Professional Documents
Culture Documents
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A SALVATOR E
Ed Greenwood 1
1 Arcane Lore
All the wyrms of the North, Loren Coleman Discover the
and their addresses. elemental might of "The Prayers
of Stromp &c ITawel."
|| Dungeon Mastery
Lloyd Brovyn 111 Keep your
Weapontnasters campaign dynamic with
18 "Falcon's Bazaar."
28 Dungeoi\t Adventures
Bonus Module
these "Faces of Deception."
|||DragonMirth
Planar Pestilence Handle With Care You didn't think we'd forget the
comics, did you?
Kevin Wlelka Ron Poirier
That's a nastyr cold It's a simple mission.
you've got, What could go wrong?
38 85
Publisher Wendy Noritake .Editor-in--Chief Bill Slavicsek Executive Editor Pierce Watters
Editor Dave Gross Art Director Larry Smith Associate Editor Chris Perkins Assistant Editor Jesse Decker
Designer Scott Ricker Editorial Assistant Chris Carlson Production Manager John Dunn
Advertising Sales Manager Bob Henning Advertising Traffic Manager Judy Smitha
Advertising Traffic Coord motor Bobbi Maas Ci regulation Ma nager Barbara Blaskowsky
l Co
Dan Frazier's "Blockbuster" dragon captures the spirit of this year's annual-a real blockbuster as well!
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Wizards of the Coast, Inc,
4 - ANNUAL 1998
fan-ta-sy n. 1. imagination, esp. when extravagant and unrestrained, 2. an
ingenious or fanciful thought or creation. 3. ECHOES OF THE FOURTH MAGIC
by R. A. Salvatore, New York Times—bestselling author of The Demon Awakens.
lllpf y
, ■■
m -a? ?
“The creature came slowly, deliberately,
olf* S:^:
confident of the inability of its prey to escape m "
Without causing even a ripple,, .a head appeared
out of the dark water, a great lizard bead with a
V'- ■
vb ’
■: ■■ • ■ . •
forked tongue flicking between long,
pointed teeth....
"The lizard monster rose from the fen and
reared up on its hind legs, lean and sinewy
and very tall—even twenty feet away it
towered over the men. It almost seemed
to grin down at them, sizing up its
dinner and swaying slowly, hypnotically
back and forth. Two tentacles, twin
serpents they seemed, protruded
sideways from its shoulders, hanging
down its sides all the way to disappear
into the dark water.
'"Good God/ muttered Del, and he
drew his sword, preparing to meet
his doom"
.yi-ssBai-sjSfc
Fantasy defined.
Si il "tT'.y
Echoes oe the
A Dei Rey Paperback
Stories Thai Define Imagination
Fourth Magic
A Division of The Batkin Line Publishing Group
Book One in a
spellbinding new trilogy!
efforts in asset'
dragons who c
the Sword Coa
prepared this v
summary of th
dominions and
intruders (for s
to interested a
throughput the
Examinations
appear in the p
Magazine as i;
ANNUAL 1990
By Dragons
Ruled & Divided
The Draconic Domains of the Sword Coast North
by Ed Greenwood
I he no to do us ma ge E lmin s ter ed i ted be destroyed or driven away, Ji that the Moonshaes. Arveiaturace some¬
I much of Vole's draconic work, but he means letting them explore the domain times hunts into the Crags and northern
I opposes the idea of "a bloodthirsty or lair unchallenged for a time, so be it. Never win ter Wood, but other dragons
m adventurer's guide to dragons" and Only Arvelaturace is acceptable as a (notably Claugiyl lama tar) dispute her
has refused to correct errors and omis¬ mate, and she is always escorted out of right to this region.
sions herein—save to warn readers that the domain when her pregnancy is A loner except when she (rarely)
he can call to mind almost forty drag¬ achieved. Human and demihuman mates with Arauthator and rears his
ons active in the area who are missing explorers, prospectors, and adventurers progeny, Arveiaturace is intelligent,
from this survey In other words, don't are the worst invading perils but might sensitive, suspicious, and always vigi¬
think that dragon's territories are quite be misdirected into wild goose chases or lant. She regards humans—particu¬
so tidy as the map shows .,. or that into attacking other nearby wyrms. larly those aboard ships—as her food,
these wyrms are the only draconic dan¬ Avalanches are useful weapons against and she loves plunging into wild bat¬
gers awaiting a traveler. all foes. tle-lust when fighting creatures who
If prospectors find ore, Arauthator fly into her air over the Sea of Swords.
Arauthator immediately leaves them unmolested On the other hand, her loneliness
(Old White Death) and tries not to show himself in often drives her to spare those who
From his lair in the Lone fang, this old the sky nearby; mining communities talk with her. She respects and is
male white dragon tirelessly patrols a mean sledge- or wagon-trains of ore respected by La era 1, the Lady Mage of
domain that stretches from the Cold pulled by dragon meals, and humans Water deep, and the shipwright Old
Run east to Mount Gaum a rath (north¬ always bring livestock, ff a dragon Aldon of Mintarn. She seeks a power¬
ernmost peak of the Ice Mountains) obligingly devours the stock, the min¬ ful wizard she can trust to be her com¬
along the Spine of the World, with an ers must bring more, starve in the panion and rider.
unknown northern boundary and a worst winter months, or leave (and on Arveiaturace is not above filling the
"bump" extending southeast from The the journey out, unwittingly offer ears of a conversationalist she's
Fell Pass in a great arc to take in all the themselves as meals). decided to spare with tales of "The
land north of Mithril Hall and the Lost Treasure Isle of the Nine Wizards"
Citadel of Many Arrows (the headwa¬ Arveiaturace (which most sages agree is wholly her
ters of the River Surbrin), Arauthator (Iceclaws, The Wh ite Worm) invention): an island somewhere
never hunts in the Mo on wood, the From her lair in the Icepeaks, this vener¬ between the Moonshaes and Evermeet
Cold wood, or Ice wind Dale, but he able female white dragon holds sway that rises from time to time, displaying
seeks to slay any dragon who over a territory that stretches over the the drowned towers of the wizards—
encroaches on his dominion. He Trackless Sea from Them and the Sea of crammed with their magic items,
delights in battle but is far more patient Moving Ice south to the shores of Lan- gems, and gold—for a season or so
than most dragons. He spends much of tan, bounded on the east by the head¬ before sinking once more. Of course,
his time scouring out tunnels beneath lands of the Sword Coast from Tethyr according to Arveiaturace, it's always
tire Endless Ice Sea, gleefully devour¬ north to Mount Sar, and on the west by just surfaced—just the thing for ship
ing the tenrorhaz he finds there. an invisible line running parallel to the after ship of greedy Amnians, Ne I an¬
To Arauthator, all cold-dwelling crea¬ Sword Coast that begins as far west as ther pirates, and bold Ba I durians to
tures are prey to be devoured. Dragons one can fly and still see Tuern, and rims come seeking. Ship after ship of meals
and other formidable foes are rivals to well east of Gundarlun, Mintarn, and for a sea-roving white worm.
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«h 88
Lloyd Brown
G reat heroes fill the Greymawk^ set¬
ting. Brave knights work to stem
the tide of Iuz in the northwest
hardy marines protect sea-faring
Complete Ranger's Handbook), armorer,
blind fighting, bowyer/fletcher, death
blow (DM Option: High-Level Cam¬
paigns), endurance, frighten/challenge
1,200-1,600 gp each, which is reason¬
able for an expense that characters
spend only once every few levels. At
the DM's option, beginning characters
merchants from monsters and (DM Option; High-Level Campaigns), could start with a debt that represents
pirates in the south and east, and cun¬ healing, jousting (The Complete Paladin's the cost of their training. On the other
ning rangers protect common folk from Handbook), riding, tumbling, style analy¬ hand, they might have to spend time
the dangers of wood and mountain. sis (new), tactics (from The Age of Heroes adventuring before being able to fill all
Other heroes look to the future and in the Revised Dark Sun"5 Campaign Set¬ of their initial proficiencies. The final
patiently labor to teach others their skill ting), and weaponsmith. Other NWPs call is up to the DM.
with sword and spear. might be available, depending on the
In addition to these exceptional chief instructor's background and
Schools of Greyhawk
schools taught by famous and respected beliefs. All schools teach the new profi¬
masters, many smaller or less recognized ciency called style knowledge. Academy of the Suel
schools dot the Harness, Some are dedi¬ The Students: This section identifies Teachers: Holan is secretly a former
cated centers of learning., while others what famous personalities might have member of the Scarlet Brotherhood,
seek to make a profit and only reluc¬ studied there, as well as where most stu¬ now willing to teach nearly anyone. He
tantly teach tire use of any weapons. The dents come from or what their inspira¬ is nearly pure Suel, as anyone can tell by
prospective student should beware and tion might be. his pale skin, cornsilk hair, and violet
would be wise to learn as much as possi¬ Entry & Fees: Entry includes the eyes. He is lean, but tough and hardy,
ble about the school before spending his school's eligibility requirements and capable of outlasting alt of his students.
hard-earned coin there. costs. Students learn one skill at a time, Most of Ills students only know him as a
The proficiencies and options men¬ and some skills often require prerequi¬ wanderer from the south.
tioned here come from different sources. sites. To learn lance specialization at one Holan (13th-level human fighter):
In addition to The Complete Fighters school, for example, might require the AL LN; AC 4 (2); MV 12; F13; hp
Handbook and Player's Option*; Combat student to learn the long sword and 102; THACQ 8 (I with staff); #AT 2
& Tactics, the following sources might mace, then the riding and heraldry or 5/2 with staff; Drug by weapon
also prove useful: DM Option®; High- NWPs. Thus, the school collects more of type or +7 with sta ff; S15, D18, C
Level Campaigns, The Complete Paladin's the student's money and has more time 17,113, W12, Ch 13; ML 18; ring of
Handbook, The Complete Ranger's Hand¬ to impress its philosophy and ideals on protection +2, staff+4, hoots of speed
book, and other volumes of the Complete the student. WP: Staff, staff specialization,
Handbook series. The fees section includes notes on staff mastery, spear, small staff style
The school descriptions appear in a level training for DMs who use that (new), disarm (new), two-handed
common format: option. For level advancement, the DM style specialization, parrying (new),
School JNIanie (or chief instructor's can roll I d6 to determine the minimum N WP: Alert ness, b ] in d -f i gh t i n g,
name), training time instead of rolling Wisdom endurance, tumbling, land-based
Teachers: Teachers include the chief scores for every instructor. The d6 roll riding, artistic ability (poetry), read¬
instructor. Iris staff and assistants, and indicates the number of weeks the stu¬ ing/ write common, read /write
possibly the school's owner, financial dent must train before making his intelli¬ Ancient Suel.
backer, and other personalities who gence or Wisdom check (whichever is Location & Facilities: Holan's small
might influence the school. higher) to see if he learned enough to camp is set up near the point where
Location & Facilities: This section gain the new level. Nyrond abuts the County and Duchy of
identifies the school's location and Before any student joins a school, the Urnst, technically just inside the Duchy's
describes the physical makeup of the instructors require him to spar with a border—-comfortably far from the Scarlet
school. If the chief instructor has follow¬ student or junior instructor. During this Brotherhood's domain. He has a few
ers, this section includes their disposi¬ bout, the seniors appraise the student peasant buildings that he bought for an
tion as well with their style knowledge skill, seeking inflated price to appease the suspicion of
Curriculum: This section identifies evidence of previous training. They also the knight who sold them to him. These
which weapons and specializations tire ask him if he has trained elsewhere. No buildings house Holan and his students.
school teaches and describes the school's instructor takes a student with previous He has no followers.
style, preferred combat options, signa¬ training in a major school for fear that he Curriculum: WP: Hand axe, chain,
ture moves, and tenets. Each also teaches is a spy coming to learn his secrets. Simi¬ dagger, knife, staff (specialization, mas¬
its own style specialization, a specific larly, no student of an established school tery), spear, broad sword, short sword,
description of a "local fighting style" is allowed to teach others without the trident, two-handed style specialization,
described in Player's Option: Combat & express consent of the chief instructor. disarm, parrying, NWP: Alertness,
Tactics, page 78, While the fees might appear high, blind-fighting, endurance, tumbling.
Possible NWPs for these and other these instructors are some of the best in Endurance is first, usually followed by
schools include alertness (from The the land. Actually, the skills cost about any basic weapon proficiency. Before
DRAGON * 19
learning specialization in the staff, stu¬ For the same reason, fees are low. a common punishment for light rule vio¬
dents must learn alertness. Before learn¬ Level training is 40 gp/week. Learning lations. Jogging around it in heavy
ing staff mastery, students must learn most proficiencies costs 85 gp/week. armor is a brutal exercise.
blind-fighting and style knowledge. Specialization in the staff costs more per Curriculum: WP: All axes, all clubs,
Holan calls his fighting style the week in addition to more time: 100 footman's flail, glaive, maul, long sword,
"small staff" style. Masters of the small gp/week. None of his local students are bastard sword, and two-handed sword.
staff style frequently use disarms, which yet ready to learn mastery of the staff, NWP: Alertness, bravery, death blow,
they call "tapping the knuckles" because but he would require that he know the endurance, enemy reading. Kurlotz gen¬
of their favorite way of causing an student for at least seven or eight years erally teaches whatever skills students
enemy to release his weapon. They also and charge 125 gp/week for the training. wish to learn, except for bravery, which
use pull/trip maneuvers often, espe¬ Level training costs the standard 100 he restricts to his human students.
cially if they need time to withdraw. gp/week. Kurlotz's students nearly always
Holan teaches dagger use in the charge the enemy for the initial attack.
ancient style, with the blade held down¬ Kurlotz's Training Hall They look for flashy moves such as
ward and the edge pointing away from Teachers: Kurlotz is a relatively friendly pull/trip maneuvers and often make
the arm. Most schools teach students to half-ore who set up this school to try to good use of the terrain and available
block the wrist when they face a knife- rid himself of the stigma of his nonhu¬ materials. They are versatile enough to
fighter. If an enemy tries that technique man heritage. Since he was often perse¬ carry a smaller secondary weapon and
with Holan's students, they find them¬ cuted for his heritage, the school allows bring a shield into position if they are
selves blocking the blade of the dagger. students of any race. While many people seriously wounded. As a group, they are
This style has a shorter effective range regard him as a potential threat to the skillful in delivering the greatest possible
than the more common sword-style of nearby areas, most swordsmen admit number of attackers against a small
holding the blade, so it gains no game that he is a deadly, if unsophisticated, group of defenders. As part of Kurlotz's
benefits or disadvantages. fighter. avalanche style, he compares a military
The Students: Most of Holan's older Kurlotz (lOth-level half-ore unit to a single weapon and teaches his
students are also Scarlet Brotherhood fighter) AL N(G); AC -2; MV 12; students to use all of their forces to best
expatriates of pure or nearly-pure Suel F10; hp 91; THAC011; #AT 2; Dmg effect in a battle.
blood. They serve as assistant instruc¬ by weapon type; S18/72, D13, C The Students: Unfortunately, Kur¬
tors, but they also spend a great deal of 18,111, W12, Ch 10; ML 18; plate lotz's plan to improve his image has
time continuing their own training. They mail +3, shield +2, battle axe +2, ring of backfired. His students include several
teach only to help fund their own the ram, horn of blasting. half-breed humanoids and unsavory
lessons. All of his original students are WP: Battle axe, battle axe spe¬ humans. The students are known to be
familiar with the small staff style. cialization, all swords, flail, short-tempered, and the cramped quar¬
Most new students began as curious avalanche style. ters spark at least one brawl a day. The
locals, either Suel, Oeridian from nearby NWP: Alertness, endurance, humans attracted to Kurlotz want to
Nyrond, or mixed blood. They learned a enemy reading (new), land-based learn "the orcish" way to fight, either to
few skills, discovered how useful they riding, style knowledge, swimming. join them or to kill them. A handful of his
were, and then started convincing others Location & Facilities: Kurlotz's school human students are of good alignment,
to join. Holan thus has an odd structur¬ occupies a single square tower six stories but most students are neutral or evil.
ing of his students. The oldest level are high about six miles north of the Bone Entry & Fees: Kurlotz's school is
his Brotherhood friends, then the veteran March in Ratik. This tower is packed open to all races, but since his goal is to
locals, followed in turn by the newest with Kurlotz's 60 followers (chain mail gain acceptance among humans, he
recruits. He has 20-25 students at any and two-handed sword), his household charges humans, elves, and dwarves
time, of which nine or ten are veterans guard (10 first-level fighters with plate lower fees to entice them into the
and three are his long time students from mail, body shield, and battle axe), and school. These races pay 60 gp/week for
the South. Mages, thieves, and druids his students, who number from 12-60. level training, and 80 gp/week for pro¬
sometimes join the school for knowledge Due to the number of bodies, Kurlotz ficiencies. The half-breeds and others
of some of his unusual weapons. has recently ordered his followers to pay 150% of these prices.
Entry & Fees: For now, Holan is will¬ camp outside in tents until they can
ing to accept nearly anybody not from build a separate barracks. The Highf oik Archery School
another school. He prefers the taller All training is done outside, regardless Teachers: Ymaris Blue-Eyes is a high elf
races, however, and accepts few gnomes of weather. Kurlotz himself doesn't care reputed to have killed a frost giant with a
and halflings. He would quietly kill any¬ if three-inch hail bombards Oerth; he's single arrow from over 100 yards. He
one he believed to be a spy from the on the ground every day practicing his originally taught the youngsters in his
Scarlet Brotherhood. He has a goal of 50 skills and drilling his followers. His own band but decided to open up a
students; when his following swells to training ground is a large, flat dirt square school for outsiders and has thrived as
that size, he plans to make tighter restric¬ inside a 9’ tall wooden wall that sur¬ an instructor for over 200 years. His
tions for new students. rounds his tower. "Running the wall" is assistants are members of his band and
20 ■ ANNUAL 1998
include a 7th/7th female elf fighter/
mage, an 8th level half-elf ranger, and an
8 th / 9 th elven fig h ter / thie f.
Ymaris Blue-eyes (12th-level
elven fighter) A LCG; AC 0; MV 12;
FI 2; hp 78; THACO 9; #AT 3/2;
Dmg by weapon type; S 17, D17, C
15,115, W 14, Ch 16; ML 16; leather
armor +2, shield +2, long bow +3, boots
of varied tracks, elven cloak, long sword
of life stealing.
WP: Long sword, short sword,
long bow, longbow specialization,
"one shot, one kill" style, changing
seasons sty le (new), fencing (new).
NWP: Enemy reading, style
knowledge, animal lore, tracking,
survival (forest), bowycr/ fie teller (2
slots), herbalism.
Location & Facilities; Ymaris"s camp
is outside of the city of High folk but sits
near enough for close protection in case
the school needs it. The camp is a collec¬
tion of simple huts surrounded by a wall
of wooden posts. Invaders are subject to
murderous arrow Hre from one or more
of the six 30-tall towers that stand just
inside the wall.
Most classes are naturally taught out been used for the round. Their personal¬ The Students: Of the standard PC
of doors, and Ymaris is fond of designat¬ ized arrows often distinguish his stu¬ races, Ymaris only teaches elves, half-
ing impromptu targets while on wilder¬ dents, as do their custom-sized bows, elves, and rangers of all races. Many
ness jaunts of up to 12 miles in length. allowing for perfect match of power and multi-classed elves train under him, as
Ymaris himself lives like his students, in lightness. According to Ymaris, the per¬ do single-classed rogues. He Iras few
a rustic but clean home with no servants. fect bow reaches from the outstretched wizard students, although the occasional
His followers (80 elves in leather armor, hand to the side of the foot when the stu¬ priest tr ains under him for a while. J lis
short sword & short bow) patrol fre¬ dent stands with arms outstretched, students often become leaders of raiding
quently to make sure that the nearby Ymaris prefers to train beginning bands or border guards for elven com¬
area is kept free of enemies. archers with bird arrows—arrows that munities, helping to fight off humanoids
Curriculum: WP; Hand axe, alL bows are notoriously difficult to use. A student and monsters. Ferhaps not surprisingly,
(including crossbows), dagger, javelin, who learns with them has an easier time he also has centaur, satyr, and other for¬
spear, long sword, short sword, one- learning to use normal flight or sheaf est creatures as students. These specials
handed style specialization, two-weapon arrows. Any fletcher trained in his school often pay in sendees, rather than in coin,
style specialization. NWP: Alertness, knows how to make these arrows. since they don't amass wealth the way
bowyer/flctchcr, enemy reading, fenc¬ Ymaris's sword style calls for broad most humans and demihumans do.
ing, Ymaris teaches self-reliance and knowledge rather than specialization. During the Wars, Ymaris stretched his
insists that his students learn to make When fighting a wizard, for example, he time and energy as far as possible to
their own bows and arrows before teach¬ advocates using a dagger or short accommodate Inis swelling ranks of stu¬
ing them any skills other than standard sword. The greater speed allows the dents, but the Wars also claimed many of
weapon proficiency. fighter to interrupt the wizard's spell- these new students. His surviving stu¬
Warriors consider Yma.ris's most valu¬ casting. When facing multiple oppo¬ dents, who currently number from 3040
able teaching not his technical skill but nents, the student should use two at a time, often interrupt their training to
Ills advice on how, when, and where to weapons and eliminate each enemy as use their skills hunting servants of Iuz in
shoot. Ymaris teaches students to maxi¬ quickly as possible. Against a single the Vesve Forest and protecting the
mize their success by making aimed strong opponent, sword and shield is Velvcrdyva River that allows trade and
shots (see new combat options below), best. He calls his sword style "Changing communication between Perrenland
attacking by surprise, firing from behind Seasons" and sometimes compares each and Velutia/Furyondy. The total num¬
or a flank, and holding a second arrow of the four fighting styles with one of the ber of students in Ymaris's school is over
shot mi til after Lhe opponent's shield has four seasons. 100, but their other activities keep them
DRAGON ■ 21
away forking periods of time, ring of pro tec l ion ±3 5' radius, spear often identify themselves by saluting
Ymaris's most infamous student is an -t-4, long sword h-3, i-4 vs, reptiles, rove their enemy with their spear before
elf now known as '"the Serpent1' because of entanglement f bools of levitation. attacking and by holding their spears at
his deadly a nows are painted to resem¬ WP: Long sword, spear, spear lest point upward with the shaft tucked
ble a striking snake and are sometimes specialization, spear mastery, oak again&L the shoulder
poisoned. After learning nearly every¬ roots style (new), disarm (2 slots),, The students: Juror's students
thing Ymaris had to teach,, he became an fencing. include many Yeomanry natives who
assassin for luz. rl1*c Serpent's stealth is NWF; Enemy leading, style rub shoulders (and blades!) with nobles
legendary, and his accuracy is terrifying. knowledge, hacking, animal lore, and military commanders from across
His current whereabouts are unknown, animal training, etjgjneering, speak the western frontier of the Fl&naess. The
and those who know about his current Hill Giant speak Dwarv-en, set foreigners are usually sent to learn what
profession fear that iuz might have given snares, jumping, land-based riding. juross has to teach and bring it back to
him an dttrzjJet cfproofagainst defect inn and Location & Facilities: The school lies their own military force. Thy foreigners
location, Ymaris has offered a reward of well inside the borders of the Yeomanry include humanr elven, and halflings of
10,000 gp For anyone who returns the on top of a slight rise dial provides a dis¬ strong Good morals.
Serpent to him alive. tant view of die north- The soudiem edge Entry & Fees: Juioss's requirements
Entry & Fees: Anyone who does not of the ridgie is slightly steeper, but two include acceptance of a geos not to bear
fit the above categories (elves, half-elves, rough stone stairways cut through it and arms against the Yeomanry a stiff accep¬
or rangers) may not trainr although lead to either side of the school complex. tance fee (not refunded if the student is
Ymaris allows them to purchase equip¬ Six buildings make up the official expelled or quits), and strict regulation
ment from his highly .skilled craftsmen. school grounds. The main building it an of the order In which skills are taught.
His senior students include many excel¬ ancient four-story stone fortress that The caster of die geos is a closely allied
lent arrow-makers, and archers from used to be a mint and armory ‘Ihe outly¬ elven enchanter from the court of
across the west come to buy bows,, ing buildings are made of wood and arc Celenc. The two must keep their friend¬
arrows, or even quivers from his school. much younger Throe of these am dormi¬ ship secret until attitudes change in die
Ymaris charges 50 gp/wcek for level tories; one for men, a small one for insular elven kingdom.
training and 100/week foe other train¬ women, and a separate building for Juross's acceptance fee is 50b gp,
ing. To help defray their costs, many stu¬ Juross, liis followers, and his instructors, which is paid once. His rale for level
dents spend at least part of their time A talk airy building holds the mounts of training is 120 gp/week, Learning profi¬
making bows or arrows for the school. the many nobles who train with him, as ciencies costs 155 gp/ week.
Tlie school goes through countless well as a few of his own nonhuman fol¬
arrows during training, and the demand lowers The last building is a shrine to The Holy Training Hall of the Hart
for them never ceases. Ehlonna. The entrance to the shrine is Teachers: Sir Agravael, March warden of
not visible from the other buildings and the Coast, is one of the rare Knights of
Juross of Leukish students believe that secretive types the Hart. He was decorated (and
Teachers: Juross is a highly acclaimed often leave messages for Juross concern¬ wounded) heavily during die Yfars. He
teacher whose experience against the ing the movements and actions of evil grieved ihe loss of many friends during
giants makes him both ill In with and forces. Juross visits tlie temple every the same Lime and attributed many of
stand above the other citizens of the Yeo¬ dawn, lend ing weight to the bel ieb their deaths to insufficient training.
manry. Although he is a master of the Curriculum: WP: All swords, spear, Never one Lo complain when he could
speac, he is also proficient with the dagger, shield proficiency (Comhaf &Tjc- act, bo established his school to make
swords broad weapon group and fights rics), long sward specialisation, spear sure that next time the people on the
aggressively and skillfully with any specialization, spear mastery, disarm, field and the people giving the orders
weapon [Player's Option: Combat & Tac- enomy reading, parrying, fencing, one- both know what to do.
Hcs fully describes weapon groups). weapon specialization, two-handed spe¬ Gossip surrounds the paladin: he had
One of his senior students is a female cialization (spear only), and weapon and a holy sword and lost it fishing in the
human tighter (5th level) follower who sliield specialization (spear only}. NIVP; Nyr Dyv, he has a dryad lover, he
tcarlK* beginners tlie basic proficiencies Endurance, survival, swimming (a com¬ teaches because hers scared to fight, and
of long sword, spear, bow, dagger, or mon exercise), tracking. anything that people can dream up. In
hand axe. Reltha has been with Jurosa Jurass is a vocal advocate of the truth, he is wholly devoted to his school
since he established the school almost 15 spear's superiority over die sword. and spends little time outside of its
years ago and has become indispensable Those who have demonstrated their skill grounds. Sic Agravael charges high fees
in running the whole affair. with the spear (by learning the two- to generate money for My rood, where he
Juross (16th-level human ranger) handed style specialization with the secretly sends quite a bit of the school's
AL MG; AC-1; MV 12; Rib; hp 103; spear) may learn his personal style, profits to help rebuild the nation. He
THACO 5; AT 2; Dmg by weapon, Juross is maniacal about footwork and would love to see one of his students
type + 1;S 16, D15, C17,116, W 15, sometimes makes his students bold a establish a school there,, although he
Cl’i 14; ML 17;bracers of,defense ACS, position for hours. Jurosss students dues not wish to mention it aloud until
22 ’ ANNUM 1990
he finds somebody with the right combi¬
nation of talent altitude, and piety.
Sir Agravael (12th-level human
paladin): ALLG; AC-4; MV 12;
Pa 12; »p 72; THACU 9; #AT 3/2;
Dmg by weapon type; S 18/42, D
12, C 14,112, W 17, Ch IS; ML 16;
field plate +3, shield +2, long sword
+4, defender, stone horse, amulet of life
■protection.
WP: Long sword, striking falcon
style (new), sword and shield style
specialization, shield proficiency,
lance, fencing, parrying.
NWP; Land-based riding (3
slots), heraldry, etiquette, jousting,
style knowledge, enemy reading.
Location & Facilities: The school is
about 60 miles south of Willip, inside the
stronghold of the Knight Commander
Maugrim. The school has the Knight
Commander's protection and sanction,
although he rarely enters it himself. Tine
school has ample armory, stables, ken¬
nels, and all of the trappings of a noble
stronghold. To make sure that Sir
Agravaelrs authority is inviolate, Mau¬
grim treats it as a separate stronghold
and sends messengers to bring Sir parrying, which Sir Agravael calls the for services performed by Sir Agravael,
Agravael to him whenever he wishes to "guardian angel maneuver/' designed to Maugrim, or other nobles in the area.
speak to him. In return for the use of the protect a fallen ally Rivals claim that the The noble might even partially sponsor
facilities and powerful backing, Mau¬ style, though aggressive and effective, (that is, pay fees for) the student,
grim's captains train at no charge. does not allow for much variety, and its depending on the difficulty and magni¬
Although they are less than a mile practitioners sometimes fall for a clever, tude of the service.
from the Mvr Dyv, no beach comes closer well-timed maneuver. Because most of his students are
than 10 miles* The students go there The Students: The students include nobles. Sir Agravael can afford to charge
daily on horseback, so invaders might paladins, fighters, crusaders, clerics, and more than most teachers. Level training
be surprised to run into some of the best multi-classed fighters* Most of the fight¬ runs 130 gp/week. Proficiencies cost 125
fighters in Furvondy upon landing. ers are followers of a cleric or priestly gp/week. In addition, each certificate
Curriculum: WP: Dagger, lance, order of some kind. Many are knights given for completing training carries a
mace, morning star, long sword, bas¬ from a variety of orders. Some are noble fee of 50 gp.
tard sword, broad sword, two-handed in their own right, and a few are tire heirs
sword, sword specialization (any of the (or possible heirs) of high nobility. New Equipment
above), weapon and shield specializa¬ Together, they represent the aristocracy
tion, shield proficiency. NWP: Etiquette, of Ftiryondy, Veluna, Uxnst, and Nyrond* Bird arrows
healing, heraldry, jousting, riding Entry & Fees: One does not ask to join Retching provides stability during flight,
(land-based). Before learning any Sir Agravael's school; one receives the but the feathers also create drag, which
weapons, new students must learn eti¬ honor of an invitation. Sir Agravael is slows the missile. Bird arrows use mini¬
quette. Before learning anything other widely known from his part in the Wars, mal fletching, a short shaft of light wood,
than common weapon proficiency, stu¬ and many people he hardly knew then and a small head—all of which increase
dents must learn heraldry and style claim close friendship now. He some¬ speed in flight. A quick arrow is neces¬
knowledge. times accepts referrals from this wide sary to bring down a bird on the wing,
Strangers can recognize Sir Agravael's circle of fair-weather friends if the ap¬ which is tlie purpose of these arrows.
students by their light, seemingly casual plicant is a lawful good warrior or Bird arrows have the same range
grip on their weapons, their no-nonsense priest. Any Knight of the Hart can rec¬ as sheaf arrows, but they inflict only
swordplay, and their deftness with the ommend a EC to him and assure his Xd4/ld3 points of damage, and all
shield. They use a judicious combination acceptance. Another source of possible attacks are made at -1 due to the
of standard attacks, shield-punches, and entry includes acceptance as a reward weapon's poor stability They cost half as
DRAGON * 23
Learning New Proficiencies
Class Time to Learn WP Time to Learn NWP Avalanche Style
Kurlotz's style with two-handed weap¬
Warrior 12 weeks 12 weeks
ons allows for an additional, risky
Priest 16 weeks 12 weeks
attack with the back, pommel, or han¬
Rogue 26 weeks 16 weeks
dle of the weapon. A fighter using the
Wizard 24 weeks 12 weeks
avalanche style may make one attack
over his normal allotment at the end of
much as flight arrows. Because they are warrior or wizard group, rather than the a round for ld3 points of damage (plus
so quick, however, the target gains no 16 weeks other rogues require. (These Strength bonuses, but no bonus for a
bonus to AC for high Dexterity times arc based on the level advance^ magical weapon or specialization).
ment of the character classes at a rate of 4 Using this option means the character
Training Sword weeks per additional level required to must approach closer to the enemy
This weapon is made out of a light, flexi¬ earn the proficiency slot.) than his weapon comfortably allows,
ble wood, At most, it inflicts a single Once a character learns a skill, the and he automatically loses initiative
point of damage. If a character finds him¬ school awards him with a certificate the next round as he maneuvers to
self in the poor position of having to use announcing the fact. The certificate regain a favorable position. This style
it in real combat, the character does not might mean greater pay for the student applies only when using a weapon
suffer the penalties of being disarmed, if he is a mercenary, caravan or merchant with both hands.
and he can still use all appropriate com¬ guard, soldier or military officer, or
bat options. Furthermore, if the character somehow makes a living by his weapon. Changing Seasons Style
is specialized, he may make additional While these learning times might Characters proficient in Ymaris' sword
attacks and inflict additional damage as seem short, the student is wholly style may change from one fighting style
well. Lastly, training swords are immersed in surroundings designed to to another without penalty, once per
extremely quick and gain +1 on attack teach these skills and devotes his full round at the end of the round. They use
rolls. Training weapons can be spears, time and attention to learning them. The this ability skillfully to adapt to chang¬
staves, axes or common bludgeons DM should feel free to extend the times if ing combat situations. Thus, a character
(maces, flails, and others) as well. They he wishes. If the DM does increase the might begin with two-weapon style. Tf
cost 20% of the price of a normal weapon time required, ho should also decrease seriously injured, the character might
and weigh about half as much. the cost per week accordingly to keep switch to weapon & shield style, drop¬
the overall cost about the same. ping his secondary weapon and ready-
Training Armor ingashield.
Training armor is not designed to protect New Weapon Proficiencies
someone from an earnest attack, only to Disarm
prevent accidents involving training Each of these skills costs one proficiency This maneuver is an excellent way to
weapons. Training armor is essentially slot, but oilier new proficiencies might remove an enemy's advantage due to
heavy cloth with wood or leather plates cost more. If the campaign uses Pi .ayrr's specialization or a powerful magical
over the chest and stomach. It is also OPTION rules, they should cost 2 CP for weapon. Schools that stress this option
often heavily patched and sewn over, warriors, 3 CP for others. The proficien¬ often teach students to specialize in this
having survived many students. It cies that represent the fighting styles technique, allowing them to learn the
weighs 15 pounds or more and provides described above are specific examples of disarm proficiency. Devoting one slot to
the same protection as padded armor "local fighting styles" mentioned on this proficiency allows a character to
(AC 8). It costs 5 gp at most. page 78 of Combat & Tactics. make disarm attacks at -2 on the attack
A "min-maxer" could easily create a roll, instead of the normal “4. A second
Training & Time powerful character with these proficien¬ proficiency slot removes all attack penal¬
The time it takes to learn a weapon profi¬ cies, choosing to specialize in a weapon ties. The character still suffers the normal
ciency depends on the character's class. and adding fighting styles and other +1 initiative penalty.
Weapon specialization, if allowed at all, weapon proficiencies in dangerous com¬
requires three times as long. Multi- binations that threaten to make him Fencing
classed characters Lise the shortest time. unbeatable. Readers might notice by the With this proficiency, a character can
Some of the schools teach non weapon number of proficiencies allowed to the judge the approximate skill of any
proficiencies as well. For learning non¬ instructors described here that the Skills enemy by sparring with him for one
weapon proficiencies, characters go by & Powers option allowing warriors extra round. The character does not make any
which proficiency group they are weapon proficiencies based on bonus real attacks during this round. Instead,
allowed to use, not necessarily their slots or character points for Intelligence he performs feints to test the opponent's
class. A bard, for example, spends only is not used. Using that option gives war¬ reaction. At the end of the round, the
12 weeks to learn a non weapon profi¬ riors far too much of an advantage with character can make a proficiency check.
ciency, since he could claim use of the the rules presented here. If the check succeeds, the character can
2* * ANNUAL 1998
OAkimiON CdjfrttiOFwPHEfi. fe a
Billy is asked to DM
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Advanced a w
Dungeons&Dragons® Gams
estimate the enemy's modified TI IAC0 modifiers for Strength or magic. As with
used during that round (which might other called shots, the attack suffers a +1 New Combat Options
well be his natural THACQ modified by initiative penalty and -4 attack roll Aimed Shot
Strength, magic weapon, specialization, penalty. The character may perform this This co mba t op ti on is available io c h a r-
spells, and situational modifiers). The action in place of a normal attack any acters proficient with the long or short
DM can give the character a score that is time it applies (that is, when the target is bow. The character may wait until the
within I or 2 points, or roll 1d6: within short range). end of the round and fire a single arrow
Id6 Estimated THACO with +2 on the attack roll instead of tak¬
1-2 1 high Striking Falcon Style ing his normal rate of fire, A character
3-4 Accurate Sir Agravael calls his style the "striking firing his Iasi arrow, using an arrow of
5 1 low falcon style" and teaches it only to char¬ slay ii ig, o r m a k i n g a ca 11 ed sh o t would
6 2 low acters 6th level or higher who pass sub¬ be wise to consider this option.
tle alignment tests (including use of his
Oak Roots Style p a I a d i n abili ty tc ^ di rtcct ev il if i tei it), The Force Retreat
I moss's "oak roots" style allows the style gives the character a 1 bonus on This option allows a character to forego
spear user to add +1 to damage when he initiative rolls in melee combat due to Sir a possible hit in order to drive the
is on firm ground. Thus, the benefit does Agravael's theory of "conservation of enemy back with either an easy smack
not apply to fighting from the edge of a movement" and rigorous speed drills. on the front of the breastplate or a blind¬
cIiff, iii water, or when \moimled* ing flurry of exaggerated blows. A suc¬
Style Knowledge cessful attack forces the enemy back five
Parrying A character who lias knowledge of this feel I he ta rget is foreed ei ther directly
\' h i s p ro f i ci ency a I It)ws a n a r m ed d i a ra c- proficiency can automatically identify ba c k w a rd or ba c k w a rd a n d on c s tep to
ter to protect himself more successfully any person who trained in the same the left or right, at the attacker's option.
than an untrained character. When the school as the character by watching him This move differs from the retreat
character chooses the parry option dur¬ fight for one round or more. On a suc¬ described in Combat & Tactics in that the
ing combat, the character's AC improves cessful proficiency check, the character defender does not receive a saving
by 2 additional points* Most characters may identify a graduate of another throw to attempt to hold his position. A
l he re fore i m p rove thei r AC by h alii he i r school if that school is one that might be character cannot use this option against
level plus 2; warriors improve their AC familiar to that character. Any of the a charging, running, or sprinting
by half their level plus 3. schools listed here qualify for the latter defender, or against a monster using
requirement. Others might as well, special movement (hopping, flying, etc.)
Small Staff Style depending on the campaign. Characters force an enemy's retreat
When a student first begins using the to break up shield walls or pike
staff, it seems to be a huge, clumsy Enemy Reading hedges, or to push a defender into a
weapon. As the student becomes more Before a combatant makes an attack, lie spell caster and ruin his spell. They
familiar with the weapon, it becomes often must position bis feet, change the might also wish to push him over a
easier to use, feeling steadily less bulky grip on his weapon, bend his knees, or cliff or into a pit or any other hazard.
and clumsy. The style emphasizes get¬ make some other preparatory move. In One of the best advantages of forcing a
ting inside an opponent's defenses, combat, this preparation is called retreat is the ability to safely withdraw
where he cannot block the student's "telegraphing" the move to the enemy* from the combat once the opponent is
staff. Proficiency in the style gives +1 to While many people can see these moves, out of reach (thus avoiding the free
all attack rolls against armed opponents. only highly skilled fighters can "read" back attacks nonnally all owed).
this telegraphing quickly enough to react
One Shot, One Kill Style to it. A character with this skill who
Students who master Ymaris's archery makes a successful proficiency check at Lloyd has never been to Greyhawk, and his
style may make a called shot for double the beginning of the combat receives a + 1 travel agent gives him funny looks when¬
damage with a missile weapon at any bonus to his AC when fighting an armed ever he tries to hook a flight there. He is cer¬
target within short range. The multiple opponent. A character cannot take tills tain, however, that their schools are much,
applies only to weapon damage, not proficiency at first level more interesting than the ones in Florida,
r, sixlarger , nai
■ eve]7 fOUght h
few pals t hat
dn’t think JOY.
s in town did
paagnadjffl.-
Wndow/05
More than most other AD&D campaign settings, the success of
lords are more important to the game than are the lands they
souls, and the mysterious Vistani are integral to the mood of the
Demiplane of Dread,
ANNUAL 1993
I he Domain? of Dread campaign setting adds a new level to
roleplaying characters m the Demiplane of
Dread by offering rules for creating natives of /
As an NEC, the danseur works well as either an unex¬
pected ally or surprising adversary. Vistani and gyp-
sies count many danseurs among their numbers,
the Land of the Mists as player characters, in addi- L some of whom might help a party of PCs
lion to the new race of giomorgo (half-Vistani), it 1 to escape a menacing enemy (often for
provides four new classes (avenger, arcanist, a price). Many evil danseurs
anchorite, and gypsy) that are appropriate for characters care for nothing but the
native to the Demiplane. Thanks to these rules, one can opportunity to dance, and
start a campaign within the Raven lofi setting rather they might well be found
than send characters there from other worlds. working for a powerful villain
Further expansion on the idea of native characters as spies or assassins.
is available in Champions of the Mists, a Raven loft Weapon Proficiencies: Most danseurs prefer
accessory that presents excellent roleplaying small, easily concealed weapons, A few use scimitars
notes and lias over a dozen new kits designed or similar swords in their dancing, and they would def¬
specifically for the Demiplane of Dread. initely be proficient in any such weapon. Danseurs never
Even these excellent sources just scratch the employ two-handed weapons, bows, or crossbows. Any
surface of possible characters in this campaign other weapon proficiency allowed by the danseurs class
world. The unique blend of medieval fantasy and may be taken.
gothic horror found in the Ravenloft setting lends Nonweapon Proficiencies: Bonus: Danc¬
itself to hundreds of possible character types. ing, etiquette. Recommended: Tumbling.
Here are six new kits designed tor use in the Equipment: Danseurs almost never wear
Ravenloft setting. All assume characters are made armor of any kind (see special hindrances,
using the non weapon proficiency rules given in the below). Most have tightly fitted clothing or
Player's Handbook and the Complete Handbook adorn themselves in layers of flowing scarves and silk.
series, particularly The Complete Ranger s Handbook. Special Benefits: The danseur has access to three
Although these kits are designed to use the rules special powers based on ills ability to dance. Only one
presented in Domains of Dread, they should also be dance may be used in any given round.
usable iti a standard AD&D game with little modification. # The Dance of Evasion: This swift, twisting dance sends
the danseur into a chaotic series of acrobatic flips and quick
Danseur spins. This grants him a —4 AC bonus with a successful danc¬
The danseur (feminine form; danse use) is a professional ing proficiency check, although tire danseur may lake no
dancer, an entertainer who has mastered the intricacies of other actions other than movement while doing this.
motion, form, and rhythm. Much like a poet or musician, a The Sword Dance: Despite its name, this special ability
danseur makes his li ving through public performances. A may be used with any single one-handed weapon with which
good danseur is a rarity and watching one can be a mes¬ the danseur is proficient. By engaging in a series of fast spins
merizing and unforgettable experience. Commoners and and flips while hold mg his weapon, the danseur may make an
lords alike receive the news of a new danseur's arrival with attack with a -1-2 bonus. Only one attack each round may bene¬
joy and nobles often call upon danseurs to give command fit from this bonus.
performances. # The Dance of Beguilement: Ibis slow, sensuous dance is full
Most danseurs make their living purely from tire perfor¬ of graceful, complex movements. Those watching it must
mance of their art, but a few use their talents as an excuse for make a save vs. death magic or be so enwrapped in the dance
travel and access to the powerful and wealthy Many of these that they are incapable of any action other than watching the
danseurs are truly brave souls, allying themselves to adven¬ danseur. This power can be used only on creatures who are
turers who oppose dark forces. Others seek only to improve not engaged in combat and who are looking at the danseur.
their dancing skills and see adventuring as an opportunity to Any attack on a beguiled creature instantly ends this effect,
learn new rhythms and themes to use in their art. Tlie danseur may not take any other action while using the
Class/Race: Bards, gypsies, and thieves may all be beguiling dance.
danseurs. Additionally, a half-Vistani of any class may be a In addition to these special abilities, the danseur gains +1
danseur. to his dancing proficiency every three levels (+1 at 3rd, 6th,
Requirements: A danseur must have a minimum Dexter¬ 9th, etc,).
ity of 15 and a minimum Charisma of 14. He may be of any Special Hindrances: Danseurs hate to be hindered in their
alignment. movements, and as a result most avoid armor of any kind. A
Role: As a PC, a danseur can be useful in gaining informa¬ danseur who does find himself in armor in some unusual cir¬
tion and access to guarded places. Even vampires and were¬ cumstance is unable to use any of the special benefits of this kit
wolves can crave entertainment, and nobles of these sorts and loses 2 points of AC, due to Ms unfamilianty with armor.
often invite danseurs into their homes. The danseur can also A danseur must spend at least three hours practicing dance
distract a powerful foe, thus aiding in an ambush or buying every day. If this practice is missed, the danseur temporarily
comrades time to escape. loses all special benefits of this kit. The danseur does not
DRAGON ■ 23
regain the kit's special benefits until he has practiced and they gain a +1 reaction bonus from such people.
for twice as many days as he missed. Because of their broad areas of interest, dilettantes
Wealth Options: A danseur starts with may buy non weapon proficiencies from any category.
2d6 more gold than is normal for his ^ i Thev never need pay additional slots for purchasing
character class. proficiencies outside their normal categories. Addi¬
tionally a dilettante may buy two nonweapon profi¬
Dilettante ciencies for the price of one; if he does so, however, the
Dilettantes are members of the lesser check for each of these proficiencies is at half of its nor¬
nobility or wealthy merchant classes mal value.
who have failed to devote their time Dilettantes even dabble in the arcane arts,
seriously to any one pursuit although they never master them. Dilettantes of
Instead, the dilettante dabbles in non-spell casting classes gain the ability to cast
numerous pursuits and even one first-level wizard spell for every two full lev¬
magical studies, gaining a little skill els (one spell at 2nd level, two at 4th, etc.),
in many areas but mastering none though they are limited just as wizards in the
of them. Since this kind of leisurely maximum number of spells learned H owever,
life is usually possible only in realms since the dilettante does not fully understand
with fairly high levels of cultural develop¬ the magical forces he summons, he must
ment (chivalric or renaissance), dilettantes are most make a successful Intelligence check every
commonly from Bore a, Dementlieu, Invidia, Lamordia, Mor¬ time he tries to cast a spell. A failed Intelligence
dent, Nosos, or Richemnlot check results in a failed spell at best, or possibly
The chief motivations of the dilettante are boredom, a desire even a twisted spell effect that works against the
to be excited, and an urge to see more of the world. Although dilettante (at the DMs discretion). A dilettante
many dilettantes are fops and wastrels, some are simply peo¬ cannot cast spells when in armor of any kind.
ple who lack the patience or vision to dedicate themselves to a A dilettante whose class grants him access to
single pursuit. They can still be worthwhile people and spells normally (such as a bard or wizard) does not
friends, despite their iess than serious natures. gain any additional spell memorizations. Instead, he has
Class/Race: No avenger, gypsy, paladin, priest, or psionidst access to a school of magic normally outside his abilities
character may be a dilettante. All other classes and races are (such as Abjuration for an illusionist or wild magic for a
allowed, although most dilettantes are humans or halflings. bard). Whenever attempting to casta spell from this school,
Requirements: A dilettante may be of any alignment, but the dilettante must make an Intelligence check at -1 per level
most are chaotic in nature. of the spell. A failed check still indicates a miscast or badly
Role: Although a dilettante PC is not a master of any par¬ twisted spell effect. The DM has final say over what addi¬
ticular skill, iris broad experience in many different fields can tional schools are available to a dilettante.
help a party A dilettante can also be useful to a party in gain¬ Special Hindrances: Dilettantes suffer -2 penalties to all
ing access to nobles or other members of the upper class. fear, horror, and madness checks. Because they lack the ambi¬
Di lettantes are often inv ited to parties or arc honored guests tion to study anything in depth, dilettantes may never spend
of a local lord. Unlike a knight or greater noble, a dilettante any proficiency slots on improving a non weapon proficiency
cannot demand shelter of other nobles, but he is often invited and suffer a -1 penalty to all nonweapon proficiency checks, A
to stay anyway dilettante may also never specialize in weapons or fighting
A dilettante ally can be useful for a DM who does not want styles, regardless of his class. Dilettantes never gain an experi¬
an overpowering NFC. Arrogant and haughty dilettantes can ence bonus for high ability scores and, in fact, suffer a -10%
also serve as useful opponents for low-level PC groups. More penalty to all experience gained, due to their lack of discipline
foolish or foppish dilettantes can occasionally provide comic or drive.
relief if a DM wishes to lighten the mood of a game. Wealth Options: All dilettantes begin play with (3d6 + 6)
Weapon Proficiencies: Bonus: None. Recomtnetuied: Fast, x 10 gp.
one-handed weapons such as the saber or rapier, but a dil-
letante may choose any weapon allowed by his class. Investigator
Nonweapon Proficiencies: Bonus: Etiquette, read/write. The investigator follows in the footsteps of that famous cham¬
Recommended: Any, Also see special benefits. pion of light. Dr. Van Rich ten. Although few investigators ever
Equipment: A dilettante prefers high quality equipment experience the success of that good doctor, they are dedicated
and fashionable clothes. Thus a dilettante always seeks items to the same principle: to seek out creatures of darkness and
of superior quality, spending 10% more than the listed price determine fact from fable.
for everything he buys. He pays this additional amount even Investigators research every imaginable rumor and old
for items not actually worth the additional cost. Appearances wives' tale to gather information on creatures of the night.
must be maLntalned, a fter all. They are masters of research and analytical methodology, sift¬
Special Benefits: As members of the upper class, dilet¬ ing through legends and gossip to chart the strengths and
tantes are well treated by most commoners and minor nobles. weaknesses of the creatures they seek. The investigator is not
30 - ANNUAL 1998
simply a scholar but rather art intrepid adventurer lord who is immune to the effects of sunlight. If he
who knows all too well that knowledge is power. researches the castle, a successful lore roll may
To face the dark forces of the Demiplane of Dread reveal a legend describing the castle as being
with no idea of their powers is foolish in the inhabited by an undead creature called a
extreme. The investigator sees research and "day walker/' This information warns
thought as his best weapons against evil forces. Bleusmythe that he should bring plenty of holy
The investigator also carefully chronicles his water and not depend on sunlight to protect
travels and findings so that his work may aid him, but it does not give him specific informa¬
others long after he is gone. tion on the nature of his opponent.
Class/Race; Any class other than Additionally, investigators spend so
avenger may be an investigator Arcan- much time sorting fact from fiction
ists and wizards me frequently invests that they begin to identify useful
gators, as are anchorites and priests. rumors by instinct. Whenever an
Any race may take this kit, although investigator hears a local legend,
most are human, gnomish, elven, or fable, or rumor, he has a 5%
half-elven. chance per level of instinc¬
Requirements: An investigator must tively knowing whether it con¬
have Intelligence and Wisdom scores of at tains useful information. This roll is
least 13. Most are of good alignment, made secretly by the DM, and the player is
but a few evil investigators have been only told what rumors, if any, his character feels
known to exist. are especially relevant. The player is never told what infor¬
Role: Asa PC, the investigator is a source of mation in the rumor is important, only that the character
valuable knowledge about tire forces arrayed senses some grain of truth in it.
against a party He can provide important Special Hindrances: An investigator must spend at least
warnings and dues to help the characters survive. Often an two hours every night writing his own notes and studying
investigator provides direction for a game, as he is always the works of other (NPC) investigators. Failure to do so
seeking to gather more knowledge and. must travel far and results in loss of the kit's special benefits until study and
wide to acquire it. An investigator is also often a leader, or at writing can again be undertaken. Additionally, the investi¬
least a trusted advisor to air adventuring party. Whenever a gator must have at least one book of lore available for each
DM has lore he wishes an adventuring party to learn, he can level he has achieved. If the investigator does not have
have it be discovered by an investigator in the course of his enough books, his percentile rolls for lore and rumor identi¬
regular research. fication arc based on the number of books available to him,
As air NFC, an investigator can be an excellent ally or hook rather than his true level.
to introduce characters to an adventure. Air evil investigator is Investigators are feared and hated by many of the evil forces
most likely to use the party as bait or as a distraction, hoping of foe Demiplane of Dread, and they constantly run the risk of
to learn about a monster by watching it destroy the PCs. If the being killed by the very creatures they seek to study, A DM
PCs are themselves unusual, air evil (or misguided) NPC should be sure to make this risk clear to the player of an inves¬
investigator nriglrt seek to study or even destroy them. tigator by occasionally having creatures attack the adventur¬
Weapon Proficiencies: The investigator may use any ing party with the investigator as their primary target.
weapons normally allowed by Iris character class. Wealth Options: The investigator starts with the amount of
Nonweapon Proficiencies: Bonus; Read/write, local his¬ wealth normally allowed for his character class,
tory. Recommended: Ancient history.
Equipment: Investigators almost always have writing Psychologue
materials for keeping notes. They also usually have several The psychologue is a person trained and experienced in the
rare books written by other investigators. An investigator functions and possible illnesses of the mind. Many psycho-
begins play with two sudr tomes. logues are professional doctors who have learned their craft
Special Benefits: Because of his extensive research and after years of study at an institution of higher learning. Others
study, air investigator has a chance of knowing some lore are independent scholars who have taken an interest in the
about any supernatural or magical creature. Tire chance is 1% workings of the mind* Rarely, a particularly insightful person
per level of the investigator that he knows something off the might naturally develop the skills needed to be a psycho¬
top of his head, and 5% per level that he can find information logue, such as a gypsy wanderer or even a particularly
after eight hours of studying his books. attentive bartender.
The exact information gained is up to the DM but is usu¬ Typical professional psychologues spend their lives in
ally in the form of ancient legends or the obscure ramblings asylums or hospitals studying those poor unfortunates
of madmen, rather than carefully organized data. For exam¬ who have been driven mad by the horrors of the Demi¬
ple, the investigator Reginald Bj.eusmythe has decided to plane of Dread. Others believe the only way to truly under¬
investigate an old, abandoned castle. Unbeknownst to stand the workings of the mind is to observe normal
Bleusnrythc, the castle is inhabited by a powerful vampire mentalities, especially how they react in extreme si tuaLions.
DRAGON■31
These psychologies often join bands of adventurers, both with the psychoiogue for long periods of time he
to aid them and to observe how they react to the stresses may, at the DM's option, actually regain at least
adventuring brings* some of his sanity permanently.
Class/Race: Any race may be a psychology Only Special Hindrances: Psychologies spend most
wizards, priests, and psionicists may normally of their time and effort studying abstract mental
take this kit. Gypsies or bards may be allowed effects and conditions. As a result, they tend to
tills kit at the DM's discretion. ignore framing in physical pursuits, such as
Requirements: A psychoiogue must combat. Psycholog ues suffer a -1 attack
have an Intelligence and Wisdom of at penalty with all weapons and never
least 12, He may be of any alignment receive bonuses to their hit points due to
allowed by his class. a high Constitution scorc.
Role: A PC psychoiogue can be of Wealth Options: The psychoiogue
great help to any group of explorers or starts with the amount of wealth nor¬
hunters of supernatural creatures. mally allowed for his character class.
The psychology's power to resist
corruption and madness can help Stalker
keep a party from straying too far The stalker is a lone and enigmatic fig¬
into the darkness of Ravenloft The ure who spends most of his time hunting
psychoiogue may also gain access through back alleys and run-down taverns
to places other adventurers aren't for his chosen enemies. Unlike most adven¬
normaliy weicome, sueh as asy! u nis turers iii the Demiplane of Dread, it's not super¬
and sanitariums* natural horrors the stalker seeks but the more common evils
As an NFC ally or hireling, a psycho¬ of human (or humanoid, or demihuman) criminals and vil¬
logy may help PCs retain their sanity within lains, The stalker sees thieves, murderers, and other felons
the Demiplane of Dread, or even try to cure as the most monstrous creatures exactly because they are
those who have gone mad. An evil NPC psychoiogue might human beings who have chosen to prey on the innocent
attempt to drive the PCs mad so that he may observe their and weak* To catch such outlaws requires determination
reactions. A good example of this kind of villain is Dn and skill, and it is to tltis pursuit that a stalker dedicates
Daclaud ITeinfroth, the darklord of Dominia, (For details, himself.
see the boxed campaign Bleak House.) Most stalkers are good people who believe they must
Weapon Proficiencies: Fsychologues may take any weapon seek out evil criminals so that others may be sale. They
proficiencies normally allowed by their character classes* have seen lawbreakers escape justice one time too many
Nonweapon Proficiencies: Btiftus: Fast talking, intimida¬ and have thus vowed to take matters into their own hands.
tion (both from the Complete Thief s Handbook). Recommended: Some stalkers have suffered a terrible tragedy at the hands
Any Charisma-based NWP. of criminals, losing their parents or loved ones to malefac¬
Equipment: Psychologies may use any equipment nor¬ tors who were never brought to trial. But in hunting down
mally allowed by their character classes. the worst society has to offer, the stalker has come to look
Special Benefits: The psychology's keen perceptions and and act much like a criminal himself. Stalkers are often
understanding of subtle psychological clues allows him to humorless, dark, driven individuals obsessed with their
identify falsehoods and dementia more accurately than most. desire to bring criminals to justice.
A psychoiogue has a 5% cha nce per level of identifying some¬ Class/Race: Any class or race may take the stalker kit, but it
one with a mental disorder just by speaking with him. This is particularly appropriate for arcanists, rangers., and thieves.
rises to 10% per level if the psychoiogue has the opportunity Most stalkers are human or half-el vein
to converse with a subject for several hours uninterrupted* Requirements: A stalker must have a Wisdom of at least 13,
The psychoiogue also has a 50% chance to know when He may be of any alignment, though few arc lawful.
someone of lower level is consciously lying. The psychoiogue Role: A stalker PC is a benefit to any adventuring party,
does not know the exact nature of the lie, and this ability although many see him as a mixed blessing. While the skills
never works on creature of higher level or more hit dice than and information provided by a stalker can be of great bene¬
the psychoiogue. fit to a party, stalkers are also often targets of the people
A psychoiogue is protected from many forms of insanity thev hunt and can bring unwanted attention to adventur¬
by his strong understanding of such ailments. This provides ers* They are also usually more concerned with the success
a +2 bonus to any madness chocks, as well as to saves vs. of their quest than the well-being of their comrades. Even
any spell or power that causes or simulates insanity. Addi¬ good-aligned stalkers often see the loss of friends and fam¬
tionally, the psychoiogue may help others who have them¬ ily to be an unfortunate but necessary price to pay for the
selves fallen victims to madness. An insane character who good they do.
spends at least a week talking to the psychoiogue every day An evil stalker NPC is one who has surrendered entirely to
is allowed to make a saving throw vs. spells to regain his his obsession and cares for nothing except for his revenge on
sanity for 2d6 days. If the character remains in close contact criminals everywhere. Such a stalker would make a danger-
32 - ANNUAL 1998
ous and resourceful enemy who could interact with Finally, a stalker's familiarity with lawbreak¬
the PCs in many ways. He might choose to recruit ers is so great that he has a small chance of rec¬
an adventuring party to aid him in apprehending ognizing a criminal on sight. Whenever a
a particularly dangerous criminal, or he might stalker meets a criminal, there is a 2% chance
use them as bail to draw out Ills chosen target. per level that the stalker recognizes him. This
Even worse, lie might be employed by some other allows the stalker to know the offender's name,
adversary who has declared the PCs to be outlaws* a list of his crimes, and information about
Weapon Proficiencies: A stalker may use any where the criminal is wanted. Obviously this
weapon normally allowed by his character ability works only on individuals who are
class. Most stalkers conceal at least one or at least suspected of crimes by some local law
two small weapons in their clothing for enforcement group (usually a city guard).
emergencies. Special Hindrances: The dark dress and mood
Nonweapon Proficiencies: if not of a stalker often makes him seem at least as frightening
ranger, the stalker gains tracking as a and evil as those he hunts. Although those who know a
bonus NWP and suffers only half the normal non¬ stalker well might realize that these trapping are the tools
ranger penalty to the skill check* If the stalker is a he uses in his never-ending quest for justice, those who
ranger, he gains a hi bonus to his tracking skill. meet a stalker for the first time are likely to come to the
Equipment: A stalker may use any equipment nor¬ wrong conclusion about the dark, brooding figure. Thus a
mally allowed by his character class. A stalker 's cloth stalker suffers a -3 penalty to all initial reaction rolls.
ing, armor, and gear is always dark and plain, A stalker is always on the move, never staying in any one
designed both to help conceal the stalker from the place for more than a few weeks* This wandering is caused
prying eyes of his enemies and to give him an impos¬ by die stalker's own caution, for should he remain in any
ing, fearful appearance* (See special benefits and one place for long, he is bound to attract the attention of
hindrances, below.) thieves' guilds and other criminal organizations. If for no
Special Benefits: The stalker has learned that, to other reason than to protect those innocent bystanders
find and capture criminals and miscreants, it is who might be caught up in an attack from such a group,
necessary to learn their villainous ways. Stalkers the stalker always makes certain he never becomes too
study the criminal underworld and its inhabitants comfortable or stays too long in one locale. The stalker is
carefully, until they gain an instinctive understand¬ also driven by the knowledge that somewhere, some
ing of how tire scum that inhabit it work and think. criminal is escaping justice. Unable Lo bear this thought,
To remain unseen while studying or searching for their the stalker soon leaves any tranquil setting in search of
prey, all stalkers have a chance to hide in shadows, as the more villains to catch. This is an important limitation on
thief ability. Unlike the standard thief ability, a stalker's the stalker, and tire DM should be sure Lo enforce it fully.
hide in shadows ability works equally well in both urban Hie stalker's primary dedication is to capture and punish
and wilderness settings. For characters who are not thieves lawbreaking miscreants. Once a stalker has set out to capture
or rangers, this skill starts at 20% and rises 5% per level a particular criminal, he does not rest until after the hunt is
after first to a maximum of 90%, For ranger and thief stalk¬ complete. If circumstances make it obvious the stalker must
ers, there is no bonus to their percentage to hide in shad¬ leave such an undertaking until later, then he may make a sav¬
ows; instead, they gain the ability to use both hide in ing throw vs. spells to bring himself to abandon his quarry.
shadows and move silently equally well in wilderness and Even if this roll is successful, the stalker is so agitated by his
urban settings* unfinished business that he suffers a -2 penalty to all rolls for
Because of their highly tuned instincts, stalkers may use 2-5 weeks.
their tracking NWP at full value in both wilderness and urban Wealth Options: The stalker starts with the amount of
settings (see The Complete Ranger’s Handbook, page 14, for rules wealth normally allowed by Ids character class, but he must
on how to handle tracking in iron-natural surroundings) spend all but 2-12 gold on weapons, armor, and equipment.
when tracking a set of human or humanoid tracks*
A stalker's fearsome appearance and reputation may assist Warder
him when dealing with members of the criminal element. A Warders are brave and strong-hearted souis who act as protec¬
stalker may attempt to intimidate a known criminal with tors and bodyguards to others* Most warders are paid profes¬
coercion, threats, or a disheartening glare. If tire criminal is of sionals who hire their services out to those nobles and
lower level than the stalker, such an effort forces the wealthy merchants who can afford them. In the dangerous
scoundrel to save vs* paralyzation or be struck with fear (as realms of the Demi plane of Dread, there is no shortage of
the fourth-level wizard spell). If a criminal under tire effects of work and renown for these specialized mercenaries* Few
fear is incapable of fleeing, he is likely to throw himself on the warders are interested in fame or fortune, however, instead
mercy of the stalker, offering information or assistance in seeing the safety of friends and innocents as sufficient reward
return for his freedom. Of course, such offers are rarely sin¬ for their services. All warders are skilled guardians trained to
cere, and the stalker is well advised to take advantage of them place the well-being of those they protect, their charges, above
quickly, before the criminal regains his wits* their own concerns.
DRAGON - 33
Good-aligned warders are trustworthy friends and warder is allowed to make a saving throw vs. part¬
steadfast allies, often considering it their duty to look ly zation, On a successful save, the warder is
after those who are weaker or less fortunate than them¬ aware of a strong danger to his charge. This sense
selves even when not hired to do so. Neutral warders occurs no more than one round before the danger
are mostly concerned with getting their job done and strikes the charge and may give as little as a frac¬
often have few or no close acquaintances. Evil tion of a second's warning (at the DM's discretion).
warders are ruthlessly mercenary, selling their ser¬ The warder never knows the exact nature of the
vices to the highest bidder and protecting their threat, nor do his instincts warn him of a threat to
charges only as much as is required by the letter anyone but his charge. This ability borders on the
of their contracts. supernatural and is not something the warder can
Class/Race: Only fighter and priest classes or teach to others.
may be warders. No race is barred from this Also, a w a rd er;s b ra v e d e fen se o f hi s
kit, but most warders are human. barge allows him to ignore his own
Requirements; A warder must be of lawful fear as long as his charge is within
alignment. sight. This makes the warder immune
Role: As a PC, a warder can be hired by to fear, horror, and madness checks as
specific members of an adventuring party, well as magical fear effects while with
or he might volunteer his services to help a his charge. Only if he is separated
good cause or watch over a close friend. from Ivis charge can the warder's
Because of his strong concerns for others, a courage fail him, in which case he
warder often fits into a team better than some m a kes a J l fear, h o rro r, a nd mad ness
other character types, A warder should always be checks normally.
keeping an eye on his charge and may also watch out because a warder is trained to protect
for the weaker members of a party. The warder's keen charge even at the risk of his own life, a
alertness and resistance to fear, horror, and madness warder may use his shield to protect his charge
makes him of great benefit to any group that adventures as long as the charge is within 5 feet. This grants the
in the domains of Raven loft, or in any frightening and charge the normal AC benefits of a shield but prevents
dangerous place. the warder from gaining any benefits from the shield. If the
As an NFC, a warder can be a useful ally lor adven¬ warder does not have a shield but has an AC of at least 7,
turers. Despite usually being a powerful hero, an NPC he may use his body to protect the cl large. This grants the
warder won't steal the glory of the PCs, instead spend¬ charge an AC bonus of 2 but penalizes the warder's AC by
ing his efforts to ensure the safety of those he is paid 3. If the warder's AC is worse than 7, he cannol effectively
to protect. Since warders are generally concerned only protect his charge well enough to grant an AC bonus,
with defending someone, they do not make good primary S pec ial Hind ran ces: Th e w a rd er n e v er willingly lea v es
antagonists. However, a major villain might well have a a charge he has sworn lo protect, no matter how great the
hired warder of his own, who the PCs would then have to odds against him. If a warder sees that a charge is in serious
deal with. danger, the warder attempts to move him to safety, even if the
Weapon Proficiencies; Tlie warder may use any wcaports charge does not wish to go. If a warder ever willingly leaves a
normally allowed by his character class. charge in danger, he immediately and permanently loses all
Nonweapon Proficiencies: Bor:its: Alertness. Recommenced: benefits of this kit.
Additionally, if a warder's charge is kidnapped, killed, or
Equipment: Warders often carry shields to help them pro¬ lost, the warder blames himself If the charge is merely miss¬
tect their charges. ing, or his fate is unknown, the warder suffers a -1 penalty to
Special Benefits: The special benefits available to a 11 to 11 s until his cha rge i s recc > v e red. W i Lnessi ng the dea Lh of
warders are applicable only when they have charges. A someone under his protection, however, forces a warder to
warder may have only one charge at a time, and it is usually make a honor check. Additionally, the warder falls into a deep
someone the warder has been hired to protect for a specific depression that places him at a -2 penalty lo all his rolls for
mission or period of time. A warder may decide to make 1-6 weeks.
someone a charge without being paid to do so, but the Wealth Options: A warder starts with the amount of wealth
warder's player must inform the DM of this as soon as the normally allowed by his character class.
decision is made.
To be a successful guardian in the lands of the Mists, a
warder's constant vigilance over his charge is maintained
even at an instinctive level, allowing a warder to sense when
his charge is threatened even when there is no obvious evi¬ Owen Stephens is a frcchmcc writer and alumni of the 1998 TSR
dence of the threat. Whenever a warder's charge is in seri¬ Writer's Workshop, He lives hi Normanf OK with his lovely
ous danger, such as when he is about to be attacked, set off a loife/editor and four borrowed cats> This is his second article for
trap, ingest a poisonous food, or even fall into a pit, the Dragon Magazine.
Prepare to be immersed into a world of intrigue and mystery on a perilous quest to rescue a storied
land from impending war. Even your own soul Is at stake as you and a party of adventurers become
entangled In a dangerous riddle of betrayed alliances, dark prophecies and murder.
Will you become the unlikely hero of the story, or merely another of its unfortunate casualties?
^ • Before you answer, the big guy here might have something to say about it.
- bfplore an immense,
intricate game world - from ^ 1 h |
cloiubcovcrcd mountains & . ;C
rain drenched plains to dark f v
catacombs & abandoned temples - •’ d ./ ,,
all mcUculously rendered in lush, *
f6-bii SVGA graphics*
5" 1
m
Push your leadership skills
R/ ■ . . . i KIS ir,1
, to the limit as you guide a > .
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party of up to six characters, .... »
each with a personality that affects
gameplay. i
Hi
KltrosatP
'A^95 www. interplays m
€11398 BioWara Corp. M rights reserved BALDUR'S GATE. FORGOTTEN REALMS. Liu FORGOTTEN REALMS logo, ADVANCED DUNGEONS A DRAGONS. AD&O,
Ihe AOSD logo and Ihn TSR logo are trademarks of TSR, Inc., a subsidiary cl Wizards of the Coast, Inc., and are used tjry Inlerp'ay under license. Herpisty,- Mih
Interplay logo and "Sy Gamers. For Gamers" arc trademarks of Interplay ProducUons. Ail iignis reserved. The Bio Were lego is ihc traderriarX of BioWare Corp All rights
reBerVfcd. E*elusrvety licensed end disrrib'.iteri by Interplay Productions. All other oopyrigMs nod trfortsmnrk5 am the- properly nl liter respective p¥aKjm.
Host maladies common
to the Prime Material
i * !
*mi ?
contagions
found on the
Outer Planes
y^J* '.v;
IP hile a cure disease spell might solve planar layers where war and death are Astral Hold
worries back on the Prime, many of commonplace. Limbs afflicted with Popping through portal after portal can
| the wicked ailments encountered in abyssal rot eventually become gan¬ be a cutter's greatest thrill, but there are
the Plane.sc.ape® campaign are curi¬ grenous, leaving a sod with few options hidden hazards to planehopping the
ously (and painfully) resistant to this outside of powerful magical curing or average character doesn't take into con¬
spell. Because of this, some deities have amputation. The most common occur¬ sideration. Astral mold is a fancy name
passed along more powerful curative rence of abyssal rot comes from injuries for a bacteria that can contaminate a
spells to help their faithful combat these received by tanar'ri, baatezu, and rotting hero's food rations as he travels across
vicious diseases. undead. Any character wounded in the multi verse. Most are in the dark
battle with such creatures who fails to about where astral mold comes from or
Cause & Cure address his wounds within 24 hours how to deal with it, but some have heard
An experienced cutter with a pocket full must make a system shock roll to avoid a story or two about its effects and take
of jink can find or buy a cure disease spell contracting the disease within 1 d 10+2 proper precautions.
just about anywhere outside of the Inner hours. Exposure to astral mold may eventu¬
Planes. Given some of the places adven¬ Hie affected body part, usually a limb, ally befall any planewalking character.
turers go in search of a challenge, certain loses feeling, becomes cold, and turns This bacterial spore presumably origi¬
precautions need to be taken to ensure progressively darker in color as it begins nates in the Astral Plane (hence its name)
survival. However, priests and paladins to decompose. There are two forms of and can seemingly pass through solid
who have faced afflictions on the Outer abyssal rot, dry and moist, and both can objects to attach itself to a character's
Planes have found their magical cura¬ be eliminated only with a cure greater dis¬ food supplies. It is invisible to the naked
tives lacking. The old standby-—the cure ease or wish spell. eye but detectable by magic (detect poison
disease spell—can no longer be consid¬ Dry abyssal rot occurs when a cutter's spells), even as it germinates in food,
ered a cure-all, and a paladin's immunity arteries are blocked and the tissues water, or other provisions. Spells such as
to diseases cannot protect him from around the wound gradually become purify food & drink or cure disease are effec¬
many of the horrible afflictions found on bloodless. Left untreated, tire flesh sur¬ tive only until the mold is ingested.
Baa tor, Acheron, and other unsavory rounding the wound turns black as it Astral mold can only affect a person if he
planes. A more powerful version of the begins to rot. Flaking skin quickly leads eats the contaminated food, but once the
cure disease spell, cure greater disease, was to small chunks falling off; after 2d 10 food is eaten, only a cure greater disease or
created to stem the threat of these pow¬ turns of infection, the limb becomes use¬ wish spell can cure the character of the
erful diseases across the multi verse. less. The abyssal rot spreads at an alarm¬ affliction. A character can resist astral
For purposes of easting, cure greater ing rate, consuming the ex trend ty in ld4 mold infection by making a successful
disease is considered a sixth-level priest days. If the disease is not cured, the system shock roll at -10%. (The DM can
spell. All spell statistics (range, casting infection spreads throughout the body, negate the penalty if only a small
time, duration, etc.) are the same as the in capacitating the character immediately amount of food is consumed.)
cure disease spell Unlike its third-level and killing the character in ld4+l days. The first symptoms of astral mold con¬
counterpart, however, cure greater disease Also called zombie rot (because of the sumption appear ld6 hours after failure
has the power to wipe clean almost any putrid discharge), moist abyssal rot fol¬ to make the system shock roll. The toxin
planar infection. lows contamination of an injury with in the mold is not destroyed by stomach
Malevolent deities often provide their dirt or other infected matter. The victim's acids or natural resistance (including
priests with the reverse of this spell, tempera hue rises sharply after onset, magic resistance) and eventually attacks
cause greater disease, allowing them to followed by great pain in the extremity the victim's central nervous system.
inflict these horrible planar maladies (-3 to all rolls), acute anemia, and Within the first hour of succumbing to
upon others. Saving throws against this fatigue. Moist abyssal rot is fatal if left the infection, the victim begins to have
version of the spell suffer a -2 penalty. untreated for longer than 24 hours. trouble walking (movement rate
What follows are several new afflic¬ In both forms, abyssal rot kills body reduced by half) and suffers from
tions to plague your planar heroes: tissues, for all purposes "killing" the impaired vision (-2 to attack rolls) and
extremity. Even regeneration cannot debilitated speech (no casting spells with
Abyssal Rot restore the dead tissue to life. Wish or lim¬ verbal components). This is followed
Heroes who neglect to treat or dress their ited wish can restore the limb, but only Id 4 hours later by severe muscle convul¬
wounds are prime candidates for after amputation and complete elimina¬ sions (-4 on all attack rolls, saving
abyssal rot. This disease is common on tion of the disease. throws, ability scores, and proficiency
DRAGON ■ 37
checks). Within Id!2 hours after suc¬
As tire inert matter spreads through the The fading breath is a slow moving
cumbing to convulsions, the character
victim's blood, it blocks blood vessels to gale (5-10 mph) that smells worse than
must save vs. poison at -2. If the save
the brain, producing hallucinations and the most rotten corpse. A fading breath
succeeds, the character recovers after
seizures. If left untreated, the victim sweeps over someone, and a few min¬
2d6+12 hours. If the save fails, the victim
must make another system shock roll at utes later signs of an unknown pesti¬
begins suffocating as a result of respira¬
-1.0%. If the roll fails, death occurs in lence appear. The disease is evident by
tory paralysis; after a number of rounds bloody, discharging boils that form
2d6+6 hours. If the roll succeeds, the
equal to one-third his Constitution score
fever passes in ld6 hours but reappears within ld6 turns (-2 penalties to
(rounded down), the victim dies unless a
without warning ld6+l days later. This Charisma and attack rolls), This is fol¬
cure greater disease or wish spell, is cast.
fever can be cured at any time by a cure lowed by convulsions and respiratory
Even if the save is made or tire proper
greater disease or wish spell distress to all rolls), with death occur¬
curative magic is cast, the poor sod expe¬
Quartan Beastland fever has a longer ring in ld4+l hours unless the hero
riences violent episodes of fever and
incubation period (ld4+9 days) and is receives miraculous treatment in the
vomiting similar to food poisoning.
less deadly. This affliction is commonly form of a cure greater disease spell cast by a
Certain herbalists in Sigil and the Out-
spread in subtropical regions, producing priest of the dead god's alignment or a
lands claim to have concocted natural
a high fever that incapacitates the victim wish spell. A limited wish spell can arrest
cures for astral mold, but these so-called
every other day, during which time the tire effects for Id 6 days.
cures are probably shams devised by
high fever and delirium imposes a -4 The fading breath is not contagious
peelers taking advantage of the doomed.
modifier on ail attack rolls, saving and affects beings at random, afflicting
throws, ability checks, and proficiency some while having no effect on others.
Beastland Fever checks. After 10 days, the victim must To determine who is affected, each char¬
The planes have their own version of make a system shock roll; if successful, acter who feels the fading breath must
malaria called. Beastland. fever. Any non- the fever breaks and the victim recovers. make a system shock roll. Those with the
magical creature on the planes can con¬ If the roll fails, the disease mutates, same alignment as the dead god receive
tract Beastland fever, but for some reason becoming the more serious jungle Beast¬ a +15% bonus to the roll. Those with sim¬
the stinging insects of the Beastlands land fever. ilar ethics or morals receive a +5% bonus
prefer humanoids over other species. In both cases, casting cure disease cures to the roll. The fading breath can only
(Must be soinetlruag in the blood!) Lhc fever for ld6-hl days, after which it exist on the god's native plane. It is
Like malaria, Beastland fever is trans- returns with the same symptoms. Cure unknown whether those who perished
mi t ted via the bite of various bugs on greater disease eliminates the inert matter elsewhere were able to leave behind
tropical and subtropical planes and lay¬ completely but leaves tire victim sleepy such a scourge.
ers. Contrary to its name, Beastland fever for ld4 days (-2 to ail rolls; no strenuous Those who fail their system shock roll
is not limited to the Beastlands, although activity or spellcasting allowed). succumb to the affliction, while those
it seems likely that the disease originated who succeed do not. Those slain by the
there. Open one portal, and a character Fading Breath fading breath are forever dead, as the
could inadvertently send a swarm of Few things on the planes are scarier than disease completely obliterates the vic¬
fever-carrying insects anywhere In the the thought of a dead god, except maybe tim's spirit along with the body Such
multi verse. Spells and salves that ward whatever killed the god in the first place. victims cannot be raised, resurrected, or
off common insects are ideal for holding Not counting the powers who were slam reincarnated. Not even a wish spell can
these infected bugs at bay. during ToriTs Time of Troubles, most restore the victim at this point.
Anyone bitten by the infected insects dead gods had been put in the dead
must make a system shock roll. Those book so long ago even the oldest proxy Parched Moult)
who fail their roll begin to produce has trouble remembering how or why it Heroes who don't learn to properly pack
heavy amounts of inert matter in their happened. The one thing dead evil gods a lunch when transgressing the planes
blood after ld6 hours, resulting in high have in common is the fading breath. can fall victim to parched mouth. Not all
fever and delirium (-4 to all attack rolls, It's said that when an evil Power dies, tasty morsels found can be eaten, even
saving throws, ability checks, and profi¬ its last exhaled breath lives on foretier to after thorough cooking and purifying
ciency checks). This can lead to death in plague the plane it once called home. magic. Even the food in a character's
untreated cases and, at the very least, Given the infinite vastness of the planes, backpack can become a catalyst for this
causes the fever to reappear again with¬ a blood's chances of encountering a fad¬ affliction.
out warning, usually within ld6+l days. ing breath are slim. Nevertheless, every Parched mouth comes from the con¬
There are two forms of Beastland fever: so often tales are told of a putrid wind sumption of contaminated food or water.
jungle and quartan. sweeping over someone, who later turns How tire food becomes spoiled varies—
Jungle Beastland fever occurs primar¬ up covered in bloody boils, a look of hor¬ continued exposure to air or contami¬
ily in tropical regions and is responsible ror burned into his dead face. Even nated water, the touch of a fiend, larva,
for most of the deaths from this malady. "immortal" beings such as archons and or undead creature, or any other unclean
Symptoms of jungle Beastland fever aasimon are not immune to this ancient situation a blood may happen across.
appear within ld6 hours after infection. gust from the grave. Sometimes, the bacteria can be cured
38 ■ ANNUAL 1998
using a purifyfood & water spelt but 25% A cure greater disease spell eradicates the black death. The Hive plague is a
of the parched mouth bacteria encoun¬ parched mouth, while lesser curative cursed disease that can infect everything
tered on the Outer Planes are especially magic only delays the symptoms for 2d6 from visiting primes to resident tanar'ri;
virulent and resistant to such magic. If hours. Once cured, the infected character it plays no favorites, which has led some
examined closely, food infected by the requires ld4 days of bed rest to fully to suspect that the Hive plague was cre¬
disease appears to have a purplish tinge. recover. A hero who overexerts himself ated by the Lady of Pain hersel f.
Despoiled water or wine has a bland, before full}' recovering must make a new The Hive plague is an acute, infectious
almost dry texture that leaves a cutter system shock roll or suffer a new case of ailment spread by contaminated waste
wanting more. parched mouth within ldl2+12 hours. and vermin that riddle the Hive, Cra¬
Characters are entitled to a system nium rats are thought to be prime carri¬
shock roll to avoid infection, but the DM Hive Plague ers for the disease, although they have
should apply a —20% penal tv if abundant There are many reasons why Sigil no immunity. The plague causes black¬
contaminated food or drink is con¬ remains an unsafe place to live, notwith¬ ened, painful nodes to grow on the neck
sumed. Symptoms of parched mouth standing the factions and various and limbs of tire victim. These nodes fill
manifest within Id 10 turns and include a unscrupulous high-ups. Every so often, with a black, oozelike substance that
craving thirst, fierce vomiting, muscle tor no rhyme or reason, the Hive plague devours the blood of the victim. Tf not
cramps, and circulatory collapse as a appears. Filth, dirt, and pestilence fill tire cured, the- nodes literally suck the blood
resuit of dehydration. These afflictions streets of the Hive, and it's a wonder the from the victim's body as they grow.
result in a -4 penalty to all attack rolls, whole of SigH doesn't perish from the Characters who spend a month or
saving throws, ability checks, and profi¬ plague. Those who know the chant longer in the Hive Ward must make a
ciency checks. If the symptoms are left sometimes refer to the Hive plague as system shock roll to avoid contracting
untreated, death occurs within 2d6+6 the plague. The first symptoms of Hive
hours. A character who is carefully plague arc headache, nausea, vomiting,
watched and tended bv someone with and a general feeling of ill health. This
the healing proficiency does not die lasts for Id 12+12 hours and results in a
but does not improve, either penalty to all rolls and a 15% chance
DRAGON ■ 30
of spell failure for spell casters. At the end malady. Characters who fail a system The pox is highly contagious, trans¬
of that time, the blackened nodes appear shock roll succumb to the disease. Unlike mitted by touch from one sod to another.
and begin to swell. Tire swelling takes die other diseases in this article, how¬ Anyone touched by an infected carrier
place over ld6 days, dining which time ever, babble fever can be cured with a must make a system shock roll to resist
the victim suffers from exhaustion (-2 to common cure disease spell cast by a priest the scourge. Early symptoms manifest
all rolls) and cannot regain hit points of at least 9th level, at which time the vic¬ within Id 12+12 hours and resemble a
from natural or magic healing. At the tim's Intelligence and capacity to speak common cold or the flu, but victims sel¬
end of this period, the victim must make are restored instantly. dom realize the true nature of the ail¬
another system shock roll at “15%, Char¬ ment until much later. This often causes
acters tended by someone with the heal¬ Umbo Lockjaw a pox epidemic, since victims become
ing proficiency and who receive the This disease typically affects those who contagious 1-2 hours after becoming
proper bed rest and fluids may negate are severely wounded in the realm of infected.
this penalty. Limbo. Slaadi and other natural inhabi¬ The second stage of the pox is marked
if the system shock roll succeeds, the tants seem to be Immune to the afflic¬ by high fever, fatigue, muscle pain, and
victim's symptoms do not worsen, and tion, leaving primes and other planars vomiting; these symptoms occur 4d6
both the symptoms and the swelling as potential victims. Characters are hours after the initial symptoms, impos¬
subside. If tire system shock roll fails, entitled to a system shock roll to resist ing a -A penalty to all attack rolls, saving
the victim loses 2d4 hp per day until the effect. throws, ability checks, and proficiency
death occurs* Limbo lockjaw follows deep, penetrat¬ checks, as well as a 25% chance of spell
A cure greater disease or wish spell ing and crushing wounds with extensive failure for spelkasters.
removes all infected nodes from a char¬ tissue damage. If the wound is not The most tell-tale sign ot the pox
acter, but the ordeal leaves him sluggish healed within ld4 hours, the chaotic comes a day later when pustular pim¬
for ld4 days. All other lesser magic has nature of Umbo causes the muscles in ples begin forming on the victim's body.
no effect on the Hive plague. During the surrounding tissue to spasm and At this point the victim is incapacitated,
severe outbreaks, proxies have a habit of seize up. jarring convulsions quickly unable to do anything beyond the sim¬
showing up with cure greater disease spread to the rest of the body, resulting in plest tasks. Death occurs2d6 hours later,
spells, wiping out the plague for months. a -2 penalty to all rolls and imposing a as the puss fills the sod's body with
Problem is, the disease somehow finds 25% chance of spell failure for all cast lethal toxin. A slow poison has no effect on
its way back into the streets of the Hive* spells. If left unattended, death occurs the pox, while a neutralize poison spell
The chant around the I live is that from respiratory and cardiac arrest purges the toxin but not the disease; it
someone—or something—is purposely kiI2+12 hours after the onset of the first must be recast upon the victim once per
causing the plague. One likely candidate symptoms. Spasms of the cheek muscles day to prevent new toxin from forming,
is KidnirTetch, head of the Weary Spirit set the face in a peculiar, sarcastic grin at A cure disease spell holds the pox in check
Infirmary, Some say Tetch deliberately the time of death. for 24 hours at a time, while a cure greater
injects captured cranium rats with the The symptoms arid death caused by disease removes the pox entirely
plague then unleashes them upon the I imho lockjaw are completely negated Survivors of the pox often experience
Hive, obsessed with finding a cure for by a cure greater disease spell. All other long-term immunity to the disease; as a
the plague outside the realm of magic. curative magic has no effect once Limbo rule, any PC who survives the ordeal
Those who share such 'Insight" usually lockjaw has set in, and makes a successful system shock roll
end up on Tetch's operating table and is immune to the disease thenceforth.
are never seen or heard from again. the Pox [Scourge of Rnrhraxusl
DM Note: Sigiks Hive Ward is home Bar none, the most virulent scourge to Planar Rabies tSceuHa]
to many afflictions. Another disease of ever cross the Outer Planes Is the pox. Like Beastiand fever, planar rabies (or
note is babble fever (q.v., Faction War). Seers claim that the pox was created by sceulia) has its similarities to more com¬
This highly contagious disease infects the yugoloth Anthraxus either as an mon diseases found elsewhere. How¬
poor sods who live in the Hive or deal afterthought or as a means of getting ever, this version is a nastier than
with I five-dwellers on a regular basis. back at the ultraloths who ousted him common rabies, as magical and non mag¬
The affliction is characterized by a rapid from Khin-Oin. (For details, see the ical creatures can both be carriers.
onset time. Within 1 d4 hours of catching "Fox of the Flanes" article in Dragon Sceulia is spread via the bite of an
babble fever, the victim is struck stupid. Magazine Annual #2,) Others attest that infected animal. Any character bitten by
His Intelligence drops to 3, and he is the pox was created by the Lords of the such a creature is entitled to a system
unable to speak articulately, transform¬ Nine as a weapon against the tanar'ri in shock roll, with success indicating that
ing into a blathering idiot for ld4 days, the Blood War. Like many engineered the character was not infected. The slow
after which time he dies unless properly diseases, however, the pox mutated incubation period of 2dl0 days some¬
ministered. over time, infecting thousands of times makes the disease difficult to
Characters can contract babble fever fiends. Gradually, it found its way out detect until the first symptoms appear. It
just by speaking to or passing within of the Lower Planes and spread to the the wound is treated with a cure disease
5 feet of someone afflicted with the rest of the Outer Planes. (or better) spell within Id4 turns of
■ ANNUAL 1998
infection; the disease is cured at that symptoms of prime pyrexia resemble as a form of revenant, cursed to spread
time. Other curative magic heals the those of a nasty cold. Unlike a cold, the disease for all eternity.
wound but does not prevent the devel¬ heroes who don't seek curing after con¬ This affliction is spread through touch.
opment of sceulia. tracting prime pyrexia might find their A system shock roll at -25% is required
At the end of the incubation period; tour of the planes shortened* to resist the disease, although paladins
the healed wound becomes irritated and The DM should check for prime do not suffer this penalty. Primes famil¬
painful, and local extremities becomes pyrexia only the first time a character iar with leprosy can easily mistake the
stiff and numb (-1 to attack rolls and -2 visits the Outer Planes, the Outlands, or two diseases in the early stages. Early
to ability / proficiency checks involving Sigil, and only after the character has symptoms of zombie leprosy manifest
physical activity). Psychological effects been away from his home plane for a within ld!2+12 hours and include the
include depression and anxiety followed week or more* (Planar characters are not loss of sensation in patches of skin,
by periods of excitation and irritability. susceptible to the disease.) The first which quickly spreads across the body.
This progresses to a general feeling of symptoms of prime pyrexia—fever and Within ld4 days, damage to nerves and
terror magnified by difficulty in breath¬ chills—occur within 43 hours of contrac¬ loss of sensation quickly increase, caus¬
ing and swallowing (-3 to all rolls; no tion, followed by tire development of air ing isolated muscle paralysis ( and a -3
spellcasting possible). The victim then ulcerated lump on the elbow and in the penalty to all attack rolls and ability/
suffers from extreme thirst and spasm of armpit. While the ulcer is small and proficiency checks involving physical
the larynx, which increase when water is painless, the nearby glands quickly activity) and bloody, infected patches of
present or even mentioned. become painfully swollen and often skin across the body (-3 to Charisma).
The next stage of the sceulia infection; burst with a vile green ooze. Within 24 hours, these nodules of skin
occurring 2d6 hours after the initial Left untreated, prime pyrexia can last become hard and brittle. If the victim
symptoms; produces a thick; foamy three or four weeks, accompanied by does not receive sufficient ministrations
secretion of mucus in the mouth. It's dur¬ high fever and exhaustion as the disease (i.e., a cure greater disease or wish spell)
ing this time the victim can spread the progresses (causing the victim a -2 within this time, the victim dies, rising
affliction to others* The disease also penalty to all ability score, proficiency, ld6 rounds later as a mindless zombie
affects tire victim's sanity causing uncon¬ and attack rolls). At the end of that time, capable of infecting others with zombie
trollable fits of rage (treat as the wizard's the character must make a system shock leprosy by touch. Lower-planar fiends
spell confusion, but roll for a new effect roll at -15% or die in ld6 rounds. In such and upper-planar celestials arc immune
every turn instead of each round)* Charm fatal cases, death occurs from cardiac to zombie leprosy, as are creatures that
person, charm monster, emotion, enthrall, distress or pneumonia. A successful roll are impervious to flesh-based afflictions.
hypnotism, hypnotic pattern, fear, sugges¬ indicates that the disease has run its Only a resurrection spell or the powers
tion, and other mind-affecting spells course, and the victim makes a full themselves can change back a character
have no effect on the rabid victim. The recovery in ldl2+12 hours, having prop¬ who has become a zombie leper.
exceptions are chaos, domination, eyebite, erly "adjusted" to life on the planes. Zombie lepers are a favorite tool of
and fecblemind, winch affect the victim A cure disease negates prime pyrexia Rotting Jack, a proxy who transforms
normally. This stage of the disease lasts prior to the character having to make a Naratyr when Kiaransalee is away dur¬
for ld4+l days, after which the victim system shock check. If the system shock ing the summer months. Jack delights in
dies from convulsive seizures, cardiac roll fails, only cure greater disease can save sending zombie lepers to the far reaches
arrest, or respiratory distress. the victim. of the Outer Planes, eventually swelling
Beyond the initial system shock roll, Prime pyrexia is not contagious at any the ranks of his army for some insidious
there is no saving throw for sceulia. If a stage but does tend to mark a new- purpose. The chant is that Rotting Jack
victim doesn't cure the affliction with a comer's arrival on the planes* Shifty holds the secret to zombie leprosy—
cure disease before the incubation period bloods often use the disease as an oppor¬ along with an elixir that restores zombie
is over, the sod's only hope is a cure tunity to take advantage of the clueless, lepers to their former living states. How¬
greater disease or wish spell. peeling them out of their jink by selling ever, only a leatherhead deals with Rot¬
Tanar'ri, baatezu, yugoloths, celes¬ them ineffective remedies. ting jack directly. "Better off dead than
tials, and proxies (not to mention the deal with Jack," is a common saying in
powers) are immune to planar rabies. Zombie Leprosy Naratyr*
However, fiends are often carriers of the What started as a local affliction deep in
disease. Sceulia is more commonplace in the Abyss has spread across many of the
the Beastlands, as well as other layers Outer Planes over tirne. Bom in the town
that support a heavy animal population. of Naratyr (also known as the City of the
Dead), zombie leprosy is a magical dis¬
Prime Pyrexia ease created long ago by a dro w priestess
Some primes just can't handle life on the in honor of her goddess, Kiaransalee. Having walked away from Gen Con 1998
planes from the moment they arrive; Rumor is the priestess became one of the with a rather debilitating sinus infection, it
there's just something in the air that goddess's proxies for her efforts. Most was poetic justice that Kevin penned this
doesn't quite agree with them* The initial believe she aimlessly wanders tire planes article for the Annual.
dkaoon magazine ■
illustrated by
Jeremy Jarvis
lesson! here is that you don't have to leave home to have In the Fifth Age setting, all of the lands of Ansalon fall into
nnent in your life. In the Firm [ Atx" campaign, this state¬ one of two categories: Dragon Realms and Free Realms. Which
ment holds even more truth. In a world ruled by dragons and of these the heroes end up in has an enormous impact on the
populated with their foul servants, a group of heroes can have kind of challenges they meet. In general, life in a Dragon Realm
all Lhe adventure they ever want just by letting it come to them. is more difficult than life in a Free Realm. However, Free
Adventures on the home front have a decidedly different Realms are not the safest places either, and they present their
tone than the traditional Fifth Agi campaign. Most campaigns own problems.
center around quests, in Lhe pursuit of which a group of heroes
might travel across the continent, seeing many wonders and Life in a Dragon Realm
defeating myriad foes. But who is guarding the families back Being in a Dragon Realm means that your entire town lives in
home? Who is making sure they are safe to raise the crops, that constant fear of someday waking up and finding an angry
the dragon's servants don't steal every last coin from them in dragon burning their homes to the ground. Fear lurks in the
the name of taxes, that raiding draconians don't burn the town background of every moment of every day. Of course, the
to the ground? That's a job for heroes, and if they think it's any dragons seldom destroy their subjects for no reason (a I though
less exciting or demanding than completing quests, then they "just because they feel like it" is sometimes a valid reason).
have a tiling or two to learn about the harsh realities of life in The great dragons have established these realms for several
t he Fifth Age. reasons. First and foremost, there is ego, The dragons love to
The home front campaign is perfect for the Dragon lank k have lesser beings fear and worship them, l he more subjects
Fifth Agh setting, and DMs can adapt the following sugges¬ they have the better,Secondly, there is temporal power. 1 iving
tions to any campaign with little trouble. It assumes that the subjects can be tax-paying subjects, and taxes allow the drag¬
campaign centers around a small town or village in which the ons to amass wealth and pay for armies, as well as other trap¬
heroes have made their home, at least for a while. The heroes pings of rule. Thus, most villages and towns live their entire
represent the only significant force protecting their home from lives without even seeing the great dragon that rules over
outside threat. Certainly there might he a small local militia them. Unless; of course, they do something to arouse its anger.
and even a few retired knights, bul the heroes alone have the The most onerous fact of life for a citizen of a I dragon Realm
experience, strength, and will to stand up to any major threats is the lack of a civil order or rule of law. The servants of Lhe
that might befall their home. dragon, whatever their race, are inevitably cruel, vicious, and
demanding. They not only collect the dragon's taxes but extort
Campaigning at Home other payments as well. Dragon lord servants have the power
The choke to play a home front campaign must come from to take whatever they want, and there is little the local people
both Lhe Narrator and Lhe players. Most players have certain can do to stop them. Farmers in a Dragon Realm commonly
expectations about a Dr Atx ?mlanc:k game, and it the Narrator end up paying over sixty percent of their crops to extortionist
doesn't meet or change those expectations, he or she will have tax collectors. This makes starvation common and winters par¬
a hard time keeping the players from walking off to some more ticularly harsh.
quest-centered game. As the Narrator, you can tell the players Although dragons guard their borders jealously from each
that there will be just as much excitement and lighting, plus other, they seldom pay much attention to what goes on
extra challenges the likes of which they have never faced within them. As long as the people remain cowed and the
before. The prospects of politics, public relations, resource taxes keep flowing, the dragons care little for things like
management, and intrigue should tempt even Lire most recalci¬ roaming packs of monsters or bandits. The average villagers,
trant players. however, care a great deal. Many poor farmers have tunned
Once you've all agreed to try this nontraveling campaign to band!by when they could no longer support themselves
style, it's up to the Narrator to set the stage. The Narrator must through legitimate means. Most Dragon Realms harbor orga¬
decide where to place this town. The players might wish to nized packs of bandits who prey on the weak and defense¬
have some input. Perhaps some of them have interesting ideas less. Although the dragon's soldiers might fight the bandits if
for characters from a specific region. Maybe one of them is not they came across them, no one is going out of their way to
interested in playing someone from a town inside a Dragon hunt down the thieves. Even more dangerous are the wild
Realm. Take ail these factors into account when making your and monstrous creatures that wander freely in many Dragon
decision. Remember, there is no reason that all the heroes have Realms. Ogrekind and goblinkind, as well as more danger¬
to be from the town. Some or all of them could have adopted it ous monsters, are drawn to Lhe chaotic atmosphere of a
as their new or temporary home. Dragon Realm.
DKAGON ■ 43
I All in all, life in a Dragon Realm is sold pm pi easa n t. U n fortu¬ bandits, raiders, and monsters. All of these dangers threaten
nately, most dragons take a dim view of citizens who try to Free Realm communities as well, although usually to a lesser
emigrate from their realm, A group of would-be pilgrims degree than in Dragon Realms, Still, the heroes have plenty to
might find themselves set upon bv the dragon itself. In the past keep them busy.
years/tales of such attacks have circulated through every
Dragon Realm, and few luckless citizens are willing to flee and Creating the Town
risk such terrible reprisal. Better to live with the evils you know Once you have decided where tire heroes' home town is
than face the evils you don't. It might not be the perfect life, but located, it's time to develop it in more detail. Since the heroes
it is the perfect place for a group of heroes to make a difference. spend a lot of time in town, the Narrator should create a
detailed map of the community and die surrounding lands.
Life in a Free Realm Most smalt towns in the Fifth Age setting center around agri¬
The exact character of life in a Free Realm varies dramatically culture of one type or another, so it is important to include the
from one location to another. Some lands are relatively peaceful various farms and other agricultural areas on your map. You
and prosperous. Others, like Neraka, have special drcum- might even want two maps: one for the region within twenty
stances to consider when setting a campaign there (Perhaps or so miles of tire town, and one of the town itself.
the heroes are all Knights of Takhisis, for instance.) Consult Now fill the town with people and places. Every town is dif¬
Book Two of the Dr agoklamcf Fifth Age series for more infor¬ ferent, but the following section presents a number of common
mation. There are, however, a few generalities that hold true features you might include in creating your community.
for most Free Realms when it comes to day-to-day living. Blacksmith: Every town needs one and the heroes need one
The biggest difference between life in a Free Realm and life to repair their battered and broken weapons and armor.
in a Dragon Realm is that the former is much more unpre¬ Granary/Mill; A key element in any agricultural community,
dictable. The dragons have brought a high degree of stability to it allows the farmers to turn their wheat into flour, its destruc¬
their realms. It isn't especially pleasant, but citizens know what tion severely damages the community's economy and ability
each day brings in a dragon's realm. In a Free Realm, the spec¬ to feed itself.
trum of possibilities is much wider The constant swing Fair Grounds: Not so much a building as a place, fair
between good and bad can be more disheartening than the grounds bring in people from all around the adjoining country¬
constant lows m a Dragon Realm Most people would agree, side for monthly or seasonal markets—a significant boon to
however, that having a few really good weeks during the year the local economy.
is better than having none at all. General Store: A place where the villagers can buy needed
Tire greatest difficulty for those in Free Realms is the con¬ manufactured goods imported from other areas. A link to tire
stantly shifting political situation. All of Ansalon fears the next rest of the world.
expansion of a Dragon Realm, If the great dragons aren't Guard House/Towers: Places to store weapons, house
enough to worry about, there's always the fear of the Knights guards, and train soldiers. Not every village has one, but every
of Takhisis storming out of Neraka to increase their holdings. village should.
Border conflicts between Free Realms are common, and they Inn or Tavern: The center of many people's social life. A
often develop into full-scale wars. Few farmers and villagers place for all to relax and tell stories. Important for town morale.
find the prospect of being drafted into the local militia appeal¬ Keep: A large, fortified building, few towns are lucky
ing. In some realms, these conflicts are so common and expen¬ enough to have such a place. In times of trouble it provides
sive that the people pay taxes almost as high as those in the shelter for the entire town and serves as a focus for both
Dragon Realms, and Dragon Realms have no monopoly on defense and the projection of military power into the surround ¬
ing countryside.
Temple: Somewhat rare in the Fifth Age setting, a .temple
provides not only moral and spiritual guidance but also might
have bona fide healers who can tend to the town's sick and
wounded. Also serves ns a social center.
Town Hall: Again, not every town has one of these. The
town hall is tire administrative center of the community Here
the community carries out legal proceedings, stores records
and deeds, and perhaps has a jail cell or two.
Walls: Few towns have walls, but the heroes might think
seriously about building some if they are having problems
with raiders.
Wharf: Communities on die w ater may be centered around
fishing, not farming. In that case, the wharf is an important
location for both the economy and the social scene.
AA ANNUAL \99Q
Support Your Local Hero Adventuring on the Home Front
After you have a location and have described the town in gen¬ Now the Narrator has set the stage, the characters have their
eral, it's time to fit the heroes into their new home. There are motivations, and it's time to start the action. The Narrator has
any number of reasons why the heroes may have decided to a number of different options when it comes to providing
settle in this particular place. adventures for the heroes. Exactly what the DM chooses to
Home Sweet Home: Some of the heroes originally come throw at the players depends on what kind of campaign he is
from the town. They might have left and then returned, or they running. Below are a number of story hooks for a Fifth Age
might never have left at all. A hero with a high social status home front campaign that the Narrator can develop into
might actually be the noble person responsible for the town complete adventures.
and its surrounding lands (in which case they would have a Raids: Raids by brigands and even foreign armies usually
keep or manor house from which to rule). The heroes-as-nobles come unexpected and offer a good opportunity for the heroes
campaign setting is one of the strongest backgrounds for a to show their true mettle. Finding and destroying the raiders'
home front campaign. The noble hero has an obligation to pro¬ base of operations might be a high priority.
tect the town, and the townsfolk have a natural reason to look Tax Collectors: Especially in Dragon Realms, evading the
to the hero for protection. The rest of the heroes are friends, rel¬ onerous taxes can be a source of rolcplaying adventure for an
atives, or retainers of the local noble. The noble-oriented cam¬ entire evening. The heroes must not only help the villagers
paign also allows the heroes to engage in the larger political hide their meager wealth but also prevent the tax collectors
machinations of the realm in which they live. from extorting too much from the town—all this without
A Nice Quiet Comer: Perhaps the heroes have had their fill arousing the anger of the local ruler (or dragon).
of tramping across Krvnn in search of adventure. They have Cursed Crops: For some mysterious reason, this season's
decided to find a nice quiet home to live out the rest of their crops are all dying in the held. The heroes must discover the
days. Of course, few places in Krynn qualify as "nice and cause, be it a curse by some magidan, someone poisoning the
quiet" anymore. The heroes have hardly set up their new fields, or just plain bad luck.
homes when bad things start to happen to their neighbors. Spies Among Us: Someone in the village is in the employ of
Once a hero, always a hero, and it is only natural for the charac¬ either raiders, a foreign government, or the local dragon. This
ters to step in and lend a hand. As time goes on, the locals come spy passes on information about trade caravans, spreads
more and more to rely upon the heroes for protection, making rumors about the heroes, and does other traitorous things. The
it all the harder for the heroes to abandon them. heroes must sniff out the spy and bring him or her to justice;
Blood Oath: This background works especially well for Monster Among Us: Sometliing horrible comes in the night
knights of any sort. Perhaps a dying comrade asked the knight and kills livestock and even people, The heroes must hunt
to swear to protect his home village. Now the hero must make down the monster and destroy it Alternatively, someone in the
good on his word and journey to a strange town he has sworn village is actually a monster in disguise.
to protect, hirst, of course, he must win the confidence of the Murder Mystery: A body is found dead in the town square.
mistrusting townsfolk, but maybe his friends can help him win Who killed him? And why? It is up to the heroes to solve tills
the people over. This background works well if the knight's mystery before someone else dies too.
oath included some sort of time limit. It allows the Narrator to Political Intrigue: In Free Realms and Dragon Realms there
integrate the home front campaign into a larger ongoing cam¬ is always political turmoil and intrigue, and the heroes could
paign, then leave it behind after a year or two of game time. easily be drawn into national politics. On the local scene, per¬
The Needs of the Many: Perhaps the heroes are simply haps someone in town thinks the heroes are a nuisance and
passing through the town and discover tivat it is in dire straits. wants them run out of town. The heroes must convince the
Goblins pounding on the walls, monsters crawling up through town of their own worth—a problem to solve with diplomacy,
the sewer, corrupt nobles abusing the people, and other sun dry not combat.
offenses call for heroic intervention. The heroes are drawn in Guerrilla Warfare: The heroes are actually in the village to
by what seems [ike a normal adventure, then find it hard to create a popular base for a guerrilla war against the rulers,
leave. To complicate matters, perhaps a handsome young local whether it be the Knights of Takhisis or a dragon lord. The
catches the eye of one of the hemes. The locals might otter to heroes make raids on the evil government and train a secret
support the heroes if they agree to stay and protect them—or at army of revolution.
least stay long enough to train the locals to defend themselves.
Base of Operations: The heroes need not necessarily spend It's All About the People
all of their time on the home front. The town could simply be a While the heroes busy themselves fighting off various threats
base of operations from which the heroes sally forth on other to local safety, they still must keep in mind that, in the end, it b
adventures. However, they do spend a fair amount of time at the people who matter. The heroes' overriding goal remains
home and care a great deal about what happens there. This the security of their friends and neighbors. As the public
allows the Narrator to mix the two campaign styles, having defenders of all the community, the heroes benefit from praise
some stories center around the town and some around more when they do well and suffer criticism when things go wrong
traditional quests. Ideally, the Narrator integrates the two so (whether or not it is their fault). To take this into account we
that events at home lead to quests, and quests have repercus¬ have provided a chart for judging the changes in popular opin¬
sions on events back home. ion about the heroes. As various events affect the community at
DRAGON ■ AS
help build a new wall, leading them in battle, collecting money
Hero Popularity Table
for widows and orphans, and so on). If the rating is negative,
Event Modifier subtract it from the hero's Presence rating*
4 Defeating minor foes (goblins, Of course the population tends to have a short memory for
ores, human raiders, etc.) +1 per 5 foes defeated both the good and the bad. Thus, every month the popularity
4 Defeating Major foes (ogres, rating automatically moves one step toward zero. Thu tv if your
larger monsters, spell-users, etc.) +1 per 3 foes defeated heroes defeated a group of fifteen raiding bandits, their popu¬
4 Defeating greater foes (big larity would increase by 3, If nothing else happened during the
monsters, greater wizards, next month, their popularity would decrease to 2. After three
anything up to a dragon) +1 per foe defeated months of inaction, their popularity would be back to 0. Some
4 Defeating a dragon (that's items on the chart have a permanent bonus. These arc build¬
bothering th e tow n) +3 per dragon ings that the heroes have constructed for the betterment of the
4 Protecting trade caravans +1. per month of community. As long as these structures remain standing, the
successful trade heroes retain that popularity bonus. There are also long-term
4 Rescuing abducted citizens +1 (+2 if child) per negative modifiers on the table. These are buildings that have
abductce rescued been destroyed. Until the heroes help rebuild destroyed build¬
4 Good Harvest +2 ings, the negative modifiers continue to affect them, no matter
4 Building new structures; how much time passes.
wall around town + 3 permanent Note; Defeating foes earns popularity only if the foes are
guard post/tower +3 permanent defeated while attacking the community in some way
keep +5 permanent The Hero Popularity Table is just a beginning. The Narrator
temple +3 permanent should feel free to modify the heroes' popularity rating when¬
marketplace + 1 permanent ever appropriate. When the heroes' popularity rating falls
t h ea ter / pe r form a nee sp a ce s-2 permanent below -20, they are no longer welcome in the town. The heroes
4 Each resident who died in could conceivably win their way back into the hearts of the
a raid on the town -1 townsfolk through some extraordinary means, but even after
4 Each resident abducted (-2 if a child) that they have a base popularity of -5 instead of simply 0.
4 Each month of trade
interrupted by raids -1 Making Speeches
4 Bad Harvest A hero can temporarily raise his or her popularity with the
4 Each month heroes areaway townsfolk by making a rousing speech. Heroes most often
from town make such speeches when trying to urge the townsfolk to some
4 Any attack on town (whether or specific action. Examples include taking up arms against an
not heroes repul suit) -2 enemy, rebuilding destroyed homes or fortifications, agreeing
4 Any battle in which heroes led to exile some traitorous townsperson, and so on. The hero
townsfolk and town Lost battle (in making the speech makes an Average Presence action, modi¬
add i t i on to peri a 1 ti es ft > r fied by the current public opinion rating. Tor each point of suc¬
dead residents) -4 cess, the public opinion rating improves by one point. With a
4 Each destroyed home 2 (until rebuilt) successful opening speech, the hero gains the public opinion
4 Destroyed co m! n e re ml bull d i n gs bonus on one Presence check when trying to urge the populace
(inns, m ills, m a rke t p 1 a ces) -3 (until rebuilt) to do something they normally would not do.
4 Destroyed wall -3 (until rebuilt)
4 Destroyed guard post/tower -4 (until rebuilt) Training Town sfolk
4 Destroyed temple -5 (until rebuilt) Defending the town is only one part of a hero's role on the
4 Destroyed keep -6 (until rebuilt) home front. Heroes should also ready the people for the day
when they must defend themselves. Most farmers and traders
know little of fighting and other arts, but they can learn if prop¬
targe, popular opinion manifests itself as modifiers to difficulty erly taught and motivated. Warriors can train the peasants to
levels/attribuLe scores when dea ling w 31h the population. fight and work as a team. Spellcasters might even take on a few
The narrator should keep track of the current level of popu¬ gifted pupils and teach them the beginnings of the magical
lar opinion. When the campaign begins, the population is arts. Such training could take months or even years to com¬
probably neutrally disposed toward the heroes, The plete. When all is said and done, however, the town is better
beginning popularity level should be 0. Every time something protected, and the heroes' jobs become somewhat easier.
dramatic happens, the Narrator should consult the Hero Popu¬ Anyone can learn to be a soldier* Not everyone can be a
larity Table and adjust the current popularity rating. teacher. To train others in the finer points of armed combat, a
For those using the Saga" system, simply add the popular hero must have both the skills and the ability to teach those
opinion rating to any Presence-based actions the heroes take skills. A hero must have an "A" ability code in the ability .in
when dealing with the local populace (encouraging them to which he or she wishes to train someone: Tor example, if a
DRAGON - A7
M ^any old-time gamers have fond memories of
Frdm the TSR released in the early 1980s. Some authors who
by
if i s tD o t Y 5 teve Bartell
illustrated by Tom Baxa
DRAGON ■ *9
changed their goal to developing trade Clothing is not an important factor in removed individually; multiple limbs
with the natives of Flaginnor. dralasite cultures, as it can make breath¬ cannot be grown or absorbed simultane¬
The vrusk took it upon themselves to ing difficult. Equipment is often carried ously. These changes take complete con¬
teach the dralasites about their advanced on web or utility belts. Dralasites eat by centration, and a dralasite can take no
technology. The dralasites enthusiasti¬ osmosis, absorbing the food into their other action while performing the meta¬
cally absorbed the new knowledge and bodies where it is digested by one of morphosis (although the change can be
soon began developing technology of their many stomachs. put on hold until later if needed).
their own. Within a few generations, All dralasites are hermaphroditic, A dralasite can have up to a number
many dralasite inventions surpassed alternating between both male and of limbs equal to its Dexterity divided
those of their vrusk benefactors. Over female stages during their lifetime. By PL by two (rounded up). This allows a
the next century, dralasite technology 5, the dralasites developed pharmaceuti¬ hero with a Dexterity of 9 to have three
successfully evolved from a society just cals that allow individual dralasites to arms and two legs, no legs and five
on the heels of scientific discovery into control these stages. Reproduction arms, two legs and two arms, or any
one that traverses the stars. occurs through a process known as other combination of five or fewer
"budding." The male expels reproduc¬ limbs. Although a dralasite can have
Far Future Campaigns tive spores that become attached to a additional arms and legs, multiple legs
Armed with the technology introduced female. These cells then germinate into a do not increase movement rate, and
to them by the vrusk, dralasites are just new individual. This embryo grows on numerous arms cannot be used simul¬
beginning to use ships with faster-than- the mother for about three months before taneously. The dralasite nerve bundle
light (FTL) travel about the same time detaching as a unique, infant dralasite. that functions as its brain can maintain
as humankind is developing its own. While they are very social creatures, control over only two arms at once.
Gamemasters running a campaign in the nuclear family unit is unknown to The other arms are "dormant" limbs.
the Star Frontiers setting should have the dralasites. Communities share While these limbs can still hold things
the dralasite and human colonists meet responsibility for raising the young, and in their dormant state, they cannot
in the Frontier at the beginning of the concepts of "father," "mother," and manipulate objects, fire weapons, or
Progress Level 7 (PL 7), introduced to 'sibling" are strange to them. perform other similar actions. An arm
each other by the vrusk. Other cam¬ can grow smaller pseudopods that act
paign settings can have groups of drala¬ Ability Score Range as "fingers." A dralasite limb can be a
sites and humans meet anywhere in Ability Range maximum of one meter long and a
space, as each of them have interstellar STR 7/15 minimum of ten centimeters thick,
travel capability. Dralasites almost DEX 5/11 while each finger can be a maximum of
always embrace first contact with other CON 6/15 ten centimeters long and a minimum of
species, sometimes to the point of INT 4/14 one centimeter thick.
naivete. This attitude opens dralasites WIL 4/13 Lie Detection: A dralasite has an
up as strong friends and allies—or as PER 4/12 enhanced ability to tell when someone
targets for exploitation, depending on is lying to them. If the dralasite is com¬
the nature of those they meet. Free Broad Skills municating face to face with the person
Ability Skill in question, the Gamemaster can make
Roleplaying Strength Athletics a secret Awareness—intuition skill
Dralasite society relies heavily on intel¬ Constitution Stamina check for the hero with a +2 penalty. A
lectual and philosophical disciplines. Intelligence Knowledge successful result indicates the hero has
Debating and analyzing situations are Will Awareness successfully seen through the decep¬
favorite pastimes to a dralasite. Their Personality Culture tion. A Critical Failure means the hero
search for knowledge and understand¬ Personality Interaction adamantly believes the exact opposite
ing far outweighs the search for wealth of the true situation (i.e., the dralasite
and power, and greed is a rare attribute Special Abilities might believe it is hearing a lie when it
to find in this race. Money does not Elasticity: Dralasites can "grow" addi¬ is hearing the truth).
imply status in dralasite cultures. The tional pseudopods to use as arms and
general acceptance of one's ideas is a far legs, as well as enact other physical Vrusk
more significant gauge of prestige than changes due to the flexibility of their First contact with a vrusk can be unnerv¬
possessions. ameoba-like bodies. This change can be ing. These insectoid lifeforms stand on
Dralasite characters place a high value as minor as growing a new arm or as eight spindly legs protruding from a 1.5-
on humor. Unfortunately, the humor that dramatic as a dralasite's absorbing all meter-long abdomen. A vrusk's torso, or
dralasites enjoy is often dry and simplis¬ appendages and molding itself into a thorax, extends upright from their
tic. This leads to a common phrase large, living ball. Absorbing or growing a abdomen. Two arms supporting five-fin¬
among other species—"Easier than new pseudopod is not an immediate gered hands are attached to the thorax,
amusing a dralasite"—employed when process and can take up to five (d4+l) with one on each side. These double-
describing the simplicity of a task. minutes. Each limb must be added or jointed arms can reach any point on the
50 ■ ANNUAL 1998
vrusk's body and can even rotate in a paradigm shift in how they viewed cor¬ course, is not the vrusk intention). Other
complete circle. porate competition. Rather than trying humans embrace the opportunity to
The bulbous head of a vrusk is entirely to drive all other competitive organiza¬ become successful by teaming with the
insectlike, complete with two antennae, tions out of business, many corporations enterprising insect species.
large multifaceted eyes, and four simply became specialized in what they
mandibles around its mouth, A vrusk's did best, relying on other corporations to Far-Future Campaign
eyesight is roughly equivalent to that of supply them with the additional ser¬ If introduced in this setting, vrusk
a human, with the same field of vision. vices they needed. Thus were born the make first contact with Earth shortly
Vrusk antennae function as olfactory vrusk trade houses. Other corporations after humankind has developed their
organs, giving them a slightly better narrowed their focus to a few products own FTL spaceships. They still try to
sense of smell than humans have. The and services but became completely self integrate with the human marketplace
mandibles of a vrusk are used for tearing sufficient. Biologically related families as they would in a near-future cam¬
and manipulating food. Although they became less important as the corpora¬ paign, but humans should feel on
carry a sharp edge, they inflict no more tions became the "family" of their much more even ground with the visi¬
damage than does a human's bite. employees. As unorthodox tors in tliis time period. Humans and
A hard, chitinous exoskeleton covers as this social structure vrusk in this setting might make
the vrusk body. While the exoskeleton might seem to humans many joint ventures into nearby star
protects a vrusk from the minor scrapes and many other species, it systems. If the Gamemaster is run¬
and bruises to which a human would be promoted peace among ning a Star Frontiers campaign, the
susceptible, it is not strong enough to the vrusk and a vrusk guide the humans to lhe
prevent stun, wound, or mortal dam¬ allowed their Frontier, where they introduce
age, Every few years during adulthood, society to the humans and dralasites.
and much more frequently in youth, flourish.
vrusk molt to gain a new carapace. Roleplaying
Vrusk also have an internal skeletal sys¬ The intimidating appearance of a
tem made of calcium phosphate to sup¬ vrusk is normally misleading. Vrusk
port their large frame, are social creatures with a highly
Vrusk females give birth by oviparity, organized society, Vrusk are cun¬
laying a dutch of one to three leathery ning at business and usually devote
eggs. The eggs are then incubated their entire lives to the company or
by one of the parents until they organization for which they work.
hatch. Machines that can incubate In turn, their company dictates
tine eggs are available by PL 4, but where the vrusk lives, what
most vrusk disapprove of this - type of career they have,
method of bringing offspring to term. who they associate with,
■ arid more, W hi le most sentient
History races would find this arrange¬
Vrusk society developed into ment intolerable, vrusk welcome
structured organizations early in their the company interaction, and think of
history. As early as Progress Level 2 on non vrusk companies as weak and
their homework! of K'arek-Kar, capi¬ poorly structured.
talism was nearly uni versa 1. Corpora¬ Companies in vrusk society fall into
tions had already begun to shape two categories: conglomerates and trade
society, and sovereign power had given Near-Future Campaign houses. Conglomerates are organiza¬
way to business elected democracies. The vrusk invent ships capable of FTL tions that employ all the skills necessary
Businesses continued to grow in size travel while humans are at the conclu¬ for the company to function with inter¬
and power until the vrusk Industrial sion of PL 6, If introduced in this type of nal resources only A conglomerate
Age and the time of the Corporate Wars. campaign, the vrusk make first contact would have divisions dedicated to
This conflict stemmed from heavy con¬ with Earth while humans are colonizing .finance, legal, construction, sales, etc, A
tention between the major oligopolies their solar system. While they view conglomerate rarely needs to hire out for
as each tried to drive competitors out humans as occasionally irrational and a skill that is not already found inter¬
of business. Hostilities between the cor¬ unfocused, the vrusk are impressed by nally. Trade houses, on the other hand,
porations continued to mount until the progress of Earth's marketplace and are highly specialized corporations that
violent confrontations and corporate immediately try to carve a profit niche in excel in one skill area. A single trade
espionage became commonplace. When it themselves. This might cause feelings house might focus Its entire business on
it became apparent that their society of paranoia among many humans who travel arrangements, gridcaster manu¬
was about to tear itself apart, the vrusk feel that the visitors are trying to finan¬ facturing, or another specialized market.
sensibly backed off and went through a cially take over their society (which, of These organizations hire the needed
DRAGON - 51
skills from other trade houses, who have Comprehension: A vrusk is adept at yazirians grew, the number of conflicts
working relationships with each other. understanding social interactions. This between clans fell. Cities began to spring
For instance, a trade house that manu¬ allows a vrusk hero the chance to up in the dense forests across the planet,
factures induction engines might hire understand a social dealing they giving rise to yazirian independence of
another trade house to take care of their observe that the player may not be able the clans and the feuds that accompa¬
accounting. to decipher. Whenever the hero wants nied them. Yazirians pursued technolog¬
Vrusk heroes often begin to treat the to attempt this ability, the player simply ical advancement with the same vigor
companions they adventure with as makes a Knowledge-deduce skill check they gave to the clan feuds, allowing
part of their company, and as such, fam¬ at a +1 penalty. A success indicates the them to emerge quickly into their Indus¬
ily When this type of trusting relation¬ hero understands the nature of the trial Age. Eventually they developed
ship is built, few allies can be better than social dealing. FTL travel, though there is speculation
a vrusk. Their dedication to the com¬ For instance, Kli' Chik the vrusk is in a that the yazirian designers secretly used
pany they work for and their friends cantina and observes a human and a technology from an alien spacecraft that
means more to them than personal weren arguing at the next table. As the crashed on their planet. Now capable of
safety. The common ideal vrusk lifestyle confrontation heats up, both adversaries interstellar travel, large groups of
is to be successful in business and to live stand up as if the situation could come to yazirian colonists immediately began to
in peace and harmony They usually blows at any moment. The human faces explore and colonize the nearby systems.
avoid confrontational situations but the weren with poise and confidence,
aggressively defend and fight for the seemingly in control of the situation. Far-Future Campaigns
success of their company. A successful skill check by Kli' Chik Since yazirians did not invent FTL space¬
Naturally, vrusk heroes make excel¬ reveals that the human is actually scared ships until shortly after Earth created
lent Diplomats. Since companies need out of his wits, and his bravado is only their own, yazirians can be encountered
all types of services, there are appropri¬ on the surface. only in post-FTL campaigns. Despite
ate vrusk careers in other professions as Swimless: Vrusk do not breathe their brutal past, yazirians have long
well. Vrusk have the potential to make through their mouth, but respiration since evolved past their warlike nature
good Mindwalkers. Since this position occurs through a series of holes called and peacefully and optimistically
is not commonly needed in most com¬ spiracles that run along their abdomen. approach first contact with other species.
panies, however, finding vrusk dedi¬ This makes it impossible for vrusk to Yazirians and humans have much in
cated to this practice is rare. Vrusk who breathe while swimming, since the common, and these two species gener¬
take on a life of adventuring are either abdomen is almost entirely submersed. ally get along well.
working for the good of their company
or have left their company and the stan¬ Yazirian Roleplaying
dard vrusk lifestyle behind, finding it A yazirian looks like a tall, slender ape The yazirians are an energetic species,
too constricting. with a lionlike mane surrounding its driven by a strong passion for life. While
head and pointed ears. Unlike an ape, highly motivated to the task at hand,
Ability Score Range however, the posture of a yazirian is yazirians are characteristically short-
Ability Range completely upright, similar to a human. tempered. Yazirians are quick to make
STR 4/12 A membrane of flesh akin to a flying decisions and even quicker to act upon
DEX 7/15 squirrel runs along both sides of its body, them. This attitude makes them excellent
CON 4/11 extending from the hands down to its Combat Specs and Free Agents, but few
INT 8/15 lower legs. When the yazirian raises its are suited to fill the roll of a Diplomat.
WIL 4/14 arms, this flap of skin is stretched taut While many make good Tech Ops, some
PER 5/13 and forms makeshift wings that can be find this profession not dynamic enough
used for gliding short distances. The to motivate them.
Free Broad Skills entire body of a yazirian is covered with One of the oldest traditions in yazirian
Ability Skill short, soft hair, with the exception of the culture is that of choosing a "life-enemy."
Dexterity Manipulation lower arms and legs, where the hair is Classically, a life-enemy was a rival clan.
Constitution Stamina long and shaggy. As yazirian civilization grew, many other
Intelligence Knowledge adversaries are chosen as life-enemies.
Intelligence Business History For instance, a soldier might choose the
Will Awareness Yazirian society is centered around clans. sathar as a life-enemy, while a trader
Personality Interaction These informal groups of related indi¬ might choose a competitor. The goal of a
viduals were the cornerstone of early yazirian is to defeat, in one way or
Special Abilities yazirian society but become less impor¬ another, his life-enemy. The soldier
Ambidexterity: Vrusk automatically tant later in their evolution. The history might simply desire to eradicate all
receive the perk Ambidextrous at no of the yazirian forest homeworld is filled sathar, while the trader tries to overcome
cost. This does not count against the with wars and skirmishes between his competitor in business. While most
hero's three perk maximum. rival clans. As the technology level of yazirians still follow this tradition.
52 * ANNUAL 1998
choosing a life-enemy is not necessary distances. A yazirian can glide one meter At that point, they turned their aggres¬
for AlternITY heroes. for every one meter of height they leap sions toward each other Many sathar
from in G2 gravity conditions. This dis¬ factions, called cadres, sprung into exis¬
Ability Score Range tance can be tripled in environments tence and began to war with each other
Ability Range with a gravity rating of Gl. Gliding can¬ These hostilities continued for hundreds
STR 4/12 not be attempted on planets with gravity of years until, eventually, one of the
DEX 8/16 ratings of G3 or higher. more prominent cadres rose to power
CON 4/11 The yazirian can also reduce or and held the entire species under mili¬
INT 4/14 entirely negate falling damage by using tary control. Retaliation from the other
WIL 6/15 these membranes to slow their descent. cadres proved unsuccessful, and eventu¬
PER 4/11 Yazirians receive a - 3 bonus to the Acro¬ ally tire sathar accepted the new leader¬
batics—fall skill check. ship and became a loosely united
Free Broad Skills species. Although hostilities ceased, the
Ability Skill Sathar cadre structure remained. Technology
Strength Athletics The segmented, worm like body of the then advanced at an enormous rate, as
Strength Unarmed attack sathar averages about 3.5 meters in the sathar set their sites on conquering
Dexterity Acrobatics length. A majority of the length rests on the stars rather than each other. Origi¬
Intelligence Knowledge the ground, allowing it to slither like a nally, the sathar intention was simply to
Will Awareness snake, while keeping the front 1.5 expand their species. This goal quickly
Personality Interaction meters of its body vertical Sathar have changed to one of interstellar domina¬
distinct heads with one eye on either tion, however, when they discovered
Special Abilities side and a round, tooth-filled mouth intelligent life on other planets.
Night Vision; Yazirians' eyes are similar to a lamprey. The milky eyes of a
highly sensitive to light, allowing them sathar each have two pupils that pro¬ Contem pora ry Cam pa i gn s
to see in dim light as well as a cat. This vide a much larger field of vision than An encounter with sathar in tins type
sensitivity causes bright light to be most crea tures enjoy. of campaign would be something out
uncomfortable, and yazirians must wear Four tentacles sen e as appendages of an alien invasion movie. The first
dark goggles when in sunlight or in set¬ for a sathar. Two one-meter-long tenta¬ sathar to arrive would cautiously and
tings of intense iliumination. Those who cles on Its upper body function as arms. covertly learn all they could about
do not have protective goggles in these At the end of each of these limbs are humans and other species. This would
instances suffer a +2 penalty to all four smaller tentacles that play the role include monitoring radio transmis¬
actions that rely on Dexterity, of fingers. Two additional tentacles sions, observing native life, and even
Battle Rage: The adrenal gland in a sprout from the lower part of the abducting natives for study and
yazirian is powerful and unpredictable. sathar'$ body to sen e as legs. These
At the start of a scene in which a yazirian legs have larger, flattened pads for feet.
enters melee combat, this gland some¬ These legs are not normally used for
times releases large doses of potent locomotion, since sathar movement
adrenaline into die creature's system. consists of a slither, but rather help
This causes a condition known as "battle to stabilize the top part of the crea¬
rage/' in which the yazirian attacks with ture while standing upright. The
a near berserk fury Most who have seen brownish-yellow skin of a sathar is
a yazirian enter battle rage do not relish covered with a thin layer of mucus
the idea of seeing if again. Whenever a that keeps the skin moist and pro¬
yazirian enters close quarter combat, the tects it while slithering.
player should make a preliminary skill
check against tire yazirian's Melee History
Weapon or Unarmed Attack skill It is only by a narrow margin that the
(whichever is appropriate for die situa¬ sathar did not destroy their entire
tion). If the result score is Amazing, the species ages ago. Since the sathar had
yazirian falls into battle rage. While in only simple tools and weapons, they
this state, the yazirian receives a -3 have been at war. Originally, two
bonus to all melee or unarmed attacks. species of intelligent life evolved
(Battle rage does not enhance ranged on the sathar home world:
weapon attacks.) The check for battle the sathar and a reptilian
rage is made only once, but it lasts until humanoid species known as
the end of the Combat Scene, tlie setarian. Eventually
Gliding: The membranes on a the sathar succeeded in
yazirian/s side allow them to glide short annihilating the setarian.
DRAGON ■ 53
Roleplaying victim must be able to see and under¬
Most sathar arc extremely militaristic stand the sathar to be hypnotized. A
and warlike. Many speculate that sathar must achieve a Good or Amazing
without an enemy and their constant result in an Interact®!—charm skill
drive to conquer, sathar society check (adjusted by the victim's Will resis¬
would again turn on itself and col¬ tance modifier) to successfully hypnotize
lapse. Sathar are commonly evil and someone. An Ordinary result fails to
amoral, unscrupulously wiping out hypnotize the victim, but does not allow
entire populations to obtain their the victim to realize what the sathar is up
resources and land, or simply for the to. A Marginal result indicates the char¬
sake of battle. acter has seen through the sathar hypno¬
The concept of family has no mean¬ tism attempt.
ing in sathar society. All sathar are Limited Water Breathing: Sathar have
organized into military groups no lungs but respire as earthworms do,
called cadres. The worms dedicate by exchanging carbon dioxide for oxy¬
their life to the cadre, which gen directly tluough the moist surface of
becomes both their family and career. their skin. This function allows for lim¬
Gender does not exist among sathar, as ited respiration underwater. Sathar can
each is hermaphroditic. Procreation in a obtain enough oxygen Irani water to
sathar cadre serves the sole purpose of allow them to stay submerged for up to
creating new soldiers, and these soldiers 30 minutes before coming up for air.
a re t ra i ned from their in fa n cy.
As a general rule, sathar should nor¬ Converting Existing Characters
mally be allowed in the game only as Conversion of old Star Frontiers char¬
supporting cast, Al the Gamemaster's acters to the Aj.ii knity game system is
option, however, players may be relatively simple. Regardless of whether
testing. Sightings of sathar scout ships allowed to run a sathar hero. These rare you use the AlpHtf Damn or Zebu ion's
and sum e t so lated e nco unte rs with the sathar would invariably be outcasts Guide rules, follow these steps:
sathar would occur When they feel from sathar society who left because
comfortable with their ability to con¬ they did not agree with society's mali¬ Profession
quer the natives, the sathar forces cious philosophies. Most sathar heroes Simply select an Aitcrntty profession
swiftly and violently assault the planet. would still possess some the warlike that matches your character's training
Although humankind is at a technolog¬ ambitions of their species, but they and background. As a general rule, a
ical d i sa d van La ge i n th i s c a in p a i g n se t - would be greatly curbed. Star Frontiers character with a Military
ting, their greater numbers and E }t i m a ry Skill A rea (PS A) she)u I d se I ee t a
tenacity make them a powerful adver¬ Ability Score Range Combat Spec, Technological PSA should
sary to the sathar invaders. Ability Range choose Tech Op, and those with the
SIR ■1/11 Biosocial PSA would normally select
Near Future/Far Future Campaigns DEX 4/13 either a Tech Op or Diplomat as their
While humans and sathar are at nearly CON 4/11 profession. The background and func¬
even technology levels in this setting, ENT 4/14 tion of some characters might make
an encounter with the sathar is no less WTL 8/15 them more appropriate as Free Agents,
hostile. By this age, humans and other PER 7/14 A Gamemaster can help make the final
species have reached out into space and judgment about what profession best
might be traversing the stars. Thus, It Is Free Broad Skills suits these characters. The player can
likely that first contact with the sathar Ability Skill then select a Career for the hero.
in this setting occurs not on earth but in Dexterity Vehicle Operation
the depths of space. Sathar might be Constitution Stamina Ability Scores
slightly more cautious of species Intelligence Knowledge Use the Ability Scores Conversion
advanced enough to have FTL travel, Intelligence Tactics Table to convert Ability Scores, Round
but the sathar inevitably try to conquer Will Awareness up all fractions.
them as well. With other species travel¬ Personality Interaction
ing among the stars, the sathar go to Skills
great lengths to keep the location of Special Abilities Most Star Frontiers skills have similar
their home planet secret. Sathar never Hypnotism: A sathar who is able to counterparts in the AlternitY game that
negotiate, regardless of their situation, converse with a character for ten minutes can be selected once Lire skill purchasing
and interrogation attempts reveal no or longer in a noncombat setting has the potential of a character is determined.
usefu I information. innate ability to hypnotize them. The As with all now Aj.trrmty heroes, each
SA - ANNUM 1998
converted Star Frontiers character Ability Score Conversion Table
receives a number of starting skill points
Alternity Star Frontiers
determined by his or her Intelligence
Strength Strength -5- 5
scores (see Table P5 in tine Alterntty
Dexterity (Reaction Speed + Dexterity) a 10
Player's Handbook"). Thus, a yazirian with
Constitution Stamina 4-5
an Intelligence score of 9 would have 40
intelligence Logic 5
starting points to purchase skills.
Will Intuition 4- 5
besides starting skill points, converted
Personality (personality + Leadership) 4-10
characters also receive achievement
points according to the experience points
(XI1) they earned adventuring in the endless possibilities for new equipment speak in Ms own language and have it
Siar Frontiers game system. To deter¬ in the Alternity game. The following is translated and repeated in the alien
mine how many achievement points the a description of equipment that many species" language (assuming the poly-
hero should have to purchase skills due characters might have possessed in the vox is programmed with the language).
to previous adventuring, simply find the Star Frontiers game. All equipment All poly-voxes come automatically pro¬
sum of all experience points the charac¬ described below has a weight of less grammed with tire languages for com¬
ter spent on their Star Frontiers skills, than one kilogram. mon species found in the Player's
then divide by four (round down). Handbook. At the Gamemaster's option,
Example: Yetrigar, a yazirianf has a Anti-Shock Implant it may also come programmed with the
Star Frontiers PSA of Biosocial His Level This tiny device is surgically implanted languages of the new species found in
3 Environmental skill require^ SO XP to into the spine of the recipient at the base this article.
earn, his Level 1 Medical costs a total of 5 XP, of tire neck. Once implanted, it prevents If the poly-vox is not pre-pro¬
and his Level 2 Beam Weapons costs 18 XP, all damage from stun-based weapons grammed with a language it receives, it
This gives Yetrigar a total of 53 experience such as stun batons, stutter guns, and must first analyze and learn the lan¬
points he earned under the. Star Frontiers stun grenades. guage, For a polv-vox to learn a new lan¬
rules, Yetrigar converts to the Alternjty A stun-based weapon is one that is guage, it must first be programmed with
game with 13 achievement points (53 ~ 4 - capable of producing only stun damage. key phrases of Lhe language, which
13, rounded down). This puts Yetrigar at The antishock implant does not protect requires a successful Culture—first
Level 3 in the AlTEKNin' game system, with against a weapon that can produce both encounter skill check. An Ordinary suc¬
13 points to hup additional skills. stun and wound damage. cess allows the poly-vox to be pro¬
Once these points axe converted, a The implant qualifies as cybernetic grammed in 100 hours, a Good result
player can simply use his or her pool of gear and costs two cyber tolerance allows the user to accomplish program¬
points to purchase new Aiternity game points. ming iir 50 hours, and an Amazing sue-
skills. The skills chosen should reflect Progress Level: 6 10 hours, A Failure
the abilities the character possessed in Cost: 2,000 (Price does not include is unable to pro-
Star Frontiers* For instance, those who implantation; see surgery costs in the poly-vox to accept the
possessed medical skills should pur¬ the Cyber tech chapter of the language. The poly-vox
chase the Medical Science broad skill Player's l landhook,) a rechargeable battery
and associated specialty skills. Charac¬
ters with tire Star Frontiers beam, Chronocom
weapons skill should choose the Mod¬ A chronocom is simply a short-
ern Ranged Weapons broad skill and range radio, watch, and calculator
any appropriate specially skills. If possi¬ combined into a wrist-watch-like
ble, those who earned higher skill levels device. It lias a communication range of
in Star Frontiers should buy higher 5 kilometers and scrambled, selectable
ranks in Alternity specialty skills. frequencies to insure privacy A chrono¬
com has a rechargeable battery good for
Action Checks and Durability two full weeks of use.
Once the Ability Scores are determined, Progress Level 6
simply reference Chapter 2: Hero Cre¬ Cost: 200
ation in the Alternity Player's Handbook
to determine durability, action check Poly-Vox
score, movement, actions per round, and This highly advanced, computerized
other appropriate information. device is wom around the neck and is
designed to translate alien lan¬
New Equipment guages. When activated, the poly-
With the vast expanse of worlds and vox translates and repeats all
alien species in the galaxy, there are speech it hears. Thus a hero can
DRAGON ■ 55
Solvaway Sonic Sword
The sole purpose of this chemical is to The sonic sword consists of a small,
dissolve the polymer threads of a tangler flash light-shaped cylinder that, when
grenade (see below). One vial of solv¬ activated, emits a one-meter long blade
away contains enough liquid to dissolve of intensely focused sound waves. This
the threads of one tangler grenade. blade is incredibly powerful and can
Progress Level: 6 cut through solid steel. For game pur¬
Cost; 30 poses, the sonic sword has statistics
identical to those of a star sword. The
Toxy-Rad Gauge weapon produces a high-pitched
This sensor is usually worn on the wrist whine while functioning, making it a
like a watch. It detects and measures poor weapon for covert situations.
nearby environmental dangers. The Due to its reliance on sound waves to
d evi ce i n d i ca tes th e su non n d in g atm as¬ produce the blade, a sonic sword does
pheric content, including poisonous not function within a vacuum. grenade discharges hundreds of strong,
ga ses a nd radioacti v i ty, Tl i e ga u ge ca n be Cost; 6,000 sticky polymer threads that adhere to
set to alert the wearer when any of these Progress Level: 7 everything they touch. The threads
conditions exceed safety tolerance levels. Skill: Melee weapons—/towered beet > m e semi ha rd e n ed i m m ed i a tel y,
It comes preprogrammed with all accept¬ Availability: Con trolled capturing any victim trapped within
able limits for all of the common species them, A target's Acrobatics—dodge skill
found in here and in the Plfti/er's l hit id Needier Pistol may be used to modify the attacker's
book, and it may be programmed to Although not particularly deadly, the success score with a langler grenade
i nc hide o ther speci es a s we I ]. needier pistol can he a painful and effec¬ attack. The severity of entanglement is
Progress Level: 6 tive weapon. A miniature version of the determined by the attacker's Athletics—
Cost: 75 scaffiergun, a needier fires clusters of 5- throw score. An Ordinary hit indicates
cm-long "needles" that are propelled at that the threads only partially cover the
New Weapons high velocities by an intense magnetic victim, reducing movement by 25% and
Most of the weapons found in the Star repulsion bursL. This makes the needier a causing a -t-2 penalty on actions that
Frontiers rules have a similar counter¬ very quiet weapon, emitting no more require mobility A Good hit reduces the
part in the ALTERNITY game. The laser than a weak "cough" when discharged. victim's movement rate to 0 and gives a
pistol, laser rifle, fragmentation grenade, Two types of ammunition are available: +3 modifier to any physical actions. An
incendiary grenade, and other weapons anesthetic and barbed needles. Barbed Amazing hit completely immobilizes the
that have identical names and descrip¬ needles contain numerous, tiny razor- target and prevents any actions or
tions in both settings. Simply convert sharp edges that inflict small, jagged attacks, it also covers firearms, rendering
directly over to the new game system. wounds in the victim. Anesthetic nee¬ them useless. The polymers of a tangler
Other weapons have different names but dles do not inflict as much damage but grenade lose cohesive ness in 30 minutes,
essentially identical functions. The are coated with a potent tranquilizer. freeing anyone who was trapped within
Weapons Conversion chart shows the Anyone struck by an anesthetic needle l hem. I arge or powerfu 1 creahi res m igh I
relationships of these weapons. must immediately make a Resolve break free of tangler threads in one
Some Star Frontiers weapons do not physical resolve skill check, A Failure round, at the Gamemaster's option.
yet have equivalents in the AlTERNlTY result causes the victim to mark off all Progress Level: 6
game. These are detailed below : remaining fatigue points and automati¬ Skill: Athletics—throw
cally suffer the effects of a knockout. An Availability: Controlled
Ordinary success causes the victim to
lose two fatigue points, a Good success New Armor
forces a loss of only one, while an Amaz¬ The two types of protective clothing in
ing success means the victim can shrug the Star Frontiers game are the skein-
off the effects of the anesthetic needle suit and albedo suit. In the A eternity
without any effects. game, these convert into the CF softsuit
Progress Level: 6 □nd energy web, respectively.
Skill: Modem Ranged Weapons—pistol Another type of protective device is
Availability: Controlled the defensive screen. These screens are
small, mechanized boxes normally worn
Tangier Grenade on a belt. When activated, they tune into
Originally developed as a nonviolent the unique electrochemical signature of
method of capturing animals, the tangler the wearer and create a specialized force-
grenade has become just as effective in field that surrounds and moves with the
combat situations. An exploding tangler body The field is thin, extending no
SB ♦ ANNU'AI 1998
An ancient pagoda?
The head
of a panda?
A sentient
Your character?
In the Planescape® campaign, reality is all in how you look at it.
The setting where dreams are definition and fears have form.
Any level character can experience the jumbled mayhem of Limbo or the clockwork
oppression of Mechanus. On the planes, there are a myriad of bizarre new worlds to explore.
You can seamlessly combine Planescape material with your current AD&D® setting
or play exclusively in the strangest campaign setting of all.
One adventure on the planes, a lifetime to recover...
P l A N C ap«* CAmPAIGN
58 - ANNUAL 1998
INCLUflEJO
www.tsr.com Game Support 800-324-6596 For a store near you check out http://locator.wizards.com
©and designate trademarks owned by TSR, lnc-<$199B TSR. Ing. All rights reserved. TSR, Inc. is a subsidiary of Wizards of Ihe Coast, Inc.
"Hey Stretcko, tkis crazy gizmo really works!”
Mike Selinker Fantastic, on his side. That's because when the going gets rough, Reed
And Reed's not the only one. In the Marvel Universe, technologi¬
GO ■ ANNUAL 1998
Invention Chart
Difficulty Research Distance Duration Effect Intensity Base trump
0 points lifetime user-only instant user-only 0 Strength
1 point 1 year — concentration I individual 1 —
* Aura duration, as noted in the Game Book, requires a draw every exchange the device is active. Tf the aura on the card
drawn is negative, the device ceases to function-
3131 One point of difficulty per point of intensity of the highest power.
DRAGON * 61
Other Requirements: The Narrator can always add some
other aspect of difficulty to the Intellect action required to
invent the gizmo. For example, the construction of a time plat¬
form might be modified by how far back or forward the user
can travel* Also, monetary cost and components could be
involved at the Narrator's discretion, possibly leading to some
investment or crime that could trigger an adventure.
Assistance: When super-scientists get together, they can
make some amazing things (just ask the lunkheads in AJ.M,),
When this occurs, the scientist with the highest Intellect score
attempts the action, but each additional scientist with an
appropriate skill lowers the difficulty of the device by 4 points.
A simple example might be a cold-blaster (Intellect-based, 4
points) taking a month of research time (2), reaching firing dis¬
tance (4) with instant duration (0), affecting one individual (1)
at intensity 10 (10). This totals to a difficulty of 4 + 2 -i- 4 + 0 + 1 +
10-21.
A more complex example would be a one-day rush to build a
helmet that allows Invisibility 8, Mind Control 14, Telepathy 9,
and Teleportation 12. Here, the difficulty is based on a day for
research (4), visual distance (6), a duration of hours (4), affecting
a small group (3), at a maximum intensity of 14 (14 + 3 for the
other three powers), with a Willpower base trump (6, the high¬
est of the possible options); also, a limit of not working in day¬
light is imposed (-2 difficulty). This makes the total difficulty 4
+ 6 + 4 + 3-e'14 + 3 + 6- 2 = a whopping 38 difficulty! Even with
a 4-point deduction if the hero has an appropriate science skill
(such as Bionics), this helmet is going to be a killer to make.
Distance; The closer tire device is to its user or target, the eas¬
ier it is to build. Items intended to function at very long ranges Research and Adventures
carry much greater chances of failure* For example, creating a Of course, sitting around the lab all day doesn't always make
machine that shocks on touch is much less difficult that creat¬ for exciting adventures. But it sure can lead to some, if you're a
ing a machine that can blast lightning at visual distance. bit inventive.
Duration: ff a device's effect is instantaneous, it can be built First, there's the "missing part" adventure. At a critical junc¬
faster than an item intended to hold its energies for long peri¬ ture, the super-scientist reexamines his or her blueprints and
ods. For example, a seal that binds a demon for a minute is eas- discovers that this device functions only if it is oiled with a vis¬
ier to inscribe than one that holds it back forever. When the cous fluid that flows in the canals of Mars. Suddenly, a hip to
Invention Chart mentions "concentration/' it means the user's Mars is required, and who knows what the Martians will think
concentration, not the device's* of people stealing their precious oils?
Effect: If the device affects a large area or many people, it's Second, you can always bring in the competition. If your
harder to make than one that affects just the user or target. hero's on the verge of a technological breakthrough, somebody
Approximate if necessary: A room, for example, roughly probably wants to beat the hero to the punch, or at least beat
equals a small group, while a hockey crowd is about a city the hero to a pulp. This competition could turn into a race, a
block* battle to wrest the technology away, or even sabotage.
Intensity: A device that duplicates a power at a certain max¬ Third, no one ever wants a powerful device to fall into the
imum intensity has that intensity added to its difficulty. Use wrong hands. Some criminals and terrorists wait until the
the highest intensity of ail the powers in the device, plus one device is finished before attempting to steal it, While the
per power beyond the first. This can go all the way up to 30. hero is up to his or her neck in frammistats, the bad guys are
Base Trump: Some powers are far more difficult to simulate kidnapping the hero's beloved pet and preparing their ran¬
than others. When you're deciding which suit is trump for the som demands: You guessed it, they'll trade the dog for the
item, consult the actual trump suits of the powers selected. device*
Choose tire one that adds the highest number of difficulty Fourth, you can bring in a mysterious patron . Someone sinis¬
points to the difficulty of the construction. For example. Body ter could be backing the research. This could be a faceless and
Armor that also allows Fire Control uses Intellect instead of unscrupulous corporation like Roxxon or tire Cord Conglom¬
Strength for calculating difficulty. erate, or a disguised super-villain like Doctor Doom or Ultron.
Limits: Putting a significant limit on tire device can lower its Here, the hero has unwittingly helped the forces of evil, and
difficulty by 2 points per limit. Similarly, a device that gives a now must rectify the error by retrieving or destroying his or her
hindrance could lower its difficulty by the same amount. own creation.
62 - annual tyye
High-tech Powerhouses
In the millennial Marvel Universe, with "black" defense budgets. Proba¬ edge incarceration complex of The
superbeings possess technology far bly the most advanced defense organi¬ Vault, in the Colorado Rockies,
more advanced than that of our zation on Earth is Washington, D.C's Metallurgical research has advanced
world, Flying cars, cyberware, power semi covert Strategic Hazard Interven¬ in the African nation of Wakanda, the
armor, and many other wonders tion Espionage Logistics Directorate, discovery site of Wakandan Vibra-
abound in the hands of superhu- S,H.LE,L,D. has in its arsenal Life nium, a metal that absorbs Vibrational
mans. For that, they can thank a few Model Decoys (robots that emulate energy. Mixtures of that metal with
public sources and a great many pri¬ human beings) and helicarriers (fly¬ Antarctic Vtbranium, which dissolves
vate ones. ing battleships loaded with arma¬ metal, and Adamantium, the hardest
America's most futuristic tech firm ments). Close behind is Canada's substance on Earth, have been
is New York's Fantastic Four Interna¬ attempted; the latter mixture created
tional, headed by Reed Richards. Captain America's unique shield.
Mister Fantastic shares some techno¬ Anti mutant technology is a new
logical advances with private con¬ and regrettable branch of science.
cerns but has kept his most amazing The most stunning genetic advances
inventions—time machines, portals can be found in the African nation of
to other dimensions, and so forth— Genosha, but closer to home, D.C's
under tight guard. One of his most Shaw Industries is the major supplier
impressive creations, a fabric of of the powerful mutant-hunting
unstable molecules, is a favorite robots, the Sentinels. Working for the
among the superheroic profession, as Defense Department, the techno-
it adapts to the wearer's own super¬ mutant Forge invented mutation-nul¬
powers. lifying weaponry.
The biggest high-tech firm in At least three technological giants
America is New York's Stark solu¬ seek to take over the world. The most
tions, headed by Anthony Stark. For¬ advanced is Latverian monarch Vic¬
merly a high-profile weapons tor von Doom. However, for sheer
supplier for the Pentagon, Stark now numbers, the power belongs to
makes fantastic biotech and cyber¬ Advanced idea Mechanics (A.I.M.), a
netics. Stark Solutions leads the cabal of weapons-bartering renegade
world in powered armor develop¬ scientists. A.LM, was once part of
ment, and the latest model is always HYDRA, the fascist techno-cult of
showcased by Iron Mail, Stark's Baron Wolfgang von S trucker. Other
"bodyguard * Stark once owned Stark Department H, which uses its technol¬ tech created by villains includes
International, which was eventually ogy to strengthen Canada's contingent Baron Zemo's super-strong Adhesive
taken over by Stane Industries, for¬ of superbeings. X and the Wizard's antigrav disks.
merly headed by Obadiah Stane; Upstate New York's Project Pegasus, But far and away the most radical
since Stane's suicide, the company the Potential Energy Group/Alternate tech created by a 20th century human
has faltered. The Fujikawa Corpora¬ Sources/United States, is a leading comes from the much-accelerated
tion, a | a pan-based multinational, energy research institution specializ¬ High Evolutionary, who created a
seized control of SI in the wake of the ing in unexplored power sources such new planet called Counter-Earth. His
Onslaught disaster. as cosmic energy. The group formerly whereabouts are unknown, but
Much great technology comes from housed captured super-criminals, but where his inventions appear, all sci¬
government agencies, especially those that responsibility went to the cutting- entists stop and take notes.
Finally (and this one's a classic), there's always the disas¬ Of course, this knowledge won't stop the a true hero from
trous mistake. If die device fails (or even if it succeeds), it can Lying again.
explode, gain evil sentience, unleash a powerful demon, open a
portal to a dangerous dimension, or teleport the scientist into
an extra-planar prison. The science-obsessed hero then learns a
valuable lesson: technology, bringer of much that is good in out¬ Mike Selinker mould like to thank Bill Olmesdahl for inspiration
lives, can just as easily bring misery in writing this article.
DRAGON * S3
The Art of Entertainment
Volume 1 Coming
Auglfst 25,1998
Volume 1 Coming
June 30,1398
Call Pioneer Customer Serv/ice at 800-421-1621 for more information or check out our website at iwiww,pioneerammation.com
Night Warriors © 1990 Capeom/Amuse ■ Licensed by Capcom to Ui2 Bastard! © 1992, 1398 Kazushi Hagiware ■ Shuci&ha/Pioneer Entertain me nt L.P.
Communications, Inc, Distributed by Pioneer Entertainment, L.P, All rights reserved
66 * ANNUAL 1998
HANDLE WITH CARE
the college, and those who wish to join return to Redport. If the PCs him up items like perishable foods, small tents,
the ranks of the Masters must pass their noses at such a seemingly small and so forth. Because Elarius' wagon is
through such positions on their way up. amount of gold, the DM may remind pulled by a strong but slow draft horse,
Ordinarily Elarius' work does not them that this is considerably higher the PCs do not need riding horses of
demand that he leave the city; Redport is than the wages of a teamster or even a their own to keep up. In fact, up to two
one of the largest centers of trade and soldier. Additionally, any mages in the people may ride in the wagon while the
commerce in the area, and most of the partvf realize that it might be to their others walk. (Elarius begins the journey
college's needs can be met by the local advantage to impress an official in the riding but offers his seat in a fair rotation
merchants. There are certain items and College of the Crimson Eye, especially if with the other characters.)
substances, however, that are not always they are seeking entry into its ranks. During the course of their journey the
available in Redport; it is the Procurer's Elarius certainly hints that he might be characters discover that Elarius has a
responsibility to travel every now and willing to vouch for any PC mages who habit of chewing rolled "sticks" made
then to gather them. The time has come wish to join the college, provided they from dried cinnamon bark as he travels.
for Elarius to do just this, and he is look¬ prove themselves trustworthy and He is also fond of telling long stories
ing for trustworthy individuals to act as resourceful about his own days as an apprentice in
bodyguards. Elarius has already prepared a wagon the College of the Crimson Eye, espe¬
If the PCs have not yet gained anv pulled by a massive draft horse, so he is cially while he is riding in the wagon as
recognition in Redport, they do not ini¬ ready to leave in the morning of the day opposed lo walking on foot.
tially meet Elarius in person but instead following his initial meeting with the Elarius should also distinguish him¬
see notices posted on the street or in a PCs. This is the first time that he has had self from typical NPCs by way of Ms
tavern requesting the services of "honor¬ to travel to perform his duties, and he is quirky sense of humor; lie is slightly
able and trustworthy guards" to accom¬ quite eager to prove himself to his supe¬ inclined toward practical jokes, particu¬
pany Elarius on his travels. The notices riors at the college. larly those involving the cantrip spell. If
contain a sketched map detailing the Elarius Goldstaff (5th-level human lie feels that he is on good enough terms
route that Elarius plans to take, along mage): AL LG; AC 8 (bracers); MV 12; with the PCs to get away with it, he
with a promise of "payment in gold," VV5; hp 12; THACO 19; #AT 1; Dmg by attempts to go through Ms small reper¬
although no specific amount is men¬ spell or weapon type; S 10, C 12, D 12,1 toire of jokes. These jokes include sneak¬
tioned, Interested parties are directed to 15, W 10, Ch 15; ML 12; quartcrstaff +1, ing up behind a PC to "zap" them with
meet with Elarius Go Id staff at the Col¬ bracers of defense ACS, potion of healing, an electrical discharge that causes no real
lege of the Crimson Eye. dagger, spellbook, embroidered robes, injury, turning a PC's hot porridge a bril¬
if the PCs have already completed one spectacles, spyglass, 2 lbs. of cinnamon liant purple color, and summoning
or more successful adventures, Elarius sticks. annoying, loud-buzzing flies to orbit a
has heard of them and approaches them Elarius typically travels with the fol¬ PC's head, just out of reach. It should be
directly with an offer of work. He might io wing spells memorized: magic missile noted that there is no malice intended in
meet with them at an inn, run into them (x2), alarm, shield; levitate, mirror image; these jokes, and if anyone takes offense
while they are shopping for goods, or lightning bolt. In addition, he knows the at them, Elarius is quick to apologize and
even accost them on the street. In any following spells, all of which are in Ms pesters the PCs no longer. Should enter¬
event, the DM should play Elarius as a spellbook: mending, cantrip, detect magic, prising PCs attempt to play their own
cheerful, goodhearted fellow, quick to read magic, comprehend languages, shrink; jokes on Elarius, they find that he can
laugh and possessed of an infectious knock, scare, web, Tosha's uncontrollable take them as well as he can dish them
merriment; he is quite charismatic for a hideous laughter; dispel magic, fly, sugges¬ out. In fact, he enjoys a good ribbing
wizard, one of the reasons the Masters tion^ tongues. now and then, and PCs who pull an
picked him to be the new Procurer in the Elarius has the following non weapon exceptional prank on him earn an odd
first place. proficiencies: brewing (15), reading/ sort of respect from him.
Hie DM must determine how far Elar¬ writing (Common), astrology (15), engi¬
ius must travel to procure all of the items neering (12), herbalism (13), swimming Wandering Encounters
on his list, and how many towns and vil¬ (10). At the start of the journey Elarius If the DM wishes, the PCs may have one
lages he must visit. The length of Elarius' uses his astrology proficiency to gain or more adventures while tra veling with
journey affects the amount of money he insight on what to expect in his travels, Elarius before they are ambushed by Vir¬
is willing to pay the PCs to accompany but he is unable to learn anything. gil Brennan (sec below). The DM is cau¬
him. For a short journey of a couple of tioned to bear two things in mind,
days, visiting one large town and a small Traveling with Elarius however, when planning for this event.
village, lie is willing to pay the PCs as Assuming that the PCs agree to Elarius' First, players prefer to have their char¬
much as 25 gold pieces each up front, terms, they begin traveling in the morn¬ acters be the center of attention, and
and a like amount of gold when they ing after buying and packing last-minute Elarius is probably of significantly
DRAGON ■ 67
HANDLE WITH CARE
higher level than they; therefore, it Virgil's pride was deeply wounded by Virgil's spell book contains several
would be wise to keep Elarius out of the Masters' decision. Over the last twTo other spells, but it is not detailed here.
such adventures, lest he overshadow the months, his jealousy has made him Rather, the DM may flesh out Virgil's
PC heroes, Since Elarius is occupied in resentful of his cousin, who is generally spell list as he secs fit if he becomes a
locating and purchasing equipment well liked by the rest of the college. recurring NPC in the campaign, bearing
whenever he stops in a town or village, it Refusing to see that Elarius has been in mind that Virgil is a conjurer.
would he quite easy for a DM to get him doing a fine job, Virgil considers the Virgil has the following nonweapon
out of the action at these times. Elarius Masters' decision unsound, and. he proficiencies: reading/writing—Com¬
expects the PCs to remain nearby, how¬ means to show them the error of their mon (17), spell era ft (14), herbalism (14),
ever (at Least to keep an eye on the ways by causing his cousin's errand to ancient history (15), swimming (7), artis¬
wagon), so their adventures should be end in a humiliating catastrophe, Virgil tic ability—painting (11), etiquette (10).
limited to those that take place within hopes that, if Elarius fails to return with In addition, he can speak, read, and
the confines of the town or village in the equipment he set out to procure, the write one other human language appro¬
which they are staying. Masters of the College will reconsider priate to the campaign.
The second thing the DM should bear their choice of Procurer and bestow the Virgil is never without his familiar,
in mind when planning adventures for title on him, instead. Jack, a particularly obnoxious blue jay
the PCs while they travel with Elarius is It is important to note that while Virgil with a penchant for screaming at people
that the PCs should still be 1st or 2nd is quite self-centered and uncaring, he is Virgil doesn't like (from the safety of the
level when they are ambushed by Virgil not truly evil in the purest sense of the trees, of course). Jack has been enhanced
Brennan (see below), so they should not word. Furthermore, while Virgil wishes with magic, so in addition to the abilities
have too many adventures before they to humiliate and harm his cousin politi¬ of an ordinary familiar, he also has an
return to Red port. cally, lie does not wish to cause him or intelligence of 10 and the ability to cast
That said, it is up to the DM to decide anyone else any bodily harm. The DM the equivalent of one unseen servant and
whether he or she wishes the PCs to should keep these points in mind as he one change self spell each day. For a more
have any wandering monster encoun¬ runs the ambush encounter described detailed explanation of the spells used to
ters during their travels with Elarius* below. enhance jack, the DM should refer to the
Virgil Brennan (5th-level human con¬ article "That's Certainly Unfamiliar!" in
The Adversary jurer): ALN(E); AC 2/7 (see below); MV Dfu\con Magazit w iss u e # 181 (M ay 1992);
While Elarius Coldstaff is a fairly good- 12; W5; hp 18; THACO 19; #AT 1; Dmg Virgil has cast the spells familiar enhancer
natured, likable fellow, he has made by spell or weapon type; S 7, C 15, l) 15, i I and familiar enhancer // on jack.
some enemies over the course of Inis life¬ 16, W 11, Ch 10; ML 12; XP 975; robe of jack (blue jay familiar): 1NT; Average;
time. One of these is Virgil Brennan, his protection +2, figurine of wondrous power AL N(F); AC 7; MV 1, Fly 36 (B); hp 8;
cousin and another member of the Col¬ (ebony fly), dagger, sling, spell book, THACO 20; #AT 1; Dmg 1; SA/SD
lege of the Crimson Eye. Elarius1 mother embroidered robes, I lb. of cinnamon Spells; SZT; ML 6; XP 65.
is Virgil's aunt, and the two have known sticks, 120 gp, 25 sp.
each other since childhood. As a child, Virgil has the following spells memo¬ The Ambush
Virgil was slender, pale, and withdrawn; rized oti the day he sets out to ambush Virgil has had plenty of time to plot,
he has not changed much since then, but Elarius and the PCs: mount, unseen plan, and scheme, and he has used his
Inis talent with the magical arts has given servant, change self (x2), wall of fog; silence conncclions in the College of the Crim¬
him a subtle, sly arrogance. He was bul¬ 15' radius*, choke**, glitterdust; monster son Eye to learn as much as he can about
lied by larger hoys when he was younger summoning /, tongues. the details of Elarius' planned travel
because he was quiet and small, and he * Spell from The Complete Bard's Hand¬ route. (Alternately, he might simply have
now delights in using his powers quietly book Identical to the second-level priest acquired one of the notices that Elarius
to establish dominance over anyone spell from the Player's Handbook. posted around Redport that included a
noticeably larger and stronger than ininn. ** Spell from The Complete Wizard's rough map of his journey.) He has hit
While Elarius has never taunted Vir¬ Handbook. Replace with hind or ray of upon what he feels to be a foolproof plan
gil, he has nonetheless earned the ire of enfeeblement if not using that book. for thoroughly humiliating Elarius—he
his cousin. Two months ago, the Masters In addition to these spells, Virgil has will use his powers of conjuration to
of the College selected him to be the new previously cast the spell invisible mail on summon up a small band of monsters to
Procurer—an office that Virgil had himself. Virgil's spell gives him an armor waylay the wagon and destroy as much
sought for himself. As a wizard special¬ class of 2 (adjusted for Dexterity) and of the equipment as possible. The bitter
izing in the school of Conjuration, Virgil absorbs up to 5 hit points of damage Virgil is already gleefully anticipating his
feels he is superior to any "mere general¬ before being dispelled, at which point cousin's sheepish return to the college
ist mage," especially Elarius, whom he Virgil's armor class drops io 7 (due to his with a wagonload of broken glass and
considers a blowhard and a buffoon. magical robes and high Dexterity), milled spell components.
68 ■ ANNUAL 1993
HANDLE WITH CARE
DRAGON - 69
HANDLE WITH CARE
likely that the draft horse is in the area of This cloud rapidly billows out, and in
Sidebar 1: Norker Attacks
effect; if it is, the DM should make a the following round it becomes a phe¬
1 Hurl glass flask pr jar for 1 -2 morale check to determine whether the nomenon that resembles a weak stinking
hp damage horse screams and rears up, possibly cloud spell, allowing a +4 to all saving
2 A tte mpi to "b.rea k " a 1 embic causing further chaos and confusion. throw attempts. The summoned norkers
stand, pestle, etc. on PC; by the end of the first round, the nork¬ have no choice but to remain in the cloud
attack causes 1-3 hp damage ers reach the wagon, but they do not and attempt to smash up the contents of
3-4 Throw crate for 2—5 hp attack the PCs or Elari us; instead, they the wagon if they save, but those that fail
damage busy themselves grabbing, hurling, and their saves are forced to run out of the
5 Tht'ow toxi c ehein i ca 1 s i n smashing as much of the wagon's con¬ cloud. Virgil is not be pleased by this
PCs face; on a successful hip tents as possible. retreat, but he and Jack can still use
IC must save vs. poison or For purposes of determining how unseen servant spells to destroy the
be stunned, blinded, and much damage the norkers cause in a typ¬ wagon's load from outside the cloud.
gagging for 2-5 rounds ical round, the DM should assume that While the norkers destroy equipment
6 H u rl f I as k of ac id; trea t a s a the wagon is loaded with 5,000 gp worth and the PCs perform their own actions,
g renade-1 ike in iss il e ca using of glassware, reagents, spelt compo¬ both Elari us and Virgil are busy casting
2-3 hp acid damage on a nents, and similar goods. Each norker spells. Provided that he was not either
successful hit, with 1-3 hp causes from 200 500 gp worth of dam¬ surprised or blinded, Elari us reacts to
slash damage (which might age per round. the appearance of the norkers by first
harm the norker) During the ensuing altercation, some casting his levitate spell to move out of
PCs might opt to engage in melee with harm's way.
the destructive norkers. En this case, the The next round, while Virgil casts
\i has been about an hour since you norkers so engaged are incapable of silence 15' radius al Elari us, Elari us
were passed on the road by the racing ignoring Virgil's orders to destroy the attempts to cast mirror image on himself
elf, and you have all but forgotten the contents of the wagon—but they are (he is a cautious man). At this time, Jack
incident. Suddenly; you hear a loud fairly intelligent creatures, so they flics over and perches in a nearby tree.
bellow from a wooded area to the side attempt to defend themselves while I Ic has activated his change si if ability in
of the road, followed by the pounding obeying Virgil by using the wagon's con¬ the previous round, so he appears as a
of many feet, You look up to see a small tents to attack the PCs. In this case, the starling. .1 le uses his unseen servant abil¬
group of squat, bald humanoids with DM should roll 1 d6 and consult Sidebar ity to break more of the wagon's cargo
enormous fangs, brandishing heavy 1 for each attacking norker, to determine (between 10-100 gp worth of equipment
wooden clubs, they charge toward its action for the round, per round). The PCs might find il eerie to
you I I he DM is encouraged to be creative be dealing with some sort of "ghost" that
Suddenly, there is a blinding flash of in his description of what the norkers are opens crates and flings beakers about,
light, and your vision is filled with a hurling at the PCs. Don't just say that a cspccia i I y vv hen the i i l w cap i >iis have no
s w a rm of sparkl ing, go I de n i n otes! character was hit by a glass jar; describe effect upon it. (The force summoned by
a jar filled with sapphire blue liquid, an unseen servant sped can be damaged
The motes arc the result of Virgil's glitter- dried frogs, or horse teeth! only by area-effect spells, such as burning
dust spell, cast in time with the bellowing The DM should note that norkers who hands spells.)
rush of the norkers. All of the PCs are dividing their attention between In the third round, Elari us casts light¬
(inelud i ng Elarius) in us t ro 1.1 for surp r i se, b rea king eq u i pm en t an d fi gh ti n g o ft 1 }C s ning bolt if he can still catch some norkers
and those in the area of effect of the gl.it- do not destroy as much; these norkers within its area of effect without shooting
terdust must make a saving throw vs. ruin only 200 gp worth of supplies each too close to the wagon; otherwise, he
spell at a - L penalty or be blinded (sub round, it is also important tor the DM to resorts to his magic missile spells. Virgd
fering a -4 penalty to attack rolls, saving point out to the PCs that slain norkers casts unseen servant and begins helping
throws, and armor class) for 2-5 rounds. vanish immediately after slumping to the norkers as Jack does.
The gUlterdusl spell is focused on the the ground; this is a clue that they are It should be noted that Virgil's choke
greatest number of PCs that Virgil can sum moned crcalures. spell was memorized for use in the
target while still having Elari us (who is If at any time the norkers manage to unlikely event that he was attacked
still riding in the wagon) in the area of destroy over half of the equipment in the white traveling on the road; he casts it on
effect. Note that all characters in the area wagon (over 2,500 gp worth of supplies), a PC only if he feels extremely threat¬
of effect of the spell are covered in tire DM should mention that a foul- ened (Le., if his life is in danger). Con¬
sparkling golden motes, regardless of smelling cloud of green-tin ted vapor has versely, PCs should not earn the full
whether they save vs. spell; this exposes begun steaming up from the mixing amount of experience points for killing
any invisible PCs, as well. It is highly reagents that lie strewn about the area. Virgil, as he is not really evil enough to
70 - ANNUAL 1998
HANDLE WITH CARE
DRAGON ■ 71
HANDLE WITH CARE
destroyed by the norkers, and second, evidence that incriminates Virgil as the because he needs their help. (A friend in
whether or not Virgil was discovered instigator of the norker ambush. need is a friend, indeed ...)
and captured by the PCs. The DM has the ultimate say in what One more thing that the DM must
Regarding the equipment, the damage the College of the Crimson Eye accepts consider both before and after running
caused by the norkers is not as extensive as proof of Virgil's involvement, and this this encounter is the importance of the
as it may look at first. Luckily for Elarius, might involve a trial of some sort, for College of the Crimson Eye in the future
he took the time to learn the mending which the PCs will be asked or ordered adventures of the PCs. The exact nature
spell when he was first appointed to the to remain in Redport to serve as wit¬ of the college is left purposefully unclear
position of Procurer; he figured that it nesses. The results of any trial should to permit the DM to develop it as he sees
would make his job easier in the long hinge greatly on the efforts of the PCs in fit, but some things to think about (espe¬
run if he could simply repair equipment, making connections or uncovering evi¬ cially if any PC wizards wish to join) are
rather than having to replace it all of the dence at the scene of the attack; if the membership fees, benefits of being a
time. Because of this, Elarius is eventu¬ only evidence presented are the suspi¬ member, the presence or absence of a
ally able to repair a good portion of the cions of Elarius, then Virgil is probably member's library and/or alchemical lab¬
smashed glassware and some of the spell off the hook. On the other hand, if the oratory, the presence or absence of living
components. This accounts for roughly PCs are instrumental in exposing Virgil, quarters available to members (for a fee),
20-50% of the damages incurred by the they have earned a bitter enemy. etc. Of course, the ultimate goals of the
norkers. (Because of the large amount of It is ultimately up to the DM to deter¬ college should be sketched out, as well.
glass fragments present, it would be mine the fate of Virgil, after considering There is nothing wrong with having the
more difficult to sift through and sepa¬ how well he fares in his plot to discredit College of the Crimson Eye be nothing
rate them all than the effort would be Elarius. If he succeeds without suffering more or less than an organization dedi¬
worth, so Elarius sticks to repairing any serious injuries to his body or pride, cated to the spread of magical knowl¬
items that have broken into a handful or he probably does not harbor much ani¬ edge, but it might be interesting for the
less of easily recognizable parts.) The rest mosity toward the PCs, although he may DM to throw in a few long-term goals
of the damages consist mostly of unrec¬ have a low opinion of their skill as that go beyond this. These might include
ognizable glass slivers, spilt reagents, adventurers. In this case, Virgil probably defeating a particular menace to magic
and spell components that were ruined continues in his self-centered, uncaring or the local kingdom, or learning about a
due to being crushed, soaked in chemi¬ ways as he strives for excellence and specific facet of magical knowledge (per¬
cals, etc. The DM should use Sidebar 2 to power within the College of the Crimson haps divination magic, travel between
determine the relative success of the Eye. Because of his arrogant, overly- the planes, or the secret of immortality).
party in defending the wagon, remem¬ competitive nature, he might well prove Perhaps the college's "respected" repu¬
bering to use the percentage of equip¬ a thorn in the side of PCs who ultimately tation is undeserved, and the Masters
ment rendered useable after Elarius join the college, but he should not manipulate the junior members to serve
magically mends the fragments. become diabolically evil unless affected as unwitting pawns in a secret, evil plot
Regarding Virgil, the PCs probably by some other force or event. If he is (the summoning of evil outer-planar
find themselves in one of two situations. exposed by the PCs for the treacherous beings of vast power, or the overthrow¬
They might have discovered and cap¬ villain that he is, then he certainly hates ing and replacement of the current gov¬
tured Virgil during the course of his raid them, although the extent of his hatred ernment with a magocracy, etc.). Perhaps
on the wagon, in which case Elarius does probably depends on the college's the college is secretly allied with the local
not desire to harm his cousin but insists method of punishing him. If he is merely thieves' guild. The possibilities are as
on taking him back to the College of the fined and demoted, he remains in the boundless as the DM's imagination! In
Crimson Eye to confess his crimes. In college and limits his wrath to doing any event, the college might have one or
this case, the DM may choose to ignore what he can to make life miserable and several uses for the PCs, regardless of
any unfavorable results from the chart advancement difficult for PCs who join whether or not any of them choose to
above; regardless of how much equip¬ it. However, if he is actually thrown out become members.
ment was destroyed, as the Masters of of the college (a distinct possibility), he
the College have someone besides Elar¬ could well turn a darker shade of evil
ius with whom to be upset (and from and show up later as a favored hench¬
whom they can demand their lost man of a powerful NPC villain!
money). Alternatively, Virgil might have Of course, since Virgil is not as corrupt
escaped detection, or he might have as many antagonists, it is possible that he
been noticed but fled before the PCs may have a change of heart and attempt
could apprehend him. In this situation, to prove his sincere regret to Elarius and
much depends on whether or not Elarius the PCs in the future. Perhaps he is
and the PCs can put together enough encouraged to make friends with them
72 • ANNUAL 1998
them
good guys.
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Soulbond
LADLY WILL I RELATE THE TALE OF THAT FELL CITY'S
- ANNlfAl 1998
to reveal my own face. As the dragon regaled me with tales of his past lives, How many times had 1, an infiltrator
regarded my true visage, he spoke again, although he never spoke of them as his who has spent her life wearing other
"We are the same, you and I," he said. own memories but talked of the people faces, had this same lament?
"Both of us have worn many faces, and he had been as if they were his friends, Over time, the drow city began to fall
we will wear many more before lo takes not his disguises. apart, and I had not forgotten my mis¬
our bones. Yet can either of us say truly The Chain of Lives,1 Sembyrn called it. sion amid the sea of Sembyro's tales. 1
which of the faces is real?" "We steels live as many, but many differ¬ fell into the intrigues of the city with
It turned out that Sembyrn, as the ent," he said, "Over the course of our abandon and am proud to say that much
dragon introduced himself, had watched long lives, we walk the earth as men, of my maneuvering saw fruition. In the
me ever since 1 arrived in the drow city. women, kings, paupers, humans, elves, end, the city was finally overrun by two
He knew my mission, my origins, and ores, and all those in between. I have lib¬ entire clans of mountain dwarves, eager
my profession. erated nations, and I have driven slaves to rid their ancestral lands of these spider
Even so, Sembyrn was quiet about his across deserts. 1 was five times a sailor children—and aided by maps I had pro¬
own motivations for living among the and seven a soldier, 1 remember every cured for them. Sembyrn and I wore fret1,
drow for some ninety years, Sembyrn life and regret not one of them." At this he to his next life and 1 to mine*
told me how he had come to the city as a last, Ills deep drow's voice was barely a As we neared the surface for the first
renegade of another city of dark elves. whisper, and 1 doubted the truth of this time in over ninety years, the "dark elf"
He was almost cast out at first but had absence of regret.7 asked me suddenly whether 1 would join
shown so much aptitude for magic and ! was astounded but at the same time him in his next life.
such knowledge of the Underdark that sympathetic. As he toId his tales, Sem¬ I had considered this carefully my
the Kalu adopted him and trained him byrn revealed a sadness, however well- Queen, Even though my loyalty to the
ns a sorcerer. Sembyrn took the opportu¬ buried, that the true Sembyrn was never Moon Court has never diminished, Senv
nity to loam the ways of the Drow, and to be found along this Chain of Lives. byrn's presence had grown to fit me like
their magic. Even though his store of
arcane knowledge was already vast, he
co u I d a I ways I ea r n inore.
Ever since, Sembryn had worked his
way up the power structure of the Kalu,
even assassinating ills obstacles when
necessary. He had been here for nine
decades, impressing even the most pow¬
erful matriarchs of the city with his
ambition and knowledge of magic.
However, Sembyrn told me, it was
now time to move on, I pressed for
an explanation, and his answer
astounded me.
"My next life awaits me," he said,
"The black mask of a drow wizard will
soon be peeled from me, and I shall then
bury away these experiences so that my
next life is not hampered by visions of
the Underdark/'
1 was fascinated and more than a lit-
11 e con f u sed. He exp I a i n ed to m e a bou I
his kind, the steel dragons, who spend
their lives in the forms of humans,
demi luimans, and humanoids. Seru¬
by m, over the course of the next few
months (we had long since established
the "mage" into I louse Ch'rnr society),
1. Steel dragon* live a long time. However, they Tiie Chain is basically the dragon s collection of 2. Steel dragons arc neutral, giving them a cos¬
opt tii spend these many years among humans, human lives. Steels know well that they cannot exist mopolitan attitude toward what lives they choose to
demihuraanSr or humanoids who live for far less under the same disguise forever; someone will lead. These dragons care nothing for good or evil.
time, Since steel dragons wish to blend into the pop¬ notice if the town's mayor, elected for a lifetime, has They may live as a noble hero one life, a tyrant the
ulace as easily as possible without fear of discovery, been in office for 300 years! Thus, sLeel dragons have next, They seek to experience the totality of human
they have adapted to this need, creating what they disciplined themselves to live many different lives, existence, and that means sampling as many walks
call the Chain of Lives. never keeping the same guise forever. of life as they can before they grow too old.
DRAGON - 7 5
ei shawl, and I cou ld not bear to part with "As we live a life, the rest of the world much knowledge of the folk he already
hint The dragon and I had become the changes without our knowledge. My possessed, but he listened to my lessons
closest of friends, and I felt compelled to friends are my links to the age, my infor¬ in their behavior with an attention I
follow him to the next life, to be free for mants as to the progression of history. could not ascribe to many treants.
the first time in a long time, and perhaps Through them, I gain insights uncon¬ 1 introduced "Josef" to the clan as my
finally to find my self. sciously as to the stale of affairs in the own brother, who had been taken as a
After we left the Underdark, the sun rest of the world, wherever my links small boy by a band of raiders. The
was alien to us both, and we spent much may roam," reception was not as cordial as 1 had
time soaking it up like parched earth Sembyrn further explained that he hoped but exactly as T had expected.
does rain. Even so, Sembyrn told me that d oes not fully possess this wisdom until Then, Josef began to speak to the gyp¬
he must seek seclusion for a time, to he Vaults, but nevertheless it comes to sies in their own tongue.5 To my aston¬
Vault, I had heard him use this term him in dreams, and always lingers in the ishment, the gypsies were enraptured by
before, and 1 asked him what it meant. back of Ids mind/ Deja vu is that feeling this stranger, this gaje, m their midst.
"We steels live many lives, but we live when you are sure you've been some¬ Josef began to tell them stories of the
one at a time and cannot carry the others where or done something before. Such a world, of wonders he had seen, and of
around like dead scales," he explained, feeling, Sembyrn said once, is second hardships he had endured. None of the
"Thus, wc perform a meditation of sorts nature to a steel dragon. tales, I knew, were fabrications.
after each life, and we call this the Vault¬ Before two years had passed, Sembyrn Josef, to my astonishment, soon
H
ing, when our memories are stored away found me again. I now wore the guise of laughed and danced with these gypsies
but not obliterated. In the next life, we a human, a gypsy girl called Natasha. I as if he were one of them. They accepted
me more readily after that. So began our
time of endless migration, as we traveled
s we live a lire, the rest or the world changes without with the gypsy band from town to town,
and kingdom to kingdom.
our knowledge. Mj friends are inj links to the age, iny Do you recall, my Queen, how a
dragon can scare the wits from entire
armies just by flying over them? This
Informants as to the progress of historj. presence is no mere back-arching but a
kind of magical power of presence. Sem-
byrn had, he explained to me, used this
will not be bothered by the memory of had a difficult time integrating myself same power on the gypsies. It seems that
the one previous. It's better that way/' into the society of the gypsy family I had his kind, who live among other races
Again, the tinge of sadness. Sembyrn, 1 chosen. They are very untrusting of any their entire lives, had learned to adapt
could tell, had lost much in his lives. except their own kin. However, these free this presence to suit their guises. Sem-
Sembyrn asked me to travel to a far folk were not unlike the fairies who bym told me of steels who swayed the
land where clans of gypsies were said to dance the periphery of Your Majesty's oppressed to rebellion, and kings to ruin,
roam tins time of year I was curious as to own court in many ways, and their man¬ using this force of personali ty/
how the dragon, who had lived miles nerisms became dear enough to me to We stayed with the gypsies fo.r many
beneath the earth for the last century mimic. Over time, I gained their trust, years, and 1 noticed that Josef, even
knew of the wanderings of the gypsies. however guarded, though he was a practically immortal
The dragon then pointed a daw to Sembyrn, now a powerfully built dragon In reality, still aged with a natu¬
several small scales along Ids neck, each human named Josef, had found me in ralness I had to struggle to mimic with
with a strange mark etched into it, "Each the winter of my second year with the my disguises. So skilled were these drag¬
mark represents a friend," Sembyrn said. gypsy family I was surprised at how ons in adopting humans' forms, that
3. The Vaulting is the steel dragon's ability magical knowledge or wisdom. The dragon is still to such information- For example, a steel living as
to "sea! off" the memories of its past lives, thus a dragon in thought and soul. an alchemist would be able to dreamlink with a
safeguarding both the dragon's objectivity and 4. Steel dragons, over Lime, gather a host of indi¬ foreign general and thus learn much of wars
sanity. This seal is not absolute; the memories can viduals that they call "'age!inks." Using a special fought hundreds of leagues away, Through this,
be accessed by the dragon. The dragon is always spell known only to their kind, steel dragons can lire dragons may keep up with events in the world,
aware of the memories' existence, but they seem "dreamlink" to a few chosen individuals; each one making them better able to choose their next life.
closer to hazy memories of the lives of other is represented by a special marking on one of the 5.- Steel dragons make good use of their dra¬
people than the dragon's actual experience. The dragon's scales. The dreamlink fills the dreams of conic ability to communicate with any intelligent
memories do not interfere with the dragon's the dragon writh visions from the lives of the indi¬ creature. They have honed this ability to an art
current life; indeed, he may go through a life with¬ vidual1; to whom the dragon has linked. These form and can easily mimic the speech patterns of
out ever thinking on his other incarnations at all. visions are stored in the dragon's subconscious, even the thickest accent. These dragons love to
This allows each new life to be a learning experi¬ and are revealed in full only when the dragon next learn languages, despite their communication
ence, unclouded by old prejudices and lessons. Vaults. Using the dream links, a dragon is able to ability, and frequently research the languages and
The Vaulting, however, does not obliterate gather knowledge of the changing world, while customs of the culture in which they plan to
the dragon's self-awareness, nor does it close off living in a life that would ordinarily’not be exposed immerse themselves,
76 ■ ANNUAL 1998
they could slowly age themselves with
nary a thought, as time marched on/
Our lives were filled with happiness,
but also with fear as we lived with these
nomadic folk. I learned many lessons
during this time, as I witnessed these
people—my people—stiffering the worst
kind of prejudice and oppression, even
as they stayed free and strong-willed. I
never knew the humans like this, and 1
swore never to look at all humans the
same way again.
It must have been some thirty years
after Josef had arrived in camp that
our clan was attacked by the knights.
The monarch of the land we were trav¬
eling through had found cause in his
black heart to hate our kind. I will
never know why. The king's soldiers
hit our camp at night, and the slaugh¬
ter was horrific. People I had called sis¬
ter, grandfather and dear friend were
cut clown with a speed that seemed
surreal.
Josef and 1 acted without hesitation to
defend our chosen family from the
raiders. I took down seven or so of them
before an arrow bit into my back. I could
feel the poison seep into my blood, and away He exploded in a blur of motion as fared if Josef had not been there, i
my muscles failed me. I lay helpless and he hacked down the knights with his opened my eyes and saw him sitting on
paralyzed in the snow as tire gypsies knife, driving it again and again through a stool near my bed, looking everything
died around me. the knights' plate armor as if it were like a gypsy man in his sixties and noth¬
Then, 1 saw Josef— or was it Mm? The parchment. More than once, a soldier ing like an ancient dragon.
gypsy man l barely even knew as a had brought a sword hard upon the He must have recognized my curious
dragon after so long suddenly tore into unarmored Josef but left only a scratch, if look, as he said in his timeworn accent,
the knights with only a knife. He did not any mark at all. Indeed, the gypsy—'the "My kind can, if we choose, empower
change form, presumably to Mde Ms dragon—fought like a demon with skin our human guises with the strength of
identity from his family. 1 wondered of iron that night. our true forms. We can fight with a
through the venemous haze how he After the battle was over, 1 was picked dragon's strength and fortitude and
hoped to defeat these skilled soldiers in up and laid in a warm bed in a wagon. 1 shrug off blows as if our scales stilt
only his human form. later learned that the soldiers had killed hugged us. Yet we need not reveal our¬
I quickly had my answer, as Josef fully two-thirds of our family and most selves/' Josef said that he knew a night
grabbed a knight from Ms horse and of the others were crippled for life. Even like this would come and had long ago
tiircw him into a tree fully twenty feet so, I wondered how we would have prepared himself/
6. Steel dragons have modified their natural fear human form, with the normal effects. dragon's casting level. Thus, a steel can stand, in
aura to serve them m their human guises. These Obscurement is an inversion of the fear aura, human guise, before a crowd of people, and by the
modifications can be divided into three powers: making the humaniform dragon more likely to force of his words and presence can incite them to
manifestation, obscurement, and emotion control. escape notice. Steels use this ability when mas¬ riot, or prevent one. hr any case, those below 1 HD
When a steel dragon uses manifestation in his querading as criminals or kingmakers. The game are automatically affected by this power,
human form, he cntls upon hb aura to grant him a effect is the same as the priest spell michauy, but can 7. Steel dragons have a skill unique to their kind,
great presence. This makes the disguised dragon be activated at will (whereas the spell is effective which they refer to as Timelouching, Since they typi¬
seem like someone to be heeded and admired (or only if the caster is attacked). The saving throw nec¬ cally remain in a human or demi human disguise for
feared) by any who encounter him. These dragons essary to notice an obscured dragon is automatically a long period of time, steel dragons have honed their
can be found anywhere from political battles, to failed by creatures with 1 JTD or loss, and higher lev¬ shapeehanging skills to alter their form slightly with
universities, to taverns. In game terms, a steel els save with appropriate penalties. time, thus simulating the aging process. Steels do not
dragon using this ability in human form may Emotion control is used by these dragons to incite have to think about this; it happens on an uncon¬
charm any non hostile creature with the normal great passions in those he is among. With the same scious level, even during steep. Thus, if a steel
penalties for the dragon's age. Hostile creatures area of effect as his /ear aura, the steel can use an emo¬ dragon lives as a human for lb years, her human
may also be charmed, but without penalty. If need tion spell at any time. Only one emotion can be form will look 15 years older a t the end of til is 'lifes¬
be, he can also invoke his normal fear aura in manipulated at a time, and the level it Is cast is the pan" than it did in the beginning.
DRAGON ■ 77
We stayed with the family for another 3 now understood fully the reason for with the dragon throughout the Chain of
thirty years before Sembyrn decided it the Vaulting, How could a steel dragon Lives, the only one who ever knows the
was time to move again. He came to the go on having lost so many loves and d ragon rs tr ue n a 1 u re.1"
decision abruptly, and [ was greatly sad¬ children? Yes, Sembyrn had bold me, he From that point, 1 attended each of
dened at the prospect of leaving these had fathered many sons and daughters Sembryn's weddings and was present
people we had grown "old" with. Scm- of many races over time. None of them when h i s ch i 1 d ren were named. I fon gh t
byrn was adamant, however, and I. knew would ever know their true heritage, he wars beside him and even helped him
he could not deny his nature, and I could explained. Sembyrn could suppress his sweep tire floor of an inn we owned for
not part from him. 1 had long since come essence so that not only would magic or several years. We did not merely travel;
to love that dragon as a true friend, as a powers of the mind fail to reveal his we lived lives, and many of them. I saw
mentor, and perhaps even as a father in dragonhood, but any children he sires things that make me feel small compared
many ways. during a life will be normal fora member to the world, and even caused me to
Even so, the dragon and I had long of that race, with nary a scale to confess doubt my sanity, but T had never known
ago shared many very personal feelings their heritage;3 such joy before,
with each other I found the courage once My Queen, ! could fill a hundred the last life that we led together, we
I
to ask him something 1 had wanted to scrolls with my tales of the lives I shared led as adventurers. We traveled with
know since tire first years I had known with Sembyrn after that time. Over the many fascinating people who walked
just beyond the bounds of normality
wherever they went.
saw things that made me feel small compared to the When the party we were with
embarked on a quest to slay an evil
dragon, however, Sembyrn and 1
world, and even caused me to doubt mj sanitf, but I had decided to move on, Sembyrn could not
bring himself to do harm to a member of
never known such joj before. his race, be it good, evil, or in between.8 * * 11
There would not be a next life, Sem-
byrn said with his characteristic abrupt¬
him. In his lives, had he ever taken a next several centuries, we had been ness one rainy day in some city or
lover? Had he married? humans of many kinds, and even lived another whose name I have forgotten.
Sembyrn's eyes had grown wistful, in an orcish tribe. That last is a bale best I felt stunned by Ills proclamation, but
and he told me of his various mates told in person, but trust that you will in the end I found it not so surprising.
throughout his life. He had been married never see our enemies the same again. Both Sembyrn and 1 were over four hun¬
countless times and had taken many I had become Sembym's Soulbond, he dred years older than we had been when
consorts. And, he said resolutely, lie had told me. Every steel dragon takes one, we met, and at that time Sembyrn was
loved every single one genuinely. you see, a special individual to carry on among the oldest of iris kind. He was
8. Since they spend most of their lives in, a form Dragon Hide: Steels may Loughm Lire skin of the dragon's true form and nature, as well as the
other than draconic, Steel dragons have learned to their guise-form, allowing for a better natural AC. creature's odd mission in life,
transfer many of their inherent physical abilities to While not as effective as the dragon's own scales, the Soulbonds gain many benefits from this special
their humanoid forms. This is called guise empow¬ toughened skin does function just as well as most link. They are telepathically linked to their steel
erment. armors. Thus, empowered guises have a natural dragon companions and may communicate over
Guise empowerment can be done only to the armor class of six steps worse than the dragon's true any distance save for extra planar, Secondly, the
dragon's adopted guise form, not to just any form form, for a minimum of 8. This ability cannot be Soulbond may change form to a limited degree but
into which the dragon chooses to change. For exam¬ combined with armor worn, but it can be combined must always remain within her own species. A
ple, if a steel is living as an elf, only that elven form with magical items that lower armor class (i,e., cloak human Soulbond may alter her form however she
may be so empowered. If the steel dragon of protection), wishes, as long as she remains human. She cannot
shapechanges Into an ore for some reason, the 9. To experience the lives of humans and deml- transform into an elf, for instance.
empowerment is lost until the elven form is once humans more fully, steel dragons frequently marry Steel dragons prefer to Soulbond with long-lived
again assumed. or take mates of their adopted race, even siring or races, such as elves and dwarves, but do not bond
Guise empowerment is very difficult and takes having children by them, Steel dragons have the with these exclusively.
about a month to achieve, during which time the ability unconsciously to suppress their draconic The role of the Soulbond is one of servant, friend,
dragon has only the physical capabilities of his essence, such that any children sired by the dragon and companion. They help the dragon to live in and
new form. When completed, the empowerment will be of the dragon's adopted race. If a sled is liv¬ adapt to different societies. Ln return, the dragon
makes ihe new form almost as powerful as the ing as an elf, he will father elven children, not half¬ sees to the care of his Soulbond and defends his
dragons natural body. The following abilities are dragons. This adaptation serves to hide the com pa n i on with his life.
granted to a steel dragon who has empowered bis dragon's passage as such, by not leaving a Lrail of Even so, a Soulbond is not chosen unless he can
adopted form: sli per-el 1 i Id n?n I n h b wa ke. devote the required amount of time to the dragon.
Combat Modifier: The dragon may now make II), Eventually, a steel dragon will choose a Steel dragons never choose as Soulbonds those with
use of his combat modifier for age. This applies to Soulbond. This individual is the most trusted overwhelming responsibilitiesr such as rulers or
any barehanded or melee attack the dragon makes. friend and companion a steel dragon will ever priests.
It also augments tire spellcasting level of the ha ve outside of his own species, A Soulbond is dif¬ 11. Steel dragons arc neutral creatures, even
dragon's adopted form. ferent from other Links, spouses, or children, in I hough they explore many different alignments
Dragon Senses: Empowered guises regain the that this link is maintained throughout the through the course of their many lives. 11 owe ver, no
excellent senses the dragon enjoys En his true form, dragon's Chain of Lives, No matter how much a matter what their current mindset may be, most
as well as the ability Lo see invisible creatures or Steel cares for a normal link, the feeling is lost after Steels cannot bring themselves to harm another
objects. In addition, he gains the dragon form's the Vaulting. Soulbonds, however, remain with dragon of any color or alignment unless they are in
ckiiraiidience in lair ab Hi ty. the dragon from life to life. Soulbonds are aware of dragon form themselves.
78 ■ ANNUAL 1398
weary of the traveling and the Chain. I hatchlings to live both as dragons and as their own tongue, which Sembyrn had
was saddened beyond measure that the men and women. Then, at the end of the taught me to understand, that he was
journey was over, but 1 could not deny Rising Time, the hatchlings would go entering Reflection* The other dragons,
my friend his well-deserved rest. forth and undergo their first Vaulting, in with a touching intimacy-in-formality,
Then, he took me somewhere T had which they lock away the memory of commended him and bade him farewell*
never been, where I saw something I had their parents and assume their first We then left. I was surprised at how
never seen. human guises.J- simple yet touching the ritual was. Still, I
In his dragon form, with me on his i was spellbound, as I had never asked my old friend where we were
back, Sembyrn took us to a lonely, mist- known about any of this* bound next,
shrouded mountain lake and landed When all the dragons had gathered, "Betwixt each and eveiy lifetime,"
upon a craggy cliff overlooking the they began a rite as old as the stars, as Sembyrn had said, "We steels must
water. We waited. As night fell, we they each in turn sang their deeds to the retreat to privacy and record our wis¬
began to see large, winged shapes others. When Sembyrn'$ turn came, he dom, before Vaulting, so that the lessons
descend upon the lake and perch on told his tale in a voice so beautiful that a learned and the lives led may live on
similar crags around it, one at a time, 3 blind listener could scarce believe it after we go to IoT Sembyrn called this
realized that they were other steel drag¬ came from a huge creature such as he. ritual the composition, and it is a tradi¬
ons, all gathering from their various When he finished, he told his people in tion older than the elves?1
lives around the world.
1 then asked Sembyrn a question that
he had avoided answering for all these
years: What had he done in the period
between lives, when l was scouting our
next home? 1 knew he had Vaulted, but I
usually went two or three years without
seeing him, and on two occasions went
an entire decade without his company
Sembyrn, as we watched the dragons
descend upon the ghostly lake, told me
of his children: his true children.
Between lives, it turns out, steel drag¬
ons come to hidden places known only
to their kind to see one another, tell tales
of the world, and lo mate. Sembyrn
spoke with fond remembrance and fierce
emotion of his two mates and the hatch¬
lings they had sired. I learned that Sem-
bym had lived two brief, decade-long
"lives" with his mates, solely for the pur¬
pose of seeing his children born and
instructing them in the ways of the steel
dragon. In these Times of Rising, as he
called them, lie and liis mate wore alter¬
nating guise as human, demihuman,
and dragon forms as they taught their
12. Steel dragons devote a few years between From the outset, they try to instill in the hatch¬ 13. After a Steel dragon leaves a life, but before
lives to the task of mating and producing hatch¬ lings a respect and curiosity for (demi)humanity. As Vaulting and moving on, the dragon performs a rit¬
lings. Steel dragons have one or two secluded tire hatchlings grow older, the family moves fre¬ ual called Composition. This involves the dragon
and secret meeting spots where they meet to quently, always in human form, to expose the young producing some sort of work, be it books, scrolls,
exchange tales and to find mates. No other crea¬ to different sorts of people. music, sculpture, or other form of art or record. The
ture, except perhaps Soulbonds, are allowed to As time goes on, the mates have less and less to Composition comprises all the wisdom it gained
ever see this place. do with the younger dragons. They still advise, but during that lifetime; all observn lions, opinions, emo¬
Once a mate is found, the dragons adopt their do not interfere as the young dragons gain experi¬ tions, and other such information it gleaned from
next guises. Instead of living among humans or ence, Eventually, die parents teach the dragon die Iter years as that person.
demihumans, however, they choose to live in rela¬ ways of Vaulting, the final lesson die dragons leam By the time a steel dragon enters Reflection (see
tive isolation. The female lays her eggs in dragon from them. Oil the first Vaulting, a young dragon 15, below), the dragon's composition is usually
form, in a well-hidden spot, and then the eggs are stores away most of its memories of its parents but huge, made up of many lives' worth of experience
cared for in their human home. Once they hatch, still remembers the lessons, insuring that the dragon and lessons. Legends among these dragons hold
the family adopts a strange lifestyle that alternates may make his way in the world without ever returu¬ that the dragon god In specifically created the steels
between dragon hood and humanity, as they ing home. After the first Vaulting, a sted dragon for tills purpose, so that the other races may leam
instruct their hatchlings on this duality of 11 fe. never again sees his parents. from these dragons' observations of Lliem.
DRAGON - 79
1 did not fully appreciate this composi¬ you, Danaenn, so that you might spread Each sonnet was about me, my Queen.
tion until we reached Sembyrn"s lair. I it across the world as you see fit. It is the Each verse echoed my own thoughts, my
had never seen this place, and it was lit¬ greatest hope of iny kind that the lessons fears, and each showed such deep under¬
tle more than a cave that delved deep we learn may someday help others. I ask standing of me that 1 couldn't contain
i nto a h u ge m ountai n. only that you show no bias except this: myself It seemed as if, in that moment,
However, once we reached the deep¬ give the items only to those you feel need and in every moment 1 read those verses
est parts of the cave, Sembyrn's sanctum, them. After that, they will find their way to this day, that I know who I truly am.
I was compIeteIy dumbstruck, across the world on their own. You must I have not seen Sembym in over a year,
Lining the cave were all sorts of trea¬ be a messenger of my experience, and I now. I have wandered the world since,
sures, although none of them were mon¬ only hope my experience can help peo¬ thinking back over the years, and fre¬
etary Hooks, scrolls, music, sculpture, ple understand themselves/1'10 quently re-reading the verses Sembyrn
paintings, and other items with obvious wrote of me, of our time together, and of
magtea 1 enchantment the lives we had ted.
"This is my composition, Danaenn, My Queen, l love you as I always
and my legacy," he said with reverence have, and I have never stopped missing
and love. "It comprises the totality of the the Moon Court, I am returning home to
wisdom I have gained in this world, or so pay homage to your Majesty, to make
I can only hope/' my report, and lo accept any judgment
He sal quietly as I pored through the you feel is warranted for my straying.
collection, There were books on art and I humbly request, however, that you
warfare. Poems of love and jealousy show leniency, and allow me my
and passions both dark and bright freedom lo leave the Moon Court
Magical crystals held memories of again after my time of restitution
cities that no longer stood, and a is completed, [ have a task to per¬
faded scroll catalogued the harvests form, your Majesty. A task, and a
of a small farm, seven centuries ago. final favor for the dragon who
Every single thing in the cave was begins and ends my tale. A dragon
woven with magic. Every written called Sembryn.
word would bring wisdom to the
reader, making her a better warrior, a VV i t h g rea tes l s i ru :e ri ty an d hi >m a go,
wiser priest, or even a more skilled Danaenn Mtstwhisper, Infiltrator
criminal. The works of art were
astounding and showed the condition
of human and demihuman nature from
an objective view.11
"I must ask you one final favor, my This friend of mine bad never lost the
friend," Old Sembyrn said. " I must enter knack for amazing me, and this time was Despite graduating with a degree hi journal’
Reflection, now; when I relive all the no exception. He spoke again, in tones ism in 1995, a lack of free time conspires
lives 1 have undergone. When that is less formal, but with no lack of emotion, against jay's writing more often. He works as
done—and it could take centuries—lo "This, dear one, is yours alone," a typesetter for a community college and does
will come for me, I can only hope my Sembyrn handed me a small book, a massage therapy on the side. While he's been
wisdom is enough to please him.- diary. Inside were a series of sonnets of gaming now for about 72 years, he's lucky if
I waited, not breathing, to hear his such simple beauty that T could barely he can play more often than once a month,
request, "1 would like to give all of Lhis lo fight my tears. these days, Ah, life.
14, Many items in a steed dragon'a composition moment of every life they have led. All memories see that it is spread throughout the world, providing
are magical. Most of these items will bo scrolls and previously Vaulted will be re-opened as they mankind with the dragon's wisdom. This is not
books, flic various magical (turnunit can be found in occurred. done out of arrogance but out of a desire to aid the
a composition, as they are these dragons' favorite After reflection is completed, which could take humans and demihumans that the dragon has lived
items to create, due to their purpose of bettering centuries, the dragon is ready to die. Steel dragon among for so long.
those who study them. Also found here are pearls of legends hold that To himself comes to take the If the Soulbond accepts the mission, she takes the
wisdom, and other items created to improve the lines dragon into the afterlife and tests the Wisdom the parts of the Composition lo the far ends of the world,
who use them. Spelt scrolls and maps will also be in steel has gained through his lifetimes. If the dragon and even beyond it. What she does with the Compo¬
abundance, as well as non-magical artwork and passes the test, lo supposedly allows him or her sition is up to her. She may give away the works or
writings that nevertheless contain a trove of infor¬ to become one with his divine essence. If the sell them. Sine may leave parts tif the Composition
mation, mu sings, and wisdom. dragon docs not pass, the legends hold that he or from here to Bytopia, or she may leave the entire
15, After they have completed their last life and she will be reincarnated, to begin the learning thing on a library's doorstep.
final entry into their Compositions, Steel dragons process anew. Not many Soul bonds refuse this final request but
enter a period of lucid dreaming and hibernation 16. Just before entering Reflection, it is common there might be one or two hidden hoards of a
which they call Reflection. During Lilts Lime, the for a steel dragon to ask one last favor of his Soul- dragon's wisdom, lying deep within mountain cav¬
dragon lies in slumber, as they vividly recall every bond; that she take the dragon's Composition and erns, awaiting discovery.
SO * ANNUAL 1998
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Dragon - Magazine
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The Prayers of
Stromp & Hewel
To see liow
Impressive ONMAGICAL BY NATURE, the dwarven race has always
magic can lie, suspicion of magic and have even excelled in wielding the
leek tn the The following spells were developed by dwarven race, goblins and ores. When
a pair of dwarven priests, Stromp and battling with such creatures and then
I Jewel. Although they followed differ¬ kin (including hall-ores, orogs, and hob¬
earth. ent gods Strom p's religion was cen¬ goblins), this spell raises morale and pro¬
tered in the Combat sphere and I lewd's vides a fierce fighting edge to the
that of I Elemental Barth—here they recipient.
worked together to benefit the dwarven Affected dwarves gain a +3 bonus to
race upon whom their individual gods appropriate morale checks. If a morale
both looked favorably. These spells are check then fails, the dwarf may recheck
unique in that they are only granted to every round until successful. If a morale
dwarven priests and often apply strictly check fails before the spell is cast upon a
to members of the dwarven race. Com¬ recipient, a second check is immediately
bining the strong and courageous nature granted with the +3 bonus. If this second
of dwarves with their sympathies for the check is successful, the dwarf may Lake
earth, these spells apply to the combat or his actions at the end of the round. While
elemental (earth) spheres of devotion or under the influence of this spell, the
both of them. recipients gain an additional +1 bonus to
their Tl I AGO and an additional +1 dam¬
Dwarven Zeal age against any ore, orog, ha if-ore, gob¬
(Enchantment) lin, or hobgoblin.
Level; 1 The material component of this spell is
Sphere: Combat one drop of dwarven blood, freshly
Range: 5 yards /level drawn from the dwarven priest casting
Components: V, 5, M the spell, for each dwarf under the spell's
Du ra ti on: 2 rounds/level effect. This blood may be obtained from
Casting Time: 4 any existing wound or a small self-
Area of Effect: One dwarf /level inflicted cut (no hit point damage). As the
illustrated by Saving Throw: Special spell takes hold, the recipients realize
Bob Klasnich A variation of the Mess spell, dwarven they are under a magical effect and may
zeal focuses on the natural enemies of the choose to resist it, gauiing a saving throw.
82 - ANNUAL 1998
Mudin Your Eye
(Abjuration)
Level: 1
Sphere: Combat, Elemental (Earth)
Range: 10 yards
Components: V, M
D m at ion: I mu n d /1 eve 1
Casting Time: 3
Area of Effect: One creature
Saving Throw: Special
With this spells the dwarven priest can
hurl a glob of mud up to 10 yards, strik¬
ing a target creature in the eyes and tem¬
porarily blinding it. An attack roll must
be made by the caster, though the dwar¬
ven priest does gain a +1 bonus thanks to
the dwarven affinity for the earth plus
any missile bonus due to Dexterity A
saving throw negates the spell Dwarves
targeted by this spell gain a +1 bonus to
their saving throw; all other creatures
and races suffer a -1 penalty.
If the spell is cast successfully, the tar¬
get creature is struck by the mud-glob
and effectively blinded a number of
rounds equal to the dwarven priest's
level. While blinded, Lhe victim suffers a
=4 penalty to bis THACQ and, of course,
cannot see where he is going. A deter¬ metal or a gem of the type being sought. Casting Time: 4
mined effort to clear the eyes of mud can The spell is cast, and tire representative Area of Effect: Dwarven caster
halve the remaining spell duration coin or gem is tossed into tire air. If there Sa v i n g Thro w: N one
(rounded up); during that round, how¬ is a source of the sought-after precious Using the foundation spell, the dwar¬
ever, the affected target cannot attack metal or gem within the spells area of ven pries! borrows the stability of the
and suffers a +2 penalty to armor class* effect, the representative item flies earth, decreasing the possibility of him
The material component is a small ball toward the nearest source. If any stumbling or being knocked down and
of earth or mud that is thrown at the obstruction is met, such as a wall, the making moving the priest more difficult*
spell's target. spell is interrupted at that point. For each level of experience/ the dwar¬
Magical barriers (such as a wizard- ven priest gains a +1 bonus to any Dex¬
Precious Affinity locked door), other-dimensional spaces terity check. With both feet planted
(Divination) (bag of holding), or antiscrying prepara¬ against the ground, any attempt to move
Level: 1 tions effectively shield valuables from the dwarf physically requires a bend
Sphere: E l emen ta I (I la rth J ibis spell. Also, if nearby people carry bars /lift gates roll Even after a success¬
Range: 0 any form of the metal or gem (such as ful roll, if the caster can again place both
Components: V, 5, M gold coins in a pouch or the gem- feet against the ground, a second bend
Dura tion: Insta nta neous encrusted hilt of a sword), the spell indi¬ bars/lift gates roll is required. If set
Casting Time: 1 round cates those objects as the closest source. against a charge in this manner, tire
Area of Effect: 10 yards/level Ore and unreined gems are also viable dwarven priest inflicts an extra ld6 hp
Saving Throw: Special targets for the spell's focus. damage on a successful hit
This minor form of the locate object The dwarven caster must be standing
spell relies on the dwarven affinity for Foundation on earth or stone to cast this spel l* If dur¬
precious metals and gems. When cast by (Alteration) ing the spell's duration the recipient
the dwarven priest, it can be used to Level: 2 moves off earth or stone (to water or
locate the nearest source of a single type Sphere: Combat, Elemental (Earth) wood, for example), the spell is broken*
of metal or gem. Range: 0 l he material component is a bit of
The material component for precious Components: V,S, M crushed granite, which is sprinkled over
affinity is a coin of the same precious D u ra ii on: 2 rounds /1 ev el the caster's feet as the spell is concluded.
DRAGON - S3
Ignore Light Wounds Magical items are more resistant to Components: V, S
(Necromancy) this spell. A magical weapon, shield/ or Duration: Permanent
Level: 2 suit of armor receives a saving throw Casting time: 1 round
Sphere: Combat bonus equal to the total of its "pluses" Area of Effect: Gem touched
Range: Touch (e.gv a suit of chain mail +3 would receive Saving Throw: Negates
Components: V, S a +3 bonus to save, while a long sword +2/ Tliis spell has two possible uses. It can
Duration: 2 rounds/level +4 vs, fire-based creatures would receive a transmute one type of gem into another
Casting Time: 2 +6 bonus to save). Regardless of the of equal value, and it can increase the
Area of Effect: Dwarf touched modifiers, an item always fails its save value of a gem.
Saving Throw: None on a roll of 1. Other magical items com¬ When transmuting one type of gem
Tliis spell amplifies a dwarf's impres¬ posed partly or entirely of metal receive into another, no saving throw is
sive Constitution/ temporarily harden¬ a standard +2 bonus; artifacts and relics/ required. The new gem may be of any
ing the recipient against minor wounds. however, are impervious to this spell. common gem type desired by the dwar¬
Any wound received after the spell's Metal constructs (e.g., iron golems) ven priest. If the priest has the gemology
conclusion that inflicts 3 hp damage or struck by this spell must make an or appraising nonweapon proficiency,
less is not subtracted from the recipi¬ unmodified save vs. spell or suffer ld4 the priest may specify one attribute of
ent's hit points but is instead recorded hp damage per caster level the new gem in advance (such as size,
separately. Attacks that inflict more The material component for this spell color, or purity) so long as the gold piece
than 3 hp damage are not resisted by is a thin, brittle metal rod that is snapped value of the gem remains unchanged. If
tine spell. in half upon casting. purity is increased, for example, size and
If the "ignored" damage would ever color typically decrease.
drive the dwarf below -10 hp, the dwarf Stone Shell If the dwarven priest attempts to
falls unconscious for ld6 turns. The spell (Alteration) increase the value of a gem using this
expires at the end of its regular duration Level: 3 spell, the gem must make a successful
or when the dwarf loses consciousness. Sphere: Combat, Elemental (Earth) saving throw vs. crushing blow to avoid
At the end of the spell's duration, any Range: Touch being ruined in the attempt. Advice from
"ignored" damage suffered by the dwarf Components: V, S, M anyone skilled in gemology lends a +1
simply vanishes, as he neither gains nor Duration: 1 turn/level bonus to the saving throw. Proficiency in
loses those hit points. Casting Time: 5 gemology by the priest casting the spell
Area of Effect: Dwarf touched offers a +2 bonus. If the saving throw
Shatter Metal Saving Throw: Special fails, the gem is ruined and drops to a flat
(Alteration) Under the effects of this spell, a protec¬ base value of 10 gp. If it succeeds, roll
Level: 3 tive layer of rock forms over the dwarf percentile dice on the table below to
Sphere: Combat, Elemental (Earth) recipient's skin. Though segmented and determine tire increased value:
Range: 10 feet/lev el slightly pliable, this rock covering still R ol 11 d 100 Va I u einc l eases by
Components: V, S, M inhibits the recipient's movement. 01-50 25%
Duration: Instantaneous The stony, protective layer affords the 51-75 50%
Casting Time: 3 dwarf a -4 bonus to AC. This is in addi¬ 80-95 100%
Area of Effect: One item tion to any other armor or magical effects 96—00 150%
Saving Throw: Negates in place. Movement rate is halved, how¬ A gem can be transmuted via this spell
Tliis spell relies on the natural affinity ever, and Dexterity bonuses are ignored, only one time. If this spell is ever cast on
that exists between dwaives and metai- so the final AC reduction could turn out a gem more than once, it shatters, A faint
smithing- Upon casting shatter metal the to be less than a -4. The stone, shell can be magical aura of alteration magic remains
dwarven priest creates a special link to destroyed in one round using a digr trans¬ on any gem that has been transmuted as
any metal item within range. The priest mute rock to mud, or stone shape spell. a warning.
detects any flaws in the item and then The material component for this spell
channels the magical energy of the spell is a small piece of obsidian that may be Clinging Earth
into these flaws to shatter it beyond reused. Dwarves who resist this spell (Alteration)
repair. gain their usual saving throw. Accepting Level: 4
The affected item must be a single the spell indicates automatic success. Sphere: Elemental (Earth)
piece of metal (like an anvil or a bardiche Range: 5 yards/level
blade) or one piece of a larger metal con¬ Transmute Gem Components: V, S, M
struct (a single portcullis bar or one link (Alteration) Duration: 1 round/2 levels of caster
in an iron chain). A nonmagical item Level: 3 Casting lime: 2
must immediately save vs. crushing Sphere: Elemental (Earth) Area of Effect: 10 square yards/level
blow at -2 or be destroyed. Range: Touch Saving Throw* Special
THORNHOLD
S© * ANNUAL 1998
a wife* ijf
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Jr'r^'i!
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DUNGEON MASTERY
The Campaign
Journal
B] looking
back at wbat S
/
A-_
n when creating a game world. Rulebooks provide the framework
has already m ak campaign world where the action takes place, Dice, figures,
and character record sheets are all tools that you and the
occurred,
players use during the game.
se * ANNUAL 1998
duties on a date when those characters
you know will be busy. The characters
would have known better than to begin
creation of a magical item the day before
a major service.
Record impromptu holidays as they
occur. For example, if an adventure
requires the FCs to start in the middle of
a holiday with an elven clan, make up an
event, then record it. Once it is in your
campaign journal, the PCs can be invited
back next year or elven PCs can simply
celebrate wherever they happen to be.
Birthdays
Each player should note his character's
birthday, and you can remind the play-
ers as those dates approach. Birthdays
are a good reminder that the characters
will someday die of old age, if nothing
kills them before then* They might spur
on those obsessed with avoiding death
or motivate others to make plans for
their own inevitable passing (draw up a
will, train students, hide away a legacy
of treasure, etc).
Depending on the level of roleplaying,
key NPC birthdays might be important,
too. You needn't plan a special event for
each birthday, but it does help to have
them written down. You can't have
NPCs staying the same age while PCs
grow older! Spouses, children, followers,
A computer's ability to search, edit, and store tent makes it the medium of choice for your campaign journal.
henchmen, mentors, and others in the
campaign all age, too.
For any creature whose date of birth is Miscellaneous NPC Relations
not important but whose age is, you can Keep track of time as the PCs undergo I he attitude of NPCs toward the PCs
rule that all unspecified characters and major projects like construction, travel, should be recorded. Those favorably
monsters age a year on the same day— spell research, magical item creation, etc. impressed can seek out the party later for
usual ty the first of the year-—just as thor¬ When the event is started, estimate the a favor, send their sons and daughters to
oughbred racehorses are all considered date it should end and watch it as other train with them, reappear as followers,
to be tiorn on January I when determin¬ characters engage in their own activities. or warn the PCs of an enemy's activities.
ing their eligibility for racing. Until that date arrives, those characters Hostile NPCs might send spies, scry
Monsters age also, and some of them arc busy and unable to adventure with¬ from time to time, place false wanted
grow more powerful as they mature, out abandoning their project. posters featuring a PC, send dup pie-
Every single monster doesn't require an Other days to note in the journal gangers to take tiie PCs' place, spread
exact birthdate, but the general age of include the following; rumors about PCs, buy on a PCs credit,
dragons, RavenlofT* vampires, and It Tax due dates. or otherwise cause trouble. The severity
other special creatures should be noted if It Deadlines for long-term contracts, and length of Litis enmity depends on the
they survive the initial encounter with quests, agreements, etc. events that caused it If you have a record
the PCs. Then, when they meet the N PCs It Expiration time of long-duration of the original meeting of the PCs and
again, you arc prepared to note the spells, like Ijeotnund'$ secret chest* the hostile NPC, you can decide how
change in abilities if necessary. Simply It Celestial events that might be much of a problem the enmity becomes.
compare the current campaign date (or important to non-standard spell casters, As the journal and the list of NPCs
projected date if you're still creating the X The phases of the moon(s), since grows, you gain more opportunities to
adventure) to the last meeting and find these affect lycan Lh ropes (or even unfor¬ link adventures. Perhaps you are con¬
tire difference in years. tunately infected PCs). sidering a waterborne adventure that
DRAGON ■ a &
requires a merchant to hire the PCs to Keep a chronicle of which monsters powers, or uninvoked curses. A good
guard a ship from pirates. Check the the party meets as well. As they way to keep track of hidden knowledge
campaign journal for a merchant who encounter each new monster, you have a on a computer (or even paper) is to
has employed the PCs before. If none reference for how tire party identified it underline or italicize facts that the PCs
exists, maybe another merchant the when they last met Some common mon¬ don't yet know. If you are careful to
PCs know has branched out and added sters are generally called by name even remind yourself about hidden informa¬
a ship to supplement his caravans. from the beginning of tire campaign. If tion this way, you are less likely to give
Not every new adventure should be the party contains dwarves that easily away secrets to your players with a slip
based on old NPCs, but occasionally an recognize goblins, for example, you can of the tongue.
NPC who has benefitted from tire PCs use the name "goblin" in your speech
seeks them out when his own resources without fear of giving anything away Example: You write: Ganna picked up a
have Gome up short. When re-introduc¬ Rangers always recognize their species red robe of the archmagi and a magical
ing these N PCs, use tire opportunity to enemy ring. She is aware of the robe's AC benefit
remind tire PCs how much they have On the other hand, if the PCs meet a and has identified illusion magic in the ring.
changed since their last encounter with hag and have no idea what it is, they It is a ring of air elemental command. To
lire NPC. must rely on your description. Part of the be activated, it must be returned to the ele¬
wonder of the game is discovering new mental plane of air.
Example: Based on your notes, you things—including monsters. A "hag"' is a
describe the following reunion to the creature in tire book, with statistics and Some mundane treasures are also spe¬
players: Ouma% once a familiar face, in this hit points. A nineToot azure witch with cial and need mention in the journal.
hall rushes toward you, raising his arms and Herculean grip, voracious appetite, and Some gold coins might be fakes, jewelry
embracing each of you in turn. "Xavier! It's nails like razors is a terror. might be appraised incorrectly, or trea¬
so good to see you again. Your accent is instead, let tire players identify the sure maps might be real. Non magical
nearly gone. These last five years have hem monster. They might call her an ogress, a treasures might have a special meaning
good to you, Ganna. I hear my favorite witch, or "giant blue lady" A would-be to a particular group: for example, holy
young novice is now tutoring her own stu¬ rules lawyer might declare her an ogre relics of a temple, totem items of a bar¬
dents, Sparrow, I stopped to make an offering mage, in your notes, label the hag as barian tribe, or the crown jewels of the
at your sacred grove on my way into town. such, so that next time the party encoun¬ dwarven prince. These items have an
Last time I saw you, the trees wouldn't even ters one, you can use the players' own importance far greater than their gold-
talk to you, and now they serve and protect pseudonym. piece value. When the PCs try to sell a
you. Amazing, isn't it?" When you plan a new adventure, you strange silver bowl, you are prepared to
can check your journal for monsters that have die shopkeeper spit out his drink
Players are consequently reminded the players are or aren't familiar with so when he sees it or slain the door and
about tire changes in their part), former that you can describe them appropri¬ refuse to speak to them. In many cases, a
comrades, and their own character's ately. Then when you mention the previous owner still hunts the item,
political or social promotions. Bringing appearance of a "giant blue lady," you which might have changed hands many
back old NPCs is a good way to point bring back all of those horrible memories times. Sometimes, not even death stops a
out advancements for those who feel of rending claws, rancid breath, and skin determined pursuer!
that their growth is stagnated because like iron.
they are at high levels and advancement If this system becomes too cumber¬ Example: You note in your journal:
is slow. some, simply have a more experienced Xavier has started to carry around the
Other NPCs to keep track of include adventurer offer his opinions on the curved dagger to try to blend in with the
the following: monster while trading "fish stories" in a nomads. If is the symbol of office of the holy
H Enemies tavern, or use some other device to slayer (assassin) cult high priest, and Xavier
>1 Rulers identify a few monsters. Perhaps a dis¬ will be attacked every week until dead.
n Allies covered bestiary has a drawing of a few
K Retired PCs of the common monsters in the area. Similarly, characters who flash around
It Shopkeepers Somebody in the game world must expensive or valuable items might find
It Neighboring landowners know what the monsters are, after all. themselves drawing the attention of
It Servants Just make sure the information that you thieves from every far comer of the city.
H Followers give them is limited in both scope and Any time a character uses a magical item
Since each of these NPCs interacts accuracy. in sight of a large group of people, it
with tire party in different ways, record should be recorded for later reference.
when, where, and how they met, what PC Possessions Dueling in the street, saving the town
happened between them, and the NFC's Keep track of magical items with from a humanoid tribe, or buzzing tow¬
general attitude toward the PCs. unknown properties like charges, secret ers on a flying carpet all attract attention.
90 * ANNUAL 1996
When you note such an event in the jour¬
nal, you can d raw on it later to design an
attempted theft or robbery encounter
against the PCs.
DRAGON ■ 91
Adventuring groups are constantly for a character to write a will If you PC might arise as a ghost to protect
picking up new members and losing w?antf you can include the characters' another player's temple or stronghold.
others* Always record which PCs go on wills in your journal, whenever they Another might await anxiously a speak
each new adventure. A player might be happen to provide you with the basic with dead spell so he can blurt out infor¬
absent- His character might be engaged information. mation vital to an adventure. A poorly
in spell research or serving a prison sem For better game interaction, have the treated hen dim an might haunt a wiz¬
tence, When recording the attitude of player actually write up a will, which ard's laboratory as a poltergeist, causing
N PCs toward tire party, be sure that it is you can decorate with a fancy font and extensive damage. In all of these cases,
the right party. Your group has turnover border if you wish and print out for notes from the campaign journal can
among both players and characters. An the player to keep in a safe place. make the event consistent with past
NPC that the party has met in the past Whether you or the pla}^er keeps the events and inspire interesting twists and
might not know any of the current will, bring it out on the character's death reminders to keep the players immersed
adventurers. Don't let the players catch to determine what should happen to in the game.
you making that mistake! the character's property. Wills solve
P
many inter-party disputes before they Player and Character Information
even start. To be complete, wills should Players have a right lo limited access to
your records of their character's exploits.
fajiers have a right to limited access Using a computer resolves tins situation
easily You can copy those sections of the
log that contain information that the
character knows and print them for the
to jour records of their character's exploits. player to keep. Hidden information you
keep to yourself. Using different fonts or
italicizing text, as mentioned, makes this
Character Death specify contingencies for resurrection or job easier.
Always record all information concern¬ raising, whether or not to reincarnate, Even better, make player copies a
ing the death and treatment of dead PCs distribution of property, treatment of the habit after every successful adventure. If
and key NFCs. The status of the dead body (burial, cremation, disintegration} you have a knack for writing or wish to
becomes important if the party tries to when death is final, and other factors. develop one, try turning the PC's actions
raise or speak with the dead character. It Priests and other religious characters into a short story, making their version
can also be used later to haunt the group. (such as paladins) might have certain into a work of fiction. You might have to
restrictions to consider. Their religion give away some information about tire
Example: Your journal entries let you set might require a certain prayer or ritual at villains that the PCs don't learn right
the stage to remind the PCs of a fallen death. You can let the player decide most away, just don't give away anything
comrade: Two years ago today oti the peace¬ of these things personally, disallowing vital Your players love being able to
ful field below you, Nest met her end at the anything that conflicts with established took back on then own exploits this way.
hands of the trolls who destroyed her grove. It rules. Players who have written records of
seems like only yesterday she. walked casually Bringing characters back from the their characters' accomplishments con
through the daisies with her golden hair and dead requires considerable attention call on people, places, or tilings that the
white robes blowing in the constant breeze; alone. Does the character make some character knows. If PCs need a ship, they
You can see her there—literally! There she is, provision for paving for the spell? Is rais¬ might seek out the merchant guild they
wearing the robes not of a druid but of the ing even allowed by his religion? Does saved from pirates last year. If they need
I My Order of Guardians. No, it cant be her.: he want to be reincarnated if he can't be to hide out for a while after a disastrous
This woman is a little too old and far too pale, raised? Does the character prefer to use failure, perhaps that thankful smuggler
but she is so like your oldfriend that she must the priest or wizard version of reincarna¬ the PCs didn't turn in could pay off his
be a dose family member..; Surely this is no tion? Does he have a clone prepared debt by sneaking them out of town. The
chance meeting. somewhere? How long ago was the sage who has a cupboard full of rare
done sample taken? Where is the sample herbs and medicinal plants courtesy of
Players love being reminded of old stored and who is preparing the done? the heroes' dangerous exploits migh t be
characters this way. Tying them in to The player should address all of these willing to answer a few questions. High
something larger and permanent brings issues in his will, and the DM should level heroes can call in favors from peas¬
the campaign to life and, incidentally, keep a copy in the campaign journal ants, merchants, and nobles from across
makes them a little less reluctant to lose a On rare occasions you can get away a world.
treasured character, 7b make plans for with having something special happen Tlie PCs might want to pay attention
death, custom and law generally allow with dead PCs or dose MFCs. The dead to the villains as well. Maybe they have
92 * ANNUAL 1998
On the island of Jakandor,
the barbaric Knorr and the
arcane Charonti clash in a
titanic struggle for survival. Neither
will succumb to the ravages of war.
heard rumors that Ponowa, the rogue some details, but any lost information neither do all adventures. Some of these
shaman, is gathering another band of can be recaptured by comparing jour¬ happenings resolve themselves and
savages for a raid on civilized lands* The nals. The few details that can't be recov¬ never affect the PCs again. Some resur¬
PCs want to scout the plains and speak ered completely can be attributed to the face as red herrings, some become sub¬
with the nomadic tribes to find out more normal (imperfect) memory of the char¬ plots, and a few develop into full
information. Consulting your journal, acter. When the character meets an N PC adventures.
you can easily find that he is still resting whose name he can't remember (that is, A key consideration when planning
and healing from their last encounter. the player can't find it in his journal), adventures is deciding whether the
Allow the characters to search the plains the embarrassment the player enacts action centers on one particular individ¬
with little trouble, and tell them they becomes quite real! ual. An adventure that centers around a
hear no news. duel for tire Great Druid position and tire
Allowing the players access to infor¬ Planning Further Adventures political maneuvering before and after
mation that their characters have means An aid to planning adventures is per¬ the change of command naturally
that they don't need to ask yes-or-no haps your journal's greatest asset. To involves the druid character more than
questions—for instance, "Is there an help your planning, you should record the others. By reviewing who has been in
armorer in town?"—whenever they set the effects on the game world caused by the spotlight and who has been ignored,
out to do something that should be rou¬ the actions of Ore PCs and NPCs close to you can keep players from feeling left
tine* Instead of asking you a tedious them. The changes needn't be on a grand out.
litany of questions about each shop¬ scale, but if every action brings conse¬ Check the journal when writing or
keeper—Where can I find him? What is quences, no matter how small, the cam¬ adapting adventures to make sure that
his name? How much does he paign becomes truly interactive. one character's name doesn't keep pop¬
charge?—the player can make a deci¬ As an example, a low-level party ping up more often than it should or that
sion based on what she knows about the recovers some stolen property for a mer¬ another isn't left out entirely If one
different armorers in town. One might chant. The party defeats the robbers, one player is being ignored, change the
charge too much for poor quality goods. of whom might hold a grudge. His feel¬ adventure so that his or her PC has a
One might not sell to characters of a dif¬ ings are mitigated somewhat by time, chance to be important. Write in oppor¬
ferent faith. but the same thug might end up on the tunities for that PC to make use of profi¬
payroll of a much bigger crook, years ciencies, class abilities, or languages that
Example; Carol, the player, says "Cianna later. The thug might recognize the illu¬ are unique to him.
plans a trip to see Morgan, the dwarven sionist who masquerades as a bard, tell It takes a couple of adventures before
smith. On the may to his shop, she picks some his friends about the warrior's special¬ you can draw fully on your journal, but
fresh apples for his pony ami grabs some toys ization, or warn others about the rogue once It starts to grow, it becomes more
for the kids." with the ring of invisibility. and more useful. Your journal soon turns
The merchant who was robbed, on the into a very specialized, very apt guide¬
Encourage players to add their own other hand, tells his friends about the book to running your campaign. Use it
notes to their copies. Remembering that helpful and courageous heroes who to keep your game consistent, maintain
Morgan had a favorite pony and six chil¬ saved his goods. One of these friends harmony within the party, and plan
dren is certain to make bargaining over might be a wealthier merchant who adventures especially tailored to the
the price of a suit of barding a little more needs a new security chief to guard his PCs. Your journal will return your atten¬
pleasant and possibly more advanta¬ warehouses. Another could be a rogue tion and let you keep your campaign
geous, Allow players to check notes as whose curiosity is piqued by the story of dynamic and memorable for as long as
often as they wish before an adventure, the robbers' minor treasure left behind. you keep it.
but be sure to limit lire time allowed for Yet a third might lose her heart to the
checking notes during an adventure. tales of the paladin's dashing exploits.
Players who sift through piles of past Every single detail shouldn't (and
adventures trying to find the name of a couldn't!) be detailed in the journal, but
certain pickpocket encountered a year the events should be recorded, with Lloyd's players joke about his tradition of
ago slow downplay Instead, make them major changes being noted. Minor keeping his campaign notes on 3x5 cards,
roll an Intelligence check to see if the events, like those stemming from the but they appreciate it when he remembers
character can remember the information* capture of the robbers, can be written in exactly what that talking sword can do, or
The Jog is supposed to aid play, not slow later, as you need an NPC or adventure where they left the keys to the keep. On the
it down. hook or sub-plot. other hand, sometimes they wish a particu¬
Air alternative method is to require Basically, anything that you write here larly nasty curse would just "go away," so
the players to keep their own journal of is a seed for another adventure. All seeds Lloyd keeps those precious cards in a very
character knowledge. They might miss don't grow to maturity, of course, and safe place.
today!
ft ■
- . ...
■
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Falcon's Bazaar
Flanaess For the culture's artisans might produce similar goods, but rarely
merchandise includes a secret pocket (suitable for maps or documents) on its inside
inclement weather.
What follows is a sampling of the cul¬ who wield them. The stalwart defend¬
tural trade goods so often overlooked by ers of Ratik developed the angon to
the casual campaign. While these combat neighboring barbarians by
descriptions reflect the Pale Falcon shortening the haft length of their spe-
Traders search across the Flanaess of tums to a more manageable 6-10 feet.
Oerth, similar items likely exist on most Although many incarnations have
worlds. Prices shown here are appropri¬ appeared since then, two forms—the
ate for the City of Grcyhawh These serrated and the fork-bladed angons—
prices should be adjusted to reflect the have become commonplace.
significant effects of transport and In Ratik the fighting end is mounted
demand. DMs should also adjust prices with a crossbar below the trefoil blade to
to fit their campaign prevent dying foes
economies. from dosing upon the
haft. Some also possess
Angon a spiked or bulbed
Thick of body and buttcap or are shod
long on edge, this with metal for the entire length.
battle spear looks The Fruztii (AXA, Frost Barbar¬
illustrated by
every bit as fierce ians) mount a distinctive dropped V
Jim Crabtree
as the famed and blade that angles back to catch an oppo¬
feared northlanders nent's weapon or clothing.
96 * ANNUAL 1008
The standard angon Inflicts id6/
1 d.8+1 hp damage, while serrated ver¬
sions cause ld6+l / Idl 0 hp damage* The
forked bladed angon is cumbersome to
use (-1 to hit) but doubles standard dam¬
age against creatures of size L or larger.
While certainly not a missile weapon,
those of exceptional strength have sent
them aloft for short distances (minimum
15 Strength to throw, range: 2/3/5). Only
the longest An guns can be set to receive
a ch a rge (minimum 9' I ength).
DRAGON ■ 97
The basic benefit of the doublebow is dard chain mail employs a single link to
that it launches two attacks at once connect its neighbors, double mail
(both using the same attack roll; either weaves a second set throughout the
both hit, or both miss). first. The armor weighs as much as nor¬
The added draw reduces range mal chain mail and a shield but pro¬
(4/10/16), but the doublebow was not tects as well as splint mail. Outside
designed for sharpshooting. Incautious trade between clansmen, pricing can
word has it that certain of those smiths reach as high as thrice again that of
have mastered a technique, said to standard chain mail, if a sale can be
include mineral baths and a fully negotiated at all.
recurved bow, that allows full firing Double mail is superior in manufac¬
range (damage remains unchanged). If ture and is less prone to smithing flaws
these special variants exist, they should than plate mail while still less costly.
be considered dwarven weapons of Refitting and repair are also less trouble¬
quality (at +1 to hit) in every sense. some, both real concerns for standing Dwarven Stone Scroll
Note that unlike the Rhennee's barge- forces. Perhaps best of all, its enhanced The priests of Dumathoin designed this
mounted double crossbow, which is protection is delivered while leaving device to ensure that dwarven secrets
essentially two bulkily combined heavy both hands free to wield weapons. remain in dwarven hands. At first glance
arbalests, the doublebow fires both bolts Elite troops, such as Prince Corond's it looks like no more than a thick stone
simultaneously at the same target. The Knights of the Forge, typically pay the rod placed within a scroll tube of dia¬
design is intended to increase initial added expense of using adamantine or mond braided wire. Upon closer inspec¬
damage, presumably before switching to some similar light-weight alloy in their tion, it can be seen that the "scroll" is
a melee weapon. Another advantage double mail. An internal leather har¬ actually composed of a number of discs.
involves use of the string block mecha¬ ness distributes the armor's weight Each such collection concerns some
nism. If a quarrel is loaded on the lower more evenly, reducing fatigue from guarded matter, be it construction
string before the block is set, it too is extended wear. designs for the dwarven catapult, safe
effectively held in place. ^passage to someplace hidden, or even
With practice, users can affect a “ -r’J a clan's treasured mead recipe. Each
"quick shot" from harnessed double¬ disk is engraved with dwarven
bows when needed. The weapon speed y\, runes surrounded by graphic ele-
factor becomes 4 in these cases, and the /\ ments, more of which decorate the
attacker suffers a -2 attack penalty for other side of the disc.
lack of aim. Because of the many vari¬ Once stacked within the tube, a
ables, the "quick shot" cannot be effec¬ keyed dowel is inserted into the notched
tively taught as a proficiency. center hole of each disc to lock in the
opposite endcap. If the discs are not
properly aligned when the dowel is
removed, the discs shatter into tiny
shards. Through some favor of the
Keeper of Secrets, no magic short of a
wish can reassemble a shattered scroll.
Notable examples have been found
Draw-Mouth Quiver secured with miniature/farae strike spells.
Draw-mouth quivers are curious con¬ When opened improperly, not only were
traptions, no doubt of gnomish or the discs reduced to useless dust, but the
halfling devising, topped with loose handler and all non-dwarves within 10
cloth or leather through which lacing has feet of the scroll were subject to the flame
been threaded. It is intended to prevent attack. The 8d4+8 hp damage should be
accidental loss of bow shafts but greatly divided evenly between targets with any
hinders their speedy draw. An leftover dice going to the handler. It is
unopened quiver adds 2 to initiative worth mention that Dumathoin's defini¬
Double Mail rolls under ideal conditions. Still, for tion of "non-dwarf" includes the derro
This is another dwarven invention lashing to pack saddles or the like, they and duergar. Runes carved along the
employed by heavy troops of the Princi¬ ensure ready access to full quivers when exterior presumably hold some clue to
pality of Ulek and Keoland. Where stan¬ time is of the essence. successfully unlocking the scroll.
98 • ANNUAL 1998
Rogues and parties of ill intent need up to 50 gallons and come set in iron The pouch is tiny, indeed, but large
not inquire. Dwarven smiths only stands included with the purchase (41 enough to keep a few coins or gems out
inscribe stone scrolls for ruling nobles or gp). Fineplate of such metals as copper of sight of rosined fingers. Beware, for
their official agents. or steel may be available upon special rogues might carry smallblades or lock
request. picks in such a pouch. Braided-in wire or
Fineplate In the eastern Flanaess, fineplate and delicate-seeming chains could serve as
If table service of gold or silver is the other forge items may be supplied by the trap wires, saws, or as in the case of one
right of kings and high nobles, then fine- Iron Wolf Foundry, shipping from the courtesan assassin, a garotte-fillet whose
plate should justly find its place with the port of Irongate. These pieces are identi¬ end bob included a bind-cutting blade.
feasts of those close in spirit, if not fiable by a small, unobtrusively placed
station. Some variety exists, as befits the wolf's head forge mark. Once negotia¬
many splendored halls throughout the tions with representative "Ironmongers"
Flanaess. Each is fired by master artisans have concluded (that is, the fate of the
for strength and refinement, and all sets Iron League is determined in the cam¬
are warranted both unique to each paign), the Pale Falcon Traders plan
client and as identical between pieces as to offer a full selection of Iron Wolf
mortally possible. trade goods.
A full accounting of pricing is beyond
the scope of this work, as a great assort¬ Galda Oil
ment of serving platters, bowls and This sweetly aromatic lamp oil is an
broth boats exists. Listed prices reflect a extract of Cairn Hills Galda trees. Popu¬
basic service of full (dinner) plate, small lar enough in crystal lamps and dank
plate, and hand bowl for one Lord or surroundings, the oil has also been
Lady. To service a Lord's feast with crests distilled so as to bum nearly half again
in gold leaf could cost thousands of as long as regular lamp oils. Sweet meat
gold pieces. glazes and pastries also benefit from a Gorgetal
Those from the Kron gnomes, called few drops when both are cooked A piece of what has become known as
"Tolshiffe" (or frostglaze) for their pure thoroughly. "Festival" or "Feasting Armor," the gor¬
color, are engraved with crests or sigils getal began as simple protection for the
before glazing. Additional relief or neck, then was transformed into a fash¬
design work along the broad borders can ionable ornamentation to clothing.
be had in the widest selection, as can leaf Week-long festivals, where armor is
of precious metals, for modest fees. disdained, moved nobles to look for
From the elves of the Duchy of Ulek such a compromise. While gorgetals do
comes an almost ethereal, pellucid fine- not improve armor class, they do pro¬
plate which includes the sparkling pow¬ vide AC 8 against called shots to the neck
der of precious stones (7 gp). One of the and foil most attempts at strangulation
best examples of this fineplate can be or garroting (by roleplaying or 1-in-20
found in Verbobonc's Lord's District at chance of a successful attack).
the exclusive Wayfarers Hostel. Their In Keoland, gorgetals are concealed
emerald plates are carved in relief along beneath the ruffs popular there. Many
the edges with the viscounty's company standing collar in Nyrond is actually a
and chased with gold filigree. gorgetal decorated in silk or lace. Persis¬
The Lortmil dwarves take a much tent rumors bespeak a variety ensor-
more robust approach with fineplate of Gnomish Neckpurse celled to turn aside even the blades of
polished and glazed slate, granite, and With the resurgent popularity of circlets vorpal weapons, but this appears to be
the like. Most are etched with dwarvish and headbands, it should come as no no more than idle fancy.
runes and sport high edges for safe por¬ surprise that the Tinkerfolk would con¬
tioning. A highly serviceable table set for ceive of some odd but pragmatic variant. Gullet Guardian
revels of Underholme and safe from Since most serve the basic purpose of Another piece of "Festival Armor" that
drunken loss! binding back voluminous hair, what bet¬ has become popular with merchants and
Beyond the standard array of acces¬ ter place to secrete a pouch of small trea¬ caravaneers. It resembles a misplaced
sories, stone bowls up to cauldron size sure than beneath it? Our selection leather breastplate or over-large broad-
are available with lids, ideal for includes engraving in the style of most belt, protecting from the waist up rather
alchemical use. The largest ones hold cultures to aid in the diversion. than the shoulders down.
DRAGON - 99
ture of tallow and Ipp tree sap is burned Those with the rangerlike hide in
because its aroma drives away insect shadows ability increase this ability by
pests. (Note that the bitter aroma does 3% or negate the time/materials require¬
not drive away insects of the giant vari¬ ment of the camouflage proficiency (see
ety, whose appetites are more tenacious The Complete Ranger's Handbook, p. 82).
than those of their miniscule kin.) If you Foliage can be readily attached for an
plan travel near fen or bog lands, take additional 2% bonus.
along a few. If lit just after moonrise, they The small pantalons are sized to garb
last until just before dawn. gnomes and halflings (6 gp), while the
larger sizes fit elves and humans (10 gp).
Jalzanda Oil Like fees apply for custom tailoring with
Jalzanda flowers bear a pungent oil the finest dyes.
when pressed at the peak of their late
spring bloom. The essence is useful for
Custom tooling and scenework is the calming rambunctious children or, when
norm, with most identifiable to a particu¬ taken as a warm decoction, helps sooth
lar crafter or owner. They are praised troubled slumbers. No more than a few
highest in areas of sweltering heat or drops are usually needed. If taken in
where custom frowns upon casual armor large quantity, the resultant state so
wear. When first encountered, the whole resembles death that the unthink¬
may be taken as some outlandish able might occur before waking. It's
attempt to gird an expansive gullet. Yet, worthy of mention that spells like
those who wear them warrant they raise dead and resurrection have no
protect where most vulnerable to com¬ effect, since the recipient isn't dead,
mon attack. though a simple neutralize poison ‘
Gullet guardians provide a +1 rouses the subject.
improvement to armor class or AC 8 for
called shots to the frontal body trunk.
They must be specially crafted to pro¬
vide any defense for the back, since com¬ Luminous Paste
fort and social etiquette drove their While its appearance may remind some
design. of Underdark fungi, the prime compo¬
nent comes from the Phostwood tree.
Honey Dust Fresh paste glows well in moonlight,
Young lords ever dream of bard-song making for an excellent trail marker
lasses whose skin and tresses sparkle like or for telling friend from night-stalk¬
gold to their eye alone. Attend the next ing foe. A signal speculum can be
noble revel bedecked in glistening honey quickly created by applying some to
dust, and prepare to capture his heart. any handy surface. Each half-pint jar
This honey dust is prepared from is sealed with hardened sap to pre¬
High Vale bees, supping on only the serve duration.
finest flower nectars. The powder has a
delicate aroma that is sure to enchant Pace Beads
and is applied to the body with its own Treasure maps are notorious for inaccu¬
goose down brush. Before you fret, we Laceleather Pantalons racies due to distortion of distance. From
have it on good authority the sweet fla¬ Leatherworkers commonly use leftover the priests of the Patron of Travels comes
vor remains unmarred. Each jar con¬ cuttings to create a supply of laces and this simple tool that aids in all manner of
tains enough to cover a slight lass twice straps, except in more isolated locales long measurement. This Power is Fhar-
over. where demand is less. In the Celadon langhn on Oerth and Selene in the
and Gamboge forests, a growing tradi¬ Realms (or even Celestian or Hermes on
Ipp Candle tion calls for weaving the lace leather the planes), though most worlds have a
The radiance produced by the candle- into pairs of rugged legware. Their bro¬ similar Power.
pots is too weak for any use beyond pro¬ ken coloring and ease of attaching Pace beads take the form of a length of
viding light for squinted reading or as an foliage also aids the wearer's ability to cord knotted into two parts, one with
unobtrusive beacon. Instead, this mix¬ blend with natural surroundings. nine beads and the other with four.
DRAGON • lOI
inlaid with precious materials, the rods
serve dual roles as symbols of authority
and fashionable weapons when situa¬
tions demand that one go oth¬
erwise unarmed (such as
noble feasts). Many of Grey-
hawk City's Nightwatch-
men have exchanged their
cudgels for these.
Not a few have been found
to contain cleverly concealed
hollows for holding coin,
gemstones, or parchment
accessible only after twisting
the shaft or depressing some
secret catch (3 gp). The wood-
Because of its prohibitive cost, silver folk of the Gnarley Forest
tissue is most commonly used in human employ a variety which casts a
lands as tailory accent for wealthy spray of fine, colored dust or flour.
patrons, as cuffs or cloak liners. Wistful The dust reveals the presence of
tales of dancing olven lasses clad only in Tamal Leaves things invisible but does not stick to dis¬
moon-gowns of the tissue exist, if only in Originally introduced from the jungles placed or illusory creatures (5 gp).
the dreams of heart-struck human men. of Amedio, this pipeweed broadleaf Thin blades, of dagger or short sword
isn't used for smoking at all. Rather, it is length, have also appeared, bounded
shredded and chewed by those who only by the imagination of the crafter
appreciate its "richness" of flavor. and skill at hiding them (soldiers and
Tamal is grown domestically in the sentries being a suspicious lot). One
southlands of the Principality of Ulek party-going Sea Prince noble is said to
and Keoland and is supplied in "six fin¬ have defeated a privy-lurking assassin
ger" (twice the amount held between when the dorsal fins of his scepter, deco¬
the thumb and two first fingers) leather rated in a leaping dolphin motif, sprang
pouches. Tamal is available as cured open creating a wickedly bladed mace.
"chaw cut" or packed with citron zest The finest artisans have been retained
to preserve fresh taste. and stand ready to craft to your delight,
though final value in coin may vary
widely (17 gp).
Zilchus' Tradepriests are known to
offer sale of staves whose heads can
open to reveal magical light within (750
Talwuc gp). Those of Fharlanghn's faithful are
In the Yeomanry and Sea Prince lands, known for having "kindler" pouches
where rain is plentiful, local troops have hanging from their heads and for hold¬
fashioned the talwuc (which best trans¬ ing several glowing orbs used in their
lates as "rain tabard") for keeping armor roles as guides and explorers (and sold
and body dry. Starting with an oversized when the need for funds arises). Staff
tabard, they sew much of the side cloth alone, 9 gp.
together and treat it with a water-repel¬ The orbs are thumbnail-size spheres of
lent plant resin. crystal with multiple continual light spells
The result is inexpensive, has wide cast upon them (increasing their per¬
sleeves for ease of movement, and won't ceived value as they are not, therefore,
blow open as a cloak might. A waist lash¬ Walking Stick easily dispelled). Roll 2d4 to determine
ing and hood or brimmed helm com¬ This is not a single item, but a whole how many "layers" of continual light
pletes the ensemble. Use the unspent class of canes, scepters, and staves spells have been cast. All radiance ceases
coin on crest or trim embroidery to fur¬ returning to popularity with commoners if a sphere or the head of a Zilchus staff
ther enhance the respect of onlookers. and lords. When skillfully carved and is broken.
i mScP to Uni£§H
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Urban Pests
heroes are ylatl different story. After the dungeon has been explored and
looted, the PCs often head for the nearest town or city: There
to return to the
they can expect a decent meal and a clean bed, and they can go about
safety of the city. the mundane chores of shopping for armor and weapons, purc hasing
safety, mind jou. The last thing they expect is to come general populace is unaware of the exis¬
across a dangerous creature in the midst tence of many of the monsters detailed
of the city. After all, a city is bustling with in the pages that follow. Many people
humanity; surely, if nothing else, there is find it difficult to believe that such
safety in numbers, and no truly danger¬ harmless-looking creatures are capable
ous beast would dare enter a town of of killing a human being.
even modest size. Each of the following creatures are
Not so. The cities and towns that normally found In an urban setting.
make up the world are filled with all Some were specifically designed for such
manner of dangerous and frightening an environment, while others created a
creatures. One might come to expect niche for themselves over the course of
monsters to dwell in the dark alleys and man\' years. Any of these monsters can
sewers of a major city, but there are also be dropped into a city adventure, or even
those that walk freely among the between adventures when Ilie PCs
crowds in open davlight, unmolested expect it least. A truly unlucky PC might
and often unnoticed by those around even find his stronghold infested with
them. These creatures are often not rec¬
hj ognized for the dangers they represent,
one of these urban pests.
Acid pigeons arc virtually indistinguishable from normal Hab i tat/S ociety: Despite their magical nature, add pigeons
pigeons. It's their extremely powerful acids that separate behave as if the}' were normal city pigeons and are almost
them from their cousins. As a result, acid pigeons can digest always found among them. Because there are no distinctive
just about anything* While they actually derive nourishment markings on the birds, it is almost impossible to tell which
only from normal bird food (bugs and worms, the occasional pigeons are acidic in nature merely by observing them. Acid
tossed bit of bread from a friendly bird watcher), the birds are pigeons roost, flock, and even mate with normal pigeons. The
stupid enough to mistake the odd pebble, twig, or bit of glass offspring of acid pigeons and normal pigeons have about a
as food and swallow it. This causes them no discomfort as 50% din nee of inheriting the add pigeon's caustic nature—the
their powerful gastric juices break down the items quickly ratio of add pigeons hasn't altered significantly in cities where
and efficiently. the creatures are known to roost.
Combat Acid pigeons flee from those who come too close Ecology: Acid pigeons are more nuisance than threat to the
(unless they have food in hand) and attack only in defense of inhabitants of the cities in which they live. Because their drop¬
their rousts—which are usually made along rooftops or ledges pings take a minute or so to start eating into flesh, most people
high up on buildings. An attacking add pigeon pecks with its are able to get the stuff off of them before any real damage is
beak for 1 hp damage. done (not that this makes the victim feel any better about the
Just because the birds aren't violent doesn't mean that they pigeon's "gift"). Ilowever, the birds do have quite an effect on
rarely cause damage to others. The acid in their bodies is so the architecture of the cities in which they dwell-—many build¬
powerful that the birds' droppings are highly corrosive. Any¬ ings have developed a "pockmarked" look as a result of heavy
one hit by an add pigeon's droppings feels a burning sensa¬ acid pigeon infestation, and several statues have bad a few
tion; if not removed within one round, the caustic material inches shaved off of their upper surfaces, courtesy of acid
causes ld4 hp damage. Droppings can be easily scraped or pigeon droppings.
washed off. To date, no really good use has been found for the acid
In addition, anyone cutting an acid pigeon with a piercing or pigeon. Their droppings dry up too fast to be stored and used
slashing weapon causes the bird's add to spray in all direc¬ later, and extracting the arid from the creature's stomach is a
tions; everyone within a 5' radius of the bird must save vs. difficult process at best, considering killing the bird with a
breath weapon or suffer Ld4 hp damage. A flying acid pigeon bludgeoning weapon in order to keep the acid intact. It is
pierced by an arrow causes a spray of add to fall down on believed that the creature's abilities were bred into it (magical
those below it (10' radius). Acid pigeons themselves are "assistance" is suspected), but what the hypothetical wizard
immune to all forms of acid. was hoping to accomplish is anyone's guess. It's possible the
Contrary to many ritv-dwellers' beliefs, add pigeons do not acid pigeon might have been the result of an attempt at creat¬
actively "aim" their droppings at anyone, as the} lack the intel¬ ing a renewable source of acid, but if such was the case, the
ligence to do so. results are general!}' believed not to have been worth it.
DRAGON - 107
Piranha Ant
Cl IM ATE / TERRAIN: Te m perate urban
FREQUENCY: Rare
ORGANIZATION: Colony
ACTTV1TY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Average (8)
TREASURE: Nit
ALIGNMENT: Neutral
At a mere inch in length, an individual piranha ant is easily dis¬ are several winged males (movement FI 12, maneuverability
missed as a harmless insect unworthy of notice. The danger lies class C) in each colony, but the vast majority are infertile female
not in the individual ant but in the swarm of thousands of die warriors. Together, the thousands of piranha ants making up a
creatures, who fear no foe and can strip a man to his bones in a colony have a single collective consciousness. Each ant com¬
matter of minutes. municates instantly with the others of its colony, and the crea¬
A piranha ant's head is disproportionately larger than that of tures coordinate attacks with ruthless efficiency.
other ant species. Its sharp mandibles are serrated. The creature Piranha ants are similar to the swarms of army ants in the
is a dull gray or black in color, allowing it to easily blend in jungle, but in many ways they're worse. Their collective intelli¬
with stone, the dirt of the street, or the shadows. gence allows them to plot action in advance. Piranha ants send
out scouts to scour tire city for likely targets; they prefer
Combat: Piranha ants are vicious in combat. They onlv strike humans living alone. Once a likely target is found, the colony
unsuspecting opponents, often waiting until their prey is fast moves into the target building, often living between the walls
asleep before attacking. This guarantees at least one round of or in unused basement or attic rooms, well out of sight. Scouts
free attack due to surprise. When attacking, the entire colony are sent throughout the building to keep an eye on the
swarms over tire victim, each ant ripping off a hunk of flesh intended prey When the time is right (usually after the victim
and moving on, making room for others of its kind to attack in has gone to bed for the night), the ants silently enter the vic¬
turn t Combat wi th a piranha ant colony is therefore treated as if tim's room and attack en masse, More often that hot, the victim
[he victim were battling a single large creature. is slain before he knows what's going on. The ants pick the vic¬
Because of the vast number of attacks each round, piranha tim's body dean of flesh and leave as silently as they came.
ants automatically strike their targets during each round of In winter, piranha ants go to ground, holing up in some out
combat. The victim takes damage as follows: roll ld4 and mul¬ of the way place. The queen lays eggs during the winter, which
tiply the result by the victim's Armor Class. Piranha ants scout hatch by winter's end. After a brief larval stage, the pupae are
out their victims ahead of time and generally do not attack sealed into cocoons from which they emerge by spring, ready
those who ha ve an AC of 0 or less. to join the colony in swarm attacks.
Each hit point of damage inflicted upon a piranha ant swarm
kills Id 20 of tire ants. However, due to the vast number of crea¬ Ecology: Piranha ants take care to leave no traces of their
tures making up the swarm (ld20 x 1,000), it is usually easier attacks behind. After an attack, usually only a skeleton remains
(not to mention safer) to flee from tire swarm rather than to try of the ants' prey. Slain ants are themselves eaten by the surviv¬
to fight them, ing colony members; this not only makes use of a food source
but also prevents anyone from finding the bodies and figuring
Habitat/Society: Piranha ants live in a mobile colony; making out what caused tire victim's death.
temporary homes in large buildings. They are led by a slightly Piranha ants are at the top of the food chain. While many
larger than normal queen in charge of egg production. There creatures eat individual ants, none attack the colony as a whole.
CLTM ATE/TERR ATN: Any non-aretie Any non-arc tic Any non-a retie Any non-aretie
FREQUENCY; Rare Rare Rare Rare
ORGANIZATION: Colony Colony Colony Colony
ACTIVITY CYCLE: Night Night Night Night
DIET: Scavenger Scavenger Scavenger Scavenger
INTELLIGENCE: Animal (1) Animal (1) Animal (1) Animal (I)
TREASURE: Nil Nil Nil Nil
ALIGNMENT: Neutral Neutral Neutral Neutral
Polyroaches are a magical breed of the common city cockroach if a poly roach of large size or bigger is hard-pressed in a
able to merge into larger versions of themselves. Each individ¬ fight, it scatters—that is, it immediately reforms its body into
ual polyroach is about an inch long, beet tel ike in form with a the many 1" sized roaches, and the smaller roaches scurry
light brown wing case covering its back, although the wings away in every possible direction. Every lilt point of damage
are vestigial and the creature is incapable of flight. Colonies of suffered by a bigger polyroach kills one of the standard-sized
poly roaches can number as high as 200. Twenty poly roaches poly roaches, so when it reverts to the individuals, many of
can pile together and merge their bodies, creating a large poly¬ them drop to the floor, dead. If the polyroach's opponent was
roach about 18'r long. Fifty poly roaches merging together cre¬ trying to kill it as a food source, it might be distracted by tire
ate a huge poly roach measuring 4’ in length, while 200 dead roaches, allowing those who survi ved to get away.
polyroaches can polymorph into a giant polvroach a full 6'
long. The transformation takes a full round, but reversion to Habitat/Society: Poly roaches are scavengers, eating just about
individual, inch-long roaches is instantaneous. anything they can find, including garbage, whitewash, and
Regardless of the size of the creature, a polyroach has poor even the bindings on books. In their smaller sizes, they often
eyesight and relies on its sensitive antennae. The antennae infest inhabited buildings, scouring kitchens and storerooms
warn the creature of movement around it to a range of 120 feet lor particles of food, They are almost universally abhorred, as
and allow it to detect edible food (or at least what it considers most intelligent beings consider the creatures disgustlng.
to be food) within 60 feet. Polyroaches, like all true roaches, are Polyroaches are active primarily at night, as they dislike
very quick and can change speed and direction instantly bright lights. While light does not cause them pain, iL does
cause them to flee. They lair in dark places-—basements, crawl-
Combat: Poly roaches in their standard forms do not attack spaces, garbage dumps, and the like. In their smaller forms,
creatures larger than themselves, thus no THAC0 or damage they often live between the walls of buildings. A single female
statistic are given. However, as they merge into larger forms, can lay as many as 400 eggs, so ridding a dwelling of these
their mandibles grow stronger, and they can inflict serious pests is often a lengthy battle.
damage. Still, poly roaches are primarily scavengers, preferring
to eat whatever is already available rather than hunt down live Ecology: Poly roaches, as scavengers, are at the bottom of the
prey, since that type of food has the irritating habit of trying to food chain. While not really formidable foes, the mere sight of a
run away, or, even worse, fight back. giant-sized cockroach sends many adventurers Hoeing in the
The bite of a polyroach has a 10% chance of spreading a dis¬ opposite direction.
ease similar to those caused by rats. I low ever, a person needn't To date, no magical use has been found for the poly roach.
be bitten by a poly roach to catch the disease; merely having 'I Ire creatures might be of interest to those wizards specializing
polyroaches infest a dwelling gives the inhabitants a 5% chance in polymorph related spells, to learn how the magical merging
per week of becoming diseased. of multiple creatures is done so quickly and successfully
DRAGON‘109
Rat Burglar
CLIMATE /TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Leader of a rat pack
ACTIVITY CYCLE: Night
DIET: Omnivore
INTELLIGENCE: Average (3KL0)
TREASURE: R (in 2-8 lairs throughout the city)
ALIGNMENT: Chaotic evil
Rat burglars are magically-enhanced rats, usually dir tv gray duck out of "rat society" and go off on their own at frequent
or black, with beady red eyes. They appear to be no different intervals. Every rat burglar keeps several individual lairs at
from the ordinary black rat, but appearances are definitely various places throughout a city; this gives the creature several
deceiving. As the name suggests, rat burglars specialize in places in which to store his "loot." These lairs are seen as pri¬
sneaking into dwellings and making off with small valuables, vate property to the rat burglar, and he permits no other crea¬
which they stash in hidden lairs. Their front paws are dextrous, tures to enter. Mating and child-rearing is done in areas
allowing them to grasp items such as jewelry and loose gems inhabited by an entire pack of rats; the loot storage lairs are for
or coins, and they can move as quickly on three legs with one the rat burglar alone, and he often spends many hours in one of
front leg clasping loot as they can on all fours. They are fairly his hidden dens, admiring his small cache of treasure.
good climbers even without using their magical abilities.
Ecology: All rat burglars trace their lineage to Slinky, the black
Combat: Rat burglars disdain combat, preferring to stick to the rat who served as a familiar to a dual-classed wizard/thief
shadows unseen, sending others out into battle if the need named Durgan Shadewspeli Ehirgan invested much of his
arises. When combat is necessary, a rat burglar bites for a single time "upgrading" his beloved familiar with magical abilities,
point of damage. As rat burglars are no more hygienic than the better to serve him in his work—mainly, making off with
ordinary rats, the bite carries a 5% chance of infecting the vic¬ other people's property. Slinky served admirably in tills capac¬
tim with a serious disease. ity, up until Durgan fs death,
Rat burglars have a variety of magical abilities with which rinding himself on his own. Slinky reverted to form and
they avoid combat. Once per day tire) can cast a version of found a mate in the sewers of the city in which he lived. I le
charm monster that affects only rats (including giant rats). These sired many offspring. About 5% of these had Slinky's magical
charmed allies are used to attack the rat burglar's enemies or to abilities, and these he took aside, taught to speak, and trained
create a distraction during which the rat burglar escapes. The in the arts of burglary. The tradition continues today, with rat
charm effect lasts for 12 hours. In addition, rat burglars can spi¬ burglars training their young and stashing away stolen valu¬
der climb once per day. They understand and speak the Com¬ ables in numerous hiding places all through the city.
mon tongue, and their ability to use ventriloquism twice/dav Because of their magical abilities, rat burglars make excellent
often allows them to avoid trouble or lure intelligent enemies familiars, especially to those wizards with a greedy nature.
away Occasionally; a rat burglar might use its ventriloquism to Several thieves' guilds have discovered rat burglar abilities,
lure someone into an ambush, but generally the rat burglar but so far all attempts to train them or keep them as pets have
sides away from direct confrontations. failed. Some thieves' guilds have therefore tried exterminating
the creatures, because the guilds often get blamed for burglar¬
Habitat/Society: Rat burglars spend much of their time with ies committed by the rats, and if they can't get the rat burglars
packs of ordinary and giant rats, often making their homes in "playing on their team" as It were, they'd just as soon not have
the sewers or back alleys of large cities. However, thev also the competition.
Stone termite* are a bane to castle-dwellers everywhere, Habitat/Society: Stone termites are usually found under¬
greatly feared for the damage they can do to the mightiest of ground, burrowing their nests into solid rock. They are a nui¬
fortifications. Unlike their mundane, wood-eating counter¬ sance in castles and cities, where they eat stone foundations
parts, stone termites subsist solely on rocks and minerals. and buildings. An active colony can cause a stone building to
Othcr than their size and coloration, stone termites look like collapse after several months. For cadi month after the first, lire
normal termites* There are four types: tire king, queen, soldier, DM should roll a saving throw against "giant fist" for the
and worker Soldiers have disproportionately large heads building (sec Table 52: Structural Saving Throws on page 76 of
equipped with sharp mandibles and are light gray Workers are the DUNGEON Masted Guide). Tills save is made at a cumula¬
lighter (almost white in many cases), with smaller heads and tive -1 penalty to the die roll each month, so the first month no
pincers. The king and queen are darker, rang!tig from a char¬ save is necessary, the second month the roll is made normally,
coal gray to almost pure black. Physically, the king is built the third month the roll is at —1, the fourth month at -2, and so
much like a worker, while the queen sports an enormous on. Specific ramifications of a collapsing building are left for
abdomen from w hich she lays her numerous eggs. the DM to determine.
Like most insect colonies, stone termites are led by a queen*
Combat; All stone termites bite in combat, although the dam¬ She is responsible for laying tine eggs that batch into the
age inflicted varies among the different types. The soldiers colony's next generation* The king, as the primary reproduc¬
cause the most damage (1-3 hp). In addition, soldiers can tive male (others are groomed into this role when the king dies)
squirt a stream of acid from their mouths. This acid has a range is also important; thus king and queen live in relative luxury.
of 10 feet and causes 1-2 hp damage. Workers also produce
acid in their mouths but are unable to spit it at enemies (the 1 Ecology; Stone termites are believed to be magically altered
hp damage done by a worker's bite is a combination of sharp versions of the standard termite colony, specifically designed
mandibles and addic saliva, so half of all damage caused by by wizards to be introduced into enemy fortifications. While
worker stone termites should be considered acid damage* this might have been a good idea at the time, tine creatures have
Kings and queens lack acid-generation abilities. since spread to other areas and are considered terrible pests by
Combat with a stone termite colony is rare, for they do not most intelligent races. They arc generally inedible, due mostly
prey upon other creatures (their diet is exclusively stone). to the extreme hardness of their exoskeletons as a result of their
Even "creatures" of stone, like galeb duhr or stone golems, diet of solid stone Occasionally a colony of stone termites falls
seldom tempt a stone termite into attacking—being rather prev to osquips or other creatures able to eaL and digest stone*
slow-moving creatures, the termites prefer a diet of unmov- Stone termite exoskeletons, when ground into a fine powder,
ing stone. They defend themselves aggressively; worker and can be used to make the magical inks necessary to create scrolls
soldier stone termites often give their lives in the defense of of protection from addt as well as those needed to inscribe the
the colony spells Mdfs add arrow and stoneskin.
DRAGON ■ 111
Faces of
Deception
A CENTURY OF CENTURIES, the valley has Iain
Langdarma is a land
hidden deep in the Yehimal Mountains/ a lost paradise
This is Langdarma, the legendary valley Despite the Sannyasi's efforts, a few
is simple and desires of peace and beauty, birth-home to the Outsiders find their way into the valley
Serene Abhirati, and the last bastion of each year They are usually desperate
worldly bliss. Located in the heart of the men fleeing some unfortunate legacy or
few, a distant vale Yehimal Mountains of the enigmatic searching for some intangible treasure
Utter East, it is known only to a few of they cannot find in their own world,
Toni's Heartland sages. Atreus Eleint is one such man, a young
where truth and myth The Serene Abhirati was bom millen¬ noble with no legacy but the bequest of
nia ago, emerging fully grown from the his desperate mother's love: a hideously
roots of three mountains known as the ugly face that disguised him from his
are the same. Sisters of Serenity. She made her home in family's killers, Atreus is aided by Lhe
the valley of Langdarma and became the ogre Yago, the same loyal Shieldbreaker
Mother of Peace and Beaut) , spreading bodyguard who saved his life as an
harmony over the Utter East Although infant, and by a wily Litter East native as
she was the first to leave when die Serene untrustworthy as he is handsome, a
Ones departed, her presence left behind groveling thief named Rishi Saubhark To
an aura that lingers to this day. reach Langdarma, tire trio need the help
None knows what became of Abhirati. of Seerna Indrani, a healer with a hun¬
Some suggest she assumed the name dred secrets and one huge problem—a
Sharess and wandered the Planes. Oth¬ greed)' barbazu slaver named Tareh.
ers insist that she forgot her identity and If they can escape Tarch, Atm is and his
became SigiTs ruler, the Lady of Pain. companions could reach Langdarma-—-or
Whatever the case, she left behind an they just might find something a little
hj aasimon servant—a movanic deva called more important
Strength 18/91
Dexterity 17
Constitution 18
Intelligence 14
Wisdom i2
Charisma 12/0 (magically altered; see below)
AC 7 (5 against blunt or culling weapons)
THACG 11 (+2 bonus to melee and missile)
Hit Points 88
Alignment Neutral good
Special Attacks See below
Special Offenses See below
Magic Resistance 15%
Size 64”
Special Defenses: A childhood filled with ogre pummelings left the goddess will take pity on him. Perhaps she has. Recently, he
Atreus's body sheathed in scar tissue that acts like padded armor received a vision promising to make him handsome—provided that
against blunt or cutting weapons ( 2 to AC). His blessing ring pro¬ he return with a vial of sparkling water front the Fountain of infinite
vides a +1 saving throw bonus against fear effects. The same magic Grace, located In the hidden valley of Langdarma deep in the Utter
that made him ugly also bestowed magic resistance of 15%. Easf s Yehima I M ou ntains.
Appearance: Atreus is hideously ugly, with a gruesome face of imbal¬ Equipmerst: Wealthy enough to buy anything he desires, Atreus has
anced features and random swellings. His body is a jumble of power¬ even- sort of weapon, tool, and luxury item at his castle in Riven-
ful but misshapen parts, with pigeon toes, bowed legs, hunched shield- When traveling, he prefers to take along only those items cer¬
shoulders, and a humped back. He customarily dresses in the finest tain to prove useful, relying upon an ample supply of gold (at least
fashions, favoring silk legs cannons and a velvet doublet beneath a 1(3,000 gp) to fulfill any unexpected needs.
cape of brocaded cashmere.
Magical Items: Typically, Atreus's weapons are at least +1 magic. He
Background: Raised bv tire 5 hie Id breaker ogres of Rivenshield (In the also keeps several suits of armor 4-2 (in leather, chain, and plate) at his
High Peaks of Erlkazar), Atreus knows little of his ancestry- Tire ogres castle, along with a wide assortment of other miscellaneous magic
tell him his family perished while he was an infant, during the Ten items (roll once on each of the Magical Item subtables in Appendix 2
Days of Hleint. He himself escaped death only because the family sor¬ of the DMG). Due to unforeseen circumstances, however, lac was able
cerer disguised him as a baby ogre and entrusted him to his mother's to take only two magical items on his journey into the Yehimal Moun¬
loyal Shield breaker bodyguards. Unfortunately, tire spell worked bet¬ tains: a blessing ring (functions as a permanent bless spell) and a coffer
ter than expected, altering his life essence so that he grew up to of safe custody that can hold up to 200 lbs of coins. The coffer is trapped
become the ugliest man in Faerun (reducing his Charisma toO for with the wizard spells power word blind, explosive ninesf and fire trap,
those who only see trim or who judge strictly by appearance). and it is magically sealed by a wizard lock (cast by a 16th-level wizard)
Although the ogres have faithfully safeguarded the inheritance onlv Atreus can bypass.
sent along by Atreus's mother, they claim to have forgotten her iden¬
tity. Atreus suspects they have other reasons for withholding this Roleplaying Notes: Anyone visiting Atreus's castle in Rivenshield
knowledge, but lie has never been able to persuade or trick them into finds it guarded at all times by a large company of loyal Shieldbreaker
admitting that they know her. Ggies. Tire PCs may encounter Atreus himself anywhere in the Utter
Atreus's one wish is to be handsome. He has sought help from East, the Yehimal Mountains, or Erlkazar. With his fashionable dress
mighty wizards, powerful clerics, theatrical makeup artists—even and hideous visage, he may at first seem something of a fop, but noth¬
surgeons. Nothing has worked, for the sorcerer's spell is too deeply ing could be farther from the truth. He is perceptive, worldly and
ingrained. In desperation, he has rented a villa in the nearby city of shrewd* Although polite and well-mannered, he has the temper of an
Duhlnarim and joined Sune Tirehair's Church of Beauty, hoping that ogre and takes offense at having his appearance belittled.
DRAGON - 113
» Yago, Cap
'
■■.■■■aw “
Strength 19
Dexterity 15
Constitution 18
Intelligence. 9
Wisdom 13
Charisma 7
AC 5 (unarmored)
THACO 13 (+3 strength bonus to melee)
Hit Poin js 80
Alignment Lawful neutral
Special Attacks See below
Special Defenses See below
Magic Resistance Nil
Size IT
Special Defenses: His blessing ring provides a 4-1 saving throw bonus
against fear effects. His thick ogre hide gives him a Hi AC adjustment
in addition to his-I Dexterity adjustment.
Appearance: At 11' tall and 450 lbs, Yago is a large but typical ogre
with orange skin, gangling arms, and purple eyes with white pupils.
A row of tusklike teeth protrudes from behind his lower lip, making
him appear more fierce than he is. Like all Shieldbreakers, he takes
pride in his appearance and avoids wearing rags or untanned hides.
On important occasions, lie wears his ceremonial bronze helmet and
leatiier dress armor. Yago's age (80) shows in his graving hair and
wrinkled face, but he remains hale, hardy, and ready for adventure.
Strength 12
Dexterity 17
Constitution 14
INTELLIGENCE 15
Wisdom S
Charisma 17
AC 7 (unarmored)
TI TACO 17
Hit Points 32
Ai.iomuryi Chaotic evil
Spbciaj Attacks See below
Speceai Defends See below
Magic Resistance Nil
Size 57"
Special Attacks: Rishi carries a set of small daggers forged from the
finest Shoo steel and designed especially for throwing, Although
these weapons are not magical, their superior balance and cutting
edge allow them to function as daggers +T,
t hieving Skills: Pick pockets 75%; open locks 67%; find /remove
t raps 55%; move silently 64%; hide in shadows 59%; hear noise 25%;
climb walls 95%; read languages 40%,
DRAGON * IIS
Seema Indrani, Priestess of the Serene Abhirati
Strength 14
Dexterity 16
Constitution IS
Intelligence 12
Wisdom 15
Charisma 18
AC 8 (unarmored)
THACO 16
Hit Points 44
Alignment Lawful good
Special Attacks See below
Specl\l Defenses See below
Magic Resistance Nil
Size 5*8"
Special Attacks: Seema always attacks to subdue, and even then only
to prevent someone from harming himself or others. Under no cir¬
cumstances does she inflict wounding damage, even to save a life
(her own or someone else's).
Spells; As a priestess of the Serene Abhirati, Seema can use only cleri¬
cal spells that promote peace, beauty, and serenity. This gives her
major access to the spheres of All, Charm, and Healing; and minor
access to the sphere of Protection. Her spell progression is
6/5/3/2/1. Typically, she has the following spells: command, purify
food and drink, remove fear, cure tight wounds (x3); enthrall, hold person,
resist fire/resist cold, slow poison (x2); dispel magic, protection from fire,
remove paralysis; cure serious wounds, neutralize poison; cure critical live apart, and lie would invest them both. Neither lover was willing
wounds. to ask the other to forsake what they had both worked so hard for, so
they each went to live at their homes in opposite ends of the valley.
Appearance: Seema is a woman of great beauty, ith vaguely orien¬ A few months later, Seema sent word to Darshan that she had
tal features that show a faint ancestral semblance to the Mar of the given birth to a boy. Knowing Ire would not see the boy for many
Utter East. Her face is round and gentle, with a small nose and eves years (healers are not permitted to leave their villages for more than a
as deeply brown as mahogany. She wears her black hair twisted into day), Darshan asked her to cal! the child Jalil, "light burning in my
silky braids and typically dresses in bright colors and many layers. heart/'
Anyone meeting her for the first time notices a certain peacefulness in
her bearing, which is a tangible manifestation of her aura of serenity. Equipment: Seema prefers to travel lightly, carrying only a woolen
satchel stuffed with a wooden mixing bowl, an assortment of doth
Background: Kind, cheerful, and intelligent, Seema is beautiful in bundles containing powdered healing herbs, and sutur ing supplies.
both mind and body. She was raised in the high Shang Po basin of
Upper Langdarma, where an early inclination to care for injured Magical Items: When mixed properly and blessed with a prayer to
birds and animals convinced the healer of a neighboring village to the Serene Abhirati, Seema's herbs can be used to heal and/or cure a
teach her his craft. She spent her youth studying herbs and anatomy, wide variety of ailments.
and when she reached adulthood, her mentor, Kumara, sent her to
Lower Langdarma to finish her studies with the Sannyasi himself. Roleplaying Notes: Seema is encountered only in the highest alti¬
During her brief stay in the Sannyasi'$ palace, she fell in love with tudes and most remote valleys of the Yehimal Mountains, or in the
another initiate named Darshan, and together they conceived a child. hidden paradise of Langdarma itself. She avoids showing herself to
Unfortunately, the Sannyasi cannot allow two healers to live in the strangers but comes to their aid if they appear lost or injured. She
same village, as he has the power to create only a handful of healers always gives new acquaintances the benefit of the doubt, treating
and must spread them over Langdarma as evenly as possible. He them in a warm and friendly manner. She reacts in horror to any vio¬
gave them a choice: they could live together in one village, arid he lence, leaving as soon as possible (providing that doing so does not
would invest only one of them with Abhirati's magic; or they could place her companions in immediate danger).
Strength 18/00
Dexterity 16
Constitution 18
Intelligence 12
Wisdom 7
Charisma 7
AC 3
THACO 13
Hit Points 46
Alignment Law ful evil
Special Attacks See below
Special Defenses See below
Magic Resistance 30%
Size 6'
Special Attacks: Tarch has all the special attacks typical of a barbazu.
He has a 10% cumulative chance per melee round of entering a battle
frenzy, in which he attacks twice as many times per round as normal,
receives a +2 bonus to attack and damage rolls, and suffers a +3
penalty to his AC.
Tarch can attack once per round with a weapon (twice with spe¬
cialist weapons), or twice with claws (ld2 damage each) and once
w ith his wiry beard (ld8 damage), if both daws hit, the beard hits
automatically, and the victim has a 25% chance of contracting a foul
disease. If pressed from the flanks or rear, Tarch may lash out with Ills
barbed tail, trying to trip his opponent; if the tail scores a successful
hit, the victim must save vs. pamlyzation or fall to the ground.
Although Tarch is skilled with the saw-toothed barbazu glaive
(2d6 damage +2 hp bleeding damage per round until wound is
bound), he rarely takes this deadly weapon slaving, as he tends to
lose his temper and kill too much good stock. Once per day he may
attempt to gate in 2-12 abishai (5(1% chance) or 1—6 additional bar¬
bazu, but Tarch is extremely reluctant to use this power, as it means ropes. Once he had grown confident he could run the business him¬
Splitting the profits from his slaving operations. (Barbazu and abishai self, he killed the leader and took over as master. He proved too harsh
arc described in the "Baatezu" entry of the first Pi.axescape a commander, however, and his yugoloth underlings soon mutinied.
Monstrous Compendium* Appendix.) I le stole the band's treasury (which he felt belonged Lo him by rights)
Tarch can use the following spell-like powers at will: affect normal and fled to Toril, where he established a base in Konigheim and
fires, fear (by touch), and produce flattie. began to specialize in a small but lucrative market for docile moun¬
tain Mar sen-ants.
Special Defenses: Like all barbazu, Tarch can be hit only by a
weapon with a magical bonus of +1 or better. His extra-planar origin Equipment: Tarch travels with an armada of ten dugouts (each hold¬
gives him a magic resistance of 30%. Tarch's tall might come off if ing a pilot, two guards, and up to a dozen slaves) and a command
pulled sufficiently hard; this causes no damage, but he suffers a two- barge (two oarsmen, 8-10 guards, and up to 40 slaves). The command
point penalty to both his Dexterity and AC (-2 and -f-2, respectively). barge carries an ample supply of chains and manacles, along with
several sets of forge tools (hammers, anvil, bellows, etc.) used to
Appearance: With tong claws and a slimy, slender torso covered in secure the staves in their bonds. Tarch and his henchmen (ail lst-3rd
green scales, Tarch is vaguely reptilian in appearance. His head is level warriors) commonly carry only whips and padded clubs on
pointed and narrow, with a bony brow ridge, beady black eyes, and a their persons, but they keep a sword and hand axe secured in a secret
huge nose shaped vaguely like an arrowhead. His mouth is filled compartment in the bottom of each vessel.
with jagged fangs, and his chin is covered by a long bristly beard
teeming with maggots. Roleplaying Notes: Tarch can be found plying the secret waterways
and caravan routes between Konigheim and the remote Yehimal
Background: Tarch is far more intelligent than the average barbazu. Mountains, where he collects slaves for off-world markets in planes
After fighting in the Blood War for more than three decades, he as diverse as Acheron, Baa tor, and Carecri. His interest in strangers is
finally realized he was in a dead-end job and decided to strike out on limited to their suitability as slaves, and he attempts to capture (either
his own. He resigned from his unit and found employment with a through force or deception) anyone who appears exceptionally
band of interplanetary slavers, then spent a few years learning the strong, beautiful, or talented.
DRAGON - 11T
The Sannyasi, Warden of Langdarma
Aasmon—Movanic Deva
Strength 20
Dexterity 18
Constitution 18
Intelligence 18
Wisdom 19
Cl IARJSMA 18
AC -1
THACQ 13
bln Points 64
Alignment Lawful good
Speciai . Attacks See below, Fly 30 (B)
Special Defenses See below. Fly 30 (B)
Magic Resistance 40%
Size 6T
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