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Issue # 145

Vol. XIII, No. 12 SPECIAL ATTRACTION


May 1989

Publisher 13 Halls of Glory:


Building castles up—and tearing them down.
Mike Cook

14
A Castle Here, A Castle There — Daniel Salas
Editor If you have five minutes and some dice, you can have a new castle, too.
Roger E. Moore

18
Holding Down the Fort — Matt Iden
Associate editor Fiction editor “On Monday, all of your guards catch the flu. Some orcs show up on
Robin Jenkins Barbara G. Young Tuesday just as your wizard resigns, and. . . .”

22
Editorial assistant Strongholds Three — Arthur Collins
Kimberly J. Walter Why elven castles look like hills, and other details on fantasy forts.

Art director
28
Your Home Is Your Castle — Patricia Cunningham-Reid
Lori Svikel Castles are hard enough to attack, but have you ever tried living in one?

Production staff
36
Bazaar of the Bizarre — J. Jasper Owens
Paul Hanchette Betty Elmore Call on a deva or 200 berserk quaggoths—all in the defense of your
Gaye O’Keefe Angelika Lokotz home!

Subscriptions U.S. Advertising


Janet L. Winters Sheila Gailloreto
OTHER FEATURES
U.K. correspondent
Christopher Christou
44
The Role of Computers — Hartley, Patricia, and Kirk Lesser
Panning for gold is never easy (especially on your home computer).
U.K. advertising
Kris Starr Jane Johnson
60
The Role of Books — John C. Bunnell
Someone is killing the vampires, and the vampires want you to stop him.

68
Role-playing Reviews — Jim Bambra
It’s A.D. 2301, and humanity has become an endangered species.

76
Through the Looking Glass — Zoe Bell Hurst
With a little color, you can turn lead into flesh and blood.

86
Cornwoman — fiction by Steve Rasnic Tem
Pride and arrogance, even in the Keeper of Death, go before a fall.

DEPARTMENTS
5 Letters 54 Gamers Guide 96 Dragonmirth
6 Forum 58 TSR Previews 102 SnarfQuest
10 Sage Advice 92 Convention Calendar

COVER
Among the many nice things about owning a fantasy castle is that you can decorate
your driveway in any manner you like. Ken Widing’s cover art for this issue shows a
subtle “keep away!” message being displayed by one particularly reclusive castellan—and
a knight brave enough to ring the doorbell anyway.

4 MAY 1989
Rolls & roles
One of the criticisms of DRAGON®
Magazine that we sometimes hear
makes the point that there are too
many “roll-playing” articles, as
opposed to “role-playing” articles. In
other words, many of the articles
What did you think of this issue? Do you have apply to all witch doctors, but he didn’t go past herein focus on basic game
a question about an article or have an idea for a number 1. I can guess where the missing num-
mechanics—new magical items, new
new feature you’d like to see? In the United bers might have gone: “2. These entities take a
States and Canada, write to: Letters, DRAGON® great deal of interest in their witch doctors. . . .” monsters, new character classes,
Magazine, PO. Box 111, Lake Geneva WI 53147, and “3. Finally, witch doctors may call upon new spells, new rules, and so on. To
U.S.A. In Europe, write to: Letters, DRAGON divine aid from their deities. . . .” that charge, I say, sure, we use a lot
Magazine, TSR Ltd., 120 Church End, Cherry These are minor points, but they might allevi- of “roll-playing” material. It’s readily
Hinton, Cambridge CB1 3LD, United Kingdom. ate some confusion for readers. available from our contributors, and
Randal S. Doering it’s easily dropped into an ongoing
San Francisco CA
Designer shamans game campaign. Everyone has a use
for “roll-playing” articles.
Dear Dragon: Save the savant However, “role-playing” articles—
those that tell how to role-play char-
I would like to commend Joseph Clay on his
excellent work on the article, “Hey, Wanna Be a Dear Dragon: acters well, how to be a game
Kobold?” in issue #141. But I have a question: I loved the way the savant came out. Some master, how to solve problems with
What armor and weapons may a shaman and errors got through, though: players or game masters, and how
witch doctor use? On the first page, under “Explanation of skills,” to set up a believable campaign
Vu Pham the text in the third sentence should read: “If background—are hard to come by.
Costa Mesa CA the savant also possesses a specialty category in We get a few good articles of this
languages, he is then able to decipher the manu-
kind every year, and when we do,
Shamans, as noted on page 42 of that article, script. . . .”
we buy them and print them.
use the same armor and weapons used by their Regarding the sixth-level spell recall spell, the
deities and by their tribes. Thus an orcish text in the first sentence of the Explanation/ But “role-playing” articles are also
shaman of Gruumsh (using the information on Description should read: “This spell allows the hard to write. The author must first
pages 97 and 125 in Legends & Lore) would savant to recast any previously cast savant spell have lots of gaming experience and
wear black plate mail and would use a spear for of equal or lesser level.” As an alternative, DMs knowledge, then be able to sort out
the most part, but could also wear any other can make this a seventh-level spell under the some good ideas and techniques
armor and weapon used by the tribe, as deter- same parameters. from all that, and then be able to
mined by the DM. DMs concerned about the low cost for materi- write a useful and entertaining
Witch doctors and tribal magic-users, how- al transmutation in the alchemy skill (on page 20
article. Creating a well-crafted magi-
ever, must abide by the restrictions of the of that issue) may increase the cost factor by 10
cal item is a challenge, but it is not
regular magic-user class regarding armor (i.e., or even 100 in cases where the transmutation
no armor is allowed in order to cast magic-user may increase the value of the original material
quite the same as writing an article
spells). There may be no harm in allowing these by too much. on how you can become a popular
spell-casters to use all the weapons normally Vince Garcia and effective game master.
allowed to humanoids within their tribes, how- Fresno CA If you recall a “role-playing” article
ever; as the level limits are generally quite low. from DRAGON Magazine that you
felt was especially good, write-down
Lost miniatures
This option is left to the DM.
the name of that article and the issue
from which it came, and send it to
Dear Dragon: Dear Dragon: us. The more feedback we get about
I was very pleased to see my article, “Orcs In the “Coming Attractions” section of what our readers like, the harder we
Throw Spells, Too!” in issue #141. I didn’t realize DRAGON issue #91, you told about upcoming search for articles that keep your
it would be that long in print! The drawings DRAGONLANCE® metal miniatures (Set I). In the interest—and keeping your interest is
were superb, especially the fire giant on page issues since then, there hasn’t been any word
the name of the game.
28; Mr. Harper understood my conception of the about this or subsequent sets. I am unable to
silver-sword mark perfectly. Please thank him find these in any of the catalogs from minia- Last notes: I would like to thank
for his excellent illustrations. tures companies and was wondering if you Betsy Goodrich, of Atlanta, Ga.,
Upon rereading the article, there are a few could tell me which company produces these whose letter in Gateways Magazine,
points I would like to address: miniature figures, issue #7, sparked my editorial in
1. I didn’t reiterate the information from Michael Bimbo DRAGON issue #137 (and this
Legends & Lore [page 90] addressing additional Kilmarnock VA month's “Forum” letters on handi-
hit points for shamans and witch doctors. . . . capped gamers).
Shamans gain 1-4 hp per level above the first; TSR, Inc., cancelled its plans to produce those And the entire DRAGON Magazine
witch doctors gain 2-5 hp per level above 1/1, so particular miniatures; a few castings and proto- staff would like to wish Larry
long as their levels rise equally, and 1-4 hp per types of these figures exist, but they are rare in Elmore, whose “SnarfQuest” comic
level when their shaman abilities surpass their the extreme. David Sutherland and Dennis concludes this month, the very best.
magic-user sides. Kauth were the sculptors. However, Ral Partha The Elmores are moving back to
2. On page 27, the first sentence of the last Enterprises, Inc., now has the license for this Kentucky, and they (and Snarf) will
paragraph of the first column reads: “When line of figures. You can contact this company for be greatly missed.
gaining levels, these shamans must sacrifice the further information by writing to it at: 5938
levels or hit dice of foes. . . .” It should read: Carthage Court, Cincinnati OH 45212; or calling:
“When gaining levels, these shamans must (800) 543-0272 toll-free.
sacrifice 10 levels or hit dice of foes . . .”
3. On page 33, in the central column, someone
started to number the few common rules that

DRAGON 5
DRAGON® Magazine (ISSN 0279-6848) IS published
monthly by TSR. Inc., P.O. Box 756, Lake Geneva WI
53147, United States of America. The postal address for
all materials from the United States and Canada except
subscription orders is: DRAGON Magazine, P.O. Box
111, Lake Geneva WI 53147, U.S.A., telephone: (414)
248-3625. The postal address for all materials from
Europe is: DRAGON Magazine, TSR Ltd., 120 Church
End, Cherry Hinton, Cambridge CB1 3LD, United
Kingdom, telephone: (0223) 212517 (U.K.), 44-223-
212517 (international), telex: 818761, fax: (0223) 248066
(U.K.), 44-223-248066 (international).
Distribution: DRAGON Magazine is available from
games and hobby shops throughout the United States,
Canada, the United Kingdom, and through a limited
“Forum” welcomes your comments and opin- destroy the game? Take it from me, John Q. number of other overseas outlets. Distribution to the book
ions on role-playing games. In the United States Public will probably believe anything that a trade in the United States is by Random House, Inc., and
and Canada, write to: Forum, DRAGON® Maga- “reputable” reporter says. The public opinion on in Canada by Random House of Canada, Ltd. Send
orders to: Random House, Inc., Order Entry Department,
zine, P.O. Box 111, Lake Geneva WI 53147, D&D games is abominable and is getting worse. Westminster MD 21157, U.S.A., telephone: (800) 638-
U.S.A. In Europe, write to: Forum, DRAGON Back to the October convention: I was very 6460 toll-free except Alaska (call (800) 492-0782 toll-free
Magazine, TSR Ltd., 120 Church End, Cherry disturbed to see the local news media observing in Maryland). Newsstand distribution throughout the
United Kingdom is by Seymour Press Ltd., 334 Brixton
Hinton, Cambridge CB1 3LB, United Kingdom. the irresponsible behavior of what I’m sure they
Road, London SW9 7AG, United Kingdom, telephone:
We ask that material submitted to “Forum” be thought were “D&D game players.” What both- 01-733-4444.
either neatly written by hand or typed with a ered me the most, however, were the looks of Subscriptions: Subscription rates via second-class
fresh ribbon and clean keys so we can read and shock on some parents’ faces as they observed mail are as follows: $30 in U.S. funds for 12 issues sent
to an address in the U.S. or Canada, £18 for 12 issues
understand your comments. the type of environment their children are sent to an address within the United Kingdom, $50 in
exposed to when attending such conventions. I U.S. funds for 12 issues sent by surface mail to any other
I’ve been involved with several different role- have to say I was shocked as well. address, or $90 in U.S. funds for 12 issues sent airmail to
playing games for many years. I’m currently a I've attended several GEN CON game fairs and any other address. Payment in full must accompany all
subscription orders. In the U.S. and Canada, methods of
25-year-old pilot for the U.S. Army, flying AH-64 have greatly enjoyed each one. The behaviors of payment include checks or money orders made payable
Apache helicopters at Port Hood, Texas. the staff and the attendees have nearly always to TSR, Inc., or charges to valid MasterCard or VISA
In early October, I attended a middle-size been courteous and professional However, is credit cards; send subscription orders with payments to
TSR, Inc., P.O. Box 72089, Chicago IL 60678, U.S.A. In
gaming convention in Georgia. Having missed the level of maturity and responsibility that this the United Kingdom, methods of payment include
the last two GEN CON® game fairs due to Army convention displays a rarity, or is it even cheques and money orders made payable to TSR Ltd., or
commitments, I was eager to participate in some unique? I would hope not. A convention should charges to a valid ACCESS credit card; send subscri-
good tournament-level gaming. Regrettably, tion orders with payments to TSR Ltd., as per the above
be a forum of events to stimulate interests and
address. Prices are subject to change without prior
despite a wide range of guests and excellent enthusiasm in gaming, not a freak show where notice. The issue of expiration of each subscription is
facilities, the convention was a total fiasco for social deviants are allowed free reign, and printed on the mailing label of each subscriber’s copy of
the gaming attendee. Of the four events for programmed events fall to pieces in the hands the magazine. Changes of address for the delivery of
subscription copies must be received at least six weeks
which my wife and I preregistered, none of incompetent or apathetic organizers. prior to the effective date of the change in order to assure
occurred as advertised, if at all. Cheating in While there is little excuse for the slipshod uninterrupted delivery.
some events was blatantly obvious yet was organization of the convention I attended, the Back issues: A limited quantity of back issues is
available from either the TSR Mail Order Hobby Shop
ignored by officials. The “security personnel” of staff cannot be held entirely to blame for the
(P.O. Box 756, Lake Geneva WI 53147, U.S.A.) or from
the convention staff were more concerned with behavior of the attendees. Folks, please remem- TSR Ltd. For a copy of the current catalog that lists
checking everyone’s registration badges than ber that a convention is a high-visibility situation available back issues, write to either of the above
dealing with the group of marijuana-smoking for the gaming community. Running around addresses.
Submissions: All material published in DRAGON
conventioneers who were clouding up an entire acting like a moron in front of TV cameras is a Magazine becomes the exclusive property of the pub-
floor of the hotel (despite my repeated com- mistake. Parading around in restaurants near lisher unless special arrangements to the contrary are
plaints) or the intoxicated imbecile who was the convention dressed like a psychopath will made prior to publication. DRAGON Magazine welcomes
screaming obscenities from the elevators. I unsolicited submissions of written material and artwork;
only hurt the image of all gamers. With public
however, no responsibility for such submissions can be
eventually became so angry and disgusted that I opinion turning against us, responsible behavior assumed by the publisher in any event. Any submission
simply went to my room and tried to ignore the is a must. accompanied by a self-addressed, stamped envelope of
constant caterwauling of the animals this con- It’s my understanding that GAMA’s 1990 sufficient size will be returned if it cannot be published.
We strongly recommend that prospective authors write
vention allowed to harass the honest gamer. ORIGINS™ convention will be held in the same for our writers’ guidelines before sending an article to us.
Speaking of harassment, even some of the city of this unfortunate convention. I can only In the United States and Canada, send a self-addressed,
convention staff thought it was fun to roam hope that the organizers of this last convention stamped envelope (9½" long preferred) to: Wnters’
around and make all sorts of idiotic comments Guidelines, c/o DRAGON Magazine, as per the above
are either not involved in any way or have
address; include sufficient American postage or Interna-
to the paying members. learned from their numerous mistakes. Most of tional Reply Coupons with the return envelope. In
During my college years, I supplemented my all, every gamer involved needs to contribute to Europe, write to Writers’ Guidelines, c/o DRAGON
income by teaching the AD&D® game to groups the convention with behavior befitting a nation- Magazine, TSR Ltd.; include sufficient return postage or
IRCs with your SASE.
of gifted children all over southeast Tennessee. ally recognized event such as this one. Advertising: For information on placing advertise-
Because of responsible behavior and constant Bryan A. Walker ments in DRAGON Magazine, ask for our rate card. In
mindfulness of the image of the D&D® games, Copperas Cove TX the United States and Canada, contact: Advertising
both the children and parents I dealt with were Coordinator, TSR, Inc., P.O. Box 756, 201 Sheridan
Springs Road, Lake Geneva WI 53147, U.S.A. In Europe,
very enthusiastic about the game. I was regu- I recently bought a copy of DRAGON Maga- contact: Advertising Coordinators, TSR Ltd.
larly contacted by new schools to teach more zine, issue #127 (yes, I know this is a bit late, DRAGON is a registered trademark of TSR, Inc.
children. But despite my efforts to establish a but DRAGON issues are either six months late in Registration applied for in the United Kingdom. All rights
to the contents of this publication are reserved, and
positive image for role-playing games, the TV this country, [South Africa] or they don’t arrive nothing may be reproduced from it in whole or in part
movie Mazes and Monsters crushed this interest at all; incidentally, the cost was about 40 times without first obtaining permission in writing from the
in gaming, and parents withdrew their children what the average newspaper costs here). I have publisher.
to save them from the “danger” of the D&D ® designates registered trademarks owned by TSR,
had nearly six years of intensive AD&D game
Inc. ™ designates trademarks owned by TSR, Inc. Most
games. In a matter of months, gaming in my experience, and in that time I have completely other product names are trademarks owned by the
hometown went from a rising hobby to a pas- revised the game’s weapons system for my own companies publishing those products. Use of the name of
time for “weird” people. A two-hour movie purposes about 12 times. I am also a member of any product without mention of trademark status should
not be construed as a challenge to such status.
devastated a positive program that I had devel- a small group called the Medieval Weapons ©1989 TSR, Inc. All Rights Reserved.
oped for over a year. Why? Bad image. Society, all the members of which are avid Second-class postage paid at Lake Geneva, Wis.,
In the years since, the image of the D&D AD&D game players. We found a weaponsmith U.S.A., and additional mailing offices. Postmaster: Send
games has taken a pounding. It seems nearly (Mr. P. Weissnar of Phidag Arts & Crafts) who address changes to TSR, Inc., P.O. Box 111, Lake
Geneva WI 53147, U.S.A. USPS 318-790, ISSN 0279-
every discussion on Satan worship has some ill- has been making exact replicas of ancient and 6848.
informed individual pointing a finger at the medieval weapons and armor all his life. We, of
DUNGEONS & DRAGONS® game. How many course, bought as many weapons as our
more hatchet jobs will the media need to totally finances would allow and have been using them

6 MAY 1989
in combat against each other (being careful, of Experience No. Of additional
course, though naturally we have all suffered points cantrips Having just finished reading the editorial in
several minor injuries). O-833 1 issue #137 (again), I want to share my comments
Therefore, when I opened issue #127, I was 834-1666 2 on handicapped gamers. I have played with
pleased to see all the articles on combat in it. I 1667-2500 3 blind, deaf, hearing-impaired, learning-disabled,
found most of these to be outstanding articles, physically impaired, and multihandicapped
with two exceptions. Of course, four cantrips may still be substi- players, and am myself hearing impaired. I have
“No Quarter!” by Arn Ashleigh Parker was tuted for a first-level spell, in which case the worn hearing aids for almost 17 years.
sort of confusing. I mean, I am accustomed to additional cantrip rule above still applies. Despite having a 45-50 dB hearing loss, I do
rolling ability checks on 1d26, but here we have Zach Miller not really think of myself as being handicapped.
ability and level checks on 1d30, 3d10, 2d12, Naples FL I played role-playing games for about six years
and 3d8 variously. I also would have thought before I encountered another atypical player, a
that fighters would be trained how to parry in I would like to commend Roger Moore on his blind man. It was at this point that I became
their normal training. And don’t cavaliers ever excellent editorial about handicapped gamers in interested in ways to facilitate the inclusion of
learn combat maneuvers, or are they expected issue #137. Since I am physically disabled, I was players with disabilities into “normal” gaming
to hack and slash their way through life? glad to see the concern for those gamers who circles, an interest meshing quite nicely with my
[Regarding] the second article, “Two Hands are either learning or physically disabled. Cop- pursuit of a career in special education.
Are Better Than One,” by Donald D. Miller: I ing with a disability is much easier if you know It has been my experience that blind players
regularly use some of the weapons he discusses. there are people who share the same interests are easily integrated into gaming groups, the
My favorite weapon is a 5lb. bastard sword, on your side. primary difficulty being a matter of transporta-
which I can use easily in one hand, while hold- When I was in junior high school, I did not tion, which is easily resolved when the group
ing either a shield, a dagger, a short sword, a have many friends because I was bussed to a consists of adults. Public transportation is also
3’2” long sword, or nothing in the other. (I am school other than the high school in my local an alternative, though not a feasible one for the
partially ambidextrous, so it doesn’t bother me area which was not accessible to the handi- group that plays well into the evening or morn-
which hand holds which weapon, although I do capped. Since I could not take gym class, I spent ing. Perhaps the most difficult thing for the
tend to favor the right as a primary; I write left- a lot of time, in the library and developed an naive player encountering a blind player, partic-
handed.) A bastard sword in each hand requires interest in reading fantasy and science-fiction ularly one blind from birth or a very young age,
a bit more coordination, but using them is still novels. Reading helped me escape from some of is the disconcerting habit some such people
easy. Just so people don’t get the wrong ideas, I the loneliness. That summer, I met a friend at have of not “looking” at the person being spoken
am 20, stand 5’11”, and weigh 155 lbs. If the camp who introduced me to the D&D game, to. It is important for the seeing players to
average person of today is taken as a yardstick, which we played whenever we had a chance. remember that it is not a good idea to rearrange
I have an AD&D game strength of 11-12 and a After that summer, I never saw my friend again, furniture — it can be very frightening and
dexterity of about 13 (if 10½ is average). but I had found an activity in which I could painful to fall over a chair that was somewhere
I also don’t see why the article discriminates participate. After camp, I purchased the D&D else earlier. It is my preference, when a blind
against demi-humans; a friend of mine is 4’11”, Basic Set. I acted as DM for some friends from gamer is part of the group, to have the gaming
weighs 115 lbs., has only mild difficulty in using my neighborhood for two years after purchas- sessions at the blind player’s home, thereby
a bastard sword in one hand, and has no prob- ing the D&D Expert Set. When I entered high eliminating the difficulties of getting the blind
lems with a long sword in one and a short school, I joined a war-gaming club in which I player to the session and the problem of becom-
sword in the other. Perhaps there was a misin- was introduced to the AD&D game. For the ing accustomed to a new environment. It will
terpretation of available data: Contrary to the next 2½ years, I was a player, but during my not take long for the group to notice that the
[1st Edition] Players Handbook figures, the senior year, the school banned the playing of blind player might have a slightly different way
average length for a long or broad sword was the DUNGEONS & DRAGONS game. of approaching things in the game setting; a
about 3’, and for a bastard sword 3½’ (Weap- Two years ago, I entered community college friend of mine always wanted to know what his
ons, MacMillan: 1980, and Weapons Through and have never really played the D&D game character smelled, something not many sighted
the Ages, by W. Reid, Crescent Books: 1986). I since. All my neighborhood friends either went players would think to ask.
would suggest that DMs treat the Players Hand- away to college or moved. Now I don’t have It is also relatively easy to integrate into the
book figures for all weapon sizes as maximums, many friends since most people my age do not group a person who is hearing impaired but
the minimum being the maximum size of the much bother with me at the college. I have speaks well. It will help to use a round table or
weapon one step below (e.g., knife, dagger, gotten back into fantasy novels again, and I am arrange the group in a circle on the floor so that
short sword, long/broad sword, bastard sword, interested in the D&D game again. I have decid- the hearing-impaired person can easily see
two-handed sword). Also, weight and height (the ed to try to get a role-playing group together, everyone. Also, good overhead lighting is nice,
latter to only a small extent) should be the but I do not know where to begin to get people so the players’ faces are not shadowed or silhou-
determinants of whether a weapon is used interested in role-playing. If anyone has any etted. When the hearing-impaired person is
single- or double-handedly. Only halflings should ideas, you should send them to “Forum” so they having trouble hearing, repeat yourself once,
have to use a long sword with two hands; all can be shared with everyone. and if that does not do the trick, rephrase what
other races are heavy enough for one. Michael Townsend is being said. Try to avoid talking with some-
As a matter of interest, I have tried both an White Hall MD thing in your mouth, and remember to keep
11-lb. Bidenhander and a 7-lb. battle-axe. The objects away from your face. Avoid exaggerated
two-hander I could handle (very clumsily, There are no “rule” changes that have to be mouth movements and the inclination to shout
though), but the axe was really difficult to made to accomodate the “handicapped.” In most — some hearing-impaired people are painfully
handle —I found it virtually impossible to AD&D game campaigns and dungeons, once the sensitive to loud noise.
recover from a chop. By the way, the encum- rules are explained, and the DM’s quirks stated (I It is harder if the hearing-impaired or deaf
brance figure for the two-hander given in the am a DM with a lot of quirks), nothing else is person relies on sign language for his communi-
Players Handbook does not reflect weight; a required except common courtesy, a willingness cative needs. Sign language can vary a lot from
heavy two-handed sword weighs about 14 lbs. to help (if asked or if necessary), a sense of region to region — like verbal dialects, only
(like the 6’ Flamberge I have also tried). The humor, and patience. more so. The problem is also compounded by
only reason a two-handed sword can be recov- A member of our group (who has since died) the fact that there are several signing systems in
ered after a swing is because of its 20” hilt. once thanked us for allowing her to join. She use throughout the country. Once a person gets
Graeme Adamson was overjoyed at being able to walk, run, and around these difficulties, there is the problem of
Germiston, South Africa fight, not to mention have the magic she could vocabulary. There are only a few thousand signs
use (she had a 6th-level fighter-mage). We never used for the more common words. After that,
Although I do not agree with bettering the hit had a chance to thank her for enriching our the signer has to rely on finger spelling or signs
points and armor classes of 1st-level mages, I do campaign. invented on the spot. Using sign language tends
believe mages should be able to memorize more I’ve been classified as totally disabled, to be a bit slower than speaking, and finger
than one spell at 1st level. Therefore, I suggest although (luckily for me) I’m not in a wheelchair spelling is slower yet, for obvious reasons. If the
the following simple and certainly not unbalanc- — yet. signer is an atrocious speller, it can lead to
ing modification: 1st-level magic-users may Just a small reminder: The “handicapped” are further difficulty. The game setting also has a
memorize cantrips in addition to their one each people first. direct impact on the use of sign language. I have
first-level spells. Dave Timmons
Philadelphia PA Continued on page 98
8 MAY 1989
Illustration by Jeff Easley

by Skip Williams behind the creature, silencing it until it —except the target creature.
can move out of the area of effect. The reverse holds true when the crea-
ture replies. It uses a language that it
If you have any questions on the What level does an AD&D cleric knows. The caster, and any other creature
games produced by TSR, Inc., “Sage have to be in order to cast a glyph of within earshot who speaks the language
Advice” will answer them. In the Unit- warding that drains a level? that the creature is using, can understand
ed States and Canada, write to: Sage Since this glyph duplicates the effects of what the creature says.
Advice, DRAGON® Magazine, P.O. Box a reversed restoration spell, the caster The caster can freely shift the spell’s
111, Lake Geneva WI 53147, U.S.A. In must be at least a 16th-level cleric. target from one creature to another for as
Europe, write to: Sage Advice, long as the spell lasts.
DRAGON Magazine, TSR Ltd., 120 Does a tongues spell work like a
Church End, Cherry Hinton, Cambridge universal translator, automatically If a character casts find the path
CB1 3LD, United Kingdom. translating a specified language into and wind walk, would he he able to
This month, the magical spells for a second language when the speci- find a portable hole?
spell-casters in the AD&D® 1st Edition fied language is spoken within the No. A find the path spell can find a way
game books are put to the sage’s test. area of effect? Can the direction of into or out of a location; it can’t be used to
the translation be reversed? Who locate objects. The purpose of the spell is
hears the translation? to help the caster when he is lost or to
The spell acts like a selective translator. determine what actions to take so that he
Clerical spells The caster picks one creature within the can get from place to place — it is not a
area of effect. Then he speaks to that treasure-finder. Wind walk can be used in
The description of the silence 15' creature in any language that he knows; conjunction with find the path, but it
radius spell says that if the spell is the target creature magically understands won’t help the caster find an object.
cast on an unwilling creature and what is said. Any creature who under-
the creature makes its saving throw stands the language that the caster is using A dust devil is dispelled when it
the spell lands one foot behind the can understand what the caster says if it contacts a creature with magic
creature. Is this the center of the can hear him. No creature who does not resistance. Will an elf, who is resist-
effect or the edge? understand the language that the caster is ant to sleep and charm, dispel a dust
The center of the effect lands one foot using can understand what the caster says devil?

10 MAY 1989
No; elves have a unique resistance to eve1 change self spell allows. potion, can he breathe underwater?
sleep and charm spells, not innate magic A polymorph self spell can provide the
resistance. Only creatures with resistance Can an illusionist use an alter self caster with functional gills, just as it can
to all spells will dispel a dust devil. spell to make functional plate provide the caster with functional wings.
Daemons, with their graduated magic armor?
resistance, will dispel dust devils; will o’ The alter self and change self spells can What is the “small specimen”
wisps, which are simply immune to most create the appearance of any sort of required for the fifth-level animate
spells, will not. equipment, but they do not change the dead monsters spell?
caster’s armor class, nor do they create The “small specimen” is the same as the
How many spells can my 124th- usable equipment.. material component for an animate dead
level cleric cast per day? The spell spell. That is: a drop of blood, a piece of
list only goes up to 29th level. Can an illusionist use the flesh, and a pinch of bone powder or
A cleric gains a seventh-level spell at wraithform spell to fly? shard of bone from the type of creature to
30th level, and another seventh-level spell No; the wraithform spell does not be animated. This material component is
at 31st level, giving the cleric nine spells of bestow the power of flight. consumed in the casting of the spell.
each level.
At 32nd level, the cleric gains one each Creatures with a 19 intelligence The first line in the description of
first-, second-, and third-level spell, giving are immune to first-level illusions. the second-level preserve spell says
the cleric 10 first- to third-level spells and Exactly which spells from which that it will keep an item fresh until
nine fourth- to seventh-level spells. classes are first-level illusions? it’s needed for a spell. The second
At 33rd level, the cleric gains one each Illusion/phantasm spells from the illu- line, however, says that the spell
fourth-, fifth-, and sixth-level spell, giving sionist’s first-level spell list are first-level won’t work on mistletoe or related
the cleric 10 first- to sixth-level spells and illusions, even when several classes can items. Isn’t this a contradiction?
nine seventh-level spells. cast them. Phantasmal force, for example, Not at all. This spell is useful for keeping
At 34th level, the cleric gains a seventh- is a first-level illusion/phantasm, even material components fresh. Mistletoe and
level spell, giving the cleric 10 spells of though it is a third-level spell for magic- related items (as used by druids in spell-
each level. users. casting) are not merely material compo-
When the cleric reaches 35th level, he nents but holy symbols. Part of their
gains one each first-, second-, and third- When a permanency is applied to a potency comes from the ritual act of gath-
level spell, just like at 32nd level. The spell cast upon a creature, who ering them, and their period of usefulness
progression from 32nd to 34th level con- loses the constitution point: the cannot be magically extended using this
tinues to repeat itself thereafter. caster or the recipient creature? spell.
You will have to work out the spell list The casting of a permanency causes the
for your 124th-level cleric yourself. It may constitution loss, so the loss (if any) always
be easier just to start a new character. applies to the caster. The whip spell does not affect
creatures with an intelligence above
Is the turning of creatures into 3 or giant animals above bear-size.
Illusionist spells trees the only function of a mass- How then can the spell be used to
morph spell? disarm characters?
Will a second shadow walk spell Yes, and it can be handy, too. This immunity is only to the whip’s
help an illusionist who has gotten ability to make creatures retreat. The
lost on the plane of Shadow? Where Shouldn’t a saving throw be whip’s secondary function is to disarm
can I get information on the plane of allowed for the remove fear spell? weapon-using creatures of any sort.
Shadow? With no save, the reverse is a potent
A second shadow walk spell will not spell. What would happen if an Otiluke's
help an illusionist who has gotten lost on There is no save vs. remove fear or its resilient sphere were cast at a vic-
the demi-plane of Shadow. The spell only reverse, though either spell requires con- tim on a beach or on a ship, and was
works near the boundary between the tact with the recipient (meaning a “to hit” then shoved into the water?
demi-plane of Shadow and the rest of the roll against an unwilling victim). You might An Otiluke’s resilient sphere cast upon
multiverse, and a lost illusionist has some- choose to allow a save against cause fear an object which is then pushed into the
how wandered away from that area. The at a substantial penalty (I suggest -4), water will float, unless the spells area of
demi-plane of Shadow is briefly described since remove fear requires a save of sorts effect contains more dead weight than
in the Manual of the Planes, on page 21. if applied after the fact (see the spell’s empty air, in which case it sinks. A floating
description on page 44 of the Players sphere could be pushed along like a beach
My DM says that my 14th-level Handbook). ball; a sinking sphere will eventually strike
illusionist casts magic missiles bottom, but it could be deflected on its
(gained from the seventh-level spell There is a contradiction in the way down or even carried by swimmers
first-level magic-user spell) as description of the spell color spray. of sufficient strength, like divers carrying
though he were a 1st-level magic- How can the illusionist affect crea- a rock.
user. Is he right? tures with more hit dice than he has
Your DM is right, but your illusionist if he is only able to affect as many The description of the forcecage
does get to cast four first-level magic-user hit dice of creatures as he has spell says that a creature with magic
spells for each seventh-level spell he gives levels? resistance can make only one
up. Note that illusionists cast their magic- Delete the third sentence from the spell’s attempt to get out. Is such a creature
user spells at one level higher for each description on page 94 in the Players limited to one attempt to pass
level beyond 14th, so that a 20th-level Handbook. through the bars in either direction,
illusionist casts magic missiles at 7th level. or can it force its way into the cage
and then try to get out again?
Can an illusionist also change his Magic-user spells A creature with magic resistance can try
equipment with an alter self spell? to force its way into a forcecage once only
The alter self spell allows clothing and If a character turns into a fish
equipment to be altered just as the first- with a polymorph self spell or Continued on page 56
12 MAY 1989
W
the innermost buildings, or it can contain
rooms like a single fortified building.
Towers: This column gives the number Table 1*
hen the AD&D® 1st Edi- of tall structures that serve as watch posts Castle Masters
tion Dungeon Master’s Guide indicates that and strategic promontories during battles.
(Non-Oriental Settings)
a randomly generated fortress is encoun- Castle type B is a tower, with no other
tered, the players’ attention is undoubt- heavily fortified structures except for the 1d100 Class Level
edly boosted. How does the DM deal with curtain wall and possibly a gatehouse. For 01-15 Cavalier 9th-12th
their curiosity? Appendix C of the DMG castle types E through I, the number of 16-20 Paladin 9th-10th
helps, but new tables are needed to add towers listed applies to each curtain wall. 21-35 Cleric 9th-12th
more detail to such encounters and to A castle with flat sides has its towers at its 36-37 Druid 12th-15th
include new character classes from corners, so that the towers project out 38-65 Fighter 9th-12th
Unearthed Arcana and Oriental Adven- from the sides of the castle. A castle with 66-70 Barbarian 8th-13th
tures. curved walls has towers placed at regular 71-72 Ranger 10th-13th
Castle Table I (DMG, page 182) needs the intervals along its walls. This arrangement 73-80 Magic-user 11th-14th
following change. For the sake of simplici- increases the surface area of the wall that 81-85 Illusionist 10th-13th
ty, the fortress types are classified herein can be covered by missile-firing troops 86-90 Thief 10th-14th
using letters: type A (small shell keep), B and artillery. At least one tower overlooks 91-93 Thief-Acrobat 9th-12th
(tower), C (moat house or friary), D (large the main gate of the fortress. 94-97 Assassin 14th
shell keep), E (small walled castle with Gatehouse: This column gives the per- 98-99 Monk * * 9th-12th
keep), F (medium walled castle with keep), centage chance that there is a small build- 00 Bard 23rd
G (concentric castle), H (large walled castle ing at the main entrance of the outermost
* Use Table 1 in place of the DMG’s
with keep), and I (fortress complex). curtain wall. Here, guards inspect visitors
Sub-Table II.B. for non-Oriental
Castle Table II and Sub-Table II.A. (DMG, and defend the main gate against unwant-
campaigns.
182-183) can be left unchanged. However, ed intrusions. For a castle with a moat, the * * As per the AD&D 1st Edition
Sub-Table II.B. is out of date; instead of gatehouse is located outside the ‘moat and Players Handbook.
using it, roll on Table 1 or Table 2 of this is connected to the outermost curtain wall
article to determine a stronghold’s master. by a bridge (either a permanent one or a
For the social class of a castle’s master in drawbridge).
non-Oriental settings, refer to the “Typical Tunnels: This column gives the percent-
members of a class” chart on page 82 of age chance that there is an underground
Unearthed Arcana. The master’s class and tunnel system beneath the castle. In
level determine the character’s social rank. swampy areas, subtract 20% from this Table 2 *
Add one social level if the master rules a chance. The random dungeon generation Castle Masters
medium-size castle, or add two social system (DMG, pages 169-172) can be used
(Oriental Settings)
levels if the character rules a large-size to determine the arrangement of the tun-
castle. nel system. Small castles have 1-4 dungeon 1d100 Class Level
For the birth rank of an Oriental master, levels, medium castles have 2-8 levels, and 01-30 Bushi 9th-12th
roll 2d8 + 4 on Table 38 in Oriental large castles have 2-12 levels. At the lowest 31-40 Kensai 9th-12th
Adventures, page 31. Samurai NPCs dungeon level, consider downward-leading 41-50 Monk * * 8th-13th
receive an additional + 10 bonus. Also add passageways to be dead ends. If the tables 51-55 Ninja/bushi 9th/9th-
+ 1 if the master rules a medium-size indicate that the dungeon extends into an 12th/12th
castle, or +2 if he rules a large-size castle. impossible area (such as aboveground or 56-60 Ninja/sohei 9th/9th-
out the side of a cliff), place a concealed 10th/10th
Castle characteristics door at the end of an apparent dead end. 61-80 Samurai 9th-14th
Table 3 herein deals with the major This door opens to the outside wilderness. 81-90 Shukenja 9th-12th
physical characteristics of the fortress. Castles inhabited by characters do not 91-00 Sohei 9th-12th
Each listing is described as follows. normally have any monsters in their
* Use Table 2 in place of the DMG’s
Moat: In coastal and swampy areas, add dungeons. Exceptions include the family Sub-Table II.B. for Oriental Adven-
10% to the chance of a castle having a “pet” or an unwanted or secret intruder.
tures
moat. In deserts and mountains, no castle Dungeons that are not shrouded in secre-
campaigns.
has a moat because of the scarcity of cy often have guards at regular intervals,
* * As per Oriental Adventures.
water (unless magic is used, of course). especially near prison cells and treasure
Across each moat is placed a permanent chambers.
bridge or a movable drawbridge, either of
which leads to the main gate of the castle.
The bridge is usually guarded by the cas-
tle’s artillery weapons. The specifics of the Table 3
moat (width, depth, inhabitants, etc.) must Physical Characteristics of a Castle
be chosen by the DM.
Wooden: This is the percentage chance Type Moat Wooden Walls Towers Gatehouse Tunnels
A 5% 40% 1 - - 5%
that the fortress is constructed of wood,
rather than stone. If wood is more abun- B 5% 30% 1 1 10% 5%
C 100% 20% 1 - 10% 3%
dant in the area than stone (such as in a
D 15% 10% 1 - 15% 10%
forest), add 10% to this chance. If stone is
more abundant (such as in the mountains), E 20% - 1 2-5 30% 15%
subtract 10%. F 25% - 1 3-6 55% 20%
Walls: This column gives the number of G 35% - 2-5 4-7 100% 30%
curtain walls that completely encircle the H 40% - 1 3-6 80% 30%
castle. The innermost curtain wall can I 45% - 3-6 5-8 100% 40%
enclose an open space between itself and
treaties with 1-4 other castle masters, each
Table 4 of whom rules a castle of the same type
Settlement Adjacent to Castle (A, B, C, etc.). A treaty can include a prom-
ise of peace, mutual protection, political
Type None Hamlet Village Town City support, or anything else the DM chooses.
A 01-10 11-90 91-00 - - Under command: The master of this
B 01-05 06-85 86-00 - - castle is the vassal of another lord, who
C 01-05 06-85 86-00 - - rules a fortress that is up to four types
D - 01-60 61-00 - - larger on the DMG’s Castle Table I scale
E - 01-50 51-00 - - than this one (maximum of type I). The
F - 01-30 31-90 91-00 - relationship between the two masters is
G - 01-10 11-80 81-00 - similar to the relationship between allies,
H - - 01-75 76-95 96-00 though the lord in the smaller castle must
I - - 01-70 71-90 91-00 take orders from and pay taxes to the lord
in the larger castle. The larger castle is
placed 1-12 miles from the smaller one.
In command: The master of this castle
The relationship between a character- rules over 2-5 vassals, each of whom com-
ruled fortress and the settlement must be mands a castle that is up to four types
Table 5 chosen by the DM. Perhaps the castle’s smaller than this one (minimum of type A).
Political Position master rules over the people of the settle- These extra castles are placed in the cam-
ment, which is most likely where hamlets paign by the DM, each within 1-12 miles of
of Castle the major castle.
and villages are concerned. Perhaps the
castle serves as a protector of the settle- These tables are intended to clarify, not
Under In
ment, such as for a city. The castle and complicate, the DM’s job of creating a
Type Indep. Allies com. com.
settlement might even be locked in an random castle. Obviously, they can only
A 10% 20% 80% 5%
unofficial conflict, such as when a warlord serve as general guidelines; the DM must
B 10% 20% 80% 5%
and a civilian governor are competing for be able to put together the jumble of infor-
C 10% 20% 80% 5%
political power. mation which this article and the DMG’s
D 15% 25% 65% 15%
tables will provide. It might take some
E 20% 30% 50% 30%
Local politics time and effort, but the final outcome
F 25% 35% 35% 45%
Table 5 determines the political position should provide a setting to interest (and
G 30% 20% 20% 60%
of a fortress inhabited by character-types. challenge) PCs for many hours.
H 30% 20% 20% 60%
I 35%
Few castles are independent and unknown
10% 10% 75%
to the rest of the world, especially those
that are large and militarily powerful. To
use Table 5, roll under the first column for
the chance of independence. If the num-
Local settlements
ber rolled is over this chance, then roll on
Table 4 determines the type of settle-
the other three columns; the results of
ment that stands within one mile of the
these three may all apply at once. If none
fortress. Because of the difficulties in
of the four columns indicate a political
establishing civilized life in certain terrain
position, then start again in the first
types, use a - 20% modifier in swamps,
column until a position is found. The
- 15% in deserts, and - 15% in moun-
columns are explained below.
tains. In coastal areas, add 10% to the roll,
since the possibilities of a steady food Independent: Except for an adjacent
settlement, this fortress stands alone politi-
supply (fish, shellfish, etc.) and a shipping
cally. Its inhabitants are naturally suspi-
port affect the size of the community.
If the castle is deserted, or inhabited by cious of strangers (-10% reaction
modifier).
unfriendly or isolated bands of monsters
Allies: The master of this castle holds
or humans (as defined by Castle Table II
and Sub-Table II.A. on pages 182-183 of the
DMG), the settlement might be in a similar
situation. In this case, roll on Castle Table
II for the settlement’s inhabitants. For this
table, consider a hamlet to be “small,” a
village to be “medium,” and a town to be
“large.” A city is also considered to be
“large,” and it receives an extra 10% bonus
to the die roll. If humans or character-
types are indicated, consider the settle-
ment to be occupied by typical members
of that type of settlement (farmers for a
village, townspeople for a town, etc.).
The “Inhabitation” chart on page 173 of
the DMG gives the population of each
settlement type. Use this chart for a settle-
ment that is not deserted or does not
contain monsters. Also note that you do
not have to place new major cities in the
campaign if you have not planned for
them; these results can be rerolled.
16 MAY 1989
by Matt Iden

Random events to enliven


anyone’s stronghold

W hen a player character has reached the top of his profession,


the first thing on his mind is often the building of a stronghold. Unfortunately,
the AD&D® 1st Edition rules have few guidelines for this type of play. Finding a
way to mix mundane events (such as monthly crop reports) and a few minor
but troublesome occurrences (such as training accidents) with the more excit-
ing adventures you have planned takes a great deal of time to create, let alone
write out and present to the players. Yet without natural events surrounding
your adventures, it’s difficult for your players to appreciate what life in a fanta-
sy fortress is like.
Use of the following table of events can add to the “realism” involved in own-
ing land, especially a castle. Although the encounters are meant to serve mostly
as filler material, several of them could be developed into adventures them-
selves (or, better yet, they might fit into an existing adventure that you’ve
planned for your campaign). In general, the events are presented in order of
increasing severity or local importance.
It is suggested that you use only three, at most, of these events per game
month. Allow a 50% chance that an event from the accompanying table occurs
each game week, and flesh out the event as you like. Note that these events are
designed so that they should rarely produce disasters for the PC castle owner
but demand some attention, nonetheless. Particular details about each event
should, if possible, be tailored to the larger world environment (e.g., racial
problems may involve kender or gully dwarves in Krynn-based
DRAGONLANCE® campaigns, political problems may involve agents of the
Great Kingdom in the WORLD OF GREYHAWK® setting, and so on). Tables
giving weather effects, random monster encounters for patrols, and so forth
may also be used in conjunction with this table.

Table results of the monthly upkeep to replace the lost down a treacherous slope, etc.); 1-3 sol-
Bad supplies: The castle has received equipment. diers are hurt.
bad supplies. The PC owner must pay an Excellent food stores: The castle steward Disease check: Check for disease or
additional 10% of the castle’s monthly makes a good deal. All food stores for one parasitic infestation of random type,
upkeep to replace them (see the AD&D 1st week are of excellent quality; morale (if occurrence, and severity (refer to the
Edition Dungeon Masters Guide, page 25). used) is up 10% for that period. DMG; pages 13-14).
Rotten food stores: The castle has Paining accident: While training or on a Specialist: An expert hireling (not a
received or developed rotten food stores. drill, 1-6 soldiers (65%) or 1-3 mounts mercenary) settles in the area.
All who eat from the stores fall sick (a mild (35%) are injured. Tax collector: The PC castle owner’s staff
attack of a gastrointestinal disorder; see Minor incursion: One or more minor gains a dishonest tax collector who embez-
the DMG, pages 13-14). The water source monsters, worth a total of 150 xp or less zles funds; reduce tax income by 2-5%
(well, stream, lake, etc.) might become (several orcs, an ogre, or some wolves), until the embezzler is caught.
temporarily tainted as an alternative, enter the area controlled by the castle. If Bard/caravan: A wandering bard visits
Fire: Some part of the castle catches fire not chased off or slain, the monsters settle for several weeks for a small nightly fee;
(kitchen, -smithy, military stores, etc.). down and begin raiding farmlands. he may have news of interest to the PC.
There are 1-8 injured soldiers or castle Minor patrol accident: The weekly An alternate possibility is to have a mer-
inhabitants who must be cared for, and patrol suffers a minor accident (a rider is chant caravan arrive with materials of
the PC owner must pay an additional 5% thrown from his horse, a soldier falls particular interest to the PC.
18 MAY 1989
Minor racial clash: A minor racial clash Sanctuary: A local church gives sanctu-
occurs, such as a half-orc moving into a ary to a suspected spy, thief, or other
predominantly demi-human area or an elf suspected criminal and refuses to turn this
Random Events and dwarf arguing over politics. Interven- person over to the PC castle owner.
for Castles tion by the PC to quell trouble will usually Severe patrol accident: A castle patrol
solve the problem. Otherwise, a fight may suffers a severe accident (rock slide,
1d100 Event result in the near future. washed-out road, etc.); 1d4 - 1 soldiers are
Mine problems: If there is a mine in the killed, 1-6 soldiers are injured, and 1-4
01-04 Bad supplies
region, it “plays out,” floods, or develops mounts are injured or slain. There is a 5%
05-07 Rotten food stores other problems. If no mine exists, a small chance that this “accident” was a trap set
08-10 Fire vein of valuable ore is discovered, suitable up by an enemy.
for mining. Hunting accident: There is a hunting
11-13 Excellent food stores
Upkeep check: If the PC owner has not accident, and a guest or henchman of the
14-17 Training accident paid his castle upkeep fee, he pays for it in character is hurt. Bad relations between
18-20 Minor incursion another way. For every 5% of the upkeep the injured character and the PC may
that is not paid, one minor accident occurs result.
21-23 Minor patrol accident
(stones from the walls give way, doors fall Moderate racial clash: A moderate racial
24-26 Disease check off hinges, etc.). To stop these accidents, clash is instigated, and the demi-humans of
27-29 Specialist the PC must pay double the upkeep fee the town and castle take sides. Some of the
next month. Note that this will never local humans also take sides (miners with
30-32 Tax collector happen when a castellan is in charge. dwarves, foresters with elves, etc.), but
33-34 Bard/caravan Spy appears: A standard hireling most want the quarrel to end quickly.
35-37 Minor racial clash becomes a spy for a neighboring (but not Intervention is necessary to end the feud.
necessarily evil) local lord. The hireling Cleric leaves: If the highest-level cleric
38-40 Mine problems avoids causing trouble and continues to do serving the castle owner is not a hench-
41-43 Upkeep check his job well. man, he is called away for religious duty.
44-45 Spy appears Dam needed: If the stronghold is by a There will be no replacement for 6-8
river, a dam is needed to prevent spring weeks.
46-47 Dam needed flooding. The cost is equal to a wooden Sage: If the PC owner is a spell-caster, a
48-49 Duel, nonmagical building (DMG, page 107). sage is attracted to the area because of the
50-51 Duel, magical Duel, nonmagical: There is an unsanc- character’s academic reputation. This does
tioned duel between two soldiers, possibly not mean that the sage will take service; it
52-53 Moderate incursion between two officers of the castle guard. just means that he will be in the area and
54-55 Knight’s challenge Subject to the DM’s discretion, one com- available for consultation. The sage might
batant is killed or injured. How will the also visit the castle frequently to talk with
56-57 Crime
survivor(s) be punished? What will the the character, to trade information, or to
58-59 Sanctuary relations be between the allies and under- be part of the happenings of the court.
60-61 Severe patrol accident lings of each duelist? This situation could Magic-user leaves: If the highest-level
include any duel that does not involve magic-user in the castle is not a hench-
62-63 Hunting accident
spell-casters. man, he leaves to further his career. No
64-65 Moderate racial clash Duel, magical: A duel is fought between replacement is immediately forthcoming.
66 Cleric leaves spell-casters who are not a part of the Rivalry: A stiff rivalry begins between
castle’s staff. The duel takes place in the the two highest-level NPC spell-casters at
67-68 Sage
nearby town or countryside; at least one the PC’s court. Both trade insults, attempt
69 Magic-user leaves building is damaged, and some citizens to embarrass the other, and may even
70-71 Rivalry may be injured. The locals cry for justice attack each other. The servants and stu-
and vengeance. It is possible that other dents of each defend their master, adding
72-73 Obnoxious druid to the problem. Intervention by the PC is
local spell-casters might band together to
74-75 Lycanthrope (town) protect the duelists. necessary to prevent an escalation of the
76-77 Expert hireling sickens Moderate incursion: One or more mon- problem.
sters, worth a total of 500 xp or less, enter Obnoxious druid: A mid- to high-level
78-79 School the area controlled by the castle. If not druid comes to the PC castle owner with
80-81 Alcoholic chased off or slain, these monsters will severe demands to curtail deforestation,
82-83 Bard (spy) settle in and begin raiding the countryside, overgrazing, or magical tampering with
eventually attacking merchant traffic. the weather. He becomes a pest at court,
84 New religion Knight’s challenge: A knight errant (4th- but he may find sympathy with some
85-86 Patrol attacked level cavalier of exceptional abilities) chal- residents in town.
87-88 Ambassador lenges any fighter of equal level in the Lycanthrope (town): A lycanthrope,
castle to a duel, to one-half total hit points. posing as a town guard, normal merchant,
89 Ambassador (spy) The knight will not leave until he is defeat- or some other person in frequent contact
90-91 Missing patrol ed or defeats 10 fighters. If defeated, he with people, begins murdering townspeo-
assists in the castle defenses for one ple. Paranoia and hysteria strike the town
92-93 Major racial clash
month (but will not go on adventures with when the murderer cannot be found.
94 Gray war the PCs). Expert hireling sickens: An expert hire-
95-96 Lycanthrope (castle) Crime: A fairly serious crime is commit- ling in the character’s pay (such as an
ted in either the castle or in the nearby armorer) becomes seriously ill and cannot
97-98 Assassin
town. Those responsible may have to be perform his normal duties. If not healed,
99 Emissary tracked down or found by investigation. the NPC will eventually die. The DM
00 Major incursion Possible crimes include robbery, forgery, should select any serious disease from the
fraud, murder, kidnapping, arson, or AD&D 1st Edition DMG, pages 13-14.
plotting to overthrow the PC’s rulership. School: An NPC henchman requests

20 May 1989
permission to set up a school or guild best price. He should be very difficult to
within the castle. Greater interest could be find or even reach. One of his first targets
added if the NPC is of an unusual NPC is a friend or ally of the PC owner.
class (such as one found in the Best of Emissary: An emissary from a nearby
DRAGON® Magazine anthologies). race (demi-human or other) comes to
Alcoholic: One of the character’s expert court. Delicate diplomacy is called for;
hirelings is found to be an alcoholic, good role-playing may result in an alliance
remaining in a stupor most of the time. or other large gain. Bad role-playing may
This may be dangerous if the hireling is an result in a major loss or even a war for the
officer or castellan. PC castle owner.
Bard (spy): A bard entering the area is a Major incursion: One or more powerful
spy. Through the use of his talents, he creatures, worth a total of 10,000 xp or
attempts to get important information less, enter the area controlled by the cas-
from hirelings of the castle owner, other- tle. If not immediately chased off or slain,
wise appearing to be friendly. these monsters will eventually attack the
New religion: Clerics and followers of a castle directly and attempt to loot it, either
new religion request permission (or simply slaying or capturing all its inhabitants. As
begin) to settle in the area. an alternative, the DM may substitute a
Patrol attacked: A hit-and-run attack is major outbreak of plague, a devastating
made on one of the castle patrols by ban- fire in the castle or nearby town (or in the
dits, wolves, etc. The outcome of the fight surrounding lands), or a similar event. It is
and casualties are left up to the DM. possible, too, that this event is helpful —
Ambassador: An ambassador from a the monster that arrives may be of good
neighboring lord approaches the character alignment and be able to help the PC in
for one of the following reasons: to band some manner.
together against a rival lord; to form a
joint expedition to hunt down bandits or [Other sources on information on events
humanoid raiders; to form a trade agree- for castle owners include: ‘Meanwhile,
ment; to settle a border dispute; to look Back at the Fief...” and “Armies From the
for a wanted criminal or monster; or to Ground Up,” in DRAGON® issue #125; “The
invite the character to a tourney, wedding, Life and Death of a Castle,” in issue #121;
or festival. and the “Events and Encounters” chapter
Ambassador (spy): An ambassador from in Oriental Adventures.]
a neighboring lord feigns good intentions
while actively spying on the character and
undermining him in any way (such as
secretly harming or killing hirelings or
other diplomats, or spreading rumors and
lies about the PC).
Missing patrol: An entire patrol is miss-
ing. The DM must decide what happened
to it, though there is a 40% chance that
the patrol is merely very late, having run
into some sort of serious trouble on its
rounds.
Major racial clash: There is a major
racial clash, either resulting in a riot,
murder, arson, or other serious crime.
Intervention is required to prevent further
bloodshed and fighting. As an alternative,
a feared monster or character (such as a
stone giant) attempts to move into the area
to make a living for itself. This monster is
not necessarily hostile.
Gray war: A gray war (a conflict
between two rival thieves’ or assassins’
guilds or between two secret religious
cults) begins. It may be well under way
before the character is even aware of it.
The secret war will eventually snowball
and create numerous problems for the PC
castle owner.
Lycanthrope (castle): A castle official,
unaware of a hereditary disorder he pos-
sesses, begins monthly attacks on castle
guards, valuable war horses, important
guests — possibly even the PC owner. He
reverts to his normal form by day, igno-
rant of the nightly attacks.
Assassin: If there is no assassins’ guild, a
free-lance assassin goes to work for the

DRAGON 21
by Arthur Collins

Three ready-to-use castles for any fantasy campaign

Editor’s introduction
What exactly might a fantasy castle look like? Most castle maps and diagrams cre-
ated in fantasy role-playing games by players and game masters show improbable
features such as a 1’-thick outer wall or an interior layout resembling an above-
ground dungeon. However, Arthur Collins, contributing editor for DRAGON® Maga-
zine, has created several fantasy castles that bear the ring of authenticity. We
present some of his designs in this article. These castle plans may be dropped into
any fantasy game campaign; perhaps player characters will even gain these castles
for their own in time — or decide to invade them.

Castle Map Illustrations by Diesel

Littlefang is a very small castle, but as its


name implies, it has teeth with which to
bite those who come within striking dis-
tance. It was designed to be placed in a
strategic location in mountainous country,
such as overlooking a pass or on a rocky
ridge above a mountain valley. It is the
sort of castle that a small band of nasties
might occupy, perhaps a bandit or brigand
gang. On the other hand, there is nothing
sinister about its layout, in and of itself.
Littlefang might suit itself well to a moun-
tainous (and often ignored) outpost, a toll-
collecting stronghold, a magic-user’s
retreat, and many other purposes.
Littlefang’s walls are not very formida-
ble, but in steep terrain, they need not be
massive ones. The gatehouse is a double
set of barred double doors with a portcul-
lis between and a murder hole above.
Beyond the gatehouse is a walled ramp,
leading up to the castle gate proper.
The barred double doors of the castle
gate are flanked by the rectangular gate
tower (beneath which is the dungeon) and
the castle’s forebuilding. The bailey wall
stretches between U-shaped towers, each
of which is crossed by a wooden plank. In
case part of the wall is actually taken,
kicking out the plank or withdrawing it
hinders the attackers in their attempt to
overrun the rest of the wall. Open stair-
ways lead up to each section of the wall. A
smithy and a stable (both one-story build-
ings) are found here. Built up against the

22 MAY 1989
SECOND LEVEL THIRD LEVEL FOURTH LEVEL

donjon’s wall are a two-story barn and a stairway leading up to the gallery of the
one-story mews (for falcons and hawks great hall. Access to the upper stories of
trained as message-carriers). the castle is gained only by ascending to
The rectangular donjon rises three sto- the balcony above the great hall, then
ries and is crowned with a pitched timber exiting the donjon onto a ramp above the
roof. Slanted window shafts let light and postern gate leading up to the next level
air down into the basement level, and (the third story), where entry to the keep
great window shafts in the upper reaches tower is gained. A spiral staircase winds
of the great hall perform the same func- from basement to topmost turret, where
tion. The keep tower sits upon a raised the master of the castle might have his
mound of earth (called a motte), giving an study (reached by a trapdoor). Note that
odd, split-level appearance to the castle. access to this stair is also possible from the FIFTH LEVEL
Access to the castle is gained through cellar, where it is hindered by a locked
the forebuilding, a rectangular, enclosed gate of wrought iron.

SIXTH LEVEL

SEVENTH LEVEL

ROOF
DRAGON 23
Niriath Henning is a most unconvention-
al castle in all respects, although if a medi-
eval architect could have conceived such a
place, he could have built it. Niriath Hen-
ning is an “elf hill” — that is to say, it is a
castle built by elves and disguised by illu-
sions to seem like a normal hill.
This explains its peculiar shape. Niriath
Henning is a three-story ring, like a dough-
nut, with two watchtowers over its gate.
To those who are able to see through
illusions, Niriath Henning’s true nature is
immediately apparent. Those who do not
have the capability to penetrate illusions
believe the castle to be a large, round hill

24 MAY 1989
with a flat top, with two trees on top of it. local tales, such persons disappear for long ments of the castle. The interior ring of
The illusions affect all within sight of the periods of time, and upon their return the two upper stories is an open gallery,
castle, and those within 100 yards of the they often rave of nights of riot in the elf tier over tier, beyond which are the doors
place are also affected in such a way as to hill. (Their former neighbors usually avoid of apartments and suites. The great hall
think they are actually climbing a hill and these persons as fey.) itself is open to the courtyard. When
looking out from its summit, while all the While such behavior might not fit most feasting is going on, the noise of singing,
time they are walking around the castle’s people’s conception of elfkind in role- music, talk, and laughter would easily be
outskirts, playing games, it forms a part of an heard beyond the hill, frightening lonely
While the illusions around Niriath Hen- ancient attitude toward elves in real-world passersby. Braziers for light and warmth
ning could not be permanently dispelled British folklore. Thus, I created an elven are placed all around (though their light
without great power and knowledge, the race made up of powerful illusionists of would not be visible through the illusions
local human folk would undoubtedly chaotic-neutral alignment to fit this old that mask the whole), and beautiful statu-
know of the castle’s sinister reputation as view of them. In standard AD&D® cam- ary and benches are arranged to their best
a secret home of the elves, and they would paigns, their place might well be taken by advantage. Beneath all lie the deep cham-
shun it (especially after dark). Such locals valley elves or a variant thereof. bers of the lord’s laboratory, the guard-
might conceive of Niriath Henning as a In the center of Niriath Henning, rooms, and the dungeon, together with a
magical hill that opens at various times to exposed to the sky, is a paved courtyard secret postern tunnel to the outside.
admit the tricky elves to the outer world, with a fountain and pool in its middle. All
where they entice unwary persons to around this courtyard are trees and
come back to their underworld haunts. In benches. Rising on all sides are the apart-

DRAGON 25
commanded by flanking towers and is roof, and there is a parapet on the bailey
penetrable only by a drawbridge. The side, overlooking the inner approach. In
Goldworthy Castle gets its name from the central keep itself rises out of a girdle of time of attack, this area would be hotly
expression, “worth its weight in gold.” It was stone, which connects it to four towers, defended, especially by archers.
designed to be a small, almost impregnable which also command the moat and the The bailey is an open area of packed dirt
fortification, and all other considerations curtain wall. Anyone forcing one’s way enclosed by the gate, wall, and keep. Vari-
were subordinated to this purpose. It is the into the bailey must then penetrate the ous wooden outbuildings are built into the
type of castle that would probably belong to girdling forebuilding and run a dangerous wall’s inner face: a smithy, whose forge’s
a warrior noble, such as a middle-level bar- gauntlet up a curving stairway to enter flue is built into the keep wall; the castle
on or count. Considering the overall worthi- the keep itself, whose only entrance is well; a stable and barn, each with an
ness of its design, it might be a royal castle from the forebuilding roof. However, the upper loft; a kennel for dogs; a mews (for
commanded by one of the king’s lieutenants- defenders within the keep have almost hunting falcons); and a small one-story
in-chief or generals. Not many nobles would unlimited access to every part of the castle house for the grooms and such who
be able to conceive of and pay for the con- from within, while the attackers are chan- attend to the animals. Open stairways lead
struction of this little gem. Unless it were neled rather neatly to their disadvantage up the side of the walls to the battlements.
very old, one would expect to find this tough up the stairway. The battlements alternate crenellated
little castle in an area newly conquered or The two gate towers (Northgate and arrowloops for archery with waist-high
very close to a possible enemy. Goldworthy Southgate) are mirror images of each parapets for hurling objects down on foes.
has no frills that would mark it as the center other. They are each three stories high, Surrounding the central keep is the
of a pleasure estate. Its purpose is military, with flat timber roofs floored with slate, forebuilding and its towers. The inner gate
first and last. surmounted by crenellated battlements. is in the north corner of the forebuilding,
The castle itself sits by the course of a Arrowloops at the basement (ground level) and its approach is commanded by various
river, which gives it a command of river and first-story level, and shuttered win- arrowloops as well as the heights above.
traffic. It is surrounded by a moat approxi- dows at the second-story level command There are two massive, barred, double
mately 20’ wide and equally deep. This the entryway. Between them is the gate- doors that lead into an open court on the
moat is connected directly to the river by house, which consists of a barred double northwest of keep. Invaders must traverse
a canal, thus insuring that the moat does door on the outside and a portcullis the open court under fire from above to
not stagnate. If you wish, you could place worked by a winch on the first story on reach the western doors, which give
weirs in the canal, thus insuring that the the inside. Access to the upper floors is by entrance to the forebuilding itself. Once in
moat does not stagnate. You could also way of trapdoors with ladders. The draw- the forebuilding, there is a long stairway
place chains across the canal to keep ship- bridge is not of the counterweight type, ascending the southwest face of the keep,
ping away from the castle proper. There is but is drawn up by great chains set in the with inner arrowloops to hinder ascent.
a small bailey (open area) between the gatehouse wall on the second story. The This stairway leads onto the open roof of
central keep and the gate. The gate is second story of the gatehouse is also its the forebuilding, where another gate

26 MAY 1989
between Highgate Tower and the keep
bars further entry. This barred double
door must be forced, only to reach the
eastern face of the keep where yet
another barred double door forbids entry
to the Keep itself. Note that the stairway is
completely closed off from the rest of the
castle. It is strictly a one-way proposition.
The door to the keep opens onto a bal-
cony above the great hall. Directly oppo-
site are high windows which let in light.
Descent is by either jumping over the
balcony railing to the hall 15’ below or by
descending the spiral stairway in the
southwest corner of the balcony. Either
way, one is inside the castle at last. The
great hall is the center of the castle, and
communicates with all its parts, allowing
the defenders to quickly run to meet any
threat, without having too many people at
the wrong place at the wrong time. It
should be noted that the dungeon in the
Chapel Tower receives its light only from a
sloping window shaft coming down from
the first story, where it is strongly barred.
Despite its forbidding nature, Gold-
worthy Castle is a very livable place, with
conveniently placed window shafts, ade-
quate quarters for its lord, and a capacity
to house a fair number of troops and
retainers.

DRAGON 27
The architecture of and lifestyle sur- through a castle wall. Rangers should before they storm the walls,
rounding European-style castles can be of understand the slim chance of hitting The following material is largely drawn
vital importance to player characters, someone at the top of a wall with an from historical sources on castles. The use
primarily because the castles PCs encoun- arrow. Scouting PCs would be interested of magic in gaming, even on a small scale,
ter in fantasy games are likely to be built to know what a moat might contain before might produce drastic differences in the
with some of the same features. Druids they swim across it. Castles can be held by ways castles are built, maintained, and
might be interested to know that the stone a handful of men against an army; fighters attacked.
shape spell will not put a hole completely need to understand how this is done

28 MAY 1989
Castle residents
A king might own many castles. He and
his retinue might regularly travel from
one castle to another to check on the
management of the countryside, overhear
major problems in the area, and prove his
sovereignty. With the king in residence,
castle life bustles — entertainment, hous-
ing, and fine meals are required for
dozens of extra people. This often requires
the temporary services of most of the
neighbors. When the king moves on, the
castle employees are left to clean the
rooms and moats, replenish all supplies,
and pay the temporary help. The castle is
ruled by a constable (called a castellan in
the AD&D® game) until the king’s next
visit.
Although the king does not personally
own all castles in his domain, his permis-
sion is required to build one therein.
When conferring a title and land on one of
his sons or loyal retainers, the king grants
permission for him to build a castle. At
such a castle, the lord is sometimes absent
for long periods of time due to war or
service to his king. However, the lord’s
family is permanently in residence.
In addition to the lords immediate fami-
ly, most castles (using history as a guide-
line) are inhabited permanently by a
constable and about 30 men-at-arms, with
a chaplain, an artiller, a smith, a carpenter,
and a mason, with janitors, watchmen,
and other housekeepers. The lady of the
castle has several maidens or waiting
women, and her children are cared for by
a nursemaid. During a siege, the average
castle can be defended by up to 100
knights and 100 men-at-arms. Although
most of these men are not permanent
residents, room is available for them in
case of emergency. (For more information
on castle residents, see “The Care of Cas-
tles” by Katherine Kerr, in the Best of
DRAGON® Magazine Anthology, Vol. IV)

What is a castle?
A castle is not merely a building sur- located in the castle, including reading and
rounded by stone walls. A castle is built writing, training to become a knight, and
both for defense and as a residence for its apprenticeships to various trades. Not all
lord and his family. It is this dual purpose villages have a church, but the castle
that sets the castle apart from a fort or might have one or two chapels and the
manor. only priests outside of monasteries and
To provide for the castle residents, how- cities. The castle is, in short, the center of
ever, the castle is also an estate and has all local activity.
land that is farmed by the local peasants. Often, castles are pictured hanging onto
It serves as the local government and is a a cliff edge, offering a romantic look at the
social center for the countryside, as well sea and countryside. The location of the
as the barracks and residence for local castle is not, however, chosen to provide a
knights, hired guards, and their families. pretty view. Castle sites are selected with
The castle is the home of the local black- care. They are placed to guard or protect
smith, armorer, carpenter, and miller. The an important seacoast, mountain pass,
only prison for the area is here. All forms road, river, or city. Particularly fertile
of recreation, from tournaments to fairs, farmland might also warrant a castle. The
are located either within the castle walls more important the site, the bigger and
or just outside them. All education is better defended the castle.

DRAGON 29
Building castles Castle construction and rooms are designed for as many uses
A castle is built primarily using local Basic castle construction starts with the as possible. Rooms are located in the great
labor and materials; sometimes the labor motte-and-bailey castle. The motte is a hill hold, around the inside of the palisades, as
and materials are actually paid for. The or mound, either man-made or natural, part of the gatehouse building, or as small
castle is funded through taxes placed upon upon which the main building or keep is separate buildings.
the local inhabitants who, the lord often built. The surrounding walled courtyard, Although it is easy to romanticize about
claims, are safer due to the castle’s pres- called a bailey, provides protection for the castle life, in reality it was and is quite
ence. (Which inspires the question: Why keep. If the motte is man-made, the keep is grim. Castles are often cold, dark, dank,
would someone attack the peasants if the usually wooden, as the motte is not strong and drafty, and give little or no privacy to
castle isn’t there?) enough to support a stone tower. For this the tenants. Comfort in a castle means
Building a castle is expensive. It cost reason, early castle designers frequently having a room with a fireplace, covered
£7,000 to build parts of the hold and outer built castles on flat land with an above- windows, and maybe some tapestries on
wall of Dover Castle, at £1,000 a year. The ground basement, which was then sur- the walls to block drafts and offer insula-
king who built this castle paid for it from rounded with dirt for a man-made motte. tion. Chairs and sofas are frequently
his income, which was about £10,000 ornate but not comfortable to
a year. To give a better perspective of sit in. Lights are kept lit in the
how costly this was, consider that a main rooms but not in others,
knight in medieval times could live and seldom in corridors. Even
comfortably on £10-20 a year. in daylight, a scroll or spell
Building and maintaining his castles book will be difficult to read
can be a king’s largest single and con- unless the reader is standing
tinual expense. The AD&D 1st Edi- next to an arrow slit of an
tion Dungeon Masters Guide (pages upper-level window. (The
106-108) and the D&D® Master Play- advantage to this, of course, is
ers’ Book (page 28) have information that thieves have little trouble
on the costs of building a castle, but a hiding in shadows even in the
DM allowing a character to build one main rooms and halls.) Magi-
should evaluate these expenses care- cal light would be of excep-
fully against the type and size of cas- tional help. Straw is used
tle desired. instead of carpets and is
Originally, castles and forts were replaced only once or twice a
built of wood. In warfare, these struc- year. In the Middle Ages,
tures didn’t last nearly as well as their clothes were rarely washed
stone counterparts, but in many plac- and were worn until they
es stone was scarce and wood was rotted, and people neither
readily available. Also, stone had to bathed nor washed for fear of
be cut without the use of the tools we A man-made motte has several advan- catching their death of cold or disease.
have today. Hand-cutting rock is neither tages. First, it can be built anywhere. An Marriages, as with all jobs, were arranged
easy nor quick. As a result, castle con- important site can have a motte-and-bailey and planned by the lord or king to benefit
struction should take place from spring to castle built right next to it, as the lord does the castle or country as a whole. Supersti-
fall, and one stone building may take not have to look for a natural motte. Also, tion ruled the peasants, as well as many
around five years to complete. Because of the motte can be created in any shape or knights and nobles. Individual desires of a
this, most castles are a combination of size, depending upon the surrounding castle’s people were of little concern.
wood and stone. The buildings that are ground. When digging the ground for the
not directly related to defense are usually motte, a careful designer may also create a The hold
of wooden construction (such as the moat. A man-made motte is usually 50-120 The hold, originally called the donjon or
chapels, smithies, and kitchens). Stone high and 50-300’ across, with steep sides. keep, is the innermost section of the cas-
buildings are built from sandstone, flint, If a natural hill is used, the castle is tle. It is a miniature fortress in itself. In
granite, and sometimes limestone. designed around its size and shape. fact, when a castle is built around a fort,
The inner and outer castle walls circle The growth of a castle is not always
the castle and are usually three layers anticipated with accuracy, and the site for
thick, designed much like a sandwich. A each castle is not always determined by
fill of gravel, dirt, and pebbles separates the flatness or size of the ground on
the layers of large stone blocks. A good which the castle stands. Thus, each fort
stonemason would be able to fit the stones grows as the land around it allows, and
together leaving very few cracks. very few castles have common layouts.
Most castles start as small motte-and- Each castle is unique, fitting into the needs
bailey castles, as detailed in the following and whims of its lord and land. Despite
section. However, throughout history, the this, castles do have some common struc-
needs and purposes of castles changed; as tures, such as outer walls, an inner build-
the need for a stronger, larger, or more ing, and fortified entrances. As architec-
comfortable residence grew, so grew the ture was studied more by the castle
castle. If built on the location of an old fort designers, more advanced designs were
or castle, the original building was some- introduced — not to make the castles look
times used as the base for the castle keep. better, but rather to make them more
Additions would be built around the out- defendable or livable.
side of the castle, and the keep would be Although the castle is mainly a fortress,
used as a residence while the newer sec- it must be flexible and be able to sustain
tions were completed around it. life within it year-round. Most buildings

30 MAY 1989
the fort often becomes the hold. In castles
without a separate hold, the gatehouse is
frequently built with several stories to
provide rooms traditionally found in the
hold.
The hold is used during peaceful times
for the residence of the lord and lady, as
well as most of the castle staff. During war
times, the hold is a last resort for the
defenders. Consequently, the hold has to
be independent from the rest of the castle
in case of siege. A well and provisions
must be available. Foodstuffs — including
salt for preserving meat, livestock (or
preserved meat), ale, cheese, beans, oats
(for the horses), charcoal, and firewood
(for cooking and defense) — are stockpiled
and monitored by the lady of the castle.
(Picture the keep during siege — the first
floor filled with lowing cattle, bleating
sheep, and clucking chickens. The noise
might not be too bad at first, but imagine
the smell after a couple of weeks with no
fresh straw!)
As time goes on, the demand for comfort
grows. Consequently, additions to the
castle might include more comfortable
residences, and the royal family might
move to a separate building within the
castle walls. Frequently, the old residence guardhouse, which leads into the great The solar is sometimes a part of the lords
in the donjon becomes a prison for higher- hall. The first floor has no exterior doors. apartments but is frequently separate.
class prisoners. (This makes going out for a stroll a real Because the solar is the lords retreat, it is
Some of the later historical castles were excursion.) often more comfortable than the rest of
designed to include a prison. These The great hall is used during the day by the castle.
prisons were moved underground (hence, the majority of the residents for all meals; In addition, towers are usually located at
the evolution of the name from “donjon” it is also used as a meeting place for the each corner of the hold. These contain
into “dungeon”). However, the higher- lords court (often for dispensing justice to circular staircases, privy chambers, and
ranking prisoners were still kept in an the general populace). At night, this room small guardrooms. The towers might also
apartment rather than a dank, smelly beds most of the male castle staff. During be topped with turrets.
prison. This was especially true of women celebrations, the straw on the floor is
captured as hostages. changed, the tables are scrubbed, and Walls and baileys
The hold is a series of rooms and floors, banners are hung around the walls. Unfor- Sometimes, the hold is built against the
usually with a great hall and a kitchen on tunately for most inhabitants, celebrations outside wall (the palisade or curtain), but
the second floor. Kitchens are used during are infrequent. often the hold has an inner bailey (some-
the day for cooking and at night for the The great room has a well and a privy times more than one) and outer bailey.
bedding of the kitchen workers or the chamber (the toilet). The privy chamber The bailey, also called the ward, is the land
female castle staff. consists of a long-passage going almost surrounded by a ring of walls.
Many holds have a front building that through the entire outer wall. A hole in During peaceful times, the inner baileys
controls access. The front building con- the floor lets waste drop down outside are used for flower, herb, and vegetable
tains a guardhouse on the first floor and into a moat or ditch. gardens. Frequently, the outer bailey is
stairs or a ladder going up to a second Apartments or sleeping chambers fill very narrow, consisting primarily of a
most of the second floor and are reserved ditch. When a larger bailey is available, it
for the lord, the lady and her maids, their is used for sword practice, as a market-
young children, their nursemaids or ser- place, for smithy work on hot days, or for
vants, special guests, knights, and house various other activities.
officials. Each apartment consists of one or A series of buildings are often built into
two connected rooms. The lord and the or against the walls of the inner bailey.
lady usually have separate apartments. These buildings might include a smithy, a
The castle lady and lord each sleep with a mill, the stables, one or more chapels, a
servant at the foot of the bed. larder, schools for the pages, barracks for
The women’s dorm is also located in the the men-at-arms (for a lord constantly
hold. This dorm contains one or two worried about sieges), storage rooms, a
rooms reserved for the lady’s maidens or cobbler’s shop, a brewery, a hospital, a
waiting women, and it is used during the bakery, a tailor’s shop, and so forth.
day by the lady and her gentlewomen for These inner walls are usually taller than
sewing, weaving, spinning, and socializing. the outer palisades, but they are just as
At night, this becomes their common strong and with all the outer-wall defens-
sleeping area. es. The inner wall has one primary gate
Most castles also have a solar, a private between the inner and outer baileys. This
room that resembles a study, reserved for is sometimes a simple door, but it is more
the castle lord. This is located in the great frequently a series of gates.
hold on either the first or second floor. The base of the wall is often over 20’
DRAGON 31
the castle, and destroys all crops, cattle,
and cottages along the way. This is meant
as an insult to the lord who is responsible
for the well-being of his people and land.
Once at the castle, the army surrounds it,
attempting to cut off all escapes and sup-
plies. The army leader then parleys with
the castle lord. They usually discuss their
reluctance to give up, whether either side
expects reinforcements in a short time,
and the season and weather (for the sake
of war, not for the sake of conversation). If
reinforcements are expected, the two
might agree to siege for a specified num-
ber of days or weeks. If the reinforce-
ments show up by then, the siege ends
under the assumption that the side receiv-
ing the help would win. If no reinforce-
ments are expected, or if the two sides
cannot agree on a deal, the attack begins
thick and narrow toward the top. Most owner is expecting a siege, is preparing in earnest.
walls, however, are between 10-12’ thick. for battle, or is very rich.) The lords castle, however, is designed to
The walls are up to 40’ high. Inside the Things are little better on the other side shelter and protect his own family and
castle, all walls are propped up with wood- of the wall. An attacking army needs to be retainers, not the entire countryside. His
en supports. two or three times as large as the wife or the castle constable is responsible
defender’s forces because the attackers for insuring that enough livestock and
Castles and warfare have no walls or buildings to protect them- grain is available for sieges. However, if
Castles might be attacked by a king’s selves. These men are hired by the attack- the defending lord sees that his resources
army when a lord becomes disloyal, or by ing lord and have to be paid well to keep of food are getting low, he sometimes
an invading army whenever the army gets them from deserting. At planting and sends the peasants out of the castle. If the
restless or the invading leader becomes harvesting times, and in bad weather, the attacking leader lets them through his
greedy. An attack on a castle is an attack attacking lord might find his army dissolv- army lines, they wander the country look-
on its constable and lord. No one gets to ing around him. ing for shelter until the siege ends — their
be either a lord or constable without fre- For these reasons, both the defenders own homes having been destroyed by the
quently proving himself to be a strong and and the attackers want to keep the sieges army. If the army leader does not let the
resourceful leader, so any group attempt- as short as possible. To ensure this, the peasants through, they are caught
ing to overcome a castle should assume attacker starts by requesting that the between the two forces, completely
that the residents are smart, strong, and castle lord surrender — this request is defenseless.
eager to win. Most castle residents realize sometimes sent in a letter to the castle
that losing the castle means losing their before the attacking army has even gath- Offenses
home, family, and money, if not their lives. ered. The lord usually refuses, as battles Bows and crossbows: A castle can be
Many medieval castles started as simple are loved by most lords (and surrendering cheaply and easily attacked with the use of
affairs with minor defenses, but as the art would leave him and his family both arrows. These can be shot from a dis-
of war developed, the art of castle defens- homeless and penniless). tance, and the bowmen do not need exten-
es also developed. Most of a castle’s Once the surrender is refused, the sive training or skills — that is, they are
defenses are built into the castle, rather attacking army is assembled, approaches cheap to hire in comparison to knights.
than provided by knights and men-at-
arms. Because such defenses can be rather
awesome, small groups of attackers rarely
attempt to lay siege to a castle, instead
preferring to infiltrate during a fair or on
market day, or else stage a commando-
style raid under darkness.
Laying siege to a castle is the primary
tactic used by armies to overcome it. Cut
off from all supplies, an ill-prepared castle
will not last long. However, a siege is a
strain for everyone involved, defender and
attacker alike.
The knights in a castle under siege are
usually either hired by the castle’s lord or
work a specified number of days per year
in payment for their fiefs. Knights can get
very expensive, though. Worse yet, the
peasants in the surrounding countryside
usually expect the castle’s lord to take
them in and offer them shelter in war-
time. This gives the lord a great many
mouths to feed and very little space or
privacy in which to work. Therefore, the
lord is interested in keeping a siege short.
(A heavily armed castle means either the
32 MAY 1989
Bores and picks: Castle walls are usually attackers can scale the walls with ladders thrown by the attacker’s war machines,
built out of stone. A pick or bore can be or bore holes through the walls, they have often splintering and bouncing into the
wedged between the stones to pull them to get over the ditch by either filling it in, attacking army. (And remember the stone
from the outer layer of wall. Once the carrying their weapons over it, or by shape spell?)
middle layer of rubble is cleared away, the building small bridges across it. Ditches Baileys: The narrow size of many outer
bores and picks can work on the inner (and especially moats) make tunneling baileys narrows the number of large
layer of wall, creating a hole big enough more difficult, as the tunnels have to be weapons that can be used against the
for the knights and bowmen to gain access deeper and longer, and the chance of inner walls. These baileys each usually
to the castle interior. collapse is greater. To hinder crossing consist of a ditch and a narrow pathway
Battering rams: A large tree trunk can
be swung at a wall or gate, causing the
obstacle’s gradual weakening and the
eventual appearance of a hole in the
defenses. The ram can be held by men or
else hung from a frame by ropes or
chains, to be swung with greater ease.
Tunnels: A tunnel is often dug under the
moats, ditches, and castle walls. Tunneling
is one of the most feared offensive tactics,
as this often causes the entire wall over a
tunnel to crack and fall. Also, once the
tunnel is well started, the defending army
can rarely stop the tunneling.
Machines: Stone-throwing machines are
commonly used against castles. They can
also be built on top of towers for added
advantage. These machines throw stones
at the wall to weaken it or into the castle
to demoralize the defenders. Some
machines might be used to throw primi-
tive types of chemical explosives.
Fire: Older castle buildings are frequent-
ly made of wood. This makes fire a perfect
offensive weapon. Fires can be started by
using burning arrows or large throwing
machines that hurl burning masses of
pitch.
Towers: Frequently, the enemy force
builds towers of wood (called belfries) to
use against the castle. Used at a distance,
belfries can hold a large complement of parties, the ditches are often filled with that leads to the gatehouse, forcing any
archers to shower the-castle interior with thorns and rocks. Moats are frequently attackers into single file and limiting the
arrows. Belfries can also be used to spy on filled with stagnant water and also serve number of attackers able to reach the
the castle inhabitants, or machines can be as the dump for the privies. (PCs may wish gatehouse simultaneously.
mounted onto the towers to throw stones to think about that before they decide to Inner wall: If an enemy manages to
at the castle walls, at the castle’s stone- swim across!) Other moats may be filled breach the outer wall and is not driven
throwing machines, or into the castle with swiftly flowing water from a nearby back, the castle tenants retreat behind this
itself. The belfries are more useful at close river, thus making swimming across them secondary wall. The attackers are then
range, however, as men can quickly climb difficult. caught in the outer bailey like sitting
from a belfry over the castle walls. These Motte: As a defense, the motte offers the ducks until they are either killed by the
towers can simultaneously protect miners, defenders a greater firing range. In addi- defenders or are able to overcome the
borers, men with picks, and other wall- tion, the enemy is forced to struggle inner wall.
workers. Building towers requires lots of uphill, giving the castle residents a better Battlements: Both the inner and outer-
skill, tools, and materials. view of the enemy army. Furthermore, walls, as well as the towers and keep, have
Work shields: Similar to the towers, any towers used against the castle are walkways (parapets) and battlements built
great wooden shields can provide attack- built to accommodate the hill’s slope. What on the top. The battlements are designed
ers with cover while they attempt to over- the motte is made of, however, is also to give the defenders a clear view of and
come the castle. Miners and such usually important. If the hill is man-made, tunnel- shot at the enemy without exposing them-
have them. ing is much easier for the attackers. selves to return fire. The crenellations, the
Outer walls: The outer walls are the first open part of the battlements, are used by
form of defense that allow the castle bowmen or siege machines,. They also
Cleared land: The first defense for any inhabitants to attack back. While attackers serve as lookout points for viewing the
castle is early warning of the approaching are held back, defenders can shoot countryside. The merlons, the stone part
army. Clearing the land for approximately arrows, drop stones, fire war machines, or of the battlements, are used for cover.
10 miles around the castle makes it easier use other attacks against them. Such walls Some castle walls also have swinging piec-
for castle inhabitants to spot oncoming are often very thick at the bottom and es of wood covering the crenellations.
forces. Ten miles is a general figure based narrow toward the top. This extra thick- Putlogs: Just below the battlements,
on the distance a man can ride in a day ness at the bottom, called a plinth, makes some castles also have putholes— square
and still get back before dark. it more difficult for bores, picks, and holes into which putlogs are fitted. The
Ditches and moats: A castle commonly battering rams to penetrate the wall. The putlogs project out over the edge of the
has a series of ditches and moats sur- plinth also serves to ricochet stones that wall, and sheets of wood can then be
rounding the castle walls. Before the are either dropped through holes above or placed on them. Gaps in the wood are
DRAGON 33
the bridge drops into a pit in the gate-
house that is normally covered when the
drawbridge is down. The pit creates a bit
of a problem in daily living, but it serves a
useful purpose as a hurdle for attackers to
overcome. The mechanism for lifting and
lowering the drawbridge requires a sepa-
rate room next to it.
Barbican: Located in front of the gate-
house, the barbican is usually two parallel
walls designed to force the enemy into a
narrow passage a few at a time instead of
en masse. Weapon use is restricted in
these narrow passages, allowing the
defenders to shoot arrows and throw fire
at the onrushing enemy. Some barbicans
also include a sharp angle to make it
harder to use siege machines or long-
range weapons against the gates.
Portcullis: This is an iron grating that
can be raised or lowered quickly, provid-
ing an additional defense for castle inhab-
itants. Although arrows can be shot
through this gate, men are unable to get
through it. The bottoms of the portcullis
bars are often sharpened to stop people
from trying to slip underneath the gate as
it falls.
Multiple gates: Some castles have up to
four separate gates of various types that
must be passed to get into the outer bailey.
used for dropping things onto attackers stone machicolations may be built. A The space in front of each gate is guarded
far below. machicolation is the top part of a tower, by towers. The enemy can be shot at
Attack slits: Slits are built into the walls having walls that project out from the through the murder holes and arrow slits
at various levels. Vertical slits are used by lower walls of the tower. Around the as the men crowd into the gap between
bowmen; cross-shaped slits can be used by edges of this construct are several drop the gates.
either bowmen or crossbowmen. Smaller holes. Stone machicolations won’t burn, The gate and postern are an important
slits, known as meurtrieres or murder but they are difficult to build and are far consideration for adventurers. Not only is
holes, are sometimes placed near the more expensive than wooden constructs. getting in difficult, but fast getaways could
gateways. They are used for shooting Circular or polygonal towers are also present a problem.
arrows or for pouring water on flaming designed without sharp angles so they Staircases: Most staircases in castles are
gates. cannot be weakened by bores or rams. circular for two important reasons. First, a
Towers: The towers in a castle’s palisade Weapons have a greater chance of glanc- circular staircase takes less room. Second,
are often 75’ tall. They are connected to ing off walls of this design, thus harming on a circular staircase ascending in a
the walls with doors or openings in each the attacker. In addition, ladders will not counterclockwise direction, a right-handed
side; these openings allow men to move lean as easily against a rounded tower. swordsman climbing the staircase is
quickly from one part of the wall to Some towers also have turrets that pro- impeded by the center post ( - 1 to hit),
another. A tower also gives the guards a vide an additional height for overseeing while the swordsman coming down the
complete view of each adjacent wall. the battlefield and firing down at the stairs has no such disadvantage.
Because these towers project out from the enemy. The turrets in Dover Castle’s hold, Tunnels: Sometimes a castle is built with
walls, men in the towers can shoot arrows for example, rise 12’ above the tower tops. tunnels that lead out of or to other parts
at enemies on the wall or at its foot, yet Gate and postern: For many of the oldest of the castle. Many times, however, the
remain well, hidden from return fire. castles in our world, the weakest points of use of these passages backfires; if found
Breaking up a wall by placing a tower defense were the gatehouse and the pos- by the attackers, a tunnel out of the castle
every so often also makes the wall easier tern (rear gate). For this reason, a lot of can also be used for getting in. A group
to defend in case a part of the wall is time was spent designing special reinforce- searching for a tunnel has a 25% chance
breached. Smaller sections of wall are ments for the gates. Through the use of a per turn of finding it (if they are aware
more easily defendable and give the ene- combination of these defenses, the gate- that a tunnel exists and if they know of its
my less of a hold. Often, a small bridge house in many medieval castles eventually approximate location); the chance of find-
connects the wall and tower. This bridge turned out to be the strong point of the ing a tunnel when the searchers are
may be removed if a section of wall is defense system. Any group deciding to unsure of its existence or location is 5%
about to be overcome, thus isolating the forcefully enter the castle via its gatehous- per turn. These figures may be altered to
tower. es should think carefully. These defenses suit special circumstances, such as the use
Towers frequently have roofs which are include the drawbridge, the barbican, the of secret doors or illusions.
also used as defenses. These roofs have portcullis, and multiple gates. War machines: Built on top of the tow-
overhangs, called hoardings, containing Drawbridges: A drawbridge over a ditch ers, war machines are used to throw
holes used for dropping flaming bacon and or moat makes it harder for the enemy to stones or other handy objects on the ene-
fat, stones, or anything else on hand. The get into the castle. Nonetheless, the bridge my. This is also a good way of getting rid
roofs are also a danger, however, as they does not take long to smash down and of waste materials during a siege, an early
are usually constructed of wood and are replace with boards. As an extra protec- form of germ warfare (in several medieval
flammable. tion, the drawbridge may be built like a sieges, dead animals were used). These
As an alternative to wooden hoardings, seesaw — when raised, the castle-end of war machines, similar to the machines

34 MAY 1989
used by the attackers, are not very mobile could take over a castle without any battle, Kerr, Katherine. “The Care of Castles,”
and are usually made of wood, so their if the players do their homework. But this Best of DRAGON Magazine Anthology, Vol
usefulness is limited. means that the DM must do his home- VI. (This article describes typical castle
work, too! residents.)
MacAulay, David. Castles. Boston:
In historical sieges, a castle could be Houghton-Mifflin, 1977. (This book goes
guarded with as few as 10 knights and 40 through the steps required to build a
men-at-arms. Usually, however, the num- You can find over a dozen books on castle and explains the time sequence
ber of each was closer to 100. While ene- castles in any good library. Many of these required in building it.)
mies are busy finding a way over or include castle floor plans; most, however, Renn, D. F. Norman Castles in Britain.
through each defense, the castle inhabit- are tour guides and give information New York: Humanities Press, 1968. (This
ants can fire flaming arrows or use stone- about specific castles in England, France, gazetteer has many color photos.)
throwing machines against them. (Damage and the rest of Europe. The following is a Taylor, A. J. Harlech Castle. Cardiff: Her
from a flaming arrow equals the arrow’s list of good reference books on this topic. Majesty’s Stationary Office, 1980.
damage plus 1-2 hp fire damage. Check Toy, Sidney. Castles: Their Construction
the saving throw of cloth vs. normal fire, Brown, R. Allen. The Architecture of and History New York: Dover Publications,
as shown on page 80 of the DMG, to see if Castles; A Visual Guide. New York: Facts Inc., 1984.
the victim’s clothes catch fire.) on File Publications, 1984. Unstead, R. J. Living in a Castle. Reading,
If the gatehouse looks like it is weaken- Brown, R. Allen. English Castles. Lon- Mass.: Addison Wesley, 1971. (This book
ing, large buttresses shaped like thick don: Chancellor Press, 1970. (This book describes the life of the castle tenant.)
mattresses are lowered over the wall to describes many facets of castles and Warner, Philip. Medieval Castle. New
protect the gate (or weakened sections of includes castle floor plans.) York: Taplinger Publishing, 1971. (This
wall) from a siege machine or battering Davidson, Brian. Explore a Castle, Lon- book provides lots of basic castle informa-
ram. Men-at-arms can also drop large fork- don: Hamish Hamilton, 1982. (This is a tion for gamers.)
shaped tools on ropes from the walls in good children’s book which focuses on
attempts to catch bores or battering rams. basic castle knowledge.)
The knights of the castle often try to Fry, Plantagenet Somerset. The David
attack an enemy army before it reaches and Charles Book of Castles. Newton
the castle walls. If the castle has a postern Abbot: David & Charles, 1980. (This gazet-
or secret tunnel, the knights might also teer serves as a basic guide to castles.)
perform this type of attack during battle, Johnson, Paul. The National Trust Book
making sudden raids. of British Castles. New York, N.Y.: G. P.
Putnam’s Sons, 1978. (This book provides
the histories of castles in England.)
How does this fit into a game? Well, the
lord may build defenses to his heart’s
content, but he might still have difficulty
in keeping his castle. For example, PCs
may come along, and with the help of a
few unhappy servants, toss the lord out
into the snow. Just as no castle is com-
pletely filled with bad guys, there will
always be a bad guy in with the good (and
don’t forget what one rotten apple can
accomplish).
The DM needs a comprehensive list of
inhabitants and frequent visitors, listing
the personalities and loyalties of each.
Also, the number and type of people
patrolling the walls is important. If the
castle is expecting a siege, or if the lord
has just finished some questionable deal-
ings, the patrols will be frequent. A sched-
ule of the patrol is helpful in clarifying if a
PC group meets the patrol or not.
Which of a castle’s tenants would be
most bribable? Where would they be
located in the castle? What could they be
bribed into doing? A scullery serf could
not reach the postern and leave it open,
and a child would not be strong enough to
raise a portcullis. However, the right bribe
could leave the drawbridge down, provide
the location of secret entrances, ruin the
supplies, and so on. A traitor must be very
careful, however; a lord will take swift
action at the merest suggestion of treach-
ery, so the chance of approaching the
right person with the right bribe is pretty
slim. If the PCs approach the wrong per-
son, will the group be discovered by the
lord? Nevertheless, a careful group of PCs
DRAGON 35
by J. Jasper Owens

Basin of the angel


A basin of the angel is a rare, highly
prized item sculpted of precious metals. A
spidery design composed of thousands of
interwoven holy symbols adorn its silver
base, while its copper bowl is smooth and
reflective. Each basin of this type has a
particular good alignment (either lawful,
neutral, or chaotic), and each of these
basins is sworn to a particular good-
The magic fortress: aligned deity.
Within the basin's bowl stands a tall gold
magical items for fantasy castles statuette of a movanic deva (sometimes
resembling a servant of the deity to which
it is dedicated, with back arched and arms
high) which pours water into the basin

I
from a crystal vial held in its hands. The
water appears and drains away magically,
and the basin is always full.
n any AD&D® game campaign containing charac- Any evil being touching a basin of the
ters that reach sufficient levels to build sacred tem- angel takes 2-12 hp damage and must save
ples and dark, forbidding towers of their own, a vs. spells to avoid being teleported three
natural avenue opens for creating magical items for miles in a random horizontal direction. The
basin does not affect neutral characters or
use in and around these characters' homes. Castle- creatures, but it comforts any good-aligned
related magical items have an innate value awaiting being who views it or touches it, providing
them in most campaigns because of the levels of the a 5-30% morale bonus from the DM based
on exact alignment, piety, and so forth of
characters who would seek them out. As prestigious the viewer or toucher.
devices that are neither overly powerful nor harmful Water from the basin tastes cool and
to game balance, castle magical items help Dungeon refreshing to all good-aligned people who
Masters as well as players. In fact, DMs may use cas- drink from it. For drinkers of the same
alignment as the basin, it cures disease
tle magical items as tools, dropping them in the paths and cures light wounds with a single sip,
of qualified characters in order to encourage them to once per week per person. A cleric of the
build strongholds. Adventures may be built around basin's alignment who worships the basin's
patron deity may drink of its special
the recovery of such items, since the logical places to waters and gain their benefits as often as
find them would include ruined castles and gutted he likes. Still, a basin of the angel will not
temples out in the middle of nowhere. realize its full powers until a 9th-level
cleric places it within a permanent shrine
Table 1 herein is for random determination of castle to the proper god. If the cleric then fur-
magical items. If a DM wishes to incorporate this ther conducts himself in the best manner
table into his AD&D® game listings, he can allow a of his religion at all times, never straying
from his alignment, the following latent
straight 15% chance that a random roll indicating
powers accrue to the device:
Table III.E.2 in Unearthed Arcana actually results in a 1. It radiates protection from evil in a
roll on the castle magical-item table. Treasure rolls 240-yard radius.
must be tempered with logic—for example, a fragile 2. It causes all evil characters or crea-
tures who attempt to enter the temple that
mirror of travel will not be found in a rough cavern houses it to save vs. spells at -1 or be
housing trolls. affected as per the mage's spell repulsion.
Included in Table 1 is a scroll of new spells for 3. It endows the shrine with a "guardian
angel," a movanic deva of average hit
magic-users; a DM who does not want to include points and abilities. This guardian angel
these new spells in his campaign could transfer their appears only once, at the time of the tem-
powers to a suitable staff or ring. The value of a ple's greatest need (as determined by the
DM).
stone of the well is discussed in its description. Note A basin of the angel is about 5' tall and
that experience-point and gold-piece values of gems of 2' in diameter, and it weighs 180 pounds. It is
detection accrue for each gem discovered. very clumsy to carry. All water taken from

DRAGON 37
it becomes nonmagical unless drunk with-
in three rounds. Table 1
Castle Magical Items
Basin of hidden dangers
This magical item appears to be a basin Experience- Gold-piece
of the angel, even to the point of radiating 1d100 Item point value value
a strong aura of good. However, any evil 7,500 33,500
01 Basin of the angel
creature may handle this item with impu- - 3,000
02-03 Basin of hidden dangers
nity, for it is actually a device built by evil 04-08 Danleor’s dungeon chains 1,500 20,000
gods. A basin of hidden dangers is con- 09-19 Flag of untrue colors 750 12,000
structed by forces of the Outer planes 20-27 Gems of detection 150/gem 500/gem
directly opposed to those who have basins Horn of war (warriors) 1,000 41,000
28-29
of the angel dedicated to them. Thus, Loki 30-33 Libram of teleportation arches
may create a basin of hidden dangers that (wizards) 7,500 35,000
appears exactly like a benevolent basin 4,000 15,000
34-35 Mirror of travel
dedicated to his brother Thor, and Set may Improved mirror of travel (wizards) 8,000 50,000
36
do the same to a basin dedicated to Osiris. 37-58 Oil of eternal fire 300 500
A basin of hidden dangers immediately 59-63 Scroll of new spells - 25,000
and permanently defiles any good temple Sphere of warning 2,500 18,000
64-67
it enters, simultaneously inflicting the 68-72 Sphere of false calling - 1,000
temple’s high priest with a powerful curse. 73-85 Stone of the well 500 Special
Unless the defiled temple is razed, the 86-94 Cursed well stone - 1,000
ground beneath it sown with salt, and a 95-00 Tablecloth of feasting 500 4,000
new temple of at least the same size and
value of the old one is built elsewhere, the
cursed high priest will carry temporary
defilement (lasting 10-100 years) to any
Table 2
good temple he enters. Furthermore, he is
unable to learn any spells above third level Strength of Danleor’s Dungeon Chains
until he receives an atonement. This is
such a powerful curse it may only be 1d100 Result
removed by the methods prescribed above 01-30 Restrains to 17 strength
or by employing a full wish. 31-60 Restrains to 18/00 strength
A basin of hidden dangers may be easily 61-90 Restrains up to 19 strength, prevents captive from becoming gaseous
destroyed and does not “follow” a charac- 91-97 Restrains up to 19 strength, prevents captive from becoming gaseous,
ter the way some cursed items do. Note escaping to the Astral or Ethereal planes, teleporting, or using dimension
that the destruction of the basin does door
nothing to alleviate its curse, however. 98-00 Restrains up to 20 strength, prevents captive from escaping by any means
short of a wish
Danleor’s dungeon chains
Hundreds of years ago, there lived a
great wizard named Danleor who created
dozens of sets of magical dungeon chains, Table 3
which he used to confine his numerous Gem of Detection Varieties
and unusual enemies. Some of these
enchanted shackles have survived the Color Shape Use Range
centuries to the present. Pale blue Rhomboid Detect evil 120’
Individual sets of chains vary in power Scarlet and blue Sphere Detect good 120’
and effectiveness; the stronger ones are Deep red Sphere Detect lie 30’
noticeably thicker and sturdier than the Pink Rhomboid Detect invisibility 60’
weaker ones. The iron chains and shackles Pink and green Sphere Detect enemies 60’
are built to confine any creature from hill Pale green Prism Detect life 120’
giant to halfling size, and Danleor’s Clear Spindle Detect undead 240’
dungeon chains weigh so heavily on a Pearly white Spindle Detect charm 60’
captive that he is almost totally immobi- Pale lavender Ellipsoid Know alignment 30’
lized. To determine the strength of the Vibrant purple Prism Detect psionics/
chains discovered, roll on Table 2. psionic creatures 240’
Danleor’s dungeon chains are much too
heavy to be thrown or otherwise used as
weapons. Anyone aside from the chains’
captive may open the magic shackles, if he Table 4
knows the command word.
In some of Danleor’s ancient records,
Special Scroll Type
which are now kept by an isolated clan of
1d100 Scroll
elves, there is mention of strange types of
Value Value
dungeon chains which are particularly
01-30 Ballant’s stonestrength
effective against undead, and others which
31-60 Ballant’s stonesplit
are actually sized to hold larger giants. To
61-90 One of each of above spells
date, however, no such chains have been 91-00 Two of each of above spells
discovered.

DRAGON 39
Flag of untrue colors The frenzied, battle-crazed mob may be requires an intelligence score of at least 18
A flag of this type appears, (in its neutral commanded only to attack, which the to operate. Teleportation through this
state) as a large rectangular or triangular monsters do until destroyed. If not slain in device is without error, and the mirror’s
piece of dull, light-gray fabric. This magi- battle, the quaggoths serve for one hour activator may take any number of charac-
cal flag is meant to be flown over a castle per level of their summoner before disap- ters with him, as long as their hands are
or keep. When it is placed atop any struc- pearing. Quaggoths summoned but not linked at the time of departure. The desti-
ture, all creatures viewing a flag of untrue controlled run amok for 2-12 turns, attack- nation’s image in the mirror disappears
colors (from any distance, including scry- ing everyone, before leaving. Three years instantly after teleportation. This mirror is
ing) see it either as a bold crest of a family must pass between each sounding of a just as fragile as its lesser cousin and is
or country the viewer deems friendly, or horn of war. Regardless of whether the activated in the same way.
of any other force the viewer recognizes quaggoths are commanded or not, they Additionally, an improved mirror of
as benign. Whenever possible, the flag will slay all elves they see while carrying travel can function as a crystal ball with
appears the same to each person in a out their other tasks. twice the usual viewing time and frequen-
group; what’s more, if blank gray flags are cy, and it accrues no penalty when view-
flown from a structure with a flag of Libram of teleportation arches ing into planes that are one removed from
untrue colors, they also take on the illuso- Similar to a manual of golems, a libram that which contains the mirror. It allows
ry hues and colors of the magical item. of teleportation arches is a treatise on the travel to once-removed planes as well,
Any creature with a wisdom of 14 or construction of a pair of magical arches provided the mirror’s activator has previ-
higher receives a saving throw vs. spells connected by teleportation. The archways ously “seen casually” the place to which he
(with wisdom bonuses) against the flag’s are 10’ tall, 3’ wide at the base, and each wishes to teleport. This item must be set
effect. Creatures not affected by illusions takes 5-8 weeks to build, costing (in fine into a sturdy wall, or it will not function. It
are immune to this item. stone and craftsmanship) 40,000 gp total. may only be used by magic-users.
Any creature stepping through one arch is
Gems of detection instantaneously teleported to the other, Oil of eternal fire
Gems of detection appear to be highly and although distance between the arches This rather dramatically dubbed oil is
polished miniature ioun stones. They are is not a factor, both arches must be con- typically found in two or four doses.
discovered either already embedded and structed on the same Prime Material When a bit of this potion is poured over a
functioning (as explained below), or dor- plane. During the time required to build torch or other small flame, it causes the
mant. To activate a dormant gem of detec- an archway, the magic-user must not be fire to stay lit for a full 24-hour period.
tion, it must be set into the armrest of a away from the construction site for any One dose of this potion is enough to treat
sturdy chair or throne by the hands of a appreciable amount of time except when six torches or keep an oil lamp burning for
skilled jeweler, and faerie fire must be cast eating and sleeping. 72 hours. Oil of eternal fire does not
upon it. If an activated gem of detection is When the archways are completed, the explode, nor does it affect large or magical
pried from an armrest in order to be libram must be burned and its ashes must flames.
transferred to another, it goes dormant be sprinkled over both constructions.
and must be reactivated. Teleportation through these devices is Scroll of new spells
To use this magical item, a character sits without error, though if one archway is The DM should make a die roll on Table
in the chair and touches the activated gem severely damaged, both cease functioning 4 to determine which spells are written on
of detection to receive a power from it for forever. the scroll discovered. The wizard Ballant
as long as he remains seated and in con- was a man much taken with the theories
tact with the gem. Only one gem may be Mirror of travel of siege warfare, probably because his
touched each round. All mirrors of travel are large, obviously own castle was frequently beset with
Gems of detection are not quite as stur- valuable, highly reflective silver mirrors humanoid invaders from nearby moun-
dy as ioun stones. They may be destroyed bordered in gem-encrusted gold. These tains. The two magic-user spells that he
(AC -2, 5 hp), and make saving throws as magical items each function only when set created speak of his singular obsession.
hard metal with a + 1 bonus (see the into a sturdy wall.
AD&D 1st Edition Dungeon Masters Any character knowing the proper Ballant’s stonestrength (Alteration)
Guide, page 80). The various gems of command word need only place his hand Level: 5 Components: V,S,M
detection are listed in Table 3. upon such a mirror, speak the word, and Range: 20 yards CT: 6 segments
envision any place he has previously “seen AE: Special ST. None
Horn of war casually” (as per the spell teleport in the Duration: 3 turns + 2 turns/level
A horn of war is over 5’ long, made of Players’ Handbook). An image of that place Explanation/Description: Ballant’s
roughly carved, gold-colored stone, weigh- appears in the mirror, and the character is stonestrength causes any single stone
ing 120 lbs., and covered with thousands teleported there, arriving as if the place structure, no matter what its size, to
of magical symbols and glyphs related to had been “studied carefully” (again, as per increase in structural value by 10% per
the arts of summoning. Only a non-elven the teleport spell). The image stays in the level of the spell-caster. For example, a
fighter of the 9th level or higher (or a mirror for three rounds after the charac- 13th-level magic-user casting this spell on
ranger of the 11th, or a barbarian of the ter departs, and during this time anyone his stone gatehouse increases its structural
8th) with constitution and charisma scores touching the mirror similarly teleports to value by 130%, from 120 to 276. The stone
of 14 or higher may sound a horn of war; the area it presents. This device is quite becomes tougher and more resistant to
a fighter-type of substandard level or with fragile and will break (and become useless) chipping and cracking. Any damage done
a less than 14 constitution passes out from if it fails a saving throw against any attack to it is first subtracted from its magically
the strain of attempting to sound it, and an form. A mirror of travel can reveal and gained structural points (so even if greatly
elf or a fighter-type with substandard send its viewer to places only within its battered, it may escape uninjured at the
charisma is unable to command the crea- own plane of existence. spell’s expiration). Since this spell affects
tures the horn summons. only stone, it cannot wholly buttress a
The great call of a horn of war carries Improved mirror of travel structure composed of both stone and, say,
for 5-20 miles in any weather conditions. Although indistinguishable from a mir- earth or wood. A DM may either figure
It magically summons an army of 10-200 ror of travel, an improved mirror of travel out how each piece of strengthened stone
quaggoths, with 10 hp each, in 1-6 turns. is a vastly superior magical item that affects the structure as a whole, or simply

40 MAY 1989
figure the new structural value as a per- Sphere of warning into which it is placed to dry up immedi-
centage (e.g., if a wall is 40% stone, the A sphere of warning is a 2’-diameter ately; likewise, all wells within a one-mile
spell is 40% effective). globe suspended in gold or silver frame- radius of a cursed well stone also dry up
Ballant’s stonestrength completely work. The entire device is over 4’ tall and immediately. This item counters a stone of
repairs any stone-composed creature (e.g., 3’ in diameter, weighing about 300 lbs. the well, and no new well dug in the area
stone golem, xorn, galeb duhr) it is cast The outside of the magical globe is bright of effect of a cursed well stone will yield
upon, though this vigor is limited to the green marble streaked with black or red. water, even if the ground is saturated.
spell’s duration. When cast upon a petri- This sphere is a divination device that Once activated, an exorcism is required to
fied character (having suffered the effects begins to glow and hum exactly three days be rid of this malefic stone’s influence.
of a medusa or flesh to stone spell), this before the structure in which it is con-
spell provides virtual immunity to inciden- tained is to be attacked by any force (an Tablecloth of feasting
tal chipping and breaking. It may be cast attack is defined as any outside party A tablecloth of this type is thick, richly
in conjunction with a wall of stone. The attempting forced entry into, or commit- embroidered, and difficult to fold and
material components of this spell are a ting hostile action toward, the edifice move (it weighs 30 lbs.). It automatically
small granite wedge and a pinch of pow- containing the sphere of warning or the adjusts to fit any table on which it is
dered iron, which is sprinkled over the proper ruler of this edifice). The sphere is placed, up to 900 square feet in size. Once
wedge during the spell’s casting. When the capable of fine distinctions, and generally per day, a tablecloth of feasting can create
spell is cast, both components disappear. has the DM’s tastes with regards to the a meal equal to a heroes’ feast at the 15th
definition of “proper ruler.” The hum and level of priest’s spell use, although no
glow of the sphere begin quietly but furniture is created and the conjured food
Ballant’s stonesplit (Evocation)
increase in intensity during the three days bestows no magical effects. An item of this
Level: 6 Components: V,S,M
before the attack. Unfortunately, the type is typically found with 81-100
Range: Touch CT: 6 segments
alarm of a sphere of warning is always the charges, and it requires a command word
Duration: Perm. ST: Special
same, whether heralding an army of 3,000 to function. If the meal is interrupted,
AE: One 10’×10’× 10’ cube of stone/level
orcs led by a Arch-Mage or signaling the however, the food does not vanish.
Explanation/Description: The wizard
arrival of three halflings armed with point-
who casts this spell cleaves the next stone
ed sticks.
object he touches, the force from his fin-
When a sphere of warning is taken from
gertips manifesting in a spray of light and
one structure to another, it ceases to func-
a thick, winding crack that appears in the
tion, resuming operation only when a
stone with considerable force. The crack
command word is uttered (there is a 50%
reduces an amount of stone to rubble
chance this command word is engraved
equal to the spell’s area of effect, but it
somewhere on the sphere).
does nothing to clear this rubble away. For
example, a 12th-level wizard touching a
Sphere of false calling
100’-long by 10’-thick by 30’-high stone
A sphere of false calling exactly resem-
wall cracks to rubble a 40’-wide section.
bles a sphere of warning. This cursed
Rubble fills the gap to a height of half that
sphere, however, sounds a random alarm
of the original wall and sloping away from
every 1-6 months, and it also tends to glow
each side at about a 45° angle. There is a
and hum at particularly inopportune
three-segment delay between the magic-
moments (such as before a wedding or
user’s touch and the full extent of the
visitation from friendly forces). This
spell’s damage, which is usually enough
sphere never glows before an attack.
time for a mobile caster to escape being
crushed by his own spell. A successful
Stone of the well
dispel magic during this interval period
A stone of the well is highly prized in
negates Ballant’s stonesplit. If this spell is
villages and castles located on dry plains
cast on a stone floor, a fissure opens and
and deserts. In spite of the facts that these
the rubble settles quickly, dropping the
items command prices as high as 30,000
floor 1-4’ and causing 1-4 hp damage to all
gp in dry regions, and wars are sometimes
in the area of effect. The devastating
fought for their possession, stones of the
effect of this spell when cast on a stone
well are worthless over much of the
ceiling is limited both by its range (touch)
world. Such an item appears as a perfectly
and by its three-segment delay (enough
spherical black granite rock with a smooth
time for the caster to get out of the way is
surface. It functions when placed within a
also enough time for anyone else to get
well at least 30’ deep, as long as the stone
away).
is covered by at least 2’ of standing water.
Ballant’s stonesplit causes great damage
The stone immediately fills its well to a
to stone-composed creatures (such as
depth halfway between its bottom and
galeb duhr) — 1-8 hp damage per level of
upper rim, and similarly fills and main-
the caster, or half if a save vs. spells is
tains all wells within a one-mile radius.
made — although the caster must first
The water produced by a stone of the well
score a hit in melee. This spell automati-
is pure and refreshing. No well within one
cally obliterates a petrified character.
mile of the stone will run dry. A stone of
Magical items composed of stone are
the well placed in a totally dry well will
allowed to save (at -4) vs. disintegration
not function until covered with water.
to avoid destruction. The material compo-
nent for this spell is a single diamond-
Cursed well stone
tipped chisel worth at least 1,000 gp,
Appearing exactly like a stone of the
which disappears when the spell is cast.
well, a cursed well stone causes any well

42 MAY 1989
Reviews

Computer-game ratings

X Not recommended
* Poor
** Fair
*** Good
**** Excellent
***** Superb

Sir-Tech Software, Inc.


P.O. Box 245
Charlestown Ogdensburg Mall
Ogdensburg NY 13669
(315) 393-6633
©1989 by Hartley,
Patricia, and Kirk Lesser Wizardry V: Heart of the
Maelstrom ****
MS/PC-DOS, Apple II versions $49.95
Into the heart of the maelstrom With the release of Wizardry V: Heart of
the Maelstrom, Sir-Tech has returned to its
gaming roots. You need not have partici-
pated in any previous scenario to enjoy
this offering, which retains the excitement
and pulsing action of the original Wiz-
ardry. This review is based on the MS-DOS
version, which was completed using a
Tandy 4000 personal computer equipped
with an EGA card and 1MB of RAM.
Wizardry V can run with either a CGA,
EGA, or VGA graphics card installed, and a
color, RGB, or composite monitor. How-
ever, the game presents only CGA graph-
ics, so don’t expect state-of-the-art
animation or fully hued creatures to come
ambling down a corridor. With most MS-
DOS games now offering a variety of
graphics modes to players, we’re mystified
as to why Sir-Tech chose to offer only CGA
graphics for this game.
A second drawback is the copy-protec-
tion method used by Wizardry V: In order
to enter the Maze itself, you must decode
two words that are presented on-screen.
The specific word you must enter is found
in a nonreproducible Magic Word List
booklet that accompanies the program.
The list runs for 11 pages, three columns
to a page, in a type size so small that those
with poor eyesight or poor lighting might
find the letters hard to decipher. In addi-
tion, there seems to be no organization to
the list itself. If you think logically and
alphabetically, it will take a while to find
the correct word grouping for decoding.
Should you fail to enter the correct magic
word, the program requests that you try
again and again.
Another less-than-pleasant feature of
Wizardry V is that it will run only from
your floppy drive. You cannot copy the
game onto a hard disk. This is archaic, to
say the least. Fortunately, you can copy all
of the disks by using the program’s Make a
Scenario utility. All three program disks
must be copied in this manner before
starting the adventure. We also recom-
mend that, once you have duplicated Disk
44 MAY 1989
A and have created your adventuring
party, you also make a backup of the
duplicated disk. In this way, you can pre-
vent the disastrous loss of your party as
you maneuver through the adventure. By
backing up Disk A at the start of each
session, you’ll always be able to reload the
characters and adventure conditions from
the close of your previous session.
A truly helpful feature is that Wizardry
V takes advantage of any extra memory in
your MS-DOS system. The program recog-
nizes the extra memory and pre-loads
segments from the three game disks, cut-
ting down on disk swapping as the game
proceeds. Also, the characters that you
develop in Wizardry V can be used in any
of the other Wizardry scenarios. This is
most useful, so be certain that your char-
acters’ attributes are brought to their
fullest potentials.
The adventure of Wizardry V takes
place in the country of Llylgamyn, where
a rift in reality could cause the destruction
of the land. Not only has one Sorn, a rene-
gade from the Temple of the Brotherhood,
found a way to upset the order of the
universe, but she has captured and impris-
oned the Gatekeeper, an Arch-Mage with
the responsibility to maintain a balance
between the world of reality and the
planes of magic. Your group of adventur-
ers has been called forth by Fontizan, one
of the twelve sages of the council, to
descend into the bowels of the Temple of
the Brotherhood and into the Heart of the
Maelstrom. First, you must find G’bli
Gedook, the high priest of the Brother-
hood, and question him intelligently to
elicit his most salient advice, Then, you
must defeat the evil Sorn and all that she
throws at you, free the Gatekeeper, and
restore order to the world.
After you have made your scenario
disks, you’re ready to Start the game from
the main title screen. You are presented
with a dual window display containing the
following choices:
Gilgamesh’s Tavern: Here, you can
assemble your group from the created
characters.
Adventurers’ Inn: Rest and recuperation
are found here.
Temple of Cant: Here, the party can find
healing and resurrection.
Boltac’s Trading Post: Buy, sell, and
identify items at this place.
Edge of Town: Select either of the fol-
lowing two choices from this point.
Training Grounds: This is used for char-
acter creation.
Maze: Here you enter the Temple of the
Brotherhood and start the adventure.
One word of warning: In this game,
never overextend your party! By maintain-
ing carefully prepared, accurate maps,
you’ll always be able to duck out of the
Maze to either the Temple of Cant or the
Adventurer’s Inn to lick your wounds.
Believe me, you’ll do enough of the latter
as you delve deeper and deeper into the
dark environs below.
DRAGON 45
After entering the Edge of Town and the warrior, while the lord is a combination of
Training Grounds, four more options are fighter and priest who, at the fourth level,
presented: can also cast priestly spells. The ninja is
Create a Character: Here, you create best when fighting with bare hands and
your adventurers. can hide, disarm traps, and practice all
Inspect a Character: Your created adven- those talents that a thief possesses.
turers are shown in detail here. Each team consists of six members, so
Roster of Characters: This lists all the you must create at least six characters. We
characters that have been created. found that creating 12 characters at the
Leave: This lets you return to the pre- start of the adventure allowed us to pick
vious menu. adventurers to fill the holes that appear in
Of most interest to gamers is the process the original party as we progressed
of creating a character, either a human, through the Maze. Remember that a char-
elf, dwarf, gnome, or hobbit. The first acter of evil alignment cannot play with a
chore is to type in a name for your charac- questing party that contains a member of
ter; then you are requested to enter a good alignment. Neutrals are fairly safe
password to prevent anyone else from with all alignments.
changing or deleting your character. If you Now that the characters have been
play the game with a group, you certainly created, they must be brought together as
wouldn’t want someone doing in your a group. That’s accomplished in Gilga-
human fighter when the dark denizens of mesh’s Tavern, where you can also divide
the Brotherhood’s temple couldn’t manage gold among the characters or remove
the same task. However, don’t forget the unwanted questers from the party. To add
password. If you’re playing Wizardry V by members, depress the A key and the com-
yourself, don’t bother entering a pass- plete list of all created characters is
word; simply press the RETURN key. offered. Enter the letter associated with a
The next selection requested is the char- character to add that name to the roster.
acter’s race. Hobbits make great thieves, When all six slots have been filled, Inspect
gnomes become pious priests, dwarfs are each member to bring up another window
mean fighters, elves are magical in nature, full of information:
and humans are average in all things. We L(EVELS): This is the character’s experi-
would certainly hesitate before creating a ence level. All start at Level 1.
human priest in this game, however, as GOLD: This reveals how rich the charac-
humans lack piety. ter is at the present time.
The program then asks for the align- SWIM: There are pools in them thar
ment you wish to assign to the character dungeons, and you’d best learn how to
you are creating (good, neutral, or evil). swim or face a watery defeat.
You are then presented with a basic statis- E.P.: This shows the character’s experi-
tical array for your character (Strength, ence points, which determine when a level
I.Q., Piety, Vitality, Agility, and Luck), to is gained.
which you can add a specified number of AGE: This tells how old the character is.
bonus points. The following are the mini- MARKS: This rating system tells how
mum scores needed for a character of well you’ve sent the nasties to their graves.
each Wizardry class: RIP: How many times the character has
been killed is shown here.
AC: This is armor class, with a birthday
Fighter: 11 Strength suit being AC 10.
Mage: 11 I.Q. STATUS: The character’s current state is
Priest: 11 Piety, non-neutral alignment shown, whether OK, poisoned, stoned,
Thief: 11 Agility, non-good alignment dead, or lost forever.
Bishop: 12 I.Q., 12 Piety, non-neutral HP: This shows your adventurer’s cur-
alignment rent hit-point total compared to the num-
Samurai: 15 Strength, 11 I.Q., 10 Piety, 14 ber of hit points he started with.
Vitality, 10 Agility, non-evil alignment MAGE or PRST: The mage or priest
Lord: 15 Strength, 12 I.Q., 12 Piety, 15 spells possessed by the character are
Vitality, 14 Agility, 15 Luck, good shown here. There are seven levels of
alignment spells in each category, and these numbers
Ninja: 17 for all statistics, evil alignment represent the number of spells available in
the character’s spell books for each level.
When you have finished assigning bonus There are 32 priest spells and 31 mage
points, you are asked to indicate the class spells. (Attention wizardry veterans: The
you wish to assign to this character. Most spell LOMILWA still offers a steady and
of you are familiar with the four basic far-reaching light, but those secret doors
classes (fighter, mage, priest, thief). The don’t show up anymore. That’s now done
four elite classes (bishop, samurai, lord, through use of a separate spell or by a
ninja) offer just a wee bit more in the way laying on of hands.)
of character capabilities. However, they EQUIPMENT. What your character pos-
are harder to achieve on the program’s sesses as far as weaponry, armor, and
random characteristic rolls. The bishop, a other accoutrements found along the way
combination of mage and priest, can cast is revealed.
both classes of spells but takes longer to When the party members are assem-
achieve levels. The samurai is a great bled, be certain to Equip them. You’ll be

46 MAY 1989
presented with a series of choices based P arry: Reduce the odds that your char- beasties we had less-than-friendly meet-
on the equipment each character possess- acter will be hit; ings with on just the first level of the
es. When you indicate a specific type of D ispel: Have a priest use this spell Maze: blackflies, ugly humanoids (who
armor, you’ll note that the armor class against the undead (however, if this spell is turned out, on some occasions, to be
changes to reflect your choice. There is successful, no experience points are trolls), slimes, men of the cloth, nether-
also an indicator to show the damage awarded to the party); men, fanged toads, dark figures, lady
potential of a weapon being carried. S pell: Cast a spell against the enemy or a stingers, bandits, leach lizards, masked
Now you’re ready to head off for adven- specified target, possibly to heal your men (bandits), amphibians, and a rather
ture. Go to the Edge of Town and enter the characters; elusive ice phantom. Traps (poisonous in
Maze. Here, that delightful copy-protec- U se: Check a list of items being carried, some cases) seemed to be the order of the
tion scheme comes into play, and you must so you can select an appropriate item; day when earning chests as part of the
enter the proper code word before you R un: Run away; reward for slaying an enemy.
can continue. Then you’re asked if you H ide: Allow thieves and ninjas to remain What else can one find on the first level?
wish to climb back up the stairs you just hidden, then Ambush the last rank of the How about Ye Motor Room, which indi-
came down, if you are faint of heart. Enter opposing party; or cates “Access limited to top brass and
N and the way lies before you. You have a T ake back: Restart the combat selection service personnel only.” Added advice
number of options at this stage. process. includes “Warning: Do Not Enter When
C amp: See the Camp sub-menu below. Your orders are carried out by the pro- Motor Is On.” You’ll also find a laughing
O n/Off: this toggles the information gram, and all hits inflicted and taken are kettle beyond a secret door, a silver key
windows on or off. indicated on-screen. You can also surprise which is your pass to the confounding
S tatus : This turns the Status window on monsters, and they can surprise you. The second level, a dark statue of a fanged
or off. latter can be dangerous to your party’s beast that is not an object dart, a rather
T ime: This resets the amount of time a health, especially in the early stages of intoxicating meeting with the Ruby War-
message remains on-screen. character development. When the combat lock, and Ribald Ron and his unmerry
I nspect: This lets you look for Secret is completed and you are victorious (we men, to name just a few.
doors, H idden items, and D ead bodies. hope), the number of experience points Wizardry V is a worthwhile fantasy
The Camp sub-menu allows your charac- earned by each member of the party is adventure role-playing game for software
ters to: indicated. Additionally, gold is awarded if gamers. For MS-DOS gamers accustomed
#: Inspect a party member with a few treasure has been found. A chest might to the higher resolutions and animation
more options than were offered for this appear on-screen; this is a good time to see capabilities of the EGA and VGA graphics
same menu selection at Gilgamesh’s place; how adept your thief or ninja is at identi- boards, the CGA-only attributes of this
R eorder: Redefine the marching order; fying and D isarming traps. offering will probably be rather disap-
E quip: Re-equip the entire party, not just In the upper levels of the Maze, the pointing. The Apple II version does not
one character; or traps are not too bad. However, some of offer advanced, state-of-the-art graphics,
L eave: Break camp and move on. the more dangerous traps are protected either. However, once you become
You move your party through the Maze by poison, so the failure of your young embroiled in the adventure and become
by using the following alpha keys on your thief or ninja can be extremely painful to accustomed to the graphics, we wager
computer: the party. Fortunately, those poisoned can you’ll thoroughly enjoy yourself . . . should
W: Forward one step; be restored to full health once outside the you survive!
A: Turn left; Maze, either by resting at the inn or Sir-Tech continues to produce high-
D: Turn right; through prayer at the Temple of Cant quality adventures. Wizardry V is but one
X: Make a complete; 180° turn; and (with a healthy donation!). example of its commitment to plot, puzzle,
K: Kick down a door (the only way you One of the more enjoyable changes and player participation. Our only wish is
can get through doors, by the way, unless found in Wizardry V is the manner in that it would do away with its archaic
they happen to be locked; in the latter which your characters can now interact copy-protection scheme, allow the pro-
case, your thief’s lock-picking capabilities with encounters. All encounters take place gram to be copied to the hard disk, and
or a priest’s Unlock spell come into play). in the Maze itself, and you can: improve the game graphics.
You can U se items found in the Maze, T alk: Carry on a conversation—handy
but one of the most helpful changes made when questions arise (G’bli Gedook, who Sierra On-Line, Inc.
in Wizardry is the fact that you don’t have can be located on the first level, is amena- P.O. Box 485
to exit the Maze and get topside before ble to answering your questions, but you Coarsegold CA 93614
you can save your game. Using the Q uick- must make certain your questions are (209) 683-4468
save command, you can save the game at very specific, which can be an exacting
any time. We highly recommend using this task); Gold Rush! ****½
command often! B arter: Purchase or sell your character’s MS/PC-DOS, Atari ST, Apple IIGS
Wizardry V also incorporates the use of items (but don’t expect inexpensive versions $39.95
ranged weapons, which means that char- goodies; even a figurine can run 25,000 Commodore Amiga, Apple Macintosh, and
acters in the second and third rows of gp!); Apple II versions available soon.
your party can attack opponents. Don’t G ive: Give either gold or a specific item; There’s gold in them hills! Adapted not
forget, however, that those members who Steal: Steal (and you’d better make cer- from an arcade game, but from history,
are placed to the rear of the party, such as tain your thief is of high enough level and Sierra presents Gold Rush!, a software-
priests and mages, are limited in the types possesses enough dexterity to make the based account of the lives and tribulations
of weapons they can carry. Long-range attempt worthwhile); of the pioneers who answered the call of
weapons can be carried only by classes K atu: Use the priest’s charm spell, which the 1849 gold rush in California. Sierra’s
that can wield such offensive hardware. can be helpful when an intelligent crea- 3-D animation is superbly used in this
Also, the monsters confronting you can ture confronts your group; adventure game. The offering comes with
also carry ranged weapons! P ool Gold: Give all of the party’s gold to complete instructions as well as with two
When the first encounter comes along, one of your adventurers; and 3½-inch disks and five 5¼-inch disks. Also
you can: L eave: Go back to the adventure. included is a book called California Gold,
F ight: Use one of the equipped weapons There are quite a few nasties to be met which not only contains surprising facts
against a specified enemy; within the Maze. Here are some of the about the towns and people of California

48 MAY 1989
but is also the copy-protection scheme that found a way to take historical facts and Project Firestart has been released for
Sierra uses for this game. After booting program them into an enjoyable game. the Commodore 64/128. This program
Gold Rush!, you are asked a question, the Gold Rush! is well worth the price of mixes elements of science fiction with the
answer to which is found in the book. admission. look and sound of a horror movie by using
Answer correctly or you’ll be hanged. close-ups, tracking shots, fades, and pans,
When you answer the question correct- Broderbund Software all enhanced with sound effects and a
ly, you become Jerrod Wilson, a man who 17 Paul Drive musical score. With dark, ominous hall-
earns a decent salary but wants action and San Rafael CA 94903-2101 ways, inhuman killers lurking in the
adventure not found in Brooklyn, New (415) 492-3500 shadows, blood-splattered rooms, and of
York, in the early 1800s. You move Jerrod course, the damsel in distress, Project
around the screen by using either the Star Wars *** Firestart plays like a science-fiction horror
joystick or the numeric keypad. MS/PC-DOS, Commodore Amiga, Atari ST movie . . . and you have been cast in the
While in Brooklyn, Jerrod must figure versions $39.95 leading role.
out a way to earn enough money to pur- Commodore 64/128 version $29.95 The game revolves around solving the
chase a ride west. There are three routes Okay, Star Wars is old hat. The arcade mystery of what is happening to the
of travel available. The first is the over- game was extremely popular for a long research ship Prometheus as it orbits
land route, starting out on a steamboat on period of time. Yep, folk still play the coin- Titan, a moon of Saturn. Scientists aboard
the Great Lakes, then transferring to a op version of Star Wars. Yep, nothing has the Prometheus are conducting genetic
canal boat, and finally joining a wagon come to the home computer that can equal experiments aimed at crafting artificial
train headed west. The second method is the coin-op version. That statement still creatures to work the mines on distant
via ship through the Gulf of Mexico to holds true. asteroids. This is a dangerous process, but
Panama, where you disembark to travel Broderbund’s Star Wars arcade game for strict safeguards are in place to protect
overland and face the dangers of the jun- MS-DOS machines is quite disappointing the crew. Suddenly, the Prometheus falls
gle. Once you emerge on the Pacific coast initially. Only CGA, HGC, and monochrome silent, and the System Science Foundation
of Panama, you must take a ship north to video boards are supported by the game. sends you, its top troubleshooter, to find
California. The final route is an adventur- When you’ve seen the startling EGA and out what is happening to the research
ous trip by ship around Cape Horn and VGA games out there for MS-DOS ship, rescue any survivors, find the sci-
north to California, where caviar and machines, playing an arcade game in CGA ence log, and if necessary, blow up the
champagne await those who survive the is rather like playing in half-bright mode ship and get out.
rigors of travel. As you progress, you can on an Amiga 1000 instead of in full graph- Throughout the mission, closeups of
view your travels on an on-screen map. ics on an Amiga 500 or 2000 unit. It’s flat. monsters and pans of rooms around the
Additional information comes on the For those with the true gamer’s instinct ship flash across the screen. Battles to the
screen at certain times to tell you about for pressing forward regardless of initial death against flesh-eating monsters and
your location and the history of the area. feelings, Star Wars improves with play. the search for clues, weapons, and secu-
We found this feature extremely useful, Running the game is much like the coin-op rity passes in rooms littered with bodies.
and we learned many historical facts. version, from the initial attack of the are among the highlights of this mission.
Many puzzles await those who venture X-wings, to searching the corridors of the Tension builds with twists in the plot as
into this game. Besides trying to get out Death Star for the exhaust port. However, you hear the piercing sound of the unstop-
west, players must figure out what hap- we totally disagree with a quote on the pable self-destruct mechanism counting
pened to Jerrod’s brother. Apparently the game’s box: “When you boot up this Star down. Every phase of the mission must be
poor fellow was convicted of a heinous Wars, you’ll think you’ve zoomed right completed for you to solve the puzzle of
crime and has fled to parts unknown to into the middle of the movie itself.” No the Prometheus and enable you to defeat
escape the long arm of the law. The player way! What you have zoomed into is a its ultimate threat. The price is $29.95.
must also conquer hazards unique to the rather staid performance with three
different modes of travel. For example, sequences. The most exhilarating of the Mindscape Inc.
stagecoach travel finds runaway oxen and sequences is the second one, “Through the 3444 Dundee Road
hostile Indians. Panamanian-route trav- Towers: where you blast away at the laser Northbrook IL 60062
elers have to conquer deadly ants, croco- towers as you fly across the surface of the (312) 480-7667 or 480-9209
diles, and cannibals. Cape Horn voyagers Death Star. The keyboard controls seemed An arcade mega-hit is coming to the
can be assaulted by bad weather, sea sick- to be the most effective for game control, Apple Macintosh computer. The mazes of
ness, and starvation. although joystick and mouse controls are Gauntlet capture all of the fast-paced
Once Sacramento has been reached, you optional. There are no particularly diffi- action of the coin-op classic and fully
must purchase supplies such as mules, cult commands to learn, and should you support the latest Macintosh technology.
lanterns, shovels, and pans. All are needed achieve a high score, you can enter your Macintosh II gamers will enjoy full-color,
to help you find gold. Hints are hidden name at the close of the game as one of and all Mac’ers will love the digitized
throughout the game and are on the com- the best players. sound effects. You search for treasures,
plexity level of the hints programmed into Star Wars is certainly not a gut-buster magic, and power as you assume the role
Space Quest. If you complete the game via and certainly doesn’t possess state-of-the- of Thor the Barbarian, Merlin the Wizard,
one route, try winning by using the alter- art graphics or sound, but it is still better Thyra the Valkyrie, or Quester the Elf.
native modes of travel. Then do every- than about 60% of the MS-DOS games that Monsters and demons attack, but physical
thing you can to win the total of 250 game have recently appeared. An avid arcader strength and powerful magic aid your
points. might wish to own this game, but it cer- quest. As in the original arcade game, a
We heartily recommend Gold Rush! to tainly isn’t in the “must buy” category. second player can join the action at any
anyone who enjoys a good adventure time. The price of Gauntlet for the Macin-
game. Not only is it intriguing, but the tosh is $49.95. Other versions are already
three different modes of transportation News and new products available for the Atari ST, Commodore
offer multiple challenges to the gamer. Amiga, Apple IIGS, Apple II, Commodore
This game is also historically accurate and Electronic Arts 64/128, MS/PC-DOS computers, and Atari
might assist teachers in showing their 1820 Gateway Drive S-bit machines.
students what life in the early 1800s was San Mateo CA 94404
like in an entertaining fashion. Sierra has (415) 571-7171

5 0 M A Y 1 9 8 9
A note to all . . . 8. Transmutation spells are in the moun- check is to take a single step forward and
We have received a few letters from tains bordering the corners. then see if you can take a step back and
readers who are disappointed with Strate- 9. To win the Triple Crown: Buy a key return to your original location. Although
gic Simulations’ AD&D® Dungeon Masters from a locksmith, win a battle of the same it can cost spell points, you can camp,
Assistant, Vol. 1 in the Commodore 64/128 color in each forum, and then free the have a suitable character cast a DUMAPIC
format. We took a look at the Apple II bishop of the same color. spell when entering the first square of a
version of this offering and found it to be 10. The famous Castle Xabran exists in dark area, and write down the coordinates
substandard in comparison to the quality the 9th Century in C2 at 14,8. given. Step forward one step, camp, and
of SSI’s other AD&D products. This pro- 11. You need a strangely named device cast another DUMAPIC spell. If things look
gram, in our opinion, is quite useless in a from each castle to gain the Orb. bleak, monitor each movement carefully
single-drive system due to the number of 12. Do not even attempt to fight the until you find yourself returning to the
disk swaps required. DMs could no more Mega Dragon! exit hex. Those twisters and teleporters
use this program during an actual AD&D 13. In Castle Xabran, you will learn all can really confuse the issue! Be fore-
game than most of us could cook a turkey spell locations and where to find all the warned—the stairs down to the second
in a washing machine. hirelings! level really end in confusion!
As an example of the feedback we have 14. If you’ve managed to survive to this Hartley and Kirk Lesser
received, this letter from Dan Davies of point, remember “Answer = Preamble.”
Surrey, British Columbia, voices the con- Jeff Curry The balloting is under way for the Beast-
cerns other readers have communicated to New Concord OH ie Award for 1989. Please mail us a post-
us, but in a far more reasonable tone than card with the title of the software game
most of the letters and phone calls: Pool of Radiance (SSI) you wish to vote for, the format of the
“I have just bought the official AD&D Here’s a way to transfer your high-level game, and your name and address. Only
Dungeon Masters Assistant, Vol. 1 for the characters’ hit points and armor class one vote per reader! Mail your ballot to:
Commodore 64. As a faithful follower of attributes to lower-level characters: The Beastie Awards
the AD&D game, I am terribly disappoint- Copy the “saved game” disk containing 179 Pebble Place
ed in the quality of this product, which is your high-level characters who possess the San Ramon CA 94583
described as a comprehensive database higher armor classes and hit points. Next, And until next time, game on!
and a great time-saver for the DM. The delete the program SAVEDGAME0. Load
Most product names mentioned in this column are
description does not mention that the Pool of Radiance and select LOAD SAVED trademarks owned or licensed by the companies that
generation of a single encounter may take GAME. Now insert the copied character produce those products. Use of the name of any
several minutes and five disk swaps. A disk that doesn’t have the SAVEDGAME0 product without mention of trademark status should
simple table may take half an hour and 30 file. The disk drive light goes on for a few not be construed as a challenge to such status.
or 40 disk swaps. This is just to generate seconds as if the disk data is being loaded
the table, never mind printing it out. by the computer. After a short while, the
“Needless to say, I am terribly disap- message SAVED GAME NOT FOUND!
pointed, as the program takes so much appears on-screen.
time and so many disk swaps for even the Insert the saved disk that contains the
simplest function. lower-level characters to whom you wish
“I do not want to return the program; I to transfer the higher hit point and armor
want to exchange it for a truly usable class attributes. Select TRY AGAIN. The
utility when such becomes available. In drive will finish loading the lower-level
the meantime, please print this letter as a characters, but they will now have the hit
service to other loyal fans who would be points and armor classes of the higher-
equally disappointed in this product.” level characters. The transfers will take
place between characters who occupy the
same positions on each disk, so you should
Clue corner position your characters according to the
attributes you wish them to receive from
Might and Magic, Book Two (New their higher-level counterparts.
World Computing) A warning: Do not HEAL these men,
Some words of wisdom have been even though they appear to be wounded.
received from Jeff Curry, who solved this If you do, you will reset the armor class
game in 17 days with a final score of and hit point statistics to their original
1,367,752,076. Hope Jeff managed to eat! values. Be certain you have a copy of your
He writes: higher-level characters with SAVEDGAME0
1. You’ll be “strong to the finish” for the on the disk, or they will be lost forever
Lumberjacks if you “eat your spinach.” except for their hit points and armor
2. Visit Mt. Farview to discover part of classes.
your quest to save the world. Lastly, keep in mind that the command
3. The game is a lot easier if you first AIM can be used to attack an opponent in
explore each town, then its dungeon, until an adjacent square, even though your
you are at a fairly high level. Inside life is attacking character may have no move-
easy, but the outside world is TOUGH!!! ment points left.
4. The Green Messages are on Druids John Garguilo
P o i n t . Raleigh NC
5. The Yellow Messages are in and
around the Forbidden Forest. Wizardry V (Sir-Tech Software)
6. The Red Messages are in the Elemen- When entering a dark, mysterious area
tal Planes. in the Brotherhood’s temple, you’re going
7. Encasement spells are 1 over and 1 up to find that the way back is no longer the
or down in each corner of the world. way you thought it was. One method to

DRAGON 53
works when the target on the Prime
Material has abilities that extend
into the Ether.
Your DM is correct. Page 117 of Legends
& Lore corrects page 120 of the Players
Handbook in this instance.
Magic, whether from a spell or item,
does not work across planar boundaries
except in a very few cases. Gate opens a
passageway between planes — it obviously
works across planar boundaries. Plane
shift is another obvious exception, as are
holy word and dispel evil. Note that the
description of each of these spells states
that the dweomer works on more than
one plane in either implicit or explicit
terms. See also the notes regarding divina-
tion spells in Manual of the Planes, pages
11-12.
The exceptions suggested in Legends &
Lore apply only in a few special cases,
such as with medusas and basilisks, where
the creatures’ abilities actually extend into
the Ether from the Prime. In these cases, a
nexus through which magic can pass is
created, and a caster on the Ethereal plane
can attack the creature by casting spells
through the nexus.

Can dark elves see through their


own darkness with infravision?
This seems reasonable since the
radius of the darkness is so small,
and the ability to see through it
would make the darkness ability
more useful.
All magical darkness spells in the AD&D
game are the same, even if the total area
of effect is different. A dark elf’s darkness
blocks all infravision, even his own. Its
primary uses are for escape and to con-
fuse enemies.

Does a spell-caster have to remain


motionless for an entire round
when he casts a spell? If not, what
else can he do?
The rules seem to imply, but don’t actu-
ally say, that a full round of motionless-
Sage Advice ness is required to cast a spell. Several
Lake Geneva campaigns rule that a magic-
Continued from page 12 user must remain stationary only as long
as the casting time of the spell. After cast-
(or once per day if the cage is permanent). How do you extend the spell list ing a spell, the magic-user can move dur-
It can also attempt to escape the cage for magic-users beyond level 29?
ing the remainder of the round, but he
using its magic resistance once (or once As follows:
cannot attack or cast another spell. For
per day). A creature could be trapped 30th level: Add one each fifth-, sixth-,
example, a fireball takes 3 segments, so
after entering the cage in this manner. and seventh-level spell.
the magic-user casting it could have 7
Note that the forcecage does not prevent 3lst level: Add one each eight- and
segments worth of movement after casting
teleportation, astral projection, or other ninth-level spell.
the spell: See page 102 of the Players
forms of magical travel, nor does it pre- 32nd level: Add one each first-, second,
Handbook for per-segment movement
vent its occupant(s) from polymorphing third, and fourth-level spell.
rates. These campaigns also allow fighters
into something small enough to pass For 33rd level and up, keep repeating
to attack, then move. If your campaign
through the “bars.” this progression.
does not allow fighting “on the run,” make
magic-users stay put when casting spells.
The area of effect of the shout
If you can’t fight on the run, you can’t cast
spell is defined as a 1” × 3” cone. General questions a spell on the run, either.
The description, however, says that
the cone is 3” at its terminus. What Page 120 of the Players Handbook
are the dimensions of the cone? states that spells can be cast from
The truncated cone is 1” wide at its the Ethereal to the Prime Material
casting point, 3” long, and 3” wide at its plane, but my DM says this only
terminus (1” = 10’).
56 MAY 1989
GAZ12 Golden Khan of Ethengar
D&D® Gazetteer
by Jim Bambra
Ethengar is a wild and woolly land of barbari-
an horsemen, savage warfare, and sudden
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loopers—they play for keeps. New rules and
spells for the Khan’s horsemen are given in this
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by Dave Collins and Skip Williams you need for a great evening of gaming. Out-
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One morning, you wake up to find someone smart your royal rivals (if you Khan) in this
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years, the AD&D 2nd Edition Player’s Handbook hilarious fantasy board game from the creator
no one said humans were the only ones with of the MERTWIG’S MAZE™ game folio.
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by Ray Winninger is the bond. For a dowry, a ruby is given—but
Unless otherwise noted
The Third Reich is crumbling under the quickly stolen. And then it is learned that the ® and ™ denote trademarks owned by TSR, Inc.
onslaught of the Allies when an alien and his ruby alone had the power to stop an evil force ©1989 TSR, Inc. All Rights Reserved
time machine crash-land in Germany. Hitler and that threatens elf and man alike.
MARVEL MARVEL UNIVERSE MARVEL SUPER HEROES,
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is history. It’s up to you to make sure that the FRE1 Shadowdale
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Product No.: 6885 discover yourselves to be the pawns of far
greater powers. All of the known gods have
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Based on the AD&D® computer module from

58 MAY 1989
#1 Mountain of Stolen Dreams
0-8041-0201-5 $2.95
#2 Night of Ghosts and Lightning
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#3 Rebel from Alphorion
0-8041-0205-8 $2.95
Robyn Tallis
Ivy Books (Ballantine)
This is a series guaranteed to give book-
store managers nightmares. Does it belong
next to the Sweet Valley High teen
romances and Hardy Boys mysteries in the
packaged-series section; filed neatly in
alphabetical order with the real young-
adult books; or in the main science-fiction
section between Robert Silverberg and
Sheri Tepper?
A quick glance at the covers argues for
the Sweet Valley High option. While the
cover paintings are crisp and competent,
the series logo is splashed in large letters
across each numbered book, and the
promotional copy positively shouts “Teen
adventure!”
A closer look, though, distinguishes
these novels from typical teen potboilers.
The first clues are subtle. Gauguin, the
colony world where the series is set, is
named for a French painter, and chapter
titles occasionally borrow quotations from
relatively obscure sources. (Translation:
The author has a solid literary background
and manages to incorporate that knowl-
edge into the book without calling atten-
tion to it. In one stroke, that makes this
work far more well rounded than those of
many formula writers.)
Even more noteworthy, however, is the
author’s skill in expertly juggling a large,
likeable cast. The core group of protago-
nists numbers six, and siblings and minor
players weave in and out of events with
plausible frequency. Yet each character
retains a personal signature: Zach Yamato
is relaxed and freewheeling, while socially
prominent Philippa Bidding finds it diffi-
cult to confide in others. The portrayals go
well beyond typecasting, and while the
author makes a point of the cast’s diverse
ethnic heritages, racial tags are not used to
build their personalities.
Each books plot is also distinctive, key
ing on plausible SF elements, yet staying
within logical reach of the series’ teenage
heroes. The opening volume finds
Gauguin’s student population drafted to
help install an earthquake-prevention
system, while its successor depicts weath-
er anomalies that threaten to weaken the
synthetic substance used to construct the
colony’s buildings. Ongoing puzzles
divulge the true nature of Gauguin’s native
animal population, a gradually increasing
psychic link between the six lead charac-
ters, and indications of a major illegal
poaching operation.
The Planet Builders novels may not
interest adult readers — a result of delib-
erate emphasis, not bad writing. However,
they’re potentially of enormous signifi-
cance to SF publishing. It’s well docu- the reclusive yet subtly influential elves.
mented that Andre Norton’s and Robert This combination of cultures is both dis-
Heinlein’s many juvenile SF and fantasy tinctive and unsettling — while the prem-
novels hooked generations of readers on ise is fascinating, the two world views
speculative fiction, primarily through wide simply don’t mix well. Individually, each
circulation in libraries. But since Norton’s cultural element is strongly presented, but
and Heinlein’s books first appeared, Kerr hasn’t quite managed to reconcile
young-adult publishing has tilted sharply, one to the other.
focusing more on bookstore paperbacks One further caution: The Bristling Wood
and less on library editions. Given proper is not self-contained. Those who have not
marketing and development (and steady read the earlier Daggerspell and Darkspell
sales), the Planet Builders series is well (both available in paperback from Del Rey)
written enough to serve the same role for will be at a significant disadvantage.
the next generation of SF fans. Its pub- Gamers interested in Kerr’s theories of
lishers and readers alike would do well to magic or in her thorough presentation of
keep that thought in mind. Celtic lore will need to balance their curi-
osity against the sheer volume of reading
needed to assimilate the material.
THE BRISTLING WOOD
Katharine Kerr
Foundation 0-385-23109-1 $18.95 SVAHA
It’s a safe bet that most readers of this Charles de Lint
column first encountered the word Ace 0-441-79098-4 $3.50
“dweomer” in connection with AD&D® The surprise about Svaha is not that it’s
game magic. (I can’t tell you the original wise, intricately crafted, and full of
derivation; “dweomer” is obscure enough absorbing characters — that’s standard in
not to be in my American Heritage Dictio- a Charles de Lint novel. The surprise is
nary.) But former DRAGON® Magazine that Svaha takes place well outside de
contributing editor Katharine Kerr has Lint’s normal territory of contemporary
used the word to define a very different fantasy. This fantasy blends high-tech
magic system in what is otherwise a rug- industrial espionage, warring empires of
gedly authentic-sounding Celtic fantasy transplanted Oriental yakuza, and a world
world. Gamers can’t help but be intrigued in which mysterious Amerindian retreats
by both aspects of her series, of which dot a landscape devastated by nuclear
The Bristling Wood is the third volume. destruction. Add elements of both Eastern
In the lands of Deverry, dweomer is a and Western mysticism, and the result is a
synonym for magic. Therefore, the ancient fast-moving, complex tale of honor and
herbman Nevyn is called a dweomerman commitment in a society defined by decep-
rather than a wizard. But the term tion and illusion.
“dweomer” can be somewhat more per- De Lint provides varied perspectives on
sonalized, for Nevyn’s dweomer of light is his milieu. Philip Yip and Fumiko Hirose are
distinct from the dark dweomer: a vague high-ranking members of opposing yakuza
group of powers working subtly from afar factions drawn into professional conflict
to disrupt Deverry’s well-being in order to and personal intimacy over a missing Amer-
promote its own mysterious interests. And indian microchip. Lisa Bone, now on the
dweomer is more tangible than one usu- run from the yakuza in the wilderness
ally expects of raw magic; it is often not between civilized Megaplexes, was the
merely dweomer, but the dweomer that is microchip’s unknowing courier. Gahzee
directly manipulated during a spell and Animiki-Waewidum — Swift Speaks with
provides the means by which one might Thunder — is the Indian agent sent to
travel during astral projection. retrieve the microchip before it can be
The cornerstone of the Deverry novels is deciphered. And the Ragman — a wild
a complex web of reincarnations for card, computer sensei, and undercover
which Nevyn is largely responsible but has capitalist — is out to wrest control of the
vowed to unsnarl. As a result, Nevyn can’t Megaplexes from the yakuza empires.
die until matters are set right, and only For all of the frenetic pace its characters
after four centuries does a resolution maintain as they chase the all-important
seem possible. Kerr, however, turns her microchip, Svaha is very much a novel of
narrative backward and forward in time ritual and ceremony. De Lint, as usual, is
to chronicle Nevyn’s failures as well as his very much at home with the lore of the
hoped-for triumph, thus providing rare American Indian, this time blending
insight into the long lifespans of magic- aspects of Hopi kachina tradition, Coyote
workers. Despite the chronological leaps, folklore, and the Old Northwest material
however, the story flows smoothly and he has used in previous novels. At the
without undue confusion. A table at the same time, he displays incisive, detailed
back of the book assists in keeping track command of the Oriental codes of bushi-
of the changing identities. do, and the complicated organizations
But while Kerr’s system of magic and favored by the yakuza. (Players in AD&D
metaphysics is clearly built on Eastern Oriental Adventures campaigns will find
concepts, the culture in which it’s prac- the novel an invaluable portrait of the
ticed is rigorously Celtic, from the lan- latter despite the futuristic setting.)
guage to the prefeudal political system to The conflict that drives de Lint’s adven-
DRAGON 61
ture, though, is far simpler than one of rationality and logic, not emotion, even in superior Pike after T’Pris’s death.
cultural systems. Svaha is a chronicle of their mating traditions. David Gerrold’s These discrepancies are totally inexplica-
the quest for power and the consequences The World of Star Trek quotes a Fontana ble — Fontana is capable of and has pro-
and responsibilities acquired along the memo concerning her original version of duced far better work. One clever point,
way. If it’s also a compelling postnuclear “The Enterprise Incident,” in which Spock on which the killer’s identity turns, doesn’t
saga with all kinds of ideas for gamers appears to seduce a certain Romulan Com- make up for these or for two further
engaged in related campaigns (SF and mander: “Vulcans do not nuzzle, kiss, hug, weaknesses: an entirely superfluous sub-
otherwise), then so much the better. or display any other form of human affec- plot about eloping alien teenagers, and the
tion? According to Gerrold, Spock’s most lack of emotional resolution to the encoun-
tender line in the original scene (not the ter with T’Pring that begins the novel. (A
VULCAN’S GLORY scene that was eventually filmed despite brief mention of the U.S.S. Enterprise’s
D. C. Fontana Fontana’s protests) was “I admire your complement as 203 persons is doubtful
Pocket 0-671-65667-8 $3.95 mind.” but open to debate.)
When I heard the first three chapters of But in Fontana’s new novel, the mind of Vulcan’s Glory should have been a mile-
Vulcan’s Glory read by the author at a T’Pris is almost entirely irrelevant; Spock stone novel in the world of Star Trek.
1988 summer SF convention, I had high falls in love with her virtually at first sight. Instead, it’s a misfire of epic proportions
expectations for the novel. After all, D. C. Spock’s and T’Pris’s relationship is one of and a violation of the cardinal rule of all
Fontana can be said, for the most part, to pure emotion, not respect founded on serial fiction, be it literary, cinematic, or
have invented Vulcan culture in her capac- shared intellect and love. And the quality role-playing oriented Once established,
ity as story editor for much of the original of T’Pris’s intellect is open to question, characters should always behave consist-
Star Trek television series. Then the because she allows herself to be murdered ently with their heritages and origins.
review copy arrived, bringing with it the in a decidedly illogical fashion. D. C. Fontana’s novel is out of character
most unexpected surprise possible: The Point: “Amok Time,” from the original both for her and for Spock, which is a
novel not only failed to meet expectations, series, establishes that Vulcans are notori- great loss for both.
it wasn’t consistent with previously estab- ously secretive regarding their mating and
lished Vulcan lore. romantic habits. Only in the face of death
That’s not a statement to be made lightly, does Spock confide to Kirk the reasons for A SPELL OF DECEIT
especially since Fontana takes a narrow view his deteriorating health. Yet in Vulcan’s Laurie Goodman
of what is and isn’t official Star Trek continu- Glory, Spock and T’Pris make no effort Del Rey 0-345-35596-2 $3.50
ity: Other novels and comic books don’t whatever to keep their increasingly inti- Somewhere in its evolution, A Spell of
count. But the paradoxes at the core of mate relationship private; it’s a matter for Deceit acquired a bad case of split person-
Vulcan’s Glory come straight from the old gossip among Captain Christopher Pike’s ality. Despite being labeled as fantasy,
TV episodes — one of Fontana’s included. command crew, and Spock almost casually Laurie Goodman’s novel might be as easily
Point: Vulcans govern themselves by acknowledges its existence to brand-new (and perhaps more accurately) labeled
science fiction. And though it’s published
for a general reading audience, the writing
and characters are clearly and narrowly
aimed at young adults. Yet, while the novel
can’t exactly be termed pleasant reading,
it’s a thoughtful and thought-provoking
story with surprisingly useful insights for
gamers whose adventuring parties are
constantly falling apart.
The story is set in an unnamed locale (at
a guess, a long-abandoned Earth colony
planet) populated by two groups of
humans: Homesteaders and Roamers.
Homesteaders are people who live in and
around agricultural communities and use
pioneer-level technology. Roamers, mean-
while, lead gypsylike lives, know strange
music and herb lore, and wield so-called
magical-powers. The two races (using the
term in its ethnic, not genetic, sense) have
been bitter adversaries for several genera-
tions, with Homesteader folklore holding a
Roamer’s curse responsible for a consist-
ent decline in the fertility of Homesteader
lands and livestock.
Goodman’s reluctant hero is Chris, a
teenager whose familial connections to the
curse’s original victim, together with a gift
from a dying Roamer woman, propel him
toward a confrontation which is supposed
to end-the curse’s effects. But part and
parcel of the quest is Arron, an unpredict-
able Roamer teen whose motives for
accompanying Chris are uncertain: Arron
is extremely difficult to trust. However, he
is an invaluable ally and a guide capable of
leading Chris and a third unexpected
partner, runaway Katie Topkins, into dan-
ger and out of it again.
62 MAY 1989
As a coming-of-age tale, Goodman’s novel games with space-traveling campaigns. kilter enough to be intriguing. As the year
is more plausible than most — which is Hogan’s plotting is easily as intricate as his 2000 approaches, the U.S. government is
part of its chief problem. Like real people, new genre requires; administrators should mired in megabureaucracy so deeply that
Chris and his companions must cope with have no trouble extracting bits and pieces a third-party movement sweeps into office
the same issues over and over before of business from the adventure and trans- on a platform of simple yet drastic eco-
resolving and growing past them. This planting them into game adventures. They nomic reform: Eliminate all limits on free
lifelike repetitiveness tires readers quickly may also have less trouble than you’d enterprise. (Most law, it turns out, exists
and draws out the final face-off beyond expect keeping their agents from reading to limit free enterprise.) It’s an engaging
reason. (On the plus side, erring by pre- ahead and anticipating their designs. How- concept, and Hogan aptly works out his
senting too much story is far preferable to ever, as a substitute for SF extrapolation, heroes and villains from the consequences.
rushing through complex emotional strug- Hogan injects a massive overdose of politi- The idea stops being engaging, however,
gles too quickly.) cal ideology into the novel. after the third long conversation in which
But A Spell of Deceit is uniquely valuable The spy plot, a multipronged affair a devoted Constitutionalist explains the
to gamers for showing how adventurers involving a missing satellite programmer, party line to an uncertain outsider, and
can cope with comrades of divergent stolen missiles, and a scientist of question- these long conversations persist through-
alignments. It’s not a precise blueprint, but able loyalties, initially seems to hang on a out the novel. Hogan tries too hard to
the fact that Chris and Arron do manage spectacular network of coincidences. Most deliver a political statement and ends up
to work together without getting each of these, however, are the result of neces- boring potential allies and opponents alike.
other killed bodes well for the futures of sary misdirection; Hogan’s real focus is on But if The Mirror Maze has two serious
countless paladins and rangers who have a small group of characters, not the cast of flaws, it also has Hogan’s strong plotting
to put up with neutral-devious thieves. thousands popular in this category. The and a well-defined group of key players.
There may not be much polish on Good- one real credibility tester is Hogan’s initial Those virtues are enough to make it worth
man’s storytelling yet, but this is one novel premise (involving the murder of the cautious investigation, but they won’t be
where good intentions count far more wrong near-identical sister), which is enough to rescue Hogan’s career if he
than smooth execution. almost fatally confusing due to a sloppily continues in this careless vein.
written murder sequence. Hogan violates
Writer’s Rule #1: Omniscient narrators
THE MIRROR MAZE shouldn’t lie to readers by misidentifying THOSE WHO HUNT THE NIGHT
James P. Hogan the murdered girl in authorial voice. But Barbara Hambly
Bantam Spectra O-553-27762-6 $4.95 once the identity puzzle is resolved, the Del Rey 0-345-34380-8 $16.95
James Hogan’s novels have gradually remaining elements line up in appropriate Any gamer who has ever encountered a
mutated away from hard science fiction domino-toppling fashion when viewed properly played vampire knows how
and toward high-tech political intrigue, so from the novels end. incredibly difficult they are to kill. So
that The Mirror Maze has more to attract Hogan’s near-future setting is just off- London’s vampires are understandably
TOP SECRET/S.I.™ game players than those worried when someone begins reducing

DRAGON 65
their numbers with apparently murderous scale, but the writing is cheerfully mild-
ease. But how can the nightbound undead mannered and thoroughly pleasant. A
track a killer who operates by day? And series is apparently planned and definitely
who besides another vampire could track welcome.
the victims with such deadly efficiency? The Warrior Lives (New American
The answers, in Barbara Hambly’s latest Library, $17.95) promotes Joel Rosenberg’s
novel, are both well concealed and emi- series about gamers exiled to a fantasy
nently logical in hindsight. But while milieu to hardcover status. While the
Hambly’s heroes are chiefly concerned process of acclimating elves and slavers to
with unraveling the mystery, Hambly Industrial Revolution technology (mostly
herself is nearly as interested in the biolo- firearms) remains as fascinating as ever,
gy and psychology of her vampire legions. this newest entry is comparatively thin, as
As the puzzles unfold, we gradually learn young Jason Cullinane inherits the lead
the origins of vampires’ powers of the role from his missing (but possibly not
mind, the extent of their uncanny dead) father. It looks like a transitional
strength, and the physical effects of silver book; Rosenberg still has loose ends to
and sunlight on their bodies. We discover resolve involving faerie powers and the
how they cover their tracks in polite socie- mysterious Professor Deighton.
ty and how those tracks may be followed. Midori Snyder’s new novel also starts a
But despite the vampires’ own fears, they series, and while it’s quite different from
remain a chilling and constant presence her earlier Soulstring, New Moon (Ace,
that is felt through the London fog and $3.95) is no less forceful. Elemental magic
seen in shadows beyond the streetlamp’s is the keystone of the sequence in which
glow. an undying fire queen has been orches-
James Asher, Oxford don and one-time trating the murders of children with
gentleman spy, sees vampires more clearly innate magical potential for centuries. The
than most. Recruited by the emigrant street culture of Oran is well detailed, and
Spanish vampire Don Simon Ysidro, he Snyder doesn’t pull punches. City-building
must capture the vampire-slayer or lose DMs should take note.
his wife to Ysidro’s powers. Moreover, he Two items merit notice on the strength
must persuade Ysidro’s skeptical fellow of cover testimonials (more specifically,
vampires not to do away with him before quotes from earlier reviews in this space).
he can solve the case. But the novel isn’t a On The Seas Of Destiny (Ace $3.50) fin-
professionally detached sleuthing exercise; ishes Ru Emerson’s Nedao saga in excellent
all involved eventually find themselves form. The trilogy also wins points for
with unexpected roles in an insane experi- Martin Springett’s striking and consistent
ment gone awry. artwork. And Patricia Kennealy’s The
Hambly’s vampires differ most from the Silver Branch (New American Library,
AD&D game variety in alignment behavior $18.95) makes a solid addition to her Kel-
— while Monster Manual vampires are tiad saga, blending ancient fantasy ele-
chaotic evil, vampires in Those Who Hunt ments with interstellar intrigue. Three
the Night are decidedly lawful and logi- more Keltic trilogies are anticipated, mak-
cally so. Yet, if Barbara Hambly’s novel ing for an ambitious project.
presents a sharply organized — even civi- Finally, Oathbreakers (DAW, $3.95) con-
lized — portrayal of vampiric life, it is still tinues Mercedes Lackey’s chronicle of
richly chilling and satisfyingly deadly in all swordswoman Tarma and sorceress
the right places. Like the vampires them- Kethry with style and vigor, forging a
selves, it is a book that should not be connection with her Valdemar stories,
ignored. offering rare glimpses of between-levels
training, and providing the unique specta-
cle of heroines who really do retire! Lack-
Recurring roles ey also provides a healthy section of
The odds-and-ends pile is unusually ballads at the back of the book — while
impressive this time around, with at least some read better than others in print, it’s a
one pleasant surprise: The Maze in the safe bet that the recorded musical ver-
Mirror, (Tor, $3.95) which caps Jack Chalk- sions from Firebird Arts & Music will be
er’s G.O.D., Inc. series with a solid SF worth hearing. (Firebird now markets
mystery, carries none of the negative material previously published by Off Cen-
baggage that’s weighed down much of his taur Publications, whose tapes were
recent work. As a series in which the reviewed in this space some time ago.
parallel-universe framework gets more Inquiries should be directed to Firebird
attention than the individual universes, Arts & Music, P.O. Box 453, El Cerrito CA
these books also have better-than-average 94530.)
gaming potential. (A supplement for Steve
Jackson Games’ GURPS® game wouldn’t be
unreasonable, for instance.)
Michael Kurland’s Perchance (Signet,
$3.50) is also a parallel-universe adven-
ture, though a far lighter and weirder one
involving a princess with amnesia, a form-
er apprentice shoemaker, and villains who
don’t know the meaning of the word over-
kill. Kurland’s plot is designed on a grand
66 MAY 1989
©1989 by Jim Bambra

The Kafers are coming!

t’s AD. 2301, and the fate of


humanity hangs in the bal-
ance. Kafer starships
sweep into orbit around the frontier
world of Hochbaden. The German frig-
ate Magdeburg is lost with all hands as
Kafer weapons blast it. For four days,
Kafer warships pound the defenders, reducing the
majority of the human settlements to piles of smoking
metal and plastic. Those colonists who escape the bom-
bardment are left to starve or die from life-support fail-
ure. The relief force from the nearby Eta Bootis system
runs into the Kafer invaders and is defeated. The war
with the Kafers has just taken a turn for the
worst. Can humanity survive all that the
merciless aliens can throw against it?
The answers to this and other ques-
tions can be found in Game Designers’
Workshop’s Invasion sourcepack for
the 2300 AD™ science-fiction role-
playing game. Invasion is the latest
release from GDW, and it details
the future history of humanity’s
struggle to reach the stars. But
Invasion is only one of GDW’s
products dealing with the Kafer
War. Previous products have set
the scene in a very dramatic and
colorful way. And GDW has even
found time to revise its TRAVEL-
LER: 2300™ game (thus creating
the 2300 AD game), and launch
the MEGATRAVELLER™ game
(see the review in DRAGON®
issue #141). But before taking
a look at the Kafer War series
of releases, a review of
the 2300 AD game is
in order.
68 MAY 1989
2300 AD™ game up to the state-of-the-art claims originally generate NPCs quickly and easily. Add
Science-fiction role-playing game made for the TRAVELLER: 2300 game. expanded rules for creating and placing
Game Designers’ Workshop $20.00 The changes: First off, the books have animals, worlds, star systems, and satel-
Design: Marc W. Miller, Frank Chadwick, been reordered and treated to a greatly lites, and you end up with a versatile
Timothy B. Brown, and Lester W. Smith improved layout and presentation. By game.
Significant contributions: employing sidebars and additional graph- Background: But it’s not just the
Loren Wiseman, Gary Thomas, ics to good effect, GDW has made the 2300 expansion of these areas that has grabbed
Joe Fugate, John Harshman, AD game much more accessible. With the my imagination. It’s the way the original
Matt Renner, Kevin Brown, examples it gives on how the rules work in background has been developed to make
Steve Venters, Bryan Gibson, Deb practice, it becomes a much more user- the universe of the year 2300 more than
Zeigler, and William H. Keith, Jr. friendly product than its ancestor. All the just a tale of conflicting Earth powers in
Cover illustration: A. C. Farley items of equipment, weapons, armor, space. The 2300 AD game boasts devel-
Interior illustrations: D. J. Barr, Steve vehicles, etc., are illustrated, and the oped alien races and a war that might end
Venters, Liz Danforth, A. C. Farley, essays dealing with the political divisions only when humanity is exterminated.
Bryan Gibson, Tom Peters, Tim Brad- on Earth are accompanied by maps in the Humanity has encountered six intelligent
street, Rob Caswell, and Jeff Dee sidebars. This new layout makes 2300 AD alien races since leaving Earth. The
Art director: Barbie Pratt visually appealing and makes the back- description and motivations of the alien
Graphic design and production: ground easier to digest. But an improved races are well up to the high standards set
Lauretta Oblinger, Dana Reis- package alone doesn’t really make for a by GDW in their TRAVELLER game. As
chauer, James R. Kuntz, and Kelly revised game Here again, GDW has not contact with these aliens is still in its early
Walsh skimped: It also took the opportunity to stages, I’m not going to give the details
Components: 96-page Adventurer’s iron out the problems that existed in the away here, although I’ll take a closer look
Guide, 112-page Director’s Guide, TRAVELLER: 2300 game. at the Kafers later on.
32-page Play Aids booklet, full- The 2300 AD game now has an experi- Exploration from Earth is primarily
color Near Star Map, one 10-sided ence system that lets players develop their contained to three distinct interstellar
die, and two 6-sided dice characters over time. The system works territories — the “arms” of exploration: the
well and gives steady increases in skills, Chinese, the American, and the French.
As noted earlier, the 2300 AD game is a allowing characters to hone their existing The arms stretch out from Sol into the
revision of the TRAVELLER: 2300 game skills and learn new ones. Not being satis- vastness of the nearby stars. Each arm has
(reviewed in DRAGON #131) The TRAVEL- fied with adding an experience system, its own problems and subsequent cam-
LER: 2300 game suffered from being con- GDW has also added Renown, a measure paign adventures. The Chinese arm is
fused with GDW’s TRAVELLER® game, of how well known a character is. Renown racked by terrorism, and the American
which is hardly surprising as their is earned by carrying out deeds and serv- arm is plagued by smugglers and an inabil-
names were very similar. In fact, the ices that bring a character into the public ity to expand any further because of the
TRAVELLER and TRAVELLER: 2300 eye. It affects how certain NPCs react to a limits of present starship technology. Cur-
games had very little in common, character. For example, renowned merce- rently, the French arm is in danger of
being based in different settings naries are more likely to be hired for the being overrun by the Kafer hordes.
and having markedly different more dangerous but higher-paying jobs. Evaluation: The 2300 AD game is a
future histories and technologies. Renown can actually be a handicap; if a greatly welcomed development. With its
By renaming the TRAVELLER: character is trying to keep a low profile new and improved presentation, revised
2300 game, GDW removed the but her face has been appearing all over and expanded rules and background,
confusion and freed the 2300 the tri-vid screens for the past few weeks, more dynamic feel, and extensive range of
AD game from the shadow she has very little chance of going unrec- support products, the 2300 AD game can
of its elder cousin, the ognized. truly be called a state-of-the-art science-
TRAVELLER game. Addi- The basic rule mechanics were left the fiction role-playing game. I recommend it
tionally, GDW took the same as before, with minor tweaking highly to anyone looking for a game of
opportunity to expand the carried out to make them work better. hard science-fiction that pulls no punches
game dramatically and Players can now design their own charac- and delivers the goods in a highly satisfy-
enhance its visual ters using a point system or can continue ing manner. In bringing out the 2300 AD
aspects. to use the original character-creation game, GDW has come up trumps and
The first thing you method, which combines random genera- made a good game into a great one. Hats
notice is that the tion with player choice. The armor rules off to the GDW staff for an excellent
2300 AD game have been revised, the task system has science-fiction game.
weighs far more been altered slightly, and wounding rules
than its have been introduced for characters Colonial Atlas
predecessor Okay, involved in space combat. (Now instant 2300 AD game supplement
extra bulk and death is no longer a mandatory result for GDW $10.00
packing in the box player characters aboard a starship which Design: Loren K. Wiseman, J. Andrew
cannot be taken as an improve- takes a crew hit.) Otherwise, it’s still very Keith, Tom Peters, Lester W. Smith, Deb
ment in quality — but in this case, it is. much the same game that it was before. Zeigler, Gary Thomas, Bob Swarm,
The total page count in the booklets has Directing the game: Great improve- Marc W. Miller, Matt Renner, Mike
risen greatly, leading GDW to replace the ments have been made in easing GMs into Dane, Robert and Nancy Parker, Bill
cardstock booklet covers of the TRAVEL- the roles of 2300 AD game Directors. The Connors, and Timothy B. Brown
LER: 2300 game with flimsier paper covers sections on designing and running adven- Development: Rob Caswell, Deb Zeigler,
in order to keep the price down. What tures and how to connect adventures into and Timothy B. Brown
would you rather have: two 48-page campaigns are very useful. Details on the Cover illustration: Steve Venters
cardstock-cover booklets, or a 96-page motivations of NPCs was one of the origi- Interior illustrations: A. C. Farley
booklet and a 112-page booklet? nal game’s strong points, and this has been Components: 96-page perfect-bound book
The tremendous increase in the game’s enhanced by adding information on NPCs’
page count isn’t just a case of bulking it appearances and personalities. The addi- The nations of Earth share 29 colony
out with unnecessary padding, either. The tion of tables to determine NPCs’ appear- worlds between them, varying from the
2300 AD game delivers the goods and lives ances, ages, and skills means Directors can well-established world of Tirane at Alpha
DRAGON 69
Centauri A, to the harsh conditions of appealing science-fiction adventures, so it the greatest threat they are ever likely to
Crater. The Colonial Atlas covers the Core comes as no surprise that the Kafers are encounter, Kafers make ideal foes. No
world of Tirane, the 12 colonies of the highly credible and well-detailed aliens. question of moral qualms here: The Kafers
French Arm, the 11 colonies of the Chi- Loathsome they may be, but they’ve got are out to destroy us. Humanity’s only
nese Arm, plus the five worlds of the good reasons for developing in the direc- chance for survival is to fight back and
American Arm. The entries expand on the tions they have. defeat the Kafers before they eradicate the
information in the 2300 AD rule books, The Kafer threat is a well-conceived human race.
making them into vibrant settings for campaign structure. Here again, vibrant The Kafers first appeared in the adven-
adventures and exciting locations for the and open-ended campaign themes are ture Kafer Dawn and have since reap-
heroes of the future to exercise their familiar to the GDW staff. The develop- peared in the Aurore Sourcebook, Mission
survival skills. ment of the TRAVELLER game’s Imperium Arcturus, the Kafer Sourcebook, and
Each of the colony worlds is examined in was well documented in the pages of The Invasion. The war is heating up; lets check
detail, covering stellar and planetary data, Journal Of The Travellers’ Aid Society in out how it started.
colonial history, resources, government, the form of news reports, and this prac-
wildlife, and the organization of life in tice has continued in the pages of Chal- Kafer Dawn
each colony. Adventure ideas for each lenge magazine [see the “Short and sweet” 2300 AD game adventure
world are either clearly stated or easily review in DRAGON issue #141). These GDW $8.00
extrapolated from the background materi- news reports supplement TRAVELLER Design: William H. Keith, Jr.
al. Each colony seems real; the colonists campaigns, and they give the flavor of a Development: Frank Chadwick
face believable dangers and economic and universe that has its own internal consist- Cover illustration: Steve Venters
political problems in their day-to-day ency and development. The most note- Interior illustrations: Dan Panosian and
struggles to maintain human life on the worthy news reports concerned the Fifth Steve Venters
worlds of the frontier. One area where Frontier War, which saw the Imperium’s Components: 48-page booklet
this product could have been improved is Spinward Marches invaded by Zhodani,
in the provision of planetary and system Vargr, and Sword Worlds fleets. The war Kafer Dawn is set on the world of
maps. All you get are star maps of the acted as a backdrop to the actions of indi- Aurore. Prior to the adventurers’ arrival,
three arms, which are useful but are only vidual adventuring groups, impinging on the planet was invaded by the Kafers.
part of the story. As most adventures take the characters’ lives as the enemy forces Humanity’s first encounter with the Kafers
place on the worlds of each system, maps advanced deeper into Imperial territory. It occurred at the French research station at
showing the physical layout of each planet gave rise to numerous adventures in Arcturus when a Kafer vessel arrived in
would have made a welcome addition and which player characters could participate the system in 2995. Attempts at communi-
greatly enhanced an already impressive without having the war always dictate cation by the research station’s crew were
product. how those adventures would turn out. unsuccessful, and the Kafer vessel left the
Evaluation: The Colonial Atlas is a very Individual GMs had a lot of leeway to use system. In 2297, contact was lost with the
worthwhile purchase to anyone interested the war in whatever means they desired. station. In 2298, the Kafers hit Aurore, in
in the 2300 AD game. It shows the great The theme of war has appeared in role- the Eta Bootis system. Defeating the
potential for adventures set in this period playing games many times, but few com- defending vessels, the Kafers landed and
of Earth’s future history, and it clearly panies use it as well as GDW. The Kafer began to exterminate all humans they
shows the extent of each nation’s colonial War in the 2300 AD game draws on GDW’s encountered. The Kafer ships were later
presence. This is a product that no fan of experience to good effect. destroyed, but their ground forces remain
the 2300 AD game should be without. It’s hidden in the great expanse of Aurore’s
also very useful to players of other wilderness. It was on Aurore that the
science-fiction games as a source of ideas The Kafers Kafers were given their name by German
and inspiration, particularly when it The Kafers are two-meter tall human- mercenaries. “Kafer” means “bug,” and it is
comes to presenting alien worlds very oids that have tough, horny carapaces also slang for “pretty girl.”
different from Earth. protecting their heads and backs. Their Kafer Dawn takes a look at the world of
mouths are full of mandibles, hooks, nee- Aurore, which is itself an intriguing set-
dles, siphons, chelae, and other disgusting ting. Aurore is a satellite of a gas giant,
The Kafer War tools for impaling, shredding, cutting, tidally locked so it doesn’t rotate. One side
Over the years, GDW has had plenty of sucking, and devouring their food. Basi- of Aurore always faces the gas giant,
experience in designing detailed and inter- cally, they don’t look very nice, and their resulting in very high temperatures; the,
esting alien cultures. The TRAVELLER and personalities are repulsive to match. other side faces away, making this face
MEGATRAVELLER games boast some of Kafers are marked by a dual intelligence. very cold. Humans have settled the areas
the most believable aliens ever conceived. When first encountered in combat, they in between, where the extremes of climate
GDW attained this high standard by focus- act stupidly, even shooting each other in are less severe. The world is occasionally
ing on the ways the various aliens think their confusion, but after a few minutes wracked by fierce storms, and interfer-
and interact with each other and with they become very clever, using every trick ence from the gas giant prevents radios
other alien races. GDW’s aliens are more available to overcome their enemies. from functioning. Microwave relays are
than just laser fodder; their motivations When coupled with unrelenting bravery used to keep the numerous settlements in
and histories are described in depth. The in combat and a total disregard for human contact with each other.
creator of the Kafer, William H. Keith, Jr., life, this produces an implacable antago- The animal and plant life of Aurore is
is familiar to TRAVELLER game players, as nist that seems intent on destroying the not suitable for human consumption, and
he and his brother J. Andrew Keith have human race — and the Kafers have the the soil does not support Earth plants. To
played an integral part in shaping the means to do so. An analogy for Kafers in overcome this, the settlers have imported
TRAVELLER and MEGATRAVELLER game fantasy games would be orcs, except that dirt from Earth and mixed it with steril-
universe. Their credits are impressive, Kafers are far better developed in game ized native soil. Now capable of supporting
ranging from adventures and supplements terms than any group of orcs to date. human existence, the precarious ecological
to the highly useful Environment series of Kafers are mean, brutal, and highly dan- balance of Aurore is in danger of being
booklets (see the “Short and sweet” review gerous. They show no mercy and expect destroyed by the Kafers, who have intro-
in DRAGON issue #133). The two brothers none from their enemies. duced a biological threat to Aurore: the
have an excellent grasp of what makes for Because adventurers are fighting against Kafer Rot. This fungus destroys Terran

DRAGON 71
crops and also affects humans. Given the describes the employment of “cattle prods” Components: 96-page booklet, including
vicious local wildlife and the constant by Kafer officers to jolt their troops prior eight pages of color plates
menace of the Kafers, Aurore adds up to a to giving an order. The circular also gives
very dangerous place to be. nice descriptive names to the Kafers’ rug- The planet of Aurore is given in-depth
Newly arrived adventurers are drawn ged weaponry, such as “horse pistol,” “thud treatment here. This book takes a look at
into the front line of the struggle against gun,” and “flashlight.” Different Kafer conditions on Aurore, presenting the
the Kafers. Four adventures are provided, vehicles are similarly described as “crawl- world in great detail and containing plenty
but many others suggest themselves ers,” “bugbuses,” and “deathsleds.” Most of adventure ideas as PCs battle the ele-
throughout the book. The four adventures disturbing is the Kafers’ use of the German ments, the worlds animals and plants, and
are generally good but suffer from a lack word Fleischwesen to describe humans. It the Kafers. Some of the information is
of adequate maps and staging tips. One translates as “Meat Being.” reprinted straight from Kafer Dawn, but
adventure concerns the defense of a Evaluation: Kafer Dawn is the weakest the extra information provided more than
homestead from a Kafer attack, yet no of the Kafer War products. All of the plan- makes up for this.
map is provided (the GM being told to etary information has been reprinted and The sourcebook is very complete and
create one for the purpose). Encounter expanded in the Aurore Sourcebook, and adds descriptions of prominent NPCs, the
tables are mentioned more than once, but the background on the Kafers has been military forces of the settlements, the
they seem to have been overlooked when surpassed in the Kafer Sourcebook. Kafer mercenary groups active on Aurore
the book went to the printers (although Dawn’s strengths lie in its adventures, (including their equipment), and encoun-
the last adventure does include its own which (once the required work has been ter tables. The sourcebook shows that lots
encounter tables). carried out) serve as ideal introductions to of thought went into its design. Of special
During the course of the adventures, the the Kafer War. Kafer Dawn can also be mention are the eight pages of color plates
player characters find out more about the used as an interim product, used prior to showing soldiers from the military forces,
Kafers, and they are even enlisted to cap- purchasing the more detailed Aurore and and three Kafers in lurid color. The
ture a Kafer alive in order that more can Kafer Sourcebooks. sourcebook does such an excellent job of
be discovered about this enigmatic race. describing Aurore that enterprising GMs
The themes of the adventures are good, Aurore Sourcebook can even have their adventurers arrive on
but they are really outlines which could 2300 AD game supplement Aurore prior to the Kafer invasion (possi-
have benefited from more development. GDW $10.00 bly even being born there), so they can
A nice touch is the inclusion of a train- Design: William II. Keith, Jr. fight the war from its very beginnings.
ing circular for the adventurers that Development: Loren Wiseman and Frank The physical aspects of living on Aurore
describes the Kafers and their equipment. Chadwick have not been skimped. The various geo-
This warns the adventurers that Kafers Cover illustration: Steve Venters graphical areas (from the hot pole to the
are highly dangerous, but also tend to be Interior illustrations: Rob Caswell and cold pole) are examined in great but easily
stupid until combat commences. It Bryan Gibson

72 MAY 1989
accessible detail, with game rules for character is finely detailed. In the hands of as a player character — not that anyone in
dealing with the environment and a dis- an accomplished GM, the NPCs will come his right mind would want to play a dim-
cussion of the problems likely to be to life, with their various personalities witted cockroach that suddenly turns into
encountered by travelers in the remote leaving a distinctive stamp on the adven- a supercharged death machine in combat,
parts of Aurore. This supplement provides ture. The descriptive passages are also (Then again, I’ve seen player characters
some of the best examples ever of how very good, conveying the appearance of who fit that description, and they’ve been
nature can be used as an antagonist. Cau- the Arcturus system and the research human.)
tion and experience are essential elements station in a highly convincing manner. In The background to the Kafer War is
for survival. many ways, Mission Arcturus is a dungeon clearly described from the Kafer point of
Evaluation: The Aurore Sourcebook crawl, but one which succeeds admirably view. They’ve got very logical reasons for
contains a wealth of detail and is stuffed in its use of atmosphere and plot. The doing what they do. Humans may think
full of adventure ideas. Aurore is a dan- ending is particularly fine and very logical, that Kafers are bloodthirsty maniacs, but
gerous world in itself; with the Kafer though you’ll have to play to find out what it all makes sense to the Kafers. I’d like to
presence it becomes doubly so. If the it is. tell you more about the Kafers, but most
Kafers don’t get you, the planet might. Evaluation: If you liked the movie of the information in the sourcebook is
Great care and inspired design have gone Aliens, you’ll love this adventure. It’s dirty designed to be discovered slowly during
into this product. Adventurers on Aurore work, but someone has to do it. The play. For now, you’ll have to accept that
should approach it in the same spirit. Use adventure does an excellent job of combin- they are a well-detailed and carefully
care, rely on your inspiration, and you’ll ing action with the detective work developed alien race. Part of the excite-
survive. Act rashly, and you’ll become just required to figure out what has been ment in playing in the Kafer War will be
another statistic of the war. The Aurore happening here on the station since the the gradual disclosure of what makes the
Sourcebook is highly recommended as a Kafers hit it. The science-fiction elements Kafers act in the ways they do. Informa-
fully fledged science-fiction setting and as shine, making this a very memorable tion on the Ylii, an alien race that interacts
a world of adventure. adventure. with the Kafers, will also have to remain a
mystery.
Mission Arcturus The physical presentation is very high,
2300 AD game adventure Kafer Sourcebook with sidebars being used to good effect to
GDW $8.00 2300 AD game supplement break up the longer essays and provide
Design: William H. Keith, Jr. and Lester W. GDW $10.00 marginal notes on various aspects of Kafer
Smith Design: William H. Keith, Jr. life. The color plates depict a double-page
Development: Frank Chadwick and Lester Development: Loren K. Wiseman spread of a Kafer “bugbus” and “crawler,”
W. Smith Ylii (alien race) design: Liz Danforth and a four-page fold-out showing the
Cover illustration: Steve Venters Cover illustration: Steve Venters Kafer sphere of space, complete with a
Interior illustrations: Rob Caswell, Liz Interior illustrations: Tim Bradstreet, star list. The vehicle illustrations are ideal
Danforth, and Tom Peters Bryan Gibson, A. C. Farley, and Rob for slapping down on the table whenever
Components: 48-page booklet Caswell the adventurers encounter such equip-
Mission Arcturus continues the adven- Components: 104-page perfect-bound ment in the field.
tures of Kafer Dawn and the Aurore book, including eight pages of color Evaluation: The Kafer Sourcebook is a
Sourcebook. The premise is that the plates perfect example of how to design a
adventurers are now experts in dealing detailed and properly motivated alien race.
with the Kafer menace. Their knowledge More Kafers than you’d ever care to It is a pleasure to read, apart from the bit
is therefore considered essential to the meet are included in the Kafer on dietary habits (more from my squeam-
success of a mission to discover exactly Sourcebook. This book showcases William ishness than anything else). There’s
what happened to the French research H. Keith’s grasp of alien psychology and enough information here to please even
station in the Arcturus system. The adven- development. Here we get to see why the the most ardent Kafer hunter. Once again,
ture can also be used by characters who Kafers are the way they are. It’s all very GDW has proved itself to be the foremost
have no prior experience with Kafers, in believable and even surpasses previous designer of alien races.
which case they form part of the marine GDW releases dealing with aliens.
contingent that accompanies a group of The sourcebook shows how Kafers Invasion
NPC advisors. One way or another, the developed as a species, revealing their 2300 AD game supplement
adventurers are sent to the research sta- home world, physiology, psychology, soci- GDW $8.00
tion. Once inside the station, the PCs must ology, government, language, cultural Design: J. Andrew Keith
make their way through it and deal with history, technology, starships, and the Development: Lester W. Smith
the problems that await them. extent of their sphere of space. With all Cover illustration: Steve Venters
The NPC elements are excellent; each this information, you could even play one Interior illustrations: A. C. Farley, Liz
Danforth, and Bryan Gibson
Components: 72-page perfect-bound book

Invasion takes the up-to-now localized


Kafer War and carries it further down the
French Arm. The Kafer fleets are on the
move, bringing widespread death and
destruction to peaceful worlds. Invasion is
a sourcepack for Directors interested in
using the war as the background to an
extensive campaign. It describes the Kafer
War from the commencement of the inva-
sions in 2301, showing the extent of the
Kafer incursions into human space.
The idea behind the pack is to allow
Directors to use the war to generate
adventures for their player characters,
including military actions against Kafer

74 MAY 1989
ground forces and starships. Adventures highly recommended as a model of how to Talislanta products are available from Bard
in which the characters flee endangered design epic struggles and as a brilliant Games, P.O. Box 7729, Greenwich CT
systems, avoid Kafer attacks, and generally background to a 2300 AD game campaign. 06836.
deal with the panic and anarchy which
follows news of the approach of Kafer Ground Vehicle Guide Gamer’s Handbook of the Marvel Uni-
forces also play a big part in Invasion. 2300 AD game supplement verse™, Volumes 1-3, by Scott Bennie,
Player characters can also join the crew of GDW $10.00 David E. Martin, and Chris Mortika. TSR,
the starship Avenger as it sets out to gain Design: Loren K. Wiseman Inc., $13.95 each. Listen up, all you Marvel
vengeance on the Kafers for the death of Additional design: Lester W. Smith and aficionados, for a real treat. A few years
the commander’s wife and child. Frank Chadwick ago, the Marvel Entertainment Group
Each world attacked by the Kafers is Cover illustration: David Deitrick published the multivolume Official Hand-
described, and the booklet gives informa- Interior illustrations: Karl Martin and Tim book of the Marvel Universe™. Originally
tion on the course of Kafer attacks in the Bradstreet available in comic-book format, it was
system. A big plus here is the provision of Color plates: David Deitrick and A. C. later reprinted as a series of perfect-bound
system and world maps, which help great- Farley books. Now, TSR, Inc. goes one further by
ly to set the scene and chart the actions Components: 64-page perfect-bound book, turning out a similar product for the
taking place in a system. News reports are including eight pages of color plates MARVEL SUPER HEROES® Advanced Set
provided for each world, and game game. Three [now four] handbooks are
mechanics showing how fast the news The Ground Vehicle Guide takes a look currently available, and each one is exqui-
travels are also detailed. Each world at a wide range of vehicles, from a hover- sitely produced.
comes complete with a scenario for use cycle up to a huge railroad. Military vehi- The heroes and villains are each
with GDW’s STAR CRUISER game of star- cles receive the most attention, with new described on a double-sided sheet. In the
ship combat. and existing designs being described in mighty Marvel tradition, full-color illustra-
The positions of the human fleets at the detail. Each vehicle entry is accompanied tions appear for each of the major charac-
start of the war and the invading Kafer by a illustration which clearly shows its ters. The sheets come drilled so that they
space forces are detailed, and STAR appearance. Campaigns set during the can be placed in a three-ring or two-ring
CRUISER game statistics are given for the Kafer War will benefit from the informa- binder, making storage and removal of
Kafer vessels involved in the invasion. tion given on the new Kafer designs and characters easier during gaming sessions.
Encounter tables detail the types of Kafer on the military hardware arrayed against With Games Workshop Ltd. producing its
forces that space-borne adventurers are them. The eight color plates show cut- new games in this format, and with TSR,
likely to encounter. An essay deals with away views of four of the vehicles, exteri- Inc., planning to release the Monstrous
how a space-orientated campaign can be or views of two American armored Compendiums for the AD&D® 2nd Edition
run, and it looks into running blockades vehicles, and the unit insignias of eight game in the same way, we could be look-
and privateer attacks on Kafer shipping. units involved in the Kafer War. Any 2300 ing at the future of how all gaming
Ground actions receive similar treatment, AD groups engaged in ground combat products will be presented.
with a discussion of how a guerilla war actions will find plenty to interest them If you, like me,-purchased the comic-
against the Kafers can be developed. among the vehicles described. book series so you could convert the char-
Invasion also details Kafer equipment, acters into MARVEL SUPER HEROES stats,
the information being drawn-from pre- The 2300 AD game and its supplements and you never got around to doing more
vious products. A timeline shows the and adventures are available from Game than one or two characters, these hand-
extent of Kafer activity in and around the Designers’ Workshop, PO. Box 1646, books are a godsend. Anyone who plays
world of Aurore, which will be very useful Bloomington IL 61702-1646. the MARVEL SUPER HEROES Advanced
for Directors running campaigns there. Set game can’t afford to be without these,
Invasion is not designed to let any one as they form the ultimate in sourcebooks.
party of adventures win the war. The Short and sweet ‘Nuff said!
designer points out that this is highly The Cyclopedia Talislanta, by Stephan
unlikely anyway; all an adventuring group Michael Sechi. Bard Games, $14.00. The
is likely to do is win a few minor victories Cyclopedia Talislanta is the fifth in the
over the Kafer forces. This doesn’t mean series of game releases dealing with the
that PCs are wasting their time, but that world of Talislanta [see “Role-playing
the Kafer threat is so huge that only a Reviews,” in DRAGON issue #143]. The
concerted effort by the nations of Earth Cyclopedia Talislanta covers a wide range
can hope to defeat them. This is consistent of topics and includes color maps of
with 2300 AD’s overall flavor of hard Talislanta. First off are brief descriptions
science fiction. Just as no one would have of places of interest in Talislanta, followed
expected the French Resistance movement by details of new monsters, animals, and
to have defeated Nazi Germany on its own, plants. New-character types, drawn from
no one can expect victory to come from Talislanta’s myriad cultures, are presented
the actions of a few characters. All they for use as player characters, and new
can do is hold out and do the best they can skills and abilities are described. Like all
in their own local sphere of influence. Talislanta products, this one boasts excel-
Evaluation: Invasion makes for an lent interior illustrations; though only the
ideal continuation of the struggle against cover is by P. D. Breeding-Black, the rest of
the Kafers. Within its pages, the war the artwork is well up to standard.
builds to epic proportions. Instead of just GMs and players who already adventure
one world being under threat, the fate of in Talislanta or use it as a source of ideas
all humanity is in question. When it comes will find plenty of interesting material
to creating an exciting and believable within this books pages, as it adds more
universe, Invasion succeeds admirably. interesting detail and color to the setting.
This is war on a grand scale, with victory For newcomers, The Chronicles of
going to the side that makes the best use Talislanta is a much better starting point.
of the resources available. Invasion is The Cyclopedia Talislanta and other

DRAGON 75
The Six Basic Emotions

Surprise Disgust Fear


Surprise has raised brows. The Disgust has a wrinkled nose and a Fear raises and draws together the
eyes are open wide, and the jaw raised upper lip. The lower lid is brows. The eyes are open and
drops, opening the mouth. pushed up, and the brows are tense, and lower lid is raised.
lowered. The mouth is open, and the lips
may be drawn back tightly.
Illustration 1

Like role-playing games, miniature fanta-


sy figures have great theatrical potential.
Just one figure can stimulate the
imagination into viewing it as a character,
complete with its own life story. The best
are sculptures of grace and dynamic
action, creatures caught frozen in a
moment of time. They are beautiful even
as untouched metal. However, effective
painting can bring the most mundane pose
to life and give the figure a visual impact
lacking in its unfinished state. Experience
and skill are naturally important, but even
a beginner can paint a good figure if he or
she remains aware of two elements to
which a viewer immediately responds: the
emotional state and colors of a figure.
Using these elements creatively helps to
communicate your concept of the minia-
ture’s character.

The range of emotion


Emotional state consists of facial expres-
sions and body language (the physical
communication signals made by the body).
These should not be considered separately
when you are painting, as each affects the
other. While the face should be the focal
point on any figure, as it is the main
©1989 by Zoe Bell Hurst source of emotion, do not forget the
Photograph A

76 MAY 1989
Sadness Happiness Anger
Sadness has raised brows, lowered Happiness has a smiling mouth In anger, the eyes have a
upper eyelids, a down-turned and wrinkles around the eyes. penetrating stare and the lids are
mouth. tensed. Sometimes the brows are
lowered and drawn together. The
lips are pressed or opened and
pushed forward.

stance in your design. Body language is the smugness, contemplation, boredom, etc. — nose, and the lips (see Illustration 2 for
punctuation of the message sent by the causing the figure to have an impact that more detail on the placement of shadows
face. Generally, the less relaxed the fig was not there in its unpainted state. The and highlights). If this part of figure paint-
ure’s pose, the more it appears alert and goblins in photograph B show (from left to ing seems frustrating, remember that it is
involved in a situation, supporting the right): suspicion, anxiety, rage, and defi- virtually impossible to get all the complex
moods intensity. ance, all variations of anger or fear. shading of a face onto a 25mm sculpture.
In photograph A, the second of four Although their facial features are inter- Only the dominant shadows and highlights
figures is an Oriental man simply standing, changeable, their expressions make them need to be captured.
yet he has an air of alert watchfulness completely distinct characters. The technique of wet blending allows
conveyed by his facial expression and For an expression to work, the face itself for a smooth gradation of shading on the
physical signals. His arms are crossed, a should look alive. The secret is to control figure. In wet blending, both the highlights
gesture often used in tense situations as a the facial shadows, which define and and the shadows are painted on at the
psychological barrier to other people. His shape the features while unifying the same time and blended together where
eyebrows are knitted; if he was relaxed, entire face. They also support the action they meet, forming a new color in this
they would be at their normal position. of the eye and lower facial muscles which common area. Control is necessary in
The final touch is the moustache, because are the source of the emotion. The order not to lose the original hues, and
it emphasizes his lack of a smile. The shadows that mold the face are those this technique is difficult to use on figures
relationship of these three details creates a under the cheekbones and nose, those which require delicate shading. In such
subtle emotional state. above and below the eyes, and those along cases, be frugal with the amount of paint
A good figure has a well-sculpted face the hairline, the sides of the face, and on your brush. It is easier to add paint to
that indicates a general emotion. Most below the jaw line, including any wrinkles. correct an error than to remove some
psychologists accept six basic emotions: Highlights are also important in shaping when there is too much.
happiness, sadness, anger, disgust, sur- the face, and they must work in harmony In photograph C, the face of the female
prise, and fear (see Illustration 1 for more with the shadows. A highlight is an area elf at the left has been wet blended to
details). Our communication skills have where light strikes the figure, creating a achieve a bloodless complexion; the colors
developed an amazing range of shaded dominant visual point. Areas that are in used are ivory and dark brown. The
meanings from these primal states. Minia- shadow recede from one’s vision. Every shadow of the cheek is taupe, darkening
tures that do not portray an obvious feel- highlight has an attending shadow. The to brown on the neck. The cheek and jaw
ing can be given any one of several important facial highlights are the cheeks, line remain ivory and define the shape of
emotions — bewilderment, concentration, the forehead, the chin, the ridge of the the face. If you wish to have some color or
Photograph B

DRAGON 77
figures or animals, use ivory. Always be
careful when painting with white; if you
use too much, the eyes will look unnatu-
rally large.
The eyelids, eyebrows, and lower face
are the true controls of the facial expres-
sion. Their shapes and placement in rela-
tion to each other determine the emotion
and its intensity. People, for various social
reasons, often try to conceal their true
feelings. The greater the loss of control
over the activity of the face, the stronger
the mood.
Eyelids, eyebrows, and under-brow
shadows are the accents for the expres-
sion of the eyes. Generally, lids that are at
Shadows Highlights a normal position indicate a relaxed state.
Lids that are open express an interested
1. Cheekbones A. Cheeks reaction as from surprise, fear, or shock.
2. Under the nose B. Forehead Lids that are narrow show withdrawal,
3. Underbrow, under the eye, and C. Chin and jaw such as boredom, weariness, distaste, etc.
along the nose D. Ridge of the nose The eyebrows usually echo the lines of the
4. Hairline, the sides of the face, E. Lips, especially the lower lip lids, particularly the upper lid. Since the
and the temples brows are one of the most noticeable
5. Under the lower lip features on a miniature’s face, they help to
6. Jawline ensure the visibility of the eyes’ emotion.
Illustration 2
The under-brow shadow outlines the
upper lid’s shape and direction. A shadow
can be painted under the lower lid as well,
suggest the use of cosmetics, add pink to signaling emotions. Studies have shown but it needs to be carefully dissipated. A
the cheeks and lips. that the size of the pupils changes due to narrow line around the eyes can be used
In creating the emotion of the face, the emotion as well as light. The pupil to suggest eyeliner. Wrinkles related to the
eyes should be the center of attention. The enlarges when a person sees something expression can appear between the brows,
eyes are powerful tools of communication. attractive, such as someone they like, or in the corners of or under the eyes, and
Our daily social interaction is a constant shocking, such as a traffic accident. Pupils on the forehead.
dance of exchanged glances with other can get so large they almost engulf the iris, The expression of the lower face ranges
people; but even with strangers, our atten- and this effect can be created on a figure. from complete rest to an open-mouthed
tion returns to the eyes. (Generally, the The female ranger on the right in photo- grimace in which the teeth are bared. The
more intimate the relationship, the longer graph C has large facial features and a lips, mouth, teeth, and cheek indentations
the glances which are allowed.) pose of intended action. To balance the around the mouth up to the nose are the
To make the eyes draw attention, focus features and intensify her body language, facial accents here. There may be lesser
them on a point in space. Otherwise, they her large pupils are painted to look in the wrinkles around the main indentation, in
look dead. Paint the pupils slightly off direction opposite to the way her body the cheeks, chin, and down into the neck.
center toward each other, though not leans. This makes the ranger’s mood look The line of the lips often mimics that of
enough to look cross-eyed. Don’t worry like one of surprise, as if a monster has the brows and lids. If a figure is surprised,
about painting in an iris; only large figures suddenly appeared between the trees 10 for example, the lids will be wide and the
have enough area for a complex eye. yards away. eyebrows up. The mouth will be open and
Brown and black are the usual colors for Most figures do not have room to show the lips will have the same curve as the
pupils; I sometimes use blue or green to the whites of their eyes. If you want to upper lid. In sadness, the corners of all
suggest the eye hue. indicate them, allow a little flesh color three features will point down.
Aside from indicating direction of the between the pupils and the lids in the The mouth, teeth, and cheek indenta-
gaze, pupils also play an important part in corners of the eyes. On dark-skinned tions are the indicators for the intensity of
the emotion. The grimace is believed to
have developed from the snarl, an ancient
threat display. The amount of teeth dis-
played shows the level of anger or fear.
Usually, the upper teeth are exposed first.
The lower teeth are added as the emotion
increases.
Smiling is a gesture unique to humans,
with the possible exception of some of the
other primates. Exactly how or why this
signal developed is not agreed upon,
although some researchers think it origi-
nally came from an open-mouthed display
of acceptance of another's behavior. At
any rate, it's powerful range cannot be
denied, for a smile can intimate anything
from true joy to contempt to poorly con-
cealed fear. The actual line of the lips and
the eye accents help determine a smile's
meaning. Whenever the neck shows on a
Photograph C
figure, remember to carry the tension of is its associative and symbolic qualities. rate and stylish its clothing. This translates
the lower facial muscles down through it. Our western culture has many color asso- into good color detail and coordination.
These hints about facial expression and ciations, such as black for evil, white for You should limit your palette to four or
body language apply to monsters and purity, yellow for cowardice, etc., that five colors, including metals. If you have
natural animals, too. Monsters are usually have become hackneyed from overuse, more, the figure’s colors will compete with
an amalgam of human intelligence or For a distinctive figure, avoid these trite each other for attention, and the viewer
motivations and a natural entity or force. associations or use such color in a limited cannot concentrate on any one area. If
They come equipped with the human way, as a shade or in a small area. you want variation in the costume, use a
range of emotions and expressions. Ani- For instance, rangers are usually pic- shade of one of the main colors.
mals, on the other hand, are limited by tured in green because of their relation- Clothes designed for work are fairly
their faces, which cannot express subtle ship with the outdoors. The female ranger somber. The brighter color schemes sug-
meanings. Their emotional state depends in photograph C, however, has an outfit of gest a character who is either on holiday
heavily upon their body language. No brown. Although the only green is a teal or who needs to make a visual impression
matter what the subject, a figure often on the scabbard, she is still dressed in (people respond more favorably to those
does not have room for all the physical natural colors which indicate her profes- who are well dressed). Almost all 19th-
features of emotion that its face can cap- sion and blend in with her surroundings. and 20th-century figures need coordinated
ture. If you capture the most noticeable Another figure I am working on is a outfits as a reflection of the modern avail-
features of an emotion, it will establish the wizard who rides a skeletal dragon. I have ability of clothing. If you wish to give an
miniature’s mood and help support the reasoned that anyone with a mount like outfit some snap, consider painting a
concept of the character. that must be very evil, so I have painted pattern onto the clothes.
his robe black — but a charcoal-gray black In photograph D, the figures (from right
The spectrum of color with dull blue accessories that emphasize to left) are a 1920s flapper, a magic-user,
Next to touch, our dominant sense is the gray tones. He also wears a bright red and an Oriental monk. The flapper’s outfit
vision. Humans enjoy one of the widest cap. Besides the association with blood, painted by my husband, is an example of a
ranges of color sense in the animal king- the cap is striking and pulls the viewer’s well-coordinated costume. There are four
dom. The human eye can detect thousands attention to the face, helping the expres- colors: lavender, pink, pearl white, and
of shades, and it is for this reason color is sion to dominate the somber costume. silver. Even the gun fits into the color
such a powerful and pervasive force in The largest amount of area to paint on a scheme. He also painted the monk and
our society. In figure painting, color can human figure is the clothing. This is also gave it some interest by adding a yin-yang
make statements in many ways about the your chance to make a statement about symbol on the back of its shirt. The magic-
character. The color combinations you use the character’s wealth, status, occupation, user’s diamond pattern and bicolored hose
should enhance its personality and con- and personality through the use of color, A are my attempt to suggest an elaborate
tribute to the miniature as a work of art. good rule of thumb is: The more wealth or court costume.
One aspect of color that can be exploited power a figure possesses, the more elabo- The hair and skin also affect your fig-

80 MAY 1989
Photograph D
the bright blue book on the lower shelf, and
the dull blue book in the middle of the high-
er shelf. A third triangle is of green — and
so on.
Colors make areas recede or dominate
on the figure, and using this effect correct-
ly gives it balance. In photograph C, the
beholder’s eye immediately draws atten-
tion despite its chaotic color scheme. This
is because the iris is the only place where I
use bright yellow. The eye provides a
central point on which the viewer can
focus. Another example is the dark outfit
of the female ranger. The light hues of the
hose and arms stand out against the
brown, and they break up the somber
tones. Both areas are more interesting
because of the contrast produced. Always
use colors to direct attention to the face.
ure’s outfit and deserve special consider- The paintings in it had been influenced by Whenever possible, start with lighter
ation. Both can have complex and subtle the incredible patterns found on many colors first. It is easier to paint from light
interplays of light and color, and it is modern reptiles. to dark than vice versa if you make a
impossible to paint in all such nuances. Colors help establish personality by mistake.
The trick is to capture the important high- biasing the viewer’s reaction to the figure. The final purpose of color is to create
lights and shadows on the underlying Miniatures which have pleasant color the illusion of light upon the figure and to
muscles or waves of hair. There is a natu- schemes are appealing. Those that have aid the actual display light. Whatever you
ral, curving flow to both hair and skin. If garish or clashing color schemes are repul- do, do not work against the real light. I
you want a natural look, remember that sive. The beholder, in photograph C has a have grown disenchanted with the quick
all their shades are rooted in brown. Pure wild mix of green, purple and pink method of creating shadows by painting
colors are extremely rare (or nonexistent, splashed on in seemingly random fashion. the miniature with a diluted wash of
such as a truly red redhead). It is hard to This echoes the swirling motion of the black. It works, but it also dulls the colors
emulate the sheen of hair. I have found appendages and bolsters the feeling of a and cuts down on the reflection of light
that the best solution is to use a very light creature which should not exist. The off the surface. This technique is fine for
shade of the basic color as a highlight. female elf next to it is easier to look at, figures which need to be finished in a
Photograph A shows examples of different though her color scheme is just as bright. hurry. Blacklining is much better for
skin tones and hair (fur and feathers are This is partly because the colors are
painted in the same manner.) placed harmoniously way upon the figure.
Intricate patterns are often incorporated This brings us to two other purposes of
into the skins or pelts of animals, and can color: to unify and add balance to the figure.
be used to good effect on both natural Colors establish the limits of the parts and
animals and monsters. I had originally draw them together into a unit separate
intended to paint the werewolf gray in from the environment. To accomplish this, I
photograph E. After examining photo- work in triangles of color. The bookcase in
graphs of real wolves, I was surprised to photograph F illustrates the technique. It is
see how many of them have definite mark- just a piece of furniture holding many unre-
ings as opposed to a uniform gray coat. I lated objects, yet there are at least 10 trian-
changed my design, and now the were- gles of color on it: The most noticeable
wolf has a much more interesting face triangle is the one of white. One point is the
done in black and beige. My husband large white book, another point is the stack Photograph F
borrowed the idea of a diamond pattern of scrolls, and the third is the skull on the
for the dinosaur’s skin in photograph E black book on the lowest shelf. Another
from one of the newer books dinosaurs. triangle is of blue. Its points are the horn, competition-level figures because it brings
out detail and colors. In blacklining, every-
thing that casts a shadow is underlined
with black or brown. It is tedious and time
consuming, but the result is worth the
trouble.
Besides helping the real light, color
highlights point up the dominant features
of the miniature. In photograph G, the
metallic silver on the dragon does most of
the reflective work. On the highest points,
such as the shoulders and back of the
neck, I still painted white to mimic the
highlights of metal and help the dragon to
appear truly silver. Note that the shadows
on the wings are not actually black,
except those close to the bones.
They are blue in order to keep
the white pure. Otherwise,

Photograph E
Photograph G

the skin would look gray in those areas.


On the female magic-user, I have attempt-
ed to create the illusion of light coming
from above. There are no shadows on her
face, but there are deep shadows under
her jaw line and collar bone. The folds of
her dress and the top of the base are
coated with a very light wash of white.
Color highlights add sparkle to the figure’s
colors and help to make it beautiful.
I consider the blue-green dragon in
photograph H my best effort so far at
painting an effective figure. The fluid lines
of the sculpture and the formal pose sug-
gested to me an Oriental dragon perform-
ing a ceremonial dance, and I have tried to
enhance this concept.
The palette is limited to ivory, orange,
and varying shades of turquoise blue. The
colors are placed in long vertical lines to
echo the figure’s graceful curves. I origi-
nally painted the wings orange, but that
overbalanced the figure. I changed them
to a greener shade of the blue-green. The
belly color is reflected in the iris of the
eye. The pupil is enormous, and the high-
lights around the eye are bright in order
to enhance the expression of concentra-
tion and help the head dominate the belly.
This same highlight is used on the scales to
point up their pattern. The ivory on the
back spikes, claws, and teeth unifies the
figure by forming a triangle which is
another pointer to the face. I used black
on only the pupil and as blacklining in
order to keep the colors bright and pure.
Finally, the added base not only ensures
the safety of the figure, but its diamond
shape also moves the body’s intensity
toward the point on which the dragon’s
gaze is concentrated.
I find the dancing dragon satisfying
because it looks the way I first pictured it
in my head. This success in forming a
physical version of my mental concept
means I am moving up to a new plateau of
effective figure painting. With practice,
you can do the same.

Photograph H

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86 MAY 1989
C ornwoman
ornwoman crouched behind the skele-
tal stone outcropping, ignoring behind
her the trembling form of Bird, her
former childhood companion, and
squinted up through the mountain
mist. Like most of the Human Beings,
neither had been on the mountain
before. Cornwoman had thought on it, had thought there
might be valuable knowledge to be gotten here, but had
still never made the attempt. She imagined she saw Night
hiding there, in the space between the tall black pines,
partially hidden by the narrow fingers of white — only a
mist so thick and white could hide Night. For many of the
Human Beings did not believe Night lived on the moun-
tain, traveling down the rocky face narrowly like a snake,
then expanding suddenly like a bat as it came into contact
with the warm sky above the valley where the village lay,
until it had covered the entire visible world with shadow. by Steve Rasnic Tem
What appeared to be Night between the pines moved.
One edge of it glistened. Behind her Bird gasped, and
despite herself Cornwoman felt bile coming into her
throat. Raven’s head peered out of the mist, and for a
moment she though perhaps he had seen them. His black
feathers were greasy with blood, and bits of entrail still
clung to his beak and claws. Fully upright he was enor-
mous, taller than three average-sized Human Beings.
Then as suddenly, Raven had disappeared into the mist
again.
“Where was the child? I didn’t see the child!” Bird
whispered behind her, his voice still hoarse with fear.
Cornwoman silenced him by gripping his wrist roughly.
She squeezed, restraining herself so that he would not
whimper. He was really still a child himself, she reminded
herself. She shouldn’t have brought him along, even if he
might help negotiating some of the cliffs. Of course, no
one else would have gone with her. Only foolish Bird, in
his awe and respect for her.
She slipped down to the base of the stones and, thinking
of Lizard, let herself flow up the mountain in the stones’
narrow shadow. Bird followed with much less skill but well
enough that Cornwoman found herself excusing him his
recklessness.
The tall trees stirred ahead as Raven — darker than
shadow, darker than Night — moved through them.
Ravenmocker. Deathkeeper. And somewhere with him,
the lovely child, stolen prematurely from her sleep.
It was as much her fault as Bird’s that Raven had
abducted the child. The child’s parents had died in a
strange way; they had turned on one another in a delirium
and practically torn each other apart. The villagers had
wanted to kill the child, thinking the family tainted, but
Cornwoman had intervened, and of course no one
stopped her.
But she had been careless of her responsibility, too pre-
occupied with her meditations, her attempts to join with a
pure animal past before the Human Beings had gone their
separate path, to consider whether Bird was really capable
of watching after a child. He’d turned his back briefly, in
fact, to talk with some of the young village women. When
he turned back the girl was gone, and a dark shadow,
darker than anything he had ever seen before — it actu- Illustrations by Kim Walter

DRAGON 87
ally seemed to soak up the light Bird had said — was drift- ously at the trees. And whatever it touched sizzled,
ing swiftly across Cornwoman’s hut. smoked, and burned.
She’d felt the cold chill pass, even while in her medita- She reached into her pouch and began to pull out black
tions. She found herself gasping into wakefulness, then feathers, greases.
staggered out of the hut already knowing that Raven had “Yes, magic!” Bird cried.
taken the child and had a good start. “Disguise,” she said calmly. She looked up at him with
She’d felt his sharp beak against her cheek, his eye cool a sad face. “We grew up together. I would have thought
upon her. There was no mistaking him. . . .” She stopped when he held out his hand. The object
Cornwoman straightened and began ascending that was a flimsy knife of bone, crudely and badly made, much
rocky slope rapidly, the young man trailing behind her. too thin to have any strength. “Put your toy away,” she
She saw no need for caution now, for surely Raven knew said, and began laying the things from her pouch out on
they were following him. It was a measure of his arro- the ground.
gance that he did not lose them, as she knew he was quite Cornwoman slipped out of the ravine like an early
capable. Like many of the old Animal People, he was morning shadow rising with the fog. She knew how she
prideful. must look to Bird, to Uk’ten’ and it gave her satisfaction:
The mountain grew colder as they ascended, for not her black feathers gleamed, her darkly painted body
only Night and Raven but many other of the old Animal absorbing the light, killing the day. Bird would be
People lived here, ghosts of themselves — it was late for amazed; he would never have recognized her. She seemed
them. Cornwoman had sensed before that the old Animal to walk with a different presence in her footsteps, the lift
People seemed to like the cold over the summers. And the of her head. Her body appeared to have expanded, the
mountain was a cold place. It was as if they linked those dark makeup having given her the weight of Night, of the
summers with an earlier time, when all animals were death-sleep itself. Of Raven.
made large and they were alone in the world, playing or The Uk’ten’ stirred but slightly, waving his great head
competing for dominion. This was a less active time; few ponderously about. Cornwoman stepped dangerously
saw them. Most animals now were smaller and lesser close to his large, dull eyes, her tread heavy, sounding
creatures than the Human Beings. with more weight than her lithe frame could possibly have
A stony ridge appeared to shudder in front of them. borne. The feathers fixed about her head made it appear
Cornwoman stopped and quieted Bird. Her eyes felt hard as if swollen with darkness, with secrets imponderably
with seeing this ridge. Then it moved again, the gray ancient, great curtains of black between the bird songs of
stone expanding upwards, the rock ribs breathing out, Raven.
unmistakable this time. Bird would almost be able to see the great orange beak
Cornwoman had started whispering his name when the of Raven, Cornwoman thought, speckled with blood and
Uk’ten’ raised his gray stone head and began flowing entrail. And the eyes, staring at him, staring at the
toward them down the mountainside. Uk’ten’, taking the entire world into that timeless gaze.
“Stone . . . moving like a stream . . .” Bird whispered Uk’ten’ remained still, as if waiting for some sign from
hoarsely. her. She was aware of Bird’s terror as she strode even
As Uk’ten’ grew closer his features became more dis- closer, her great masked head seeming small against the
tinct, his legs growing feet with clawed toes, heavy-lidded Uk’ten’s gray flank. She tilted the headmask slightly, then
eyes and scales dissolving out of his rocky face and side. seemed to stare at the Uk’ten’ from the short distance.
“Quickly! His touch is deadly!” Cornwoman raced Then the Uk’ten’ turned and crept up the side of the
diagonally across the path of the Uk’ten’, Bird straining to mountain, slumping to rest in its original place, where it
keep up with her as she leapt into a shallow, narrow again became as if part of the mountainside.
ravine. Bird started to run toward Cornwoman but stopped,
Bird leaned against the ravine wall, staring at Cornwo- her Raven visage frightening him. For she stood like Rav-
man with an animal fear in his features. It disgusted her en, breathed like him, even turned her head to stare
to see this, and she turned away. silently at Bird as Raven would have done.
“Wait!” Bird cried. “You have the magic. Stop this “You will never learn, my friend,” she said to him qui-
dream!” etly, sadly. “It is only magic because you do not under-
“Fool!” she spat. “We grew up together. You know me. stand. It is something which may always be between us, I
I have no magic!” fear,” she said slowly, then began pulling Raven from her
“But you brought the corn to the Human Beings! You body and putting him away in her pouch. She helped Bird
do what others cannot!” to his feet. “Raven does not believe we will succeed in
“The knowledge is not magic, nor does it come easy. I following him. Like many of the old ones he is arrogant,
worked for it!” and that will be his downfall.”
“Stop this dream.!” he cried, and Cornwoman saw the They made their way up the remaining ridges with
beginnings of madness in his eyes. And more than any- relatively little difficulty, their hardships limited to the
thing, more than Uk’ten’ or Raven, madness frightened physical strains imposed by the formidable climb itself. In
her. some places they had to cross deep chasms or wedge their
She looked over the edge of the ravine. The Uk’ten’ way upward within deep cracks in the monstrous stones.
stood a few feet away, waiting for them. Its great orange There were many things Bird had to learn in making the
tail lashed the ground, its twelve-horned head beat furi- climb, but he learned quickly, and Cornwoman felt herself
88 MAY 1989
softening again toward her childhood friend. without dream. We will need to move quickly.”
They passed Night on its journey down the mountain. The footing about the rim of the summit was loose, so
It was dark, although not as dark as they had imagined, they had to move with care. Below them the Crows were
but very cold so near its home, and Bird shivered violently agitated, busily making ready their departure for the land
in its wake. of the dead. Fortunately, the clamor of these great old ones
When they reached the top of the mountain they discov- obscured any sound the pair might make as they maneu-
ered that Night’s departure had left a twilight of gray vered to a point closer in.
there, as if the soot of a badly burning campfire had filled Cornwoman crept up beside a broad stone pillar and
the air, making their images fade and dim to the eye. looked around its base. The Crows, and the child, were
They moved cautiously, pale shadows, to the rocks above mere heartbeats away.
a small amphitheater of stones. They heard thundering Several of the Crows had brought a basket and kicked it
footsteps below, the snap of many enormous beaks, and beside the sleeping girl with their large claws.
the flap and clatter of great bird wings. “That is to be the vessel for the little one’s last journey,”
The two crept closer to the stones. Bird began to Cornwoman replied.
straighten, to look over one of the boulders, but Cornwo- “We must do something!”
man pulled him back down. She pushed him to the side of “Hold . . . ” she said. The Crows picked up the child
one of the large stones and they peered around its base. in their beaks, surprisingly gently, and laid her in the
Great shadows within the amphitheater appeared to basket. Then they turned and began flapping their wings
circle slowly, occasionally growing long wings which swept with a loud crying, lifting themselves up and down and
the sky above the dancing forms. After a time, Cornwo- turning black and purple heads from side to side in a kind
man could make out traces of an orange beak, a shining of dance. “Now!” she whispered, and began racing
eye, and, in the midst of the darkly feathered bulks, the toward the Crows’ basket. She could feel Bird at her heels.
sleeping girl child. Cornwoman slipped into the basket and just as quickly
“Are all these Raven?” Bird asked behind her. “There was handing the girl child out to Bird. “Go!” she shouted.
are so many; is this, too, part of his powers?” “But you . . .”
“He sometimes has the Crows help him,” Cornwoman “They would notice the loss of weight. Go!”
said. “There are so many of the tribe of Human Beings in Bird looked at her solemnly, then thrust his flimsy bone
the world now, he cannot manage the deaths of all. That, weapon into her hand. “Here! You may need this!” he
too, will lead to his downfall, I think. His time is swiftly whispered harshly and, Cornwoman thought, with pride.
passing.” She gestured toward the group of dark figures. Satisfied that Bird had turned and was following her
“See there; he shows himself.” orders, Cornwoman closed the lid.
The great orange beak of Raven had risen out of the
dark pool of feathers, followed by his large, dull eye. Bird
gasped. Cornwoman started to caution him once again
about his carelessness, but had to admit Bird’s surprise
was understandable. Despite herself, she too had been
startled. Raven looked far more frightening than she could
remember, even in her dream visions of him. As the dark
purple-black feathers of the great Crows spun rapidly
beneath him, faster and, faster, his giant head seemed to
grow larger, soon rising far above the spinning feathers,
his dull eye alight with fire.
“He sees us! He must!” Bird exclaimed beside her.
“No . . . I do not think so. He is blind to all when he
dances his death ecstasy.”
“Do we get the child now? Perhaps it is too late . . . if
he dances?
“The child is safe for a time, I think,” Cornwoman
replied. “They are not ready yet to take her. Do not lose
your courage now, friend.”
Below them the Crows had stopped spinning and were
slowly spreading out to either side of Raven. He stalked
ponderously now the line of great preening birds, his huge
neck bending side to side, beak flashing as he opened and
closed it with a sharp clacking sound. Although the Crows
were several hands taller than any Human Being, Raven
was far taller than they.
“Look, the child. . . . How can she still sleep?” Bird
pointed toward the small girl sleeping peacefully on sev-
eral large leaves near the middle of the grouping.
“No ordinary sleep, friend, but the beginning of a sleep

DRAGON 89
After a few moments, Cornwoman felt the basket begin Then Cornwoman turned and faced Raven. An image
to move, first tilting up on one side and then the other, from her dreams came back to her: facing the dark, slash-
until with a wrench it was airborne. She looked beneath ing out at it with a gleaming weapon of purest white. The
her and between the strands of reed could see an endless confrontation was inevitable then. There seemed no point
field of downy black. The Crows were carrying the basket in running in any case. The child was safe, and she found
on their overlapping wingtips. it distasteful to be ripped apart from behind.
And above her she could see the deeper black of Rav- She turned with a stick and jabbed it upwards between
en’s own feathers, watching. the two boulders. It caught Raven in the soft padding
The basket rocked on its flying support until she was sick- near one claw and he screeched, tilting his outstretched
ened, and sickened further by the stench of the Crows’ wings. wings crazily.
She cracked the lid slightly and looked ahead of her. He tumbled forward on the slope and lay still. Cornwo-
The sky was hazy; they were high above the mountain. man ran from between the rocks, howling, the stick
Yet the mists here seemed part of their own mountain, a clutched in both hands raised above her head.
mountain of mists high in the air. The land of the dead. Foolish girl! she thought, even as Raven turned and
Suddenly a great dull eye drifted past and Cornwoman snapped his beak around the stick, crunching it into sev-
eased the lid shut. Through the reeds she could see Raven’s eral pieces. In her impatience — and fear, she admitted —
large form drifting back and forth a small distance from the she’d acted like some young hunter.
basket, his great eye staring, beak clacking slowly. Raven’s wings pushed back against the earth violently,
He knows, she thought to herself. quickly righting him. He screeched, and the closeness of
Suddenly she was tumbling. The lid flew off the basket, his garbage-filled mouth sickened her. But she ran, her
and yet she knew instinctively to hold on to the basket legs aching with the effort.
itself, keeping herself inside with great difficulty. She was upon the narrow crevice before she saw it; it
She tumbled madly for what seemed hours, as if she had already thrown her off balance. Cursing in an effort
were tumbling within one of her dreams, Crow cries sur- to wrest some advantage from the blunder, she twisted her
rounding her like a cloud. The Crows apparently did not body and fell almost backward into the crack. She imme-
understand Raven’s action, had not as yet seen her, and diately pushed herself as deeply as possible into the crack,
were instinctively fighting him, keeping him away from scraping shoulders and thighs painfully in the process.
the tumbling basket. Sometimes a Crow would slip under Raven’s open beak suddenly filled the opening, his
the basket to stop her rapid fall, and although they failed comparatively small tongue twirling into a blur as he
in these attempts, her headlong descent was slowed. screeched a high-pitched victory call. Cornwoman shud-
Occasionally, Raven’s enormous dull eye would come dered.
and almost fill the opening of the basket, and she would The beak, the dull eye, a massive claw inserted into the
kick out angrily, risking her leg when his beak was open. crack; Raven tried viciously to get at his victim. Cornwo-
But the Crows soon had him away again, as she prepared man was scratched but remained safe within.
for his next attack. She felt foolish, She had behaved with no more exper-
The mountainside came up swiftly, and it was only a tise than her foolish friend Bird.
last swing of the Crows, bumping the underside of the Cornwoman found herself reaching for his silly, thin
basket roughly, which prevented her being smashed into bone knife. Gleaming white. Raven’s cold, dull eye was
the rocks. But still she had tumbled out and seen the above the crack.
Crows eyeing her, now realizing their mistake. They flew She thrust upward with the bone into the soft eye.
off in a band, leaving Raven descending toward her in Cornwoman had to push Raven’s body away from the
slow, easy spirals. crack to extricate herself. The body was heavy, and she
He glided to a spot a small distance away. His great dull struggled with it for some time. When she looked down at
eye seemed to swivel in his head independently before it the old one’s bloated form, the white bone knife still jutting
fixed on her. Raven began to walk forward. from his ruined eye, she thought he seemed much smaller
Even as she moved to escape, Raven slashed down with than before.
his beak, splintering the rock and making the mountain Bird’s silly little knife, she thought. But sharp enough to
thunder. She tumbled over several fallen tree trunks, destroy Raven.
allowing their upright branches to give her some small “Arrogant One . . .” she whispered. “See where it has
protection from his wings, now flapping, their hard edges gotten you? Soon there will be no more of your kind to
swinging dangerously close. The branches snapped one bother the weak Human Beings. You will be small, and
after the other under the weight of his wings, and Corn- they will hunt you. . . .”
woman was quickly forced to run again, starting back up It was a long trek back to her village, and Cornwoman
the mountain slope. thought she should begin it soon. But there was much to
Raven lifted a small distance into the air and flapped be learned from Raven’s feathers, Raven’s eye, and the
slowly, inexorably after her. juices from Raven’s body.
She dashed between two boulders as he swung low She pulled the bone knife out of his eye and began dis-
above her, his gigantic claws catching her hair. She ripped membering this dream.
away-from him and squeezed between the walls of rock,
only vaguely aware of the painful and bloody rending of Steve Rasnic Tem recently won a 1988 British Fantasy Award
hair from scalp. for his short story “Leaks.”

90 MAY 1989
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line for the August issue is the last Monday painting contest and dealers’ rooms. Registra- door fees are $13 for two days and $10 for one.
of June. Announcements for North Ameri- tion fees are 13 kronor at the door. Write to: Send an SASE to: Christian Eddleman, 1160
can and Pacific conventions must be Dragon’s Den, P.O. Box 10031, S-58010 Linköp-
mailed to: Convention Calendar, Camino De La Cruz Blanca, Santa Fe NM 87501;
ing, SWEDEN. or call him at: (505) 984-8554. Gamers may also
DRAGON® Magazine, P.O. Box 111, Lake
call Luke Warren at: (505) 984-2063. When
Geneva WI 53147, U.S.A. Announcements NASHCON ‘89, May 12-14 writing, please list the games you wish to play.
for Europe must be posted an additional Sponsored by HMGS—Midsouth and Games
month before the deadline to: Convention Extraordinaire, this miniatures-gaming conven- CON * CEPTION ‘89, May 20-21
Calendar, DRAGON® Magazine, TSR tion will take place at the Music City Rodeway The New England Games and Comics Club is
Limited, 120 Church End, Cherry Hinton, Inn in Nashville, Tenn. Special guests include proud to announce its 1989 CON*CEPTION, to
Cambridge CB1 3LB, United Kingdom. Scott Bowden of Empire Games, Mark Blackmon be held at the Multi-Purpose Center in Lewiston,
If a convention listing must be changed of Empire Miniatures, Atley Turner of Frontier Maine. Guests will include Steve Stern Paul
because the convention has been can- Miniatures, Richard Houston of Lyzard’s Grin, Pelletier, and Dan Cote from the internationally
celled, the dates have changed, or incor- RSM Ltd., Rudy Nelson (author of Garde du circulated Zen Comics. Events will include
rect information has been printed, please Corps), and Mark Campbell (author of Close AD&D®, D&D® TOP SECRET/S.I.®, and
contact us immediately. Most questions or Action). Historical-miniatures events will include MARVEL SUPER HEROES® games, along with
changes should be directed to either Robin Napoleonics, American Civil War, American TWILIGHT 2000*, VILLAINS AND VIGILAN-
Jenkins or Roger E. Moore at TSR, Inc., Revolution and Colonial-era battles, as well as TES*, PLAY-DOH WARS, and many other
(414) 246-3625 (U.S.A.). Questions or microarmor, Age of Sail, and ACW naval battles. events. Contests will include art, miniatures-
changes concerning European conventions Alternative gaming will include WARHAMMER* painting, costume, and trivia events, with cash
should be directed to TSR Limited, (0223) 40,000, WARHAMMER* FANTASY BATTLE, prizes awarded in several. Other features will
212517 (U.K.). WARHAMMER* SIEGE, BATTLETECH*, and include an art and game auction, and a large
STAR FLEET BATTLES* events. Other features dealers’ room. Preregistration is $5 for NEGACC
include seminars, a dealers’ room, a game

92 MAY 1989
members and $7 for nonmembers; at-the-door Wargamer’s Association, 1639 Eastern Parkway, 266, Batesville IN 47006-0266; or call: Robert
fees are $6 for NEGACC members and $8 for Schenectady NY 12309; or call: (518) 346-3773. Westerman any time after 7 PM EST at (812)
nonmembers. Gaming sessions are $3 each. 852-4542.
Write to: NEGACC, c/o Sheldon T. Hussiere, Star GAMESCAUCUS II, May 26-29
Route Box 160, Poland Spring ME 04274; or call: TriGaming Associates will hold this convention LITTLE WARS ‘89, May 26-28
(207) 998-2682. at the Concord Hilton located at 1970 Diamond LITTLE WARS, one of the premier war-
Boulevard in Concord, Calif. Special guest of gaming conventions, will be held in the Bone
ADVENTURE GAMEFEST ‘89, May 26-28 honor will be Dave Arneson. Featured events Convention Center on the Illinois State Univer-
SKIRMISHES invites you to be their guest at will include AD&D®, D&D®, BATTLETECH*, sity campus in Normal, Ill. All major miniatures
their fifth-annual gaming extravaganza, ADVEN- CHAMPIONS*, TWILIGHT 2000*, WAR- lines will be represented, mostly by the manu-
TURE GAMEFEST ‘89, to be held over the HAMMER* 40,000, TAC AIR*, SEVENTH facturers. There will be over 100 open games,
Memorial Day weekend. This gaming event will FLEET*, AXIS AND ALLIES*, and TALISMAN* plus a National Team Ancients Championship
be held at the Holiday Inn-Ashley Plaza Hotel in games. Also featured will be 15mm and 25mm sponsored by NASAMW. We are also pleased to
Tampa, Fla. Events will include AD&D®, TRAV- Ancients, Renaissance, World War II, and Mod- host the National Pike and Shot Championship.
ELLER*, STAR FLEET BATTLES, CAR WARS*, ern miniatures events, worldwide DIPLOMACY* This convention will be hosted by HMGS-
BATTLETECH*, INTERCEPTOR*, and SEA- games, and more. For hotel reservations, call: Midwest and its affiliate, the Central Illinois
KRIEG* game, along with board gaming, a (415) 827-2000. Be sure to mention TriGaming Tabletop Warriors. Admission is $6 per day or
KILLER* tournament, dealers’ tables, a Associates or GAMESCAUCUS II to receive a $8 for the weekend. HMGS members receive a
miniatures-painting contest, and much more. special room rate. Registration for all three days $2 discount off the admission price. Write to:
Reservations may be made through the hotel by is $15 before May 1, or $20 at the door. Single- LITTLE WARS, c/o Todd Fisher, 6010 North
calling: (813) 223-1351. Room rates are $50 for day memberships are $10 at the door. For Marmora, Chicago IL 60646.
single to quad occupancy. Registration for the convention registration or more information,
weekend is $12 if mailed prior to May 10; other- write to: TriGaming Associates, P.O. Box 4867, V-CON 17, May 26-28 *
wise, registration is $18 at the door. Write to: Walnut Creek CA 94596-0867. V-CON, Vancouver’s annual science-fiction
SKIRMISHES, P.O. Box 2097, Winter Haven FL convention, will be held at the University of
33883; or call: (813) 293-7983. INTERDIMENSIONS I, May 26-28 British Columbia campus in Vancouver, B.C. The
This first science-fiction and gaming conven- theme of this year’s convention is “Humor and
GAMEATHON ‘89, May 26-28 tion will be held at the Omni Netherland Hotel Satire in Science Fiction.” Guests of honor
Join the Schenectady Wargamer’s Association in downtown Cincinnati, Ohio. Sponsored by include Spider Robinson Robert Sheckley, and
for its 10th-annual charity convention held at Keepers of the Balance, the events include Bob Shaw. Events will include panel discussions,
the Studio of Bridge and Games at 1639 Eastern RPGA™ Network tournaments, a miniatures- an art show, videos, gaming, a writers’ work-
Parkway in Schenectady, N.Y. Charity-rated painting contest, panels, an art show, a costume shop, a costume bacchanal and dance, a dealers’
RPGA™ Network tournaments will be offered, contest, a banquet, and more. Guests of honor room, and “guerrilla” theater. Membership for
including a new three-round AD&D® game include Tim Zahn, RPGA™ Network coordinator the weekend is $24 Canadian ($20 U.S.) at the
event. There will be miniatures, role-playing, Jean Rabe, and artist Gary M. Williams. Regis- door. One-day memberships will be available at
and board games; a costume contest; a games tration is $20 at the door. One-day rates will be the door at a cost of $10 Canadian for Friday or
auction; and a banquet. Basic registration for available. Volunteers and judges are needed. Sunday, and $15 Canadian for Saturday. Room
the weekend is $20. Write to: The Schenectady Send an SASE to: INTERDIMENSIONS I, P.O. Box rates at Totem Residence will be $26 Canadian

94 MAY 1989
for a single and $40 Canadian for a double. There will be 60 board-game events, 60 minia- the Holiday Inn, located off I-95 and Route 22, in
Write to: V-CON 17, PO. Box 48478, Bentall tures events, and 25 role-playing events. In Aberdeen, Md. This convention will feature a
Centre, Vancouver, B.C., CANADA, V7X 1A2. addition, there will be 35 dealers’ booths, three large variety of games, including AD&D® games,
used-games auctions, and a lot of open gaming. war games, miniatures contests, and other role-
GLATHRICON ‘89, June 9-11 Advance admission is $12 for all three days and playing games. Admission fees are $15 if mailed
The Evansville Gaming Guild proudly presents $7 for one day. Food and beverages will be sold before May 1, and $20 at the door. Send an
GLATHRICON ‘89, which will be held at the at the convention. Preregistration information SASE to: DEMICON, c/o Harford Adventure
Executive Inn in Evansville, Ind. Guests of honor includes a list of all events, as well as a map of Society, P.O. Box 1063, Aberdeen MD 21001.
include Greg Costikyan and artist Robert Dan- the convention site and several nearby motels Please make checks payable to the Harford
iels. RPGA™ Network Coordinator Jean Rabe and restaurants. The Southfield Civic Center is Adventure Society.
will also be our guest. This gaming convention’s accessible via I-96, I-75, U.S. 10, and U.S. 29.
RPGA™ Network games will include: AD&D® Send an SASE to: Metro Detroit Gamers, P.O. COLLECTOR’S EXPO, June 24
Feature, Masters, and Grand Masters tourna- Box 656, Wyandotte MI 48192. Call Barry Jensen This collector’s show will be held at the Rome
ments; MARVEL SUPER HEROES® Feature and during the day at: (313) 591-2300, ext. 325; for Georgia Civic Center on Turner-McCall Boule-
Masters tournaments; CHILL*, PARANOIA*, evening information, call Mike Bartnikowski at: vard (across from the Village Theatre) in Rome,
RUNEQUEST*, and CHAMPIONS* game events; (313) 928-7744; for dealer information, call Joe Ga. Show hours are from 10 A.M. to 6 P.M. Events
and more. A special event at this year’s conven- Tomassi at: (313) 382-1734. will include an AD&D® tournament; an ongoing
tion is the Joe Martin tournament to benefit the DRAGONLANCE® board game; video showings
American Cancer Society. There will also be an MADISON GAME DAY, June 18 of Star Trek bloopers, X-Men, and Teenage
art show and auction, and a masquerade. Regis- This one-day gaming event will take place at Mutant Ninja Turtles cartoons; an auction; and a
tration is $16; one-day memberships are $6. the Ramada Inn, 3841 East Washington Avenue, special 50th-anniversary tribute to Batman.
Registrations by mail must be received by May in Madison, Wis. Featured events will include: Admission to the show is $1. There will be
25. Send an SASE to: Evansville Gaming Guild, miniatures, role-playing, and board games; special workshops for comic-book collectors and
P.O. Box 15414, Evansville IN 47716. dealers, such as Pegasus Games, Wargame baseball-card collectors. A miniatures-painting
Room, and others; and other activities. Admis- contest will be one of the show’s highlights.
MOBI-CON ‘89, June 9-11 sion is $3, with a $1 charge per game played. Items available from the dealers will include
Mobile’s convention for comic books and Write to: Madison Gamers Association, c/o Nick comic books; baseball cards; games; miniatures;
science-fiction and fantasy gaming will be held Klapper, 1909 Heath Avenue, Madison WI 53704; Star Trek, Dr. Who, and Blakes 7 memorabilia;
at the Days Inn Hotel at Airport Boulevard and or call him at: (608)249-3264. Japanese animation; and artwork. Dealers’
I-65 in Mobile, Ala. Guest artists are Dave Dor- tables are limited to 15 eight-foot tables at $30
man and Lurene Haines. Features include a NEW ORLEANS SCIENCE FICTION & FAN- each. Write to: Amazing World of Fantasy, 2518-
dealers’ room, movies, D&D® and TALISMAN* TASY FESTIVAL ‘89, June 22-25 C Shorter Avenue, Rome GA 30161; or call Dana
tournaments, and a games auction. Preregistra- This year’s convention will feature Anne Rice Pinkard (show chairperson) at: (404) 235-2179;
tion is $12.50 until June 1; thereafter, it is $15. as guest of honor and J. K. Potter as artist guest or Patrick Swinford at: (404) 234-5309.
One-day memberships are $6 at the door. Write of honor. Other guests will include: George R.R.
to: MOBI-CON, P.O. Box 161257, Mobile AL Martin (producer, Beauty and the Beast), Melin- L.A. ORIGINS ‘89, June 29-July 2
36616; or call: (205) 661-4060. da M. Snodgrass (story editor, Star Trek: The This gaming convention will feature all types
Next Generation), Denny O’Neil (senior editor, of family, strategy and adventure board, role-
ORGANIZED KAHN-FUSION I, June 10 D.C. Comics), and many others. This convention playing, miniatures, and computer gaming. L.A.
This gaming convention will be held at the will be held at the Bayou Plaza Hotel, 4040 ORIGINS ‘89 will be held at the Los Angeles
Central Penn Business School in Summerdale, Tulane Avenue, in New Orleans, La. (phone: Airport Hilton Hotel. Bargains will be available
Pa., across the river from the state capital. (800) 421-4335). Events will include: 24-hour at the flea markets, auctions, and exhibitors’
Events will run from 9 A.M. to 9 P.M. Activities gaming, a costume contest, three-track pro- area. Other events will include seminars, dem-
will include role-playing, board, war, and minia- gramming, an art show and auction, a Saturday onstrations, and special guests. Write to: STRA-
tures games. In addition, there will be a small night dance, a 24-hour hospitality suite, a special TEGICON, P.O. Box 8399, Long Beach CA 90808;
dealers’ room, along with videos and other charity event benefitting the Leukemia Founda- or call Diverse Talents at: (213) 420-3675.
events. Registration by May 2 is $3.99 for this tion, a Friday night “Meet the Guests” party,
one-day event; thereafter, the price is $4.99. movies and videos, and a large dealers’ room.
Write to: Games Only, 200 Third Street, New Registration is $17.50 until May 1 and $20 until
Cumberland PA 17070; or call: (717) 774-6676. June 1, Prices at the door may be slightly high-
er. Write to: THE NEW ORLEANS SCIENCE
SAN ANTONIO FANFAIR, June 10-11 FICTION & FANTASY FESTIVAL, P.O. BOX
About 600-800 people will be in attendance 791089, New Orleans LA 70179-1089; or call:
for this two-day gaming festival, which will be (504) 767-1432 or (504) 835-4314.
held at a hotel yet to be announced. Features
will include 60 dealers’ tables, 15 guests, a video DEMICON, June 23-25
room, Japanimation, programming, gaming, an The Harford Adventure Society presents its
open con suite, a masquerade, an art show, first gaming convention, which will be held at
filksinging, and more. Admission prices are $5
for Saturday, $4 for Sunday, or $6 for both
days. Write to: Bulldog Productions, PO. Box
820488, Dallas TX 75382; or call: (214) 349-3367.

KAMP KON ONE, June 16-18


Bring your sleeping roll and tent to a weekend
of fun and role-playing games at KAMP KON
ONE. Features will include Dealers’ Table Ave-
nue, unlimited gaming, costumes, and game
demonstrations. Admission is $7.50 in advance
or $10 at the gate. Bring your costume and your
enthusiasm to this weekend of fun. Write to:
KAMP KON ONE, c/o Roe’s Haven, 11010 41st
Drive NE, Marysville WA 98270; or call (206)
659-0502.

MICHICON GAMEFEST ‘89, June 16-18


About 2,000 gamers are expected to attend
this three-day gaming convention, to be held in
the Southfield Civic Center in Southfield, Mich.

DRAGON 95
96 MAY 1989
DRAGON 97
case of the blind player, I prefer to use the prosthetic communication devices show a wide
FORUM wheelchair-bound player’s home as the meeting range of sophistication and technology, ranging
place for the gaming sessions. If forced to from homemade communication books contain-
Continued from page 8 choose between the blind player’s and physi- ing commonly used words, phrases, or pictures,
cally impaired player’s home (an unlikely situa- to voice-activated switches connected to light
tion, perhaps), I would rather play at the boards, where a light indicates the desired item,
wheelchair-bound player’s place; walkways will to computer-aided technology. In order for a
yet to see a sign-language dictionary which be well laid out because of the wheelchair, and disabled person to make use of most of these
includes signs for “thaumaturge,” “necrophage,” the blind person should easily adapt to the new systems, a thorough understanding of the game
“Vulcan,” or “remote-control guidance system,” place. to be played is required. The GM can then
for example. Probably the most difficult person to accom- devise a queuing system that would allow the
In the case of the physically impaired person odate is the physically impaired individual who disabled person to participate. It is difficult to
who is wheelchair-bound but able to talk, acces is unable to use speech or sign language to be more specific due to the variety of communi-
sibility becomes an issue. Such things as getting communicate with the rest of the group. In this cation devices available, though I have come up
into another player’s house, apartment, or instance, a communication board or possibly an with ways to allow people to play TSR’s
bathroom can become major obstacles. As in the artificial voice is required. In any event, these DUNGEONS & DRAGONS, FASA’s BATTLE-
TECH™ and STAR TREK®, Steve Jackson Games’
CAR WARS® and GURPS®, and Bard Games’
TALISLANTA games by making relatively simple
but time-consuming modifications to existing
communication systems.
Having dealt with the mechanics of enabling
people with a variety of disabilities to play role-
playing games, we come to the hard part — the
successful integration of the atypical player into
a group of “normal” gamers. With a blind,
verbal/hearing impaired, or verbal/physical
impaired player, integration is relatively easy
because of the new player’s ability to use lan-
guage in a familiar manner when interacting
with the other players. Of course, some modifi-
cations may be necessary, as in the case of a
physically impaired person who wants to do his
own dice rolling, for example. I have found it
more difficult to have signing people join the
group because of the need for an interpreter,
and some people have felt uncomfortable
because of not being unable to understand what

98 MAY 1989
is being said or signed — definitely a danger if be made and why, and to validate the players’ the people involved. Never make the assumption
one’s character is being plotted against! Also, as feelings, to let them know that it is okay to feel that physical inability means mental inability as
mentioned earlier, signing might slow the game uncomfortable for a while when adjusting to the well.
somewhat, especially if an interpreter is needed. new player. I also encourage the group to ask Bob Hempel
The most difficult situation is having a nonver- the newcomer any questions they might have — Pullman WA
bal quadriplegic join the group because of the they will not offend the new player, and if the
I was dismayed to find that the AD&D Orien-
slowness of communication and the discomfort question is too personal, it can always be
many people feel when being in the presence of refused. It never hurts to ask. tal Adventures tome allowed only humans to be
someone so obviously impaired. Personal experience has shown that it is multiclassed. This restriction is acceptable for
When preparing a group of naive players for - possible, although occasionally difficult, to have spirit folk and korobokuru, but hengeyokai
the addition of a handicapped gamer, it is impor atypical players become successful, positive cannot rise particularly high in level in anything
tant to explain beforehand, as much as possible, additions to the group. All it takes is some time, and should be allowed to be multiclassed. This
the changes and adjustments that will have to forethought, and patience on the parts of all of practice creates characters of greater interest
and variety. Consider the following:
Shukenja/wu jen: This multiclass gives the
hengeyokai a broad range of spells. He must
avoid killing and has to be chaotic good. All
minimum scores and all restrictions regarding
codes of conduct must be met. Hit points are
good on the average.
Kensai/shukenja: This gives the hengeyokai
spells in addition to good fighting abilities.
However, the fighting abilities must only be
used in self defense. A kensai/shukenja gains
one-half normal experience points for killing
and one-quarter experience points if his special-
ized weapon isn’t used. The enhanced fighting
abilities will probably be employed to subdue.
The character must be lawful good; if he
becomes a bushi, the shukenja class will be lost.
Armor and weapons for the above multi-
classes may be employed freely, and experience
is split evenly between the two classes. Again,
these multiclasses apply only to hengeyokai.
P. Jones
Hanwell, London, England

100 MAY 1989


102 MAY 1989
DRAGON 103
104 MAY 1989

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