue, violet), white
coral, rhodochrosite.
III 100200 Cairngorm, jade, lapis lazuli, malachite, morion, watermelon stone.
IV 200500 Amber, citrine, moonstone, rock crystal, rose quartz, scapolite, black coral.
V 500800 Beryl, cat's-eye, chrysoberyl, goshenite, moralla, morganite, pink moonstone,
turquoise, blue or violet coral.
VI 8001,200 Amethyst, aquamarine, garnet, kunzite, peridot, tiger's-eye, gold coral.
VII 1,2001,7000 Hawk's-eye, iris, spinel, rosterite, zircon, red coral.
VIII 1,70002,500 Angel skin coral, alexandrite, tanzanite, topaz, light pearl.
IX 2,5005,000 Diamond, opal, sapphire, deep-colored pearl (royal, rose pink, deep gold,
spring green)
X 5,00010,000 Emerald, ruby, black pearl
XI 10,00020,000 Extremely large or magical stones, crown jewel type gems.
XII 20,000+ ?

valuable than opaques, harder more speckles, and if colored, being deeply of 15 matched watermelon tourmalines
than soft, and rare colors and visual hued. Unwonted milkiness can be car- for a spell, that particular mage might
effects more than dull monochromatics. ried to the point that a stone looks pay extreme prices for what is normally
Table 3 assumes stones of similar size- crumbly and almost opaque. Fogginess an interesting but not spectacular find.
about half an inch across or five carats is enough to knock a crystal down one Size is given as breadth across globe,
and the best quality of their kind. A class, milkiness two, opacity three. not as carats, because carat is a unit of
murky, off-color, tumbled topaz might In opaque stones, some, like picture weight, and the same size stones will
well be a class V stone, worth less than a agates or malachite, are more valuable vary in weight according to the type of
richly-hued, faceted amethyst. when the patterning is strong and gemsay, diamonds vs. amberor
Precious and semi-precious stones ornate. Others, like lapis lazuli or even slightly within the same sort of
come in various sizes, usually from the turquoise, should be cut to show only gem. Also, players who are not jewelers
size of a wheat grain up to that of a smooth color with no matrix lines. Yes, a do not handle gems enough to think of
cherry; rubies and sapphires tend to run lot of modem turquoise jewelry consists them as a weight in the hand. Rather
smaller in the top end. Crystals generally of big streaky chunks; it is also nowhere they picture them in size against those
occur up to the size of a large navel near as costly as older pieces with they have seen in museums, in books,
orange or grapefruit, though cutting and smaller but clear stones. and against the glass stones in costume
polishing always reduce them in size. jewelry.
Building Gems in Detail Larger stones are extremely rare and
Extraordinary Stones Some DMs prefer to handle treasure should not be left to randomized die
Asterias (star gems) should be consid- looselyYouve found a chest of coins, rolls, as they are worth considerably
ered two classes higher than the stan- jewelry and gems worth 50,000 gp more than their weight in gold. They
dard stone. That is, star rubies count as while others prefer a precise tally should be the handful of glistering green
class XII, rose quartz asterias as class VI. Tables 3 and 4 assume a middling that rewards the party for the whole trip
Also give a one-class jump to very rare gem-average cut, good color, a couple but which is easier to carry than 20
colors like orange sapphires, pink topaz, of tiny flaws. If the DM wishes to give a chests of gold; or the shimmering rock
or girasols that are not normal (all moon- more valuable stone within that size, it that must be hauled in a bucket and kept
stones and cats-eyes are, by definition, can possess a rare color, deep hue, flaw- in one piece despite battles and traps.
normally girasol). Because one must lessness, or an extremely good cut. Remember that commoners consider
allow for gigantic star rubies, as well as Equally, it can be knocked down by themselves well-adorned with a few
the sheer range of gems, the table is larger flaws or bad cutting (which a agate beads and are dazzled by a string
expanded a few levels beyond the nor- gem-cutter can eliminate to increase of colored tourmalines. Most wear
mal treasure table. Simply use the usual value after weeks of work) or such incur- adornments of faience (pottery) or per-
randomization, and only when the dice ables as silkiness (vague fogginess) or haps the decorative building stones
indicate a raising of class for a particular a less valuable color or being too plain in cinnabar, marble, alabaster. Only the
stone does it move into the highest something like picture agate, opal or upper classes wear the precious stones in
ranks, which are exceedingly rare. sunstone. any quantity
Quality in crystals consists of perfect These values are based on the gems as Remember that, ultimately, any stone
transparency, lacking interior flaws and jewelry If a certain archmage needs a set is as valuable as the DM says it is. Tell the

42 JUNE 1998
rules lawyer, Theyre not that rare here- Table 4: Random Stone Generation
about, or Theyre out of fashion (the Roll d100 Stone Grape Walnut Ball Size
height of fashion) this century (in this 01-70 Opaque stone See Table 4a
area), so prices are affected. Gems 71-95 Transparent stone See Table 4b
should remain dazzling images of rich- 96-98 Amber base value 2 gp 20 gp 100 gp
ness and entrancing color in the imagi- 99-00 Pearl base value 100 gp 500 gp 5,000 gp
nation as well as being tokens of worth
Table 4a. Opaque Stones
in the game.
Roll d100 Opaque stone Grape Walnut Ball Size
01-15 Agate 1 cp 1 sp 4 gp
The Glossary 16-25 Jasper 4 cp 6 sp 10 gp
The names given to these gemstones 26-30 Jet 1 cp 1 sp 10 sp
often arose in different areas as 31-35 Sard 4 cp 1 gp 20 gp
localisms. These were mystical, alchemi- 36-40 Serpentine 1 gp 5 gp 50 gp
cal, or poetical terms devised by unprin- 41-45 Prase 1 gp 10 gp 100 gp
cipled merchants to confuse buyers. 46-50 Onyx (black) 2 gp 100 gp 700 gp
Lawful good appraisers and jewelers 51-55 Plasma 2 gp 20 gp 150 gp
despise such shenanigans and endeavor 56-60 Bloodstone 4 gp 10 gp 300 gp
61-64 Tiger's-eye 7 gp 50 gp 500 gp
to keep only the necessary number of
65-66 Hematite 5 gp 25 gp 400 gp
standard names in use. Other gem mer-
67-69 Azurite 80 gp 250 gp 1,500 gp
chants can be as crooked and misleading 10 gp
68-72 Malachite 300 gp 2,000 gp
as they dare. 73-77 Carnelian 40 gp 800 gp 5,000 gp
78-82 Lapis lazuli 50 gp 200 gp 1,500 gp
A 83-85 Coral 20 gp 400 gp 3,000 gp
Aconteta: Rock crystal. 86-88 Chrysocolla 3 sp 4 gp 225 gp
Aadamant (adamas): Medieval term 89-92 Calmazul 7 cp 7 sp 70 gp
for a mythical, magnetic gem as hard 93-96 Turquoise 40 gp 600 gp 4,000 gp
and tough as steel. 95-97 Chrysoprase 50 gp 150 gp 1,500 gp
Adularia: A more transparent, less 98 Hawks-eye 25 gp 125 gp 800 g p
99 Red tiger's-eye 20 gp 100 gp 700 gp
girasol moonstone.
00 Moralla 50 gp 150 gp 1,000 gp
Agate: This form of chalcedony of
variegated colors is classified by pat-
Table 4b: Opaque Stones
terns such black with white stripes and Walnut Ball Size
Roll d100 Transparent stone Grape
streaks (called zebra agate, useful for 01-15 Tourmaline 1 gp 10 gp
2 sp
warding off diseases), snowflake agate 16-25 Quartz 20 gp 100 gp
10 gp
(white splotches on black, ideal for 26-30 Garnet 4 sp 1 gp 10 gp
enhancing weather spells), ruin agate 31-35 Moonstone 1 gp 70 gp
1 sp
(jagged patterns resembling tumbled 36-40 Spinel 5 gp 20 gp 150 gp
walls), fortress agate (its jagged patterns 41-45 Peridot 6 gp 40 gp 500 gp
resembling crenelated walls and towers 46-50 Azurite 10 gp 60 gp 500 gp
against sky), landscape agate (more 51-55 Zircon 10 gp 70 gp 600 gp
rounded, rolling patterns), moss agate 56-58 Rhodochrosite 20 gp 80 gp 500 gp
59-60 Aquamarine 40 gp 700 gp 3,000 gp
(green patches like moss or leaves on
61-63 Beryl, other 10 gp 100 gp 1,000 gp
white, suitable for spells that control
64-67 Chrysoberyl 10 gp 40 gp 700 gp
plants and their growth), and eye agate 68-71 Topaz 500 gp 2,500 gp
30 gp
(concentric layers cut across the grain to 100 gp 1,000 gp 3,500 gp
72-75 Opal
produce a bulls-eye effect, ideal for 76-78 Scapolite 150 gp 1,250 gp 4,000 gp
spells like clairvoyance). Agate takes a 79-81 Andalusite 10 gp 100 gp 1,000 gp
fine edge, making it valuable for practi- 82-84 Diamond 300 gp 2,000 gp 6,000 gp
cal or ritual knives. 85-87 Benitoite 5 gp 20 gp 300 gp
Akabar (accarbaar): Black coral. 88-89 Sapphire 500 gp 2,500 gp 7,000 gp
Akori: Red, blue, or violet coral. 90 Ruby 700 gp 3,000 gp 10,000 gp
Alaqueca: Bloodstone. 91-92 Alexandrite 20 gp 200 gp 1,500 gp
93-94 Kunzite 5 gp 150 gp 1,250 gp
Alatuir: Amber.
95-96 Titanite 20 gp 300 gp 2,000 gp
Alexandrite: This chrysoberyls pecu-
97-98 Emerald 800 gp 3,500 gp 9,000 gp
liar structure makes it appear green in 99 Sunstone 200 gp 1,500 gp 5,000 gp
sunlight, while under artificial light 00 Tanzanite 300 gp 2,000 gp 6,000 gp
(such as flame) it looks columbine red.
This confuses people who think they

DRAGON 248 43
Transparent Stones That Can be Confused with stronger and weaker bands of the
Black: see the next sidebar. darker color. Often found in bands with
Blue: aquamarine, azurite, benitoite, diamond, sapphire, scapolite, spinel malachite. The two might even be
tanzanite, topaz (tauridan), tourmaline. wrapped around each other in columns
Brown: amber, quartz (smoky topaz), sapphire (seal), spinel, topaz (cheap), or balls.
tourmaline (cheapest).
Clear: diamond, goshenite, moonstone, rock crystal, sapphire, topaz, zircon. B
Green: andalusite, alexandrite (by day), diamond, emerald, garnet (olivine), Balascus: Deep rose-pink spinel.
moonstone (rare), sapphire, spinel, titanite, topaz (peredell), tourmaline, zircon Balla: A spherical diamond of inter-
Orange: amber, citrine, garnet, moonstone (rare) sapphire (padmaradschan), grown crystals, very difficult to cut into
spinel (rubicelIe topaz (very fine), zircon. facets, but when polished without
Pink: diamond; kunzite, morganite, rose quartz, rhodochrosite, rosterite, faceting makes the finest of crystal balls
sapphire, scapolite, spinel, topaz. for scrying, though rarely over a couple
Purple: amethyst, garnet, sapphire (almandine and amethystine), scapolite, inches across. Most often, a balla is set in
spinel tanzanite, tourmaline (siberite). a ring or pendant.
Red: alexandrite (by artificial light), diamond, garnet, rhodochrosite (cheap), Benitoite: A bright blue crystal more
rosterite, ruby, spinel, tourmaline, zircon (hyacinth). brilliant than sapphire. It may be used to
Yellow: chrysoberyl, citrine, diamond, sapphire, scapolite, spinel (rubicelle), enhance spells that dazzle the eye (such
titanite, topaz, zircon (jargoon). as color spray).
Glittery Stones: iris, opal, sunstone Bergkristall: Rock crystal or quartz.
Beryl: Beryls are found colored pink,
rose, peach, yellow (the rare and valued
found rubies down in the dungeon by grant oil used by perfumers, so even golden beryl), green, clear, and blue.
torchlight, but over breakfast have a small grains have some value. Beryls include aquamarine (blue), emer-
pouch full of emeralds, apparently. The Amberine: Yellowish-green chal- ald (green), goshenite (clear), heliodore
green varies from deep emerald to gray cedony (yellow), morganite (pink to rose).
green, though grass green is considered Amethyst: Purple quartz. Traditional Bianco: An unusual precious white
best. Often called the changeling stone magic treats this as one of the most valu- coral, dense, hard, with a surface shim-
or chameleon gem, it can be used in to able stones, a general-purpose protective mer. Often a very pale version of one of
enhance shapeshifting spells. amulet, especially against drunkenness the other colors, the name comes from
Almaas: Diamond or adamant. and poison. Italian.
Almandine: Purple to black garnet or Amethystine: A purplish-violet sap- Bloodstone: Most properly, blood-
also a reddish-purple sapphire or ruby- phire, sometimes called Oriental stone is a dark green chalcedony flecked
colored spinel. The almandine garnet is amethyst. with red, in streaks, splotches, or
sometimes a four-pointed star stone, Andalusite: Sometimes confused with threads. From a large chunk one can cut
more rarely six-pointed. alexandrite or dull green tourmaline, a piece that looks like red streaked with
Amber: Fossil resin that varies in color this olive green crystal has reddish tints green, or solid scarlet. True bloodstone is
and transparency from opaque yellow or flashes. used in healing spells to stop bleeding,
butter amber to clear red-brown Antipathes: Black coral, believed to but it also can be used to bring thunder-
honey amber. It develops a good pol- relieve mental suffering. Later some- storms, rain, and lightning.
ish and generates static electricity from times mistakenly used for jet. Use it for Bort (bortz): Industrial grade dia-
friction. It may include bits of vegetation amulets to be worn for those suffering mond, like black diamond.
or small insects caught in the original fits of madness, or to provide added pro-
droplets aeons ago. Amber can be substi- tection vs. spells such as confusion.
tuted as the material component for Aquamarine: A beryl whose hue is Cairngorm: A smoky topaz-colored
lightning bolt spells. Ancient authorities light blue to greenish-blue. It is useful in quartz, used in inexpensive, big-stone
note that a necklace of amber beads pro- any spells affecting water, including jewelry.
tects against secret poisons. Although those that permit travel over or through Calmazul: Red or reddish-brown
typically found in small pieces, record water. opaque stone with spots of light and
large ones from prehistoric trees range Arciscuro: Dark red coral. dark blues and greens, which are flecks
up to 12 or 18 lbs. Unlike diamonds or Argenon: Opal. of azurite and malachite.
rubies, individual pieces are not Axe-stone: Jade. Carbonado: Black diamond.
ambers but pieces of amber. They Azurite: Bright azure to inky blue- Carbonetto: Very dark red coral.
can be formed under heat and pressure black, this very common copper ore is Carbuncle: An almandite garnet,
into larger chunks, though with great found in decorative crypto-crystalline deep red to near black, cut hollow to
loss of quality. Such pressed amber can form, finely mottled in several shades. bring out the color. If not thinned to this
be padded with resins from living trees. Less commonly it occurs as transparent, sort of miniature bowl, the pigment can
Amber can also be distilled into a fra- brilliantly lustrous crystals streaked be so heavy that it looks opaque black.

44 JUNE 1998
Carnelian (cornelian): Translucent Opaque Stones That Can be Confused
brown, reddish brown or yellowish
brown chalcedony. Sealing wax does not Black: (some of these are so dark it is hard to tell transparent from opaque, so
stick to it, making it popular for signets. both are included) azurite, coral, diamond, jade, jasper, hematite, melanite, obsid-
Carnelians are used in spells that rein- ian*, onyx, pearl, quartz, (cairngorm and morion) sapphire, spinel, tourmaline.
force collapsing walls or roofs or dispel Blue: azurite, coral, chrysocolla, jade, jasper, hawks eye, lapis lazuli, neelam,
illusions. pearl, turquoise.
Caters eye: An opaque, dull red stone Brown: agate, dark amber, calmazul, carnelian, jade, jasper, onyx, pearl.
with a white streak across it, often cut Green: aventurine*, bloodstone, chrysoprase, hornblende*, jade, jasper, jaspis,
from agate. fluorite*, lapis lacedaemonia*, malachite, moralla, pearl, plasma, prase, serpentine,
Cats eye (cymophane): Varieties of naturally green or discolored turquoise.
chrysoberyl or other stones that have an Red: agate, alabaster*, bloodstone, calmazul, carnelian, cinnabar*, coral, jade,
interior opalescent reflection like a cats jasper, red ochre*, ruby matrix.
eye, greenish with a silky luster. They White: agate, alabaster*, chalcedony, jade, ochre, onyx, marble*, pearl.
are used in spells that ward off other Yellow: agate, alabaster*, butter amber, carnelian, jade, jasper, yellow ochre*,
hostile magic. onyx, pearl, travertine*.
Chalcedony: Translucent quartz, usu-
ally pale blue or gray with a waxy luster * Neither precious nor semi-precious, considered decorative or architectural
when treated as a gem, sometimes stones, and so not covered in this article.
white, black, or brown. The best is the
color of skim milk, marked with veins or
patches in pale blue, and sometimes or improve the color, but heat and light E
called white agate. Varieties of special make the fakes fade. Electra: Amber.
color or variegation are agate, amberine, A healing stone, red coral is used to Elitropia: Bloodstone.
bloodstone, carnelian, chrysoprase, reduce inflammation and swelling. All Emerald: A rich green beryl. In
jasper, onyx, plasma, prase, and sard. coral supposedly provides protection ancient days, emerald may have
Chakhihuite: Jade. against the Evil Eye and other curses. meant almost any other green stone,
Chessylite: Azurite. whether a crystal like peridot, or even
Chrysoberyl: A transparent yellow or D something opaque like malachite. Emer-
greenish-yellow stone. Diamant: Any hard, clear crystal, alds can be used as spell components for
Chrysocolla: A translucent sky blue including corundum sapphire, spinel, enhancing sight (clairvoyance) or set in
stone, though impure varieties are topaz, and true diamond, but not the jewelry to allow the wearer to discern
opaque dull green, brown, or black. softer quartz or rock crystal. lies from truth (zone of truth, true seeing).
Found around copper veins, it can be a Diamond: The ultimate hard crystal, a Espinela: Spinel.
material component for hold person and form of native carbon, with a high Evening emerald: Another name for
hold monster spells. refraction index, which gives it its peridot, which has a deeper, emerald-
Chrysolite: A golden yellow peridot famous fire. Yellowish, lavender, and like color under artificial lighting such as
(though it can be found shading all the pinkish diamonds are less valuable than open flame.
way over to olive green) that enhances pure blue-white, but the strong-hued Eye-stone: Eye-agate; a banded stone
spells designed to repel night-dwelling fanciesred, pink, green, canary, cut to show concentric circles.
terrors-the sorts of monsters that can- champagne, blue, violetare rare and
not tolerate sunlight. more valuable yet. A diamond amulet F
Chrysoprase: A translucent, light worn on the left side of the body protects Falcons eye: Another name for
green chalcedony, at its best like a pastel the wearer from ghosts and other spirits. hawks eye.
green milk-glass. Black diamonds, no matter how large Ferozah (firuza): Turquoise.
Citrine: Dark quartz changed by heat when found, are only of worth when
to yellow or yellow-orange, usually in a ground into abrasive dust, or fractured G
furnace or a red dragons lair. and set in the edges of saws. Gagates (gaggitis, geet): Jet.
Coral: The stony concretions of the Delen (dellen): Pearl. Garnet: Actually two different sorts of
massed exoskeletons of undersea organ- Digalum: Old Akkadian for any gem. crystal, colored from an orange-brown
isms that live and grow in warm sea Actually, it may refer to a specific one, shade of red through burgundy to a
water. Precious coralas opposed to the but which of the ones we know, scholars deep royal purple. Often made into
junky, rock-like white and gray stuffis cannot tell, so it can be used as the DM beads, smooth or faceted. Andradite gar-
harvested from depths of 1001,000 feet. likes. nets are sometimes grass-green. Garnets
These include black, pink, white, gold, Dur: Pearl. Dur-re-Shahwar is a pearl (carbuncles especially) can be used as
and red corals. Occasionally a blue or worthy of kings. material components for spells that gen-
violet coral may turn up in a bank of Du-shi-a: Rock crystal, clear quartz. erate light, prevent bleeding or inflam-
black coral. Coral can be dyed to change mation, or cause anger. Carved with the

DRAGON 248 45
image of a lion, a large, perfect garnet another word for rainbow, so it might Kunzite: A very rare transparent pink
provides all-around good luck (provid- enhance spells with prismatic effects crystal of spodumene, a phosphorescent
ing a +1 bonus to all saving throws, at (such as rainbow pattern and prismatic stone that gives off weak light itself after
the DMs discretion). sphere) or possibly disperse or nullify exposure to bright light. This makes it
Gauhar: Pearl. rain, snow, hail, or other storms. very suitable for enchanting into a light-
Gawdone: Star sapphire. giving amulet. A half-inch stone sheds
Getchoseki: Moonstone. J working light for a 10 radius; doubling
Giada: Jade. Jacinth: Any transparent or translu- the diameter of the gem doubles the
Giallo: Amber. cent stone in the white-yellow-orange radius of light.
Girasol: Any stone with an apparent range; best applied to a yellow zircon.
patch of floating light inside; sometimes Jade: Includes two minerals, jadeite L
refers to a star stone. See moonstone, and nephrite. To the ancients, they were Lapis lazuli (lazulite): A dense,
pink moonstone, scapolite, and seal both true jade. Jade is green of many opaque, azure rock; like turquoise, it is
sapphire. kinds, also white, pink, black, brown, better if the color is unmarked and even.
Gorgonia: Coral. gray, mauve, blue, lavender, violet, yel- The best hue is a royal blue, though it
Goshenite: Absolutely colorless, clear low, orange, and red, not infrequently of varies through denim shades to a gray
beryl. more than one color in one piece, like a blue. Low-grade lapis lazuli can be
Gug: Red jasper or carnelian. lavender bracelet-sized ring splotched flecked with brassy pyrite or streaked
Gwefr: Amber. with mint green and white, or white with black or white. A lapis lazuli amulet
Gyu: Turquoise. streaked with another color. Tomb or talisman often aids clerics in auguries
jade is yellowish to grayish brown from and divinations. As a material compo-
H being buriedusually in sepulchers, nent, ground lazulite has also been
Hakik: Any agate, but especially the crypts, or barrows. It makes a fine edge known to enhance the contact other plane
white-streaked gray agate, much valued as a tool or weapon. It can be found in spell, reducing the casters chance of
for talismans etched with spells to pro- chunks large enough to carve into one- insanity by 20%, but only when the spell
tect travellers. If one is used, allow a +1 piece coffins. Unlike diamonds or rubies, is done by daylight; otherwise, see
bonus to attack rolls and saving throws individual pieces are not jades but malachite.
against wandering monsters in the pieces of jade. The magical uses are Lemanita: Jade.
wilderness, outside cities and dungeons. almost innumerable, depending on the Lions eye: A large cats-eye.
Hawks eye: A rare form of unoxi- color and carving. Lunaris: Moonstone.
dized tigers eye colored gray to blue- Jaiet: Jet.
gray. Used in spells to foretell danger Jargoon: A colorless, pale yellow, or M
from the air (+1 bonus to surprise rolls smoky zircon. Macle: Two separate diamond crys-
against aerial attacks). Jasper: An opaque quartz or chal- tals that have grown together into one
Heliodore (heliodor): A yellow beryl, cedony that comes in many colors, stone. The two crystals can, on rare occa-
whose name translated to gift of the including red, green, brown, blackish sions, be different colors. The macle
sun. Used to enhance spells that pro- brown, yellow, gray, and blue-gray or (pronounced MAK-el) can be used in
duce magical light capable of dispersing gray-blue. Varieties of jasper can be used clone spells to reduce the time needed for
the undead. to augment pyrotechnics spells. the clone to grow to 1d4+1 months.
Heliotrope: Bloodstone. Jaspis: Specifically green jasper. Malachite: Opaque carbonate of cop-
Hematite: A metallic black, opaque Jauhara (jawaahar): Any precious per, patterned with bands, streaks, and
stone, sometimes steel-gray. The name, stone. folds of incredibly rich greens, once it is
meaning blood mineral, sometimes Jet: a very hard, solid black mineral, cut. Meaning stone of kings and pro-
refers to bloodstone, red ocher (an like a gem-quality coal. It should be one nounced MAL-a-kite, ground pure
earthy, non-crystalline hematite), or a of the ingredients for restoring the dead malachite enhances the effect of the
number of reddish iron ores. to life, or for animating or creating contact other plane spell, reducing the
Hisui: Jade. undead creatures. casters chance of insanity by 20% if the
Hongbaoshi: Ruby. Jingangshi: Diamond. spell is done by artificial light, at night,
Huinzo: Lapis lazuli. or underground.
Hyacinth: A red zircon. K Manao: Agate.
Ka-gi-na: Hematite. Markhushum: Any precious stone;
I Khesbet: Lapis lazuli. may be used for any gem desired.
Indigo: Dark blue or blue-black Khulalum: A precious stone, either in Melanite: A black andradite garnet.
sapphire. general or a specific one that cannot be Meno: Agate.
Iris: A rare form of quartz with inter- identified. Meripihka: Amber.
nal fractures that break light into spec- Kidney-stone: Nephrite, or jade. Moonstone: Transparent to translu-
trum flashes, often passed off as opal on Kogyoku: Jade. cent white feldspar whose pearly to
those unfamiliar with real opals. Iris is Kohaku (kiiro-shingo): Amber. opalescent luster looks like an ectoplas-

46 JUNE 1998
mic haze-blue shimmer just beneath the Cross-Naming at a Glance
surface. Very rarely in green or orange. It kogyoku (J) lemanita, nephrite,
is used to enhance certain Illusion/ This information is particularly useful pounamu (Maori), sastun (Mayan),
Phantasm spells. to DMs who base their campaign's cul- tama (J) yaseuma (J), yu (Ch).
Moralla (morallion): Semi-crystallized tures on historical ones. The abbrevia- Jasper, gug (Babylonian, Assyrian).
emerald material, like deep green tions are: Akkadian (Ak), Arabic Jet, antipathes, gagates (Gr, L), gag-
turquoise, sometimes glittering from (Arab), Chinese (Ch), French (Fr), gitis, geet (Fr), jaiet (Fr), scorpion
tiny crystals. German (Ger), Greek (Gr), Indian (In), stone.
Moarganite: A rose-pink beryl. If left in Italian (It), Japanese (J), Latin (L), Lapis lazuli, huinzo (Aztec), khesbet
the sunlight all day, morganite glows Spanish (Sp), and Scandinavian (Sca). (Egyptian, Babylonian), outremer (Fr),
softly after dark. seikinseki (J), stamatopetra (Macedon-
Morion: Near-black smoky quartz. Agate, cater's eye, hakik (Arab), ian), uknu (Assyrian), ultramarine (Fr).
Moro: Dark red or ox-blood coral. manao (Ch), meno (J); achat (Ger), Moonstone, adularia, getchoseki (J),
Murasakisuisho: Amethyst, meaning achates (L), agata (Sp, It) akhates (Gr). lunaris, salis gem, selenita, silverstone,
wisteria crystal. Amber, alatuir, bernstein (Ger), elec- waterstone; adulaire (Fr), adular (Ger),
Mya: Emerald. tra (L), electrum (L), giallo (It), gwefr lunaria (It), Mondstein (Ger).
Murismitis: Amber. (Welsh), kiiro-shingo (J), kohaku (J), Onyx, oniche (Fr, L).
meripihka (Fin), myrismitis (Gr), rav Opal, argenon, ophthalmius,
N (Sca), seastone, succinum; ambar, suc- paederos; most European languages
Neelam (nilam): Any blue gem. cino (Sp); ambra (It); ambre (Fr); anbar use opal or opale.
Nephrite: Old name for jade. (Arab); sukzinit (Ger). Pearl, dur, shinju (J), zhenshu (Ch);
Nikolo: Onyx with a black or brown Amethyst, murasakisuisho (J), perla (Sp, It), perle (Fr.)
base layer and a bluish-white layer on sacondion, zijingsede (Ch); amatista Peridot, peridote, chrysolite,
top; used for stone cameos, as opposed (Sp), ametista (It), amethyste (Fr), evening emerald, olivine.
to shell cameos. Beryl, aquamarine, emerald, Rock crystal, aconteta, bergkristall
heliodore. (Ger), du-shi-a (Babylonian, Assyrian),
O Bloodstone, alaqueca (Sp), quartz, sastun (Mayan), suisho (J).
Olivine: A name applied to peridot or heliotrope. Ruby, hongbaoshi (Ch), vermeille;
green garnet. Carnelian, carnelian, gug (Babylon- rubi (Sp), rubino (It), robijn (Dutch),
Onyx: Layered chalcedony. Dull, pale ian, Assyrian), sard, sarda (L), sardin, rubis (Fr), rubin (Ger).
specimens may be dyed bright, unnat- Tormali (In); corneline (Fr), Sapphire, almandine, amethystine,
ural hues or to imitate the valuable rare Cats eye, cyrnophane, lions eye. gawdone, indigo stone, padmarad-
black onyx. If there is enough contrast in Chrysoberyl, heliodore. schah, seal sapphire, zaffiro (It), zafiro
color of shade between layers, it is used Coral, akabar (Arab), akori (J), (Sp); saffier (Dutch), safia (J), safir
for cameos. antipathes, arciscuro (It), bianco (It), (Swe, Fin), saphir (Fr).
Opal: A very soft silica stone easily carbonetto (It), gorgonia, moro, sango Scapolite, pink moonstone.
shattered. The rainbow flashes are (J), scorpion stone, penninah Serpentine, za-tu-mush-gir (Baby-
formed by interior discontinuities, and (Hebrew); corallo (It), corallino (It), lonian, Assyrian).
the colors may be hot (reds, oranges, corail (Fr), coraux (Fr), koraal (Dutch). Spinel, balascus, balas-ruby,
yellows) or cool (blues, greens, and pur- Diamond, adamant, adamas, espinela (Sp), rubicelle, vermeille;
ples) in backgrounds of white, black, almaas (Arab), diamante (Sp,It), dia- spinelle (Fr), spinell (Ger, Scan),
orange, or clear (as in jelly opals and har- mant (Fr,Ger,Dutch), jingangshi (Ch), spinello (It).
lequin opals). The denser the flashes, the sein (Burmese). Topaz, kogyoku (J), peredell, tataya,
higher the value. Opal often replaces Emerald, mya (Burmese), smaragd tauridan; topacio (Sp), topas (Ger),
bone or wood in fossilized objects, so (Gr, Dutch, Ger), umina, emeraude topaze (Fr), topazio (It).
opal skulls and teeth can occur naturally. (Fr), esmeralda (Sp), smeraldo (It). Turquoise, ferozah, gyu, piruzeh
Black opals are ideal spell components Garnet, almandine, carbuncle, (Persian), tanos; turchese (It), tikisfar-
for improved invisibility spells; fire opals melanite, pyrope, olivine, vermeille, ben (Ger), turquesa (Sp).
enhance fireball spells, allowing the zakuroishi (J); alabandina, alamandina Zircon, hyacinth, jacinth, jargoon,
caster to increase damage by +1 hp/die. (L), almandin (Gr), granat (Ge), vermeille, yaaqoot (Arab), zargun, zar-
Ophthalmius: Opal. granate (Sp), granato (It), grenate (Fr). qun; circon (Sp), zircone (It), zirkon
Outremer: Lapis lazuli. Hawks eye, falcons eye. (Ger, Sca).
Hematite, haematite, ka-gi-na
P (Babylonian, Assyrian). Precious stones in general: digalum
Padmaradschah: Rare light orange- Indigo, indigo stone, inky sapphire. (Ak), farida, fareeda (Arab), gauhar
yellow to orange sapphire. Jade, axe-stone, chalchihuite (Aztec), (Arab), jauhara, jawaahar (Arab), khu-
Paederos: Opal. giada (It), hisui (J), kidney-stone, lalum (Ak), markhushum, (Ak).
Peacock stone: Malachite.

DRAGON 248 47
New Spell: Gemguard Pearls are vulnerable to acids; per- Rosterite: A rose-red beryl.
fume, vinegar, wine, or gelatinous cubes Rubellite: Red or pink tourmaline.
(Abjuration) strip the luster or even dissolve the Rubicelle: A yellow, yellow-orange, or
Level: 3 pearl. The same size and color pearls can orange-red spinel.
Range: 10 yards vary in worth because one has a deeper Ruby: Red corundum crystal, prefer-
Components: V,S,M or more brilliant luster. ably deep pigeons blood red, rarely a
Duration: Permanent (see below) White pearls are associated with the star stone with six points. When it does
Casting Time: 1 turn moon, purity and tides; gold pearls with not form properly for gems, the decora-
Area of Effect: 1 gem acquiring wealth; pink with love and tive translucent or opaque mass, pink to
Saving Throw: None affection; blue with contentment; silver red, is called ruby matrix. Ruby aids the
The gemguard spell is normally cast with the intellect; black pearls with memory and can be enchanted to
upon enchanted gems and gems worn power and success. counter the effects of forget spells.
as jewelry. The spell protects a single Penninah: Coral.
gem no larger in sizer than the casters Peredell: Light green to yellowish- S
fist. The spell renders the gem impervi- green topaz. Salis gem: Moonstone.
ous to shatter spells and deflects all Peridot (peridote): Typically found in Sango: Coral.
melee and missile attacks that target dull shades of green; the best is grassy, Sapphire: A corundum crystal of any
the gem specifically. (The spell offers brilliant yellow-green. color but red (reserved for ruby); some-
no protection against attacks with a Pink moonstone: Scapolite. times a star stone of six points. Sapphires
wider area of effect.) Against directed Piruzeh: Turquoise. aid in deciphering all sorts of signs and
attacks, the gem is treated as AC-3. Plasma: A slightly translucent form of so can be used as material components
Against directed magical attacks (such chalcedony, ranging from light to dark for read magic, legend lore, and other inter-
as disintegrate spells), the gem saves as apple green. pretive spells.
rock crystal with a +4 bonus Pounamu (punamu): Jade. Sard (sardin): Opaque carnelian, in
The material component for the Pramnion: Black, clear quartz. the orange-red range, but sometimes
spell is a second gem of the same type, Prase: A dull green, opaque chal- any carnelian.
size, and value. The two gems are cedony much used for engravings and Sardonyx: Sard layered like onyx. Can
attuned to one another so that the sac- amulets. be used for cameos if there is enough
rificial gem sustains all of the damage, Pyrope: A garnet. contrast.
while the protected one remains Sastun: Jade or crystal.
unscathed. The sacrificial gem requires Q Scapolite: A stone translucent to
10 hp damage from a single attack to Quartz: Silicon dioxide crystals, transparent, only occasionally of gem
shatter; once the gem is destroyed, the known by various names according to quality; the few that are are yellow, pink
spell ends. its color, such as amethyst (purple), (sometimes girasol), blue, or violet.
The gemguard spell remains in effect cairngorm (brown), citrine (yellow to Schorl: Tourmaline.
until the sacrificial gem is destroyed. orange), iris (internal rainbow fractures), Scorpion stone: Black coral or jet.
The two gems must be within 10 yards morion (black-brown), pramnion Seal sapphire: Seal brown, silky-look-
of the caster at the time the spell is (black), rose quartz (pink), Its crypto- ing girasol or star stone.
invoked; thereafter, the spell remains crystalline form is called chalcedony. Seastone: Amber.
in effect regardless of the distance sep- Seikinseki: Lapis lazuli.
arating the gems.
R Sein: Diamond.
Rav: Amber. Selenita (selenite): Moonstone.
Pearl: Formed inside oysters and cer- Rhinestone: Any faux crystal. Serpentine: A soft stone, related to
tain other mollusks, of a calcium sub- Rhodochrosite: rose pink stone, talc, the gem grade is called noble ser-
stance called nacre [NAY-ker] laid onto although darker shades to a brownish pentine and is translucent, rich green.
an irritant that has worked its way into a sherry red occur. An enchanted The more opaque, apple-green variety
fold of the oyster. No one knows what rhodochrosite amulet or talisman can may be mistaken for jade. Other colors
causes an oyster to give a certain color of enhance the effect of any charm spell, are yellow and brown, and any of the
pearl. Indeed, one oyster may simulta- imposing a -1 penalty to the save. colors may be veined with red, so it can
neously build pearls of different colors. Rock crystal: Transparent, colorless be confused with bloodstone if the PCs
Occasionally pearls are two-colored: quartz. Crystal balls are usually carved do not check hardness.
blue and pink, or green and purple. from this, not made of glass. Wizards Shinju: Pearl.
Colors include white, cream, gold, pink seeking to create their own crystal balls Siberite: Violet tourmaline.
(pale to moderate, but no red, scarlet, or should be required to obtain rock crystal Silverstone: Moonstone.
crimson), silver-gray, blue (silvery to globes, leaving glass to the phony seers. Smaragd (smaragdos): A green stone
navy), green, purple, bronze-brown, and Rose quartz: Delicate pink quartz, like malachite.
very rarely true black. sometimes a star stone. Smoky quartz: See cairngorm.

48 JUNE 1998
Sphene: A transparent green stone, most commonclear, colorless topaz. Bibliography
pronounced sfeen. Green is the rarest hue.
Spinel (spinelle): A crystal form of an Tormali: Red carnelian. Apple, Russ and Peg. Harvesting
oxide of manganese and aluminum, Tourmaline: A common silicate crys- Precious Coral. Tales of Old Hawaii.
with good fire; its colors include red, tal of green, violet, yellow, orange, red, Honolulu Star Bulletin, April 6, 1979.
black, green, yellow, blue, purple, brown or blue. Tourmaline can shade between Budge, A. E. Wallis. Amulets and
and pink. colors in one crystal, from one end to the Superstitions. Oxford University Press.
Stamatopetra: Lapis lazuli. other, or from core to outside. Tourma- London, 1930.
Star: A stone in which light forms lines can be used as replacement compo- Kraus, Edward Henry, and Chester
intersecting lines that move with the nents for repulsion spells. Baker Slawson. Gems and Gem Materi-
light (also faked by various means, but Turquoise: At best a uniform sky blue als, 5th edition. McGraw-Hill Book
detectable by a good jeweler or a good or, rarely, a rich spring green. Extreme Company. New York, 1947.
gem-fan), which almost must be cut sunlight and heat cause it to fade to gray Shipley, Robert Morrill. Dictionary of
cabochon to show well. Usually the star or yellow. It is porous, and perspiration Gems and Gemology, 5th edition.
is of two or three lines four or six also mars the color. As an amulet on the Gemological Institute of America.
points, but it may be eight, ten or twelve bridle of an animal, it prevents stum- Los Angeles, 1951.
points, depending on the crystal struc- bling; on a person, it prevents tripping Spencer, L. J. A Key to Precious Stones.
ture of the gem. See garnet, rose quartz, or falling, providing a +2 bonus to Dex- Blackie & Son, Ltd. London and
ruby, sapphire, seal sapphire. terity checks or saving throws against Glasgow. 1936.
Succinite: (Succinum): Amber. falling off roofs, out windows, down Webster, Robert. Gems, Their Sources,
Suisho: Rock crystal. holes or cliffs, off bridges and ropes, and Descriptions, and Identification. Archon
Sunstone: This transparent red to yel- so forth. A bit of enchanted turquoise Books. The Shoe String Press, Inc.
low stone reflects tiny spangles in its attached to the base of an arrowhead Hamden, Connecticut. 1970.
depths because of microscopic inclu- affords a +1 bonus to hit. Wyndham, Robert. Enjoying Gems:
sions of hematite. The Lure and Lore of Jewel Stones. The
Stephen Greene Press. Brattleboro,
Uknu: Lapis lazuli. Vermont. 197X.
Tama: Jade. Ultramarine: Lapis lazuli.
Tanos: Green turquoise, yellowish to Umina: Emerald.
middle green, never too dark. Spring- on exposure to sunlight but then reverts
green is most prized. to blue when carefully heated to the
Tanzanite: A rare gem of zoisite, at its Vermeille: Any orange-red stone, as proper temperature. Heat treatment can
best transparent, intense electric blue ruby, spinel, zircon, or garnet, turn many yellow or brown zircons col-
with blazing magenta planes and orless or blue. Bright red zircon counter-
flashes. The most spectacular of all blue acts insomnia and might enhance the
crystals. When used in conjunction with Watermelon stone: A freakish tour- effect of sleep spells.
the gate spell, a tanzanite talisman pro- maline whose crystal has a green skin
tects the wizard from the aging effects. around a red or pink core. Sliced and
The talisman also enhances banishment polished, it looks like a round of water-
spells, enabling the caster to invoke the melon.
spell as if he were 2d4 levels higher. Waterstone: Moonstone. Holly Ingraham, a full-time author, lives in
Tataya: Topaz. Honolulu with husband, Patrick, and feline
Tauridan: Blue topaz. editor, Strider, who only steps on the keys
Tigers eye: A form of quartz that is Yaaqoot: Hyacinth. when shes writing stuff that ought to be
fibrous, as asbestos, but hard, compact Yaseuma: Jade. erased.
and brittle. It shines in bands of honey Yu: Jade.
and gold tones, with the grain. Red
tigers eye is in tones of dull red-orange
to russet. Blue-gray tones give hawks Zafiro: Sapphire.
eye or falcons eye. Tigers-eye can be Zakuroishi: Garnet.
used in spells to foretell dangers coming Zamurrad: Emerald.
over the ground. Red tigers eye warns Zarqun (zargun): Zircon.
of menace approaching underfoot, like Za-tu-mush-gir: Green serpentine.
landsharks (bulettes). Zhenzhu: Pearl.
Topaz: Classically a transparent Zijingsede: Amethyst.
sherry yellow, but other colors occur Zircon: A clear hard stone found in
such as pale blue, pink, orange-yellow, red, orange, yellow, green, andvery
tawny (dark sherry brown), red, or the rarelyblue. The last might turn brown

DRAGON 248 49
IF KINGS AND HEROES REPRESENT THE PRESENT OF THE LAND KNOWN AS CERILIA

the setting of the AD&D BIRTHRIGHT campaignthen dragons stand for its past.
Even the immortal elves cannot remember a time when dragons were young or
plentiful in Cerilia, and tales from other parts of Aebrynis do not
indicate that these great creatures fare any better on the worlds
other continents. But still, a few dragons do remain. Even the youngest of them is
nearly a millennia and a half old. The eldest remaining, who can say? And what has
kept it hidden from the land for so long?
And what has woken it now? Higher up the mountain, a cave
The dragon of Vstaive Peakknown
to local legend as Vore Lekiniskiy, or
Master Fire Worm has been nothing
by Ed Stark opened where none had been before,
and a rumble that sounded more like a
roar ushered forth. In terror, those near-
more than an ancient tale of smoke and est the mountains mouth fell on their
illustrated by
rumor for longer than the barbaric faces rather than flee. A scalding breath
humans of the land have dwelt in the Dan Burr cleansed the life from their bodies and
region. Once, he simply served as an their bodies from the mountain.
explanation for the occasional earth- Vstaive Peak. Mercenaries, bought and Of the handful of soldiers near enough
quakes that rocked the mountains paid for by the Raven, they cared little to see the disaster yet far enough away to
between the Ravens realm and the free for the legends of haunted caverns and escape the wrath of the mountain, only a
land of Yeninskiy. But now it has been dragons out of the past. Even when the few survived to report to the Raven the
proven that Master Fire Worm is ground began to shake beneath them, destruction of their army. It is said the
frighteningly real. the army only settled in to endure what old awnshegh, old enough to be one of
could only be a short tremor before they Azrais Lost, sat down heavily in his cas-
The Awakening could move on. tle and wondered at the tale. He allowed
The black-clad troops of the awnshegh But they were wrong. The ground his officers to live after their failure, so
known as the Raven moved quickly shook, and moved, and rumbled. The awestruck was he, and the Raven has not
toward the high mountain pass between bravest of the officers tried to organize a ordered another attack on Yeninskiy
Vstaive Peak and the less hills below. retreat down to the foothills on either yet-at least not through the passage of
Their timing was perfect. A winter side, to avoid the shifting rock and the Vstaive Peak.
storm, perhaps summoned by their mas- falling boulders. Most simply fled or cast
ters magic, drove the Vos of Yeninskiy themselves behind larger stones, hoping A Tale from the Past
into their homes and kept them there. to be spared amid the avalanche. But no Many legends surround the infancy and
The winds broke on the foothills of the precaution was enough to bear what fol- adolescence of the land known as Cerilia
mountain, strangely leaving the passes lowed. and the world of Aebrynis. It has, most
open for the quick march. The comman- From out of the side of the moun- recently, been discovered that before
ders drove their troops through the tain not out of a cave or a hidden pass, elves walked the continent where
night, camping briefly and only in dark- but out of the mountain itselfa giant, humans now rule, races of giants and
ness, lest some brave border guard from clawed paw rose amid the tumult of the great monsters lived. Little is known of
below spot a speck of fire where none army. Right up under one commanders the Age of Monsters in Cerilia, but it has
should be. feet it rose, then smashed down, crush- been said that the dragons of the land
The orog and human army took what ing her guard and throwing her scream- once vied with the giants for dominance.
refuge it could in the deep caves of ing down the mountainside. They met to parlay, to ally, and to battle.

50 JUNE 1998
Since the disaster of Vstaive Peak, the fell under the sway of Vore Lekiniskiy- But Vore Lekiniskiy could not return
Raven has searched for any tale that can Master Fire Worm. to power. Damaged and drained by his
lead him to understand how the borders Vore Lekiniskiy possessed magical battles and his failures, Master Fire
of his land were blessed with the pres- power surpassing even that of his highly Worm had to use the last of his energy to
ence of an apparently ancient Cerilian magical race. He proved able to charm hide from his enemies. When they left,
dragon. While the awnshegh has made younger dragons, bending their wills to he found he had waited too long to
no effort to pass along any tales or histo- his own. Using them as a vanguard, he reemerge from his hiding place. He tried
ries he learns, stories do get out. The tale cut a swath through southern Cerilia to drawn himself up from the mountain
of Vore Lekiniskiy is growing. that is still remembered in the soil of the but found the land wrapped around
No one knows how old Master Fire barren deserts and blasted wastes of him, entwining him, and merging with
Worm might be, but it is known that no some of the Khinasi lands to this day. his very essence. Horrified and mortally
dragon has lived in these mountains Those dragons Vore could not master angry, Master Fire Worm found he could
since the Battle of Mount Deismaar and became his enemies. Most died or fled no longer master his own bodyhis
the coming of humans to Vosgaard. Cerilia entirely. It is said the Sea of Drag- roars became rumblings, his struggles
Through his magics and his spies, the ons gamed its name from dragons who, earthquakes, and his magic a part of the
Raven has learned that even before Deis- wounded, collapsed into the ocean and land itself.
maar, when dragons were occasionally died, causing a foul steam to rise up from In the millennia since, Vore has occa-
seen in the skies over Cerilia, not one the sea for months afterward. Romanti- sionally stirred, giving rise to the legends
would fly within a hundred miles of this cized legend or not, it is certain that of Vstaive Peak and its dragon, but he
land. Indeed, the Flight of Dragons that many dragons died fighting or fleeing has never been able to extricate himself
arrived to the last battle between Azrais Master Fire Worms onslaught. from the mountain. Indeed, his recent
forces and the humans he wished to attack on the Ravens troops is the most
dominate is known to have flown Unlikely Allies active he has been in centuriesperhaps
around the land that became Yeninskiy, During the legendary Age of Mon- a sign that he has gamed the ability to
settling near enough to the forests of sters, it is said that dragons warred with free himself (at least partly) from his hid-
Cwmb Bheinn to cause a panic among giants and other huge creatures for the ing place. If so, Vore Lekiniskiy could
the elves there. domination of Cerilia. It may be that prove a dangerous addition to an
It was elven legend that led the Raven sometime during the end of this age, the already war-tom region.
to his next discovery. The dragons of old gods of Cerilia were created, the
Cerilia have always been loners, even elves were born, and the huge beasts and Treasure Tales of Vstaive Peak
when they were more plentiful. Meeting giants lost their dominanceit may not. Wherever there are stories of dragons
occasionally to mate and only staying But, whatever the case, the remaining there are legends of treasure. Even a tale
with their young long enough to raise dragons of Cerilia needed help to as dubious as the one surrounding Vore
them to adolescence (with the exception destroy Vore Lekiniskiy. They turned to Lekiniskiy has spawned it share. The fol-
of Weyrzak the Thunderer, another leg- the remaining civilized giants. lowing rumors of treasure have found
end told in DRAGON Magazine #230), As few and far between as the dragons their way around the Cerilian courts and
they avoid each other. For the most part. of Cerilia are now, the civilized giant to the ears of adventurers:
Apparently, the dragon that became nations left on the land were loathe to aid
known as Vore Lekiniskiy was the excep- the dragons in their questuntil Master Orbs of draconic influence. Vore
tion that proved the rule. Fire Worm turned his breath on their kin. Lekiniskiy certainly earned the moniker
Using magics not seen on Cerilia since, Master Fire Worm. It is said that his
The Domination of dragons they and the remaining dragons eyes each function similarly to orbs of dra-
The most recent rumor to reach the destroyed Vores dragon allies and drove conic influence. They can shift the reaction
Ravens ears tells of one dragon that rose him back, almost to the end of the conti- of any Cerilian dragon by up to ten lev-
to prominence many millennia ago, after nent. But they could not destroy him, for els (on Table 59: Encounter Reactions)
the Age of Monsters but before the rise of Master Fire Worm still possessed more and no dragon can attack a character
elvenkind. This dragon saw the decline power than all of them combined. At the holding one of Vore Lekiniskiys eyes
of his kind on Cerilia and the rise of last, he used this power to save himself. unless the dragon is first attacked.
lesser races and decided to do something Fleeing the battle, he dove into the Magical tongue. It is said that any-
about it. Mustering all his power, he mountains of southern Vosgaard and one who eats a piece of Vore Lekiniskiys
began to visit other dragonsin their disappearedmagically entering one of tongue and makes a successful saving
lairs, or on their occasional huntsand the high mountains and merging with it throw vs. poison can speak with the
talk to them. Instead of driving him off so that his magic could not be detected power of suggestion for an entire turn.
(as is draconian custom) or fleeing him amidst the background mebhaighl of the Those who fail the save suffer 3d10 hp
outright (which is also draconian custom land. Unable to find him and seek their damage.
when one is confronted by an obviously revenge, the remaining dragons and Jewels. While Vore Lekiniskiys hide
superior foe), these dragons listened. their giant allies eventually gave up and has been merged with Vstaive Peak for
And so they fell and were doomed. They left. millenia, when he frees himself (even

52 JUNE 1998
temporarily), his skin becomes more The Doom of Vore Lekiniskiy many others in Yeninskiy, but its secret
draconian. Vores skin is encrusted with Fyodor Drakesny, a blooded Vos, is seldom understood. Any living man
great jewels and gems. Anyone daring believed in his heart that the slayer of may wield Vekiyav, but no blooded
enough to search an area of the moun- Vore Lekiniskiy would emerge as a king scion or regent can use the spears
tain where Master Fire Worm has of kings, with the power to unite the greater powers. Only an unblooded
recently emerged might find large, valu- tribes of the Heartless Waste. Drakesny commoner can employ all of the spears
able gems amid the upturned rocks and is one of countless scions who knew the magical abilities.
avalanche detritus. It is said that each legend of Vore Lekiniskiy and resented Characters who choose to face the
gem possesses some sort of non-lasting the dragons defending their mountain dragon may offer tribute to the tsarevo
magical power (much like a potion border from the incursions of the and take Vekiyav from its resting place in
when the gem is clutched in both hands, Raven. He despised the notion of a the tsarevos hall. When wielded by a
the power activates), but some bear great lizard commanding his fate, and trained Vos warrior, the war spear +3
curses. All are extremely valuable. he envied the terror instilled by a mere acts as a medium lance (inflicting dou-
mention of its name. ble damage in the hands of a mounted,
The problem with treasure hunting on Drakesny heard the tale of a Vos charging warrior). In addition, the
Vstaive Peak is obvious: the most valu- regent who wounded Vore Lekiniskiy barbs on the spears head embed in an
able treasure comes only from Vore with a great war spear. The weapon, opponent whenever the wielder rolls
Lekiniskiys own bodyand Master Fire Vekiyav, was supposedly returned to the maximum possible damage (whether
Worm, even in his changed state, should capital of Vstaive, dripping with hot mounted or on foot). The embedded
be near impossible to harm. Fortunately, blood. The regent himself perished, but barbs inflict an additional 1d6+1 hp
there are other ways to use Vore the spearknocked from his grasp damage when removed. In melee, the
Lekiniskiys power in a campaign. was recovered as the injured wyrm wielder may simply rip the spear free of
sank back into its mountain facade. his victim on his next attack (no attack
Master Fire Worm For ages, the great spear has stood in roll required). Wounds caused by the
in Your Campaign the hall of the ruling tsarevo, free to any spear do not heal naturally; magical
Even if you are not running or playing in scion who would use it to slay the healing is required to restore damage.
a BIRTHRIGHT campaign, a dragon as Dragon of Vstaive Peak. Few dared to The spear has the power to remove paral-
unusual as Vore Lekiniskiy can be useful. risk their lives, despite the spears sup- ysis by touch and can call lightning
A dragon, imprisoned for millennia in a posed powers. But Drakesny knew that thrice/week, but only in the appropri-
mountainside, is awakening. He is Vore Lekiniskiy had cause to fear ate weather conditions.
throwing off his mountain bonds and Vekiyav. He dreamt a riddle once: He In the hands of an unblooded but
struggling to be free. All creatures of who wields Vekiyav and lives must be a skilled warrior, the spear affords full
magical nature in the area (especially man of blood, not a blooded man. protection from normal and magical fire
other dragons) will be aware of this dis- Drakesny took this riddle to mean that (including the Cerilian dragons breath
turbanceeven if they do not know the he, a blooded scion who had never been weapon attack) and inflicts double
cause. defeated in battle, could defeat Vore damage against dragons and their kin.
While this will cause the most cau- Lekiniskiy with the spear in hand. Thus It also protects the wielder against the
tious of the magic-sensitive to flee the he paid tribute to the ruling tsarevo and effects of the dragons fear auraa
area, the bravest and most greedy will bore Vekiyav to his death potent item indeed in the battle against
investigate. In a Cerilian campaign, this The spear returned to the tsarevos the Dragon of Vstaive Peak. To this day,
means wizards, adventurers, and magi- hall with stories of Drakesnys spectac- no unblooded warrior has challenged
cal creatures converging on the Vosgaard ular demise. The riddle whispered to the dragon with spear in hand.
lands of the Raven and human-ruled Drakesny in a dream has been heard by
Yeninskiy. In other campaigns, other
magical and magic-driven creatures The Raven will want to eliminate Vore spired to trap him. As he grows more
begin to investigate an area of the world Lekiniskiy orbetter yetenslave him. and more aware, he may use the greed
that probably hasnt had its share of He knows the power of the Cerilian and curiosity of the small mammals pok-
magical happenings in many centuries. dragons and would love to add one to ing around his prison to initiate his
The locals will react accordingly. Even his arsenal. If he could obtain even one of release. If he is even partially successful,
if they do not believe the legends of Mas- Vores eyes, he would become the pre- it could spell doom for the lands around
ter Fire Worm and the awakening of miere awnsheghlien on the continent. him.
Vstaive Peak, they recognize the prob- Even in a world without awnshegh or
lems a convergence of highly magical, dragons of Cerilian caliber, such an arti-
high-powered characters and creatures fact would make any warlord powerful. Ed Stark has spent the past three years
will mean to the region. Most will try to Finally, Vore Lekiniskiy is starting to writing BIRTHRIGHT material and is cur-
prevent adventurers and monsters from remember what freedom felt like. He has rently working on new ALTERNITY and
intruding, while others try to profit by incredible magical powers and a desire STAR*DRIVE projects. He hopes the world
their presence. for revenge against the world that con- will slow down Real Soon Now.

DRAGON 248 53
Vore Lekiniskiy, Master Fire Worm
CLIMATE/TERRAIN: Vstaive Peak
FREQUENCY: Unique
ORGANIZATION: solitary
ACTIVITY CYCLE: Any
DIET: Omnivorous
INTELLIGENCE: Supra-genius (20)
TREASURE: Special
ALIGNMENT: Chaotic evil
NO. APPEARING: 1
ARMOR CLASS: -7
MOVEMENT: Special
HIT DICE: 25 (169 hp)
THAC0: 1
NO. OF ATTACKS: 3 or special
DAMAGE/ATTACK: 1d12+10/1d12+10/2d10+10or
special
SPECIAL ATTACKS: Breath weapon, spells
SPECIAL DEFENSES: Fear aura, gaze, spells, invulnera-
bility
MAGIC RESISTANCE: 75%
SIZE: G (exact size unknown)
MORALE: Champion (15) 15d6+15 hp damage to anything in a 15 wide area within 100
XP VALUE: 28,000 feet of Vores snout.
Vore cannot hunt or move from the mountain, but he can
Magically merged with the mountain known as Vstaive Peak, emerge anywhere on the mountain in 2d4 rounds. He can
when Vore Lekiniskiy emerges, he only does so partially. His retreat the same way and at the same pace. He can attack while
scaled skin is dotted with dirt, rock, and gems. White bone retreating, but he usually retracts his head first, making his
shows through patches where flesh has not completely claw attacks at 4 until they return to the mountain.
returned, giving him the appearance of undeath. But Vore Vores gaze attack forces opponents to save vs. paralyzation
Lekiniskiy is alive, trapped in a madness of his own making. at 4 or be paralyzed for 1d3 turns. He uses this to trap unwary
Vore Lekiniskiy attacks using his foreclaws and bite, or he trespassers so that he may occasionally feed (he grows hun-
can execute any of the special attacks described in the grier as he wins free of the mountain). He seldom troubles with
Dragon entry of the MONSTROUS MANUAL tome except those the power to automatically use geas, suggestion, or feeblemind on
that require flight or quick movementVore Lekiniskiy is tied anyone trapped in his gaze, but this may change.
to the mountain. When Vore erupts from the mountainside, he causes an
earthquake that forces everyone on the mountain to save vs.
Combat: When Vore Lekiniskiy emerges from the mountain- paralyzation or be thrown to the ground. The DM may allow
side, his head and either one or both of his claws rip free simul- modifiers to the saving throw based on how close the charac-
taneously. He may be able to free more of his body, but it is ters are to where Vore is erupting. Any character that sees Mas-
thought he cannot bring more than half of it out at any one ter Fire Worm ready for battle must save vs. spell at 4 or
time. He can attack with both his claws and his bite in the same succumb to a fear spell.
round. Vore Lekiniskiy can cast wizard spells at the 20th level of
Vores breath weapon is like the erupting of a volcano. It is ability and has access to nearly any spell available on Cerilia.
not just firebut lava and molten rock as well. Because of his Recently, there is evidence that Vore has access to realm magic
tie to the mountain, Vore may use his fiery breath once every as well (see the BIRTHRIGHT Campaign Set), though this has yet
three rounds, but it causes him 10 hp internal damage for every to be confirmed. Fortunately, Vore seldom uses his magical
blast beyond the first. His breath is a 30 cone that extends at its energy to cast spellshe is too concerned with freeing himself
widest point to 15 feet. It inflicts 25d6+25 hp damage on any- from the mountain.
thing within that area, though victims may attempt to save vs.
breath weapon for half. Nonmagical and magical objects must Ecology: Trapped in the mountainside, Vore Lekininskiy had
save vs. magical fire or be instantly burned to a crisp. forgotten about such things as hunger and pain for cen-
On the following round, anything or any creature within the turies. Now, he is remembering, and the dragon of Vstaive
path of Vores breath weapon must make a saving throw again Peak grows increasingly frustrated with his existence. Chaotic
or be overcome by the lava that rushes down the mountainside evil in every way, this frustration could turn to mass destruc-
(Vore is smart enough to never breathe uphill.) The lava inflicts tion at any time.

54 JUNE 1998
THE MOOR DRAGON
Mornauguth

To this day, HIS YOUNG-ADULT GREEN DRAGON is known, to those who

pass or dwell near the Misty Forest, to lair to the northeast, in an


Mornauguth seeks area of steep-sided, breakneck wooded ravines. She preys on

two things: the wild deer that roam the High Moor. Occasionally she spices her

diet with a caravan or adventuring band or two, and once a month or

revenge on those so takes wing eastward, disappearing for a tenday at a time.

who transformed her Though adventurers have more than


once searched for the Moor Dragons lair,
On rare occasions, clergy from the
Dark Embrace request Mornauguths
theyve never found any treasure. service as a steed or aid in an attack on a

and recovery of her In reality, Mornauguth is a human


transformed, trapped in green dragon
strong target (usually a Selnite temple),
and she has thus far given it willingly
shape by rivals. She was once a priestess How long she continues to do so without

true form through of Sharyoung, pretty, and possessed of


almost reckless ambition. She rose
any sign of Shars favor remains to be
seen.
swiftly through the ranks of a temple to Morna Auguth was a brilliant but will-

the grace of Shar. the Mistress of the Night located in the


backlands of Amn, making many ene-
ful child. From her earliest days she
fought with those in authority whom
mies along the way Some of her rivals she--accurately, if not prudentlysaw
within the clergy wove dark spells that as dolts. She grew up as a wild, thieving
bound Mornauguth into dragon form runaway in the southern backlands of
whereupon she was attacked by a real Amn, living on her wits, daring, agility,
dragon into whose lair shed been lured and (whenever caught) her beauty, until
before transformation. She slew that she was captured by a priest of Shar to be
wyrm, though she was sorely wounded. his personal slave.
To this day, Mornauguth seeks two This clergyman, Ablaer the Dark
things: revenge on those who trans- Goad, intended to cut out Mornas
formed her and recovery of her true form tongue and blind her once hed tired of
through the grace of Shar. her. He put her in the kitchens of the

by In hopes that the goddess will grant


her human form, Mornauguth gives all
Dark Embrace to work out her days as a
drudge.

Ed Greenwood the wealth she gains to the Dark


Embrace temple in Amn, and she flies off
After several years of servitude,
Morna duped Ablaers superior into
at least once a month to perform some believing that the Dark Goad of the
Illustrated by daring dark deed (usually a raid on a Embrace was organizing a coup within
Storn Cook citys palace, jail, or state building) in the the temple, and she had the great satis-
name of Shar. faction of seeing her cruel overmaster

56 JUNE 1998
PARALYZED AND SPELLBOUND, Morna Auguth was forced into the shape of a green dragon by means of a powerful and little-known
spell, and that magic was lengthened and strengthened by the spells of no less than fourteen priestesses.

maimed and broken by temple torturers. The Coroanim wanted this force to Grateful and impressed, the Moon-
Ablaer was a long time dying, and become his own personal Bringers of down priests adopted Morna into their
Morna whispered words of triumphant the Purge. He came with the might of ranks, immediately testing her by giving
hatred over his helpless form for all the his rank in long service to Shar, and the her the task of making Mornas former
long days of his torment. mustered magic of twenty-odd senior colleagues into zombies under her com-
She found, however, that shed merely priests of the Embrace, to persuade the mand and directing them to carry out
traded one cruel master for another, Dolorim of the House to submit to the the dirty drudge jobs of life in a
when Ablaers superior, the Coroanim authority of the Coroanim and make monastery. Morna accepted the dung-
Belvim Natrather, took her as his own Moondown House a chapterhouse of shoveling, floor-scrubbing, and garden-
plaything. Morna swiftly came to see the Dark Embrace. ing without demur. Over the seasons
that she now stood in the shadow of an The folk of Moondown were outraged that followed, she practiced iron self-
additional peril: all Dark Embrace clergy but dared not show it. Their eldest clergy control, always doing and saying the
considered her a treacherous informant. made a desperate plan to bring down the right thing, rising steadily in rank and
Every one of them took delight in Coroanim and his most senior priests by influence within the Moondown clergy.
wounding or mistreating her whenever means of slow-acting, subtle poisons Some years later, disease claimed two
they could find her alone. Morna began knowing they faced almost certain dis- senior priests. Almost immediately
looking for a way out. covery and painful death. Morna (sent thereafter, a dispute with adventurers
Her opportunity to escape presented by her master to spy on them) saw this as resulted in the death of one of the most
itself within a year, when the Coroanim a golden chance for revenge, resolving to powerful priestesses of the House.
journeyed to a smaller, hidden Sharran make the poisonings so frequent and Moondown erupted into a frenzy of
temple in eastern Amn. Moondown widespread that the entire party from intrigues, confrontations, and stabbings
House was a monastic community the Embrace would succumb before any in dark corridors. Morna was careful to
founded in the crumbling remnants of confrontation could occur. keep her tongue still and her zombies
an old keep near Torbold. Its small but Without telling anyone, she set about close, using them to defend her from
fervent priesthood were planning her plan, letting herself be seen at work several murder attempts. Once many of
bloody night raids on the temples of all by the elder Moondown clergy. When all the clergy had fallen, she emerged from
other gods in Amn, and they were train- the folk of the Embrace lay dead, Morna her seclusion to challenge and slay her
ing jaded, outlaw, and homeless youths presented herself to the Moondown chief remaining rival, assuming the
into a fanatical strike force, the Slayers of priests, saying shed been guided by office of Prioress, third in rank over all
Shar. Shar herself in what shed done. the House.

DRAGON 248 57
Many ambitious
priestesses who
found themselves
suddenly beneath
her were furious.
Morna survived no
less than a dozen
attempts to slay her
over the year that That last news aroused the
followed. The Moondown clergy, and even the
tendency of stone reluctant and suspicious Morna
blocks to fall from the couldnt keep them camped any
walls of the ever-growing longer in the damp hollow theyd
temple whenever she walked retreated to in the face of strong and
below became a wry joke well-armed Selnite warbands. Guided
among Morna and the by the treacherous priestess, they
novices, but she openly told them the reached the lair. Morna was suspicious,
struck down two revealed location of a judging it the abode of a living dragon
conspirators in a spell- dragons lair. Gul- whod return to entrap and doom them
battle, and she was widely darath was a very all, and went off by herself to hide in the
(and correctly) believed to old black dragon, deepest reaches of the dungeon, in the
have caused the drowning of his scales tinged dextral of two passages she thought too
a third rival in the monastery purple with age, who small for any dragon to traverse. That
cesspool. slept for decades at a played into the hands of the traitor, who
Mornas superiors eventually time. He always awak- had a confederate cast a fiery spell at the
tired of the drain on Moondown ened ravenously hungry back of the passage once Morna had
resources and ordered that all hos- and flew east to rolling fallen asleep.
tilities ceaseupon pain of death. plains beyond Thay The sleepy Prioress scrambled out of
There were grumblings, but almost where vast herds of the passage to get away from whatever
immediately the monastery found wild beasts roamed, danger lay behind herstraight into a
itself locked in all-out war with clergy awaiting his devour- spellambush launched by her own
of Selne whod moved into the area. ing jaws. Usually he clergy. Paralyzed and spellbound,
Moondown House was badly damaged, over-ate, then flew ponderously Morna Auguth was forced into the
and many of its clergy fled and were and sleepily home again to return to shape of a green dragon by means of a
forced to adopt a roving lifestyle of strik- long, shining, and memory-studded powerful and little-known spell, and
ing at foes and then fleeing. Upland dreams. that magic was lengthened and strength-
Amn became one large battlefield (cer- When Mornas band happened to be ened by the spells of no less than four-
tain bored merchants in Athkatla even near the lair, one of its priestesses dar- teen priestesses.
began to wager over who would pre- ingly awakened the dragon at dusk by Mornauguth still hunts those clergy
vail), and Morna became a feared war- hurling spells at its very nose. Guldarath today, seeking to compel each one to
leader, so successful that her awakened, too groggy to reflect on what remove her binding before she devours
Moondown rivals feared had awakened him, and flew off to feed. them. At the time, she was powerless to
prevent them from fleeing, trailing

ornauguth still hunts those clergy today, seeking to mocking laughter. She was left alone to
await the return of the owner of the trea-

compel each one to remove her binding before she sure beneath her, knowing that he could
only perceive her presence as a domain

devours them. challenge.


Her paralysis ended scant moments
before Guldarath appeared. A battle
that when the struggle ended in a Shar- The Moondown priestess hurried back erupted that shook the very mountain
ran victory (as all true followers of Shar to Mornas encamped band to say shed around the true wyrm and the trans-
knew it would), Morna Auguth would found a cave shed played in as a child, formed priestess. Too startled to draw
rule Moondown House. one that would serve as an admirable back down the narrow way and let fly
They could find nothing strong stronghold for themand that it was with spells from a distance, the ancient
enough to use against heruntil a local full of heaped treasure. black dragon pounced with jaws and

58 JUNE 1998
fangs, and magic crackled between them dine in one locale, which would result in arrives unannounced, or creeps near
as they struggled wing to wing and scale drovers avoiding that area or adventur- Kalnars farm of nights, using her spells
to scale in the dimness. ing bands being hired en masse to deal to spy on her agentwhom she trusts
Morna knew she was fighting for her with her. She knows the backlands of about as far as he could throw her, tail
life, not coins or a cave to hold them, and Amn better than most living beings, and and all...
she cared not if she ruined the lair or she has a shrewd overview of Sword Mornauguth has always swung
buried the hoard. As the two dragons Coast caravan shipping. She dis- between a shrewd biding and a bold
rolled over and over, clawing and biting, likes the sea and being spotted recklessness that sees her time and again
lashes of her tail brought down many
dagger-like rocks onto her foe, battering
him and ultimately breaking his back. f one believes the bards, every thief or doomed
Mercilessly she carved and cooked the
agonized black dragon, until Guldarath dwarven treasury-guard in the North has headed for
died atop his own hoard. Then she
turned to hunt the Moondown clergy
whod trapped her into this battle.
the Rockshaws as fast as possible . . .
She found none that night, or the next while over it by one of the wyrms shes plunge instantly into action to take
day Over the months that followed, seen flying offshore. When she contem- advantage of opportunity.
however, she took a heavy toll of Shar- plates fighting above waves she could be
ran faithful, driven by rage and fear of dragged into and drowned in, true fear Mornauguths Lair
being trapped forever in dragon form. colors the Moor Dragons thoughts. The Moor Dragon lairs in the broken
Self-control has returned to Morna While exploring, she was once surprised country of the northeastern High Moor,
over the years. Rage still smoulders in by a dragon turtle that shot its neck up to due east from Daggerford and southeast
her heart, but shes begun to use her new bite her, almost pitching her under the of Secomber, in the Rockshaws, a
dragon form to greater effect. Mor- waveswhere she would have been trackless region of sharp stony ridges
nauguth retains her human spellcasting truly in its clutches. and narrow, deep gullies linking springs
ability rather than that of a green According to the sage Velsaert of with small cauldron lakes and sinkholes.
dragon; as an eighth level priestess, she Baldurs Gate, the Moor Dragons rela- The Rockshaws has acquired a color-
commands a roster of 3, 3, 3, 2 and tionships with other wyrms have been ful reputation as the home of many
(because of her shape) is limited to spells a series of skirmishes between a reck- ghosts and much buried treasure. If one
with verbal and simple somatic compo- less, ambitious interloper who cares for believes the bards, every thief or
nents. She is much heartened that Shar treasure only as a means to further her doomed dwarven treasury-guard in the
continues to grant her magic. schemes, and wyrms defending hoard North has headed for the Rockshaws as
The spell that entrapped her gave and domain in the traditional sense. fast as possible under
Morna the breath weapon and other Though Velsaert dismisses reports of the weight of their loot,
physical capabilities of a green dragon, the Moor Dragon actually hiring adven- to bury it where
and over the years shes grown accus- turers to aid her, these reports are true:
tomed to her dragon body She can even from time to time, to accomplish a dar-
prowl stealthily now; her thirst for ing raid on the foes of Shar, Mor-
secrets and knowing whats happening nauguth hires established bands of
in the land often drives her to go creep- adventurers to carry out diver-
ing up to campfires by night to listen in sionary attacks or take-what-
on intrigues. More than one sleepy mer- they-can raids.
chant stumbling into the woods to find Her chief agent in such
tent, trail, or privy has had thesome- dealings is Temrojan
times finalfright of his life, upon stum- Kalnar, an old, retired
bling over the snout of a glitter-eyed wine merchant, with
green dragon, waiting still, silent and no friends and fewer
terrible in the night. scruples, who dwells
From such nocturnal eavesdropping, on a walled farm
Mornauguth often learns routes and northwest of Crim-
timings of livestock drives and herd mor. The two can sig-
huntsso she can help herself to such nal each other with
abundant food, often under the nose of a sending stones placed by Mornauguth
dragon whose domain shes poaching (who seized them from a caravan some
on. Shes wise enough not always to years ago), but the Moor Dragon often

DRAGON 248 59
monsters roam and inquisitive folk with cottages with his own hands, to spend conic foes, would seem to be the Sharran
shovels are thus few. Leucrotta and galeb his last few years gardening, reading, temples of Faern (Amn in particular).
duhr have always inhabited the Rock- and talking with the few elves and
shaws, but other beasts come and go. mages who knew of his excellent parsnip The Deeds of Mornauguth
Mornauguth hasnt bothered to seek wine and longsighted conversation. The Moor Dragons life is devoted to
out whatever treasures may lie in the Mornauguth lies in her caverns only winning back the favor of Shar, thereby
Rockshaws, but a steady stream of wary when she needs to take shelter from regaining her human shape. If she has
dwarves armed with maps suggests at fierce wintry weather, or when her druthers, however, shell end up
least some hidden gold lies there. wounded. Sometimes she prays to Shar with the ability to change from human to
Mornauguth dwells in extensive cav- here of nights, rocketing up the shaft to dragon and back again at will, and live
erns beneath Greenleaf Vale, at the bot- soar at the stars and cry out to the god- armored in the unfolding fondness of the
tom of a wide, deep shaft (thought by dessbut otherwise she is to be found Mistress of Night as a special agent of the
some local gnomes to be an ancient elsewhere, spying on the doings of oth- goddess (with special powers to match).
delve rather than a natural feature). This ers or basking on high mountain ledges Several recent successes have given
well reaches the surface in the heart of around Amn, plotting. Mornauguth cause for quickening hope;
a large stand of old trees in The lair itself is said to be little more Shar seems to have her eye on the
the Rockshaws. The Vale of than a long sleeping-mound of smooth dragon that worships her at last.

ecent successes seem to give Mornauguth cause for Mornauguths Magic


The Moor Dragon commands only one

quickening hope; Shar seems to have her eye on the notable magic:

dragon that worships her at last. Sending Stone


These lumps of natural, unworked stone
are magically linked so that any verbal
thick oak, walnut, maple, and chestnut sand, gathered from the sandbars message of twelve seconds duration or
trees was so named by exploring elves washed into the cavern by several less spoken by someone touching one
because they entirely fill a deep bowl springs that traverse them. The water of stone will instantly be emitted from the
valley, and to a traveler on the ground the springs, according to the Harper second stone, regardless of the distance
are invisible until one stands almost on explorer Morlden Silentboots, is between the stones (so long as theyre on
the lip of one of the cliff-walls of the val- sweet, cold, and drinkable. Morlden saw the same plane). Each stone can send
ley Many incautious adventurers have no guardians, treasure, nor constructions two such messages (and receive two)
fallen to their deaths (or to sudden, of any kind; if hed not daringly used a within each 24-hour period; extra mes-
grievous injury) by blundering right spying-spell to see Mornauguth dig up sages, or portions of messages beyond
over the edge of a Vale wall in the dark; her sending stone from the sand and then the allowed duration, are lost.
local leucrotta have been known to lie down for slumber, hed not have been XPValue: 500 GPValue: 2,500
deliberately chase foes towards the Vale, able to say for certain if a dragon really
trying to force them into a fall on the laired in the large cavern farthest in from Mornauguths Fate
rocks. Several small, winding trails make the bottom of the shaft at all. He stresses The Moor Dragon lives dangerously
perilous journeys down the Vale walls, that other items might well lie buried in and loves it. Her boldness and quick wits
where the overgrown ruins of several the bed of sand, which is at least than six have carried her through many certain
long-abandoned cottages can be seen. feet thick in all places. deaths. One day they wont, and she
One old bardic ballad claims that tests them oftenbut her chances of
Roadaeron, an exiled king of Westgate, in Mornauguths Domain becoming a special Servant of Shar seem
the days when that city had kings, dwelt Mornauguth seems to ignore the very better with each passing year.
here in hiding for almost forty years, rais- concept of draconic territory, never
ing his son Blaervaer to be king. The defending her own lair nor caring if she
elderly Roadaeron laid down his life offends other wyrms by her roamings.
storming the city to put Blaervaer on the Only fear of being caught over water Ed Greenwood enjoys gaming most for the
throne. The ballad claims (truthfully, curtails her wanderings, which are con- people hes met and the friends hes made. As
according to Elminster) that Blaervaer cerned with the doings of the Sharran he puts it, When Im among gamers, Im at
stole away from his throne when hed clergy, rival priesthoods, and other home, one crazy person among manybut
grown old (his latter days embittered by human intrigues, broken by hunting Im proud of that. When it comes to gamers,
the vicious struggles among his four trips and explorative forays far afield. crazy always includes intelligent, and
sons for the throne), leaving his crown Mornauguths domain, if one means understanding, and nice. What other folks
behind, and fixed up one of the ruined which areas shell defend against dra- can honestly boast that?

60 JUNE 1998
A
Sarmatian, you say? Sir Bors looked me up and
down, sour disbelief plain on his scarred, bearded
face. And what is your name?
Orion, I replied. It was the one thing I was certain of.
How I came to this time and place I knew not.
And why are you here? asked Sir Bors.
We were standing in the dingy courtyard of a hilltop
fort named Amesbury, its walls nothing more than a
rickety palisade of timber staves. These Britons had tried
to build their forts in the way the Roman legions had, but
their engineering skills were poor. They stared at the ruins
of Roman aqueducts and monuments and thought that
the stonework had been done by giants or magicians.
A few dozen men milled about the bare dirt courtyard,
some leading horses, a few practicing swordplay with one
another. The place smelled of dung and sweat. And fear.
I came to serve King Arthur against the Saxons, I said.
Bors eyes widened. King Arthur? Youve made him
your king, have you?
I felt confused. I thought
Bors planted both fists on his hips and pushed his
scarred face so close to mine that I could smell the stale
wine on his breath.
Ambrosius is our king, Sarmatian! Young Arthur may
be his nephew, but the pups still wet behind the ears.
King indeed!
I said nothing.
Bors grumbled, His uncles put him in charge of
Amesbury fort here and sent Merlin to watch over him,
but that doesnt make him anything more than an

by Ben Bova
inexperienced babe in the woods.
I . . . Im sorry, I stammered. I meant to say King
Ambrosius.
Bors snorted with disdain.
My mind was spinning. I remembered Artorius as a
skinny, pimply-faced boy, a captive of the Danes when I
illustrated by
served Beowulf. I had saved him then, I dimly recalled.
William OConnor Somewhere in my mind I knew he was to be king of
the Britons. But first he would become dux bellorum,
battle leader of these island people who had been
abandoned by the Roman Empire and left open to
invasion by the barbarian Angles and Saxons.
I am Orion. I serve the Creators, those godlike crea-
tures from the far future who send me through spacetime
on missions of war and murder. My master is Aten, the
golden one, sneering and superior. I have died many
times, in many strange and distant places, but always he
brings me back, revives me to send me on still another
task of pain and danger.
You are my creature, Orion, he has told me often.
My hunter. I built you, and you will do as I command.
I hate Aten and his mad dreams of controlling all of
spacetime to suit his whims. There are other Creators, as
well, haughty and demanding, toying with human history
like children playing with dolls. Cruel gods and goddesses,
all of them.
Except for Anya.
Anya of the gray eyes and supernal beauty. Anya is
the only one among those Creators who care at all for
their creatures. Who cares for me. I love Anya, and she

DRAGON 248 63
loves me. Aten knows this and, vicious with implacable Arthur swung at me in languid slow motion, a powerful
jealousy, sends me far from her, to serve him and die overhand cut that would have sliced me down to the
over and over again. navel if I hadnt danced lightly out of harms way. He
Well, youre big enough, said Sir Bors, snapping me grunted, frowned, and advanced upon me in sluggish
back to the moment. Can you fight? slow motion.
I smiled tightly. I had led Odysseos men over the high I feinted once to the left, then slashed at his shield,
stone wall of Troy. I had made Mongol warriors gape at splitting it in two with a loud cracking sound. My blade
my battle prowess. I had helped Beowulf kill Grendel and would have taken Arthurs arm off if I hadnt pulled back
its mate. in time.
I can fight, I said. Arthurs eyes went wide with surprise. After only a
Sir Bors was wearing only a cracked and stained moments hesitation, he tossed away the broken shield
leather jerkin over his tattered knee-length tunic. But he and came at me again. He smashed another mighty over-
had a long Celtic broadsword belted at his hip. I was in hand slash at me. I parried it easily and his blade shat-
chain mail and linen tunic, my sword strapped to my tered into several pieces with a brittle snap.
back. Hold! Bors shouted, sticking his sword between us.
Drawing his sword from its leather scabbard, Bors said, I stepped back.
Let me see what you can do. If Arthur had feared that I would kill him he gave no
Wait! a young voice cried from behind me. Let me sign of it. Instead, he tossed away the broken stub of his
test him. sword and then reached out for mine.
I turned and saw a handsome tall nobleman walking Thats a fine piece of steel, he said admiringly as I
toward us, so young that his beard hardly darkened his handed the sword to him.
chin. His eyes were light and clear, his shoulder-length Without thinking of why, I answered, I know where
hair almost blond. He was smiling broadly. you can get one thats even better, my lord.
My lord, Bors said, his tone several notches softer
than it had been, this Sarmatian
So this was Arthur. He had grown into a strong young
man. It took an hour and more of talking, but at last Arthur and
Hes got good shoulders, Bors, said Arthur. Then, to I set out for the distant lake in search of the sword I
me, he added, Lets see if you know how to use your promised him. Sir Bors and the other knights were dead
sword. set against the kings nephew travelling alone with a
Bors objected, But my lord, you shouldnt engage stranger from a distant land. Bors complained that the fort
yourself with a stranger. He might be an assassin, sent to might be attacked by Saxon raiders at any time, and
kill you! Arthurs place was where his uncle had put him. But
Arthur laughed aloud. He had no fear of an assassin. wizened old Merlin was on my side.
He did not know that I had murdered men in other eras, The Sarmatian brings good fortune to Arthur, the old
at Atens behest. wizard said, stroking his long gray beard as he spoke. The
A squire, not much younger than Arthur himself, beard was knotted and filthy, his homespun robe even
trudged up and handed the battle leader his helmet and dirtier, but all the knights and squires stared at him with
shield with the blood-red dragon painted on it. I drew my wide-eyed awe. They would not step closer than five
own sword, heard its steel tongue hiss as it came out into paces to him; Merlin walked through the little forts dung-
the sunlight. My fingers tightened on its leather-wrapped dotted courtyard as if protected by a magical aura.
hilt. In truth, I saw a burning intelligence in the old mans
Where is your helmet, your shield? Arthur asked as narrowed eyes, a keen awareness that belied his wrinkled,
he stood before me. His iron helmet covered his cheeks ragged appearance. Beneath those shaggy gray brows his
and had a nosepiece shaped like an upside-down cross. eyes were shrewd, sharp, penetrating. Was he one of the
I wont need them, I said. Creators in disguise?
His smile turned down a little. Pride goes before a fall, To satisfy the suspicious knights, Merlin cast a spell to
Sarmatian. protect Arthur, nothing but hand-waving and muttering as
Then I will fall, I replied. far as I could see. But it seemed to satisfy Sir Bors and the
Arthur shrugged, then put his shield up and advanced others, at least enough to allow their young leader to
toward me, sword cocked in his right hand. leave the fort with me and no one else.
My senses went into overdrive, as they always do For two days we rode, and I got to know Arthur a little.
when I face battle. The world around me seemed to slow He was burning for fame and glory. His highest hope was
down, as if everything was happening in a dream. I could to one day be named dux bellorum: battle leader of his
see Arthurs bright blue eyes blinking slowly over the rim uncles forces.
of his shield. And Sir Bors stepping sideways to keep at Yet, like many an untried youth, he doubted his own
my side. His sword was still in his hand, ready to strike me abilities.
down if I endangered Arthur. I thought he was more I can see it in the faces of Bors and the others, he told
worried that Arthur did not have the skill or experience me as we camped for the night in a dark, dank forest. The
to face a true fighting man, than fearful that I was an huge, broad-boled trees grew so thickly that much of the
assassin. day we had been forced to lead our horses afoot. They

64 JUNE 1998
would never follow someone so young. lives, other eras. And, just as I expected, I saw a tiny
They will, I said, once you prove yourself in battle. golden glow far off in the distance, like a candles warm
He shook his head mournfully. The curse of the beckoning light, but steady, constant, without a flicker.
Britons, friend Orion, is that they will not follow anyone I began to walk toward it. I was clad as I had been
for long. when awake, in a simple tunic and chain mail. But my
They will follow you, my lord. Im sure of it. sword was gone. Except for the little dagger that
In the darkness of the forest night I heard him make a Odysseos had given me during our siege of Troy, I was
sound that might have been a sigh. No, Orion. Look at unarmed.
us! Ambrosius calls himself high king, but who follows Something drew me to that beacon of light. Despite
him? A handful, thats all. You travel for two days in any myself, I began to run toward it. Faster and faster I raced,
direction and you pass through two or three different legs churning through the ground mist, arms pumping,
kingdoms. We have kings every few miles, each of them my lungs sucking in air. After what seemed like hours I
jealous of all the others. was gasping, my throat raw, my legs aching from exer-
No wonder the Saxons can raid and plunder as they tion. But I could not stop. I wanted to rest, but I was
wish. unable to stop. I was drawn to the light, like an insect
Yes, he said grimly. Our people shatter like the sword obeying an inbuilt command.
I used against you. One blow and they break. The tiny distant glow became a golden sphere, a
He was silent for a moment. Then, If I could bring all miniature sun, so bright and hot that I could not look
the Britons together, unite all these petty kingdoms . . . directly at it. I raised my arms to shield my eyes from its
You could clear the land of the barbarian invaders, I glare, yet still I ran, raced toward it as if it were an oasis in
finished his thought. a world-covering desert, a magnet pulling me with irre-
This time he sighed unmistakably. Its a pretty dream, sistible force.
Orion. But only a dream. At last I could run no more. Soaked with sweat,
The ambition was there. He had the dream. But he exhausted, panting as if my lungs would burst, I collapsed
needed the courage to make it come true. I could sense onto the strangely yielding ground, still blanketed with
that he was longing for the daring, the tenacity, the the perfumed golden mist.
strength to become the true leader of all the Britons. Are you tired, Orion? a mocking voice asked. I knew
Again Arthur fell silent, this time for many moments. who it was: Aten, the golden one. My creator.
At length, he spoke up again. The blazing bright golden sphere slowly dissolved to
That sword of yours, he said, changing the subject reveal him. He stood over me, strong and handsome:
because it was too painful for him to continue, a sword thick golden mane of hair, gold flecks in his tawny eyes,
such as that is a rare treasure, Orion. A man would travel perfectly proportioned body encased in a form-fitting suit
to the ends of the earth to get such fine steel for himself. of golden mail.
Like so much else, the art of steel had been lost when He sneered down at me. What is this madness you
the Romans departed. are engaged in, Orion? Where are you leading that young
You could have taken my sword from me, I said. pup?
He laughed softly as he lay in his blankets. Id have to I blinked up at him. His radiance was so brilliant it
kill you for it, I wager. made my eyes water. I thought you wanted me to
Lying on the ground a few feet from him, with the Angrily, Aten snapped, You are not supposed to think,
dying embers of our tiny fire between us, I replied, Not creature! Your purpose is to do what I instruct you to do.
so, my lord; I would give it to you willingly. Nothing more. And nothing less.
It was too dark to see the expression on his face. The But Arthur needs
night wind keened above us like an evil spirit, cold and I will decide what Arthur needs, not you! Aten
harsh, setting the trees to moaning. snarled. I want you to help him win a few battles, not
No, Arthur said at last. If I am meant to drive the take him on a foolish excursion through such dangerous
Saxons out of our island, I will not do it with another territory.
mans steel. I must have my own. Merlin prophesied that I I bowed my head, my eyes burning at the radiance
would, when I was just a lad. streaming from him.
He was hardly more than a lad now, yet this young Arthurs only purpose is to resist the Angles and Sax-
man wanted to drive off the Saxons and other barbarians ons well enough to force them to unite against him. Then
who had seized most of the coast of what would one day they will drive the Britons into the western sea and take
be England. the island for themselves.
But what will happen to Arthur?
He will be killed.
No!
I dreamed that night, but it was not a dream. Atens voice hardened. All men die, Orion. Only my
I found myself in an emptiness, a broad featureless own creatures, such as yourself, are revived to serve me
plain without hill or tree or even a horizon: nothing but again.
an endless flat plain covered with a softly rolling golden But Arthur . . .
mist stretching out in every direction to infinity. He could make a nuisance of himself, Aten said. He
Vaguely I remembered being there before, in other could become too powerful. For the time being, I allow

DRAGON 248 65
him to live. But that time will end soon enough. Weve got to stop them, I whispered.
And then? Two against fourteen?
Then the Angles and Saxons and other barbarian Theyll murder those girls when theyve finished with
tribes will create a mighty empire, Orion. An empire that them.
spans the globe and begins to reach out into space. Arthur wet his lips and shook his head. Too many of
But cant Arthur be permitted them, Orion. Its useless.
Stop pleading for him, Orion! Obey my commands. That Arthur was no fool. Young he may be, but he was not
is your destiny. Arthurs destiny is death and obscurity. rash. He was loathe to charge in against hopeless odds.
I wanted to argue with him. I wanted to tell him that I Perhaps we can at least divert their attention, I
would not obey his commands, that I would help Arthur whispered hastily, long enough for the girls to get away.
and save him. Without waiting for his reply, I pushed through the
But suddenly I was sitting on the ground at our forest screening foliage and stepped out into the clearing keep-
camp again, soaked with sweat, breathing heavily. The ing my sword in its scabbard upon my back. Although the
first milky light of the coming dawn was just starting to Saxons attention was centered on the struggling, pleading
filter through the tall trees. Arthur slept across the dead girls, one of them noticed me approaching and pointed
campfire from me, as blissfully as a man without a care in toward me.
the universe. What clan are you? I called out in the Saxon tongue.
Should I turn back to Amesbury fort? Abandon this It never occurred to me to wonder how I knew their
quest for a sword for young Arthur? language. Aten built such knowledge into me.
His eyes snapped open, bright and as blue as the sea Who are you? demanded the biggest of the barbar-
on a cloudless day. He was awake instantly. ians. They were armed with axes and short stabbing
How far are we from my sword, Orion? he asked as swords, I saw. A few steel-tipped spears lay on the ground
he sat up, all youthful eagerness. at their feet.
Not far, my lord, I replied. We will reach the lake The men who were holding the sobbing, shaking girls
today. threw them to the ground and drew weapons. I smiled
I couldnt turn back now. I couldnt disappoint Arthur. and kept walking slowly toward them.
He trusted me, and I would not betray him, not even for How did you get so far inland? I asked, still approach-
Aten and all his haughty demands. ing them at a leisurely gait.
Yet I should have known that Aten would not willingly We got lost in those damnable woods, one of the Sax-
allow us to reach our goal. ons admitted. Do you know which way leads to the sea?
I raised my hand and pointed toward the rising sun.
That way, I think.
Quicker than they could follow, I reached behind my
The forest was like a maze of giant trees, their boles as head for my sword and cut the nearest man in two before
massive as the pillars of a mighty cathedral, their thick he could blink an eye. As his blood fountained over me,
leafy canopies so high above us that they were like a the others roared with rage and ran toward me. I saw
dark green roof that blotted out the sun. We had to walk their charge in slow motion, languid as a dream, as my
our horses most of the morning, picking through the senses speeded into overdrive.
sturdy trees while birds whistled far overhead and tiny Even so, thirteen against one could end only one way.
furred creatures chattered at us. One of them threw his axe at me; I dodged it easily as it
The ground sloped gradually downhill. We were near- spun lazily toward my head.
ing the lake, I realized, although how I knew about the The first two that came within arms reach of me I cut
lake and its location were beyond me. Something in my down like a scythe mows wheat. The others skidded to a
mind told me that we would find the sword for Arthur stop and began to encircle me.
there; but just how and whyl had no idea. Then I heard the furious bellow of young Arthur as he
The forest thinned out as we led the horses, but the charged on horseback into the fray. Out of the corner of
underbrush became thicker between the trees. I saw a my eye I saw him, helmeted and crouched in the saddle
clearing up ahead, strong morning sunlight slanting behind his red dragon shield, sword upraised, glinting in
through it, and smelled smoke. It was rising from a tiny the morning sun.
thatched farmhouse. Arthur had cleverly maneuvered to my right, so that
Too much smoke. The farmhouse was afire. his charge forced the Saxons to turn away from me to
Saxons! Arthur whispered, dropping to one knee as face him. I drove into their midst, slashing bone and
we peered through the underbrush at the scene in the sinew, shattering the blades they tried to use to protect
clearing. I crouched down beside him. themselves. Arthur cut a swath through them, then turned
A dozen men in long blond braids and steel-studded his steed and came back at them even while his first
leather jerkins were laughing and whooping as two of victims were sinking to the ground.
their compatriots dragged a pair of screaming struggling The remaining few broke and ran, screaming for their
teenaged girls across the clearing toward them. A trio of lives. Arthur galloped after them and cut them down
bodies lay in their own blood before the burning farm- before they could reach the trees. All except the one who
house door: husband, wife, and baby. dashed in the opposite direction. I hefted his discarded
Arthur stared, barely breathing. axe and threw it. Its sharp edge caught him between the

66 JUNE 1998
shoulder blades, and he went down face-first with a final lacking in self-confidence. But once he saw me fighting
shriek of death. alone against them he attacked with a wild frenzy rather
And then it was over. All fourteen Saxons lay dead or than see me cut down. Then he showed the villagers the
dying, and the two terrified girls knelt in the midst of the nobility of a truly great monarch. And now he was as
bloody carnage, clutching each other in trembling fear. impatient as a lad yearning to open his Christmas pre
Arthur sheathed his red-stained sword and lifted off his sents.
helmet, tossing his long sandy hair. At last we had circled the lake completely. I reined my
Dont be afraid, he said softly to the girls. No one will mount to a halt and stared out across the water, turned
harm you. blood-red by the setting sun.
They gaped up at him and the elaborate red dragon Well? asked Arthur impatiently.
on his shield. There was nothing I could say except, Now we must
wait, my lord.
We dismounted and tethered the horses loosely after
removing the saddles and packs, so that they could graze
The girls led us to a village by the lakes edge, where they for themselves.
told everyone how Arthur had saved them from the Wait for what? Arthur asked. His impatience was
Saxon raiders. I was taken to be Arthurs squire, a non- beginning to show an edge of doubt.
entity compared to the handsome young nobleman. For the lady of the lake, I replied, without knowing
The whole village knelt at his feet and blessed him, but the words until I heard them myself.
Arthur did not allow the villagers adoration to affect him. We ate a bit of the hard bread we had brought. No fire
When the village elders begged him to stay the night and for cooking, although I could have eaten a rabbit raw, I
take his pick of their women, Arthur replied gently: was so hungry.
I cannot. I am on a quest that must not be delayed. Surprisingly, Arthur stretched out on the ground. Im
I wondered what would become of the two teenaged sleepy, he said, through a big yawn.
girls we had rescued. They were orphaned now, with no Sleep then, my lord. I will stand watch.
family to care for them. Just a little nap, he muttered. Dont know . . . why
But Arthur had already considered that. As he swung Im . . . so . . . sleepy... His voice faded into a gentle snore.
up onto his saddle, he pointed to them and pronounced The instant Arthur closed his eyes a soft silver glow
solemnly, Those maidens are under the protection of the began to surround me, as if I was bathed in moonlight. It
High King. Send them to Cadbury fort in the spring and I was cool and glittering like the light of a million jewels
will see that Ambrosius finds noble husbands for them. twinkling all around me. And then, standing before me,
The girls nearly swooned. The villagers raised a chorus beautiful Anya appeared.
of blessings. Yes, I thought, Arthur will make an excellent She was in her warriors suit of gleaming metallic
kingif he lives long enough. silver, fitted snugly over her supple body. Her lustrous
midnight dark hair tumbled past her strong shoulders. Her
silver-gray eyes regarded me solemnly. I could not move,
could hardly speak, she was so exquisite and I yearned
As we rode slowly along the lakes edge that afternoon, for her so.
Arthur grew somber. Orion, she said softly, you play a dangerous game
Ive never seen Saxons this far inland before, he told here.
me. If we dont stop them soon, they will overrun all of All I want is to be with you, I whispered, afraid to
Britain. speak louder, afraid of breaking the spell of her appear-
What could I answer? My Creator wanted the Saxons ance before me. Arthur lay soundly on the ground beside
and their barbarian cousins to conquer Britain; to drive me, his eyes closed in sleep or a trance.
out the Britons and create an empire of their own. Aten is furious that you are defying his command. He
Well, I said, finding my tongue at last, at least there wants you to return Arthur to Amesbury. There is to be a
are fourteen of them whose only part of this island is the Saxon attack near Amesbury fort and he must be there to
ground they are buried in. lead the garrison.
He grinned boyishly at me. To be killed, you mean, I replied.
I thought that the Saxon raiders were Atens attempt Anya said nothing.
to turn me back from this quest for a sword for Arthur. Arthur needs a sword that will bring him victory, I
Perhaps they were. My mistake was to believe that they said.
would be Atens only attempt to stop us. She smiled, a little sadly. Do you really believe that a
sword could make any difference?
It will give him the confidence he needs to fight
against hopeless odds. And win.
We plodded along the lakes shore until nearly sunset, Aten does not want him to win, she said.
with Arthur asking every few minutes where his sword But I do. I want
was, like an impatient boy. She silenced me with a finger upon my lips. Its not
There was a strange mixture of elements in him. He that easy, my love. Aten controls this timeline. I can only
had been cautious about attacking the Saxon raiders, interfere indirectly. You must do the hard work.

DRAGON 248 67
What does Aten want? sword.
Rome has collapsed, she answered. He wants to As he climbed to his feet I looked out across the lake,
build a new empire that stretches from the steppes silvered now by the rising full moon. It was as calm and
beyond Muscovy to these British isles. flat as a mirror of polished steel. In its middle was an
An empire of the barbarians, I growled. island that hadnt been there earlier. I realized that it was
An empire that he can control and manipulate, Anya not an island at all, but an artifact, a structure of metal
said. and glass still dripping because it had risen from the
But why? To what end? lakes depths only moments earlier.
She shrugged. Who knows what plans are in his Arthur followed my gaze. Look! he whispered. A boat
mind? He looks centuries ahead, millennia. approaches!
Hes crazy. No one can control all the forces of space- The lady of the lake, I murmured. Anya was going to
time. help us, after all.
He believes he can. Then she smiled again. But he Wordlessly we stepped down to the sandy edge of the
cant control you, can he? shore, Arthurs eyes fixed on the boat that glided noise-
I felt an answering smile curve my lips. He doesnt lessly across the placid waters.
control you, either, does he? It was Anya, of course, alone in the self-propelled boat.
But I have the power to work against him when I must. But now she was dressed in a flowing robe and garlanded
I can even get some of the other Creators to help resist his with flowers. In the moonlight she seemed to glow with
demands. Im Atens equal, not . . . She stopped short. an inner radiance. Her hair flowed long and smooth as a
Not a mere creature, I finished for her. river of onyx down her back. Her face was calm, serene,
He could kill you horribly, Anya warned. Final death, utterly beautiful.
with no revival. In her arms she cradled a broadsword in a jewelled
I remembered being crushed in the jaws of a cave scabbard. I recognized that scabbard.
bear, back in the age of ice. I recalled being flayed alive The boat nudged its prow onto the sand before us and
by the fireball of an exploding starship. stopped. Anya rose to her feet and held the sword out in
Death is nothing new to me. If we cant be together, her two hands.
what is life except an endless wheel of pain? Arthur seemed frozen, transfixed by her appearance.
Im trying, Orion. I want to be with you too, my His eyes were so wide I could see the white all around
dearest. But there are forces beyond your ken, forces that them, his breathing so heavy he was almost gasping.
keep us apart. Take the sword, I coached him in a low whisper.
Forces manipulated by Aten, I said flatly. Shes offering it to you.
She shook her head. Forces that not even he can Arthur swallowed hard, then summoned up his
control, my darling. courage and stepped into the gently lapping wavelets to
I glanced down at the sleeping young Arthur. And that the side of the boat. His boots sank into the soft sand.
young warlord plays a role in these forces. Wield this sword for right and justice, Anya intoned,
He might. I think there could be greatness in him. But handing it to Arthurs trembling hands.
Aten wants to remove him. I will, my lady, he said breathlessly. Just as you
Kill him, you mean. command.
Yes. Do so, and the others will follow you.
Then I want to protect him. I will, my lady, he repeated.
Anya said nothing. She merely regarded me with those Without another word Anya sat on the boats only
somber gray eyes, eyes that held the depths of infinity in bench once more and the vessel backed off the sand,
them. made a stately, silent turn and glided back to the island
Will you help me? I asked. in the middle of the lake. We watched, Arthur dumb-
Orion, you have no idea of the damage you do to the founded and trembling, as the boat disappeared into an
spacetime fabric whenever you defy Aten. opening in the structure and then the entire mass slowly
Will you help? I repeated. sank beneath the surface of the water.
She regarded me gravely. I love you too much to It was not until the island was completely gone that
allow Aten to destroy you. Arthur blinked and shook himself, like a man coming out
Then you must help Arthur, too. of a trance.
She sighed. Your young friend must help himself. Then he pulled the sword out of its jewelled scabbard. I
Neither you nor I can put courage into his heart. recognized the word Excalibur incised on its fine steel
Its not courage he needs, its . . . blade. It was the sword I had taken from Grendels cave,
But she was gone, vanished as if she had never been the night Beowulf and I killed the monsters mate. Anya
there at all, leaving me standing on the shore of the lake had held it all these years, protected it from Atens knowl-
as the sky darkened and the moon rose, silver and cool edge, held it for the moment when Arthur needed it.
and too far away for me to dream of touching. Arthur swished the blade through the night air, his grin
bright enough to rival the full moon.
Then we heard the roar of the dragon.

Arthur awoke, sat up, and rubbed his eyes. I had a


dream, he said, his voice soft and puzzled. About my

68 JUNE 1998
It was a dinosaur, of course; a giant raptor fetched by to his feet. The dinosaur yowled and tried to pin Arthur to
Aten from its own time and translated across millions of the ground with one foot, but Arthur scrabbled out of the
years to kill Arthur. way once, twice...
It came crashing out of the woods, roaring like a steam I pulled myself to my feet and, avoiding the beasts
locomotive, stepping nimbly on its two hind legs. Three heavy swinging tail, leaped upon its back. Like a monkey
times my own height, the teeth that lined its massive jaw clambering up a tree I scaled along the dinosaurs spine,
were the size of butchers knives, sharp and serrated. The climbing toward its massive bony skull.
claws on its hind feet were the length of my forearm, It must have felt me on its back, for it stopped trying to
curved like scimitars. It forelegs were smaller, almost crush Arthur and reared up to its full height, nearly throw-
weak-looking compared to the hind, but they too bore ing me off. But I wrapped my legs around its neck and
slashing claws. swiftly drew Odysseoss dagger. Plunging it into the back
I pulled my sword out as the monsters beady little of its neck at the base of the thick skull, I hacksawed
eyes focused on us. Arthur turned and ran. madly, searching for the spinal column.
But only as far as our impromptu camp. The horses Below me I saw Arthur, on his feet now, plunging
were bucking and neighing with terror. He slashed their Excalibur into the beasts exposed belly again and again,
tethers with one stroke of Excalibur, and they bolted working madly, frenziedly, spattered with the dinosaurs
away, galloping toward safety. Arthur picked up his shield dark blood again and again.
and came back to stand at my side. My blade found the spinal cord at last and cut it. The
Well have a better chance if we can approach it from monster collapsed, nearly crushing Arthur as it fell.
two sides, he said. His voice was calm and flat, as if he I slid off its back and tumbled to the grassy ground,
were discussing tactics over a map in the safety of his exhausted, gasping.
castle. Arthur stood blinking at the dead carcass for a few
We should do what the horses did, I said. moments, then raised both arms over his head and
Run? screamed an exultant victory cry at the distant moon. It
As fast as we can, I replied fervently. was an eerie sight: the young warrior bathed in the
No, Orion. If we dont kill this dragon it will ravage the beasts blood, holding his sword and shield aloft and
countryside. It will kill the villagers and their livestock. We shrieking like a banshee. Beside him the dead dragon
must protect them. lay, a mountain of scaly flesh, teeth and claws.
Two puny men armed only with swords against a Did you see me, Orion? he called triumphantly as he
twenty-ton killing machine. hurried over to where I lay. Did you see me kill it?
But I nodded and edged off toward the water. Arthur Slowly I pulled myself up to a sitting position. The
sidled in the other direction, his eyes on the dragon, his dagger was still in my hand, but Arthur paid no notice to
new sword held high in his right hand. such a puny weapon.
The dinosaur looked from him to me, swivelling its He brandished Excalibur in the night air. I must have
ponderous head slowly. It stepped toward me, hesitant, its struck its heart, he said, bubbling with excitement. With
tiny brain perhaps puzzled by the maneuvers of intelligent this steel I can conquer anything!
prey. I smiled inwardly. Arthur had found his steel; not
I dared not go so far out into the water that I could not merely a sword, but the inner steel that would one day
move swiftly. I yelled at the dinosaur and waved my make him king of the Britons. If I could keep him alive
sword in the air, trying to hold its attention while Arthur that long.
moved stealthily behind it. It leaned down in my direction, I could sense Aten scowling angrily at me. He wanted
as if to see me more clearly I felt its breath, hot enough Arthur removed from this timeline, and he would do all
to make me almost think it could actually breathe fire. he could to work his will. And punish me for defying him.
I waited until those monstrous teeth were gaping just All I really wanted was to spend the eternities with
above me, then thrust my sword into the beast, into the Anya. But for now, I was at Arthurs side, ready to battle
base of its jaw, with all the power I could muster from men and gods to protect him.
both my arms.
The dinosaur howled and reared, lifting me completely
off my feet. My sword was lodged in its jaw and I clung to
the hilt with both hands, my legs dangling uselessly in
midair. Dr. Ben Bova is the author of over 90 books, both fiction and
Arthur dashed in and slashed at the beasts belly. Even non-fiction. He first linked his history-traveling hero Orion to
in the pale moonlight I could see his blade redden. the story of Excalibur in Legendary Heroes, in DRAGON
The dinosaur bellowed and shook his head so Magazine #236. His most recent novel is Moonwar, sequel to
viciously that I was dislodged and flung to the ground, my Moonrise. Among Dr. Bovas hobbies are flying, fencing, chess,
sword still wedged in its jaw. Stunned, I saw through a red swimming, and music.
haze of pain the dinosaur turn on Arthur, raking his shield
with the powerful claws of one hind foot. Arthur tumbled
onto his back and the beast bent over him, jaws gaping
wide.
But Arthur still clutched Excalibur and slashed at the
dinosaurs snout as he scrambled backward, trying to rise

DRAGON 248 69
Wolfs Bane
Tara K. Harper
Del Rey $5.99 (PB)
By Linda Archer Tara Harpers novel begins slowly, establishing
the characters, particularly Dion the wolfwalker,
and the situations necessary for the plot. Once
the story actually begins, the pace picks up, and
The Masterharper of Pern Wolfs Bane becomes interesting when tragedy
Anne McCaffrey strikes Dions family
Del Rey $25.00 (HC)
While Anne McCaffrey has written a vast number The novel includes an annoying naming con-
of fantasy novels that show her versatility as a vention. Whats in an e? Evidently a lot for
writer, she is by far most well known for her Pern Harper, since she points out frequently that
novels. It had gotten to the point, though, where Dione is the formal version of the wolfwalkers
the themes were becoming rather old, and the name, while merely removing the e turns it into
quality of the novels wasnt up to par. The Master- a nickname. No other character in the book has
harper of Pern, however, is about the most fasci- this type of naming.
nating character McCaffrey has created Another problem is the presence of some
Masterharper Robinton. inconsistencies, primarily in Dions character. She
McCaffrey begins the book, logically enough, is an extremely strong, independent character at
with Robintons birth, establishing the characters the beginning, but once the first tragedy strikes,
of his parents (Petiron and Merelan) thoroughly she quickly changes into a whining, self-absorbed
This novel ends from the outset. In fact, it answers one of the ques- fool. Despite regular encouragement from other
where Dragonflight tions from the previous books right away: why characters, who tell Dion that her remaining son
begins . . . Robintons relationship with his father is so poor. needs her, Dion continually wraps herself in self-
The gradual development of Robintons char- pity, rejecting all offers of help. At this point, Dion
acter throughout the novel is intriguing. Given does nothing more than bemoan her situation for
his obvious advantages (musical genius, talented six chapters.
partners, the adoration of almost everyone at the At this point it might be easy to give up on the
Harper Hall), it would have been easy for his book, but when the second tragedy strikes, Dion
character to become insufferable. McCaffrey begins to regain her former strength. Here the
avoids that trap by making Robinton go through book becomes more focused, as Dion is finally
trials of varying severity to hone the humorous, held to the agreement she made with the wolves
sardonic character that readers are so familiar years ago, forcing a confrontation with the myste-
with in the other books. rious Aiuveven. The Aiueven way of speaking is
This novel ends where Dragonflight begins strange, yet Harper is consistent here in both the
with the Ruathan search that unearthed Lessa thought processes and speech patterns one might
and Flar s duel with Fax. In fact, the ending of expect from an avian society. The abrupt conclu-
this book creates one of several contradictions sion of this intense segment of the novel is very
with the other Pern novels. In Masterharper, disappointing.
Robinton is at Ruatha Hold, albeit in disguise, Wolfs Bane would have been a much better
during this event. He is recognized by Cgan and novel had it begun shortly before Dions first
Fnor. In Dragonflight, Robinton doesnt appear tragedy, eliminating the opening material and
until much later. Another contradiction comes expanding the latter half. A more detailed transi-
Wolfs Bane becomes far with Robintons marriage. McCaffrey and Nye, in tion between the conclusion and the epilogue
more interesting when A Dragonlovers Guide to Pern, stated that Robinton would also have helped. Having Dion actually
tragedy strikes Dions never married. All in all, these contradictions are achieve her goal would have made for a more
family. negligible because the book remains thoroughly satisfactory conclusion. As it stands, the ending is
enjoyable. McCaffrey chose absolutely the right ambiguous and leaves the reader unsatisfied,
character for this latest Pern novel. wondering about the ultimate point of the story.

70 JUNE 1998
The Dragonstone a quest series. In fact, the second book is already
Dennis L. McKiernan in print.
Roc $6.99 (PB) Cole has woven an engaging storyline from his
Another title for this book could have been How characters. Wizard of the Winds centers on two
Stupid Are These People? This book is obviously main characters, Safar Timura and Iraj Protarus,
a prequel, as explained in the epilogue for those following their lives from adolescence to adult-
who havent read McKiernans other novels. In hood. Iraj is a conqueror with a mission and des-
The Dragonstone, McKiernan follows David tiny, driven by his view of the worlds future.
Eddings quest-riddle formula as established in Specifically, Iraj believes that the world will be an
The Belgariad. The difference between this use of immensely better place when it is united under
the format and Eddings is that McKiernans one strong rulerhimself, naturally. This destiny
characters have such poor interpretive skills. doesnt truly take shape, however, until Iraj meets
They try to answer a riddle that reveals who must Safar once more. Along the way, Safar has ...you keep reading the
accompany them on their quest by mistaking encountered most of the supporting cast, who are novel just to see what
actual animals for the riddles animal allusions often more interesting than the protagonists. The form of stupidity they
(i.e., the mad monarchs rutting peacock). most fascinating of these secondary characters is
indulge themselves in
These imbeciles actually try to steal a peacock Kalasariz. next
when its clear that the riddle refers to a person in Kalasariz appears during Safars years at uni- .......
that monarchs court. They even argue with the versity. He is the spymaster for that particular
one character who leaps to the obvious and cor- part of the world, and he is very good at his job.
rect conclusion. This first appearance isnt what is interesting
Actually, McKiernans characters are different about his character, though. Here he is two-
in that you keep reading the novel just to see dimensional. It is when Kalasariz appears later, in
what form of stupidity they indulge themselves the presence of the demon Crown Prince, that
in next. They never recognize obvious signs. They Cole truly gets his character going. The only
dont even notice when one of their party has problem is wondering why anyone, particularly
been subverted by the wizard who held him cap- Protarus, would believe this guy.
tive, even though he continues to repeat the same While the novel is fairly good, there is a distinct
phrase over and over again. They also end up problem with the Eastern overtones woven
with one extra member of their party, despite the throughout. Those Eastern (overtly Arabic) atti-
riddles warning to take only these, no more and tudes are exceedingly annoying. Specifically, the
no less, because they cant make up their minds position of the female characters in the story is
who out of two candidates actually fits the riddle. appalling. Women are treated as objects, put on
Once the questing party actually approaches this world solely for the pleasure of men. There
the dragon on their mission of recovery, things are innumerable scenes of extremely casual sex-
start looking up. Its about time, because prior to ual encounters where the women are nothing
this point, McKiernan indulges in some sloppy more than toys. When they arent being used
romantic pairings of the members of the questing sexually, they are expected to be little more than ...the position of the
party (except the extra), which seems like some- slaves and answer the male characters every female character in the
thing from a sappy romantic comedy, totally out whim. The only male character in the novel who story is appalling.
of place in this quest novel. When the romance does not share this sexist attitude is Safar, who ..........................
nonsense is cleared up, the conclusion of the book places women at least on the level of being
becomes rather interesting. Unfortunately, this human. Cole sets Safar apart in this respect from
ending is the only quality piece of writing in the the beginning. Early in the novel, Iraj says,
entire novel. Besides, even free women have no more of a
soul than, say, a camel or a horse. They were put
Wizard of the Winds here by the gods for our pleasure and to birth
Allan Cole more of us. Safars angry reaction to such atti-
Del Rey $6.99 (PB) tudes sets him apart from the other male charac-
Wizard of the Winds, originally published in the ters. Cole sustains Safars view throughout the
United Kingdom under the title While the Gods novel.
Slept, appears at first to be a single book, having a Ultimately, given the diverse characters and
complete storyline. The last third of the book intricate plotting, the sequel to Wizard of the
makes it clear that this is really the first volume in Winds should prove enjoyable reading.

DRAGON 248 71
The Prestige
Christopher Priest
Recommended for Roleplayers
Tor $14.95 (TPB) As avid gamers, readers, and filmgoers, we of
At first glance, this book doesnt look terribly fas- the magazine staff often come across a book,
cinating, despite the mention on the cover that it game, or video of special interest to other
won the World Fantasy Award. The cover is gamers. Heres one you might like:
designed in three shades of beige with black bor-
dersnot your usual fantasy novel cover. The Shards of a Broken Crown
old cliche about not judging a book by its cover Raymond Feist
definitely holds true in this case. It is impossible Avon/EOS $24.00 (HC)
to put the book down until the end. Priests novel Fans of Raymond Feists Midkemia will love
is incredible. Shards of a Broken Crown, the concluding vol-
The story centers on two young magicians ume of the Serpentwar Saga. Feist brings
who, early in their careers, develop an ongoing familiar faces of Midkemia back as the greatest
feud that overshadows their lives and haunts war the world has ever seen comes to an end.
their descendants through three subsequent gen- Feist has managed to create an enduring and
erations. The cause of their dispute is vague at original fantasy world. Continuing in the tradi-
first, but when Angier takes over the narrative, it tion of his Riftwar Saga, Shards of a Broken
becomes clear that Borden inadvertently caused Crown tells the story of both beings of tremen-
Angiers wife to miscarry their first child. dous power and lovable, mundane heroes who
Whether Borden ever really knows of this reason join forces to stop an unspeakable evil.
Priests novel is questionable, yet he continues the feud with as The majority of the novel follows Dash and
is incredible. much vigor as does Angier. Jimmy Jameson, sons of the Duke of Krondor,
..................... Anyone who has the slightest interest in magic as they act first as spies, then as messengers,
will be fascinated by Priests detailed accounts of and finally as leaders in the struggle to retake
magic performances in the latter part of the nine- their kingdoms rightful territory, conquered by
teenth century, especially the information regard- General Fadawah. The brothers must deal with
ing stage illusions. Patrick, the hot-headed Prince of the Western
The characters of Rupert Angier and Alfred Realm, while they assist in the war effort. Ulti-
Borden are well defined, drawing the reader into mately the two discover a plot by the Empire of
a web of deceit, intrigue, and calculation. It is Kesh to seize control of the city of Krondor, the
clear throughout the book that there is something center of the Western Realm, and must race to
fundamentally wrong, something slightly off, in save the city from the Keshian invasion.
the story that is told from Angier and Bordens As the brothers struggle to save Krondor, the
different viewpoints. Both principals stories bulk of the kingdoms armies, under the com-
seem plausible enough, told in retrospect from mand of Erik von Darkmoor, fight battle after
journals, but there is an obsessive tone that sim- battle against the remnants of the Emerald
ply becomes confusing when the story is taken Queens armies. As Erik and his troops fight
over by Angiers great-granddaughter and Bor- farther northward, they encounter the same
dens great-grandson. Priest keeps the reader off corrupt sorcery that powered the Emerald
balance this way, creating a desire to get to the Queens attempt at conquest. The greater pow-
end of the novel so that the true essence of the ers of the world, including the magician Pug,
story is revealed. join in the struggle against this evil. The final
Priests mastery of his writing is never so evi- battle is one of magic, not military might, as
dent as in the totally amazing conclusion. It is just Pug and his companions learn this latest threat
as convoluted as the rest of the plot. Anyone who is but another incarnation of the ancient foe
does not read this book is doing himself a grave they have been battling their whole lives.
injustice. The Prestige is the best and most myste- Despite the pleasures of retuning to Feists
rious fantasy novel to appear in quite a while. Midkemia, Shards of a Broken Crown seems
anticlimatic in comparison with the more dra-
matic conclusion of the previous volume, Rage
of the Demon King. Anyone whose roleplaying
Raised by halfling yak traders, Linda Archer took campaign takes inspiration from Midkemia
time off from yak herding to earn a PhD in English will find plenty of rich material in this novel
literature from the University of Toledo. During the especially in the epilogue, which provides an
yak off-season, she lives in the Seattle area with her excellent device for future adventures.
daughter, her husband, and an evil cat who hates her. JESSE DECKER

72 JUNE 1998
DRAGON DWEOMERS III
Draconic Priest Spells

HEN THE SPECIES IS CONSIDERED AS A WHOLE, the


Those who magical strength of dragonkind lies with wizardry Some

underestimate dragons, however, can cast priest spells upon reaching the

higher age categories. This is especially true of the gem


the power of dragons, whose prowess with priestly magic usually equals or

spells granted by exceeds their wizardly ability. The amethyst dragon, for instance, can

eventually cast sixth-level priest spells, while the remaining gem drag-
draconic deities ons have at least fourth-level potential. Gold and silver great wyrms

are in for a nasty can cast fourth-level priest spells as well. Toss the faerie dragon into

surprise.
the mix, and you have a species with the potential to use seventh-level

priest spells. Given these factors, it seems strange that draconic priest

magic has not been covered before.

Note that the priest spells detailed here levels higher. However, given that most
are tied to draconic deities much in the dragons cannot use priest spells until
same manner that priests specialty they reach the higher age categories, the
spells are tied to their particular deities relative spell power is sufficiently coun-
or faiths. Generally speaking, this means terbalanced. After all, dragon wizard
that only those dragons who worship the spells work this way (i.e., non-dragon
dragon deity to which a given spell is variants, when viable, are two or three
tied may use the spell in question. In the levels higher), so dragon priest spells
case of scrolls containing draconic priest operate in a similar fashion.
spells, the formulae are safeguarded to As suggested by the accompanying

by
ensure that only casters of the appropri- footnotes, these spells are related to the
ate faith can use them. Such safeguards draconic deities introduced in the Coun-

Robert S. Mullin are noted in each spells description.


Finally, when compared to standard
cil of Wyrms setting and the FORGOTTEN
REALMS accessory, The Draconomicon.
priest spells, the following dweomers Thus, the spells might be more appropri-
illustrated by seem too powerful for the ascribed spell ate for use in those settings, unless one
Stephen Schwartz levels. Indeed, it can be argued that these regards those deities as universal to all
spells should be two, perhaps three settings where dragons exist.

74 JUNE 1998
Aura of Null
(Necromancy)
Sphere: Necromantic, protection
Level: 1
Range: 0
Components: V,M
Duration: 1 round/level
Casting Time: 2
Area of Effect: Special
Saving Throw: 1/2
When this spell is cast, the dragon is
surrounded in an aura of bone-chilling
cold energy that extends away from the
dragon to a distance equal to its fear
aura. Creatures who enter the area must
save vs. death magic or suffer a -4
penalty to AC, saving throws, and
attack rolls due to the chilling effect.
Even if a victim immediately leaves the
area, or the spell expires, the penalties
persist for an additional 2d4 rounds.
Those who successfully save reduce the
penalties to -2 and lessen the post-expo-
sure effects to 1d4 additional rounds.
These conditions are not cumulative, so
a victim need make only one saving
throw vs. a given aura of Null i.e., a
dragons who worship Null. Spell When a dragon is able to cast first-
victim is free to enter, leave, and re-
scrolls are safeguarded so that, if used level priest spells, hydraform produces
enter the area of effect as often as
by any other creature, the caster (only) one head in addition to the dragons real
desired without requiring additional
suffers the full effects of the spell at max- head. For every age category thereafter,
saving throws. However, the effects are
imum potential (i.e., the spells full dura- the spell produces one additional head.
cumulative if the victim enters one aura
tion (one round per level of the caster) For example, a red dragon is able to cast
of Null, departs, and then enters a sec-
plus eight rounds after the spell expires), first-level priest spells at Venerable age.
ond aura of Null before the effects of the
and no saving throw is allowed. As such, hydraform produces one addi-
first exposure have worn off.
tional head at Venerable age, two at
This spell produces a negative-energy Hydraform Wyrm age, and three at Great Wyrm age,
chilling effect, so immunity to standard
(Alteration) for a total of four heads.
cold attack forms (e.g., cone of cold, ice
Sphere: Combat, creation In any case, each additional head is
storm, Otilukes freezing sphere, etc.) pro-
Level: 1 under the complete control of the
vides no defense against it. Undead and
Range: 0 dragons real head, but only the true
other negative-energy creatures, as well
Components: V,M head can cast spells or use a breath
as the casting dragon or another dragon
Duration: 1 round/age category weapon. The additional heads can make
with an active aura of Null, are immune
Casting Time: 1 bite attacks, however, even if the
to the effects of the spell. The negative
Area of Effect: Special dragons real head is so engaged, but not
plane protection priest spell also provides
Saving Throw: None claw attacks unless made in lieu of spell
protection against an aura of Null.
This spell enables a dragon to grow casting or a breath attack.
Aura of Null persists for the full dura-
additional heads (and necks) so as to Furthermore, each additional head
tion unless removed by a limited wish
take on the likeness of a hydra (or Tia- has a number of hit points equal to 20%
or greater effect; dispel magic does not
mat, as it were), though the new heads of the dragons usual total (fractions
suffice.
are always identical in appearance to dropped), but these are merely phantom
The material component for this spell
that of the dragons real head (i.e., red hit points and have no bearing on the
is the dragons holy symbol, which is
dragons create red dragon heads, blue dragons true hit point total. In fact,
not consumed by the spell.
dragons create blue heads, etc.). How- attacks directed at one of the additional
This spell is granted only to those
ever, the exact number of additional heads cause no real damage to the
1. Null, the dragon god of death and the dead, is heads the dragon can grow is tied to its dragon and wont even disrupt the
described in The Draconomicon, page 27. age category, as follows: dragons spellcasting. However, when a

DRAGON 248 75
new head is reduced to zero hit points, it (DMs should extrapolate the number of sion of the dragon itself. This spell
immediately vanishes from the dragons heads according to the comparable age enables the casting dragon to enhance
body. Otherwise, the heads remain until category of the caster) immediately that bond considerably.
the spell expires; dispel magic does not attack the caster and continue to do so For the spell to function, the dragon
remove them. until either they or the caster is must be in contact with its hoard at the
A dragon may have no more than one destroyed (which ends the spell), the time of casting. Once the spell is cast, the
hydraform spell in effect at any time. Sub- duration expires, or, in the case of a non- dragon knows the exact value of the col-
sequent castings of the spell simply dragon who has assumed a draconic lective hoard, as well as the value of spe-
negate and replace earlier castings. form, the caster shifts to a nondraconic cific items (or a collection of similar
The material component for this spell form (which also ends the hydraform). items, such as a particular coin type)
is the dragons holy symbol. It is not con- within the hoard. For example, a dragon
sumed in the casting. Hoard Attunement whose hoard is valued at 50,000 gp
This spell is granted only to those (Divination) knows how much of that amount con-
dragons who worship Tiamat, the Chro- Sphere: Divination, guardian sists of coins (type and number), how
matic Dragon.2 For obvious anatomical Level: 2 much consists of gems (type, number,
reasons, this spell is useless to non- Range: Touch and value), and so forth.
dragon spellcasters. However, spell Components: V, M In addition, hoard attunement enables
scrolls are safeguarded so that, if used by Duration: Special the dragon to notice whether any items
an unauthorized caster (including a non- Casting Time: 1 turn in the hoard have been disturbed or
dragon who manages to achieve a dra- Area of Effect: Special stolen, even if but a single copper piece is
conic form via a shapechange spell or Saving Throw: None missing. If the dragon is in physical con-
similar power), the additional heads Dragons are well known for the intimate tact with the hoard when it is disturbed,
2. Tiamat, the Chromatic Dragon, is described in knowledge they have of their hoards. the dragon is immediately aware of the
too many sources to mention here, but for the sake of Indeed, it is reasonable to assume that a disturbance (even if sleeping, in which
this article, readers should refer to The Draconomicon,
page 58, and Council of Wyrms, book two, page 48. dragons hoard is very nearly an exten- case, the dragon always awakes fully
alert). If treasure is missing from the
hoard, the dragon instinctively detects
the distance and direction of the absent
treasure with unerring precision, so long
as the treasure is within one mile of the
dragon per age catagory. For example, a
Great Wyrm can track down missing
treasure while it remains within 12 miles.
Once the treasure leaves this range, the
dragons only choice is to continue mov-
ing in the direction in which the missing
treasure was last detected and hope it
comes back in range. Hoard attunement
lasts for one month, so long as the
dragon remains within the tracking
range given above. If the dragon is sepa-
rated by a greater distance for a number
of days equal to its age catagory, the spell
immediately ends. Therefore, a dragon
who spends too much time attempting
to track down a few missing coins could
very well lose its attunement with its
hoard, in addition to the missing items.
New treasure added to an attuned
hoard does not receive the benefits until
it has been part of the hoard for a num-
ber of days equal to the dragons age cat-

3. Astilabor, the dragon goddess of acquisitive-


ness, and Task, the dragon god of greed, are
described in The Draconomicon, pages 25 and 2728,
respectively.

76 JUNE 1998
egory. Once this time has passed, the
new treasure is regarded as if it had been
there when the spell was cast.
Hoard attunement is unaffected by dis-
pel magic and similar spells. To remove it,
a full wish, Mordenkainens disjunction, or
similar magic is required.
The material component for this spell
is the dragons hoard and holy symbol,
neither of which are consumed or other-
wise harmed in the casting.
This spell is granted only to those
dragons who worship either Astilabor or
Task.3 Spell scrolls are safeguarded so
that, if used by any other creature, the
caster is afflicted with insatiable greed.
This greed is so powerful, in fact, that the
scroll-user regards all valuables he
encounters (even those of only minor
worth) as his own and reacts in a hostile
manner toward anyone who would keep
such valuables from him. This condition
can be removed only by a remove curse
spell cast at the 12th level of ability.

Purge of Garyx
(Evocation)
Sphere: Combat, elemental (fire)
Level: 3
Range: 0
Components: V, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: Special
Saving Throw: Special
When this spell is cast, an aura of intense
magical heat and fire extends away from
the casting dragon to a distance equal to
its fear aura. Although the dragon is not
affected by the energy, everything else in
the area of effect is.
Creatures caught within the purge suf- of this spell is reduced accordingly when dragons who worship Garyx.4 Spell
fer 1d8+1 hp damage per age category of used against creatures and objects that scrolls are safeguarded so that, if used by
the casting dragon. Thus, a purge of Garyx possess immunity or resistance to fire any other creature, the caster must save
cast by a Great Wyrm inflicts 12d8+12 hp and heat. Also note that the purge is not against the purge as well.
damage. Victims may save vs. spells to an explosive wave of energy like that of a
reduce the damage by half. fireball or meteor swarm; rather, it is Faluzures Curse
Objects within the area of effect, merely a sudden presence of extreme (Necromancy)
including walls, ceilings, and floors, magical heat and fire. Sphere: Necromantic
must save vs. spell at 4 or be utterly The material component for this spell Level: 4
destroyed. If the save succeeds, such is the dragons holy symbol, which is not Range: 0
objects are unharmed. consumed. Components: V, M
Note, however, that the effectiveness This spell is granted only to those Duration: 1 turn/level

4. Garyx, the dragon god of fire-using dragons, is 5. Faluzure, the dragon god of death and decay, is 6. Kereska, the dragon goddess of magic, is
described in The Draconomicon, pages 2526. detailed in Council of Wyrms, book two, page 48. detailed in The Draconomicon, pages 26&27.

DRAGON 248 77
Casting Time: 3 Level: 4 memory without the spell vanishing
Area of Effect: Special Range:0 from its mind, as the aura generates the
Saving Throw: None Components: V, M energy necessary to power the spell
When this nefarious spell is cast, the Duration: Special Casting Time: 1 turn (much like the stored energy of a rod of
dragon is surrounded by a layer of Area of Effect: Special absorption). Furthermore, aura of Kereska
necromantic energy. This aura is com- Saving Throw: None enables the dragon to cast spells by act of
pletely invisible and cannot be detected when cast, this spell enables the dragon will alone, without the need of compo-
by any means save for magic specifically to select draconic wizard spells in place nents or even initiative adjustments due
designed to detect necromantic energies; of priest spells of equal level. There is no to casting time. Saving throws allowed
a simple detect magic does not suffice. limit to the number of wizard spells that by these spells still apply, however.
While the spell lasts, any creature slam can be memorized via this spell, so long Aura of Kereska remains in effect for the
by the dragon via tooth and claw (or as the dragons normal allotment of full duration of the spell unless removed
other body weapon, such as a tail or priest-spell slots is not exceeded. with a full wish, a rod of cancellation, or the
wing), rises as a zombie lord 24 hours The reverse of this spell, which shares like. However, it is temporarily negated
later. These creatures are under the con- the same name, enables the dragon to if the dragon passes into a dead magic
trol of the dragon, and their loyalty can- use its wizard spell slots to memorize zone, an anti-magic shell, or similar effect,
not be swayed by any means, though draconic priest spells of equal level. remaining so until the dragon leaves
they can be turned as usual. However, Again, there is no limit to the number of such an area. Lesser spells and effects are
the number of zombie lords that can be spells that can be memorize with this useless against it.
animated via this spell cannot exceed the spell, as long as it does not exceed the One of the few dragon spells that
dragons hit dice. Additional undead dragons normal allotment. requires all three components, this spell
simply do not rise. This assumes, of The material component for this spell calls for the sacrifice of a magical item
course, that the dragon doesnt eat a is the dragons holy symbol, which is not (or items) with a total XP value of at least
slam victim prior to animation; con- consumed in the spells casting. 2,000 (usually an item the dragon does
sumed bodies are exempt from the effect. Obviously, this spells level puts it not like or cannot use, such as a suit of
Obviously, this spell is useless against beyond the use of most dragons, so it is armor or a weapon of dragon slaying,
the undead, but creatures without corpo- often sought in scroll form. However, though not always). The device is com-
real bodies, other-planar creatures that since the spell is granted only to those pletely drained of magic in the casting,
can be categorized as immortal (e.g., dragons who worship Kereska,6 spell as its energy is used to power the spell.
fiends, elementals, etc.), and creatures scrolls with either version of Kereskas Note that the magical item must be held
native (or strongly linked) to the Nega- favor are safeguarded so that, if cast by by the dragon for the somatic portion of
tive Energy plane are immune to the any other creature, the selected spells the spell, so the dragon cannot use
spell as well. Similarly, any creature with affect the caster instead of the target. If another creatures magical item without
a natural or magically-induced immu- the spell in question would benefit the first wresting it away The dragons holy
nity to necromantic magic, or one that caster, it operates in a reversed (i.e., symbol is required as well, but it is not
simply cannot be raised as an undead harmful) fashionfor example, a first- consumed in the casting.
creature, is not susceptible to this spell. level wizard spell replaced with a cure This spell is available only to those
The material component for this spell light wounds affects the caster as a cause dragons who worship Kereska. Spell
is the dragons holy symbol. The symbol light wounds. scrolls containing aura of Kereska are safe-
is not consumed by the spell. guarded so that, if cast by any other crea-
This spell is granted only to those Aura of Kereska ture, the spell wipes clean all spells from
dragons who worship Faluzure.5 Spell (Alteration, Evocation) the casters mind, instead of draining the
scrolls are safeguarded so that, if used by Sphere: Thought magical item. Lost spells can be regained
any other creature, the undead produced Level: 5 as usual, however.
by the magic immediately attack the Range: 0
caster and persist until either they or the Components: V, S, M
caster is slam. Should the caster be slam Duration: 1 turn +1 round/level
during such a battle, the necromantic Casting Time: 1 round
energies that sustain the undead crea- Area of Effect: Special
tures ends, allowing their spirits to Saving Throw: None
depart to the appropriate outer plane. When cast, this spell outlines the dragon Robert S. Mullin writes, I always get a kick
with a sparkling layer of magical power. out of writing Dragon Dweomers, for I
Kereskas Favor While the spell lasts, the dragon may cast never grow tired of seeing the sinister gleam
(Alteration) Reversible any spell (both priest and wizard vari- they bring to a DMs eyesor the wide-eyed
Sphere: Thought eties) of fourth-level or below it has in terror they bring to players.

78 JUNE 1998
Dragon-Kin
OLKLORE IS FILLED with accounts of creatures that are
Although clearly either dragons or close relatives. Some of these, such as the

hydra, tarrasque, and wyvern, have already been covered by the


gargouills do not AD&D game. Some that have not appear on the following pages.

actually use the All of the creatures that follow have been
taken from actual legends of our world.
Although tales of the peluda come
from France, this monster was originally
They are just as much a part of regular said to be an inhabitant of the Middle
wealth they glean mythology as the hydra and the wyvern,
making them more legitimate than
East/Mesopotamia during early biblical
times, and which survived the Great
most of the regular dragons listed in the Flood by drifting about after being
from flooded towns MONSTROUS COMPENDIUM supplements.
In Greek mythology, Cetus was the sea
refused entry on Noahs Ark. Its a
known fact that porcupines can float
dragon the god Poseidon sent to ravage across bodies of water using their hol-
and sunken ships the land of Ethiopia, and to whom the
princess Andromeda was to be sacrificed
low, air-filled quills, so its not unreason-
able to have the peluda do the same.
when Perseus came along just in time to It should be remembered that the first
ships, they like slay it. Unfortunately, the creature appar-
ently had time to sire young first, as
peluda was said to have originated in the
arid and semi-arid regions of the Middle
more of these creatures have been East. Although all peludas reported since
to keep it appearing ever since. The reason we
know the cetus is immune to petrifica-
have dwelled in the temperate zone, a
DM can surprise players by hitting them
tion is that, when Perseus came to with the original species when they go
and the ships Andromedas rescue, he was returning
from slaying Medusa, whose severed
adventuring in the deserts of, say,
Zakhara. In that case, their color would

themselves... head still had the power to petrify with


its gaze. Since Perseus had to use his
probably be a sandy yellow, enabling the
creature to maintain its camouflage
sword to slay Cetus, it stands to reason advantage.
that the powers of Medusa were useless In this world, the sirrush is depicted in
against this monster. a bas-relief on the Ishtar Gate of ancient
The original dragonet was reported on Babylon, and this provides almost all the
Mount Pilatus in the Alps, near the Swiss information we have on the creature.

by
town of Wilser, which it constantly,
harassed until a condemned man, one

Gregory W. Detwiler Winckelriedt, fought it to the death in


exchange for a pardon. Winckelriedt
slew the beast, but as he raised his sword
illustrated by aloft in triumph, the blood staining the
Terry Dykstra blade flowed down and touched his Greg Detwiler is not himself a brother to
naked flesh, killing him instantly. dragons, just a frequent contributor.

8O JUNE 1998
CLIMATE/TERRAIN: Any temperate or tropical land
FREQUENCY: Rare
ORGANIZATION: solitary
ACTIVITY CYCLE: Day
DIET: Carnivore
INTELLIGENCE: Animal (1)
TREASURE: E
ALIGNMENT: Neutral

NO. APPEARING: 14
ARMOR CLASS: 5
MOVEMENT: 15, Fly 25 (B)
HIT DICE: 5
THAC0: 15
NO. OF ATTACKS: 1 or 2
DAMAGE/ATTACK: 14 or 14/16
SPECIAL ATTACKS: Constriction, poison
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Nil
SIZE: L (12 long)
MORALE: Unsteady (7)
XP VALUE: 975

The amphitere is a long, winged serpent thicker than a boa con- Ecology: Amphiteres are predators, though cowardly ones,
strictor. Its scales are heavy and noticeable, while its eyes are typically picking off lone wayfarers, sentries, and stray animals
surprisingly large, and all the more noticeable due to the wat- from a herd. Children are their favored human prey, as adults
tled rings around them. The wings, on the other hand, are quite are simply too big to be swallowed whole. Despite their poi-
small in proportion to the rest of the creature, suggesting that it son, amphiteres have natural enemies in plenty who are will-
relies on an innate magical power to become airborne. It has ing to make an initial strike in an attempt to kill the amphitere
two tongues, one a normal forked snake tongue, the other end- before it can fight back. Griffins, hippogriffs, and giant birds of
ing in a poisonous tip like the head of an arrow. Some prey are frequent foes, and if an amphitere nest is built too low
amphiteres also have an arrowhead-shaped stinger at the end to the ground, wild pigs will raid it.
of the tail. The amphiteres color varies around the world, gen- Although generally rare, amphiteres may undergo a peri-
erally resembling that of the local snakes. The wings are either odic population explosion during a good season when prey is
membranous or feathered. plentiful. When game is scarce, the weaker youngsters tend to
starve to death, with what food there is going solely to the
Combat: The amphitere can attack with either a bite or a thrust stronger hatchlings. When there is food for everyone, the pop-
of the pointed tongue. Both attacks inflict 14 hp damage. In ulation doubles, meaning starvation in the future unless some-
addition, victims struck with the venomous tongue must save thing is done. The solution is usually a mass migration, in
vs. poison (Type E). Those amphiteres who have a tail spike can which many of the creatures fly off en masse to new territories,
lash out for another 16 hp damage; both mouth and tail after which they scatter far and wide, resuming their solitary
attacks can be used simultaneously Finally, the amphitere can lifestyle. Although amphiteres are unwelcome neighbors,
attack as an ordinary constrictor snake, inflicting 13 hp dam- attacking a massed swarm (which can contain up to 200 indi-
age per round. Note that the amphitere cannot bite while con- viduals) is an extraordinarily bad idea for anyone not plenti-
stricting. The flying snake has only to make a successful attack fully equipped with heavy-damage versions of spells such as
to coil around the victim initially; afterward, each attack is an fireball. Still, because it is quicker to tackle them all together
automatic hit until the victim is freed. Aside from simply than to hunt down each individual once they scatter, few local
killing the amphitere, a victim may unwind the creatures coils rulers can resist the temptation.
with a successful Open Doors roll at a -1 penalty. If an amphitere is captured young, it may be trained as a
guard beast or pet, and the young typically sell for 500 gp each.
Habitat/Society: Amphiteres are solitary coming together Because of its cowardice, however, it is best placed in ambush
briefly in the mating season. The female raises the young alone, positions around the owners property, rather than being kept
driving them out of the lair when they are old enough to take out in the open like a guard dog. They tend to lurk among
care of themselves (in about 6 weeks). Thus, any young building rafters and upper stories when kept indoors.
amphiteres the PCs find in a lair are unable to help their mother
defend against intruders.

DRAGON 248 81
CLIMATE/TERRAIN: Subtropical/tropical seas
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Carnivore
INTELLIGENCE: Low (6)
TREASURE: H,S,T
ALIGNMENT: Chaotic evil

NO. APPEARING: 1
ARMOR CLASS: 1
MOVEMENT: 3, Swim 18
HIT DICE: 13
THAC0: 7
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 424
SPECIAL ATTACKS Swallow whole
SPECIAL DEFENSES: Immune to petrification
MAGIC RESISTANCE: Nil
SIZE: G (60 long)
MORALE: Champion (16)
XI VALUE: 8,000

A cetus resembles a thick-bodied serpent with a head that the occasional kraken, and adventurers bold enough to hunt it.
resembles a cross between a serpents and a hounds Protrud- Giant sea turtles, giant crocodiles, and the various forms of
ing from this head, however, are a pair of 10 ivory tusks. Its aquatic dragon life dig up cetus eggs on the beach whenever
body is ringed in dark red and blue-green stripes, and it has they can.
both a blood-red crest on its head and a pair of vestigial fins up The cetus seems like a destructive force of nature when suit-
front of the same color. Its scales are so tightly packed as to able nesting places for the eggs and young grow scarce. In gen-
resemble full plate armor. eral, this happens when expanding human, demihuman, or
humanoid populations cover the local beaches with settle-
Combat: The cetus has two attack forms, both of which inflict ments, making solitary egg-laying missions impossible. The
4-24 hp damage to the target: a thrusting attack with the tusks successful mass hunting of eggs by local authorities or bands of
or a lash of the powerful tail. So large and clumsy is this mon- adventurers can also bring about this dilemma; the eggs are
ster that only one of these attacks can be made at a time; it can- just too difficult to find. Whenever the inability to find secure
not thrust and lash out at once, even with a foe at either end of nesting sites places the races future in jeopardy, ceti from all
it. It may also swallow creatures of up to Size L whole on an over the world instinctively congregate on the inhabited area
attack roll of 18 or better, provided the attack roll is sufficient to farthest removed from the major centers of civilization. Once
hit. The initial swallowing attack causes no damage, but each there, they use their considerable powers to see to it that the
round afterward, the victim suffers 16 hp damage from the area in question is no longer an inhabited area. Whenever pos-
creatures digestive fluids. Since it takes up to 10 rounds to cut sible, the targeted area will be an island; failing that, it will be a
open a dead cetus, the victims chances of rescue are slim at peninsula, preferably one connected to the mainland by a nar-
best. The lesser cetus is also given a special defense besides its row neck of land that can easily be blocked. The monsters
armor: it is immune to petrification-based attacks. attack from all sides at once, using weight of numbers to sur-
round the target and nullify the disadvantage of their slow
Habitat/Society: These creatures live alone, save for brief speed.
moments in the mating season. Even females abandon their A cetus tusks are worth 4,000 gp each. This high value is due
eggs after laying them, burying them 50 deep in the sand in the not merely to their size but also to their magical nature. Cetus
most desolate and uninhabited wastes for added protection. A tusks may be used to fashion any magical item made of ivory,
cetus lays 14 eggs at a time, and these take 6 months to hatch. such as the ivory cube used in making a cube of force, a cube of frost
resistance, or the Ivory Goats version of figurines of wondrous
Ecology: Like a regular dragon, the cetus can eat anything to power. The creatures hide may also be used to create a suit of
survive, even rock, and thus does not have a balanced place in armor equivalent to magical full or field plate armor +1.
the ecology of the ocean. Its only enemies are dragon turtles
and other aquatic dragons, the largest giant sharks and whales,

82 JUNE 1998
CLIMATE/TERRAIN: Temperate or arctic mountains
and hills
FREQUENCY: Rare
ORGANIZATION: solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Average (10)
TREASURE: E
ALIGNMENT: Neutral

NO. APPEARING: 12
ARMOR CLASS: 3
MOVEMENT: 12, Fly 20 (B)
HIT DICE: 5
THAC0: 15
NO. OF ATTACKS: 3 or 1
DAMAGE/ATTACK: 16/14/14 or 28
SPECIAL ATTACKS: Fiery breath, rake with rear claws
for 14/14
SPECIAL DEFENSES: Poison blood, resistant to fire
MAGIC RESISTANCE: Nil
SIZE: L (12 long)
MORALE: Champion (15)
XP VALUE: 1,400 Dragonet blood is often used as an ingredient for the ink
used in writing a scroll with the priest spell poison (the reverse
The dragonet looks like a small dragon built for agility rather of neutralize poison), while a leg bone might fashion the handle
than power. It appears in varying shades of blue. of a dagger of venom. More conventional alchemists use the
blood in various cures for poison; the idea is to give the victim a
Combat: The dragonet attacks with a bite/claw/claw routine tiny taste of the venom, one which he can resist, and then
causing 16/14/14 hp damage. Alternatively, it can attack enhance this resistance with the other ingredients. (A healing
with its tail to cause 2-8 hp constriction damage. If it climbs on or herbalism proficiency is required to work this feat.) Drag-
top of a fallen foe (on an attack roll of 12+), it can also inflict 14 onet eggs and young are worth 1,000 gp each, as these crea-
hp clawing damage with each of its hind feet. Finally, it has a tures make excellent guard beasts if trained while still young.
cone-shaped breath weapon of fire, one foot wide at the base, Those who plan to purchase guardian monsters should
extending to a maximum width of 10 feet at a range of 20 feet. know that the dragonet is often employed in a scam used by
This tongue of flame inflicts 112 hp damage, or half if a saving wizards on those who are generally ignorant of the effects of
throw vs. breath weapon is made. In return, the dragonet suf- spells. When the con artist mage presents his intended mark
fers only half damage from all fire-based attacks, or none at all with a dragonet, he doesnt say its a dragonet. Instead, he
if it makes its own saving throw. offers a long spiel about how he recently discovered a way to
The dragonets bite is not venomous, but it has poison in its extend the effects of the spell polymorph other indefinitely,
blood. Each time a PC actually inflicts damage on the dragonet though it is still subject to the dweomer-breaking effects of dis-
in melee combat, the PC must save vs poison (Class N). The pel magic, offering the blue dragon to the customer as the
PCs saves at +2 if wearing full armor, including gauntlets and a result. Therell be a lot of talk about economy, about how this
great helm, the latter counting only if the visor is down. formerly-massive creature will now eat no more than an ordi-
nary creature of its size. But, whenever an enemy penetrates
Habitat/Society: Dragonets are solitary most of the time, but a the owners last line of defense, all the owner must do is cast
mated pair live together in the same den during the breeding dispel magic on the beast, or touch it with a rod of cancellation or
season to defend the young during the 4 months (late spring the beam from a wand of negation, and he will get a full-sized
and summer) it takes them to reach maturity, Dragonets have blue dragon of at least adult rank to tackle the invaders. Of
14 young at a time, and these are driven out as soon as they course, this trick will only work once, so the owner should only
reach full maturity Dragonets are born with 1 HD and gain an employ it as a last resort (which keeps the fraud from being
additional HD each month until they mature at 5 HD. exposed for a good long time). If the swindler is so powerful
that hes thinking of attacking and looting his customers
Ecology: When their larger brethren are absent, dragonets are stronghold sometime in the future, he might willingly sell him
often top predators in the ecology of hilly or mountainous a guard dragonet via this scam in the interest of keeping him
regions in the arctic and temperate regions of the world. from buying a far more powerful beast elsewhere.

DRAGON 248 83
CLIMATE/TERRAIN: Temperate or tropical saltwater or
freshwater
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Carnivore
INTELLIGENCE: Low (7)
TREASURE: B,R,S,T,U
ALIGNMENT: Neutral

NO. APPEARING: 1
ARMOR CLASS: 0
MOVEMENT: 3, Swim 20
HIT DICE:
THAC0: 9
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 330 or 220
SPECIAL ATTACKS: Breath weapon, swallow whole
SPECIAL DEFENSES: Immune to water-based attacks
MAGIC RESISTANCE: Nil
SIZE: G (70 long)
MORALE: Fearless (20)
XP VALUE: 10,000
encounter, male and female separate, the female laying her
The gargouille is a sea dragon resembling a prehistoric eggs inside an underwater cave or on some distant shore. She
mosasaur (such as the Tylosaurus of Cretaceous seas). It is one leaves the eggs after burying them, but she buries them so well
of the most terrible of all aquatic monsters. Although it can that most PC parties have absolutely no chance of finding
travel slowly on land, it is still a terror to coastal communities. them. (The mining proficiency is needed to find where the
excavation was made and then covered up.) These eggs take
Combat: The gargouille has one of two attack forms in melee four months to hatch, and the young are able to take care of
combat: a tail slap that causes 220 hp damage or a bite with its themselves immediately after birth. Although gargouilles do
huge jaws that inflicts 330 hp damage. It can also swallow not actually use the wealth they glean from flooded towns and
whole any creature of Size L or smaller on an attack roll of 19+. sunken ships, they like to keep itand the ships themselves
Each round after being swallowed, a victim suffers 16 hp as trophies to remind all living things (including each other) of
digestive damage from the monsters stomach acid. their hunting prowess.
What makes the gargouille so famous is that it is a water-
breathing dragon. Specifically, the gargouille can magically Ecology: The gargouille is a voracious monster that will eat any
generate water inside its body and spout a cone-shaped water living thing, attacking dragon turtles, whales, and even giant
attack 10 feet wide at the base and 50 feet wide at the end of the whales if no other prey is available. Even the huge kraken
100 stream. This water causes 550 hp damage (victims who know better than to challenge a gargouille in its own territory.
save vs. breath weapon suffer only half) and knocks creatures Gargouilles live only in those marine and coastal areas teeming
of Size H and smaller off their feet unless they make another with fish and other prey. When they cannot find them, they
successful save vs. breath weapon (with a -2 penalty). A single must migrate in search of food, abandoning their lairs. This
rounds application of this water weapon is enough to capsize voracity is the key to their fearless nature.
small craft such as rafts, canoes, and small sailing vessels and On rare occasions, gargouilles band together to create large-
galleys such as the cog. Two rounds of uninterrupted jetting, scale floods by combining their breath weapon attacks. It is still
and even a full-sized galleon sinks. Two rounds of this breath uncertain whether they do so to improve their hunting or for
weapon on land effectively floods an acre of ground into use- some other reason.
lessness. Afterward, of course, the gargouille feasts the bodies After a gargouille is slain, anyone who cuts it open discovers
of all the people and animals that have been drowned. It is also a sac the size of an elephants stomach, filled with magical
immune to all water-based attacks. water. Filling a jug or bowl with this water can be an important
part of the process of creating magical items such as an alchemy
Habitat/Society: Gargouilles are solitary animals, much like jug, a beaker of plentiful potions, a decanter of endless water, or a
conventional dragons. In part, this is because not even those bowl commanding water elementals, while using this water as an
areas most teeming with life can support the appetites of two ingredient enhances ones chances of success when creating
or more of these enormous beasts. After a brief mating any type of magical potion (base chance is increased to 80%).

84 JUNE 1998
CLIMATE/TERRAIN: Temperate mountains
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Carnivore
INTELLIGENCE: Average (8)
TREASURE: C
ALIGNMENT: Neutral

NO. APPEARING: 12
ARMOR CLASS: 3
MOVEMENT: 3, Fly 30 (E)
HIT DICE: 20
THAC0: 5
NO. OF ATTACKS: 2 or 1
DAMAGE/ATTACK: 220/220 or 330
SPECIAL ATTACKS: Breath weapon, swallow whole,
surprise
SPECIAL DEFENSES: Immune to air-based attacks
MAGIC RESISTANCE: 15%
SIZE: G (80 long + wingspan)
MORALE: Fanatic (18)
XP VALUE: 23,000
season. Because of their heavy food requirements, hai riyos
The hai riyo is also known as a dragon bird. This inhabitant of never nest closer to each other than 50 miles, and this only in
Kara-Tur appears to be a massive bird, even larger than a roc, those regions richest in prey. There is a 20% chance of finding
but with the bewhiskered head of an oriental dragon. Its metal- 1d4 eggs in a hai riyo nest, each of which may be sold for 6,000
lic-seeming feathers look almost like scales of copper and are gp to merchants and other dealers in exotic items. The parents,
harder than normal feathers, hence its Armor Class of 3. It lives however, fight to the death to protect their eggs and young,
in the eastern lands of Wa and Kozakura. with a +2 bonus to both their morale rating and attack roll. (Hai
riyo young take 6 months to reach maturity, the young finally
Combat: A hai riyo typically attacks via one of two methods: a leaving the nest in mid-autumn.) Such treasure as is likely to
pair of claw attacks that cause 220 hp damage each, or a bite catch the hai riyos eye, mainly fine carpeting and similar large
from the huge dragon jaws that inflict 330 hp damage. The hai items, are scattered haphazardly about the nest.
riyo can also swallow its prey whole on an attack roll of 18+,
after which the victim suffers 1d6 hp damage from digestive Ecology: A single hai riyo can strip all but the largest territories
juices in the creatures stomach. Only creatures of Size L or clean of game, and the creatures attack the largest animals and
smaller can be swallowed in this fashion. monsters they can find, including young gargantua. Unfortu-
Like dragons, the hai riyo has a breath weapon: a cone- nately, they attack gatherings of humans or demihumans and
shaped cloud of scalding steam 20 feet wide at the base and herds of livestock with equal rapacity. Indeed, the hai riyo can
extending to a maximum width of 100 feet at the end, 200 feet fairly be said to be the equivalent of an aerial gargantua, both in
away. Anyone caught in this cloud suffers 10d10 hp damage. size and menace. As such, it takes the services of a monster of
The hai riyo can breathe this cloud three times per day. equivalent size or an entire army of humans or demihumans to
Despite its size, the hai riyo is an excellent flier, if not very fight one. Of course, finding winged monsters of this size, or
maneuverable. Cruising on patrol at heights of up to 5,000 feet, armies that can fly to get at the thing, is rather difficult.
its splendid vision enables it to pick out targets on the ground. The feathers of a hai riyo can be used in metallic versions of
Dropping silently down, the dragon bird achieves complete the wings and broom of flying, as well as Quaals feather tokens. In
surprise in most cases; there is a +4 penalty to the victims sur- addition, because the feathers are so much like metal scales,
prise roll. Because of its a near-elemental affinity for air, the hai they can be used for the production of enchanted suits of scale
riyo is completely immune to all air-based attacks, including mail. Finally, their blood is a suitable ingredient for ink used in
gust of wind spells and the divine wind attack of a tun mi lung penning scrolls of spells like gust of wind and divine wind.
(typhoon dragon). This is in addition to this magical creatures Despite their intimidating size, hai riyos are frequently
15% general magic resistance. harassed by hu hsien, or fox spirits, who steal treasure and
attack the young whenever possible. This has led to all-out war
Habitat/Society: Dragon birds are solitary creatures, coming between the two species, and a dragon bird will, if given the
together only to guard their nests and young in the breeding choice, attack hu hsien in preference to any other prey.

DRAGON 248 85
CLIMATE/TERRAIN: Temperate swamp or woodland
FREQUENCY: Rare
ORGANIZATION: solitary
ACTIVITY CYCLE: Night
DIET: Carnivore
INTELLIGENCE: Low (7)
TREASURE: H
ALIGNMENT: Neutral evil

NO. APPEARING: 12
ARMOR CLASS: 3
MOVEMENT: 9
HIT DICE: 18
THAC0: 5
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 110 or 216
SPECIAL ATTACKS: Breath weapon, quills, surprise
SPECIAL DEFENSES: Quills, resistance to fire
MAGIC RESISTANCE: Nil
SIZE: G (90 long)
MORALE: Fearless (19)
XP VALUE: 15,000
don their eggs after burying them along a river bank. They do
The peluda, or shaggy beast, is a dragonlike creature with a this so well, however, that a successful mining proficiency
long neck and tail, no wings, four feet like those of a giant snap- check is required to discover the hidden excavation. Because
ping turtle, and a back covered with bright orange quills. The the peluda requires so much flesh as food, a couple coming
base of these quills is pine green. A peludas body is turtle- together for a more permanent arrangement would soon strip
shaped but without a shell, and the quills and coarse fur give the neighborhood bare of animal and monstrous life. Young
the torso a shaggy appearance. peludas hatch after a month of incubation and are able to take
care of themselves immediately after hatching.
Combat: The peluda can attack with a bite that causes 1d10 hp
damage or a slap of its powerful tail, which inflicts 2d8 hp dam- Ecology: The peluda is the top carnivore of the swampy and
age. It also has a cone-shaped flaming breath weapon 300 feet forest environments it calls home, save when true dragons of at
long, 10 feet wide at the base, broadening to 60 feet at the end, least adult age are around. Young dragons are eaten as readily
which causes 8d6 hp damage or half that if the victim saves vs. as any other prey, but only when their parents are not about.
breath weapon. The peluda suffers only half-damage from all The reverse is true as well, of course, with dragons eating
fire-based attacks, or none if the creature makes its saving throw. young peludas whenever they can. Unless the local dragons
The peludas spines are both offensive and defensive. They are forest-dwellers such as the green dragons are, however,
cause 220 hp damage to any creature that comes in contact they wont get many opportunities, for the peluda is quite well-
with them; in addition, they are highly poisonous (Type F poi- equipped for hiding in the woods, and when the dragon is fly-
son). The quills create such a dense thicket on the monsters ing, this creature also has the forest canopy as additional cover.
torso that they also stop all arrows and other missiles fired at Indeed, as long as the peluda sticks to the woods and doesnt
the body (75% of all missile attacks, unless attackers deliber- venture into the local hills, deserts, or whatever, a nearby
ately make called shots elsewhere). Finally, the peluda can fire dragon living in those types of terrain may be entirely unaware
these quills in the manner of a giant porcupine. The range of of the creatures presence.
these fired quills is 300 feet; the quills themselves are over 10 Alchemists use peluda venom in the making of poisons,
feet long. Thus, even in melee combat, the peluda can jab with while wizards use it in the production of items such as the dag-
its quills any opponent that comes within 10 feet of it, save for ger of venom. In addition to this, their fur can be woven and
those attacking directly to the front or directly behind it. enchanted to make a robe of blending, while a quill (no more
The peluda can cause its orange quills to change color to the than a single quill from any one peluda may be enchanted by a
same green as its fur, enabling it to camouflage itself among the mage) can be turned into a single magical javelin of some sort.
trees of forest and swamp, ambushing any creatures who come A cloak of poisonousness can be created by treating a peluda-fur
within range (-3 penalty to the surprise roll). cloak with some of the creatures own venom. In the unlikely
event adventurers can find a peluda nest, each of the 1d4 eggs
Habitat/Society: Peludas pair up briefly in the spring mating inside may be sold to exotic-item merchants for up to 20,000
season, as they are solitary creatures. Even the females aban- gp, while hatchlings are worth twice as much.

86 JUNE 1998
CLIMATE/TERRAIN: Subtropical or tropical desert
or hills
FREQUENCY: Rare
ORGANIZATION: Solitary/pack
ACTIVITY CYCLE: Day
DIET: Carnivore
INTELLIGENCE: Low (5)
TREASURE: Nil
ALIGNMENT: Chaotic evil

NO. APPEARING: 14
ARMOR CLASS: 3
MOVEMENT: 15
HIT DICE: 5+1
THAC0: 15
NO. OF ATTACKS: 3 or 1
DAMAGE/ATTACK: 110/14/14 or 14
SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: Immune to poison, kick in retreat
MAGIC RESISTANCE: Nil
SIZE: L (6 at shoulder, 10 long)
MORALE: Champion (15)
XP VALUE: 1,400

The sirrush is a creature with a catlike, scaled torso; forelegs Ecology: The sirrush is just another large predator, albeit one
like those of a scaled lion; hind legs like those of a giant bird or somewhat more intelligent than most, having no more effect on
lizard; a long, prehensile tail; and a snakelike head at the end of its environment than a pack of dire wolves or a pride of lions
a long neck. Adorning that head is a pair of curled horns, like would.
rams horns but mounted backward. A short neck-crest or When military forces or strong parties of adventurers are not
dewlap adorns the neck just below the head. The entire animal available to deal with a sirrush, or a pack of them, the locals
is of a sandy yellow hue. and any caravans that regularly travel through their territory
have no choice but to deal with them. In practical terms, this
Combat: In fighting with its own kind, the sirrush relies solely means leaving behind one or more animals as sacrifices. The
on head-butting with its curled horns in a test of strength. Such number of victims laid out at a time depends entirely upon
attacks usually take place in competition for a mate. Should it how many sirrushes are in the area. Naturally, if their prey runs
use this form of attack on other animals, this attack inflicts 14 away, the sacrifice is for nothing, and the monsters resume
hp damage. For self-defense and predation, however, the sir- their raids. Therefore, the sacrifices are typically bound, hob-
rush employs a claw/claw/bite routine that causes 14/14/ bled, or crippled in some manner. The victims are not slain out-
110 hp damage. Its fangs are also venomous (Type E poison). right, however, as sirrush prefer live prey.
Should retreat become necessary, the sirrush may also kick Humans have several uses for this monster. As with most
out with its wickedly-clawed hind feet in the manner of a leu- venomous beasts, its poison is much sought after by wizards
crotta, inflicting 110 hp damage from each taloned foot. It is and alchemists alike. It has a leathery hide like bulls hide
immune to all poisons. beneath the layer of scales, and this hide may be used in the
manufacture of a cloak of poisonousness, while the scales them-
Habitat/Society: Usually, the sirrush is solitary, hunting small selves, if the animal is carefully skinned, may be formed into a
game and lone human or demihuman wayfarers as well as the suit of scale mail quite suitable for enchantment. There are even
strayed, aged, crippled, or young members of herds of game reports that a staff of the serpent though only the adder ver-
animals or domestic stock. When easy prey grows scarce, how- sionmay be created by steeping a quarterstaff in the sirrushs
ever, two mated pairs form a small pack in the interests of blood.
bringing down larger prey, or an entire party of travelers. One Because of its limited ability to hunt in packs, the sirrush is
mated pair takes care of their young for the four months sometimes trained as a guard and hunting beast. Up to four of
(spring and early summer) it takes them to reach maturity, each these creatures may be welded into a single pack, assuming
parent accepting equal responsibility for feeding and defend- that they are all trained together. Lamiae have been known to
ing the 15 (1d4+1) eggs and young that constitute a typical sir- work with them from time to time, just as they do with leucrot-
rush clutch. When defending their young, sirrush parents gain tas. A young sirrush or sirrush egg is worth 800 gp.
a +1 attack bonus, and their morale rises to Fanatic (17).

DRAGON 248 87
In the News
Are you stuck OOD, USABLE GAME ADVENTURES come to your home

every daydozens of them. They come from the newspaper,


while trying the TV, magazines, and other forms of news. All it takes is a

to come up with moment of work, a few simple guidelines, and a newspaper,


and you can come up with next weeks gaming session.
AD&D game
You might think that contemporary news stories are far removed from

adventures for a good AD&D adventure, but people are people. The details change,

but most stories are timeless enough to use anywhere. All you must do
your campaign?
is find a good story, take out most of the details, put in your own

details, and you have your next three gaming sessions.

Step 1: Choose a Story stock market. As youll see, the essentials


The first step is to find a news story that of the article might make a good adven-
can make a good AD&D adventure (or ture after all. However, routine sports
start of an adventure). The newspaper articles, reviews of any sort, OpEd
usually works best for this task, since it is pieces, and most arts, cooking, and home
portable and there are a great number articles are ill-suited to your purposes.
and variety of articles from which to You really want news articles.
choose. News magazines offer fewer The following sections use examples
articles with more depth, which doesnt from real newspaper stories. All of these
necessarily work as well, since youll be were taken from the front page of the
removing much of the detail anyway, Wall Street Journal.
Broadcast media such as radio (espe-

by
cially NPR) and television are good if Example 1: A lawyer in New York who had
you can remember the stories later, but long criticized law-firm fraud in the industry

Rob Daviau they dont offer the ability to refer back to


the piece.
pled guilty to overcharging the U.S. govern-
ment for $1.3 million. Some peers are gloat-
What kind of news story is best to ing over his misfortunes. Some people feel he
make into an adventure? More than did it because he was frustrated that other,
youd think. Dont eliminate an article larger firms were able to charge more than his
because it deals with the Internet or the firm could.

8 8 JUNE 1998
Example 2: Nucor, a steelmaker in the U.S., News to AD&D Conversions
announced that it was dropping its prices for Real World AD&D World
rolled steel by 7%. Other steelmakers, Political figures Royalty, nobility, guild leaders, powerful wizards, high
although not matching prices as of yet, are priests, local politicians
worried that Nucor will take away some of Religious figures Priests, acolytes, shamans, paladins, avatars, extraplanar
their customers. beings
Corporations Guilds, mills, powerful merchants, wizards, royalty, clans
Example 3: The economy in the U.S. is so Organized crime Thieves guilds, evil outerplanar beings
good that the shipping industry is having Technology Spells, magical items
trouble keeping up with deliveries. Ports, Airplanes Flying steeds, magic carpets, airships
trains, cars, planes are all facing gridlock. Entertainers Famous NPCs, famous PCs, bards, minor nobility,
People are especially worried about getting gladiators
everything on the shelves for the Christmas Sports Traveling carnivals, gladiatorial contests, mock battles,
season. guild games

Example 4: A Somali militia freed five for- Example 3: So many people are ordering county just won a war (a good way to
eign aid workers who had been kidnapped the goods that they cant be shipped in time. become prosperous), and there arent enough
week before. All were fine. Ports, trains, and planes are all behind as an ships around to transport goods (many were
important buying season approaches. sunk in the war). Prices are threatening to
Step 2: Generalize the Story rise, and merchants are looking for any solu-
Now that you have a story, you must Example 4: A group of non-professional tion to get goods to saleespecially with an
translate it into your AD&D world, fighters rescued a group of humanitarians important trade fair coming in a few months.
which is not as difficult as it sounds. The who had been kidnapped in a war zone.
first step is to strip the story down to its Example 4: This is an AD&D adventure in
most basic forma few sentences that Step 3: Translate the Story the making. The militia could remain a mili-
describe the story concisely. Luckily, Use the sidebar above for a few common tia, or it could become the adventuring party.
most news articles still follow the format news topics and their AD&D game The humanitarians who had been kidnapped
of having the first paragraph set up the equivalents, as the following examples would probably be a religious order. Members
rest of the story. demonstrate: of a religious order could have wandered in to
Start by making specific things into an enemy county to heal the peasants there.
the generic: President Clinton becomes Example 1: The important figure in this They have been kidnapped by a local warlord.
political leader, local Wal-Mart example could be anyone a wizard, high
becomes powerful trader or large priest, guildmaster, rich merchant. Step 4: Add the PCs
marketplace. Reduce the action of the Lets make him a wizard of a dukes court. Now that you have your short AD&D
story to its simplest form. Some things He was very critical of other wizards using stories, you must put the characters into
wont change at all (a new tax is a new their power for selfish reasons instead of for the action. Sometimes it is interesting for
tax), some will change little (a new sky- the good of all. But he has secretly been using the characters to watch the story or hear
scraper becomes a new building) and his powers to seduce women, beguile mer- about it secondhand, but more often
some change significantly (an increase chants, and even influence court reactions. they will be a part of the action. Look at
in Internet technology becomes dis- Several other wizards in the area suspect this your story description and determine
covery of a new magical method). and are looking to find some dirt on him. whether the PCs can be the subject of the
Keeping the same examples as above, story or its object. If that doesnt work,
heres how the above stories can be Example 2: A large manufacturer of raw perhaps someone in the story can contact
boiled down: goods could be almost anything, but iron the PCs to make them part of it. If its a
fits well enough in this idea to keep it. A large mysterious situation, the PCs can inves-
Example 1: An important figure who usu- manufacturer of iron ore would probably be tigate. If its a dangerous situation, they
ally criticized his industry for wrongdoings local dwarven mountain-city. This group of can act as guards. The PCs can see the
was caught doing the very thing he criticized. dwarves somehow gained access to a new whole story or come in after most of the
He has enemies who are happy at this news. vein of iron ore, allowing them to drop their action has happened. The idea is to make
He was frustrated because he didnt get prices and put more of their ore on the mar- the PCs want to be involved in the story,
enough respect. ket. Other dwarven ore providers are worried then give them the ability to become
about this. involved.
Example 2: A large manufacturer of raw
goods dropped its prices. Competitors are Example 3: This one almost writes itself. A Example 1: There are many ways to put the
worried about losing customers and money county finds itself prosperous and cant PCs into this adventure. The wizard could be
to this rising power. order goods fast enough. Lets say that one an old ally of theirs (or an old foe). If the scan-

DRAGON 248 89
dal hasnt broken yet, the PCs could be hired warlord could be the leader, or he could be back dead, the Duke gives them some gold for
by rival wizards to find evidence on their working for someone else. He might be using their efforts, but not all the treasure. This
enemy. Or the scandal could have broken and these priests to use for healing or for ransom, adventure would probably take two or three
the wizard fled. The PCs would be hired to or he might plan to brainwash them for use as sessions.
find him and bring him back alive for trial. his own spies.
Perhaps the wizard has embezzled gold from Example 2: There are two clans of dwarves
the local nobility and hidden it somewhere, Step 5: Add the AD&D Details in this adventure: the Yttrites and the Gha-
and the PCs have to find the loot. Now that you have the general story lans, with one PC coming from or being
ideas worked out and have figured out a friendly with the Ghalans. For years the Gha-
Example 2: The PCs could end up on either way to get the PCs involved, all that lans have had an uneasy peace with a copper
side of this situation or just watch it happen. remains is adding detail to the adven- dragon who lived in their lands, near a nice
If the PCs approach the dwarven mountain tures to get them ready to play Your arti- vein of iron ore. They gave the dragon yearly
that found the ore, they could be guards for cle should now be a solid AD&D outline tribute, and he left them alone. Part of the
the caravan. If they are hired by the other that just needs a half hour of work, prob- deal was that the dwarves would have access
to the ore after the dragons death, or if it
moved. Unbeknownst to the Ghalans, the

efining the goal, hook, villain, treasure, and targets


Yttrite clan paid a group of powerful adven-
tures to kill the dragon. This group instead

along the way are the final steps,


trapped it deep within its lair. Now the
Yttrites have been mining the ore that
belongs to the Ghalans. The PCs become
dwarves, they could be sent to spy on the ably with some manuals and graph involved when they return from another
dwarves and find out where their new ore is paper. Defining the goal, hook, villain, adventure and discover that the price of
coming from or to steal some of the ore for treasure, and targets along the way are Yttrite-made items are lower than those made
themselves. If the PCs are less than savory, the final steps. Heres one way the exam- by the Ghalans, a fact thats hurting the Gha-
they might be hired as enforcers to make sure ples could become full adventures (they lans. A member of the Ghalan clan contacts
that no blacksmiths are thinking of changing could have been taken any number of the PCs to learn how they acquired all this
suppliers. Or the PCs might not be involved ways): new iron so that the Ghalans can respond.
at all but notice that the price of metal goods The PCs must follow some Yttrites in town
has gone down slightly, giving them a good Example 1: The dukes wizard, Garan, fled and ferret out that they have a new vein of
opportunity to buy new weapons and armor. the court after Duke Micah learned of his ore. Following the Yttrites back into the
improprieties. Duke Micah is worried about mountains, the PCs discover the dragons
Example 3: There are many things that the other wizards in the duchy finding out lair, avoiding (or quietly disposing of) Yttrite
could happen if demand is outpacing supply. before he gets Garan back, so he is looking for guards and their associates, some urds that
For one, the price of certain goods will go up a group of discreet adventurers to go quietly the dwarves have hired. Once reaching the
drastically or not be available at all. The need to Garans Tower in the woods to find him. lair, the PCs must figure out what happened,
for merchants, bodyguards, sailors, trailblaz- The goal is for the PCs to find, capture, and use a map from the Ghalans to find an alter-
ers, pathfinders, and guides rises sharply. In return the renegade wizard to the dukes nate entrance into the lair, then descend into
this situation, PCs with their ears to the court. In return, the duke allows the group to the lair to free the dragon, who will have his
ground and a desire to make some money keep whatever they want from Garans pos- revenge. If successful, the PCs gain the
should be able to find plenty of ways to sessions (one item each). Garan is a wizard thanks of a dragon, the thanks of their clan,
become involved. They can start their own about three or four levels above that of the some gold, and a whole bunch of dwarven
merchant shipping company or hire on with party, and he has decided to hide in his tower Yttrite enemies. This adventure would prob-
another. They can guide caravans through while he makes plans to flee. There will be a ably take four or five sessions.
tricky mountain passes or lease out their ship few bands of humanoids, probably ogres, in
for trade. And as the trade fair grows closer, the area around his tower. Once there, the Example 3: The PCs return from the wilds
the merchants grow more desperate and the PCs find that his tower has an assortment of one day to find a major trading town in tur-
PCs can make more gold. charmed creatures as guardians and a few moil. Almost every merchant, guild and trad-
wizardly traps to disarm. At the end, Garan ing venture is clamoring for powerful allies
Example 4: It makes the most sense for the fights the PCs with spells to avoid being to make easy money. There is a shortage of
PCs to be the militia in this story. They are taken. The real challenge for the PCs is to take boats and hired muscle (both were lost in the
hired by one county (their own) to rescue a him alive. If they do, they probably receive war) to go across the mountains (or sail
group of pacifist priests who have wandered one or two magical items and some nice trea- around them) before winter to return with all
into a war zone and been kidnapped. A local sures from Garans tower. If they bring him sorts of items for sale. Now that the war is

90 JUNE 1998
over, the crops can be harvested and people While there, the priests were captured by cue the priests. They must return with the
have surplus money again. The PCs must the warlord of the area, who secretly works hostages and information about the greater
sort out many different offers from different for a greater mummy. This mummy, newly mummy. This is a mid-level adventure that
merchants (some that are legitimate and oth- arisen, is consolidating his power in the area. would probably take four to six sessions.
ers that are frauds) and decide whom to help. He has taken the priests to his crypts until he
Due to the shortage of adventurers, the PCs can decide what to do with them (either Youre Done!
can set their terms with the merchants for charm them, keeping their minds, or turn And there you have it. Quick, easy
rewards. The PCs must also decide whether them into lesser mummies under his power). adventure ideas by the dozen every day.
to take a mountain journey or a sea journey. The PCs must sneak into enemy territory, Some will be short adventures, while
Another option would be for the group to trace the priests path to learn they were kid- others can serve as starting points for
form their own trading deal, where they put long, multi-session adventures. They
up their own gold in return for higher profits wont actually write themselves or pro-
(but higher risk). No matter which offer they vide detailed campaigns, but news sto-
take, the PCs face a series of bandits, ries can be the launching point for many
humanoids, rival merchants, bad weather, adventures.
and deceptive merchants. Once they acquire So pick up a copy of todays paper,
the items, they must retrace their steps, possi- grab a pencil, release your imagination,
bly changing routes to avoid the enemies they and see what adventures can be found
faced before. The main obstacle at this point is on your front doorstep. Before you know
time, as the seas become too rough, and the it, your PCs could be fighting an altered
passes snow over if the PCs are much version of Bill Gates, embroiled in the
delayed. Completing this mission results in latest scandal in Congress, orif every-
big profits, provided the goods return in time thing goes wrongtrying to take pic-
and in good condition. This adventure would tures of Socks the Cat for a local tabloid.
probably take eight to ten sessions.

Example 4: The PCs (who might or might


not be involved with the war) are contacted
by a local temple (possibly one to which a PC
belongs). This temple has a holy quest for the Rob Daviau is an advertising writer who
PCs, a simple rescue mission. Five priests of napped, learn that the warlord is not the true lives in Boston. Any good ads youve seen
the order disobeyed temple orders and went power, find the crypts (by following a map might be his. Any bad ones belong to some-
into the war zone to heal peasants and they find at the warlord encampment), sneak one else. He has sometimes been called a
refugees. Now they are missing. into the crypts, win past the undead, and res- lazy man.

By Aaron Williams

DRAGON 248 91
ts always fun to participate in contests, and by way Montgomery had taken both first and
second place in the Wizard Spell Contest
of following up, your judges have decided to talk a with wind mine (1st) and hornet flare (2nd).
Congratulations to both of you! The
bit about the process. What did we look for? What first-, second-, and third-place winning
entries are reproduced at the end of the
eliminated certain entries? What ultimately made a article. (Some texts have undergone
minor organization and formatting
winner? As prologue, having judged a similar contest about changes.)

three years ago, the greatest In the article that follows, well talk Killing Screens
briefly about the screening process. We Our first kill screen was to eliminate
change we noticed in the cur- wont use any contest submission as an entries that didnt follow the rules. Oops!
example of a failed entry, so if you sent in We should have had some more rules,
rent contest was the improved an entry that didnt win, dont go look- like requiring entries to be typed (yes, we
ing for your spell here! got some softly written in cursive script
quality of the entries (the in pencil) and specifying standard pages
The Madness in Our Method of 8 11 paper (we got 3 5 cards,
Priest competition in particu- We set up a series of screens to cut the half- and quarter-sheets of paper, and so
number of entries down to six wizard on). We did eliminate about two dozen
lar drew exceptional entries). and six priest spells (enough for the spells that were too long. If we recog-
whole group to pick through in a meet- nized spells from other sources, we
Well done, everyone! ing of reasonable length). Two stalwarts killed the entry also.
formed the initial screen, attacking the Our second kill screen was to elimi-
several hundred entries that came our nate non-serious efforts, satire, and bla-
way The official count, for those inter- tant anachronisms. Most people avoided
ested, tallied 110 priest spells and 285 these, and the satiric spells were turned
wizard spells. over to DRAGON MAGAZINE staff for their

The results are in, and here The top spells were then screened by a
group of four to create a semi-final list.
April 1999 issue slush pile.
Our third kill screen was for the obvi-
The semi-finalists were submitted for ously overpowered or underdescribed
are the best entries in the blind review by the AD&D Core group, spells. For example, a first-level wizard

first DRAGON Magazine


and the winners were chosen. We then spell that allows a +4 bonus to a creatures
ran a final confirmation check on the Armor Class and saving throws goes into
winners. When the smoke cleared, Eric this category, as does a first-level priest
spell that allows a magic missile -style
contest of 1998.
Morton had taken first place in the Priest
Spell Contest with statuary, and Chris attack superior to that of a wizard. Like-

92 JUNE 1998
Table 1: Wizard Spell Power Benchmarks

L1 L2 L3 L4 L 5 L6 L7 L8 L9
Magic Web Fireball Curse Cloudkill Death Power Word Mass Mordenkainen
Missile Spell Stun Charm Disjunction

wise, a spell built around controlling Enhanced or Improved in the name For wizard spells especially, making
monsters that requires them to make abil- automatically raises these flags. subtly clever references, possibly multi-
ity checks for Wisdom and Charisma also The ultimate spell is a very chancy level ones, with spell components is an
fails this screen. The overpowered cate- way to set up an entry, because youre asset, though its certainly not required
gory includes spells that negate major trying to fit in with established bench- for success if an entry is strong enough in
game system controls, like negating all marks such that the entry is commensu- other ways, and wont save a flawed
aging effects or spell components. For the rate but not grossly excessive in terms of entry. (Example: the fourth-level wizard
record, the spells we used as benchmarks game balance. Minor miscalls really spell confusion requires three nut shells;
for general wizard crush power are stand out. It can be done, and this contest the symbolism is driving your oppo-
listed in Table 1. had some good efforts, but doing this nents nuts as well as giving a nod to the
Our fourth kill screen was for cross- well is very tricky. old carnival shell game). By the way,
class and anti-class spells. For example, a One test we took a very hard line on an entry is worse off for this if the com-
spell that gives a wizard better than a was how well a contestants estimation ponents are sophomoric, anachronistic,
fighters THAC0 or gives a priest all of a spells level matched ours. This inappropriate, or just plain vulgar.
thiefly abilities would fail this screen. point was occasionally used as a tie- Originality is important enough to list
breaker between otherwise equally twice here. Sometimes its really tough to
Danger Flags deserving entries. (A secondary consid- decide between a well-written, compe-
Spells that give absolute results: No sav- eration is how the spell would fit in to tently crafted spell and a slightly less
ing throw, instant kill, doubling damage, the overall structure of the combined well written spell that has a definite edge
etc. were generally negative factors, spell lists. For example, first-level priest in the creativity department. We should
depending on the spell level. cure spells tend drive out other spells of have such problems all the time.
Also negative were minor holes in their level, especially at 1st level. Wiz- In closing, we would note that at the
spell explanations that would generally ards tend to have their best attack spells end of in any contest of this type, any of
be fixed by in-house editors: failure to on the odd levels and best miscellaneous the top one or two dozen spells would be
specify type of saving throw, dropped spells on the even levels). a worthy addition to any game (and
rules, real world magic trappings (for- well try to present a few more of these
mulas, pentagrams, human body part Almost Home down the road). The tents are now offi-
components, etc.). These all tended to These screens left a respectable stack of cially folded, the decision of the judges is
push an entry to the back of the pack, as pretty well crafted spells, and a few final, were going on a well-deserved
did use of magic for mundane function, wildly creative but less polished entries. vacation where there are no spells!
such as using magic to flush toilets. At this point, the screening became
Magic should be marvelous by its very increasingly difficult. A group of a dozen Winning Priest Spells
nature, not just a quick way to fix the spells was chosen for each contest. Then FIRST PRIZE WINNER
plumbing. each list narrowed to a final field of six. Eric Morton
Magic that accelerates game world These were submitted to the core AD&D
The gothic cathedral was more than a place
technology gets a very serious look. designers and editors, who awarded the
of worship; it was also a work of art. Each
Things like instant infallible navigation, final group prizes. The winning spells,
or spells that effectively create the print- and a few honorable mentions, were was covered with hundreds of sculptures,
ing press or gunpowder, are poor bets edited for publication here. the most famous of which, the gargoyles,
unless carefully and creatively handled. belong to a type of ornamentation referred to
Derivative magic that fills in or FinalThoughts as grotesques. These ugly statues were
extends in a minor way existing magic is Surprising the judge with a spell that is at
intended to scare away evil spirits.
a dicey submission to this type of con- once evocative and of obvious use once it
test. An example of this would be the is pointed out is always a good thing.
pass without trace, 10 radius spell done for (The second-level wizard spell glitterdust, Statuary
the POLYHEDRON Newszine a number of introduced in the 2nd Edition PLAYERS (Abjuration, Enchantment/Charm)
years ago. Its rationale was to make the HANDBOOK, falls into this category). (Sphere: Wards)
druid more of a team player, but in this Making the judge laugh with a mental Level: 7
type of contest, it would probably lose to picture of the spell in action is also worth Components: V, S, M
a more fundamentally original spell. bonus points. Casting Time: 1 day

DRAGON 248 93
Range: 10 yds. This spell allows the caster to designate 1 item, the better the transformed item; for
Duration: Instananeous to 4 creatures, or illusionary images of example, a flawed dagger becomes a
Area of Effect: 1 building creatures, to become the focus of enemy shoddily crafted crowbar, and so on. The
Saving Throw: None attention. To attack any other individual change cannot be dispelled. Only a spell
By means of the statuary spell, the the victim must make a successful sav- that actually transforms an object can
priest can enchant the grotesques (stat- ing throw vs. spell, as if the intended tar- return it to its original form.
ues such as gargoyles) of any place of get were protected by the first-level The material component is the casters
worship to form a potent ward against sanctuary spell. holy symbol.
unwanted entry Attacks by non-focus individuals Equally useful is the reverse,
attract the attention of those they directly ploughshares into swords, which allows
Grotesque: AC 3; MV 9, Jump 15; HD 4; engage. Non-focus individuals can cast the alteration of normal household
THAC0 17; #AT 2; Dmg 1d6+2/1d6+2; spells without voiding the focus if the equipment into weapons of war. This is
MR 20%; SA Counts as +3 weapon, no spell cannot be directly traced to them. particularly useful in small towns where
attack or damage bonus; SD Can see Burning hands, lightning bolt, and similar defense comes from a militia of farmers
invisible creatures; immune to Enchant- spells point directly back to the caster. and laborers, and no weaponsmith is
ment/Charm and death magic; Int 0 Intelligent creatures aware of the readily available. The effect is similar,
(Non-) XP 650 power of spellcasting may be granted a except the shimmering field is a pale red.
second save if obtrusive, nondirectional The size and quality of the original item
Statuary animates a single, man-sized effects take place. As noted, this spell can greatly affects the transformation. For
grotesque per casting, provided the be cast on summoned or illusionary crea- example, crowbars become daggers,
statue decorates a temple or shrine tures. (Of course, focusing attention on shovels become swords, rakes become
devoted to the casters deity. The spell illusions might cause them to be spears, and hoes become pole arms of
can be cast more than once on a given revealed even sooner.) the casters choosing. Other items, such
building, as long as the number of In addition to the priests holy symbol, as smithy hammers, woodsmens axes,
grotesques already guarding the build- the material components are one gold and kitchen knives take on the weight
ing does not exceed the number of coin and one brass duplicate. and edge of the appropriate weapons.
priests residing there. (We recommend allowing the conver-
Once animated, the grotesque can THIRD PRIZE WINNER sion of one item per round.)
move about freely inside the building Karen Anderson
and within 30 feet of it. If removed from HONORABLE MENTION
this area, the grotesque becomes dormant Swords to Ploughshares Jeremy Clements
until returned. Animated grotesques (Alteration)
attack anyone not specifically named by Level: 4 Elistraees Prayer Missiles
the priest upon the casting of the statuary Components: V, S, M (Evocation)
spell; individuals can be added to or Casting Time: 4 rounds Level: 3
removed from this list, though the spell Range: Touch Components: V, S, M
must be cast over the grotesque each Duration: 4 rds. + 1 rd./level Casting Time: 5
time this is done. To allow unnamed Area of Effect: Items touched Range: 30 yds. + 5 yds./level
worshipers access, the priest can order Saving Throw: None Duration: Instantaneous
the grotesque dormant at any time, for This useful spell allows the priest to per- Area of Effect: One or more creatures in a
any duration. At the end of this time, the manently transform ordinary nonmagi- 10 cube
grotesque returns to its normal behavior. cal weapons into common household Saving Throw: None
It cannot be made active before the dura- items. The spell duration determines The missiles created by this spell are
tion expires. how many items can be changed. Once always silvery-bright, resembling the
the spell is cast, the priests hand is out- missiles created by the goddesss avatar.
SECOND PRIZE WINNER lined with a faint, shimmering field of The caster can create one missile for
William C. Pottenger pale blue. For the duration of the spell, every three levels of experience. The
anything he touches is immediately maximum number of missiles created is
Battle Focus transformed. The better the original four at 12th level. (Additional missiles
(Enchantment/Charm)
Level: 4 Elistraees Prayer Missile Effects
Components: V, S, M Alignment Damage Information
Casting Time: 5 Any Good None Hits automatically; heals 1 point/missile
Range: 30 yds. Any Neutral 1d3/missile Attack roll to hit
Duration: 1 rd. /level Any Evil 1d4+1/missile Hits automatically
Area of Effect: 14 creatures or images Undead/Extraplanar 1d4+2/missile Hits automatically
Saving Throw: Neg.

94 JUNE 1998
DRAGONLANCE Saga). Unlike AD&D, spikes; the difficulty may be increased
As anyone whos played both AD&D the SAGA game rules are used only for depending on the difference in the ter-
and SAGA will tell you, the magic sys- the DRAGONLANCE: FIFTH AGE game (at rain and lighting. A hero daring to cross
tems are just about as different as they least, at the time of the contest they must attempt a daunting Agility action
can be. However, when it comes to cre- were). The ideals, morals, and precepts for every ten feet of ground he
ating (and judging the merits of) new of Krynn have always been among the crosses. If this action fails he suffers five
spells, the games have more similarities most important guidelines used when wounds (only a full suit of plate
than differences. making editorial and design decisions armor protects against the dam-
Being the new-game-rules-on-the- for the game, so we naturally applied age). Anyone in the area when the
block, the SAGA contests didnt receive them to this contest. Any spell that was spell is cast may attempt an average
nearly as many entries as the AD&D deemed to be out of place in the reper- Perception action to notice, then an
categories, but we certainly held our toire of a Krynnish spellcaster was set average Agility action to avoid the
own. When entries closed, we had 19 aside, leaving our finalists. spikes.
entries in the SAGA Sorcery Spell
Contest, and 10 in the SAGA Style SAGA Sorcery Runners Up
Mysticism Spell Contest. The entries that made it this far became Tim Haney
The entire DRAGONLANCE Team the focus of the most stringent (and Matt Lynch
pulled together to judge the entries, admittedly subjective) test of allhow
sequestering ourselves in a cool they were. We literally looked at Winning SAGA Mysticism Spell
conference room, refusing so much the various spells and saw which ones Matt Lynch
as a cool-and-bubbly-beverage break made us say, Wow! Thats cool! Ill
until the job was done. On the plus have to try that next time I play! This Now, Show Me Where it Hurts
side, we had a much smaller group of was easily the most divisive part of the Sensitivity 1 Minute
spells to sort through. However, the process, as the DRAGONLANCE Team is Range Melee
freeform nature of the SAGA spellcasting made up of very different personalities, Duration 15 min
systemfor which our contestants all of whom have distinct ideas of what Area Individual
showed a uniformly excellent under- exactly constitutes a cool spell. How- Effect Irritating
standingmade it impossible for us to ever, after much arguing, cajoling, and Difficulty/Cost: 11 (may be resisted)
eliminate any entries due to muffing gesticulating, we settled on the winners This name, a jest by one of its
up the rules. We actually had to judge to be presented below. famous users, the draconian
each spell on its own merits and then We were quite pleased by the quality was originally known as the Aura of
directly compare these vastly desparate of entries (even though they made our Pain, a name that was misleading
entriesnot an easy job, let me tell you. decision making process much more (and therefore quickly discarded).
In doing this, we kept three guidelines difficult), and were sorry that we could When this spell is cast, it surrounds
in mind: not share all of these very interesting the areas on an individual that need
and innovative spells with you. Thank the most immediate medical atten-
Originality you to everyone who participated in the tion with auras of varying color: red
The first measure we applied to all the Spell Design Contests. Keep the magic for most necessary, orange for soon-
entries was how innovative and origi- alive! to-be-necessary attention, and so
nal the contestant was. It must have on. Originally, Mirage used this
been a terrible temptation to more-or- spell to find out where he could
less borrow from existing AD&D or Winning SAGA Sorcery Spell cause more injury, though most
other FRPG spells. However, this was a Brandon McKee healers use it to determine
spell design contest, not a spell transla- Caltrop where to begin their work. A
tion one, so we placed a high value on Invocation 1 min mishap with this spell is not a
creativity and originality. We paid par- Range Near Missile good thing; it reverses the color
ticular attention to those spellsand Duration 15 min spectrum, which means the vic-
there were a fewthat did things Area Large Room tim could expire from a serious
with the magic system that even we Effect 5 Points injury while the confused mystic
had never imagined. Difficulty/cost: 15 was bandaging a relatively minor
This Geomancy spell causes stone wound.
Krynnishness spikes of two or three inches in length
Okay, this may not be the proper word, to sprout from the ground, covering the SAGA Mysticism Runners Up
but we next set our minds toward judg- area of a large room. Anyone about to Tim Haney
ing how well the entries captured the enter the area must succeed at an aver- Kris Carlson
flavor of Krynn (the world of the age Perception check to notice the

DRAGON 248 95
are gained at levels 6, 9, and 12.) The mis- of its 30 blast radius. Huge creatures Each level of the caster modifies the
siles created by this spell are affected by receive a saving throw vs. breath base number of hornets by +1. For exam-
any magic that normally affects magic weapon to remain in place; Gargantuan- ple, if a 5th-level mage casts hornet flare
missiles, including spell turning (although sized creatures are not significantly on a large campfire, he creates 2d8 + 5
prayer missiles will always heal the affected. Creatures thrown clear of the fire hornets. This spell can extinguish a
caster). radius and striking a sturdy object (such fire of up to bonfire size, creating a maxi-
The damage they inflict is based on as a wall) suffer 1d8 hp damage per 10 mum base number of 3d8 + 4 hornets.
the target creatures alignment. Prayer feet thrown. The DM decides the base number of hor-
missiles can affect ju-ju zombies and any The winds unleashed by this spell nets if the size of the fire is unclear.
undead that cannot normally be harmed have a distinct boundary, extending only The caster controls the hornets men-
by magic missiles. They do not affect 30 feet from the mine. Creatures outside tally, moving them as he wishes (MV 9.
objects, only creatures. Healing from this boundary feel only a slight breeze MC: B). He can direct them to touch liv-
these missiles repairs damage only (see from the detonation of the spell. Crea- ing targets (requiring an attack roll) or to
table below for effects) and does not tures hurled out of the area do not stop at set combustible materials on fire. The
grant bonus hit points. the boundaryhow much farther they hornets attack with the casters THAC0,
This spell was created by a spelljam- go is determined largely by circum- deal 1 hp damage, and are extinguished
ming drow elf princess of Eliastree for stances and the DM. The winds of this upon damaging an opponent. The dura-
use against undead, specifically ju-ju spell are capable of breaking the wings of tion is the amount of time the hornets
zombies. The spell is unique to Elis- flying creatures caught in the explosion. can stay aloft; at the end of this time they
traees priestesses and they do not share The material components are a glass revert to cold splinters of charred wood.
it with other religions. In the Realms, marble, a feather, and a grain of sand. The material component is a small vial
only Mystra and Azuth grant similar of tree sap.
spells, and these are just a priests ver- SECOND PRIZE WINNER
sion of the wizard spell magic missile. Chris Montgomery THIRD PRIZE WINNER
Stan Williams
Winning Wizard Spells Hornet Flare
FIRST PRIZE WINNER (Alteration) Rhemuss Exhaustive Dweomerdrain
Chris Montgomery (Fire) Level: 5
Level: 3 Components: V, M
Wind Mine Components: V, S, M Casting Time: 1 rd.
(Alteration) Casting Time: 3 Range: 0
(Air) Range: 10 yds. + 10 yds./level Duration: 1 rd./level
Level: 4 Duration: 1 rd. + 1 rd./level Area of Effect: 1 wand
Components: V, S, M Area of Effect: Special Saving Throw: Special
Casting Time: 1 rd. Saving Throw: None With this spell, magical energy stored in a
Range: 15 yds./level By means of this spell, the caster trans- wand can be drained by the wizard to
Duration: Until triggered forms a single, non-magical fire into a cast a spell he has memorized. When the
Area of Effect: 30 radius swarm of hornetlike flying sparks, spell is cast, the wand must be held by
Saving Throw: Special which burn flesh and ignite flammable the caster and the command word woven
Using this spell, the caster creates a small substances with which they come into into the incantation. The caster can then
(1 diameter) sphere of compressed, contact. use the energy of the wand to power the
enchanted air. This sphere cannot be The fire must be of suitable size and spell without using material components
moved or touchedif either occurs, the within range. The fire is extinguished, or losing memory of the spell.
mine explodes, hurling hurricane-force and a certain number of fire hornets rise The dweomerdrain can be used to cast
winds through the area of effect. out of the dying flame, depending on the spells of up to 5th level, and two charges
When casting this spell, the wizard size of the fire and the level of the caster are permanently expended from the
points to a location in his line of sight. (see table). wand for each spell level of the spell cast.
There is a faint suction effect in that area Each time the wand is used in this fash-
as the sphere pops into existence. The ion, the caster must make an unmodified
sphere appears to be made of glass, with saving throw vs. spell or lose control of
a roiling core of gray and silver patterns. Hornet Flare Table the dweomerdrain. If this occurs, the wand
It hangs motionless where it is created Size of Fire Base # Hornets is totally drained and turns to dust, the
until detonated. If not detonated within Torch 1d4 casting fails, and the spell is wiped from
one year, it explodes at that time. SmallCampfire 2d4+1 the wizards mind. A successful saving
An exploding wind mine hurls every- Large Campfire 2d8 throw means the wizard controlled the
thing violently away from its center, Bonfire 3d8+4 dweomerdrain, and the spell functions
throwing creatures up to Large size clear normally.

96 JUNE 1998
The casting time for spells is not the caster (actually a piece of him). Each taken to a different plane die within a
reduced by the dweomerdrain. Charges multiple has 1 hit point and is exactly the turn and count as hit points lost by the
drained are permanently lost and cannot mass of the wizard divided by his hit caster, unless all remaining multiples
be recharged by any means. After the ini- point total. The permanent magical successfully follow.
tial casting, the wand can be used nor- items of the caster remain functional for The spell has a maximum duration of
mally. Also, the caster can choose which each multiple, including those with a five rounds, plus five rounds per caster
spells to cast through dweomerdrain and limited number of uses per day Nonper- level. The caster can also end the spell by
which to cast normally. manent items (potions, scrolls, charged taking a full round of concentration to
The casters wand serves as a focus for items, and so on) do not function for pull himself together. Any multiple can
this spell. multiples for the duration of the spell. be used to focus the casters reintegra-
Each multiple has all the abilities and tion, except a multiple separated from
HONORABLE MENTION spells of the caster, and can use them as the rest by being taken across a planar
Robert Garrett the caster chooses. The collective multi- barrier. A successful dispel magic cast on a
ples can cast only one spell per round, multiple forces the affected wizard to
Multiplicity and a cast spell is erased from the minds reintegrate the next round (but he can
(Alteration) of all multiples. Only one multiple acts choose any multiple not separated by a
Level: 8 as a caster spell, the rest can take other planar barrier). While changing, the
Components: V, S, M actions. caster is considered to be a unitary indi-
Casting Time: 1 rd. A wizard divided by multiplicity can vidual.
Range: 0 be killed easily by certain spells that slay The material component is a crystal
Duration: 5 rds. + 5 rds./level small creatures (each multiple is consid- statue of the caster (at least 1,000 gp
Area of Effect: The caster ered a creature with 1 hit point for this value), which is shattered as the incanta-
Saving Throw: None purpose). Furthermore, if half the multi- tion is completed.
This spell allows the wizard to create ples are killed before the spell ends, the
many tiny replicas of himself, by break- wizard loses one point from an ability
ing himself down to his individual hit score (rolled randomly). Multiples sepa- This spell is presented in a slightly expanded
points. Each multiple is an exact copy of rated from the other multiples by being form from the original entry.

DRAGON 248 97
July
Origins 98
July 25 OH
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98 JUNE 1998
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DRAGON 248 99
100 JUNE 1998
DRAGON 248 101
102 JUNE 1998
DRAGON 248 103
Melissa Uran, John Van Fleet, and Karl
Waller
Book Design: Lawrence Snelly and
Robby Poore

Kindred of the East is a major sourcebook


for the World of Darkness. For years, the
vampires of Asia have been ignored.
Vampire itself was solidly focused in the
west and bound in Christian myth. If
vampires are the progeny of Caine, what
does that mean for the millions of Bud-
dhists, Confucians, and Hindus out
there? How do they view vampires?
And what part do they play in myth and is wholly of their own making. Although
history? they are cursed, they still have a place
When I heard about this book, I must under Heaven.
admit that I was dubious. Asian culture The setting of Kindred of the East has a
has rarely been treated well in RPGs, coherent and thoughtful cosmology. The
and most designers seem unable to tell divine figure is known as the August
the difference between China and Japan, Personage of Jade, who oversees the
nevermind Korea and Thailand. In first Great Cycle, which is divided into
approaching Kindred of the East, I feared twelve ages. In the Second Age he cre-
it might amount to Masquerade stereo- ated the original Kuei-jin, then known as
types in an episode of Kung Fu: the the Wan Xian or 10,000 Immortals, to
Kindred of the East Legend Continues, or an arty attempt to protect humanity from the depredations
Vampire: the Masquerade* do vampires a la Kurosawa. In fact, the of the evil Yama Kings and their
game supplement vampires of Asia have nothing at all to demonic minions. The Wan Xian were
One 221-page do with the western cousins. recruited from the best of humanity.
hardcover book Kindred of the East is actually a bit of a They were neither mortals nor gods, but
White Wolf Game Studio $25.00 misnomer, since these vampires are not shared aspects of both. They served the
Design: Robert Hatch, with additional kindred at all. Instead of a boring rehash August Personage and lived off of the
design by Phil Brucato, Jackie Cassada, of the Western vampires, Rob Hatch has chi of the world. Their ranks included
Mark Cenczyk, and Nicky Rea given us something fresh and original, many of the great heroes of old.
Editing: Ed Hall maintaining a feeling of authenticity In the Third Age, however, the Wan
Illustrations: Andrew Bates, Tim throughout. It is an impressive accom- Xian discovered that they could feed on
Bradstreet, Matt Clark, Mike Danza, plishment. the chi of living beings. At first they stole
Guy Davis, Tony DiTerlizzi, John Estes, Vampires in Kindred of the East are the chi only of their enemies, but soon
Jason Felix, Darren Frydendall, Michael wholly unrelated to those in the West they could not help themselves from
Gaydos, Doug Alexander Gregory, and do not share the Curse of Caine. feeding, and they lost their noble pur-
Rebecca Guay, Tony Harris, Leif Jones, Eastern vampires are known as Kuei-jin, pose. The August Personage of Jade
Karl Kerchel, Eric Lacombe, Vince or the Hungry Dead. For them there is responded by stripping them of their
Locke, George Pratt, Robby Poore, Steve no Embrace. They are not random vic- positions and scattering them across the
Prescott, Andrew Ritchie, Matt Roach, tims who can place the blame of their Middle Kingdom. They were forced to
Andew Robinson, Alex Sheikman, Ray state on their sires. Kuei-jin have to come reinhabit their dead mortal bodies and
Snyder, Ron Spencer, Jill Thompson, to grips with the fact that their condition could only gain sustenance by taking chi

104 JUNE 1998


from others. After he had dealt with his Darkness. It escapes the tired cliches of was clearly a good game in there some-
rebellious servants, the August Person- the Masquerade with grace and vision, where, but it needed some focus to break
age turn his face from the world. Now it providing an entirely new way to play a out of the jumble of ideas. Merchants of
is the Fifth Age, and the Yama Kings are vampire. If it has a flaw, it is that it has a the Jumpweb has both focus and vision. It
running wild. steep learning curve. New players have details the Merchant League and its

K
component guilds, finally giving League
indred of the East . . . escapes the tired clichs of members the kind of attention the nobles
the Masquerade with grace and vision . . . and priests have already received.
Bill Bridges begins the book with a
Kuei-jin are still reborn into the world. a lot to learn about their new characters crash course in Fading Suns history,
Formerly, the most virtuous humans and society, far more than does a new painting in broad strokes the rise and fall
were chosen, but now only those whose Masquerade player (who can cruise by of the Second Republic and showing
spirits are weighed down with evil on a knowledge of Anne Rice and Nos- how merchants survived the crash by
deeds can attain the Second Breath and feratu movies). The book manages to the formation of guilds and the Mer-
become Kuei-jin. Most of them are killed create something new while at the same chant League. Basically, the merchants
quickly, and never become more than time remaining faithful to the cultures it had to find a way to survive the return of
monsters. A lucky few survive longer tries to reflect. the nobility as a politically dominant
and are found by their kind. It is from force and the anti-technological teach-
their ranks the player characters come. ings of the Church of the Pancreator.
PCs are new Kuei-jin who must learn They did this by harkening back to the
the rules of their kind and their place in medieval idea of guilds, and the Mer-
society. And unlike vampires in the chant League was formed when the five
Masquerade, there is a real society here. most powerful guilds came together for
PCs are part of a wu, a blood family of self-defense and profit.
undead, and likely they belong to a tour The remainder of the book focuses on
as well. Even though they are undead, the five major guilds, though minor
Kuei-jin place great importance on fam- guilds and freelancers get short treat-
ily and place. Characters here are not ments toward the end. Each chapter
renegade loners but part of a culture. the history of one of the guilds, as
The vampiric courts all have their poli- well as its current operations and mem-
tics, and there are still the Yama Kings to bers of note. The chapters are rounded
deal with. out with tips for roleplaying a guild
Interestingly, the Kuei-jin have devel- member, adventure ideas for the GM,
oped a system to help them live their and appropriate new traits and equip-
second life. Each Kuei-jin must pick a ment. The final chapter details Legue-
Dharma, a philosophical path that pre- heim, the Merchant Leagues planetary
sumably leads to enlightenment. There base of operations and a self-described
are five Dharmas, and each charts a dif- Merchants of the Jumpweb den of iniquity and freedom.
ferent path. There is also a whole slew of Fading Suns* game supple- The guilds themselves are a varied lot;
new disciplines, which are similar but ment appropriately enough, a different author
not identical to those in the Masquerade. One 135-page tackles each one. Ross Isaacs takes on the
This book easily could have been a softcover book Charioteers, the star-faring pilots of
stand-alone game. In a way, it is unfortu- Holistic Design, Inc. $20.00 Fading Suns. While it at first seems
nate that it isnt a stand-alone, since it Design: Bill Bridges, Brian Campbell, improbable that any one group could
might appeal to people unfamiliar with Andew Greenberg, Sam Inabinet, Ross control all the pilots, the simple fact is
the World of Darkness. But since that Isaacs, James Moore, and Chris Wiese that the Charioteers control the jump-
format would have pushed this already Editing: Allison Sturms keys and the codes that go with them.
hefty volume above 300 pages, I can see Illustrations: John Bridges, Darryl Anyone who wants to travel out of sys-
why White Wolf did not go that route. Elliot, Sam Inabinet, Brian LeBlanc, tem needs to deal with the Charioteers,
However, Kindred of the East does define Larry MacDougal, Ron Spencer and this is the basis of their power.
its paradigm and provides all the rules Cover: John Bridges Sam Inabinet is next up with the
for it. This includes a modified version Engineers, tech heads who walk a dan-
of the character creation rules, new mer- Fading Suns initially seemed to suffer gerous line. The Church tolerates only a
its, flaws, and rites, and rules for travers- from kitchen sinkism. Nearly every certain level of technology, but it is in the
ing the Cathayan version of the Umbra. science-fiction cliche could be found Engineers nature to push the bound-
Evaluation: Kindred of the East is the somewhere in the game, and this diluted aries of science. They are often found
best book Ive ever seen for the World of the impact of its New Dark Ages. There looking for lost planets and systems,

DRAGON 248 105


hoping that caches of Second Republic typified by the pseudo-religion Mam- is that, sooner or later, the source mater-
technology survive. Some of them monism that many Reeves ascribe to. ial runs out. The Star Wars RPG has
belong to a secret society/religion called The Mammonists are part Masonic-style wrung the movies dry, and West End has
the Order of Pneumatic Engineers. This lodge and part religious sect. They been forced to look farther afield for new
is an interesting cult of the machine that believe that humanity will one day crash ideas. Sometimes, this means quality
teaches members about the Great back into barbarism, and the best thing original material such as the Dark Stryder
Matrix, an idea that brings together sci- to do is accumulate as much wealth as Campaign. Other times, it means raiding
ence and spirituality. possible. less canonical sources, such as the
numerous novels. Crackens Threat

M erchants of the Jumpweb is a textbook example


of how to do a supplement right.
Every game setting needs an under- Evaluation: Merchants of the Jumpweb
Dossier is a new sourcebook based on
seven of the second string Star Wars
novels. While successful on its own
terms, this book could only be as good as
world organization, and Brian Campbell is a textbook example of how to do a the novels upon which it was based. As
gives us one in the Scravers. Officially, supplement right. It takes a small part of you might guess from the fact that it
the Scravers handle scavenging opera- the Fading Suns universe and makes it took material from seven novels to pro-
tions, but in reality they have their hand life-sized. All of the major guilds get duce one RPG supplement, the novels
in most illegal activities. Like the NYC their due, and ten minor guilds are given are best described as content light.
Mafia, they are organized into five fami- one page write-ups as well. The writing Crackens Threat Dossier is divided up
lies (called Merchant Houses). Each is solid throughout, and the art provides into three sections. The Hapan Cluster
house handles a different kind of crimi- a good complement to the text. There is Incident is based on Dave Wolvertons
nal activity, from drugs to gambling to plenty of useful information for players The Courtship of Princess Leia, the Black
smuggling. Interestingly, it was the and game masters, and the book serves Fleet Crisis on a trilogy of novels by
Scravers who were crucial in bringing to expand the horizons of the game. Michael P. Kube-McDowell, and the
the Merchant League together. That they Corellian Incident on another trilogy
did so by a campaign of bribery and by Roger MacBride Allen. The book is
blackmail is now forgotten by most of written in the form of field reports from
the other guilds. the intelligence service of the New
If Mafioso arent seedy enough for Republic. The layout attempts to sup-
you, then James Moores Muster should port the text by simulating a datapad,
fit the bill. The Muster started as a mer- but it severely undermines this tactic by
cenary soldiers guild, but they diversi- using white and gray text boxes on a
fied by taking over the slave trade as black background. Instead of a slick,
well. Now the Muster acts as a fulfill- technological look, Crackens Threat
ment house for workers. They provide Dossier appears more like a cut-and-
soldiers, construction workers, team- paste board. Considering the pastiche of
sters, and of course slaves. Because of ideas, I suppose this is appropriate.
their association with such an immoral The basic idea of The Hapan Cluster
trade, the Muster are often looked down Incident is sound enough. It posits that
on. Not that this prevents nobles from after the rebel victory at the Battle of
selling their enemies into slavery so they Endor in Return of the Jedi, many Imperial
die in obscurity on a distant planet, but Admirals used their fleets to set them-
morality can be funny that way The selves up as warlords. This certainly
Muster also continues its original func- Crackens Threat Dossier makes sense, and Warlord Zsinj, the main
tion of providing mercenary soldiers, Star Wars* game villain presented here, is a fine example
though they have the proviso that sol- supplement of his type. The quest to defeat Zsinj takes
diers of the Muster never fight against One 144 page softcover the heroes to a planet called Dathomir,
each other. While such loyalty is to be book where they encounter a group of Force-
admired, it makes for a lousy system if West End Games $20.00 using Witches who practice magic.
all mercenaries come from the same Design: Drew Campbell, Matt Hong, Luke and company are caught up in a
source. Timothy S. OBrien, Jen Seiden, and Eric local struggle with these witches, which
The last of the major guilds are the S. Trautmann eventually leads to the defeat of the
Reeves, handled by Holistics own Editing: Eric S. Trautmann with Jen evil witches and of the Warlord Zsinj.
Andrew Greenberg. The Reeves are the Seiden The Black Fleet Crisis involves a
bankers, lawyers, and financial advisors Illustrations: Storn Cook missing and potentially threatening fleet
of the Merchant League. They wield Cover: Tom ONeill built in the final days of the empire. The
quiet power behind the scenes, as The trouble with any licensed property Correlian Incident takes Han Solo back

106 JUNE 1998


to his home planet, where he and the another Star Destroyer. Ho hum.). It is a their mountain fortresses. Their num-
other heroes get involved in a convo- credit to the gaming writers that they bers include the ferocious Ise Zumi, fire-
luted plot with a corrupt government, could take such mediocre material and breathing tattood men whose cryptic
pirates, and a weapon capable of make something useful out of it. sayings baffle the sharpest minds. The
destroying stars. Ise Zumi are the most obvious thing that
differentiates the Dragons from the other
s a gaming supplement, Cracked Threat
A Dossier succeeds.
I must confess that I have not read an
clans, but it is only the first of many. In
fact, the Dragons depart from the norm
in almost every way, so it is rather
strange that they kick off this series of
of the novels in question. Perhaps they books. A clan like the Lion or Crane
come across better in the actual reading would have been a better choice, since
but the plots as described in Crackens they are more traditional. Way of the
Threat Dossier fail to inspire. Sometimes Dragon breaks all the rules before they
it seems the authors just dont get the are established, though perhaps that was
Star Wars universe. For instance, in the the allure of this project for the writers.
movies, Force-users are quite rare; the Whereas all the other clans trace their
only order we know of is the long- bloodlines back to one of the Children of
defunct Jedi Knights. In these novels, Sun and Moon, the Dragons do not.
two different organizations of Force- Togashi, their founder, did not have chil-
users appear. This only serves to dren but instead founded the monastic
cheapen the legacy of the Jedi and Ise Zumi. (Each of whom takes the last
the Force from something very to name Togashi upon acceptance into that
something depressingly common. order.) The other major families of the
Whatever the quality of the source clan are descended from two of Togashis
material, however, Crackens Threat loyal followers from the early days. The
Dossier is a gaming supplement and Mirumoto family are descended from
should be judged as such. As a resource Togashis yojimbo (bodyguard), who
for the GM, Crackens Threat Dossier is The Way of the Dragon invented the famous Daisho Technique.
actually quite good. Seven novels pro- Legend of the Five Rings* While other samurai duel with just the
vide a lot of NPCs, planets, and space game katana, the Dragons use the Mirumoto
ships, and all of them receive a full treat- supplement style that teaches them to use both
ment. The plot summaries are handy for One 103-page softcover katana and wakizashi in combat. The last
those unfamiliar with the books (though book of the original families is the Agasha, the
the Black Fleet Crisis isnt explained Alderac Entertainment Group $14.95 shugenja who act as the clans human
nearly as well as the other two), but most Design: John Wick with David face to the rest of Rokugan.
GMs wont try to run their players Williams, Rob Vaux, Cris Dornaus, Greg Way of the Dragon introduces quite a
through these as if they were adven- Stolze, and D.J. Trindle bit of new information. The history of
tures. They are far more likely to loot the Editing: D.J. Trindle, Rob Vaux the clan and its component families is
book for useful bits for their own cam- Illustrations: Tom Biondolillo, Cris mapped out, and famous ancestors dis-
paign, and this is its real strength. For Domaus, KC Lancaster, William OCon- cussed. Each family also receives a full
those who cant resist the idea of new ner, Ben Peck, Brian Snoddy treatment, including such details as its
Force-users, the magic of the Witches of Cover: Matthew D. Wilson military strength and organization. A
Dathomir and the powers of the mysteri- full chapter describes the major person-
ous Fallanassi are provided in game Way of the Dragon is the first of the clan alities of the cla, and gives stats for them
terms. There is also a handy section on books for the Legend of the Five Rings as well.
the organization of the New Republic, REG. The trading card game on which On top of all that are new rules. Natu-
the status of its military, and the strength the RPG was based long ago mapped rally enough, the Ise Zumi benefit the
of its enemies. out the characters of each clan, but the most from them. There are full rules for
Evaluation: This sourcebook did not flavor text of cards can tell you only so creating and playing one of the tattooed
make me want to read any of the novels much. These books are an opportunity men, including a myriad of mystical tat-
upon which it was based. However, as a to flesh out both the clans and the his- toos that each has a unique power.
gaming sourcebook, Crackens Threat tory of Rokugan. Although the Ise Zumi are very power-
Dossier succeeds. There is a wealth of As players of the card game know, the ful, they are tied to a strange philosophy
information in this book that can be used Dragons are the strangest of the factions. that makes them a roleplaying chal-
in your Star Wars campaign, especially if They arent interested in politcal power lenge. Their power is great, but it comes
your players have become jaded (Oh, or money but pursue esoteric goals in at a price.

108 JUNE 1998


Other new rules tweak character cre- in Rokugan without a confession of
ation. Hegitage tables, which are similar guilt. This means that anyone can do
to the lifepaths of Cyberpunk* and anything, and as long as they deny it
Fuzion* but apply to ones ancestors, they are not prosecuted-surely a sys-
appear here for the first time. These tem that could appear only in a fantasy
charts can help you generate details game. The Kitsuki are trying to change
about your family. You can benefit from this system to take into account such
a famous ancestor or live with the shame wild concepts as motive and evidence.

lthough the choice of the Dragons for the first


A clanbook is questionable, the contents of this
book make up for it.
of a dishonored one. You can also choose Strange that the most esoteric of the
to have a karmic tie between your clans would be home to such a dose of
character and one of the great Dragons common sense.
of legend. This costs points during char- The book is rounded out by five (!)
acter creation but gives certain benefits appendices. These include new spells for
and, of course, prestige. There are also a a Dragon shugenja and a system of
number of new skills, advantages and unarmed combat called Kaze-Do. A entertaining, and the book is packed
disadvantages, and pre-generated char- detailed look at the provinces and a two- with information. The new rules add a
acters. The five pregens each represent a page map of Mirumoto Castle are handy, lot to character creation, and players will
classic Dragon archetype (like the Miru- though the look ma, were filling space be thrilled that they can now play an Ise
moto Duellist of the Agasha Shugenja) appendix with two Dragon deck designs Zumi. The only danger is that the Drag-
and allow players to pick a name and for the card game is out of place. ons have too many cool tricks, and that
jump right into the game. Physically, the book is a beauty. Matt other clans will seem dull by compari-
One of these types is new, the Kitsuki Wilsons cover is gorgeous, and the bor- son. Until the other clan books appear,
Magistrate. The Kitsuki are a newer fam- ders and design work only serve to com- we can only speculate.
ily descended from the Agasha, but plement it. The layout follows the basic
unlike their ancestors they are not design of the core game but uses the Short and Sweet
shugenja. Their founder, Kitsuki, devel- sidebars much more effectively and has The 1920s Investigators Companion, by
oped a method of investigation that decidely less white space. The interior Keith Herbert and divers hands. Chao-
makes his family excellent magistrates illos are all well-rendered and add char- sium, Inc. $18.95.
and diplomats. This skill, called Nazodo, acter and flavor to the text. Hopefully, If you are running or playing in a
is very similiar to modern police meth- future clan books will share this level of 1920s Call of Cthulhu* campaign, you
ods and seems to be an attempt to production value. want this book. Its that simple. For-
address the legal problems of Rokugan, Evaluation: Although the choice of the merly released in two volumes, this revi-
which frankly are one of the silliest Dragons for the first clanbook is ques- sion puts all that great info under one
aspects of the setting. According to the tionable, the contents of this book make cover. Its subtitle, a core game book for
main rulebook, evidence means nothing up for it. The treatment is thorough and players, is entirely accurate. The book
contains a revised version of the charac-
ter creation rules and an exhaustive list
of 140 occupations broken down by
type. More importantly, Herbert and
company have done an impressive
amount of historical research and dis-
tilled down the parts most useful to role-
players. You can find biographies of
important personalities of the time, along
with the hit movies and songs of the era.
There are write-ups of libraries and
research centers (all important in CoC),
and notes on cost and availability of
travel options. Newspapers, even more
important before the advent of televi-
sion, also get their due. Add in arms and
equipment for the 20s, tips for first-time
investigators, and annotated skill

110 JUNE 1998


descriptions, and youve got an indis- choice, but it may keep it out of the the first published adventures for the
spensible resource. hands of the very fans it was meant for. game would set about redefining it.
Darkness Revealed 1: Descent Into Dark- Some adventures that developed the sta-
The Making of a Universe, Heavy Gear ness, by Bruce Baugh and Rich Dansky. tus quo would have been better starters,
Design Works, by the DP9 staff. Dream White Wolf Game Studio. $15.95. so that players would understand the
Pod 9. $19.95 This is the first book of adventures for implications of the plot that starts to
Heres something you dont see very Trinity volume one of a three-part epic. unravel in Descent Into Darkness.
often in gaming: a book about the design Since Trinity was so badly focused and
of a game world. This book is similar in conceptually flawed, it really needed
size and appearance to Crisis of Faith some solid published adventures to
(reviewed in DRAGON Magazine #247), show you what exactly a Trinity game
which means its small and might get was supposed to look like. This book Former freelancer Chris Pramas recently
lost on the shelf. Inside is what amounts contains three linked adventures, one by succumbed to the lures of a steady income
to a guided tour of Terra Nova, home to Rich Dansky and two by Bruce Baugh. and recently joined the TSR design staff.
the Heavy Gear RPG and tactical system. All three take place on the moon, which
The book features quite a bit of art, much is developed in some detail. They
of it in color. We get to see how the involved the plotting of a number of a
designs developed, from concept psi orders, primarily the Aesculapians. * indicates a product produced by a company other than
sketches to full color art. Much of the The Aberrants are also involved, though TSR, Inc. Most product names are trademarks owned by the
companies publishing those products. The use of the name of
focus is on the vehicle design, with an not in the way you might think. The any product without mention of its trademark status should
not be construed as a challenge to such status.
emphasis on gears. There are also notes adventures are well done and generally
on characters and the way the line devel- interesting. What is strange is the way
oped over its first few of years. All of this they subvert the Trinity universe as
is quite interesting and is sure to please described in the main rulebook. Basi-
any fan of Heavy Gear. I only blanch at cally, the rules established the setting
the price of $19.95, which might scare off and these adventures set in motion
some consumers. Since there are no stats events that will utterly alter it. This isnt
in the book, I can see why DP9 made this necessarily a bad idea, but its odd that

Advertisers
Index
White Wolf . . . . . . . . . . . . IFC, 1, 25
GEN CON Game Fair . . . . . . . . . . . 5
Del Rey . . . . . . . . . . . . . . . . 9
AD Vision . . . . . . . . . . . . . . 11
AD&D . . . . . . . . . . . . 13
Whelan Fantasy . . . . . . . . . . . . . 15
AMAZING StoriesText . . . . . . . . . . . 17
Marvel RPG . . . . . . . . . . . . . 19
RPGA Network . . . . . . . . . . . . 21
SAGA System . . . . . . . . . . . 23
Museum Replicas . . . . . . . . . . . . . 26
TSR Books . . . . . . . . . . . . 33
Retail Play League . . . . . . . . . . . . 39
DRAGON Magazine . . . . . . . . . . . . . .55
Pioneer Text . . . . . . . . . . . . . . 61
Ravenloft Setting . . . . . . . . . . . . . 73
Pro Fantasy . . . . . . . . . . . . . . 79
Reality Simulations . . . . . . . . . . . . . 97
Del Rey . . . . . . . . . . . . 107
Alternity Game . . . . . . . . . . . . .109
PLANESCAPE Setting . . . . . . . . . . 111
Basement Games . . . . . . . . . . . . 12
Kenzer & Co. . . . . . . . . . . . . . . 113
CyberWarrior . . . . . . . . . . . . IBC
GREYHAWK Setting . . . . . . . . . . . BC

112 JUNE 1998


1 1 4 J U N E 1 9 9 8
DRAGON 248 115
NEW for JUNE MARVEL SUPER HFROES Game A Darkness Gathering
Boxed Game A MONSTROUS ARCANA Adventure
I, Strahdz The War Against Azalin By Mike Selinker with Michele Carter, By Bruce R. Cordell
A RAVENLOFT novel Bill Olmesdahl, Steven E. Schend, and A Darkness Gathering is the first in a
By P.N. Elrod SteveStan!Brown three-part series that pits PCs against the
The best-selling author of I, Strahd: The You can play Spider-Man*, Wolverine*, dark agenda of the Illithids namely, the
Memoirs of a Vampire returns with a Iron Man*, and others as you dive into extinguishing of the sun. May also be
second volume about the most famous the action that makes Marvel comics played as a stand-alone module.
darklord of the Demiplane of Dread. number one. Play your favorite heroes $9.95/$12.95 CAN
Strahds aristocratic existence is threat- or create new ones. Includes everything TSR # 9570
ened by the arrival of the lich Azalin. you need to start playing. ISBN: 0-7869-1208-1
$5.99/$6.99 CAN $24.95/$32.95 CAN
TSR # 8075 TSR # 6926 Players Guide to Greyhawk
ISBN: 0-7869-0754-1 ISBN: 0-7869-1227-8 A GREYHAWK Accessory
By Anne Brown
Champions of the Mists An indispensable guide, the Players
A RAVENLOFT Accessory Guide to Greyhawk features new legends
By William W. Connors and deadly dungeons for your heroes to
This accessory features a collection of explore. Included are special classes,
popular heroic figures from RAVENLOFT national backgrounds, and new kits
novels, with full histories and game sta- unique to Greyhawk.
tistics, ready to incorporate into your $9.95/$12.95 CAN
campaign. A section on PC kits offers TSR # 9578
players special abilities unique to the ISBN: 0-7869-1248-0
RAVENLOFT campaign setting.
$13.95/$18.95 CAN Realms of Mystery
TSR # 9559 A FORGOTTEN REALMS Anthology
ISBN: 0-7869-0765-7 Edited by Philip Athans
Favorite FORGOTTEN REALMS authors spin

The Last Thane ALTERNITY Campaign Kit tales of murder, suspense, and intrigue in
A DRAGONLANCE Novel An ALTERNITY Accessory this new collection of stories.
By Douglas Niles By David Eckelberry $5.99/$6.99 CAN
The Hylar have grown complacent in For both Gamemasters and players, the TSR #8582
their leadership of Thorbardin. While Campaign Kit features a four-panel ISBN: 0-7869-1171-9
their best battalions are off fighting in Gamemaster screen that presents the
the Chaos War, the lowliest clans plot most important tables and game infor- Jakandor: Isle of Destiny
insurrection, aided by demon creatures mation in one place, and the the 32-page An ODYSSEYS Supplement
dispatched by Chaos, threatening the booklet contains a variety of forms, By Kirk Botula, Dale Donovan, and
Life-Tree and Thorbardin itself. character sheets, and record logs. Anne Brown
$5.99/$6.99 CAN $12.95/$17.95 CAN Jakandor: Isle of Destiny continues the
TSR # 8393 TSR # 2808 saga of civilized wizards against savage
ISBN: 0-7869-1172-7 ISBN: 0-7869-1213-8 barbarians. In this supplement, play the

116 JUNE 1998


Villains Lorebook
role of a mage or apprentice trying to
defend the land from barbarian hordes.
A FORGOTTEN REALMS Accessory Next Month
By Dale Donovan
$21.95/$28.95 CAN
This collection of miscreants and
TSR # 9512
knaves provides famous, ready-made
ISBN: 0-7869-1245-6
enemies for all FORGOTTEN REALMS and
AD&D campaigns. It features illustra-
The Fall of Myth Drannor
tions of each subject, plus complete
An ARCANE AGE Adventure
game statistics. It also includes antago-
By Steven E. Schend nists from the FORGOTTEN REALMS nov-
Everyone in Faern knows of the ruins els, ready to incorporate into your
of Myth Drannor, but the details of its game.
fall have been lost. Now, your heroes can
discover what really happened and play $22.95/$29.95 CAN
a pivotal role in events that shaped the TSR # 9552
Realms. ISBN: 0-7869-1236-7
$13.95/$18.95 CAN
TSR # 9558 Return to the Tomb of Horrors Cover by Tony Szczudlo
ISBN: 0-7869-1235-9 An AD&D Game Adventure
By Bruce R. Cordell Seeds of Evil
The demi-lich was slain and the tomb By James Wyatt
cleansed of its terrorsor so we The history of the Red Death
thought. Could it be that some other, revealed through the many historical
more terrible evil has taken up residence supplements for the AD&D game.
in Acereraks tomb? Includes a bonus
facsimile of the original Tomb of Horrors Below the Tomb of Horrors
adventure. By Bruce R. Cordell
$29.95/$39.95 CAN All-new secrets of the most famous
TSR # 1162 death-trap in the history of the
ISBN: 0-7869-0732-0 AD&D game.

Spirit of the Wind Wakes the Narrow Forest


NEW for JULY A Bridges of Time Novel, Volume I Fiction by J. Gregory Keyes
By Chris Pierson Urged by the ghost of his father, Fool
Greyhawk: The Adventure Begins Riverwind answers a call to aid the Wolf enters the territory of the giants.
A GREYHAWK Adventure kender against the great red dragon, A new short story set in the world of
By Roger Moore Malystryx. The first in a new series The Waterborn.
Explore the lands of the Wild Coast, the bridging the years between the Classic
Nyr Dyv, and the deadly Bright Desert. DRAGONLANCE and FIFTH AGE settings. Sixguns & Sesheyans
Customizable adventures make each $5.99/$6.99 CAN By Richard Baker
quest a players own creation. TSR # 8390 A full arsenal of throwback weapons
$21.95/$28.95 CAN ISBN: 0-7869-1174-3 for the ALTERNITY game, plus guide-
TSR # 9577 lines for creating your own Wild West
ISBN: 0-7869-1249-9 The Dark Elf Trilogy science-fiction campaign.
A FORGOTTEN REALMS Collectors Edition
Murder in Cormyr By R. A. Salvatore ProFile: Dave Arneson
A FORGOTTEN REALMS Novel The Dark Elf Trilogy placed Drizzt By Allen Varney
By Chet Williamson DoUrden, R.A. Salvatores signature An interview with the co-founder of
Benelaius, tired of politics and his ego- character, at center stage. Here, at last, is the D&D game.
tistical brethren, resigns from the College a hardcover collectors edition of the first
of War Wizardry and takes up residence novels starring TSRs most popular anti- Plus Wyrms of the North,
in a sleepy town in a remote area of hero. Forum, DragonMirth, Role-
Cormyr. When a messenger from King $23.95/$30.95 CAN playing Reviews, Knights of the
Azoun turns up dead, it is up to the con- TSR # 8589 Dinner Table, and more!
jurer to solve the crime. ISBN: 0-7869-1176-X
$5.99/$6.99 CAN $4.95 U.S./$5.95 CAN
TSR # 8655P TSR Product No. 8115-07
ISBN: 0-7869-1173-5

DRAGON 248 117


DOUBLE DIAMOND ALIEN COMPENDIUM:
Creatures of the Verge
Gabrielle to her most dangerous enemy,
Callisto the mad. This game can be com-
TRIANGLE Saga A STAR*DRIVE Accessory bined with the HERCULES: THE LEGENDARY
By Richard Baker and Bill Slavicsek JOURNEYS ENDLESS QUEST Adventure
Available Now Like the AD&D MONSTROUS Game.
The Abduction, by J. Robert King COMPENDIUM tome, this full-color book $19.95/$26.95 CAN
The Paladins, by James M. Ward & presents the aliens of the STAR*DRIVE TSR #1525
David Wise Campaign Setting. More than 60 differ- ISBN: 0-7869-1254-5
The Mercenaries, by Ed Greenwood ent aliens are featured, with information
Errand of Mercy, by Roger Moore on homeworlds, social organization,
An Opportunity for Profit, by Dave Gross skills and abilities, and roleplaying sug-
Conspiracy, by J. Robert King gestions.
Uneasy Alliances by David Cook with $21.95/$28.95 CAN
Peter Archer TSR #2805
ISBN: 0-7869-0778-9
New for June
Easy Betrayals Citadel of Light
By Richard Baker A FIFTH AGE Dramatic Supplement
The heroes race after a threat to peace By Steve Miller
throughout the Realms, but the crea- The Citadel of Light is both a beacon of
ture leads them on a chase that ends in hope and a valuable weapon in the
the last place any suspected. struggle against the Great Dragons. This
$2.99/$3.99 CAN resource offers a wealth of new informa-
TSR #8641 tion on mysticism and the Citadel to NEW for AUGUST
ISBN: 0-7869-0871-8 encourage campaigns based on this
center of mystical power. Masters of Eternal Night
New for July $21.95/$28.95 CAN A M ONSTROUS A RCANA Adventure
The Diamond TSR #9554 By Bruce R. Cordell
By Ed Greenwood & J. Robert Ring ISBN: 0-7869-0748-7 Day by day, the power of the sun
As the quest draws to a close, the wanes as the Illithids continue toward
heroes gather for a celebration. But HERCULES THE LEGENDARY JOURNEYS the completion of their dark agenda.
amid the merriment, there are still a ENDLESS QUEST Adventure Game Masters of Eternal Night is the second
few loose ends to tie up. Dont miss the By Ed Stark with Cindi Rice adventure in a three-part series that
exciting conclusion! Embark on a series of fantastic journeys began with A Darkness Gathering and
$2.99/$3.99 CAN in this exciting game based on Hercules: concludes with Dawn of the Overmind.
TSR #8642 The Legendary Journeys, one of TVs most $9.95/$12.95 CAN
ISBN: 0-7869-0872-6 popular syndicated action series. Thwart TSR #9571
the machinations of Ares, battle hideous ISBN: 0-7869-1253-7
monsters like Echidna, and defeat the
agents of Hera at every turn. This game Empires of the Shining Sea
Star* Drive Campaign Setting can be combined with the XENA: A F ORGOTTEN R EALMS Campaign
An ALTERNITY Campaign Setting WARRIOR PRINCESSES ENDLESS QUEST Expansion Boxed Set
By David Eckelberry and Richard Baker Adventure Game. By Steven E. Schend and
This full-color volume hurls players into $19.95/$26.95 CAN Dale Donovan
the 26th century with a galaxy of non- TSR #1526 This boxed set brings to light a world
stop action, epic adventure, and ISBN: 0-7869-1255-3 of fantastic power, both magical and
astounding technology. Included are political. Inside is extensive history on
chapters on technology and equipment, XENA: WARRIOR PRINCESS the Calimshan area, from the ancient
professions, stellar nations, aliens, and ENDLESS QUEST Adventure Game genie empires of Calim and Memnon to
the Galactic Concordhumanitys hope By Ed Stark with Cindi Rice the rise and fall of the malefic Shoon
for survival in a hostile galaxy Danger and adventure challenge Xena Empire. Explore the Lake of Steam and
$29.95/$39.95 CAN and her friends at every turn in this epic the Lands of the Lions, and create a new
TSR #2802 game based on Xena: Warrior Princess, the magic by forming alliances with outcast
ISBN: 0-7869-0738-X #1 syndicated action series on television. genies and the undead!
All Xenas steadfast friends and most $29.95/$39.95 CAN
implacable foes are represented in this TSR #9561
gamefrom her bardic sidekick ISBN: 0-7869-1237-5

118 JUNE 1998


Free Newsletter!
A Guide to the Ethereal Plane
A PLANESCAPE Accessory DUNGEON
The second issue of the LEGENDS OF THE By Bruce R. Cordell
The Ethereal Plane, which connects
Adventures #69
LANCE newsletter is coming soon to a
mailbox near you! This publication for the Prime Material Plane with the ele-
the DRAGONLANCE Saga includes inter- mental Inner Planes, is an exotic and fas-
views, information on upcoming cinating place to explore. This resource
releases, recipes from the Fifth Age, details the environment of the Ethereal
and other fascinating items. To receive Plane and the multitude of creatures that
your free newsletter, write to legends@ live there. Easily accessed from any cam-
wizards.com or Wizards of the Coast; paign setting, the Ethereal Plane has
Customer Service Department; P.O. links to the RAVENLOFT setting and the
Box 707, Renton, WA 98057-0707. Be popular Demiplane of Shadow.
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address. TSR # 2633
ISBN #0-7869-1205-7
Thornhold
Novel, Harpers #16
By Elaine Cunningham
Cover by ]eff Easley
A dark power from the mists of time
threatens the very heart of the secret
Sleep of Ages
By Eric L. Boyd
organization known as the Harpers,
What do a dragon, a beholder, and a
and only Khelben Arunsun can stop
dwarven army have in common?
itif his fellow Harpers dont stop him
The answer lies beneath the
first! Dont miss the startling conclusion
to the longest-running FORGOTTEN Omlarandin Mountains. An AD&D
FORGOTTEN REALMS adventure for
R EALMS series.
levels 5-8, written by the author of
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TSR #8584
ISBN: 0-7869-1177-8
Arms and Equipment Guide Slave Vats of the Yuan-ti
Vecna A STAR*DRIVE Accessory By Jason Kuhl
Reborn By Richard Baker The search for a yuan-ti criminal
A RAVENLOFT From protective gear to weapons leads to a frightening discovery in
Adventure of mass destruction, youll find the cellars of Wolfhill House. The first
By Monte everything you need to survive the module in The Mere of Dead Men series!
Cook STAR*DRIVE Campaign Setting in An AD&D FORGOTTEN REALMS
One of the this comprehensive guide. More adventure for levels 35.
AD&D games than 100 items are detailed, with
most notorious descriptions, game statistics, and Challenge of Champions II
villains is now illustrations. Items are created By Jonathan M. Richards
one of specifically for the STAR*DRIVE Ten new tests of teamwork for your
Ravenlofts Campaign Setting, but most can stalwart band of adventurers. An
newest darklords. be incorporated into any far-future, AD&D adventure for any level.
Great though his powers may be, Vecna space-opera setting. Includes an Illustration Booklet!
is trapped in the Demiplane of Dread. $16.95/$21.95 CAN
Now hes preparing an unholy ritual TSR #2809 Stumping the Party
designed to bridge the gap between the ISBN: 0-7869-1214-6 By Christopher Pomeroy
land of the Mists and his home world Afraid of spiders? Lets find out. An
unless the heroes can stop him! AD&D SideTrek for levels 35.
$13.95/$18.95 CAN
Unless otherwise noted:
TSR #9582 designates registered trademarks owned by TSR, Inc. $4.95U.S./$5.95CAN.
designates trademarks owned by TSR, Inc.
ISBN: 0-7869-1201-4 1998 TSR, Inc. All Rights Reserved. TSR Product No. 8203-05
* indicates a product produced by a company other than
TSR, Inc. Most product names are trademarks owned by the
companies publishing those products. The use of the name of
any product without mention of its trademark status should
not be construed as a challenge to such status.

DRAGON 248 119


By Allen Varney campaign, not some rehash of
previous work . . . . It offers more by far
hich of Gary Gygaxs many than the old Tomb of Horrors, and it is
accomplishments shall we more deadly too.
celebrate here? His founding Yet Tomb is not todays reason to praise
the GEN CON Game Fair (1968), or co- Gygax. As the real reason, many might
founding in 1973 (with the late Don suggest his creation of Greyhawk, one of
Kaye) of Tactical Studies Ruleslater the hobbys first published campaign
TSR Hobbies, and now TSR, Inc.? No, settings. Responding to vociferous
well skip these for now. demand, TSR revives the dormant
What about co-designing (with Dave GREYHAWK Adventures line starting this
Arneson) the D&D game in 1974 and month, with Anne Browns Players
designing the first-edition AD&D game Guide to Greyhawk. Though his future
(197880)? Shall we honor Gygax for his role in the revival remains undecided,
pivotal role in founding our hobby? Gygax believes the worlds prospects are
Nopeeveryone already knows that. bright if the products aim at new [play-
What, then? Well, Gygax wrote ers], as well as the shrinking old hands
Unearthed Arcana (1981) and many pop- market. It seems that TSR is looking to
ular adventures, such as the original attract young gamers, so I believe the
Drow series (D13), the Against the project will be very successful.
Giants trilogy (G13), and the Temple He feels new GREYHAWK products
of Elemental Evil series (T14, with should resurrect the lines early-1980s
Frank Mentzer). In fact, he formalized approach: The Oerth needs demons
todays concept of the adventure and devils to plague it, and why not PC
module. How about honoring that? assassins and the like, too? Those who
Not this timealthough Gygaxs object to such things dont buy RPGs
most popular module, S1 Tomb of anyway Similarly, those who want
Horrors, merits a digression. Stronghold storytelling, an emphasis on roleplay-
of the demilich Acererak, the labyrinth- ing (read: boring yakking and amateur
ine Tomb was the original killer dun- thespianism), need to be ignored. The
geon. From an idea by Alan Lucien, one action is difficult to create, [but] opportu-
of his original AD&D playtesters, Gygax nities for roleplaying can be created eas-
developed [what] was to become the ily by even a moderately skilled DM.
Tomb of Horrors, and I admit to But more than Greyhawkmore than
chuckling evilly as I did so. He wanted Gygaxs later RPGs (Cyborg Commando,
to challenge his expert players Rob Dangerous Journeys) more than his
Kuntz (Robilar) and Ernie Gygax (his remarkable website (www.gygax.com),
own son, who played the arch-wizard offering his latest RPG (Legendary Adven-
Tenser). After they each looted the Tomb, ture), his new interplanetary campaign
Gygax used it to destroy many a PC at setting (the Elder Worlds star system),
conventions. I had a lot of equally and a candid account of his experiences
difficult places in the Greyhawk Castle with TSRwe hail Gary Gygax in this
dungeons, but to get there one had to go issue for one all-important reason:
through many levels. Tomb of Horrors Twenty-two years ago this month, he
more efficiently pulled player characters founded DRAGON Magazine.
into its grinding jaws. When I decided that The Strategic
No wonder that next month, TSR Review was not the right vehicle, hired
The Legendary designer of the revives Acereraks domainnow with a Tim Kask as a magazine editor for
AD&D games first edition, and some still nastier tenantin Bruce R. Cordells Tactical Studies Rules, and named the
of its most popular supplements and deluxe TOMES adventure Return to the new publication he was to produce The
adventures, deserves our praise. His Tomb of Horrors. The boxed campaign Dragon, I thought we would eventually
bestselling S1 Tomb of Horrors has now includes a reprint of Gygaxs original S1. have a great periodical to serve gaming
spawned Julys huge new sequel Gygax contributes a preface to Return. enthusiasts worldwide, Gygax says.
campaign, Return to the Tomb of Horrors. Initially apprehensive that he wouldnt At no time did I ever contemplate so
And he did something else neat, too. . . be able to offer much in the way of a great a success or so long a lifespan.
.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . rave, he felt pleased when he read To the magazine at age 22, and to its
Cordells sequel. The new material is founder (who turns 60 in July), many
really excellent. Return is a whole mini- happy returns!

120 JUNE 1998

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