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Issue #151 SPECIAL ATTRACTIONS

Vol. XIV, No. 6


November 1989 11 Into the Eastern Realms:
Adventure is adventure, no matter which side of the ocean you’re on.

Publisher
14
The Ecology of the Kappa — David R. Knowles
Jim Ward Kappa are strange, but you’d be wise not to laugh at them.

18
Editor Soldiers of the Law — Dan Salas
Roger E. Moore The next ninja you meet might actually work for the police.

22
Fiction editor Earn Those Heirlooms! — Jay Ouzts
Barbara G. Young Only your best behavior will win your family’s prize katana.

28
Assistant editors The Dragon’s Bestiary — Sylvia Li
Anne Brown Dale Donovan The wang-liang are dying out — and they’d like to take a few humans
with them.
Art director
32
The Ecology of the Yuan-ti — David Wellman
Paul Hanchette
To call them the degenerate Spawn of a mad god may be the only nice
thing to say.
Production staff
Kathleen C. MacDonald
Gaye O’Keefe Angelika Lukotz OTHER FEATURES
Subscriptions
Janet L. Winters 36 The Beastie Knows Best — Hartley, Patricia, and Kirk Lesser
What are the best computer games of 1989? You’ll find them all here.
U.S. advertising
38
Role-playing Reviews — Jim Bambra
Sheila Gailloreto Tammy Volp Did you ever think that undead might be . . . helpful?

U.K. correspondent
46
The Role of Books — John C. Bunnell
and U.K. advertising New twists on an old tale, and other unusual fantasies.
Sue Lilley

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


Fly a Thunderchief in Vietnam — or a Silpheed in outer space.

68
Through the Looking Glass — Robert Bigelow
Just what do people do at a miniatures gaming convention? Everything!

78 At Close Quarters — Jeffrey A. Sullivan and Bruce W. Onder


Your Orion agent is being chased by a Web assassin along a cliffside. How
can he escape?

85
The Gamers Have Chosen! — the editors
You’ll find some familiar names in the 1989 Gamers’ Choice Awards.

91 Son of the Ultimate Addenda — David Edward Martin


Back by popular demand! More answers on The Ultimate Powers Book.

DEPARTMENTS
5 Letters 1 2 Statement of Ownership 9 5 Convention Calendar
7 Forum 27 TSR Previews 100 D r a g o n m i r t h
8 Sage Advice 8 0 Gamers Guide

COVER
This issue of DRAGON® Magazine showcases the talents of one of our longtime
contributors, Jim Holloway. You’ll find his work throughout our special edition on
the world of the AD&D® Oriental Adventures tome. We lead off with Jim’s cover
work, “Sushi From Hell” (at least that’s what he scribbled on the bottom of the
painting). As for what Hell itself looks like, see his work on page 11.

4 NOVEMBER 1989
Laying the blame
In mid-September, there was a news
What did you think of this issue? Do you have are no plans at present to start the series again. article about a 17-year old student in
a question about an article or have an idea for a 2. We discontinued “The World Gamers Guide” McKee, Ky., who took 11 high-school
new feature you’d like to see? In the United feature in DRAGON Magazine with issue #131. classmates hostage. He was armed with
The magazine’s increased distribution world-
States and Canada, write to: Letters, DRAGON® a shotgun and two revolvers. The stu-
Magazine, P.O. Box 111, Lake Geneva WI 53147, wide was responsible; we were simply getting
too many entries to publish, and the space
dent eventually surrendered to state
U.S.A. In Europe, write to: Letters, DRAGON
Magazine, TSR Ltd., 120 Church End, Cherry devoted to the feature was not benefiting the police officers. No one was injured.
Hinton, Cambridge CB1 3LD, United Kingdom. majority of our readers. We still encourage As officials sorted through the stu-
gamers the world over to organize gaming dent’s belongings while negotiating
groups, set up conventions, and use the re- with him just before his surrender,
Every two weeks? sources of their local game and hobby stores. they discovered a book that the author-
3. We made mention in issue #133’s “Letters” ities think formed the basis for the
Dear Dragon: column that an anthology would be released in student’s hostage taking. Any guesses
early 1989, but the anthology was dropped from
I am writing in hopes of getting your maga- as to what that book was?
zine to go at least bi-monthly. Once a month is the production schedule. We have no further
anthologies planned for now, though some
If you were afraid it was a
just not enough! I really like your articles,
fiction section, computer and book reviews, anthology types have been discussed. What DUNGEONS & DRAGONS® rule book,
everything about your magazine. But once I would you like to see if we did decide to publish you were wrong. It was Stephen King’s
read the month’s issue, I have to wait a whole an anthology of material from DRAGON Maga- Rage, a novel about a teenager who
three weeks to get more of this great magazine. zine? Write now and tell us. takes other students hostage before
I know you have enough on your hands already, 4. We have no plans to reprint The Finieous being shot by police. The McKee stu-
but I just like this magazine too much to get it Treasury, the collected graphic adventures of dent had not seen his real father since
just once a month. So please, please, please go Finieous Fingers the thief and his friends, that he was four years old; during the hos-
was released by TSR, Inc. in 1981. Finieous left
bi-monthly at least. tage ordeal, he consistently demanded
DRAGON Magazine years ago for another gam-
Jonah S. Ewell
ing magazine that is no longer published. How-
that he be able to see his father. The
No address given
ever, the new adventures of Finieous, Fred, and main character in King’s novel had
Yours is exactly the kind of letter we love to Charly now appear in Space Gamer magazine, serious problems with his own father.
receive here, but if we tried to put this maga- published by 3W, Inc. (4070 West Street, Cam- It seems reasonable to guess that the
zine out once every two weeks, we would have bria CA 93428). McKee student identified greatly with
to be taken to the Great Lakes Home for Self- the situation in the novel—and he was
unfortunately upset enough about his
Back to BBSs
Lobotomized Editors within the first two issues
(I think you meant bi-weekly or semi-monthly life to do something radical about it.
instead of bi-monthly, but I’ve heard the term The question is: Was the book respon-
“bi-monthly” used for either meaning.) You Dear Dragon:
After reading Roger Moore’s editorial in issue
sible for the student’s actions?
should seriously think about subscribing to
DUNGEON® Adventures, which would give you #146 (“R.I.P.: RPGs?”), I thought of another use I’ve never read a Stephen King novel,
more than enough m at erial to keep you going. for computers on the subject of RPGs. For those though a friend once told me I resem-
See our subscription cards in this issue. with modems, there is always the option of BBSs ble one of the characters in Christine
[bulletin board systems]. Many BBSs have ongo- (he wouldn’t say which one; I assume it
wasn’t the car). Given the circum-
Overseas notes
ing RPGs, usually run by the users. I myself call
a number of BBSs that have RPGs to play, and stances described in the paper, I find it
one BBS is devoted completely to RPGs. very difficult to believe that the book
Dear Dragon: While computer games are excellent (and
was in any way responsible for the
With the exception of a couple of issues, getting better) for the gamer, BBSs provide a
way to play your favorite game and get the
student’s actions. If someone is ex-
you’ve done a great job of entertaining and
informing us gamers who are overseas serving human contact that makes the game fun. tremely upset, mentally disturbed, or
the military. It hurts to see all the great stuff Aaron Goldblatt very immature, almost anything can set
coming out that we won’t see for another year Fort Worth TX him off.
(e.g., the AD&D® 2nd Edition Player's Handbook The McKee student is hardly alone.
will probably be in the Stars & Stripes book- All of you should recall John Hinkley,
store in September 1992). The BBS games that I’ve seen work more like Jr., who shot and wounded the Presi-
I have a few questions for you: play-by-mail (PBM) games, but they do introduce dent of the United States in 1982 for
1. whatever happened to the “Daily Planet” interaction with real people. Some on-line reasons that had reportedly something
(DC™ HEROES game) Gaming Supplement? computer services offer real-time role-playing to do with seeing the movie Taxi Driver
2. Why don’t you have the World Gamers games, like the CompuServe ® Information
Guide? I’m here on the 662nd plane of the Abyss
a great many times. He was found to be
Service’s Island of Kesmai fantasy game (see
(actually at Giebelstadt AAF in Germany, same “Kesmai and Beyond,” in issue #149) and li-
insane, as everyone knows, and no one
difference), and I need to do some gaming! censed SNIPER™ World War II computer game blamed the movie for his actions. A
3. When is the nest Best of DRAGON Maga- (see “The Game Wizards,” in issue #148). great many other people had seen it,
zine Anthology? For what it’s worth, TSR, Inc. has no objection and it hadn’t caused them to shoot
4. Are there plans to republish the Finieous if gamers wish to play TSR’s games on-line other people.
Fingers Treasury (oh please, please, grovel, through BBSs. However, such use cannot be You might also remember the teen-
grovel, licking your boots, beg, beg)? made for profit; no one can charge other play- ager in Florida who went on trial some
Michael S. Webster ers to play in a TSR game. I recall seeing one years ago for the murder of an elderly
APO NY BBS system that was completely devoted to the
AD&D ® Oriental Adventures system; another— Continued on page 86
1. The “Daily Planet” supplement was actually the “Illuminati” BBS—is operated by Steve Jack-
an advertisement series from Mayfair Games, son Games in Austin, Tex. (512-447-4449, 24
supporting its licensed DC HEROES game. There hours, 300/1200/2400 baud).

DRAGON 5
DRAGON® Magazine (ISSN 0279-6848) is published
monthly by TSR, Inc., P.O. Box 756, Lake Geneva WI
53147, United States of America. The postal address for
all materials from the United States and Canada except
subscription orders is: DRAGON Magazine, P.O. Box
111, Lake Geneva WI 53147, U.S.A.; telephone: (414)
248-3625. The postal address for all materials from
Europe is: DRAGON Magazine, TSR Ltd, 120 Church
End, Cherry Hinton, Cambridge CB1 3LD, United
Kingdom; telephone: (0223) 212517 (U.K.), 44-223-
212517 (international); telex: 818761; fax: (0223) 248066
(U.K.), 44-223-248066 (international).
“Forum” welcomes your comments and opinions one limb or organ and looked, as one player Distribution: DRAGON Magazine is available from
on role-playing games. In the United States and later said, “tough.” The elves in the party re- game and hobby shops throughout the United States,
Canada, write to: Forum, DRAGON® Magazine, coiled in horror to learn that the three high- Canada, the United Kingdom, and through a limited
number of other overseas outlets. Distribution to the book
P.O. Box 111, Lake Geneva WI 53147, U.S.A. In level elf characters were the last of their race. trade in the United States is by Random House, Inc., and
Europe, write to: Forum, DRAGON Magazine, Suddenly, the “evil” in the world was not so in Canada by Random House of Canada, Ltd. Send
TSR Ltd, 120 Church End, Cherry Hinton, attractive. Unable to return home, the party orders to: Random House, Inc., Order Entry Department,
Westminster MD 21157, U.S.A.; telephone: (800) 638-
Cambridge CB1 3LB, United Kingdom. We ask began a quest to free at least some small part of 6460 toll-free except Alaska (call (800) 492-0782 toll-free
that material submitted to “Forum” be either their new world. The task was not easy. in Maryland). Newsstand distribution throughout the
neatly written by hand or typed with a fresh Parties of adventuring humanoids hunted the United Kingdom is by Seymour Press Ltd., 334 Brixton
ribbon and clean keys so we can read and survivors — raiding their lairs, seeking powerful Road, London SW9 7AG, United Kingdom; telephone:
01-733-4444.
understand your comments. artifacts, and smashing uprisings. Using technol- Subscriptions: Subscription rates via second-class
ogy (couched by the probe as powerful magic), mail are as follows: $30 in U.S. funds for 12 issues sent
the evil races ruled supreme, and the good- to an address in the U.S. or Canada; £12 for 12 issues
Enough! It seems that evil player characters sent to an address within the United Kingdom; $50 in
are fast becoming the “female dwarf beards” of aligned beings fought for survival in a world
U.S. funds for 12 issues sent by surface mail to any other
'89. As a gamer with over 11 years playing gone mad. The challenge became to remain address; or $90 in U.S. funds for 12 issues sent airmail to
good while suffering all the negative aspects any other address. Payment in full must accompany all
experience (five as Dungeon Master), please
normally given to evil. subscription orders. In the U.S. and Canada, methods of
indulge me for one story payment include checks or money orders made payable
Bored with playing the good guys, my players The moral? Both the players and I learned to TSR, Inc., or charges to valid MasterCard or VISA
started asking for a “different” campaign. Talk that the allure of evil player characters is not in credit cards; send subscription orders with payments to:
being evil per se, but rather the challenge of TSR, Inc., P.O. Box 72089, Chicago IL 60678, U.S.A. In
turned to assassins, antipaladins, and mages of the United Kingdom, methods of payment include
foul disposition. “One more game in Oceanus,” I survival outside the bounds of the “normal” cheques and money orders made payable to TSR Ltd, or
said, “and then we’ll see.” game setting. Through playing this world’s evil, charges to a valid ACCESS credit card; send subscrip-
Next gaming session, the party was ap- the party strengthened its ability to play an- tion orders with payments to TSR Ltd, as per that
other world’s good. So the next time a player address above. Prices are subject to change without prior
proached by an old man who spoke of a great notice. The issue of expiration of each subscription is
evil spreading across the land, monsters over- says, “I want to play an assassin!” give ‘im a printed on the mailing label of each subscriber’s copy of
running the countryside, and events that obvi- hunted paladin instead. He might survive to the magazine. Changes of address for the delivery of
enjoy it. subscription copies must be received at least six weeks
ously indicated his insanity. The diamond he prior to the effective date of the change in order to assure
produced as a retainer, however, convinced the John Wommer
uninterrupted delivery.
party to hear his story. They retired to the Fort Ord CA Back issues: A limited quantity of back issues is
Naughty Mermaid Inn. available from either the TSR Mail Order Hobby Shop
Aaaarrgghh! I have seen enough of letters that (P.O. Box 756, Lake Geneva WI 53147, U.S.A.) or from
Once there, the party was lead to a large TSR Ltd. For a copy of the current catalog that lists
room filled with crates, casks, and barrels. The talk about the benefits of having a good- or evil- available back issues, write to either of the above
insane look on the man’s face was gone, and he aligned campaign. By far the more enjoyable is addresses.
the neutral campaign. Most PC groups should Submissions: All material published in DRAGON
spoke quite eloquently. “Our world is in great
Magazine becomes the exclusive property of the pub-
danger. These supplies are needed desperately. consist of neutrals bent one way or the other,
lisher unless special arrangements to the contrary are
Thank you for aiding us.” He then began to and perhaps one strongly evil or good character. made prior to publication. DRAGON Magazine welcomes
chant arcane words. A circle of power appeared Occasionally, it is also fun to play a group of unsolicited submissions of written material and artwork;
purely good characters on a crusade against however, no responsibility for such submissions can be
about the party, and they were gone. assumed by the publisher in any event. Any submission
They reappeared in an area of ruins, shaken evil, or a group of evil characters on a raid. accompanied by a self-addressed, stamped envelope of
awake by scantily clad humans. Orcs were Using only one alignment, however, loses its sufficient size will be returned if it cannot be published.
spice after a while. A veteran player should We strongly recommend that prospective authors write
overrunning the human forces, using rods that
for our writers’ guidelines before sending an article to us.
flashed powerful beams of energy through the have a folder of characters of every alignment,
In the United States and Canada, send a self-addressed,
night. “Run quick, fools, or die!” the PCs heard level, and class, for they are all fun to play, stamped envelope (9½” long preferred) to: Writers’
as the humans fled. The mage was slow to act although some more than others. I feel that Guidelines, c/o DRAGON Magazine, as per the above
those who play only good or evil characters are address; include sufficient American postage or Interna-
and was struck by an orc’s power beam. tional Reply Coupons with the return envelope. In
Screaming in pain, he looked at the stump that missing a whole facet of the AD&D® game. An Europe, write to: Writers’ Guidelines, c/o DRAGON
was once his forearm and hand. The party otherwise dull adventure could have some Magazine, TSR Ltd; include sufficient return postage or
interesting role-playing on the side if the two IRCs with your SASE.
barely escaped.
Advertising: For information on placing advertise-
What had happened? The party had been sent characters are a good cleric and an evil thief,
ments in DRAGON Magazine, ask for our rate card. In
to a parallel world where a space probe run thrown together against their will by necessity. the United States and Canada, contact: Advertising
amok had caused the evil races to gain control. This could never happen in a good-or-evil-only Coordinator, TSR, Inc., P.O. Box 756, 201 Sheridan
campaign. Springs Road, Lake Geneva WI 53147, U.S.A. In Europe,
Most good-aligned individuals had been elimi- contact: Advertising Coordinators, TSR Ltd.
nated; the remainder fought with guerilla In issue #146's “Forum” were a few letters DRAGON is a registered trademark of TSR, Inc.
tactics and aggressively took what they needed concerning this topic. Ian Reyes wrote about the Registration applied for in the United Kingdom. All rights
fun of playing evil characters. I think that an all- to the contents of this publication are reserved, and
to survive. Paladins wore leather for its stealth
nothing may be reproduced from it in whole or in part
value and were feared for their great fighting evil group, although it may work together for
without first obtaining permission in writing from the
prowess. Rangers became the kings of the survival during an adventure, will not last long. publisher.
warbands, relying on their survival abilities to After the adventure, everyone will have an eye ® designates registered trademarks owned by TSR,
on the other’s newly (and probably ill-) gotten Inc. ™ designates trademarks owned by TSR, Inc. Most
save their people. Magic was at a premium. The other product names are trademarks owned by the
good-aligned still kept to their principles when items, and they will not worry about monsters companies publishing those products. Use of the name of
possible, but exceptions became the rule. Neu- waiting to kill them if they split up. Further- any product without mention of trademark status should
more, I think that a continuous campaign of this not be construed as a challenge to such status.
trals were enigmas, as often enemies as allies.
©1989 TSR, Inc. All Rights Reserved.
The horror of this world came home to the sort will make for dull role-playing after a
Second-class postage paid at Lake Geneva, Wis.,
players when the party met the counterparts of while. I agree that it is fun to role-play and U.S.A., and additional mailing offices. Postmaster: Send
their own high-level characters (then retired on battle through scenes in which a character has address changes to TSR, Inc., P.O. Box 111, Lake
been caught in the royal treasure chamber, but Geneva WI 53147, U.S.A. USPS 318-790, ISSN 0279-
Oceanus) on this world. Leading a warband, 6848.
these counterparts were far different from the there are other good role-playing scenes, and
characters my players used. Attitudes, abilities,
and features had changed. Most had lost at least Continued on page 64 DRAGON 7
by Skip Williams
If you have any questions on the games
produced by TSR, Inc., “Sage Advice” will
answer them. In the United States and
Canada, write to: Sage Advice, DRAGON®
Magazine, P.O. Box 111, Lake Geneva WI
53147, U.S.A. In Europe, write to: Sage
Advice, DRAGON Magazine, TSR Ltd., 120
Church End, Cherry Hinton, Cambridge
CB1 3LD, United Kingdom.
This month, “Sage Advice” looks at the
AD&D® Oriental Adventures volume. Page
numbers cited herein refer to that game
volume by David “Zeb” Cook.

What do the birth ranks generated


on table 38 (page 31) really mean?
As explained on page 31, the exact cir-
cumstances of a character’s birth are up to
the DM. The higher the initial die roll, the
better off the character’s family is. A first
rank character, for example, probably
comes from a well-to-do family with clear
connections to the imperial family, or
perhaps the character belongs to the impe-
rial family (he might be a distant cousin).
Upper-class families are skilled artisans, lllustration by Gary Williams
scribes, or wealthy merchants. but not simply by virtue of level. The but table 61 says it costs two slots.
character must first gain control of a Calligraphy requires two slots.
I don’t understand the birthright province, either by conquest or by impe-
rules on page 34. How do you use rial decree (or both). Once control is How many proficiencies do monks
birth rank in order to modify the firmly established, the character becomes and yakuza get?
chances for a birthright? If you sub- a daimyo. The character must be at least The following additions/changes apply to
tract birth rank from the number of 10th level in order to have the hierarchy table 56 (page 51):
rolls on table 40, then characters of followers described on page 22 of the
with low ranks never receive birth- Oriental Adventures tome. Initial # Add Prof.
rights, right?. Also, not all the re- Class of Prof. per level WNPP
sults on the birth rank table (table Monk 5 1/2 - 3
38, page 31) have numerical values. Can Oriental characters have psi-
onic abilities? Yakuza 3 1/3 - 3
The term “birth rank” is used incorrectly
on page 34. The term that should be used Psionics are optional in an Oriental
setting using the AD&D 1st Edition rules, Can the explanation of the wu jen’s
here is “birth order” (see Unearthed Ar- chance to know a spell on page 25
cana, page 83). An only child has a birth just as they are in non-Oriental settings.
be used in non-Oriental campaigns?
order of zero. A character born late in the The method described on page 25 is the
birth order might not receive any birth- How do you determine the value of same as the method described in the 1st
right even in a wealthy family. gems found during an Oriental ad- Edition Players Handbook, so there is no
venture? harm in using the Oriental Adventures
How frequently are the generals of Use the gem section of the 1st Edition explanation in non-Oriental campaigns
the animal kings encountered? Dungeon Masters Guide (pages 25-26) or based on the 1st Edition books. However,
The “frequency” listing does not apply to the 2nd Edition DMG (page 134) to deter- the 2nd Edition Player’s Handbook does
these beings, as they appear only when mine values and properties of gems. not allow a chance-to-learn check for a
their kings send them on errands. The DM spell until it is found (see page 16 of that
must decide where and when they appear. Why hasn’t TSR published Orien- volume).
If you wish to include them on a special tal Adventures character sheets?
random encounter table, assuming that The newest AD&D character sheets
PCs might encounter a general while it is (TSR product number 9264) are designed How do Oriental characters gain
abroad on some errand. Their frequency to work with Oriental characters. levels? Do they have to train? When
should be very rare at best. do wu jen get new spells?
Several character classes must Oriental characters gain levels by accu-
Can samurai PCs become daimyos? have the calligraphy proficiency. mulating experience and training. They
If so, at what level? The class descriptions seem to indi- must pay training costs (see page 86 of the
Samurai characters can become daimyos cate that calligraphy costs one slot, 1st Edition DMG or page 49 of the 2nd
8 NOVEMBER 1989
Edition DMG). Wu jen should gain new festival is held between the consecutive powers of his other class within the re-
spells whenever they gain the ability to months of Tu and Tsou, belonging to no strictions given (e.g., a wu jen-ninja cannot
cast them and have access to such spells. month, which can be extended for one day cast spells while wearing armor). The DM
For example, at 3rd level, a wu jen gains every four years by imperial decree (ac- must decide when a ninja is “acting like a
the ability to cast a second-level spell; he counting for leap years). The Kara-Tur ninja.” The determination does not have to
can do so if he finds a written copy of zodiac has a celestial space unclaimed by be exact, since it affects only experience.
such a spell, learns it from someone else, any other constellation, matching this gap Generally, experience is split evenly be-
or researches it himself and makes his in the calendar. tween both classes if the ninja makes use
chance-to-know roll (see page 25). of his ninja abilities during an adventure.
Where is the random encounter
Why isn’t the battle axe listed as a table for dungeon adventures? Are scale and chain mail armor
two-handed weapon on table 49? Create your own random dungeon both considered metallic armors, or
Battle axes were used with two encounter table if you wish. The monsters’ can ninja move silently while wear-
hands, at least sometimes. Perhaps section of Oriental Adventures (starting on ing these armor types?
the battle axe should be treated like page 115) and the notes on page 138 of Metal scale and chain are both metallic
a bastard sword, with two sets of Monster Manual II will get you started. armors. Leather scale is not, and so can be
statistics. used for silent movement by ninja.
A battle axe is not a two-handed Can gajin characters use Oriental
weapon. It is true that battle axes were spells? Can Oriental characters use How do you determine which spe-
often used with two hands, but this was non-Oriental spells? cial maneuvers can be used with a
because a man without a shield did not Page 130 of Oriental Adventures says created martial-arts style?
have anything better to do with his free that 5% of scrolls will contain gajin spells The form of the style determines which
hand and the axe’s long haft provided and that these may be used by Oriental special maneuvers can be used with it.
space for the additional grip. If you want characters; if you wish, you can reverse Each special maneuver on table 70 (page
to experiment with statistics for two- this for non-Oriental games. 103) is labeled for use with one of the
handed use, improve the speed factor and forms. A special maneuver labeled hard is
AC adjustment for all armor types by + 1 At what level can a wu jen re- used primarily with hard styles, hard/soft
and increase the damage inflicted to 3-9 search new spells? What about man- maneuvers can be used with any style,
(2d4 + 1). Weight, length, and space re- ufacturing scrolls or other items? and soft maneuvers are used primarily
quired are unchanged. The improvements Spells can be researched at any level, so with soft styles. The special maneuvers
reflect the extra muscle the wielder gains long as such spells are appropriate to the listed under mental and physical training
from using two hands. researcher’s level; see the 1st Edition DMG are labeled with the most compatible
(pages 115-116) or 2nd Edition DMG (pages forms but may be used with any style; all
43-44) for more information. The required other special maneuvers should be re-
Can gajin characters learn Oriental
level for making magical items varies; see stricted to their primary style—no more
languages, and can Oriental charac-
ters learn gajin Common? What the 1st Edition DMG (pages 116-118) or the than one “out of form” maneuver per style
2nd Edition DMG (pages 84-88). Wu jen is a good rule of thumb.
about characters who already have
levels equal magic-user levels for this
a “full load” of languages?
purpose. How long are turns, rounds, and
Any character can learn a new language
if his intelligence score permits. The DM segments in an Oriental campaign?
might permit a character to forget a lan- The rules say that a character The lengths of a turn, a melee round,
must learn a martial-arts style’s and a segment are the same as in non-
guage that has not been used for a length
special maneuvers in order. Yet the Oriental adventures; see the 1st Edition
of time in order to allow the character to
common styles on page 101 skip Players Handbook (page 31) or the 2nd
acquire a new one. Racial and alignment
tongues can never be forgotten in this some maneuvers; tae kwon do, for Edition Player’s Handbook (page 91; note
instance, skips all the movement that segments are not used in the AD&D
manner. The time required to learn the
new language is up to the DM; one local maneuvers and goes straight to 2nd Edition rules).
campaign uses 48 weeks minus the sum of number five. Please resolve this
the character’s intelligence and wisdom. conflict. The rules say that the chance to
There is no conflict at all. Any style’s perform a peaceful skill “can never
special maneuvers are learned in numeri- be less than a 3 on 1d20” (page 52).
Is there any limit to the number of cal order, no matter what groups they are
martial-arts styles a character can Does this mean that a character
from. In tae kwon do, for example, Move- must roll under the number given
learn? ment 5 is the last maneuver learned. The
Theoretically, a character could have as for the proficiency in order to suc-
character does not have to (and cannot) ceed? How does a charter get bo-
many different martial arts styles as he learn Movements 1-4 because they are not
had weapon proficiencies, but this would nuses to his roll? Do high ability
part of his style. scores help? How can a character
be a waste. The character would do much
better to use the slots to learn weapons or ever roll more than a 20 on 1d20?
Do bushi-ninja get strength bo- The character must roll the number
special maneuvers. nuses in combat? Can wu jen-ninja listed or better on 1d20. Three is the low-
use spells while armored? When can est adjusted chance for success. That is, no
The calendar on page 107 is about a ninja use the ki powers from his matter how good the character is, he will
two weeks short. Where did the other class? Does a ninja character always fail on a roll of 1 or 2. Scores
extra time go? get experience only when he’s act- greater than 20 can be achieved by adding
The Kara-Tur calendar is 356 days long, ing like a ninja? bonuses from extra slots spent in the
making it nine days short when compared It would be helpful for you to think of a proficiency (see page 52) or from a magical
with the calendar of the FORGOTTEN ninja as a type of dual-classed character. item (or both). Ability modifiers do not
REALMS™ setting on the very same planet. Ninja is not an independent class; a ninja apply to peaceful skills.
“Just Making Time,” an article in may draw upon either of his classes at any
DRAGON® issue #123, provides a quick time. Bushi-ninja do get strength bonuses.
solution for this problem. A nine-day Any ninja can use the skills, spells, and ki Continued on page 58

DRAGON 9
STATEMENT OF OWNERSHIP, MANAGEMENT, AND CIRCULATION
Title of publication: DRAGON® Magazine Date of filing: 26 September 1989
Publication no.: 0279-6848 No. of issues published annually: 12
Frequency of issue: Monthly Annual subscription price: $30.00
Complete mailing address of known office of publication: DRAGON® Magazine, P.O. Box 111, Lake Geneva WI 53147
Complete mailing address of the headquarters of general business offices of the publisher: TSR, Inc., P.O. Box 756, Lake Geneva
WI 53147
Publisher: James M. Ward, P.O. Box 756, Lake Geneva WI 53147
Editor: Roger E. Moore, P.O. Box 111, Lake Geneva WI 53147
Owner: TSR, Inc., P.O. Box 756, Lake Geneva WI 53147
Known bondholders, mortgages, and other security holders owning or holding 1 percent or more of total amount of bonds, mort-
gages, or other securities: None

Average no. copies each Actual no. copies of single


issue during preceding issue published nearest
Extent and nature of circulation 12 months to filing date

Total no. copies 106,124 106,252


Paid circulation
1. Sales through dealers and carriers 74,068 72,828
2. Mail subscriptions 25,701 26,800
Total paid circulation 99,769 99,628
Free distribution by any means 194 165
Total distribution 99,963 99,793
Copies not distributed
1. Office use, left over, etc. 5,673 6,459
2. Return from news agents 488 -
Total 106,124 106,252

I certify that the statements made by me above are correct and complete.
James M. Ward, Publisher

12 NOVEMBER 1989
DRAGON 13
14 NOVEMBER 1989
The Ecology
have received; even their limbs can re-
grow quickly. Kappa may reconnect sev-
ered limbs if they are able to spend time
undisturbed to allow their regenerative
and recuperative powers to work. They
are reputed to be masters of koppo, which

of the Kappa
is the knowledge of bone structures and
the art of setting or breaking bones. This
art may well be included in the martial
combat styles of some kappa4.
Vampiric kappa differ from their com-
mon brethren in a number of ways. They
are not undead, but they are more power-
Little things should not be taken lightly ful and deadly than their kin. Their eyes
are blood red but dead looking, giving
little indication of emotion or intent. Their
by David R. Knowles skin is more like hide, being tougher and
more resilient than that of normal kappa.
From the Complete Bestiary of the the water is lost and the kappa is unable to They are as strong and powerful as the
Reaches of Kara-Tur, of which one copy replenish this vital fluid with fresh water other types of kappa, but they are more
survives in the city of Waterdeep: from any source (though “home” water is agile and much hardier. This difference in
preferred). physique and stamina allows vampiric
Around this bowl, most kappa have hair kappa to move nearly as quickly as a hu-
The Kappa that is usually cut short, though some man on dry land and gives them excellent
scholarly or artistic kappa wear it long. endurance. Vampiric kappa are slightly
Appearance Kappa have large eyes with humanlike more intelligent than normal kappa; this
Certainly, one of the most bizarre and tear ducts, and though most have large difference in mental power only worsens
dangerous of local beasts is the kappa, beaks, some have long noses instead. All the naturally crafty and malicious attitude
whose appearance is like that of a tiny, kappa are able to breathe comfortably that kappa seem to harbor.
ugly boy with a distended stomach and underwater or in air; however, they have In addition to normal attacks, vampiric
slippery skin. Often thought to be a type only lungs and do not have gills, taking the kappa also attack their prey by biting.
of monkey because of its stance and pos- water in through their mouths. Their Once this kappa has successfully bitten its
ture while moving, the kappa is an am- lungs filter oxygen out of the water. victim, it will lock its jaws and not release
phibian with magical powers. An upright There are two types of kappa: the com- until the victim is dead or the kappa is
kappa stands, on the average, 2’ tall, mon kappa, which is bad enough, and the forced to disengage. This bite causes both
though a few larger ones have been seen. vampiric kappa, whose bite drains vitality. physical damage and a loss of strength,
Female kappa are generally 6” shorter The vampiric kappa is usually a solitary and may also inflict a dreadful disease that
than males. Both females and males have creature, preying upon all who fall within drains strength. This disease lasts approxi-
pot bellies, each with a pouch in the abdo- its grasp (even other kappa). mately six days before killing its carrier.
men similar to that of a kangaroo. Their Common kappa weigh, on average, Folktales tell of spell-casting kappa, but
feet look like those of a snapping turtle, approximately 20 lbs. Vampiric kappa nothing else is known of such matters.5
having three webbed toes, and their hands usually weigh slightly more. Huge kappa
are webbed and clawed. Indeed, most have been known to stand 5’ tall and Habitat & Diet
kappa are known to have hard shells like weigh up to 150 lbs.; these are believed to Kappa most often live in rivers but also
those of small turtles 1, and almost all have once been experimental subjects of a inhabit deep streams, lakes, and large
kappa have scaled bodies, though occa- wu jen³. ponds—almost any suitably large body of
sionally they have been seen with smooth fresh water. Kappa die from extended
skin. Their skin is very tough and is nor- Abilities exposure to saltwater, being unable to
mally green, often with yellow tinges, and Kappa are extremely strong despite their tolerate it for longer than a few hours”.
is clammy, slimy, and cold to the touch small size, and some have been known to Often making their lairs around rocky
because they are cold-blooded. A few are wreck bridges, hurl rocks, and tear flesh outcrops and bridges, they use these areas
able to change the color of their skin to from their opponents with their clawed as solid, defensible bases from which to
match their surroundings in the same hands. Kappa prefer not to use weapons, scavenge. On occasion, these lairs may
manner as a chameleon, adjusting to al- but they can throw daggers and darts if contain magical items and treasures such
most any color to enable them to hide or given the chance. as gold and jewelry, all gained from the
stalk successfully². Kappa have lithe, supple bodies and are demise of their victims. In fact, kappa are
Clothing irritates their, skin, and they fluid movers, allowing them to climb and a major cause of drownings in fresh water
never wear garments, finding them silly swim with great ease and grace. This in Kara-Tur, as they delight in dragging
and pointless. They have a thick layer of grace, combined with their thick skin, unsuspecting human and animal victims
fat under their skin for both buoyancy makes them difficult to strike in hand-to- into their waterways. Kappa can see per-
and warmth, and some kappa have a small hand combat, adding to the dangers of fectly underwater, having strong transpar-
amount of body hair. They smell vaguely fighting them in close quarters. ent protective coverings over their eyes.
fishlike. Their boyish heads are fairly Additionally, each community of kappa All kappa consider themselves gourmets.
chubby and flat. has developed its own style of martial arts, They normally live on fish, but they are
On the top of each kappa’s head is a and the kappa have become masters of especially fond of cucumbers and melons
saucerlike depression filled with water their own styles. Often, these styles are such as cantaloupes, muskmelons, and the
from the kappa’s home body of water. This based upon basic wrestling techniques in like. Some kappa have a special taste for
water is the source of that kappa’s which the kappa are highly skilled. Kappa fruits such as oranges or grapes, but some
strength. The kappa will lose vitality and martial-arts styles usually contain many hate sweet fruits with a passion. (No one
other abilities in proportion to any amount grappling moves and maneuvers designed has yet tried to feed pickles to a kappa.)
of this water spilled from the bowl in its to throw their opponents off balance. They are also very fond of horse, cow, and
head, and it will die within minutes if all All kappa regenerate wounds that they human flesh. Their normal method of

DRAGON 15
eating slain animals is to suck out the disaster for their victims. Kappa some- spells only within one mile of his own
entrails of their victims. Kappa have been times assault lone travelers for no reason waterway. Spells should be chosen as
known to indulge in sake (rice wine) or other than to cause them misery, greeting needed. If a kappa has lost any water from
plum brandy; such beverages have been the victim with great formality just before the bowl in his head, his spells’ durations
used to bribe even the destructive kappa the attack. This malicious streak stems and effects are reduced by the same de-
into temporary truces. from a kappa’s complete and utter disre- gree as the amount of water lost. Spell-
gard for anyone or anything else. casting kappa may choose any spell listed
Society Travelers and local inhabitants attempt as “Water” or “All” from page 73 of the
A group of kappa usually has two to six to appease kappa by throwing food into Oriental Adventures tome.
members, though larger groups do exist. kappa waters. Village folk write the names 6. Nonvampiric kappa lose 1-4 hp per
What little society kappa share works of their family members on these gifts so turn they are immersed in saltwater;
much as an extended family whose mem- the kappa know who should not be at- vampiric kappa lose only 1 hp per turn.
bers are bound to one another by social tacked. Another way to pass the lair of a Furthermore, if the water in the bowl on
obligations more than by blood. These kappa without being attacked is to offer to their heads is filled with saltwater, they
bonds, however, do not interfere with wrestle the kappa for the right of passage. gain no special strength, though they can
each kappa’s independent, ruthless, and As all kappa are skilled wrestlers, they will still regenerate wounds and do not lose 2
predatory behavior. (Vampiric kappa al- often agree to this. However, if a kappa hp per round, as per Oriental Adventures,
most never live in groups, preferring defeats his opponent, he will almost al- page 124.
solitude or living with a mate only.) ways drag the victim into his lair to be 7. If six individuals are indicated by a die
Courting among kappa is initiated by the eaten at his leisure. roll, allow a 50% chance that there are
females, who chase their chosen males Kappa are extremely polite, even to their another 1-6 individuals present. If another
vigorously until the former’s advances are prey, but they make their intentions well six is rolled, allow another 50% chance for
accepted. Once established, partnerships known. If treated with great respect, a 1-6 more kappa, and so forth.
are usually permanent. Males outnumber kappa might be swayed from slaying and 8. Common kappa typically live to an age
females, though only by a small margin, eating its victim, but it will certainly de- of 100 years, and vampiric ones live to
and the females are equal to the males in mand immediate payment of money or 130. From birth, kappa gain 1 HD per year
their abilities, strengths, and aggressive valuable belongings in return for sparing until they reach adulthood.
natures. Young are hatched from tiny eggs the victim’s life.
that are kept hidden within the pouches of Given to such exhibitions of extreme
their parents (males, however, sometimes behavior, all kappa regard odd and seem- Bibliography
eat the eggs they carry). ingly meaningless acts as perfectly normal. Dorson, Richard M. Folk Legends of Japan.
Kappa are believed to have a lifespan To a human being, a kappa’s lifestyle Rutland, Vt.: Charles Tuttle, n/d.
similar to humans, although they develop would appear random, thoughtless, and Ryunosuke Akutagawa. Kappa. Rutland,
their skills and abilities at a younger age in devoid of almost anything other than self- Vt.: Charles Tuttle, n/d.
comparison to humans8. The most obvious gratification. This is perfectly true, and
example is that their babies can walk and kappa not only admit to this but take pride
talk at hatching and very quickly learn to in it. Their rarity is, perhaps, their only
swim well. blessing.
Almost all kappa have, even from a very
early age, full literacy in their own lan-
guage and usually in those tongues spoken Footnotes
commonly in their lands. They are able to 1. About 10% of all common kappa lack
speak, read, and write with great elo- shells, having a base armor class of 3. Such
quence in “kappanese,” although they are kappa are always solitary, being bullied by
somewhat less capable in other languages. other kappa.
The script of the kappa is very spindly and 2. Assume that 5% of all kappa have this
spiral; it is not aesthetically pleasing but chameleon power, which gives them a 75%
rather is disturbing to the human eye and chance to hide in natural terrain.
difficult to read by nonkappa. 3. Assume that there is a 5% chance that
As a race; kappa are inventive and a particular kappa is a huge one; double its
clever within their own lifestyle, but they hit dice, movement rates, damage (giving it
are no more intelligent than human be- a strength of 19 with huge claws), and
ings, often exhibiting lesser intelligence., height (4-5’). These huge kappa are always
As with any intelligent creature, there are solitary and extremely rare. Huge vam-
exceptions to this, and a few intelligent piric kappa are, as one would imagine,
(even brilliant) kappa have been discov- incredibly dangerous; these specimens
ered. These kappa use brain-power to drain two strength points per round that
manipulate others to achieve their goals. they can bite.
Kappa are self-centered and self- 4. The special maneuvers Crushing Blow
motivated to the exclusion of the opinions and Eagle Claw come to mind here.
and ideals of others. One unexpected 5. Spell-casting ability exists in approxi-
aspect of their personalities comes to light mately 10% of all male kappa. Each may
when they are in trouble or somehow cast as many spells per day as a wu jen
compromised. They fawn on the people with as many levels as the kappa has hit
who have cornered them, and nothing is dice. For example, a vampiric kappa would
too much trouble for a kappa in this situa- be able to cast four first-, three second-,
tion. Rumors exist of captured, grateful, or two third-, and one fourth-level wu jen
indebted kappa teaching some or all of spells. These spells need not be chosen at
their skills to whomever controlled them. the beginning of a day, nor do they have to
All kappa thoroughly enjoy the pain and be learned from a scroll or book, since
discomfort of others and are great practi- they come from the kappa’s elemental
cal jokers, especially if the joke ends in sympathy with water. A kappa may cast
16 NOVEMBER 1989.
18 NOVEMBER 1989
Soldiers of the Law
When you need help, call for O.A. Law— Oriental Adventures Law

by Dan Salas
The cities of Kara-Tur are alive with under his command, along with the bushi maneuvers; each lawman has a 5% chance
danger. Samurai warriors are ready to police. per level of knowing Weapon Catch; if
draw swords at the slightest insult. Bushi Beneath the town commissioner are the capable of that maneuver, he has a 5%
and ronin samurai start trouble to test or common policemen. They are often called chance per level of knowing Weapon
display their fighting skills. Kensai duels watchmen or patrolmen, and these names Breaker. Sode garamis can be used to
erupt suddenly and end just as quickly. explain their most common duty. Military entangle a loose sleeve or pants leg; a
Yakuza thugs make their demands at knife police consist of samurai soldiers (1st and normal to-hit roll is necessary, then the
point to terrified commoners. A wu jen 2nd levels) and samurai officers (3rd-5th victim attacks at - 4 to hit and - 2 to
takes action to defend his honor against levels), while local police consist of bushi damage. These penalties are cumulative
someone who has mistaken him for a warriors (1st-3rd levels) and samurai or when an opponent is entangled by more
peasant. How do the craftsmen and mer- bushi officers. Up to 25% of these bushi than one sode garami.
chants conduct their businesses under all are commoners who have been given the Each officer carries a jitte as a status
the flashing swords and flying arrows? warrior’s right to use weapons, though symbol. The jitte can be used for Weapon
Police forces are necessary to keep upon reaching 4th level, a bushi- Catch and Weapon Breaker. Officers are
order in the cities of Oriental Adventures commoner becomes a full-class warrior. often creative in their preferences for
campaigns. PCs might be accustomed to Secretly employed by the police are the weapons, so it is not unusual for one to
tavern brawls and street duels unhindered censors. These undercover agents are wield a chain weapon, lasso, or whip, all
by the law, but what would happen if ninja/bushi, ninja/yakuza, and genin ninja intended to entangle an opponent without
every NPC was allowed such freedom? (see DRAGON® issue #121, “The Genin”). causing harm.
The result would be a wasteland of Rarely drawn from normal ninja clans, Since they prefer to capture live pris-
burned buildings and dead bodies. Only an these agents are employed directly by the oners, many policemen are skilled in un-
alert, aggressive police force can prevent samurai clan’s leaders. Their jobs are to armed combat, especially jujutsu. Each
such a disaster. gather information for the police and to lawman has a 20% chance per level of
The ruling clan of each territory main- watch the police themselves for corrup- knowing a martial art and is then skilled in
tains its own police force within its own tion and conspiracy. Along with their ninja one special maneuver per two class levels.
boundaries. This force is commonly one of abilities, the abilities of NPC censors in- When encountering criminals, lawmen
two types: military police drawn from the clude the ability to investigate as yakuza will first attempt to capture the offenders
regular army, or local police made up of and to interrogate prisoners. for judgment in the courts. They will
commoners, mercenaries, and a few sol- Lowest in rank are the era policemen: demand the criminals’ peaceful surrender.
diers. In either case, the police are always zero-level bushi with 2-5 hp each. The eta If disobeyed, the police will attempt to
backed up by the army in emergencies. All are given the worst jobs: prison guarding, disarm, entangle, or subdue the law-
types of lawmen serve as military police executions, and the guarding of characters breakers. Note that when NPC samurai,
with jurisdiction over commoners, trav- who are paraded publicly as punishment. kensai, and ninja are subdued, they usu-
elers, strangers, and the clan’s warriors. ally attempt suicide by seppuku, leaping
Against such crimes as theft, assault, Into the melee over a ledge or cliff, or any other fatal
murder, and duelling (which is considered The armor and weapons of the police maneuver. The chance of this reaction is
by samurai warlords to be a waste of are specialized to their needs. Combat is a 5% per level, plus the NPC’s honor score.
manpower), the police act swiftly. Their constant threat but rarely a daily reality The NPC must be physically restrained
dedication to uphold the law is as serious for a lawman, so a warrior cannot simply from the self-destructive act or will auto-
as a samurai’s loyalty to his lord. be transferred from the battlefield to the matically succeed (this does nor apply to
street and called a policeman. PCs, who may act as they wish).
Hierarchy of lawmen Full suits of armor are affordable only As a last resort, the police use deadly
The organization of the law courts is by rich officers and are worn only in the force with their edged weapons. On rare
described in Oriental Adventures (page most extreme situations. On a typical day occasions, they use long bows against
140). On the street level, the warriors are of patrols, the lawmen wear padded ar- dangerous criminals. When faced with
arranged as follows: mor and small metal helmets. For danger- overwhelming odds, the town commis-
The town commissioner is the Chief of ous tasks in which combat is expected, the sioner can appeal to the local daimyo for
Police for a single town or city. He is often officers wear chain mail armor or, more military support. This request is rarely
a bushi of 7th-9th level, though in major rarely, full suits of armor. denied.
settlements (such as a city or strategically Eta police carry only spears. All other
important town) he is a samurai of 9th- policemen have at least one sword, while Good versus Evil
12th level. He supervises the police of the policemen who are not commoners wear An uneasy relationship exists between a
settlement, examines reports of illegal the two swords (katana and wakizashi) city’s police force and the yakuza gangs.
activities in the area, and determines that their warrior status permits. The Where both sides are equal in strength,
which criminals are to be apprehended. police also use man catchers, hooked the best reactions between the two groups
Occasionally, he personally helps to arrest spears, and sode garamis. Man catchers are suspicion and tolerance. Where the
a major criminal or a suspected (and re- are clumsy to carry, so are used only yakuza are stronger, the police tend to be
sistant) official. A samurai town commis- when a specific criminal is sought. Hooked tough in appearance but timid in their
sioner always has at least 3d10 samurai spears can be used for martial-arts special encounters with the gangs. Where the

DRAGON 19
police are stronger, they are strict toward Wandering patrols: Watchmen travel in Collective responsibility: A desperate
the commoners and brutal toward the groups of 2-5. Each turn, there is a 25% criminal bursts into the PCs’ inn room and
criminals, striking violently at the gangs at chance that a group wanders down any begs for help. The criminal might be a
every chance. given street. These men keep watch on luckless commoner, a low-level yakuza, a
Whether they are yakuza or policemen, everything that happens around them. If treacherous ninja, a pretty girl, or other
the number of protectors in a settlement there is open combat in a street or within appropriate unfortunate. If possible, the
can drastically affect the encounters there. hearing range of the street, make the NPC will offer a valuable reward for the
Where there are few protectors, crime check twice each turn. Unless the fight is PCs’ help. Soon after, the police arrive and
and violence are everyday problems. Peo- an approved vendetta duel, the police demand to search the rooms. If the PCs
ple tend to be suspicious and prone to demand that the offenders cease hostili- are caught trying to protect the criminal,
violent reactions in self defense. Common- ties. If disobeyed, the police enter combat they become outlaws themselves.
ers live in fear of the bullies and short- to capture the offenders. The informer: If the PCs become in-
tempered warriors who wander the Prison: Each city or large town has a volved in illegal activities, they find that
streets. As for equipment and goods for single-room prison where captured crimi- the police remain one step ahead of them.
sale, quality is poor and quantity is low nals are detained. The prison is usually Lawmen appear at the most inopportune
because the merchants don’t like to risk located at the edge of the city, often near times to foul up the PCs’ plans. Some-
their necks in dangerous settlements. The an eta community. Depending on its size, where, an informer is spying on the PCs.
few merchants who conduct business in each prison is guarded by 5-20 eta and The informer might be a beggar, a shop-
such places always surround themselves half as many bushi, all overseen by a bushi keeper, or even one of the yakuza with
with a bodyguard of bushi and ronin officer. At any time, there are 20-80 people whom the PCs are dealing. Occasionally,
samurai. under guard, depending on the size of the the informer is a censor who watches
In well-protected settlements, the com- settlement and the country (e.g., T’u Lung unseen from the rooftops or under vari-
moners thrive amidst the law and order. has more prisoners due to its corrupt ous disguises.
Rich merchants bring the best equipment society, while Kozakura has fewer pris- Strike force: As the PCs encounter the
to the markets, while craftsmen and oners because the police are free to use local yakuza clans, they are surprised by
farmers sell their goods with little fear of deadly force at their discretion, with no the appearance of a police strike force.
strangers’ weapons. Only the most violent questions asked). This group is assigned to capture (if not
or foolish warriors unleash their combat Mistaken identity: A group of watchmen kill) an upper-level yakuza leader. The
skills without good reason. surround the PCs in the street. Though police fight only with characters who get
the police do not attack, they hold out in the way of their goal. Depending on the
Sample encounters their weapons in defensive positions. hunted yakuza’s level and guards, the
The following encounters will help to Within a few rounds, an officer arrives, strike force can consist of 5-20 watchmen
establish the police in any Oriental AD&D looks at the PCs, and declares that they and one or two officers. All are dressed in
campaign city, though only the first two are not the criminals he seeks. He apolo- as much armor as possible. Rarely, 10-20
should be used regularly. gizes for the mistake and he and his men regular soldiers assist in the capture of a
The gate watch: At every main city gate hurry away. If the PCs push a fight, the boss or underboss.
are 2-5 watchmen. Small cities and towns police will assume that they are guilty and War in the streets: The police and ya-
may have fewer guards. These men keep will attempt to capture them for transfer kuza forces are involved in increasingly
watch on all peasants, travelers, and samu- to the prison. violent encounters in the streets. Rumors
rai who pass through the gate. abound that the censors and the yakuza
In Shou Lung, the guards take action Public execution: A crowd of peasants killers are fighting a war of assassinations.
only against wanted criminals or if there is surrounds a wooden platform where The reason for the conflict is not clear.
trouble. Otherwise, they remain patiently criminals await execution. At least one Perhaps the lawmen executed an under-
at their posts. officer and six patrolmen conduct the boss or the yakuza thugs beat up the town
In Wa, written passes are required for event, while eta police perform the actual commissioner’s brother. The war has
travel through a main city gate and some- slayings. Thieves, murderers, pirates, and affected the entire city, filling it with ter-
times through a district gate (especially a other low-life villains are boiled alive in ror. Men on both sides become violent at a
castle district). These papers are to be huge pots of oil, while yakuza characters moment’s notice, and the commoners are
presented by important people such as receive fast beheadings. On rare occa-
caught between them. However, the ya-
officials and samurai, not by clergy or sions, the PCs may recognize some of the kuza gangs are doomed, since a troop of
peasants. The passes must be signed or criminals as old friends, acquaintances, or heavily armed foot soldiers will eventually
approved by the lord of the settlement. needed sources of information. A rescue arrive to restore order. Many yakuza are
In T’u Lung and Kozakura, the guards might be in order. already deserting the city, though most
question characters if the characters look The trapped fugitive: The PCs see a will fight until the end, even if they must
suspicious (e.g., are heavily armed for- crowd of peasants in one of the streets. go into hiding for a few years. The PCs
eigners, are carrying drawn swords and Upon closer inspection, they find a dozen might be recruited into either side of the
bows with knocked arrows, are displaying police and a half-dozen soldiers surround- war, or they might get into trouble on
unusual magical talents, etc.). As the char- ing a building (an inn, teahouse, mer- both sides. Their own actions will deter-
acters answer questions, the guards make chant’s walled compound, or whatever). mine how the conflict affects them.
reaction checks until a hostile or friendly The lawmen have cornered a dangerous
reaction is reached. Hostile means that the fugitive but are afraid to storm the build- Rewards of service
guards will not allow the characters to ing. The fugitive might be a high-level Many adventures can develop when the
pass through the gate; friendly means that member of any character class, especially PCs perform their own police activities.
the guards allow them to pass. a kensai, monk, samurai, or wu jen. Also, They can join an existing police force or
In T’u Lung, the guards can be bribed by the fugitive might be holding a kidnapped form their own force where none exists.
persons whom they are questioning. The child, rich merchant, or Maiden of Virtue. Upon reaching 9th level, a samurai PC
cost is typically one tael per watchman The police will not ask for help, but they might be offered the position of town
and two tael per officer. That cost is dou- will accept the PCs’ offer of assistance if commissioner in a city. Note that this job is
bled if the guards have already showed a the PCs charge a reasonable price. If no roughly equal in power to the stewardship
hostile reaction. In any other country, an PC attempts to help, the lawmen charge offered at 7th level. However, it commands
attempt to bribe is an insult to the guards’ into the building and kill the fugitive, as much respect as the job of constable
honor. losing half their men in the process. because crime fighting is a tougher, more
20 NOVEMBER 1989
dangerous job. A constable rarely, draws
his sword in combat, while a town com-
missioner often deals with the possibility
of such an occurrence. Honor Awards: Oriental Police
Normally, the local government pays
four tael per level per month to its police- Circumstance Award
men, double that to officers, and triple to
Has proficiency in martial arts + 1 per two special maneuvers
town commissioners. However, the true
Takes a bribe - 1
rewards are the honor points and experi-
Makes false arrest - 3
ence points to be gained.
Lets prisoners escape - 1 per prisoner
The Honor Awards table herein lists
Retrieves stolen goods + 1 per 100 ch’ien value
honor-point awards for characters em-
Saves a life +5
ployed by an officially recognized police
Discovers true identity of a ninja NPC + 1 per two ninja levels
force. Experience points must he gained
Discovers true identity of a yakuza NPC + 1 per two yakuza levels
from encounters with the thugs, trouble-
Captures a wanted criminal + 1 per two levels of criminal
makers, yakuza gangs, ninja clans, and
Crushes a yakuza gang + 1 per 20 disbanded yakuza
common criminals of the settlement. The
Solves a minor crime +2
PCs can declare an all-out war to “clean up
Solves a major crime +5
the town,” or they can seek a peaceful (if
uneasy) compromise with the gangs. The
PCs are sure to find that crime fighting is
one of the most dangerous and thrilling
occupations in Kara-Tur!

DRAGON 21
22 NOVEMBER 1989 Illustration by Clyde Caldwell
Earn Those Heirlooms!
Only the honorable should inherit the goods
by Jay Ouzts
Between the covers of Oriental Adven- rights inherited not birthrights due. Char- weapon he wants first. The type of
tures exists a very troublesome set of acters entitled to no birthrights never weapon is determined in the same manner
rules: the dreaded birthrights in Table 40, receive IP. Note that fractions are retained as a weapon of quality. There is a 5%
page 34. As the rules stand now, players and that it is possible to have fewer than chance that such a weapon is +3 to hit
of lucky die rolls and distinguished birth zero IP. and damage, a 35% chance that it is +2,
have a chance to begin their adventuring Inheritance points are awarded at the and a 60% chance that it is + 1.
careers with armor or weapons of quality, same time as honor points. They may be Famous works of art (which come next
large amounts of cash, shares of the fami- spent immediately, or they may be saved. in the order of inheritance) include paint-
ly’s productive property, or even magical There is, however, a particular order in ings, sculptures, pottery, or jewelry by the
weapons. Acquisition of these goodies is which birthrights must be purchased, as most famous artisans. If the character had
absolutely free; there is no risk involved will be discussed shortly. a famous artisan in his ancestry, each
and no special service required. This can Players should roll for honor, caste, work of art was crafted by that ancestor.
give a DM a real headache, for these rules families, and numbers of rolls on the Such treasures are worth 4d10 × 1,000
give neophyte Oriental characters an birthrights table as outlined in the rules. tael, and each work costs 4 IP. Should a PC
advantage over most low-level monsters. However, use the Expanded Birthrights be in line to inherit more than one art-
Besides, characters with three or more Table presented here and record the re- work, he gets the least valuable one first.
birthrights may dominate the party, and sults under the heading “Birthrights Due.” Finally, the character may inherit prop-
this is not good. On the other hand, birth- When an heirloom is inherited, simply erty shares. Each share costs 4 IP. No one
rights do allow some characters to start deduct the cost of the item from the char- may possess more than a 30% share of a
off with a bit of extra cash which, given acter’s current IP total. single property. If a player gets more than
the high cost of equipment in the Far East, Cash strings, if any, must be obtained the 30% limit, or if his family owns no
can be very useful. Thus, completely dis- before anything else. Fen are obtained productive property, treat the roll as “no
carding the system is not the answer. If first, followed by yuan, tael, and ch’ien, result.” Property shares earn two honor
the rules were modified so that one would respectively. If there is more than one set points for the first 10% share and one for
inherit his heirlooms gradually, the system of a particular coin (two sets of yuan, for each 10% share thereafter.
would work much better. example), the set with the fewest coins is Remember, deduct the character’s birth
Having players earn their heirlooms obtained first. Most cash strings cost 1 IP order from the number of rolls allowed on
instead of acquiring them on a silver plat- each; ch’ien cash strings, however, cost 2 the birthrights table. However, the oldest
ter is not as unreasonable as it may sound; IP each. child always gets at least one roll.
in fact, it make perfect sense. After all, Once all cash strings have been inher- Note that in the case of cash strings and
why should a character’s elders hand over ited, horses are inherited. Should a PC be horses, it is possible that more than one
the family’s most prized possessions sim- entitled to more than one set of horses, he such item will be called for by a single roll
ply because one of their dear children is gets the set with the fewest horses first. in the results. In these cases, all such items
beginning a life of danger and adventure? Each set costs 2 IP. The horses may be of are inherited at once. Thus, if a player
One well-placed hit from a bakemono’s any type the player desires, but they all rolls a 55 and a 95, he gets two sets of
naginata and all of those treasured heir- lack saddle and tack. yuan cash strings. One set may have only
looms, not to mention the beloved kins- Inheritance of any suit of armor of qual- one string while the other has three, but
man, are lost. Besides, being selected to ity follows; each suit or piece costs 3 IP. each set costs only 1 IP.
inherit such treasures is an honor due Should a character be lucky enough to be Example: Yingtze Xio-Tung is allowed
only to those who have first proven them- due more than one set, he gets the one five rolls on the birthrights table and gains
selves worthy. Until characters have done with the least protection first. Should a two strings of fen, a suit of quality chain
so, all heirlooms (and, as a result, any character be unable to use armor, allow mail, three more strings of fen, two
honor and experience that accompany him to reroll. Determine the type of armor horses, and two strings of tael. His family
them) should be retained by their elders. randomly. honor is 31; his personal honor is 22.
The rules proposed here introduce the Weapons of quality follow armor. Allow Therefore, he starts with 2 IP as [(31/2) +
concept of inheritance points. Inheritance the character to select the table on page (22/2)]/10 = 2.65. He decides to immediately
points, or IP are an abstract way of mea- 132 (tables 80 through 85, inclusive) on spend these on the fen, using 1 IP for each
suring whether or not a character has which he would like to roll. The weapon set. Note that he could saved his IPs for
proven himself honorable enough to in- itself must be determined randomly. later, had he wished, or he could have
herit any heirlooms due him; they are, in Should the character get a weapon he is spent only 1 IP to purchase the first set of
effect, simply used to “buy” birthrights. not allowed to use, allow him to reroll. If a fen. He could not, however, have used the
Inheritance points may be obtained in one character is entitled to more than one IP to acquire the tael, the horses, or the
of two ways. First, one starts with the weapon, he may select the one he wants to chain mail until all of the fen had been
number of IP equal to the sum of one-half inherit first. Weapons of quality cost 3 IP. acquired.
his family honor (round fractions up) plus Magical weapons are inherited next. During a playing session, Xio-Tung is
one-half his personal honor (again, round Magical items cost 2 IP plus 1 IP per magi- invited to serve under a powerful lord and
up), divided by 10 (round down). Second, cal bonus; thus, a + 1 weapon costs 3 IP. later saves the life of his master at great
one receives ½ IP for each point of honor Should a character be eligible to receive risk to himself, thus earning seven honor
gained. The opposite is also true; one loses more than one magical weapon, he must points. This results in the simultaneous
½ IP for each point of honor lost; how- receive the one worth the fewest IP first; gain of 3 ½ IP. He immediately spends 1 IP
ever, losing honor affects neither birth- in the event of a tie, he may select the to acquire the tael and 2 IP for the horses.

DRAGON 23
Expanded Birthrights Table
This leaves him with ½ IP. Since his horses
1d100 Result Honor IP cost
are worth one honor point, they are also
01-03 Nil n/a n/a
worth ½ IP. Xio-Tung ends the session
04 Reroll; use next higher die* n/a n/a
with 1 IP.
05 Nil n/a n/a
During his next adventure, Xio-Tung
06 Property share (10-30%) ** 4
loses a contest. Being a poor sport, he
07 Reroll; use next higher die* n/a n/a
accuses the judges of foul play and throws
08 Property share (10-30%) ** 4
a temper tantrum in public. To make
09-16 Nil n/a n/a
things worse, his rival accuses him of a
17-18 Property share (10-30%) ** 4
theft he did not commit. These events
19 One horse 0 2
bring a loss of seven honor points (one for
20 1-4 cash strings (fen) n/a 1
losing the contest, two for improper social
21-30 Nil n/a n/a
behavior, and four for being accused of a
31-33 Armor of quality 2 3
crime) and 3 ½ IP. Thus, he ends the day
34-40 Nil n/a n/a
with — 2 ½ IP.
41-45 Property share (10-30%) ** 4
With the rules presented here, 1st-level
46-50 Nil n/a n/a
characters will no longer walk about with
51-53 1-6 cash strings (fen) n/a 1
a full arsenal of magical weapons, valuable
54-55 1-6 cash strings (yuan) n/a 1
property, or large amounts of cash simply
56-60 Property share (10-30%) ** 4
because of a few lucky rolls of the dice.
61-63 Weapon of quality 2 3
Game balance is preserved. In addition,
64-70 Nil n/a n/a
players will be forced to take honor even
71-75 Armor of quality 2 3
more seriously, especially those in proud
76-80 2-5 horses 1 2
families who have much to inherit. Each
81-84 Famous work of art 2 4
moment of honor and glory brings one a
85-87 Nil n/a n/a
step closer to his next inheritance, and
88-91 1-6 cash strings (tael) n/a 1
each moment of shame and defeat sets
92-94 2-9 cash strings (tael) n/a 1
him a step back.
95 1-4 cash strings (ch’ien) n/a 2
96-98 Weapon of quality 2 3
99 Magical weapon ** **
00 Reroll; add + 10 to result n/a n/a
* “Use neat higher die” means 1d4 becomes 1d6, 1d6 becomes 1d8, etc. If using
1d100, add + 10 to the roll.
* * Special
DRAGON 25
26 NOVEMBER 1989
TSE3 Web Wars
TOP SECRET/S.I.™ module
by Bob Kern
Waterdeep Web would like to rule the world. It’s only
FORGOTTEN REALMS™ Avatar Trilogy, problem is that you are in the way. From Web’s
point of view, that little problem can be fixed.
NEW PRODUCTS FOR Book Three
You see things differently, of course. Tackle the
by Richard Awlinson
OCTOBER The God of Strife is dead, killed in his attack masters of deceit in their own lair in this final
on Tantras, and Midnight and her allies have episode in the Web Wars module series for the
recovered the first Tablet of Fate. To complete TOP SECRET/S.I.™ game.
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Product No.: 8443 Product No.: 9245

DRAGON 27
The Dragon’s Bestiary
Never forget, never forgive: the wang-liang
by Sylvia Li
Wang-Liang

FREQUENCY: Very rare natural armor class and weaponry. The hit dice of creatures (see Table 2). These
NO. APPEARING: 1 (see text) retractable claws don’t cut like swords; abilities do not require concentration to
ARMOR CLASS: 4 (improved by armor) instead, they operate with a scooping begin or to maintain. The wang-liang also
MOVE: 12” action that tears off chunks of flesh. have a limited telepathic ability that func-
HIT DICE: 6 + 3 to 8 + 3 (see Table 1) Their home territory is among forested tions only between members of their own
% IN LAIR: 10% (see above) mountains, but single individuals may be race. This has a range of about 33 miles
TREASURE TYPE: Variable found anywhere—on a country road, in outdoors but is blocked by stone walls.
NO. OF ATTACKS: 2 claws towns and cities, even ranging as far as This telepathy requires concentration.
DAMAGE/ATTACK: 1-10/1-10 the lands of the gajin. In addition, they nearly always carry
SPECIAL ATTACKS: Magical devices Wang-liang are not savages. They have various magical items of their own. These
SPECIAL DEFENSES: Regeneration, detect their own civilization. They wear clothes are of two sorts: items bestowing useful
invisibility, psionic invisibility, limited or, if going into battle, various kinds of magical abilities for the wang-liang’s own
spell immunity, polymorph self, magical armor that modify their armor classes as use, and cursed magical items for “trade”
devices appropriate. They can use the full range with humans.
MAGIC RESISTANCE: Standard of swords, spears, bows, and pole arms One useful magical item common among
INTELLIGENCE: Exceptional to genius available to human bushi but in a larger wang-liang is a straw hat that bestows
ALIGNMENT: Lawful evil size. They do not use iron or steel, but magical invisibility, just like the ring in the
SIZE: L (10’) they have a method of hardening bronze DMG. (This lets them combine the effects
PSIONIC ABILITY: See text to make it nearly as hard as low-grade of magical and psionic invisibility to be-
iron. Despite the larger weapon sizes, the come extremely hard to detect.) There
The wang-liang are closely related to the quality of the metal limits damage to may also be some fairly powerful offensive
ogre magi, being exceptionally intelligent standard by weapon type, with strength magical items, some of unique design. Any
and long-lived, with their own unique bonuses. Weapons and armor used by item of useful wang-liang magic is subject
brand of magic. They are implacably hos- these creatures should be determined by to one serious inconvenience: The wang-
tile to human beings and rarely pass up a the DM as desired. hang will not permit anyone other than a
chance to kill, injure, humiliate, or There is no difference in strength or wang-liang to keep or use such an item.
frighten them. Toward humans, their fighting ability between adult males and They will always try to recover a lost or
behavior is destructive; among their own females, but individuals encountered may stolen item, and they will not give up until
kind, there are no known instances of range from 6 + 3 HD to 8 + 3 HD depend- they have succeeded. The DM should feel
cruelty to each other. The wang-liang pay ing on fighting experience (use Table 1). quite creative in designing such items,
their debts and keep their promises. Other Wang-liang do not have classes and do not using those from the DMG as bases to
nonhuman races are treated as humans if advance in levels with experience but gain work from.
they are accompanied by humans. If non- hit dice instead. The other category is of “trade” magical
humans are encountered without humans, Wang-liang know the human passion for items, designed for the specific purpose of
the wang-liang do not initiate hostilities. gold, silver, and gems, but they do not being palmed off on unsuspecting humans.
There is good reason for their hatred of share that passion. In fact, they find greed To call them cursed would be like saying
humans. Wang-liang have a long lifespan— to be repulsive. They are, however, quite that Juiblex is ugly: While true enough, it
about 2,000 years—but with a correspond- willing to use this human weakness as a doesn’t quite cover the full scope of the
ing low birthrate. They are intelligent tool for manipulation, and for that reason situation. These are highly ingenious,
enough to extrapolate the human ability to they sometimes carry gems or other items vicious, and imaginative practical jokes, no
multiply and the human disregard for that would be valued by humans. Amounts two of them alike. DM fiendishness is
long-term consequences, and so have long carried should be determined by the DM. encouraged.
been able to predict their own extinction. Like their better-known relatives the Think of it from the wang-liang point of
They are not charitable enough to forgive ogre magi, wang-liang are not considered view. Suppose you have a lifetime of a
humanity and go quietly. They are bitter. “persons” for the technical purposes of couple of thousand years in which to
Physically, they are tall (10’), carnivorous such spells as charm person or hold per- wander around a world infested with
beings with soft pelts of lustrous dark son. Their innate abilities are similar to stupid, greedy, treacherous, despicable
brown or black hair. Their eyes are wide those of the ogre magi, though not quite as scum who don’t deserve to take over the
and large, having black irises rimmed with powerful. They can regenerate wounds at world but are going to do it anyway.
luminous, fiery red. They have the sharp, the rate of 1 hp per round while con- There’s really no point in killing them.
pointed teeth of a carnivore (doing 1d4 hp scious; they can polymorph into any Humans do a better job of killing each
damage if needed), but biting is not their human or humanlike form (4-12’ tall); they other than you possibly could, arranging
natural attack form. The teeth are set in a can easily see creatures and things ren- battles that slaughter hundreds of
protruding and delicate muzzle. dered invisible either magically or psioni- thousands—yet 50 years later, they’re just
Wang-liang are very strong (each with cally; and they can become psionically as numerous as they were before.
18-percentile strength) and have good invisible at will to certain total numbers of No matter what you do, it won’t help in

DRAGON 29
the long run. So you amuse yourself by from birth to maturity is about 40 years. Older males and older females who do
selecting individuals to torment. You don’t However, a female may not be ready to not possess any talent for magic are free
really care whom you choose as your mate and give birth for hundreds of years to engage in any pursuits that take their
victim; they’re all humans. Maybe you’ll after she reaches maturity. fancy: arts, history, music, gardening,
dismember one here or there, but there’s While their young are immature, a social planning, or personal vengeance.
not much satisfaction in that as they die mated pair is impelled by instinct and These last become wanderers who enter
much too easily. Besides, a physical attack tradition to live in seclusion in the wild, the human scene, invisibly and alone,
lays you open to physical retaliation, and using only their natural abilities to survive observing with contempt and cold hostility
you aren’t suicidal. and to care for the young. This early expe- the rabble destined to extinguish their
So you distribute booby-trapped magical rience ensures that every wang-liang is at race. They carry with them the items
items. Whether lethal or otherwise, they home in the wilderness. They are invisible made by the Elder Circle.
are designed to embarrass and humiliate during most of this time. A family group- Most encounters with wang-liang will be
or else to terrify (and possibly to kill). ing of four (or, rarely, six) individuals, with a lone traveler, one of these older
You’re getting even, either way. called a “pod,” is under the fiercest protec- individuals. This is an occasion for the
For example, here’s an item adapted tion of every member of the race. Harm Dungeon Master to exercise his ingenuity
from an actual folk tale: a magical boot done by any human to wang-liang in this in devising a magical “trade” item. Remem-
which, the victim is told, can make the most vulnerable phase of their lives will be ber that the wang-liang are intelligent and
wearer feel as rested and refreshed as avenged in a ratio of 100 human deaths will have devised ways to ensure their
though he had just had a full night’s sleep. for each wang-liang killed. own personal safety before starting any
However, when this is tested, the victim The period of caring for the young in trouble. Unless the player characters are
finds that the boot transforms into a coffin the wilderness is apparently viewed by either very clever or very lucky, the wang-
enveloping him. Not only that, but within wang-liang as the happiest time of their liang should get away.
a single round, the coffin sinks 6’ under- lives; a short, idyllic interlude of perfect A resourceful wang-liang may be the
ground. If the victim is alone, this is the intimacy. Once the young have reached brains behind any number of unpleasant
end of him. If friends dig him up and adulthood, they join wang-liang society. schemes. He may devote a few decades to
break open the coffin, they find him in a The young adults band together for mu- the construction of a classic trap-laden
state of suspended animation that cannot tual protection and live in remote areas in dungeon baited with the usual rumors of
be distinguished from death except that groups of 50-150. Here, they build struc- danger and immense treasure. Or he may
the body does not decay. The spell can be tures, engage in handicrafts, make weap- encourage a bandit gang, masterminding
broken only by destroying the coffin. ons and tools, raise domesticated deer for raids of ever-increasing audacity until the
Meanwhile, the victim’s spirit wanders the food, and provide the broad structural final, most daring job turns out to be a
lands of the dead somewhere on the outer base of the wang-liang civilization. The carefully prepared trap leading to a
planes, where he may meet influences average intelligence of wang-liang is very bloody battle and the capture and execu-
either kindly or malevolent. If one of these high, and they are able to adopt human tion of the bandits. The wang-hang will be
spiritual encounters proves fatal, his body devices or invent their own. The apparent nowhere to be found; it was he who
also dies. simplicity of their lives does not mean that tipped off the authorities! He may supply a
The parameters for designing a “trade” the wang-liang are primitive. crime lord with generous supplies of a
item are as follows: The item must be The time a young female spends in this viciously addictive drug. He may induce
something the wang-liang can easily carry village environment varies from one indi-
without danger or inconvenience to him- vidual to another. In extreme cases, it may I’ll have you know that
self; there must be a way to activate it or be as short as 20 years or as long as 1,300
(preferably) to trick the victim into activat- years. The average period is about 400
Marcel Proust had a pet hali-
ing it; lethal results are okay, but nearly- years. When her time comes to mate, the but and if you’re calling the
lethal results are better, and humiliation is female knows it instinctively, and she
best of all; the more flashy and flamboyant chooses a mate from among the young
the better; and the device should not be males in the village. (There is a recorded
reusable. (Some jokes are only funny instance in T’u Lung of a sorcerer who,
once.) out of curiosity, managed to kidnap and
A few individuals among the wang-hang imprison a young female wang-liang just
may be prepared to admit that humanity is as she entered this phase. According to his
only 98% scum, and that very rare hu- notes, she appeared to suffer greatly over
mans might have one or two redeeming a period of several months, pleaded inces-
qualities. That’s about as far as they’ll go santly for release, and was on the verge of
toward friendliness. If a wang-liang finds expiring when his notes abruptly ended.)
himself unavoidably obligated to a particu- A wang-liang male remains in the village
lar human (e.g., saved from a fate worse until he is chosen by a female.
than death), he may repay the obligation, Parents still have many years of life
by his own standards, by telling the hu- ahead of them after their offspring have
man some of the above information and been placed in a suitable village. They do
warning the human not to accept magical not remain together.
items from his people. The talent to learn magic is present in
The biological fact that has ensured the the race only among some of the older
eventual extinction of the wang-liang females. These retire to an Elder Circle
under the ecological pressure of expand- where they are supported by all the vil-
ing human populations is very simple: No lages in their efforts to learn, preserve,
wang-liang female can give birth more and expand the body of magical knowl-
than once in her lifetime. Normally, there edge available to their people. Only 1-4 author of A la recherche du
are two young born at this time, a male wang-liang mages may be found in a vil- temps perdu a loony I shall
and a female. Very rarely, about as often lage, each mage being of level 1-20. The
as identical twins occur among humans, Elder Circle is the source of all magical
have to ask you to step
there are four infants instead. The time items used by wang-liang. outside.
30 NOVEMBER 1989
shape-changing goblin rats to act as front likely to be encountered) do not engage in
men to foment trouble and eventual war offensive warfare but will defend them- Table 2
between two human political factions. selves if attacked. Villages typically do not Wang-Liang Invisibility
If a wang-liang is using evil humans as have much magic lying around. The call
his tools to cause trouble for humanity, the will go out, however, and any older wang- Invisible to total
joke is liable to be on them in the end. He liang in the area will come to the assist- HD levels or hit dice
holds nothing but contempt for any beings ance of a village under attack. If the threat 6+3 21
who are willing to turn upon their own is serious enough and there is time, any 7+3 28
kind, as witness the previous example of village can also call upon the Elder Circle 8+3 36
the bandits. to send help. This will be a spell-caster of
There is no recorded instance of a wang- power appropriate to the level of the
liang bargaining in good faith with a hu- threat, which gives the DM a chance to
man. If the wang-liang has some scrap of use spells of his own invention since wang-
respect for the human, he will refuse to liang magic cannot be learned by anyone
negotiate at all. Otherwise, he will spin a outside the Elder Circle.
clever and elaborate deceit which does not An encounter with the full force of the
bind him in the slightest. However, if a Elder Circle should be avoided unless you Open your eyes and see just how many
wang-liang voluntarily offers an actual are trying to end your campaign by subjects are covered in the new edition of
promise, it can be relied upon absolutely, slaughtering the entire party in a blaze of the Consumer InformatIon Catalog. It’s
for then his honor is engaged and he will nonstandard magic. In that case, you’re on free just for the asking and so are nearly
die sooner than break his pledged word. your own. half of the 200 federal publications de-
Only in their remote forested mountain This NPC race will not work as a player scribed inside. Booklets on subjects like
homelands will wang-liang ever be found character race, for reasons evident in this financial and career planning; eating
in groups—a 5% chance at best. If adven- article. It does provide the DM with an right, exercising, and staying healthy;
turers encounter a pod (60% likely out of opportunity to challenge the players with housing and child care; federal benefit
the multiple-being encounters), the wang- a clever and unpredictable opponent. programs. Just about everything you
liang flee immediately using invisibility; if would need to know. Write today. We’ll
this is not possible, the adults will sacrifice send you the latest edition of the Con-
Table 1 sumer Information Catalog, which is up-
their lives to ensure the escape of the
Wang-Liang Hit Dice dated and published quarterly. It’ll be a
children. Remember that wang-liang war-
riors will avenge any harm done to a pod, great help, you’ll see. Just write:
1d100 Hit dice
not only upon the offenders but also upon
01-60 6 + 3 HD
the nearest humans at hand, innocent or Consumer Information Center
61-90 7 + 3 HD
otherwise, in a ratio of 100 to one. Department TD
91-00 8 + 3 HD
Young adult wang-liang in a village (40%
Pueblo, Colorado 81009
The Ecology
of the Yuan-ti
They’re not merely poisonous—
they’re venomous
by David Wellman

“It rose out of the muck before me, in dian, a snakelike creature with human found themselves without spell abilities
the manner of a huge snake readying its arms (see the Monster Manual II, page 97). and thus unable to complete the consecra-
strike. Six or seven feet long, it had the The venom of these creatures transmutes tion of the Black Broth. The yuan-ti empire
lower body and head of a serpent: green victims into ophidians over a period of was thrown into chaos. The forces of good
scales, wet and glittering in the dim sun- several weeks. The ophidian is believed by took the chance to destroy the yuan-ti
light; a muddied yellow belly; and red eyes sages to be a creation of Sch’theraqpasstt, empire, which they did to such an extent
that stared with malevolence. But what sent to wreak havoc on the Prime Material that the race of yuan-ti was very nearly
choked me with revulsion was the human plane. When its venom is distilled and wiped from existence.
torso and arms between the snake-head mixed with other ingredients known only The few surviving yuan-ti dispersed,
and tail. My courage wavered. Then I saw to the yuan-ti, then consecrated to their turning to other evil beings from the
that wrapped tightly around the thing’s deity, it becomes what is known to sages Abyss for aid. They gained little, as no
waist was a belt from which hung the as the Black Broth. other deity could successfully aid them in
daisho—the katana and wakizashi—in The worshipers of Sch’theraqpasstt who their quest to create the Black Broth.
mockery of the status of the samurai. The first created the Black Broth were also its Eventually, they discovered the true fate
sight of such a disgrace ripped me from first imbibers and were willingly trans- of their god and therein the salvation of
my trance. I drew my grandfather’s katana formed into the histachii, progenitors of their race. At times when the stars and
from my hip with a shout. Not even devils the yuan-ti race. Among the three types of planets are in a specific alignment, signal-
themselves could have stopped me then, yuan-ti—pureblood, halfbreed, and ing the conjunction of Sch’theraqpasstt’s
for I would not allow the rank of samurai abomination—any mating produces only plane and the Prime Material plane, the
to be worn by such as this. . . .” abominations. The pureblood yuan-ti is yuan-ti may draw directly upon the en-
—From the memoirs of the samurai created in matings of histachii with other ergy of that plane and complete the Black
Hirikito Toshubu, of the Imperial staff. histachii, and the matings of histachii with Broth. Although this saved the yuan-ti
any true yuan-ti produces a halfbreed. from degenerating into a race of abomina-
Hirikito’s adversary was a halfbreed Thus, the yuan-ti need a constant supply tions, it did not mark their return to
yuan-ti, one of three types of the yuan-ti of humans in order to sustain the race. power. The conjunction of the planes
race. Yuan-ti use magic, are magic resist- Such has been the fate of many human needed to complete the Black Broth comes
ant, and have genius-level intellects, and as captives of the yuan-ti, transformed into but once a millennium.
such are dangerous foes for even the most the mindless histachii. This is the current situation of the yuan-
well-organized party. The pureblood yuan- The gestation period for yuan-ti young is ti: small numbers, an erratic breeding
ti can easily blend itself into human soci- about 60 months. Approximately 30% of cycle, and a 1,000-year wait between
ety, making even large cities possible the resulting creatures are so deformed breeding periods for two-thirds of the
encounter areas for the yuan-ti. that they die shortly after birth. This gives race. Although abominations may still be
Although they can be used in an Occi- the yuan-ti a very low growth rate but is created without difficulty, the yuan-ti limit
dental campaign, yuan-ti fit better within counterbalanced by their extremely long their birth rate to avoid gaining the atten-
the Oriental milieu. But much more infor- lifespans. Pureblood yuan-ti age as do gray tion of the forces of good before they
mation is needed on their motives and elves (AD&D 1st Edition Dungeon Masters discover a more stable method of continu-
history before the race can be used to its Guide, page 13). Halfbreeds live twice as ing their race. Population inequities result,
full potential. long as purebloods, and abominations of course; each yuan-ti encountered has a
The origins of the yuan-ti date to the have a life span three times that of a gray 70% chance of being an abomination, a
dawn of man. Ages ago, when mankind elf, some 6,000 years. 20% chance of being a halfbreed, and a
took its first tottering steps, there came When considering the lifespans and 10% chance of being a pureblood (but only
among men a monstrous corruption power of the yuan-ti, one might wonder purebloods travel among men).
known as Sch’theraqpasstt. This god is why they do not control the world. In fact, Yuan-ti temples are usually huge basalt
now a shadow of his former self, driven to they once held a great empire that edifices with no windows and only one
both ultimate power and ultimate madness spanned much of the southern jungles of entrance. The walls are carved with re-
in an insane attempt to become one with Kara-Tur. In forgotten corners of the land, volting scenes involving yuan-ti, humans,
the Abyssal plane he ruled. crumbling basalt temples stand in mute and unspeakable creatures from the outer
Evil men, hungry for power and domin- testament to their once far-reaching grasp. planes. Even abandoned ruins are places
ion over their kindred, turned to the wor- Then came the fall of Sch’theraqpasstt. of great evil and are almost always in-
ship of this dark force. The result, true to The god’s schemes were his undoing, fested with foul monsters. Torture of
the tenets of chaos and evil, was more a and he was reduced to the operational helpless subjects is a favorite pastime of
curse than a blessing. These men were level of a major demon. His clerics (hu- the yuan-ti, and implements of torture are
instructed to gain the venom of the ophi- mans, as yuan-ti cannot be any class) easily found in their places of worship.
DRAGON 33
They will sometimes enslave humans, and Characters wounded by these must save size, or two large-size creatures per
such slaves will usually be crippled or vs. poison at +2 or be affected as if they round.
maimed, thanks to the mercies of their have been bitten by ophidians. Yuan-ti A +2 or better weapon is needed to hit
captors. Yuan-ti do not forget their down- have been known to work with nagas, Sch’theraqpasstt, and in addition to his
fall at the hands of good forces, and any kappas, bajang, and evil dragons, and they magic resistance, he is immune to all
good-aligned character caught in their are rarely the losers in such partnerships. mind-affecting spells (including illusions).
clutches are often tortured long and lav- In playing yuan-ti, the DM must remem- All beings within 100’ of Sch’theraqpasstt
ishly before death, unless they fall victim ber that these are highly intelligent, pow- must save at the beginning of every round
to the Black Broth. erful, evil creatures with a goal of world or be affected as per a scarab of insanity.
Yuan-ti have no holy days or festivals domination. They do not involve them- Sch’theraqpasstt flits through the multi-
except for the Night of Venom once every selves in petty affairs, nor do they deal verse in a random fashion, rarely staying
1,000 years. This is the conjunction that lightly with those who interfere with their in one place for more than one turn. He
allows the completion of the Black Broth. plans. Yuan-ti do not forget such interfer- has been seen on the Prime Material plane
Beginning about a year before the Night, ence, even throughout their long lifespans. several times and will always be there on
the yuan-ti become increasingly active. They treat revenge as they treat torture— the Night of Venom, usually where the
They create as much of the Broth as possi- it should be long, lavish, and painful. greatest number of yuan-ti are singing his
ble and raid human settlements to kidnap praises. At this time he will be somewhat
victims for the rite. Any single group of
Sch’theraqpasstt rational, but at other times there is a 10%
(Major demon) chance per round that his intelligence will
yuan-ti will create 20-200 histachii on the
Night of Venom. The forces of good, how- slip from supragenius to complete idiocy.
FREQUENCY: Unique If Sch’theraqpasstt goes insane during a
ever, have found these occasions excellent
NO. APPEARING: 1 battle, he fights to the death, with + 2 on
times to destroy large numbers of yuan-ti,
ARMOR CLASS: -4 all to-hit, damage, and saving rolls, and a
and most of the ceremonies are broken up
MOVE: 12”/36” (MC: C) -2 penalty to his opponents’ saves vs. his
before they are completed. Still, it is ru-
HIT DICE: 111 hp (attacks as 16 + HD poison and magical effects.
mored that in some evil-infested swamps
monster) If Sch’theraqpasstt’s material form is
these creatures thrive in small cities and
% IN LAIR: Nil killed, his psyche returns to his home
aspire to regain their former dominance.
TREASURE TYPE: Nil plane of the Abyss and reforms over a
Yuan-ti build dwellings both above and
NO. OF ATTACKS: 1 bite and 2 constriction period of 111 days. The only way to truly
below ground, and their temples are
DAMAGE/ATTACK: 2-12/3-30 destroy this being is to destroy his entire
known for mazes of tunnels and dungeon
SPECIAL ATTACKS: Poisonous bite, contin- plane. Thus, at the price of his godhood
chambers. Their lodgings usually consist
uous damage, insanity aura and sanity, Sch’theraqpasstt attained an
of squat stone buildings (normally of vol-
SPECIAL DEFENSES: +2 or better weapon indestructible immortality.
canic rock), each with 2-5 rooms and an
needed to hit, immune to mind-affecting This being’s home plane is known as
underground chamber. In yuan-ti com-
spells, psionics, and illusions “The Mind of Evil.” The only activity there
munities, these underground chambers
MAGIC RESISTANCE: 50% is the chaotic whirling of an intelligent,
are connected to each other and to under-
INTELLIGENCE: Supragenius (insane; see insane plane. Anyone transported here is
ground meeting places, throne rooms,
below) at the mercy of Sch’theraqpasstt and, as
treasuries, etc. Even a small yuan-ti village
ALIGNMENT: Chaotic evil magic does not work here, has almost no
has an extensive underground layout.
SIZE: L (60’ long) chance of survival. Note that all planar
Any yuan-ti community will be ruled by
PSIONIC ABILITY: Nil travelers are aware of this peril and avoid
the strongest abomination in the commu-
nity. This creature’s basic duties are to Sch’theraqpasstt (pronounced schik- that layer of the Abyss at all costs.
settle disputes, oversee the protection of there-AUK-past) was once a lesser god that Part of the yuan-ti plan after conquering
the community, and regulate the activities ruled the 111th plane of the Abyss, and the world is to gather all the magic they
of that community’s purebloods in the from there orchestrated the creation of can find and use it to reverse the downfall
human world. Even though yuan-ti are the yuan-ti ages ago. However, he was not of their god. Whether this can be achieved
chaotic evil, they are extremely intelligent. satisfied with being “simply” a god, and he is unknown, but there are few persons
As they do not wish to further reduce devised a method to gain ultimate power. outside yuan-ti society who wish to see
their population, physical combat is rare Sch’theraqpasstt attempted to merge his this come about.
among the yuan-ti. Instead, many disputes life-essence with the plane he ruled and
are settled by weaponless combat that can become, in effect, a living dimension. Histachii
easily be stopped short of fatality. His scheme destroyed him by giving him
When attacked, yuan-ti are capable of a what he wanted. He succeeded in merging FREQUENCY: Very rare (found only every
high degree of organization, especially if a with his plane of the Abyss, but no intel- 1,000 years)
community is threatened. Those able to lect, no matter how powerful, could stand NO. APPEARING: See below
cast spells will use sticks to snakes and the strain of being joined with pure Chaos. ARMOR CLASS: 8
darkness to hold off attackers, cause fear All but a minute portion of his psyche MOVE: 12”
to split a weakened group, then suggestion went insane; with what little of his mind HIT DICE: 2 + 2
and polymorph other before engaging in was left, he formed the body described % IN LAIR: 100%
melee. Magical weapons will most cer- herein, a shadow of his former self. TREASURE TYPE: None
tainly be used if available. The yuan-ti will This manifestation appears as a 60’-long, NO. OF ATTACKS: 2 claws and 1 bite
know the properties of any miscellaneous winged, ebony serpent. The attack modes DAMAGE/ATTACK: 1-2/1-2/1-3
magical items they possess and will use are bite and, constriction. Those bitten SPECIAL ATTACKS: Berserk attack for +2
them if possible. take 2-12 hp damage and must save versus to hit
Yuan-ti will often cooperate with other poison at -4 or contract a form of insan- SPECIAL DEFENSES: Immune to psionics
evil creatures as long as such cooperation ity. Such insanity can be cured with a heal, and mind-affecting spells
will further their own ends. Ophidians are wish, limited wish or alter reality spell. MAGIC RESISTANCE: Standard
found 70% of the time in yuan-ti com- Constriction causes 3-30 hp damage, and INTELLIGENCE: Low (insane)
munities and are highly valued for their such damage is automatic every round ALIGNMENT: Chaotic evil
venom. Some yuan-ti have been known to after the first hit. Sch’theraqpasstt can SIZE: M
use traps poisoned with ophidian venom. constrict up to six small-size, four man- PSIONIC ABILITY: Nil
34 NOVEMBER 1989
“The histachii inspired me with nothing peat. A sticks to snakes spell is cast to turn chances or suffer the same fate.
less than revulsion. It had once been hu- the stick into a snake, which writhes burn- Any human drinking the completed
man, but now its skin was a mottled yel- ing through the peat and sets it alight. Black Broth must make a save vs. poison at
low, stretched taut over bone and muscle. Over this fire, the ophidian venom is dis- -4. If the save is successful, the drinker
Much of its hair had fallen out, and what tilled to a syrupy black liquid. Another dies. If the save is failed, the victim will
was left was greasy and matted. The nails container is lined with the sunflower become a histachii in 7-12 days. (Anyone
had become claws extending out from the petals and seeds, which are in turn coated dying from the Black Broth can be saved
fingertips and the teeth were sharply with the contents of the amphisbaena egg. normally with a slow poison or neutralize
pointed. But the worst were the eyes, This coating is accomplished by a yuan-ti poison. Since spell-casting yuan-ti possess
black pits of nothingness that spoke of the crushing the egg in its hands and lightly the neutralize poison spell, a human dying
maelstrom of madness that whirled be- spreading it over the petals and seeds. The on the Night of Venom may find himself
hind them. The thing drooled and gib- powdered gemstone is then added to this alive again, only to face another draught
bered, casting about in its chains for mixture, while the dragonfly eyes are of the foul potion.)
something to rend. . . .” added to the boiling venom. After the eyes Once a human begins the process of
—From the library of Hodukuri the sage. have been mixed in, this substance is transformation, few methods may be used
poured into the other container. As soon to save him. Neutralize poison, dispel
Histachii are the final product of the as this is accomplished, the blood is added, magic, remove curse, and heal spells will
Black Broth, the baby factories for pure- drop by drop, alternating types with each reverse the process but must be cast con-
blood and halfbreed yuan-ti. The transfor- drop, and a polymorph other spell is cast secutively and in that order. The victim
mation they undergo takes 7-12 days, is upon the entire mixture. Finally, at the will lose one point of intelligence; a wish,
excruciatingly painful, and drives the consecration, the priest imbibes the potion limited wish, or after reality will save the
formerly human imbiber insane. Histachii of human control and performs the bless- victim with no loss of intelligence. Once
attack any nonreptilian being they encoun- ing. The Black Broth is now complete. the transformation is complete, only a
ter but will obey any yuan-ti within speak- In response to their desires for power, wish will restore the victim.
ing range. Sch’theraqpasstt gave to his followers the Adventurers have asked why the yuan-ti
Histachii have a lifespan of 20-80 years formula to create the Black Broth. The do not simply consecrate an ocean of the
after their creation, and their lives are result, much to the woe of the world, was substance on the Night of Venom. The
devoted to breeding more yuan-ti. Some the introduction of the race called yuan-ti problem is that the Black Broth is unsta-
have posed the question of why the yuan- to the world. In the beginning, it was ble. Once created, it must be consecrated
ti do not simply forget about purebloods intended that the Black Broth would cre- within a week or the effort is wasted.
and halfbreeds and rely soley on abomina- ate histachii, who would create pure- Even consecration does little to add to its
tions, which can be produced without bloods, who in turn would create stability; after two weeks, it simply be-
histachii. The answer lies in the goals of halfbreeds and finally the end product, comes a poison equal to what it was be-
the yuan-ti as a race. The yuan-ti wish to abominations. But in light of their fall fore consecration.
control the world as they almost did ages from power, halfbreeds and especially A further question is why no other
ago. To allow degeneration of the race into purebloods were deemed necessary in being’s power can consecrate the formula
nothing but abominations would hinder their schemes to regain domination. Pure- and attain the same effect. The sage Hodu-
this goal. No longer would there be pure- bloods could infiltrate the world of hu- kuri speculates that Sch’theraqpasstt de-
bloods and halfbreeds to infiltrate human mans. Human-headed halfbreeds would creed that only his blessings would
society and corrupt from within; they become the priests, snake-headed activate the formula. Although his power
would only have brute force and mass halfbreeds the temple guards and war- is now far reduced, it still exists and the
warfare as their options. Considering the riors, and the abominations would be the godly declaration is still empowered. If
levels of power humans and other races rulers. With the aid of the Black Broth, the that power were destroyed, continued
may attain, they see no sure or easy vic- histachii became the foul reproductive Hodukuri, there are two possible out-
tory in that path. They prefer to subtly arm of the race. comes: The formula might be freed for
sow the seeds of chaos, and once founda- Any nonhuman who drinks the Black any to empower, or it may be rendered
tions are undermined, they strike. Broth must save vs. poison at -4 or die. useless for all eternity.
Histachii are only encountered in the Those who save will be violently ill and
time immediately following the creation of helpless for 1-4 turns. Any creature drink-
Black Broth. Any human prisoners are ing an uncompleted version of the potion
subjected to the Black Broth’s effects at (i.e., before its consecration on the Night
that time; large groups of yuan-ti may of Venom) must save vs. poison at normal
have 20-200 prisoners, but small groups
may have 2-20.

The Black Broth

Ingredients:
l venom of an ophidian

l The egg of an amphisbaena

l 12 drops of yuan-ti blood

l 12 drops of human blood

l Petals and seeds of a withered sunflower

l The eyes of 100 normal dragonflies

l Powdered bloodstone (not less than 250

gp worth)
l Potion of human control

l A quantity of peat and human hair

Procedure: First, a fire pit is dug and


filled with peat. The human hair is
wrapped about a stick, lit, and laid in the
DRAGON 35
The Beastie
Knows Best
The best software entertainment around. Best Simulation Game
SimCity (Maxis Software, Inc.)

Best Arcade Game


©1989 by Hartley, Patricia, and Kirk Lesser
Tetris (Spectrum HoloByte)

Best Driving Simulation


It’s time for the second annual Beastie variety of factors, the primary being the
Test Drive II and accessory disks (Acco-
Award for the best computer entertain- game’s faithfulness to the AD&D® game
lade, Inc.; Test Drive I was one of the
ment product. The calibre of computer system. Great graphics and an easy-to-use
best in this category last year, too.)
and video system gaming continues to rise. user-interface to activate commands also
Better graphics, sound, and user interfaces added to the game’s value. With the major-
Best Flight Simulator
and new and unusual ideas have moved ity of DRAGON® Magazine’s readers being
Falcon (Spectrum HoloByte)
gaming into a higher plane of popularity. so familiar with FRPGs, it’s no wonder Pool
Lower prices of PC/MS-DOS computers of Radiance fared so well. The game cer-
tainly deserves this recognition, especially Best Sports Simulation
and the introduction of color for the Mac-
Wayne Gretzky Hockey (Bethesda
intosh II now place both of these systems due to the teamwork between Strategic
Simulations and TSR, Inc. Softworks)
in the upper range of gaming environ-
ments with the Commodore Amiga and
Best Historical Simulation
the Atari ST.
Gold Rush (Sierra On-Line)
We would like to thank you, the readers, The Beastie runner-up
for your hundreds of letters of the past
Best Game Conversion
months. Your votes have been tallied, and
The Bard’s Tale I to the Apple Macintosh
the results are given herein. Each reader
(Interplay Productions)
was allowed only one vote, and the Beastie
Award is presented to the software game
Best VCR Game
that received the highest number of votes,
VCR California Games (Epyx, Inc.)
The game must also be offered in more
than one computer system format to be
Best Video Game
eligible for this award. Award recognition
of other programs is determined by the Space Harrier 3-D (SEGA)
software columnists. The awards herein
Best Input/Output Device
are presented to games received between
PowerPlayers Joystick (Mindscape, Inc.)
December 1988 and August 1989.

The Beastie Award Ultima V (Origin) Specific system awards


Ultima V was the runner-up for the most
popular FRPG of the year, with approxi- Fantasy role-playing games
mately three-quarters the number of Apple II: Times of Lore (Origin)
ballots that Pool of Radiance received. The
majority of gamers voted for the Apple
IIGS version, followed by the PC/MS-DOS,
Commodore Amiga, and C64/128 versions,
in that order. Utima V is proof positive
that sequels can be successful. It combines
the best of interactive role-playing with
sophisticated quests to produce an FRPG
offering great enjoyment for your gaming
dollar. (Ultima V won our specific-system
award for the Apple II last year.)

Pool of Radiance (SSI)


Apple IIGS Dungeon Master (FTL Games;
Pool of Radiance is the most popular Specific category awards this game wins this category award for
fantasy role-playing game of the year. The
the second year running!)
voting for it was heavily Apple II in na- Best War Game
ture; the PC/MS-DOS format came in a Decisive Battles of the American Civil War;
Volume Two: Gaines Mill to Chatta- PC/MS-DOS: Might and Magic II (New
close second in total number of votes, with,
the Commodore 64/128 version garnering nooga (Strategic Studies Group; Volume World Computing, Inc.; Might and
One was one of last year’s best military Magic I was last year’s Beastie Award
the fewest votes for that game. Pool of
strategy games.) winner.)
Radiance seemed to attract votes due to a

36 NOVEMBER 1989
Apple Macintosh: Jack Nicklaus’s Greatest
18 Holes of Championship Golf (Acco-
lade, Inc.)
Atari ST: TV Sports Football (Cinemaware)
Commodore Amiga: Jack Nicklaus's Great-
est 18 Holes of Championship Golf
(Accolade, Inc.)
PC/MS-DOS: Earl Weaver Baseball, with
1988 player stats & commissioner’s disk
(Electronic Arts)

Most Innovative Games


Apple Macintosh: Journey (Infocom/ Apple Macintosh (CD-ROM version): The
Mediagenic) Manhole (Activision/Mediagenic)
Commodore 64/128: The Legend of Black- PC/MS-DOS: Captain Blood (Mindscape,
silver (Epyx, Inc.) Inc.)
Commodore Amiga: Dungeon Master (FTL
Games) Most Unusual Games
Macintosh: MacScuba Dive Simulator
Action-adventure games (Paradise Software Corporation)
Atari ST: Rocket Ranger (Cinemaware)
Commodore Amiga: Hostage (Mindscape,
Inc.)

Science-fiction games
Commodore Amiga: Breach (Omnitrend
Software)

PC/MS-DOS: Life and Death (The Softwaret


Toolworks)

PC/MS-DOS: Sentinel Worlds (Electronic


Arts)

Combat/war-game simulations
Apple II: The Ancient Art of War at Sea
(Broderbund Software; the IBM micros/
compatibles version was one of last
year’s best military strategy games.)
Commodore Amiga: Rebel Charge at
Chickamauga (SSI)

PC/MS-DOS: Battlehawks (Lucasfilm


Games)
Sports simulations
Apple II: John Madden Football (Electronic
Arts)
Apple IIGS: Zany Golf (Electronic Arts)

DRAGON 37
Further adventures in fantasy
©1989 by Jim Bambra

Adventures are the meat and drink of there, how they are going to react to in- dered maps and player handouts.
any fantasy system, whether they are our truders, how they are going to fight, and Something Rotten contains three adven-
own creations or the work of professional what information they can reveal to the tures that can be linked into an extended
designers. Although we admire detailed, adventurers. Details such as these make campaign or used as isolated adventures.
innovative settings and background mate- an adventure more vibrant and alive, and It is set in Kislev, the equivalent of medi-
rial, the excitement and fun of player and raise even the most basic monster- eval Russia in the WARHAMMER world.
GM interaction are the main reasons we stomping, treasure-grabbing adventure to Essays describe the history of Kislev and
play role-playing games. Performing he- something special The four adventures its lands and peoples in an engaging and
roic deeds and puzzling out complex mys- reviewed here all have plenty to offer. useful manner, setting the scene for the
teries give life to our games. These adventures that follow.
activities engage our imaginations and The adventures are rich in color and
interest, transporting us to exotic worlds Something Rotten in Kislev staging tips. Dialogue is used to good ef-
where the actions of our characters can Campaign setting and adventure for fect to handle character interaction with
make an impression on events. WARHAMMER™ FANTASY ROLEPLAY NPCs by depicting their speech patterns
There are certain elements that make an 144-page hardback book and mannerisms. In these pages, we see
adventure good, such as intricacies of plot, Games Workshop Ltd. $22.95 how the people of this cold, inhospitable
clever NPCs, or climactic battles. But these Design: Ken Rolston land, who are threatened by the Forces of
virtues are relatively worthless if we have Editing and development: Graeme Davis Chaos to the north, view the world around
to wade through cluttered or badly pre- Cover illustration: Richard Dolan them. This description is not restricted to
sented text before we can use them. To Interior illustrations: Martin McKenna, “H,” human and demihuman NPCs; we are also
aspire to excellence, adventures need to be Paul Bonner, Maz Sheperd, Tim Pollard treated to insights into the thought pat-
well written and thoughtfully presented. Cartography: Ian Cooke terns of hobgoblin raiders.
Adventures that lack adequate maps, are Undead have always held a deep fascina-
short on directions to the GM, or are Something Rotten in Kislev is a real tion for me. Whether they are lowly skele-
blandly written turn me right off. Descrip- treat, in both visual presentation and tons or powerful liches, undead make
tions along the lines of: “This room con- quality of adventure material. It is a ideal opponents. They ooze evil and decay,
tains four orcs armed with swords; they product rich in graphics and GM aids. The horror and revulsion. You know where
have three silver pieces each” are boring. many illustrations enhance the flavor of you stand with undead—or at least that’s
I’d like to know what the orcs are doing the text, and it comes with superbly ren- what I thought until Something Rotten in

38 NOVEMBER 1989
Kislev came along. Here, we have undead shoulders above most other role-playing system. The setting for Harkwood is the
who serve a useful purpose in holding adventures. low-mana land of Caithness, where magic
back the Forces of Chaos. Necromancers, The quality of the graphic presentation is much harder to use than elsewhere in
who are normally vile and despicable is high, with sidebars used to good effect the world of Yrth, a situation that makes
characters, are shown to be real people, to convey game mechanics in a clear and wizards a ‘rarity in Caithness.
too. What they do may not be very nice, uncluttered fashion. The writing draws The GURPS Fantasy supplement is now
but it serves a far greater goal than the the reader into the adventure and makes it out of print; the magic section has been
creation of skeletons and zombies. a pleasure to run. replaced by the GURPS Magic game (see
As can be guessed, Something Rotten in The treatment of magical effects in “The “Role-playing Reviews” in DRAGON® issue
Kislev is geared toward interactive role- Tournament of Dreams” adventure (by Les #147) and the world background will be
playing and problem solving. It contains its Brooks and Sam Shirley) is superb and expanded in the forthcoming GURPS Yrth
fair share of combat, but the interaction admirably conveys the dreamlike quality sourcebook. Harkwood, however, is also a
with NPCs makes it really special. While of the pagan otherworld. In this first ad- sourcebook for the land of Caithness and
suitably dark and dismal, it also has its venture, chivalric knights have their can be played without the rest of the Yrth
humorous moments as the adventurers knightly virtues tested to the extreme and background. The barony of Harkwood is
deal with dangerous nature spirits, proud discover that the PENDRAGON game’s described and its major personages fully
but superstitious nomads, petty nobles, and character trait system is more than just a detailed, making Harkwood useful when
a necromancer with a social conscience. handy method of defining a character’s the adventure is completed.
Player characters also discover copious personality. Arriving at a tournament in Although players can take on the roles
amounts of information on the characteris- the pagan land of Sugales, the knights are of wizards, Harkwood is really a showcase
tics of the undead and how to deal with drawn into a struggle for power in which for the sophisticated and highly playable
them. Some of this is completely bogus, but their own base drives may well get the GURPS combat system, making it suitable
sorting the hard facts from the rumors and better of them. Enticed and enchanted by for fighters of noble, or not-so-noble sta-
misinformation is all part of the fun. pagan magic, knights may end up with far tus. The tournament is clearly described
To round off the package, there are six more than they bargained for. Only the and lets players gain familiarity with the
detailed characters suitable for the adven- strength of their Christian beliefs may still combat system and hone their character’s
ture. They can be used in their present save them. combat skills with little risk to life or limb.
form or as models for the best type of The second adventure, “The Circle of But Harkwood is much more than just a
party to participate in the adventures. Gold” (by Gregg Stafford) is more straight- run of the mill medieval tournament;
Personally, I’d use them as they are; their forward in style. It pits the knights against intrigue abounds and the future of the
backgrounds and characterizations are too the chivalrous defenders of the Land of barony is at stake.
good to ignore. the Circle of Gold as the knights attempt to As a novelty, Harkwood allows the GM
Evaluation: Something Rotten in Kislev win their way through to the Circle of to choose one of six characters to be re-
is one of the best adventures that I’ve seen Gold. Along the way, they must defeat in sponsible for the nefarious occurrences in
in a long time. It scores high in every de- single combat the knights arrayed against the barony. This is both a strength and a
partment, and the graphics are superb. them. This adventure highlights the chival- weakness. I found the rationales for the
Even if you have no interest in WARHAM- ric background of Arthurian romances, motivations of some of the bad guys un-
MER FANTASY ROLEPLAY, check this one with enough encounters with magical convincing, and found that the clues point-
out; you won’t be disappointed. Many of its beings to keep the knights on their toes. ing to their involvement sat awkwardly
elements can be easily used in other role- Evaluation: Tournament of Dreams with the rest of the adventure. Having said
playing games. In short, it’s a classic. This is exploits the PENDRAGON game’s rich that, letting the GM choose the bad guy
available in the U.S. from Games Workshop Arthurian background to test a knight’s does serve to directly involve the GM in
Ltd., 3431 Benson Avenue, Baltimore MD valor, combat abilities, and virtues with the design of the adventure.
21227; in the U.K. from Games Workshop moral dilemmas and dangerous oppo- The presentation is of a high standard;
Ltd., Chewton Street, Hilltop, Eastwood, nents. High in suspense and narrative the sidebars provide background informa-
Nottingham, England NG16 3HY. values, it deserves to be in every gamer’s tion and tips for the GM on how to stage
collection. Tournament of Dreams is avail- and direct the adventure. Space is also
able from Chaosium Inc., P.O. Box 6302, devoted to discussing what could go
Tournament of Dreams Albany CA 94706. wrong with the adventure and offering
Adventures for the PENDRAGON game solid advice for the GM on how to handle
48-page sofibound book Harkwood these problems. Maps are provided for all
Chaosium Inc. $7.95 Campaign setting and adventure for the the major encounter areas, making
Design: Les Brooks, Sam Shirley, and Greg GURPS® game Harkwood a complete package.
Stafford 64-page softbound book Along with the tournament events,
Editing: William G. Dunn Steve Jackson Games, Inc. $8.95 there’s plenty to keep the characters alert
Cover illustration: Steve Purcell Design: Aaron Allston and J. David George and to leave them guessing as to what is
Interior illustrations: Susan Seddon Boulet Editing: J. David George and Monica really taking place. The large amount of
Cartography: Caroline Schultz Stephens information provided allows players to
Cover illustration: Darla Tagrin interact with NPCs outside of the main
The PENDRAGON game is rich in narra- Interior illustrations: Guy Burchak flow of the adventure and for GMs to
tive virtues and chivalric role-playing, and Cartography: Carl Manz, Czeslaw Sornat, easily develop their own subplots and
adventures for it have been consistently and C. Mara Lee minor encounters.
good although few in number. Tournament Evaluation: Harkwood is a good ad-
of Dreams had the distinction of being Currently one of only two adventures venture. Strong in medieval flavor, it is
voted the best role-playing adventure of available for the GURPS® Fantasy game, ideal for players who like a low magic
1987 in GAMA’s ORIGINS™ Awards, which Harkwood, like Tournament of Dreams, background to their adventures. Plus, it
it deserved. It makes good use of the Ar- takes place during a tournament run by a makes an ideal starting point for any
thurian setting to create two memorable local baron. Whereas Tournament of GURPS Fantasy or medieval campaign.
adventures containing plenty of texture Dreams injects rich magical effects into While lacking a strong fantasy flavor,
and depth. Full of staging directions and the chivalric world of Arthurian fantasy, Harkwood is well structured and pre-
tips for the GM on how to make the best Harkwood is notable for paying only pass- sented, and I recommend it highly. GMs of
use of the material, it stands head and ing lip service to the detailed GURPS Magic other systems looking for ways to include

D R A G O N 3 9
tournaments in their adventures will find chance of survival. This adventure also rules regarding sea and land trading, fame
it an invaluable aid. Harkwood is available contains a magical sword, but no statistics and fortune can now be gained in ways
from Steve Jackson Games, Box 18957, are provided for it. Instructions on run- other than mere adventuring.
Austin TX 78760. ning the adventure are also far from clear.
The adventure featuring shadows is little GURPS Update, by Steve Jackson &
more than a single combat against a bunch David Ladyman. Steve Jackson Games,
Lords of Darkness of shadows. It’s not very inspiring. $5.95. In line with its policy of providing
Supplement and adventures for the Fortunately, the other adventures dis- solid support for its customers, Steve
AD&D® game play more imagination, and there are nice Jackson Games has produced the GURPS
96-page perfect-bound book touches showing how to stage undead and Update. This 80-page book provides all the
TSR, Inc. $8.95 use their abilities to good effect. The mum- rules needed to convert the 2nd edition
Design: Ed Greenwood, Deborah Christian, mies’ tomb and the lich’s lair are fine ex- GURPS Basic Set to the 3rd edition. It also
Michael Stackpole, Paul Jaquays, Steve amples of the dungeon designer’s art. covers the changes made in the ranged
Perrin, Vince Garcia, and Jean Rabe Of note are the new, optional Horror weapon rules for the GURPS Space, Hu-
Editing: Scott Martin Bowles Check rules. Horror Checks are made manx, Horror, and Japan supplements,
Cover illustration: Jeff Easley against characters’ wisdom scores when letting GMs use these books with the 3rd
Interior illustrations: Karl Waller they realize just how horrible a monster edition rules. It’s useful if you have the
Cartography: Dave LaForce really, is. Using these rules, characters 2nd edition Basic Set and want to upgrade
cannot afford to treat undead as just an- to the 3rd edition with a minimum of
Lords of Darkness is an anthology that other monster type, since long-term ef- expense, but it is much more limited in
includes adventures and background fects can result from failed checks. use if you already own the 3rd edition.
information dealing with most of the un- However, the system isn’t integrated into Available from Steve Jackson Games, Box
dead monsters commonly encountered in the AD&D rules in a satisfactory manner, 18957, Austin TX 78760.
the AD&D game. Although sold as a as characters will deteriorate to the stage
FORGOTTEN REALMS™ setting accessory, where they are unable to function Lords of Middle-earth, volumes I and II,
it is useable with any AD&D campaign. effectively—a situation contrary to the by Peter Fenlon, Terry Amthor, and Mark
Before taking a detailed look at its con- spirit of the game and more in keeping Colborn. Iron Crown Enterprises, $12.00
tents, let’s take a quick look at what Lords with the grim tone of Chaosium’s CALL OF each; and Creatures of Middle-earth, by
of Darkness sets out to achieve. The inten- CTHULHU® game. Also, no tips are given Ruth Sochard Pitt, Jeff O’Hare, and Peter
tion is to provide short adventures that on how characters may counter these Fenlon. Iron Crown Enterprises, $10.00.
can be easily inserted into a campaign any effects by magical means. It’s a laudable Okay, Tolkien fans, these are for you! Full
time a GM wants the players to encounter attempt to instill fear of the undead but of background information on the elves,
undead. Each of the undead featured in not sufficiently developed to be effective. mannish races, and creatures of Middle-
the adventures has background informa- Of more use is the section that discusses earth, they are handy sources of ideas for
tion provided in the form of a short, fic- the effects that items and substances such I.C.E.‘s MERP™ game, other fantasy games,
tional piece describing the undead in as cold iron, garlic, salt, and mirrors have and lovers of Tolkien’s creation.
action or else delivered in a monologue by against undead. Creative GMs will able to
a person knowledgeable about the undead. use these to add extra depth to their own ASSAULT ON HOTH game, by Paul Mur-
Many insights are provided into the crea- undead adventures. phy. West End Games, $25.00. On the ice
tion and drives of the various undead Then there are the new spells for magic- world of Hoth, Imperial Walkers are ad-
monsters. This style of presentation is far users who choose to specialize in the vancing toward the shield generator
superior to the dry style adopted by many necromantic art. These add to a necro- which protects Echo Base from planetary
supplement writers. Game rules follow, mancer’s repertoire, making him more bombardment. Within the base, ground
adding additional information arid clarify- distinctive and setting him apart from the crews desperately struggle to get the
ing existing game mechanics. standard mage. Rebels’ transports away before the Imperi-
The book begins by discussing ways in Evaluation: Lords of Darkness ex- als reach the generator. In the ASSAULT
which the more powerful undead crea- pands greatly on the background of un- ON HOTH game, two players battle it out
tures’ energy-draining attacks can be made dead in the AD&D game and provides a with Walkers, AT-ATs, snow speeders,
less devastating to a PC’s hard-earned source of short adventure settings. If infantry, and laser towers.
experience levels. There are many sugges- you’re looking for new necromantic spells, This is an exciting board game that uses
tions and options here that give GMs alter- information on the ecologies of the un- an innovative move and action sequence to
natives to energy-draining attacks. dead, new ways to deal with them, plus a recreate the battle featured in the opening
Designed to be easily dropped into an source of adventures, then Lords of Dark- scenes of The Empire Strikes Back. The
ongoing campaign, the adventures are ness is a worthwhile purchase. But its lack game moves at a fast pace and is easy to
mainly dungeon crawls of one form or of maps and the underdevelopment of learn and play; all game rules are printed
another. Four of the adventures lack maps, some of its adventures make it a merely on the map sheets and on the Action Cards
which reduces their usefulness as simple useful rather than essential item. that determine whose turn it is to move or
plug-in scenarios. Two adventures are set fire. Each game turn comprises a play
in castles that cry out for at least sche- S h o r t a n d s w e e t through the Action Deck during which
matic diagrams to show their layouts. GAZ 9 The Minrothad Guilds, by Deborah two event cards are played. These include
The quality of the adventures also varies Christian and Kim Eastland, and GAZ 11 The reinforcements for one side or the other,
greatly. Most are fairly good, but a few are Republic of Darokin, by Scott Haring. TSR, special cards adding to fire power, and the
so thin and underdeveloped that I won- Inc., $9.95 each. Trade has played a large all-important Transport Away cards. To
dered why they were included. The ad- part in many science-fiction games, but win, the Rebel player needs to get five
venture dealing with zombies is the worst rarely has it been more than an incidental transports away before the Imperial
of the lot. Set in a castle, it puts 1st-level event in fantasy games. Now, these two player destroys the Shield Generator.
characters up against large numbers of D&D® game Gazetteers bring trading adven- Add a few other neat touches such as
4th-level opponents who are likely to tures into the forefront of fantasy gaming. Luke Skywalker’s Force powers, harpoons,
stomp them into the ground. To be fair, I The Minrothad Guilds are seaborne mer- and high-quality components, and this
suspect the suggested levels for this adven- chants, and Darokin specializes in land-based game adds up to a very impressive set of
ture are wrong, as 2nd-level or higher guilds. Both Gazetteers cover life, society, rules. The ASSAULT ON HOTH game is
characters are needed to give the heroes a and politics in their respective lands. With Continued on page 74
40 NOVEMBER 1989
DRAGON 41
McKinley’s part; while that’s arguably true
of all fiction, it’s more easily perceived in
this case and serves as yet another illustra-
tion of McKinley’s sure craftsmanship.

CATASTROPHE’S SPELL
Mayer Alan Brenner
DAW 0-88677-357-1 $3.95
It’s fashionable to complain about the
“blurb” copy on the backs of paperback
novels and the dust jackets of hardcovers,
and there are always those who claim
(justly or otherwise) that the blurb writers
don’t read the books they’re hired to sum-

Winners, almost-winners, and close calls marize. Catastrophe’s Spell puts a new
wrinkle on the problem. The blurb writ-
er’s description of the tale is entirely too
©1989 by John C. Bunnell well-written; it’s hard to see how reading
the novel could leave such a clear and
bested the sheriff of Nottingham through cogent impression.
brute force or military prowess. Rather, he All the ingredients look terribly promis-
succeeds at his craft by means of wit and ing. The apparent protagonist is Maximi-
guile, and the flair with which he relieves lian the Vaguely Disreputable, whose name
nobles of their gold is often as important and profession (traveling sorcerer and
as the gold itself. McKinley properly bailer-out of friends in distress) suggest
accents these ideas by focusing firmly on debonair if stylishly inept swashbuckling.
the immediate, human concerns of Robin There’s the nameless hardboiled detective
and the men and women in his circle of hired to negotiate a ransom with the ex-
cessively mysterious Creeping Sword. And
there’s Zelzyn Shaa, who dislikes getting
involved in political-magical infighting but
is very good at impromptu rescues any-
way. Add to the equation a power-hungry
death god or two and a bit of theatrical
speculation on the quantum mechanics of
magic, and you have the potential for a
furiously high-powered caper yarn.
Author Mayer Alan Brenner doesn’t
quite pull it off, though not for lack of
trying. The problem is that Catastrophe’s
Spell reads like the third or fourth adven-
ture in a series, yet there’s no indication of
any prior adventures anywhere, whether
in magazine short stories or earlier novels.
THE OUTLAWS OF SHERWOOD It’s a technique that works for Sherlock
Robin McKinley Holmes tales (to pick an example) because
Ace 0-441-64451-1 $3.95
“My Robin Hood,” says Robin McKinley
at the end of The Outlaws of Sherwood,
“is meant to be neither absolute nor
definitive—nor historically satisfying.” Yet
for all that, McKinley’s retelling of Sher-
wood Forest’s familiar history is wise and
deeply satisfying, enough so that it is hard
to imagine a version of the legend that
could be discernibly better. friends. That doesn’t mean, though, that
As noted back in DRAGON® issue #133, her novel is heavy with introspection;
in connection with a less successful Robin there’s also a healthy swirl of observant
Hood adaptation, would-be retellers of the humor as Robin and company learn to
stories must distinguish their own versions survive in Sherwood Forest and develop
from the others not by taking their plots reputations that quickly threaten to sur-
in new directions but by bringing unique pass the reality. One amusing (if revision-
insights and perspectives to the outlaw’s ist) point deserves note: In McKinley’s
already well-known adventures. It’s a yarn, Maid Marian—not Robin himself — is
complex challenge, but McKinley meets it the outlaw band’s premier archer!
admirably; her novel demonstrates a re- The Outlaws of Sherwood may not claim
markably clear understanding of the ele- to be definitive. But it’s an extremely read-
ments that make Robin Hood subtly able, engaging account of Robin Hood’s
different from most of today’s other leg- adventures that turns the mythic outlaw
endary heroes. into someone readers can easily reach into
That distinction is a matter of cleverness and empathize with. Gamers may wish to
and humanity. Robin Hood has never view it as an exercise in role-playing on

46 NOVEMBER 1989
readers know who Holmes is ahead of “literary” flavor usually associated with as plausible attention to details.
time. For Max, Shaa, and Brenner’s name- John LeCarré and Len Deighton. Four: Notwithstanding the above, I don’t
less investigator, it leaves readers frus- Two factors emerge as the novel’s chief find Shadow Games pleasant reading. I’m
trated, wondering what they’ve missed limitations. First, the use of the Marlowe being blunt here: I find Cook’s approach to
and whether they’re missing some of the play as the key to a series of vital pass- military fantasy disquieting at best—a
best jokes. words violates the rules of real-world portrait of a world in which violence and
In effect, Brenner has simply tried to tell spycraft (“Never name anything after chaos exist largely for their own sakes,
too much story in one book. By them- something to which the first item has a with no end in sight and evil powers that
selves, each of the three lead adventurers discernible connection.”). Ford also never reincarnate as casually as most people
is appealing. There are some authentically quite answers the question posed to change their socks. For me, reading about
spectacular special-effects scenes, and the scholar-protagonist Hansard: Are the play the Black Company is a bit like flying to
magical theory has an air of appealing and its modern parallels authentic, or is Beirut for a peaceful vacation.
pseudo-authenticity. But in the space avail- the manuscript an elaborate forgery, possi- But that’s a subjective reaction, and
able, Brenner doesn’t have enough time to bly written purely to enhance the espio- Cook’s writing is technically good enough
develop any single element to memorable nage operation in which it figures? that he doesn’t deserve a bad review sim-
heights, and so the book leaves the impres- The other “problem” is that The Scholars ply because I don’t like the book. I expect
sion of six or seven incomplete projects of Night is far too effortlessly written to that quite a few gamers, especially those
stacked erratically atop one another. appreciate easily. The plot and pace move who go in for large-scale battles and minia-
Catastrophe’s Spell is likely to be popu- quickly enough that you may be halfway tures gaming, will find Cook and the Black
lar, for much the same reasons that through the book before you realize that Company far more to their taste than I do.
AD&D® game modules like the round- you’re reading much too fast to under-
robin Greyhawk Castle are popular—the stand all the convolutions and literary A DIRGE FOR SABIS
“chaotic whimsy” genre seems to be in references. Of course, that’s a difficulty C. J. Cherryh and Leslie Fish
vogue. That’s too bad, because it may hardly worth complaining about. John Baen 0-671-69824-9 $3.95
encourage Brenner to keep writing chaotic Ford demonstrates with this tale that some One of the greatest debates in fantasy
whimsy instead of refining and focusing kinds of writing ability transcend genre gaming has always been whether gunpow-
his skills on more tightly conceived and boundaries, and that his is one of them. der and firearms can coexist with magic
constructed stories. The potential is there, without fatally unbalancing the campaign
and failing to make use of it would be a SHADOW GAMES in question. A Dirge for Sabis explores
regrettable waste of ability. Glen Cook much the same issue and emerges, not
Tor 0-812-53382-8 $3.95 surprisingly, with mixed results. Cherryh
THE SCHOLARS OF NIGHT This is less a review of Shadow Games and Fish weave a skillful narrative around
John M. Ford than a series of observations about the intriguing characters, but in the larger
Tor 0-812-50214-0 $4.95 novel and its author. If that sounds compli- context, the world they create suffers
A great deal of John Ford’s fiction—his cated and wishy-washy, so be it. from a kind of logical schizophrenia.
Star Trek novels, his contributions to the One: Glen Cook’s novels are popular. I The story concerns a small cadre of
Liavek shared-world series, and the fea- haven’t kept a formal tally over the years, metalsmith-engineers whose adopted city
ture story in the recent collection Casting but a lot of people have mentioned Cook’s is about to be overrun by an invading
Fortune—revolves around drama and the work to me as good material either to read horde. They’re on the verge of perfecting
theater. The Scholars of Night takes this or review. That’s particularly true of his the cannon but lack the patronage and
fascination with stagecraft into the nebu- Black Company cycle, of which Shadow funding to put it into production quickly
lous realm between espionage and aca- Games is a part. And Cook attracts re- enough to do any good. Instead, they flee
demia, and it emerges with a convoluted spectable attention from reviewers, too; northward, behind the enemy lines, set-
tale of shifting loyalties and many-layered even those who dislike individual books ting up shop near a quiet village and
manipulation. The blend of Elizabethan tend to sound apologetic in their criticisms. slowly rebuilding their lives and crafts.
and modern spy puzzles occasionally Two: Cook is very good at evoking New adversaries appear when the existing
becomes difficult to untangle, but this is atmosphere. This latest Black Company local “chapel” launches a subtle campaign
one of those books that remains fascinat- novel is definitely a case in point. The of rumor and curse-magic designed to
ing even if you get lost once or twice on lands through which the legendary merce- drive the newcomers away.
the way through. nary troop travels are keenly portrayed, These engineers are apparently several
In addition to the theater lore, which as is the Company’s ever-restless collective centuries ahead of their time. The culture
focuses on a manuscript that may or may personality. It’s said that professional they settle in is essentially feudal, empha-
not have been written by Shakespearean soldiers never really feel at home any- sizing barter over coin, and most of its
contemporary Christopher Marlowe, Ford where, and in this respect Cook’s charac- populace looks on the engineers’ activities
works in a gaming motif. History profes- ters are true-to-life. (On the other hand, as wizardry. Magic, meanwhile, is
sor Nicholas Hansard orchestrates a mean the tribesmen and city-dwellers the Com- commonplace—urban households keep
KINGMAKER game (“Are we still on the pany encounters on its travels often seem wizards on staff, important objects and
subject of a cold beer?” “It’s up to Paul and just as tense.) Cook is versatile, too. The persons are frequently warded against evil
Parliament.“), and the internationally tone of the Black Company tales is quite intent, and there is mention of faraway
prominent members of a regular DIPLO- different from that of his Garrett books, academies where magecraft is taught.
MACY game group may also be involved in about a hard-boiled human detective in a Magic is also, however, curiously limited.
real-life spy intrigues. highly multiracial fantasy setting. “There was only ill-wishing and well-
The combinations and permutations just Three: Cook’s presentation of military wishing, nothing else,” says the book in a
keep multiplying. The Scholars of Night is tactics feels skillful. Under the reluctant crucial trial scene. The novel conceives
two very different kinds of spy novel at leadership of Croaker, the Black Company magic as power exclusively of the mind,
once. On one hand, a full range of high- must face and survive a variety of authen- yet explicitly disallows such things as
tech weapons and deadly assassins put the tic battle problems: how to overcome a precognition, telekinesis, or emotion-
book squarely in the realm of James Bond substantially larger force, how to survive reading, while giving its wizards remark-
(and TOP SECRET/S.I.™ game) thrillers; On (and gather intelligence) in unfamiliar ably clear insight into the structures and
the other, Ford’s distant yet intimate prose societies without getting lynched, and so patterns of mental energy. Another anom-
pulls readers under the skins of his char- on. All these are handled with a skillful aly: Given this narrow view of magic, why
acters, giving the book the sort of vast combination of cynicism and logic, as well are only the wizards versed in herb lore

DRAGON 47
and healing? The premise of Cherryh’s and There’s no magic in Swordspoint, at least is intriguing only as long as it stays plausi-
Fish’s world is specialization, but in prac- not of the spellcasting variety. If by magic, ble to the reader, As the differences be-
tice their characters’ knowledge is notable though, one means the gifts of sparkling tween real RPGs and the Gamearth
for its breadth. wit, elegant storytelling, and an intimate construct become clearer, though, plausi-
The underlying paradoxes seriously closeness to characters, then Swordspoint bility suffers and so does the impact of the
blunt the real thrust of A Dirge for Sabis: is well-supplied indeed, and Ellen Kushner book’s climaxes. While the conclusion of
the idea that knowledge itself is a form of is a sorceress of no mean ability. Gameplay wields major-league pyrotech-
power, and that small bits of insight can nics, it leaves readers trapped squarely
have large consequences. There are too GAMEPLAY between the atypical game design and the
many elements in the tale for the authors Kevin J. Anderson still-unanswered question of just who’s
to keep it tightly focused. That’s not bad Signet 0-451-16236-6 $3.95 running Anderson’s multiverse. The third
for those who simply want an absorbing At the end of the first book in the Ga- book may resolve the latter issue, but
afternoon’s reading, and it’s an apt illustra- mearth trilogy, I was puzzled and con- unless it also explains the former, the
tion of the problems involved in balancing fused (see “The Role of Books,” DRAGON trilogy will likely be a curiosity rather
too many kinds of power in any setting. issue #147). Now I’ve finished the second than a triumph.
But as the first volume in a series titled book, and I’m less confused—but I still
The Sword of Knowledge, it’s thematically have considerable reservations about Recurring roles
weaker than it should be. Kevin Anderson’s depiction of the interac- Catfantastic (DAW, $3.95) is a silly title,
tion between games and reality. and the cover art (though skillful) is irrele-
SWORDSPOINT It’s certainly true that one can’t explain vant. But the stories in this Andre Norton/
Ellen Kushner all of a trilogy’s mysteries in the first book. Martin H. Greenberg anthology are
Tor 0-812-54348-3 $3.95 But some of the revelations in Gameplay diverse and winning, populated by felines
The usual labels just barely begin to shouldn’t have been delayed. There’s no well worth meeting. Norton’s own tale is
describe Swordspoint. It is arguably a reason, for example, for not making it among her best recent work. Donna Far-
swashbuckler, full of skilled swordsmen, clear from the first that Melanie the Rule- ley cleverly mixes tortoise-shell magic and
richly garbed nobility, and dastardly in- woman is a Gamearth character belonging the secrets of lost socks, and Mercedes
trigues. It’s undoubtedly a romance, to Melanie, the “Outsider” who is one of Lackey’s spacefaring cat contributes the
though decidedly unconventional. And it’s Gamearth’s four player/referees. This book’s best and truest one-liner. Appear-
definitely a period piece, shot through time, too, the Gamearth characters are far ances notwithstanding, this is a first-class
with the conventions and patterns of a clearer in their references to (and reliance collection.
generation of stylish theatrical drama on) the Book of Rules, from which quotes Unexpected directions mark the conclu-
(though not melodrama, as the book’s are liberally sprinkled throughout. sions of two very different trilogies from
subtitle suggests). But while Ellen What’s also clearer, though, is that the recent months. Paula Volsky sidesteps the
Kushner’s novel is all of these, it conforms game design of the Gamearth campaign is full-fledged high tragedy hinted at earlier,
to few of the preconceived notions con- peculiar in the extreme. If Anderson’s as The Sorcerer’s Curse (Ace, $3.95) begins
jured up by those adjectives. intent is to draw parallels between real- several generations after the preceding
The best word to describe the difference world RPGs and “real” fantasy realms, it’s volume. It’s a mixed success; Volsky’s plots
is density. The usual swashbuckling adven- a vision that isn’t likely to be realized. take on a somewhat irritating repetitive-
ture or Renaissance romance has an ef- Consider: Gamearth’s players handle a ness, but some of the tragic sense lingers
fortless, light texture—one roads or minimum of two characters at a stretch, in a solid climax. Meanwhile, Pamela
watches the story flow by with smooth and sometimes several. Most of the time, Dean’s The Whim of the Dragon (Ace,
ease. You don’t have to work hard to dis- in fact, one player is running an entire $4.50) completes the saga of the Secret
cern what’s going on; it’s all played out in adventuring party on his (or her) own. Country in intricate and somewhat bewil-
instantly accessible surface detail. Sword- That’s a far cry from the usual RPG, where dering fashion. “Trilogy” is a deceptive
spoint is another matter. Kushner’s prose gamers are encouraged to limit themselves word in this case; this third volume con-
is somehow far more intense, conveying to single characters. Then there’s the cerns the same plots and personalities as
atmosphere, emotion, and texture on multiple-referee issue. Most campaigns the first two but treats them with matu-
several levels at once. And the additional that divide up game master chores do so rity an order of magnitude more complex
content is packed so tightly into the text in a spirit of cooperation, whereas Ga- than that found in the earlier books. The
that it can’t be ignored or passed over. mearth’s co-creators often work deliber- effect is rather like opening a college
Kushner doesn’t use more words, nor does ately at cross purposes. physics text after reading five chapters of
she arrange them in discernibly different And those are just the external differ- a junior-high science book. Dean remains a
patterns. She simply knows exactly the ences. Gamearth is also the only RPG skillful writer, but the jump is unsettling,
right language to paint the richly detailed campaign I know that’s designed as an to say the least.
portrait she wishes. unreal world in which the PC and NPC More reliable, oddly enough, are a pair
That portrait is a picture of Richard St populace knows of its place in the larger of middle volumes. Revenge of the Val-
Vier, a professional swordsman in a realm game. TSR’s WORLD OF GREYHAWK® and kyrie (Ace, $3.50) tells a more cohesive tale
where professional swordsmen are valued FORGOTTEN REALMS™ settings, than Thorarinn Gunnarsson’s previous
both for their extraordinary artistry and Chaosium’s Glorantha, and countless oth- Song of the Dwarves, but the Norse lore
their willingness to serve as surrogate ers are all defined as worlds unto them- still feels right, and Gunnarsson still has at
duelists and assassins. St Vier is possibly selves, no more or less real to their least one good saga left in his helmet. This
the best swordsman the city has ever seen, inhabitants than our Earth is to us. By time around, there are fewer gods and a
but as Kushner’s novel opens, he is about extension, Gamearth is also unique in race of quasi-immortal man-wolves; the
to become a pawn in a renegade lord’s plot defining the players as its explicit gods. dragon on the cover stays almost entirely
to snatch the reins of government for This last is a critical distinction; in most in the background.
himself. Also tied to the scheme are the campaigns, the DM acting for an imagi- Lords of Thlassa Mey (Del Rey, $3.95)
mysterious Alec, St Vier’s closest friend nary god must do so “in character” as the continues Dennis McCarty’s cycle concern-
and confidant; Michael Godwin, a young god in question. But where the player is ing Palamon, sometime knight of the god-
lord who dabbles in swordcraft; and the himself a god, there’s no such constraint dess Pallas and now king of Carea, in
noble house of Tremontaine, custodian of and thus no pressure to maintain internal McCarty’s vaguely Shakespearean style.
much of the power sought by the Duke of logic in the campaign. The noble characters still converse in
Karleigh. The problem is that Anderson’s premise Continued on page 87
48 NOVEMBER 1989
DRAGON 49
50 NOVEMBER 1989
During the next year, you can expect
many programs to appear for 16- and 32-
bit systems, particularly for the Apple
Macintosh II, Apple IIGS, PC/MS-DOS, Atari
ST, and Commodore Amiga computers.
You’ll also witness the continued growth of
video game systems. Both Atari and Sega
plan new 16-bit systems, with Atari’s intro-
duction being a very portable video game.
There will be even more new products for
the Nintendo Entertainment System and
Atari 7800 units.
A word of warning to those of you who
have been submitting game clues: We also
©1989 by Hartley, use various on-line services for electronic
Patricia, and Kirk Lesser mail and gaming. We’ve noticed that some
readers are downloading game hints from
Dogfighting, from Vietnam to the Milky Way bulletin board services, typing them up,
and submitting them to us with their
names attached as the authors of the
hints. Please don’t rip off game hints from
those who have diligently studied and
completed software games and have
posted their hints to help others. When
you mail a stolen game hint to us, and we
don’t catch the theft and your hint is pub-
lished, you look extremely small in the
eyes of other readers who know where
that hint came from!
The “no rip-off” policy doesn’t apply only
to game hints: Buy your software as well,
When you illegally duplicate a game,
whether from a friend’s disk or from an
on-line bulletin board, you steal money
from the game’s author. That author has
spent hundreds of hours coding the enter-
tainment and, in most cases, is trying to
make a living from this extremely difficult
work. Sure, we argue against copy protec-
tion of games, but if some gamers con-
tinue to illegally duplicate games, what
choice do the publishers have but to pro-
tect their software? The simple answer is
that ethics apply to both buyer and pub-
lisher. Let’s make this world a more honest
place to game in.

Reviews

Computer-game ratings

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

Sierra On-Line, Inc.


P.O. Box 485
Coarsegold CA 93614
(209) 683-4468

Silpheed *****
PC/MS-DOS version $34.95
This dogfighting arcade event is guaran-
teed to, create joystick callouses. Available
for PC/MS-DOS, Apple IIGS, Macintosh,

52 NOVEMBER 1989
Atari ST, and Commodore Amiga micros, Three-Sixty has produced Thud Ridge, a Capcom U.S.A., Inc.
Silpheed returns to those days of yester- combat flight simulator that presents the 3303 Scott Boulevard
year when space arcade games required Vietnam air war for computer pilots. In Santa Clara CA 95054
great concentration and numerous carbo- format for PC/MS-DOS computers, Thud (408) 727-0400
hydrates to wing your way to victory. Ridge presents 10 missions. The degree of
Created in Japan, this high-action arcade simulation difficulty is decided by selecting Strider ****
game by Game Arts is now distributed by either Lieutenant, Captain, or Colonel Nintendo version $49.95
Sierra. level. Should you succeed in completing Strider is the name of a secret group
In 3032, an alien space shuttle is discov- Missions 1 through 3, you earn the Bronze that specializes in stopping evil wherever
ered orbiting Pluto. By duplicating its Star. Completion of Missions 4 through 6 it arises. The assignment for the player,
structure, Earth begins colonization of the earns you the Silver Star and promotion to Hiryu, is to rescue a teammate from cap-
universe, and the Milky Way Union Colonel. Accomplish all 10 missions, and. tivity. Along the way, Hiryu discovers a
evolves. Unfortunately, a brutal outlaw you’ll join the ranks of the few who were terrible secret that could destroy the
leader has stolen Gloire, a newly built known as Wild Weasel Thud Drivers. world. He must put an end to this threat
battleship. He is now attacking the Union’s If you’ve piloted other flight simulators, while armed with a cipher and a sword
main defense base, and there’s no time to Thud Ridge won’t leave you tingling with that shoots plasma arrows.
form a defense fleet. You’ve been selected realistic screen displays. Thud Ridge does The game is played in two different
to pilot a Super Air Fighter SA-08 Silpheed offer exciting forays into enemy territory locations. One is the home base of the
prototype in an attack on Gloire. You must with far fewer commands to learn in Striders, called Blue Dragon. From here,
acquire weaponry, fight wave after wave order to operate your aircraft. There is no Hiryu can not only analyze disks that he
of enemy fighters, and finally engage in digitized sound, just tinny beeps that indi- picks up from various locations on Earth,
deadly combat with Gloire. cate weapons firing and so on. Control of but he can also be transferred to different
This is nonstop action from start to your aircraft can be handled by joystick, cities as well. Hiryu can move, jump, and
finish. When you have fought one wave, keyboard, or keypad. The joystick or use his cipher on the many enemies that
you can receive servicing, extra weapons, keypad is used to direct the jet’s flight; the he faces. Some locations in the cities are
and shields. There are four battle areas: keyboard lets you input other control accessible only with one of five keys, and
space, above planets, in the fortress, and commands. Hiryu may have to return to a city several
in the asteroid belt. Twenty successful The game possesses four basic screens, times before the game is completed.
steps (combats) are required before you each offering different aspects of your Along the way, Hiryu accomplishes a
face Gloire. You have many options, from flight. By pressing the “1” key, for exam- specific task by destroying an enemy or by
increasing your ship’s destructive power ple, you can view the aircraft functions rescuing a person. He gains experience
to making your ship totally invincible. screen. The main display presents a real- levels that add to his health and energy
Your ship’s cannons can also be directed in time view of your Thud and the geogra- points. Energy points are expended
specific fire alleys, or you can use auto- phy of the area over which you are flying, through the use of power tricks such as
aiming that locates enemy ships and other as well as weapons and firing information. shooting electric balls, healing, and warp-
obstacles and eliminates them. Enemy As your plane has an automatic weapons ing back to the Blue Dragon. Hiryu can
opponents range from Kaile, famous for cursor, you must be certain to look at the also pick up energy and health points from
its suicidal attacks, to Lazel, a large fighter cursor’s shape to determine the right defeated opponents who leave capsules
that is almost impossible to defeat. weapon to use against a target. behind. Three types of boots, if found, can
After concentrated play, you’ll soon see Press the “2” key, and the Engine Func- also help Hiryu: magnetic boots that allow
patterns emerging for some of the attack- tion Panel appears below your real-time Hiryu to climb with ease; aqua boots that
ers. We recommend that you concentrate graphics display. Here, factors such as the give him the ability to walk on water; and
on earning weapons in the first part of the engine and nozzle temperatures and fuel attack boots that slay enemy agents.
game and learn which weapons are the levels are presented on gauges. Other data This is a good arcade game for the Nin-
most effective for various battle scenarios. includes your throttle, an afterburner tendo Entertainment System. There are a
Silpheed is highly addictive, extremely indicator (the afterburner enables you to few places where you might get stuck, but
colorful, and requires hours of enjoyable escape MiGs), the elapsed time of your otherwise we found the game quite easy
practice to master. We’ve been at this mission, a radar-lock warning, and a to play. We finished the game in five days,
game for over 40 hours and still haven’t graphic display of your Thud and the and that is the only reason why this game
confronted Gloire. The best advice anyone weapons remaining aboard. Also available has a four-star rating instead of five stars.
can offer you is to learn from your experi- are a screen that shows you where SAM The graphics, story, and sound are excel-
ence; you don’t get many second chances. installations are located and a map lent. You can save your games, and (thanks
screen. The latter display makes it easy to a password feature) no one else can
Three-Sixty Pacific, Inc. to determine your course to the target change your game-in-progress. Strider is a
2105 South Bascom areas. definite must-buy for Nintendo gamers!
Campbell CA 95008 Thud Ridge is a flight simulator for
(408) 879-9144 gamers who haven’t taken the time to try
such games before because of control News and new products
Thud Ridge *** complexities. Thud Ridge is far easier to
PC/MS-DOS (EGA) version $39.95 learn than other simulations. It lacks the If you use an Atari 2600, Atari 7800, or
The war in Vietnam was highly depen- graphic quality of other offerings but does Atari XE video game system, hang on to
dent upon air strikes by jet fighters and present exciting and almost arcadelike your I/O device. Atari (408-745-2000) has
bombers. Not only did air supremacy help action. A cut-out keyboard template would announced 20 new games for these sys-
stall enemy counteroffensives, but it also have been useful for those who don’t tems. Barnyard Blaster and Sentinel are
riddled supply lines on the Ho Chi Minh enjoy reading manuals; thank heavens the for the 7800’s Light Gun option. Other
trail. Now you can pilot a Republic F-105 user guide is only 25 pages long, 7800 titles include Commando, Ikari War-
Thunderchief—a “Thud“—to strike targets A major drawback is that the game rior, Xenophobe, Planet Smasher; Ninja
at Mach speed while avoiding contact with requires you to keep your original game Golf, Mat Mania Challenge, White Water
enemy MiGs. Add SAMs, flak, and a MiG disk in drive A even after copying the files Madness, and Mean 18 Ultimate Golf.
ace known as the Grey Ghost, and you to your hard disk drive. This copy protec- Their retail prices will range from $18.00
have an idea of what ‘Nam air combat was tion is antiquated and leaves users in a to $35.00. For the 2600, you’ll find Off the
all about. lurch should the original disk be damaged. Wall, Road Runner, Radar Lock, Ikari

DRAGON 53
Warrior, White Water Madness, Street the latest graphic, interactive-fiction title warfare as you spin around turns and
Fighter and Motorodeo, with Rampage and from Infocom and casts the player as the blast opponents with lasers in this electri-
Double Dragon being released by Activi- youthful Arthur on a quest for Excalibur, fying version of the arcade smash hit. In
sion. Sentinel and Shooting Arcade will the legendary sword that will make him 720°, you shoot around hairpin curves
also be available for the 2600’s Light Gun. King of England. Excalibur has been stolen and over the locals of Skate City. In Infil-
Prices are $10.00 to $18.00. For the Atari by the evil King Lot; to win it back, the trator; you command a state-of-the-art
XE, there’s Commando, Super Football, player must develop the kingly qualities of chopper. The Last Starfighter places the
Tower Toppler, Xenophobe, Midi Maze, wisdom, chivalry, and experience, which player into that classic science-fiction
and Deflektor; prices are $20.00 to $35.00 will also prove him worthy of the throne. movie. And there’s Road Runner, with
each. According to an Atari spokesperson, This must be done within three days or Wile E. Coyote, in a fast-paced arcade
there will be nearly 200 Atari game titles Lot will usurp Arthur’s legacy. There are game with the clever animation and excite-
available by the end of this year. more than 100 graphics that evoke images ment of the arcade hit.
Broderbund Software (415-492-3200) has of medieval England. Arthur offers fea- Shinobi (from Mindscape) offers ninja
announced that two of its award-winning tures such as Merlin’s crystal ball (which might and magic as you confront an army
programs, The Ancient Art of War and reveals helpful, on-screen hints), an “undo” of evil terrorists. Use your ninja stars to
The Ancient Art of War at Sea, have been command that lets players rescind even fend off thugs, mongos, and green ninjas;
upgraded to support VGA and full, 16- the most foolhardy decisions, and optional use ninja magic against the evil Ring of
color EGA graphics on PC/MS-DOS ma- on-screen mapping. It’s available for the Fire. This adaptation of the coin-op hit is
chines and compatibles. Additionally, all Apple Macintosh and the Commodore available for the C64/128 at $34.95, for the
on-disk copy protection for those games Amiga for $49.95, and for Apple II and PC/ Commodore Amiga and Atari ST for
has been removed. MS-DOS systems for $39.95. $49.95, and for PC/MS-DOS computers for
From Electronic Arts (415-571-7171) Konami Inc. (312-215-5100) and its sub- $39.95.
comes Decisive Battles of the American sidiary, Ultra Software Corporation, have Gauntlet II is now available from Mind-
Civil War, Volume Two, which offers a new released three new titles. In Teenage Mu- scape. It has over 100 challenging mazes,
graphics system for EGA/VGA users for tant Ninja Turtles, the four heroes in the with color graphics, smooth-scrolling
high-quality screen displays. The game half-shells go up against the evil Foot Clan animation, digitized sound effects and
includes scenarios for the battles of Get- with lightning-fast ninja moves to protect voices in all versions but the C64/128, and
tysburg, Chickamauga, Chattanooga, the sewers of New York. Defender of the an instant add-a-player feature. This
Gaines Mill, and Stones River. The system Crown is a medieval adventure that chal- should be another hit for Mindscape. It is
presents battles with authentic detail and lenges the player’s skills of strategy and available for PC/MS-DOS, C64/128, Com-
flavor. Created by the affiliated label Stra- strength with daring swordfights and modore Amiga, and Atari ST computers.
tegic Studies Group, this is for PC/MS-DOS jousts. The Adventure of Bayou Billy con- Mindscape’s Captain Blood offers
machines at $39.95. tains a lot of zappin’, shootin’, and drivin’, science-fiction fans a new dimension in
Another new SSG offering distributed by being the first video adventure to combine gaming by incorporating award-winning
Electronic Arts is Fire King, an action/ these different game elements. visual effects and a new icon language.
adventure game for the Commodore 64/ A matched pair of computer games is Fractal and vector graphic techniques are
128 at $29.95. The game starts with the being offered by Lucasfilm Games (415- used to produce amazing illustrations.
death of the Fire King, ruler of the land 662-1800). Both are based on the movie, Digitized music and sound effects occur as
and presumed to be its most powerful Indiana Jones and the Last Crusade. The you explore more than 32,000 planets. You
wizard. The land is plunged into chaos action game captures many of the film’s must search the galaxy and interrogate
and a mystery must be solved. You must best chase and fighting sequences. The aliens to track down the five clones that
journey through the land while fighting graphic adventure parallels Indy’s quest are draining your energy force. Captain
the creatures of chaos that threaten to for the most precious magical amulet in Blood is available for the Atari ST, Amiga,
overrun it. the Western world, the Holy Grail. Both and Macintosh for $49.95, the Apple IIGS
Omnicron Conspiracy has appeared games are faithful to the plot, look, and for $44.95, the C64/128 for $34.95, and the
from Epyx (415-366-0606). In this humor- personality of the film. The graphic adven- IBM and its compatibles for $39.95.
ous game, you become a Star Police Cap- ture is available for PC/MS-DOS, Commo- It looks as though the Nintendo Enter-
tain, Ace Powers. His assignment is to bust dore Amiga, and Atari ST machines for tainment System (NES) has caught the
an intergalactic drug ring; he must find $49.95. The action game is available for fancy of more than gamers. AT&T is said
the alien drug lab, ferret out the evil Men- the C64/128 for $29.95 and for the Com- to be looking into the feasibility of sending
tants, and stop a mad scientist. There are modore Amiga and Atari ST for $39.95. Nintendo games to NES systems via tele-
over 250 rooms to explore, many ex- MicroProse Software (301-771-1151) has phone lines. Imagine what the phone bills
tremely weird characters, and some genu- introduced a new arena of armored land will be if this comes to pass! Parents
inely entertaining dialog. All selections are warfare with its release of M1 Tank Pla- thought they had problems with their
made from icons and dialog with joystick/ toon for PC/MS-DOS machines. This simu- children’s phone bills already!
cursor controls; there is no laborious lation recreates combat in the M1 Abrams, Knights of Legend is coming from Origin
typing of commands. In the manual, play- the 63-ton main battle tank of the U.S. Systems (603-644-3360), with the industry’s
ers will find tips and hints, including in- Army. However, with this offering, you are most comprehensive combat system. The
depth solutions. The game is available for put in command of four tanks at once, in a game leads the player on a dynamic jour-
PC/MS-DOS computers at $49.95. total of 16 battle positions. You can call in ney through a medieval world of intrigu-
A graphic text adventure, The Twilight other forces to aid in the battle, including ing quests. There are over 30 towns to
Zone, has been released by First Row infantry, helicopters, jets, artillery, and explore with hundreds of unique and
Software Publishing (215-662-1400). This other tanks. M1 Tank Platoon takes place colorful personalities to meet along the
game takes the player into another dimen- in a 16,000-acre battle zone with zooming way. This game also features the first
sion; the story starts with the player in his maps to show whatever is visible to modular design in a fantasy computer
messy home but weaves him into a typi- friendly forces. No retail price has been game. Five additional modules are
cally complex plot with a typical Twilight set as of this writing. planned, each with its own distinct quests,
Zone ending. There are over 85 graphic Mindscape (301-771-1151) has released characters, creatures, and countrysides.
screens. The game is available for PC/MS- several new products: Road Blasters, 720° Knights of Legend will be available for
DOS computers for $39.95. Infiltrator, The Last Starfighter, and Road. IBM-PC/Tandy/compatibles, Apple II series,
Infocom (617-492-6000) has released Runner In Road Blasters, you must sur- and C64/128 computers for $49.95.
Arthur: The Quest for Excalibur. This is vive the ultimate contest of futuristic The first book in the Silicon Valley im-
54 NOVEMBER 1989
print series from Osborne/McGraw-Hill this excellent game should include one touch the correct planets (see the instruc-
(212-512-3851) is Falcon Air Combat: A hunter, one monk, one bard, one rouge, tion manual for the Draconis Rift), the
Fighter Pilot’s Guide to Falcon, the F-16 two conjurors, and one magician. computer will give you the white card for
Flight Simulator. Written by Pete Bonnani, The greatest hurdle in completing the use in the Hyperpulse generator, and you’ll
this book discusses Spectrum HoloByte’s game is the killing of Brilhasti ap Tarj. win the game!
flight simulator and shows players how to Should this be managed, the old man will Tom Foottit
fly an F-16 while engaging in air-to-ground award 600,000 experience points. This No address given
and air-to-air combat. The author is a also affords you a method of awarding this
former F-16 pilot and weapons/tactics number of experience points an innumera- Curse of the Azure Bonds (SSI)
trainer with the U.S. Air Force. The sec- ble number of times through the Review In Tilverton, have a Knock spell ready in
ond book is The King’s Quest Companion, Board process. the good thieves guild. Cast it on the Wiz-
by Peter Sears, which is a guide to accom- In Gelidia, cast the appropriate spells on ard Locked door that leads to the treasure
pany the series of four King’s Quest games the magic walls, but be careful when room. In the sewers, attack the trolls who
from Sierra. fighting the Black Wizards. ask if you are Bonegrinder. Avoid the trolls
Sega (800-USA-SEGA; 415-742-9300 in In Lucencia, listen carefully to the who are feeding crocodiles as they have
Calif.) is rolling out a new arcade video flower ballad and note the effects of each no worthwhile items. In the Fireknives
system utilizing 16-bit technology: Genesis. rose. The flowers must be given under the lair, there is a large, secret-door complex
Genesis will not only allow gamers to play right circumstances. The Rainbow Dragon that is safe to rest within. Have your
their B-bit cartridges on 16-bit machines with is a pushover; collect its blood and use it mages cast Protection From Normal Mis-
the Power Base Converter, but also allows on the roseless rosebush. siles before the final battle and pick off the
them to also experience state-of-the-art high In Malefia, beware of monsters! Spell mages with Magic Missiles. Be certain to
definition graphics, full-spectrum color, points are used up quickly here. Find the check the armory first, however.
stereo sound, and lifelike animation. Among seven statues and use their respective Garth Pricer
the software titles coming for the Genesis items on them. Ignore what they say. After No town given, PA
are Altered Beast, Space Harrier II, Super you have found all of the statues, a door If you are just starting to play, you have
Thunder Blade, Tommy Lasorda Baseball, will appear on the 3rd level. This leads two methods of using an adventuring
Thunder Force II, and Ghouls ’n Ghosts. directly to Tarjan! party: You can use the prerolled party, or
Wonder Boy III: The Dragon’s Trap, the Corin Black
you can make your own. If you want to
third adventure of the series, is coming Roslyn, Dunedin, N.Z.
make your own party, have at least one
soon for Sega systems. You’ve beaten the paladin, a thief, a cleric, and a magic-user.
Meka Dragon but have been cursed by its Battletech (Infocom) You may wish to add a ranger, too. The
ghost. Now you’ve changed shape—into a 1. When you start the game, invest your last slot you can probably fill with a non-
little dragon. Only the Salamander Cross money in DEFhes stocks, which will get human, multiclassed character. I suggest
can turn you back into a man, but before you the most money. Take your training you not include any elven characters; once
you find it, other monsters will change missions at the school, but be sure to an elf is slain, he or she is gone—
your shape as well. purchase a flak vest and an inferno permanently!
Storm Across Europe and Red Lightning weapon before entering training mission In Zhentil Keep, there are a lot of magi-
have been released by Strategic Simulations, seven or eight; during one of those mis-
cal items. There is a magic shop where
Inc. (408-737-6800). The first game is a sions, there will be a little surprise for
you can buy some new items such as a
strategic-level World War II game that en- you. Try and escape the Citadel quickly, Dart of the Hornet’s Nest. Don’t break into
compasses the entire conflict in Europe. Up but you must make it out with the Chame- many houses. You may also meet Olive
to three players control every facet of the leon Mech. Ruskettle, a female halfling Bard.
war, with the computer able to control the 2. Head north to the Starport. When you Be careful in Haptooth Village. There are
Allies or the Russians. Multiple scenarios and reach the city, put your money back in a lot of drow soldiers about, and an efreet
the ability to change starting levels for each DEFhes. You should meet Rex at the Kurita is running loose as well.
country allow for endless variations. Storm inaugural hall. If you go to the Mech-it- Don’t try to fight anything that is at least
Across Europe is available for the C64/128 Lube and ask to become an apprentice, two times your current level in hit dice.
for $59.95. Red Lightning depicts a conflict you should meet Edward, the tech. He will The hit dice are displayed in your Adven-
in central Europe between NATO and War- help you scavenge mech parts in the field. turer’s Journal next to each creature’s
saw Pact nations. Modern air and land In my opinion, never use your own mechs
name. (This advice applies to ettins, too.)
weapon systems are included, such as the in arena combat.
Black Dragons are easy, so don’t worry
Soviet T-80 tank and the U.S. F-117 stealth 3. Explore the countryside around Star- about them!
bomber. Every vehicle and aircraft is ac- port; there are several small towns in the
In the sewers of Tilverton, be wary of
counted for in this brigade/division-level area. There is also a town at coordinates trolls and crocodiles. There is one new
game, available for the Atari ST and PC/MS- 54.00 and 50.80; do not go there until you
magical item called the Girdle of the
DOS machines for $59.95. discover and kill the traitorous Crescent Dwarves.
Rambo III is coming from Taito. This Hawks member. Finally, search the medi- Max Lee
role-playing adventure sends the player on cal records in area hospitals for a medic Arcadia CA
a desperate mission to free Colonel Traut- (one who is not a traitor). When you have
man from a heavily guarded fortress in Rex, Jason, Edward, and a medic, improve Might and Magic I (New World Comp.)
the desolate plains of Afghanistan. Useful your mech skill (through combat), In Sorpigal, in the northwest corner of
items left by a careless enemy help Rambo Edward’s tech skill, and the medic’s medi- the intersection near the passage to the
accomplish his goal and defeat an entire cal skill to their maximum values. outdoors and the stairs down to the ca-
army. Available the C64/128, Atari ST, 4. When you reach the inventor’s hut in vern (look on your map if you don’t under-
Commodore Amiga, and PC/MS-DOS ma- the northern part of the continent, your stand what I just said), there is a secret
chines, this game will cost from $29.95 to group must answer all his questions to door. Beyond that door is a man who will
$37.95, depending upon format. gain entrance to the Star League cache teleport you to the town of your choice
nearby. Remember to search for Jeremiah for only one gem. Also, in the Soul Maze,
Youngblood’s Phoenix Hawk LAM in the turn your map upside-down to find out
Clue corner cache. When you reach the final door, Sheltem’s name.
The Bard’s Tale III (Interplay) descend the ladder. You will be in a room David M. Zeuschner
The most effective party for completing that is a map of inner space. When you Sierra Madre CA
DRAGON 55
The answer to the riddle of the Ice Wizardry V (Sir-Tech Software) this tradition. If you have completed a
Queen is a human emotion. Be certain to On level 5, near the entry to the Mad quest or have noted an important clue in
visit her and answer her riddle twice. Room, is a secret passage that leads to a your current game, pass it on to: The
The Silver Message offers clues on rope down to the 6th level and to a healing Lessers, 179 Pebble Place, San Ramon CA
where to raise your statistics. pool that can bring back dead characters. 94583. Your fellow gamers appreciate it!
Castle Doom is at Mt. Doom; around You can also reach this passage by making Until next month, game on!
coordinate A-l. it through Mystery Theater.
Behind one of the walls at the Inn of Al- On level 1, the laughing kettle is found
gary is a Swze Pit. Jump in as many times as not in the northeast corner but near N23
you wish for encounters. It’s a great place E22. Do not attack it!
for training low-level characters. When facing Evil Eyes (level 6), Katu, try
A few answers to Trivia Island riddles: to steal an item.
Q: Who has lost his sight? The Ring of Skulls increases armor class
A: Og. at the expense of aging your character.
Q: Who is the voluptuous one? Both the Scarlet Robes and Emerald
A: Lara. Robes are aligned magical protections.
Q: Who be ye? For the bronze key, look up Ironose.
A: I be me. For the ice key, look on level 6 in an
All of the passwords that Heratio the apparently empty pavilion.
Harper gives you will eventually (if put in For the Bag of Tokens, you’ll need to
the right order) give you a vague clue shut off the conveyor belt.
about the Clerics of the South. On Level 4, beyond the white field, is
The Dungeon of Dusk has many levels another of those magic pools. This one
and connects with Castle Dragadune. requires payment prior to use, but it also
Make sure you get the Gypsy to read contains a Skeleton Key.
your character’s signs if you ever hope to Gregg Sharp
get the Coral Key. Buckeye AZ
Wyverns carry much gold and offer
much experience. That’s it for this month. Don’t forget to
Be friendly to the Aliens; you gain noth- submit your own original game hints.
ing by being hostile to them. Most letters we receive are extremely
Sean and Andrew Sim thankful to everyone who has helped an
Mississauga, Ontario adventurer through a game. Let’s continue

56 NOVEMBER 1989
Sage keeps his real name and the details of his have the ability to fight with two weapons
Continued from page 9 family history secret. Ninja should try to at no penalty.
conceal the fact that they are ninja, but
I have a book that says long this is not a necessity. Hiding a ninja’s true Page 8 says that a ninja gains a
needles were sometimes used in character class is very difficult in a cam- 10% bonus for high dexterity, but
assassinations. What are the statis- paign. It is not impossible, however, so the page 19 says he does not. Which is
tics for needles? DM may assign a minor penalty if it leaks correct?
Treat them as chopsticks. out; - 1 honor point is plenty. Page 19 is correct.

What kind of property does a At the very bottom of page 50, Table 13 (page 14) says that ninja
samurai get at 9th level? How much there appears to be an introduction can use any weapon, but a footnote
property does a jito get? to a table. What happened to the says that they must learn only ninja-
Samurai do not get property at 9th level; table? preferred weapons. What happens
they get the great kiai and followers. They The text at the bottom of page 50 refers when a high-level ninja has learned
are offered stewardship, not ownership, to table 55, which is located immediately all the ninja weapons?
of various properties at earlier levels. A above the text. A ninja can learn nonninja weapons in
jito (the stewardship offered to a 7th-level two ways. First, he can use slots from his
samurai) generally manages one to three Isn’t a lajatang a two-handed other class. Second, once he is proficient
villages for his daimyo. weapon? with all ninja weapons, he can choose any
Yes, the lajatang entry in table 49 (page weapon.
How much does Oriental equip- 41) should be boldfaced.
ment weigh? How large and heavy What are the statistics for a badger
are grenades? What is the conversion rate be- hengeyokai (mentioned on page 13)?
Use the figures for the nearest equiva- tween non-Oriental gold pieces and A badger is a “raccoon dog” in Oriental
lent from the regular AD&D rules or real Oriental tael and ch’ien? What about parlance. The raccoon dog is listed on
life. Rope or clothing, for example, weighs copper, silver, electrum, and plati- table 11 (page 12).
the same no matter where it is made. num pieces?
Grenades are about the size and weight of Table 46 (page 38) gives conversion rates. What is the initiative modifier for
a flask of oil. Gold, electrum, and platinum are not a character who knows iaijutsu?
accepted as currency in Kara-Tur, so these There is none. The character simply has
If a character loses a family heir- coins must be sold for the market value of the ability to draw or change the weapon
loom or weapon, is he obligated the metal in them. The market value of at no penalty. The character also has a
obligation to regain it or die in the one gold piece is 2-7 (1d6 + 1) tael (see page better chance to surprise opponents under
attempt? Must he commit suicide if 38). Extrapolating, a platinum piece is certain circumstances. See Oriental Adven-
regaining the item is impossible? worth 11-30 (1d20 + 20) tael. The market tures, page 99.
The character simply loses 5 points of price of gold and platinum varies indepen-
honor (or 10 points if he is a samurai). The dently, so it is possible for the price of
character is under no particular obligation platinum to be low while the price of gold
to regain the item. The DM might choose is high. Electrum is mostly gold, so its
to assess a further honor loss (2 points for price varies with the price of gold: an
refusing a challenge) if the character does electrum piece is worth half the current
not attempt to regain the item, or the DM value of a gold piece.
might make an honor award (5 points for
accomplishing a great deed) if the charac- A ninja-to can have a secret com-
ter successfully regains the item. No char- partment in the hilt. How much can
acter is ever obligated to commit suicide be held in the compartment?
due to loss of honor, though any character The compartment is very small; it can
with a negative honor score is immediately hold one dose of poison or an item the size
removed from play (see Oriental Adven- of a finger ring or coin.
tures, page 35).
What are the rules for Oriental
In “Sage Advice” in issue #122, you characters fighting with a weapon
said that the to-hit roll required for in each hand? What is the limit of
the special martial-arts maneuver the kensai two-weapon ability? Ob-
Leap should be made against AC 10. viously, a kensai can’t use two
Does this apply to to-hit rolls re- katanas—or can he?
quired for other maneuvers, such as The rules are the same as those for non-
Weapon Catch? Oriental characters; see the 1st Edition
No. In general, combat special maneu- DMG (page 70) or the 2nd Edition Player’s
vers require a to-hit roll vs. the armor Handbook (page 96). Any Oriental weapon
class of the target character. The target that is the equivalent of a dagger or hand
character in a Weapon Catch is the charac- axe can be used as a second weapon (see
ter holding the weapon that is to be Oriental Adventures, table 48, page 41). A
caught. kensai’s second weapon must be a dagger
or hand axe (or an equivalent).
There is a large honor penalty for
a ninja who allows his true identity Can a character with high dexter-
to be discovered. Is there any pen- ity spend extra slots on fighting
alty for a ninja who allows the fact with two weapons and avoid the
that he is a ninja to be discovered? two-weapon penalty?
No. A ninja always uses an alias and No. Only kensai of 7th level and above
58 NOVEMBER 1989
DRAGON 63
Forum (serious or casual) you want. Then copy this
many times (at about $0.10 a photocopy, this is
Continued from page 7 not bad). Then take these copies to bookstores
this does not require a party of all-evil charac- and hobby stores that sell the game you play.
ters. Chaotic characters will certainly reason Ask if you can leave some copies at the register
that the king has more than enough wealth, and (if anybody buys something, he will see them).
that they are free to take what they wish. Good Also, if you are buying game supplies and you
characters may be doing this for the greater notice another person buying supplies, strike up
good of all mankind, working with an evil or a conversation. See if this person wants to get
neutral character grudgingly to achieve this into a game or has friends who play. The more,
goal. (How often do utterly scrupulous agents the merrier! That’s how I meet my friends.
get chased by the police in games such as the Steve Williams
TOP SECRET® game?) Neutral characters could Lakeland FL
be doing it for those reasons and many others. Given the focus on castles in issue #145, I
As a matter of fact, the only character who would like to present what may be a somewhat
couldn’t be caught in that situation is a lawful unusual perspective on the place of castles in an
one (unless it was all a mistake). AD&D game fantasy world. The central idea of
Daniel Reardon attacks any and all evil-aligned this perspective is that medieval-style castles
characters. I agree with him that the purpose of and the AD&D game are in many ways incom-
the game is to have fun, but I don’t think that patible.
demands that everyone must promote coopera- Castles evolved as methods of defense in our
tion and teamwork. Why, then, do we also play nonmagical world because, until the advent of
computer adventure games and solo modules? I gunpowder, they were virtually impenetrable.
think the lure of adventure and excitement Unlike what is seen in movies, on TV, or in
attracts us. If everyone is good, and no one is fantasy novels, castles almost never fell to
chaotic or evil, then all the characters are either assault. Prolonged sieges and starvation or an
neutral good or lawful good. What kind of role- internal traitor who opened the gates were
playing can you get out of that? Conflicting required for them to fall. This was the only
personalities may make good role-playing, but it justification for the outrageous expenditures in
won’t last through a campaign. money, time, and manpower the average castle
Thus, both good and evil characters and required. Large castles could take as long as five
adventures have their values. Chaotic neutral years to build, if not longer, and only greater
and lawful neutral characters are often more nobility and royalty could muster the funds
fun to role-play. As a matter of fact, there are necessary (often through oppressive taxes).
only two alignments that I believe are not con- Castles were impenetrable simply because
ducive to enjoyable role-playing and adventure. their walls were impossible to pass. Walls could
First, the strongly chaotic-evil character is the not be climbed without the use of ladders or
embodiment of destruction, the essence of the other siege equipment; a very small number of
maniacal character that the good-promoting men could easily repel 10 times their number
players are against. It might be possible to play attempting to go up and over a wall. Sapping
a watered-down version of that alignment, such (tunneling under a wall to remove its support)
as a sometimes-unpredictable evil character or a was the most effective means of assaulting a
somewhat cruel chaotic neutral. Actually, cha- medieval castle but was extremely hazardous to
otic evil is not the ultimate evil. Neutral evil is the attacker and not very reliable, especially if
more so; it doesn’t care about law or chaos, only the castle’s foundation was deep in the ground.
evil, much as neutral good (not lawful good) is Catapults and trebuchets had little effect against
pure and total good, and true neutral is un- well-designed and well-maintained walls. And,
tainted by anything. That brings me to the other obviously, no one could fly over the top.
alignment I am against: true neutral. Such a In an AD&D game world, all of these advan-
character rarely gains any of the enjoyment of tages are abrogated. A 1st-level thief has a
role-playing, and such personality traits as reasonable chance of climbing any wall, and his
“aloof” or “selfish” can show different aspects of skill increases to almost certain success as he
a neutral alignment while still allowing good, increases in levels. No such ability existed or
chaotic, evil, or lawful beliefs. After all, chaotic exists in our world. Granted, a thief can not
neutral means totally chaotic, neutral good is climb a wall carefully guarded by vigilant men,
totally good, etc., so what is neutral neutral? but an invisibility spell is a quicker answer. All
Druids should be lawful neutral, chaotic neu- of this does not mention the second-level mage
tral, or neutral good, depending on how they spell, spider climb, making success at climbing
carry out their duties. an actual certainty. A small squad of invisible
All the published campaign worlds are neutral thieves could easily climb a castle wall in the
and provide adventures for anyone. Surely Gary dark of night and open the gates—and once the
Gygax, Ed Greenwood, Margaret Weis, Tracy gates are open, the citadel is virtually destined
Hickman, and the rest know what they’re doing. to fall. The whole idea of a castle is to defend
Any adventure in any part of any world is made with fewer men than are necessary for attack.
not by the DM but rather by the players and But why bother to climb the wall when flight
thus by their alignments, the ultimate expres- over it is so easy? Pegasi, dragons, spells, flying
sion of their beliefs. brooms—the list of possibilities available in the
Toby Myers AD&D game is far too long for delineation here.
Hamilton NY It takes little imagination to conjure myriad
forms of misery to inflict upon those foolish
I bought my latest issue of DRAGON Magazine enough to guard a castle. A squad of pegasi-
[issue #145], and as always I was reading “Fo- mounted men might easily hold a gate long
rum” when I came across the letter by Michael enough for the main army to punch through to
Townsend in White Hall, Md. I wrote this letter victory. A mage could fly over the castle dump-
to show there still are people who care that ing fireballs, cloudkills, and other forms of pain
there are lone players out there. Here are some on the castle’s inhabitants. The magic-user need
tips on how to bring a group together. First, not even fly over the castle to gain attack lanes
come up with a flyer telling what game you are for his spells; a second-level levitate spell should
interested in playing and what type of player easily raise him high enough to gain direct line
64 NOVEMBER 1989
of sight to the castle’s interior. The walls become advantages. They are easily assaulted with low-
less of a value as an enemy simply ignores them powered spells and individuals; a team of 3rd-
in the launching of attacks. level thieves and magic-users will wreak havoc
Perhaps flight is not possible in your world, or with the average castle. In many ways, the price
pegasi are far too rare for this to be an option. is not worth it. Indeed, given the problems
Still, the castle is not spared. If we cannot go involved, it’s possible that walls and castles as
over, we can go through. A knock spell could defensive structures might never have devel-
easily open the gates without internal assist- oped in many AD&D game worlds. The inhabit-
ance. The mage simply moves to the gate under ants of these worlds would spend their
the cover of an attack or invisibility. If the gate resources on training their armies and recruit-
is wizard locked, use dispel magic or find a ing and training spell-casters. With the addition
mage four levels higher than the caster of the of BATTLESYSTEM™ rules, peasant levies be-
wizard lock. Disintegration could easily open a come unattractive in an AD&D world. Morale is
hole or gate, or contribute to the undermining critical to absorb magical and unusual attacks,
of a weak wall (the fifth-level spell passwall is and peasants have little morale. Standing profes-
designed for this exact purpose). Perhaps sum- sional armies, however, are extremely expensive
moning aid is best; an earth elemental will make (just ask your Congressman).
short work of most castle walls. But who needs Castles are not built today because the tech-
to summon aid? Find an umber hulk and charm nology of our world has advanced far enough to
it (using the fifth-level spell charm monster). render the stone wall useless as a defensive
And this goes without mentioning the possibili- measure. I suggest the magic of the AD&D
ties of the really powerful magic. May your DM world renders them equally useless:
never conceive of the idea of making your castle No name given
a target of a holy crusade with the services of a
high-level cleric. Trot out an earthquake spell I have just finished perusing a copy of the
and scratch one castle. Five years of money and AD&D 2nd Edition preview [in issue #142] that
work are destroyed for almost nothing except describes the dramatic revision changes, and
the 10 hours the cleric spent to memorize the issue #143 in which one of our Canadian breth-
spell (oops, forgot the pinch of dirt, piece of ren laments that all those sophisticated AD&D
rock, and lump of clay—material components). game players out there refuse to take him
In case you have not read the earthquake spell seriously because he is a mere follower of D&D
description lately, that’s 5d12 of structural games. My decade-plus of role-playing experi-
damage, folks. The area of effect is probably not ence compels me to submit an opinion, widely
big enough to take out the entire castle, but it held by my contemporaries. This opinion is
will make a very big hole in the wall. really quite concise: “PHBT!”
And still we are not finished. Tunneling under AD&D game players are weenies and bedwet-
the castle is now much easier. Both dwarves and ters; no self-respecting D&D game aficionado
orcs are more skilled miners than men, not to need beg their indulgence. Our battle-scarred
mention the charmed umber hulk or any other group of graybeards has been involved in a very
of the numerous underground tunnelers out advanced style of play since early 1976, when
and about in the AD&D game. Disintegrate and we immediately grasped the power and poten-
passwall work here as well. tial of one of the opening lines in the original
Granted, most of the attacks I have mentioned release: “[These] are guidelines to follow in
have potential defenses: archers for the flying designing your own fantastic-medieval cam-
units, dispel magic on the passwall or charm, oil paign” [from Men & Magic, page 4). Straightjack-
on the walls for climbers, etc. That defenses eted dabblers in the AD&D game and their
exist is not the issue. The key element is that the pitiful reliance on external structures to aid
initiative lies with the attacker, and the defender them in negotiating the lovely, intricate laby-
must know the form of the attack to prevent rinth of role-playing are commonly the object of
and counter it. This means your castle is only as ridicule in the rarefied atmosphere of our
good as your intelligence about the enemy. Your gatherings. It was with contempt and loathing
enemy also has another advantage in that he that we greeted the AD&D game with its exe-
can simply hold his most devastating attack and crable shift from “imagination rules” to “rules
force you to waste your resources defending reign.”
against skirmishes. That 3rd-level mage trying A refreshing trend seems to be emerging,
to knock your gate may be only a nuisance, but however. The AD&D game preview, page 14:
you must stop him or the gate is open and your “This is part of our goal of increasing player
throat is slit. When you are out of dispel magic choices and encouraging you to make the game
spells, your castle is history. And if you’re your own.” It’s about time. You fellows have a lot
loaded up with dispel magics, how are you to of catching up to do. Perhaps this is the peres-
counter the ruin your enemy will cause with his troika of the AD&D game?
fireballs? Michael Henits
Castles were never meant to be assaulted, Rome, Italy
because there was no successful attack form with Eric M. Paulson
against them. If you had a castle, your enemy London, England
had to starve you to death to defeat you, and and Gregory H. Graham
that required time—time he would have to Colorado Springs CO
spend looking over his shoulder watching for a
relief force. If a relief force caught him by
surprise, he could find himself trapped, espe- I would like to disagree with Ms. Reynolds
cially if there was a sortie from the formerly letter in issue #144. Although I do agree that
besieged force in the castle. many of the AD&D game rules were taken from
It is not my purpose to say no AD&D game the original D&D game, and that the D&D game
world should have castles. Rather, I would like is a very good one, it is not better than the
to suggest DMs think carefully about including AD&D game!
castles in their worlds. Given the medieval level I think that the AD&D game is better than the
of physical technology in most campaign worlds, D&D game because the latter is illogical. Saying
castles would still require huge expenditures in that a halfling cannot pursue thieving activity is
time and money but would offer far fewer simply stupid. Even the D&D material states

DRAGON 65
that halflings engage in thievery (GAZ 8 The balanced, and realistic game is much better than
Five Shires, in particular.) Although some people an unbelievable campaign with unlimited power
could criticize the AD&D game because of its at the player’s fingertips.
restrictions on certain races taking certain Robert Morrison
classes, the game system has logical reasons Calgary, Alberta
(e.g., dwarves cannot be druids because they The June editorial (issue #146) very much
don’t live in the woods). Besides the ridiculous disturbs me. While I am hoping Roger intended
race restrictions, the D&D game also has fewer it as a thought-provoking entry instead of as a
spells, a smaller monster selection, and fewer prediction, it certainly begs a good deal of
classes in general. discussion. Let me start out by refuting the
The evidence above should prove that the basic premise of the editorial: A computer RPG
AD&D game is the better game. I do think that is not an RPG. It is instead just what it is—a
the D&D game is better for the less-serious role- series of magnetic particles which, when inter-
players who like a simpler game and easier preted by a disk drive, performs a given func-
victories. tion. Think about the name RPG: It stands for
Joseph D’Amico role-playing game. Most certainly, there is no
Wallington NJ “role” involved in a binary program. Role-
playing involves a deep interaction with an
alternate persona, most often referred to as a
character. This persona must interact with both
its player and the master of the game, and the
Hurrah for Ivy K. Reynolds in issue #144, for player and master must interact. In the case of
her views on the D&D game! Long have I sat traditional RPGs, that master is the game
watching people belittle this marvelous system. master—DM with regard to the AD&D game.
Weapon specialization has always been a When a so-called computer RPG is played, the
problem with the AD&D game, as no one is able computer becomes the master. I fail to see how
to agree on how it should be utilized. The the computer’s actions could ever be referred to
weapon-mastery structure in the D&D Masters as interaction. Everything the computer does is
Set presents a colorful comparison to the bland by a program, which is given and known. Even
chart offered by its newer companion [in Un- random events are predictable; one knows they
earthed Arcana]. Weapon mastery allows a will be random. In the person-to-person RPG,
character to carefully chose which weapon to the essence of spontaneity is still there. The
master by allowing certain benefits to the player never knows what the GM might do next;
character when he has reached a certain rank the DM might use a table or use a die roll, or
of mastery. These can be reviewed for the best even make something up on the spot! Com-
effect to the PC. It also gives the player a sense puters cannot and never will do so. Thus, the
of ability by ranking a PC as Basic, Skilled, essential ingredient for the very existence for
Expert, Master, or Grand Master of his chosen RPGs is missing: interaction.
weapon. The weapons are closely examined by Tracy Hickman is the next contributor to the
giving only abilities that would suit. One can RPG discussion. According to Mr. Moore, Tracy
hardly imagine a thief with a dagger trying to claims that it is harder and harder to get a
disarm a fighter with a halberd! group together, but the computer is always
The AD&D game’s weapon specialization there. As much as I admire Mr. Hickman’s work
imbalances play at higher levels. Characters and ability, I must disagree with him on this
naturally become more proficient with weapons point. Gamers who truly enjoy the game will
even though they are not technically learning find time to play. I know that’s a bit overgenera-
any new, specific techniques with them. This is lized, but it is true. I would hope that spouses
unrealistic to a degree that cannot be ignored. A knew of their fiancees’ hobby before ever
character may be a brilliant swordsman, but he getting married; thus, they should know that it
is not going to suddenly become more powerful takes a little time every so often (and will be
overnight simply because he advances in level. understanding about it). Jobs do not take up all
The weapon-mastery system requires much of a of one’s time. Besides, how better to relax than
PC who wishes to learn it. He must have the to play a game one enjoys in the company of
correct amount to pay his teacher, but that one’s friends?
doesn’t guarantee that he will be able to find a Next on the agenda of the editorial is mention
teacher who is genuine (characters would be of multiplayer computer games. These can be
surprised at the number of charlatans who found in two varieties. The first is just a stand-
might attempt to harm them). Also, as a PC ard computer game repeated so that more than
advances his weapon mastery, it becomes in- one player can take part at the same time. This
creasingly hard to find acceptable teachers, and still does not fit the interaction mandate, as the
the chances to learn are much less. These computer still uses a set code for determining
adventures [to find teachers] could be extraordi- that action A causes result B, but merely does it
narily dangerous, allowing the character to twice (or three times, etc.). The second variety
prove that he is worthy. of multiplayer game is that of a network of
Anyone who has ever used the D&D system players hooked through modem. I grudgingly
might have noticed that magic-users are allowed admit that this could be considered an RPG,
to gain levels of mastery just as fighters can. I because it involves the computer only as a
personally allow this but with a penalty to the medium for communication. Basically, though,
magic-user. As he trains, he gains no experience this variety is the same as having an AD&D
and loses 100 points of experience per day that game held over the phone but with print in-
he neglects his magical studies. This is the stead of voice communication. Not real exciting:
penalty one faces for such endeavors. This is no facial expressions, no secret notes, and—
not that perilous considering that the magic- somewhat more importantly—no snacks “bor-
users in the D&D game have the choice of only rowed” from other players.
one weapon, the dagger, and so are much more The concept of using the computer to aid
limited than their AD&D game counterparts. DMing is brought up as a final word on the
Players may feel that the AD&D game is a subject. Sure, having all the information on disk
system that largely depends on skill, but what I would be nice, but I did some quick calculating
have said only proves otherwise. After all, a fun, and just the 1st Edition Dungeon Masters Guide,

66 NOVEMBER 1989
Players Handbook, and Monster Manual I would does not require any more time than tennis,
take up 5250K of memory (about 37 floppy fishing, following professional sports, or any
disks). That’s only the basic information, too, other adult pastime. Concise adventures of the
and doesn’t even take into account all the sce- DUNGEON® Adventures variety last only an
narios, characters, backgrounds, other books, hour or two and often have more coherent plots
etc. It also doesn’t take into account the com- than thousand-room mega-mazes. We need a
puter! So space will still be at a premium. Also, dedicated core to organize conventions and the
when a question by a player was asked, the GM like, but almost anybody can play or be a DM.
would turn around, type a few lines into the Of course all gamers grow older. And that
computer, and spit out an answer, which would colors our attitudes. Instead of lamenting our
remove all the humanity. There would be no maturity, why can’t we take advantage of it?
need for the GM, and again the RPG concept Most of us feel that the D&D game should be
would die. Game masters are needed to bring generally accepted in the sense that basketball
the campaign to life using whatever methods or Parker Brothers’ MONOPOLY® game are. But
best fit the moment. Computers cannot do this despite occasional TSR ads in nationwide maga-
and will most likely never do so, due to the zines, role-playing still spreads primarily by
improbability of artificial intelligence reaching word-of-mouth. Perhaps as we grow older, we
human levels. GMs are a special breed — they can introduce games to our adult friends and
can’t be reduced to the 0S and 1s of binary. make the hobby respectable at last.
I admit I enjoy computer games as much as Thomas M. Kane
everyone else, but the idea that they will re- Farmington ME
place “live” playing is abhorrent to me. They can The implied overview of “R.I.P.: RPGs?” seems
be enjoyed but on a completely different scale to indicate that computer role-playing games
than that of real RPGs. To the editorial’s final can, or one day will, replace paper RPGs. This is
question, “Will computer RPGs eventually re- not only untrue but also unrealistic.
place ‘paper’ RPGs?” the answer must be NO. If What person in his right mind would choose
that happens, RPGs as a whole will vanish, just to sit by himself in a room for eight hours
as the editorial’s title mentions, to be replaced looking at a computer screen, perhaps after
by a square of plastic, some wire, and lots of four hours talking to it as a leisure pastime, as
silicon. A sad day it will be. opposed to sitting down with a pizza, eight good
Despite all my ranting, though, I do agree friends, and a role-playing game?
with one of Mr. Moore’s comments. We can all One of the most singular and least talked
hope that DRAGON Magazine will be around to about advantages of a role-playing game con-
witness whatever may befall the gaming indus- cerns the people you meet and associate with.
try. Happy 13th! Individuals who play RPGs are of such diverse
Alan Grimes backgrounds and age groups that it doesn’t
Warrensburg MO matter whether you’re a top executive in a
I own Pool of Radiance and it is truly amazing. major corporation or a high-school student
It captures all of the critical elements of the worried about his next math test. You share an
AD&D game and puts them all in a neatly experience of fun and adventure together. If
wrapped package (with many extras). This was you are friends at the beginning of a campaign
a blessing for me as well as many other gamers, in an RPG, by the end you’re best buddies. If
I’m sure, because players and DMs are in short you don’t know the other people in the game,
supply up here in Canada. by the end of the first session you have just
As for whether or not computer RPGs will made eight new friends.
ever replace textbook versions, I say no, or at Computer games are adventures for one or
least not completely! I don’t think that a comput- two people. A computer cannot adapt to the
erized version will ever replace taking out a few players’ needs as a GM can. With a computer,
AD&D game books while in the car for a six- players are trapped as there’s no room for
hour trip. players to surprise the GM by doing the unex-
Jason Dunn pected. True, a computer may never have to
Calgary, Alberta stop to check a chart or rule, but it may also
never make friends, laugh at your jokes, or
“R.I.P: RPGs?” was an apt title for the editorial share a pizza.
in issue #146. was talking about oblivion. Let’s face it: The one thing that makes RPGs
Whether or not one enjoys computer games, fun is the human factor. If you’re frustrated
they present a completely different challenge with a computer game, the computer can’t tell
from TSR’s AD&D or SJG’s GURPS® game, no that and it won’t give you that extra hint, clue,
matter how sophisticated software becomes. or push you could use right now in order to
The fun of role-playing lies in its creativity. The continue having fun. The computer can’t experi-
DM can design exactly the adventure he wants, ence and share in the satisfaction you feel after
weaving together pet personalities, private beating a particular monster, problem, or trap.
jokes, his acting talent, and favorite fictional or Best of all, once you finish a module, the GM
historical events. The players do the same with starts work on the next one. Since the adven-
their characters. Then they add to each others’ ture comes from his mind, it’s bound to be
creations and inspire new ones. Anything that interesting — and at no cost. A new adventure on
removes the game master kills this interaction. computer means a new adventure disk and that
Nobody bothers to talk “in character” for a means $35 to $65.
computer. The machine simply presents dilem- In closing, computer RPGs are best as fill-ins
mas, and the player resolves them. Personally, I for times when you don’t have a group to play
play AD&D games to talk with friends and make with or as a means of hanging on until you find
up stories, not to figure out puzzles. Further- a group of humans to socialize with. Computers
more, role-playing is (or should be) cheap and may be the world of tomorrow, but role-playing
controlled by the players. Computer gaming games are the world of imagination, and com-
requires expensive machinery and depends on puters have no imagination.
trained programmers. If paper-and-pencil games Derek K. Lechman
wither, then the freedom and imagination of President of the Arcadian
role-playing must vanish. Guild Role-playing Organization
I trust that this is not inevitable. Role-playing Winnipeg, Manitoba

DRAGON 67
tures games—fewer than at the GEN CON
game fair, but here over 115 of these
events were scenarios with an historical
focal point; the GEN CON game fair had
about 75. As was done at the GEN CON
game fair, most games were set up at
introductory levels so anyone could play.
One of the most popular games at His-
toricon was Minifig’s LIMEYS AND SLI-
MIES game. This game is loosely based on
ship-to-ship combat during the Age of Sail,
with battles fought using armed and
crewed 25mm ships, either individually or
in fleets. You can attempt to tangle rigging,
kill an enemy crew, or board ships. Extra
details included sandbars, cities, docks,
and gun positions surrounding the area.
This game adds a whole new dimension to
the term “plundering and looting.”
Another interesting game was a combi-
nation role-playing and miniatures event
in which I was lucky enough to partici-
pate. In this scenario, Germany conquered
England in World War II. Two children
from the Royal Family were missing. The
Germans were to recover the children and
crush the resistance army by destroying
its weapons factory. The Italians, who
were actually American spies, were to find
the children and take them away. The
resistance meant to kill German troops
and retain the children. I was assigned to
be a German mole who was supposed to
locate the resistance HQ and weapons
factory. As it turned out, I was hired into
the resistance and found the factory. The
Germans died, the partisans died, the
Italians left, and the Royal Family had to
escape with the town “madame,” who was
actually an SAS agent.
Games Workshop’s WARHAMMER™
40,000 game was played, as were several
SF games using 20mm figures. Naval bat-
tles abounded; some of the most famous
encounters in history were reenacted,
Heavy Spearorc (Tabletop Games/Alliance Miniatures) Photographs by Mark Hammergren often with different results than history
gives us. Cannons thundered as a 6’ × 20’

Lasers and mages and tanks—oh, my!


Napoleonic battle was relived. Civil War
actions, both American and English, were
refought. But the best of them all was
©1989 by Robert Bigelow Duke Siegfried’s walk through the most
famous colonial battles in the Zulu War.
Whenever I have spoken about a major game fair representative and as vice presi- His exacting scenery and step-by-step
miniatures event in this column, the event dent of HMGS Midwest. The convention lecture made you feel like you were reliv-
has always been associated with either the was held in Harrisburg, Penn., on the ing the events of Zulu Dawn.
GEN CON® game fair or GAMA’s ORIGINS™ fourth weekend in July. Harold Johnson, If you want to explore history with
convention, Now it’s time to fill you in on Dale Ridder, and I piled into a car for the miniatures or attend one of our conven-
the details of an all-miniatures convention. 16-hour trip, arriving at the Penn Harris tions, contact: Mike Montemarno (HMGS—
One of the largest miniatures groups in hotel on Thursday. Historicon took up the East Coast), 8808 Greens Lane, Randalls-
the country is the Historical Miniature entire convention facility there, about town MD 21133, U.S.A.; or Robert Bigelow
Gaming Society (HMGS), which has 24,000 square feet. There was a dealers (HMGS—Midwest), c/o Friend’s Hobby
branches across the U.S. Its goal is to area for about 70 vendors, all selling dif- Shop, 1411 Washington Street, Waukegan
educate the public about gaming with ferent miniatures-related products: mod- IL 60085, U.S.A. Mention that you saw this
historical miniatures, as well as about ern and World War II troops, tanks, ships, in DRAGON® Magazine!
miniatures in general, by promoting and and soldiers of all types and scales; siege
running three all-miniatures conventions: gear; buildings; trees; and rules and acces-
Cold Wars in February, Little Wars in sories. We could have come home with a Reviews
April, and Historicon in July. Cold Wars trailer full of merchandise had not com- The first review was originally discussed
and Historicon are always held on the east mon sense prevailed. on the long drive back from Historicon.
coast, and Little Wars is in the Midwest. The gaming area was about 12,000 The author of this review is Dale Ridder,
This year, I was fortunate to be able to square feet in size. Among its constantly one of our club’s campaign masters whose
attend Historicon as both a GEN CON shifting tables were 125 different minia- hobbies are military history and gaming.

68 NOVEMBER 1989
Dale has made contributions to Iron start toward a system. thoroughly explained in Sir Charles
Crown Enterprises as a consultant and is The other major problem area is in the Oman’s The Art of War in the Middle Ages.
an active contributor to gaming publica- concept of ancient warfare as described in Army organizations and table set-up are
tions. His review is based on his historical the game. The basic assumption here is rigidly fixed, making it virtually impossible
perspective. that the only units that counted were the to accurately recreate historical battles—
heavy infantry. From this assumption, the the key test for any historical rules sys-
rules are skewed so that no other unit can tem. There are other difficulties as well,
Miniatures' product ratings
effectively compete. Yet, when you look at which limits on space forbid discussing.
* the historical record, heavy infantry was Having said all this, what is the benefit
Poor of this game to the fantasy miniatures
** Below Average not the be-all and end-all of ancient war-
*** fare. Light infantry and skirmishers, gamer? The chief benefit is that the TAC-
Average
**** which in the rules are very unhistorically TICA game does a good job of introducing
Above Average
***** restricted to the same speed as heavy a beginner to the problems of ancient
Excellent
infantry, could and did wreak havoc on warfare (which can include large-scale
TACTICA game *½ heavy troops; see the defeat of the Spar- fantasy warfare as well), thanks to the use
The TACTICA game, by Arty Conliffe, is tans at Sphacteria and Lechaeum for of diagrams and pictures within the rules.
billed as a “complete rules system which proof. Many of Alexander the Great’s The TACTICA game, used with more
simulates the battlefield tactics of ancient victories were won by his superb use of widely accepted miniatures rules or board
armies.” More accurately, it is the start of a cavalry. One looks in vain for a diagram of games on ancient combat, would be an
rules system for ancient warfare. In its the tactics used by the Byzantines, so excellent way to begin fantasy miniatures
favor, it is the first set of rules I have seen
in which the majority of illustrations are
color photographs, and the overall appear-
ance of the rules is first class; larger com-
panies should take note. The rules are also
well furnished with diagrams illustrating
the various rules and restrictions covered.
In these respects, this game is far superior
to other miniatures rules that I have en-
countered. However, the TACTICA game
has its problems, and these lie in two
areas: rules quality, and the concept of the
system itself.
The rules would clearly benefit from a
careful editing job by someone who was
initially unfamiliar with the system. The
single most glaring reason for this is the
use of “melee dice.” Melee dice are used to
determine casualties inflicted by units in
contact. The number of melee dice used
for infantry units, on which the game
focuses, is never given. In order to find
out this fact, one presumably must call or
write the author.
Another problem lies in the manner in Dwarf Battleset—Warriors (Grenadier Models)
which unit deployment is handled. On
page 4, the rule for initial army set-up says
that deployment is drawn on a scale map
prior to play and revealed only when play
begins, with all units placed precisely as
indicated. Yet on page 11, under the rules
governing movement and deployment, it is
stated that the game “affords a General
with the opportunity of discovering where
the enemy is and then moving and deploy-
ing to face him.” As there are very severe
restrictions on movement in these rules,
the requirement for secret deployment
renders it impossible to discover where
the enemy is prior to committing one’s
troops.
Some desperately needed rules are miss-
ing, too. The final five armies listed in the
rules are essentially cavalry: Byzantines,
Arabs, Ostrogoths, Sassanid Persians, and
Vandals. There are no rules governing
cavalry vs. cavalry combat. This is a mas-
sive hole for a game that claims to be “an
accurate portrayal of the historical battle-
field systems used.” There are minor prob-
lems as well. At best, the rules are only a Dwarf Battleset—Command (Grenadier Models)
70 NOVEMBER 1989
gaming on a large scale. The cost of the Scotia Micro Models ADVANCED DUNGEONS & DRAGONS®
TACTICA rules is $19.95, and it may be 32 West Hemming Street miniatures
ordered through your local hobby shop. Letham, Angus # 11-003 Human Magic-Users ****
Scotland DD8 2PU # 11-007 Elf Magic-Users * * * *½
Mages are an essential part of any fan-
Feathers tone’s Complete
***** tasy role-playing party and are important
Wargaming SIMTAC, Inc. figures in any collection. Just as there are
Every hobby has its special people, those 20 Attawan Drive many types of mages to fit players’ needs,
whose names are virtually synonymous Niantic CT 06357 there are literally hundreds of different
with that hobby. In miniatures gaming, mage figures, dating back to the old Mini-
one such person is Donald Featherstone, figs line. Into this melee of magical minia-
SF-11 Heavy Multi-Turreted
who has for years helped people learn **** tures, Ral Partha has launched its new
Tank
how to use miniatures in gaming. Some of magic-user figures for the AD&D® game.
Since the introduction of tanks by the
you may remember Don from the 1988 Each Ral Partha adventure set contains
British in World War I, armor has played a
GEN CON/ORIGINS game fair; he was a two figures, one male and one female,
growing part in military history—and in
featured guest, and his talks were almost with similar equipment and clothing.
miniatures war games. The heavy tank
always filled to capacity. Many of the The human male in #11-003 looks more
covered in this review follows the concept
people who came to listen were role- like a shaman than a mage. He stands with
of “bigger is better.” The miniature is his arms raised above his head, clutching a
players who wanted to see how war
1/300th (5mm) scale and is massive even at staff in his right hand and a crystal ball in
games were played.
that size. It is 2 1/8” long, 3/8” wide, and 7/8” his left. He wears an open vest with a wide
Don now has a hard-cover book that I
high. It comes in 10 pieces and requires belt having two daggers close to the
must recommend to everyone who is
some assembly with either epoxy cement buckle. His legs are bare except for his
interested in learning more about histori-
or cyanoacrylate glue. Eight of the pieces knee-high boots. The facial features are
cal miniatures gaming. Featherstone’s
are turrets; the other two form the main well done, with a short, slightly rounded
Complete Wargaming has 192 pages of
body of the tank. The first main-body beard. His face has a look of concentra-
color, facts, and simple rules. He begins by
piece is a solid structure with four regular tion, and his mouth is open as if chanting.
explaining why people play war games
tank bodies joined together to form one The hair is long and flowing with a head-
and gives definitions of some common
platform base. This base contains the holes band visible in the front. Musculature is
gaming terms. He provides insight into
for the turrets and has a fire-control sta- good on the entire figure.
how to get the best possible use out of his
tion mounted between the forward tur- The human female wears a bikini-type
book. Best of all, the reader is treated to costume and stands with her staff leaning
rets. The treads and suspension are clearly
an abundance of pictures, maps, and side- on the ground, but is otherwise outfitted
visible on this unit, as are fusion tanks and
bars on the topic of miniatures war games. the same as the male (there are some
a sort of jet exhaust in the rear. The sec-
The battles covered in this book extend marked physical differences, of course).
ond main-body part is the massive super-
from one of the earliest battles ever re- The male figure has some problems.
structure for the tank. This fits on the first
corded, the battle of Kadesh in 1288 B.C., There is a large amount of flash that goes
piece and contains rocket launchers, crew
to battles of World War II. Also included from boot to boot and must be removed.
quarters, observation ports, and hatches.
are engagements from Roman and medi- The staff over his head is visibly joined to
This vehicle has uses in many SF games
eval times, the English Civil War, the his hair and should be separated. The
having combat vehicles. For example, this
American Revolution, Napoleonic wars, mold line running up his left side has a
tank can be used as an Ogre Mark III for
the American Civil War, British colonial noticeable separation in the belt, and the
Steve Jackson Games’ OGRE® game, as a
wars, and airborne and armored battles of front and back halves of the belt, vest, and
ground tank for FASA’s CENTURION™
modern times. Each section contains a left arm are off center. It will take some
game, or as a ground support unit for
brief history of one battle, troop listings, careful filing to set this right. The female,
infantry in FASA’s BATTLETECH® game. on the other hand, is very good and has
and scenery tips.
This miniature does have some short- little flash.
The book starts out with generic minia-
comings. The bogie and tread assembly in The male elf mage wears a light metal or
ture rules that are simple to use. Each
my model has out-of-round spots on the braced leather shoulder protector and
scenario adds to these rules only what is
lower wheels and a few areas where the holds a dagger in his left hand. His right
needed to run the battle in question. This
body did not fill properly when it was hand grips an ornate staff extending away
system allows you to run a fast game
cast. Inspection of the miniatures at my from him at an angle. He has bracers and
lasting a couple of hours (what might
shop reveals that two models out of six on puffed-out sleeves, with a jerkin covering
normally take you a week to play with
hand have the same problems. In addition, his chest and sides. His legs are bare ex-
other rules). It would be easy to photocopy
mold joint lines run right through the cept for his ornately fringed boots. The elf
these rules or to put them on index cards
sides of the lower tread sections, and stares straight ahead; his high cheekbones
to use for similar scenarios.
special care must be taken to avoid remov- and slightly slanted eyes stand out. His
The only problem with this book is the
ing important details. Additionally, you ears are covered by long flowing hair,
weird order in which many of the battles
must use filler putty to make the body which is tied in back and bound with a
are inserted. Instead of placing battles in headband. The musculature is very good.
appear solid, as there are some small
chronological order, they seem to be or- The female elf also wears a jerkin with
molding differences between the parts,
dered according to the popularity that shoulder pads, though without bloused
resulting in gaps.
these periods enjoy with gamers. sleeves. She wears a bracer on her right
I highly recommend this model for its
I highly recommend this book for its wrist and clutches her staff with that
versatility and excellent price ($4.50). With
large number of rules sets and numerous hand. It appears that she also has spell-
very little work, you can make this vehicle
color and black-and-white pictures. It costs casting equipment hanging on her belt. A
the star of many games.
$29.95, but it provides a better total value cape is draped on her back. This elf does
than most rule books and games produced have some problems. She has a very
today. It is available through your local Ral Partha Enterprises, Inc. square and full face, not the thin and
bookstore or hobby shop and is published 5938 Carthage Court angular face usually associated with elves.
by David & Charles, Newton Abbot, Lon- Cincinnati OH 45212 Her long hair reaches the ground and is
don, England. bound in two places; the highest of the
72 NOVEMBER 1989
two ties is too small and appears to cut the OR 30 Heavy Spearorc **** Some things are poorly done and need
hair off at that point. The worst problem Everybody’s favorite simple villain is the work. The outside surface of the shield
is the mold-joint line on her right leg orc, and there is always room for different has some small pits; also, the mold does
which, because of its location, leaves little and well-made orcs. Enter Tabletop not quite line up, producing an uneven
room to do the work needed to fix it. Games, an English firm represented in the section on the shield’s bottom. This can be
Even with its defects, my personal pick U.S. by Alliance Miniatures. The figure fixed by running a file carefully over the
would be the elf pack, whose figures can submitted was the OR 30 Heavy Spearorc, shield, unless you want the shield to look
be used as either elves or humans. The elf from their Black Orc Fighting Series. The battle damaged. You also need to work on
figures also look like they could store figure stands ¾” tall in a crouched defen- the inside of the shield (the one really
more spell components. Both human and sive position with a long spear. The spear weak spot on the miniature) which seems
elf packs are good, even if they need point is lashed to the pole. The orc has to have a chain mail look—a continuation
work. Each pack costs $2.50. bare feet, but he wears chain mail with of the orc’s uniform. This needs to be
plate mail at the arms, wrists and legs. The removed. The other points are minor. A
Grenadier Models, Inc. plate shows good detail, with appropriate mold ridge at the top of the helmet must
P.O. Box 305 gaps between pieces. The orc also has a be removed, and the spear needs a better
Springfield PA 19064 helmet that protects very little of his face. point.
A long fur coat is draped from his shoul- I like this orc and feel he will be a good
Grenadier Models UK Ltd. ders, wrapping around the back of his addition to my orc army. These figures
19 Babage Road, Deeside feet, and is held to the mail by two un- come one to a pack for a reasonable $1.25
Clwyd, Wales adorned clasps. His shield is round and each. The flier also mentions Wolf Riders;
United Kingdom CH5 2QB plain. The hands’ detailing is good, with with the recent Games Workshop price
visible joint and muscle structure. His face increases, these will be a welcome addition
9003 Dwarf Battleset **** is creased in a scowl, with eyes squinted, to the market. We will attempt to obtain
Dwarves have a long history of having to jaw thrust out, and tusks extended slightly these and let you know.
fight to maintain their property. It is only over a thin slit of a mouth.
natural for them to have a standing
army—and Grenadier has now given us a
unit to spearhead this army. This set con-
tains eight different fighting figures and a
command unit. The only other dwarven
set with a command unit and similar ap-
pearance is the “Bugman’s Rangers” set
from Games Workshop, consisting of 17
plastic 25mm figures for $29.95.
All of these figures have full-length chain
mail coats ending just above the ankles,
with mailed gloves reinforced with bands
at the joints. All except the drummer carry
axes, but each figure has his weapon in a
different position: held at the ready, cut-
ting, or blocking. Each set of chain mail is
slightly different, some having patches and
holes: The helmets and boots are different,
too, and some figures have shields and
supplies. Some faces have guarded looks
and glares; others show surprise. Beards
differ in length, form, and texture. Variety
is the watchword.
The command unit consists of a drum- Elf Magic-Users (Ral Partha Enterprises) Photograph courtesy of Ral Partha Enterprises
mer, colors carrier, and officer. The colors
carrier’s axe is slung behind his back; he is
bent as if placing the colors. The officer
points ahead and has his axe slung over
his right shoulder. He has badges on his
helmet and cape; his pose suggests leader-
ship. The drummer, who beats cadence
for the troops, beats a large strapped-on
drum. Unfortunately, the drumstick detail
is poor and detracts from the miniature.
These are good but, sadly, not fantastic
miniatures. Each figure had some flash or
visible mold lines. Some chain links are
filled, and the flag is molded is such a way
that it will be very hard to paint. These
are little problems, but they make the
difference between an excellent set and a
merely good one. The price for the set is
$8.95, and it’s worth it.

Alliance Miniatures
P.O. Box 2347
Des Moines IA 50310 Heavy Multi-Turreted Tank (Scotia Micro Models/SIMTAC) Photograph by Mark Hammergren

DRAGON 73
able from West End Games, RD 3, Box nicely presented. If you’re worried about
Games 2345, Honesdale PA 18431. collecting and painting miniatures, use 1/
Continued from page 40 300th scale figures; they’re cheap as well
COMMAND DECISION game, by Frank as easy and quick to paint.
available from West End Games, RD 3, Box Chadwick. GDW, $12.00. Forget your
2345, Honesdale PA 18431. fantasy and science-fiction settings, and Bastogne, by Frank Chadwick. GDW,
taste the thrill of World War II combat in $8.00. This campaign supplement for the
LIGHTSABER DUELLING PACK game, by the COMMAND DECISION game. Using COMMAND DECISION game introduces a
Alfred Leonardi. West End Games, $12.00. slick rules and playable in real time (one few new rules and some background on
Ever play with any of the LOST WORLD turn equals 15 minutes), this is the best set the German and American forces active in
game books? If you have, you’ll know of miniatures rules I’ve ever played. the Ardennes in the winter of 1944. This is
what these books are all about. In this Clearly presented and capable of handling a big campaign and one that I look for-
pack are two booklets and two character complicated situations with a minimum of ward to playing.
cards. One book contains illustrations of fuss, it leaves other miniatures rules far
Darth Vader wielding a lightsaber, using behind by giving the excitement of com-
the Force to fling objects, being sliced in mand without the tedious administration
the leg by another lightsaber, and so on. of the quartermaster.
The other book shows Luke Skywalker in The game even comes with its own
similar but not entirely identical situations. campaign scenario, “Stolberg Corridor,”
Using the two books, two players battle to which pits advancing American forces
see who wins the duel. Each turn, maneu- against entrenched German resistance.
vers and attacks are chosen from the Although possessing superior numbers at
character cards. The players cross- first, the Americans are working against a
reference the numbers to see the results. time limit as German reinforcements head
The duel continues until one character has toward the front.
run out of Force Points. Once the system Some friends and I have been playing
has been grasped, play proceeds rapidly this scenario on the average of every two
and makes a large number of options weeks for over a year now, and it has
available. Games are usually over within remained tense and exciting throughout.
minutes, so we’re looking at a quick diver- Even at this late stage in the campaign, it’s
sion rather than a full evening’s gaming. still touch and go whether the Americans
Even so, this game is a lot of fun. It’s avail- are going to succeed. It’s a great value and

74 NOVEMBER 1989
DRAGON 75
Illustration by Bill Willingham

At Close Quarters
“Reality rules” for combat in the TOP SECRET/S.I.™ game
by Jeffrey A. Sullivan and Bruce W. Onder
While the combat rules in the TOP Example A: Nick Li (Orion) bumps into Reality Rule 1: A character may use
SECRET/S.I.™ game are more than ade- the infamous Tom Dobson (Web) during a any one-handed ranged weapon (pistol,
quate for most situations, some Adminis- routine infiltration mission. Both agents go dart gun, etc.) while engaged in close
trators and players might like a little more for their guns in Draw/Attack actions. combat with other characters. Due to the
realism in their encounters. Presented Nick has his gun holstered at the shoulder harried nature of close combat, all attacks
here for your consideration are a handful ( - 1). Tom, on the other hand, is we’ll made with the weapon at close quarters
of “reality rules” you can incorporate into known for keeping a .45 with dum-dum are at ¼ skill level (plus the point-blank
your campaign. slugs in his rear waistband ( - 2). Nick rolls bonus of +30). It is assumed that the
a 6, adds 4 (his DEX bonus), then subtracts opponent is either actively seeking to
Gun-drawing speeds 1 (the initiative modifier) to get 9. Tom also control or avoid the firer’s gun arm. In
Normally, a gun may be drawn during a rolls 6, adds 4 (he’s just as quick as Nick!), addition, on a Bad Break, the ranged-
turn in which no other action is taken by but subtracts 2 from his initiative due to weapon user has accidentally shot himself
that character. However, the character his gun location. He gets an 8, so Nick (the opponent jammed the gun into the
may also make a combined action of shoots first. Getting the jump on Tom may firer’s stomach at the last possible mo-
Draw/Attack, which results in the attack just have saved Nick’s life! Tom, should he ment, for example). On a roll of 96-98, the
being made at ½ skill level. It stands to survive this encounter, might rethink his wound is superficial, causing only one
reason that, all other things being equal, a gun placement. point of wound damage to a randomly
gun holstered at the hip (a la the Old West) rolled body area. On a 99, however, a
will be drawn and fired more quickly than Ranged weapons normal damage roll is taken.
one holstered at the ankle or shoulder. Those of us whose characters are highly In this situation, agents cannot bump or
The Initiative Modifiers table herein is skilled in the use of ranged weapons, but call shots. Prepared and braced shot bo-
suggested to account for drawing speeds whose characters’ hand-to-hand combat nuses do not apply, and scopes cannot be
associated with various holster positions. skill checks are embarassingly low, have used. This is purely a “take it as it comes”
“Location” indicates the location of the woefully regretted the ruling that states technique. When the gun is empty, the
holster, and “Penalty” refers to the penalty no ranged weapons can be used in close firer must choose a close-combat option
applied to the initiative roll for the round combat. The following is a reality rule that (no reloading allowed).
in which the Draw/Attack action occurs. allows such actions. Only one-handed Example B: Randall Scott (Orion, Pistol 2,
For unusual gun placements, extrapolate ranged weapons can be thus used, and total skill of 76) encounters martial artist
from the table. If you use this table, you only until they need to be reloaded. A Xiao Mi (Web). Mi rushes forward as Ran-
should also use the “Modifying Initiative weapon cannot be reloaded while a char- dall draws his gun. In the first turn, Ran-
Rolls” reality rule in the boxed set’s Play- acter is engaged in close combat. Note that dall gets his only shot (Player's Guide, page
er’s Guide, pages 63-64. In addition, agents the use of guns and other ranged weapons 76). Normally, on the next turn, Mi would
should exercise forethought in stowing in close combat is a dangerous proposi- force him into close combat, but since
weapons; while the front waistband is a tion. In hand-to-hand combat, your oppo- Randall has a measly 25 in Basic Melee, he
fast-draw location, it is also very visible. nent can make a grab for your decides to stick to his gun. In turn two,
The Administrator should take exception possessions. If the enemy you’ve been Randall needs a 49 to hit Mi [(76/4) + 30 =
(and rightly so) if everyone keeps their trying to plug succeeds in wrestling your 49] at point-blank range. But Randall rolls
weapons in plain sight. gun from you, you’ve got problems! a 96—a light wound to himself! He rolls a 3
78 NOVEMBER 1989
for wound location, and takes one wound Only one action may be so modified. Luck Point to hit him and another to do
to his abdomen (Mi wrestled his gun hand Thus, a character may ensure that a lock maximum damage.”
into a bad position). In turn three he rolls is picked, a message is decoded, a jump is Bill elects to shoot without using a Luck
a 35, a hit to Mi’s left arm. Normally, Ran- successful, a prisoner is successfully inter- Point in hopes of hitting the doctor, but it
dall could bump this hit two areas, but rogated, etc. In combat, the player may he hits he plans to use Luck Points to
since he’s in close combat, he must take ensure only that his character’s attack hits. guarantee hit location and maximum dam-
what he gets. However, using other Luck Points after the age. Roy does hit—and six points of dam-
The combat continues until one of the attack hits allows the player to determine age are done to the doctor’s chest.
combatants is neutralized or the gun is the amount of damage done (within nor- The Administrator looks at his records.
emptied. In the latter case, Randall must mal limits) and where the attack hit (one The doctor has seven damage boxes. “Well,
then select a close-combat technique. Luck Point each). Critical hits cannot be you hit him pretty good, but he’s still up.
inflicted on an opponent in this manner. In fact, it looks like he’s getting ready to
Multiple actions This rule may not be used to explicitly kill shoot again.”
The game system allows for multiple a PC or NPC (although the result of the Bill groans. Sometimes even the best of
actions to be chosen in a single turn of action might be the death of said person). luck is not enough.
combat (e.g., Move/Attack). It is occasion- Example E: Roy “Ug” Lee (Orion) runs
ally very important to know exactly when into the nefarious Doctor Fremdliebe
in a turn each of the two actions occurs. (Web) in Holland. The evil doctor usually Initiative Modifiers for Draw/
Example C: John Calhoun (Orion) is carries a customized rifle cane; indeed,
Attack Actions
running for his life from the gun-toting Roy notices, the doctor swings his cane up
assassin Mel “Whitey” Whiteford (Web). as if he’s about to fire. Roy slips his own
Location Penalty
John’s movement allows him to run 50’ in .22 Beretta autoload from his rear waist-
Ankle - 3
a turn, and he is 25’ from a cliff from band and grimaces as the doctor fires; the Back (rifle only) - 4
which he plans to jump. Mel is hot on his bullet whizzes past Roy’s ear.
Coat pocket - 1
trail, 25’ away. Mel chooses Move/Attack, “I’d better use a Luck Point to kill him,” Hip 0
and John chooses Move. Mel wins initia- Bill says. He knows that Fremdliebe is - 2
Pants pocket
tive. According to the standard rules, he dangerous, and he doesn’t need or want a - 1
Shoulder
would close with John and shoot before drawn-out battle. 0
Waistband (front)
John could move. What can be done? “Sorry, it doesn’t work that way,” the Waistband (rear) - 2
Reality Rule 2: In a situation in which Administrator tells Bill, “but you can use a
a character performs more than one
action in a turn, the character must list
the specific order in which he will per-
form the actions (e.g., Move/Attack,
Attack/Move, etc.). The first action occurs
at the point indicated by the initiative roll,
including the optional modifiers for such
things as DEX and injuries. Each subse-
quent action occurs at a point equally
spaced between the rolled initiative point
and 0 (the end of the turn).
Example D: Mel (as above) rolls 8 for his
initiative, and John rolls a 5. Mel makes his
first action (Movement) at 8, and his sec-
ond at 4 (8/2 = 4, 8 - 4 = 4). Since John
moves at 5, he has a chance to escape. It
Mel had rolled a 12. initiative or higher,
both of his actions would have occurred
before John’s, and the point would have
been moot (12/2 = 6).

Expanded luck-point use


In the standard TOP SECRET/S.I. rules,
Luck Points can only be used to keep a
character from being hilled or disabled.
The following reality rule allows for an
expanded role of luck points in a cam-
paign. [ This idea was discussed during the
creation of the TOP SECRET/S.I. game but
was discarded because of the potential for
abuse by players. Administrators who use
this concept should be aware of this po-
tential problem.]
Reality Rule 3: In addition to their
normal uses, Luck Points may be used to
ensure that a character’s actions succeed.
The player must state before an action roll
is made if a Luck Point will be used to aid
the success of that action. The result of
using a Luck Point is that the action will
fail only on a roll of 99. Such a failure is
not a Bad Break; the action only failed.
Illustration by Bill Willingham
DRAGON 79
The Gamers
Best Role-Playing Adventure: Castle
Greyhawk (TSR, Inc.)

Best Role-Playing Accessory (tie):

Have Chosen!
Lords of Darkness (TSR, Inc.), and
Kara-Tur: The Eastern Realms (TSR,
Inc.)

Best Historical Strategy Game: THE


HUNT FOR RED OCTOBER™ game (TSR,
The winners of the 1989 Gamers’ Choice Awards Inc.). This game also won the 1988
ORIGINS Award for Best Boardgame
Covering the Period 1947 to Modern Day.
The Gamers’ Choice Awards for 1989 Best Satirical Role Playing Game:
were presented at the 1989 GEN CON® MACHO WOMEN WITH GUNS game* Best Science-Fiction Strategy Game
game fair in Milwaukee, Wis., on August (Blacksburg Tactical Research Center) (tie): BUCK ROGERS™: Battle for the
11 at the MECCA arena. The presenters 25th Century game (TSR, Inc.), and
were Lorraine Williams and Jean Rabe. MERCHANTS OF VENUS game* (The
Best Fantasy Game: GURPS game, Basic
Votes were collected from gamers at con- Avalon Hill Game Company)
Set, 3rd Edition* (Steve Jackson Games).
ventions and through POLYHEDRON™
This game also won the 1988 ORIGINS
Newszine, and balloting was administered
Award for Best Role-Playing Rules. Best Miniature Line: AD&D® Metal
by the RPGA™ Network.
Miniatures (Ral Partha Enterprises).
Some of the winners have won other
Best Science-Fiction Role-Playing This line also won the 1988 ORIGINS
awards as well. See “The Envelope,
Please!” in DRAGON® issue #149 for the Game: CYBERPUNK game* (R. Talsor- Award for Best Fantasy or Science-
ian Games) Fiction Figure Series.
winners of the 1988 ORIGINS™ Awards.

Best Other Category Role-Playing Best Computer Game: Pool of Radiance


Best Family Game: MERTWIG’S MAZE™ Game: BULLWINKLE AND ROCKY™ (Strategic Simulations, Inc.). This game
gamefolio (TSR, Inc.) game (TSR, Inc.) also won the 1988 ORIGINS Award for
Best Fantasy or Science-Fiction Com-
puter Game, and it won the Beastie
Award for the most popular computer
game of 1989 (see “The Beastie Knows
Best” in this issue).

Best Play-By-Mail Game: HEROIC


FANTASY (Flying Buffalo, Inc.)

Best Professional Gaming Magazine:


POLYHEDRON Newszine (TSR, Inc.)

Best RPGA Network Tournament:


Scrap Of Paper, by Skip Williams and
Jean Rabe

ORIGINS is a trademark owned by the Game


Manufacturer Association.

BULLWINKLE AND ROCKY™ & © 1988 P.A.T.


WARD. All Rights Reserved.

THE HUNT FOR RED OCTOBER™ & © 1988


United States Naval Institute. All Rights
Reserved.

BUCK ROGERS is a trademark used under


license from The Dille Family Trust.
©1989 The Dille Family Trust. All Rights
Reserved.

* indicates a product produced by a company


other than TSR, Inc. Most product names are
trademarks owned or licensed by the compan-
ies producing those products. The use of a
name of any product without mention of its
trademark status should not be construed as a
challenge to such status.

DRAGON 85
Editorial also draw fire at times for their perceived about the matter? Don’t let others do your
effects on those who enjoy them. Various thinking for you.
Continued from page 5 school boards and libraries across America 2. Be reasonable. If you are a teenager
woman; his lawyer claimed that the influ- have gained a certain infamy for banning and live with your parents, you will have
ence of the TV series Kojak was responsi- books like The Wizard of Oz, Huckleberry to accept their decisions (and your
ble. The claim was rejected, and the Finn, or Anne Franks Diary of a Young school’s) on whether or not they will let
defendant was found guilty. Girl for being bad influences on students. you play RPGs. But if you are given a
You could create a list with any number I’m surprised that more students don’t chance to discuss the issue, make sure you
of similar cases, and you could add to it support such book bannings, as it would are informed—and be on your best behav-
the few incidents that are claimed to have certainly reduce the amount of homework ior when you discuss it. People are always
been spawned by role-playing games. For that would be assigned. more impressed when they are confronted
example, a 19-year-old student in There will always be incidents like those with someone who shows all the signs of
Asheville, Ala., apparently planned a described in this article. If you eliminated being mature and responsible as well as
convenience-store robbery with two every possible game, book, record, or being well informed.
friends while playing an espionage RPG. A movie that was connected with a bad If you are looking for material in sup-
store clerk was shot to death during the incident, none would be left. The presence port of gaming, you might want to read
actual hold-up in May 1985. The murderer of these recreations is not the issue. Find- two other articles on this topic: Tracy
was sentenced to prison for life without ing ways to identify and help those people Hickman’s “The Ethics of Fantasy,” from
parole. Do you believe that the game could with serious mental and emotional prob- special edition #1 of GPI’s GATEWAYS™
be at fault? Do you believe that the stu- lems is the real issue. Magazine; and Frank Mentzer’s “Squeaky
dent would have been fine if he’d never. How should you react to accusations Wheels,” from POLYHEDRON™ Newszine
seen the game? that RPGs are bad for you? In my opinion, #26. Both are worth the trouble to find.
We’re only scratching the surface of the here are the two best things you can do: As for me, if I really believed that RPGs
issue here, of course. Several claims have 1. Examine the evidence with a critical were harmful, I would not be writing this
been made that RPGs cause suicidal behav- and discriminating eye. Take time to think editorial. I will do what I can to see that
ior, but these claims tend to fall apart about what you read or hear on the news. they stick around for a long time to come.
under close examination as the evidence is Does the reporting sound reasonable, or Use your head. And enjoy life.
so fragmentary and loose. You could make does it leave you wondering if a lot of
a great case that good grades are harmful, hype and paranoia are being used? Do you
if you use the same set of standards that actually believe the rationales given for.
anti-RPG people often use in selecting their why certain events took place? Can you
own evidence. That McKee student was find more information on the topic that
noted in the newspaper to be a “straight-A will let you make an informed decision
student” (Milwaukee Journal, September
19, 1989; page 5A). The student who shot
the store clerk was a “high school honor
student” (Milwaukee Journal, no date
available). At a student-relations meeting I
attended in high school, the story was told
of a student who shot himself to death on
a baseball diamond; in his hand he
clutched a letter of acceptance from a
university and a copy of his high-school
transcript (another all-A student).
You could also make an interesting case
that religious beliefs cause antisocial and
criminal behavior, but I’ve already done
that in a previous editorial, in DRAGON®
issue #134. (Besides, we have Jim Bakker,
who provides overkill on the issue.)
I think good grades and religious feeling
are fine things. But if you play with the
statistics and are a little careless about the
way in which you select and edit your
data, you can “prove” good grades and
religion (and RPGs) are as bad as anything
else. This kind of “evidence” selection is
how all the hoopla over the Bermuda
Triangle got underway a few years ago.
Most of the ships that were claimed to
have been mysteriously lost there actually
vanished during major storms at sea—all
mention of which was dropped in later
accounts of the same incidents.
The vast majority of people reading this
editorial are, I assume, gamers who are as
angry as I am about the way in which
RPGs are treated by a few well-meaning
but uninformed people in education, social
services, and the media. Games are not
alone in this abuse, as movies and records

86 NOVEMBER 1989
Books
Continued from page 48
blank verse, but this time the emphasis is
on a more action-oriented chase across
sparse landscapes, in search of a moving
city and the dark powers trapped within
its walls. McCarty’s quirky writing is as
intriguing as ever, and his characters are
at their best here.
New series entries are as plentiful as
grapes in a winery. The Planet Builders
sequence (Ivy Books; $2.95 each) is up to
10 books as I write (and may conclude at
that point), maintaining its above-average
quality throughout. To the extent that
these novels can lure readers of the Hardy
Boys and Sweet Valley High (arrgh!) into
the SF/fantasy audience, they’re potentially
of enormous importance—and they’re not
bad reading besides. A short step upward
is Witch of Rhostshyl (Ace, $3.50), J. F.
Rivkin’s third tale of mercenary swords-
woman Corson and sorceress-noble Nycta-
sia. Rivkin blends light adventure with a
touch of more thoughtful conflict in ap-
pealing fashion. And another step finds
Prince of the Blood (Foundation, $18.95),
in which Raymond Feist returns to the
world of Midkemia for a convoluted but
curiously unambitious tale of intrigue and
danger. Feist’s real distinctiveness has
always been in his treatment of magic, but
there’s little spellcraft in this new novel,
though what there is hints at a better book
to come.

DRAGON 87
DRAGON 89
Son
of the
Ultimate
Addenda
Just how much
Limbo can a superhero
swallow, anyway?

by David Edward Martin

Like the two previous “Ultimate Ad-


denda” articles in this magazine (in issues
#122 and #134), this article deals with
readers’ questions about MA3 The Ulti-
mate Powers Book, a compendium of
superpowers for the MARVEL SUPER
HEROES™ Advanced Set. First, however, I
must apologize to those readers who have
personally written me and even included
SASEs for the replies. I am horrible at
answering letters—or rather, I am great at
answering letters, but I tend to lose either
the address or SASE of the person I am
replying to, or I just forget to mail my
response.

What happens when a being with


MG3/Internal Limbo uses that power
to capture another character who
also has Internal Limbo?
I love topology: It’s so twisted. The an-
swer to this depends on who used the
power first. If only the attacker (call him
“A-Man”) used this power, the victim (let’s
call him “V-Man”) is sucked in just like any

DRAGON 91
other target. V-Man’s own Internal Limbo increases in size until he cannot leap far- leaper is getting smaller, too. The end
(“Limbo-V”) remains unaffected, save that ther than he can step, the character can- result is that, despite the degree of minia-
its entry point is now located within the not leap at all and must walk. turization, the hero’s leaps are still the
first person’s Limbo (“Limbo-A”). When travel powers like Hyper-leaping same length when measured in the unmin-
If V-Man’s power was sufficiently strong, are included, these proportionate de- iaturized “real world.” For example, the
he could capture everything within Limbo- creases in leap length are altered, at least half-inch Ant-Man and the normal-size
A. A-Man would then have a Limbo-A as far as the hero’s perception of them is Scott Lang can both make leaps of 6’ in
empty of everything except for V-Man. concerned. The rank of the Hyper-leaping length, although such leaps would appear
Once V-Man has captured everything increases in the same manner as the to Ant-Man to be 864’ in length. Of course,
within Limbo-A, a Red FEAT would allow Strength rank—that is, the rank gains a in the light-weight miniaturized state, air
him to completely swallow even the empty + 1CS bonus for every 2CS of Growth currents will alter such leaps (the Judge
space of Limbo-A. It would appear to A- rank above Feeble. For example, a person must rule on these effects in a game).
Man that Limbo-A had completely van- with Typical Hyper-leaping and Incredible When the effects of Hyper-leaping are
ished, though the still-captive V-Man would Growth can leap 10’ at normal size, 20’ at considered, the perceived distances in-
be present. The difficulty of the FEAT is Excellent-increased size, and 30’ at crease even more, but the actual distance
determined by the rank of A-Man’s Inter- Incredible-increased size. covered remains the same. For example,
nal Limbo power. A final Red FEAT would With Atomic Dispersal, the character’s consider the hypothetical villain Grasshop-
enable V-Man to topologically reverse his leaps initially increase in inverse propor- per, who has Ant-Man’s shrinking power
situation: Limbo-V would reach out and tion to the character’s size. However, since as well as his own Excellent Hyper-leaping.
swallow A-Man, while simultaneously the character’s density is decreasing, the At normal size, he can leap 30’, but when
spitting V-Man back into the real world. leaps become harder to control. Wind he is miniaturized to half an inch, those
If V-Man has TS/Dimension Travel or devel- currents can significantly alter the length leaps appear to him to be 4,320’ long but
oped a Power Stunt whereby he can travel of such leaps and can even carry away a are still only 30’ long.
through his own Limbo and exit elsewhere, low-density hero. Once the threshold to the Marvel Mi-
he can skip the above steps and use this croverse is crossed, all leaping movement
power to escape from Limbo-A. However, assumes the same proportionate lengths in
his power rank must be equal or higher How far can a being with Hyper- relation to the moving character as such
than the rank of the imprisoning power. leaping go if he also has S30/ leaps possessed in the normal-size uni-
If both Internal Limbo powers were Shrinking (Atomic Shrinking), taken verse. Further miniaturization then starts
used, simultaneously, an extraordinarily from issue #122? the whole cycle over again.
twisted convolution occurs. The best ex- The following Hypothetical Physics The distance leaped by a character with
ample I can think of would be the Doctor lecture also applies to characters with the the Atomic Collapse form of Shrinking
Who episode in which the Master’s TAR- Atomic Loss form of Shrinking. Logically, seems to shrink in proportion to the char-
DIS materialized inside the Doctor’s TAR- the length of the leaps should decrease in acter’s overall height, because his weight
DIS. Somehow the two extradimensional proportion to the size of the miniaturized remains the same regardless of height.
fields warped around each other, with the being. However, since the character’s
result that each TARDIS had the other weight decreases with miniaturization, What happens when a being has
within itself. The Doctor’s TARDIS was in such leaps lengthen at the same time! P5/Hyper-speed but not a travel
the Master’s control room, while the Mas- Rather than burden players and Judges power?
ter’s TARDIS was in the Doctor’s control with a complex series of equations (which
room. The trap was escaped only when I wouldn’t understand either), let’s just say
both TARDISes simultaneously warped that from the character’s point of view,
away from each other. In our example, the leaps increase in inverse proportion to
both A-Man and V-Man would have to the degree of miniaturization (e.g., shrink-
simultaneously use their powers to eject ing to 50% of a character’s original size
each other and free themselves. gives leaps of 200% their original length),
but this increase is negated because the
How far can a being with T9/
Hyper-leaping go if he also has S25/
Growth (Atomic Gain), mentioned in
“The Ultimate Addenda” in DRAGON
issue # 122?
The initial impression one has is that the
distance that being jumps will increase in
length. However, both the Atomic Gain
and Atomic Growth powers increase the
character’s weight geometrically. This
decreases the distance an enlarged charac-
ter can leap. In the case of a character
who has only his normal strength to rely
on, such leaps appear to decrease in
length in inverse proportion to the degree
that the character grows. For example, a
being enlarged fourfold could make leaps
that (to him) are only a quarter of the
distance he could leap at normal size. In
short, if the character could leap 6’ at
normal size, and then enlarges himself to
four times his normal height, he can still
only leap 6’. When the character

92 NOVEMBER 1989
Hyperspeed increases the character’s speed pushes the travel power’s speed and control, the RIP statistics are normally
reaction time and movement rate. In the distance covered from the land-speed those of the hero. If control is broken, the
case in question, the hyper-speedster has a column to the air-speed column on the doppelganger usually dissipates instantly.
proportionate increase in his walking and Movement Table (The Ultimate Powers Independently minded doppelgangers
running speeds, but not in the distances he Book, inside back cover). Thus, the pres- require the player to generate new RIP
can cover. Limits on normal fatigue still ence of Hyper-speed of any rank increases ranks for them.
apply. For example, a relatively Typical a Remarkable Hyper-runner’s speed from In either case, the player must decide
person who happens to have Good Hyper- 90 MPH (the land-speed column) to 225 whether the RIP statistics are merely
speed could walk at 40 MPH or sprint short MPH (the air-speed column). If a second averages for each doppelganger generated
distances at a speed up to 150 MPH, but he Hyper-speed power is generated during or represent point pools that are evenly
would tire out after covering the same the character’s creation, this can be used divided among all doppelgangers simulta-
distances that he could cover at normal to push the speed over to the space/ neously operating. This should be decided
speed. Of course, you might develop a extradimensional-speed column on the when the character is created.
Power Stunt that enables a character to movement table. In the example above, Once that is settled, you can answer the
rest at Hyper-speed. (I know that sounds our Hyper-runner’s speed would further Berserker question yourself given the
oxymoronic, but the concept works.) increase to 4,000 MPH. specifics of your situation. In the case of a
directly controlled doppelganger, the
What happens when you have What would be the FASERIP statis- Berserker effect modifies only the dopple-
both Hyper-speed and T10/Hyper- tics of a character with EE3/Energy ganger’s FASERIP scores (if the Berserker
running at the same rank? Doppelganger, both with and with- power is assigned to the doppelganger) or
I’ll amend what I wrote in the Hyper- out his own mind? What happens if the FASERIP scores of both the hero and
speed entry in The Ultimate Powers Book, you give him the F1/Berserker doppelganger (if the Berserker power is
page 78. There I wrote that the Hyper- power? assigned to the hero).
speed rank can be substituted for a lower- The answer to this depends on the na-
ranked travel power’s speed. Let’s add two Do you have any more questions about
ture of the doppelganger and what powers
options designed to make the runner more The Ultimate Addenda and its superpow-
are assigned to it. The doppelganger’s
equal to his aerial counterparts. ers? Send your comments, questions, and
Fighting and Agility ranks are the same as
In option #1, the ranks of the two afor- suggestions to me, care of DRAGON®
those of the character, while its Strength
mentioned powers combine to produce a Magazine. I can’t guarantee I’ll answer
and Endurance are equal to the Energy
higher speed. For example, Incredible them right away, but I will read them.
Doppleganger power’s rank. However, if
Hyper-speed and Remarkable Hyper- the doppelganger lacks the means to solid-
running combine to enable the hero to run ify itself, its Strength rank is irrelevant. Marvel Super Heroes and Marvel Microverse are
trademarks of Marvel Entertainment Group, Inc.
at Monstrous speed (135 MPH). If the doppleganger lacks a mind of its Copyright ©1989 Marvel Entertainment Group Inc.
In option #2, the presence of Hyper- own and operates under the hero’s direct All Rights Reserved.
CONTRARY, November 10-11 PENTACON, November 11
Convention Calendar Policies CONTRARY '89 will be held at the Parwick The Northeast Indiana Gaming Association
Center in Chicopee, Mass. The convention will will be hosting the fifth annual PENTACON
This column is a service to our readers feature military/strategy games, role-playing gaming convention in the Grand Wayne Conven-
worldwide. Anyone may place a free listing games (including at least two RPGA™ Network tion Center in Fort Wayne, Ind. Games will
for a game convention here, but the follow- events), and miniatures events. Preregistration include an RPGA™ Network AD&D® tourna-
ing guidelines must be observed. is $10 for both days or $8 for one day. Write to: ment, and BATTLETECH*, CAR WARS*, CHAM-
In order to ensure that all convention CONTRARY '89, 933 Belmont Ave., Springfield PIONS*, CIVILIZATION*, DARKUS THEL*,
listings contain accurate and timely infor- MA 01108; or call Mark at: (413) 731-7237. MORROW PROJECT*, and SPACE: 1889* games.
mation, all material should be either typed Other features are a painting contest and deal-
double-spaced or printed legibly on stand- AU GAMERS CONVENTION ers’ area. Send an SASE to: N.I.G.A., P.O. Box
ard manuscript paper. The contents of November 10-12 11146, Fort Wayne IN 46856.
each listing must be short, succinct, and The Au Gamers are proud to hold the largest
under 150 words long. fantasy role-playing convention in New Jersey at ROCK-CON XVI, November 11-12
The information given in the listing must the Sheraton Tara Hotel, 199 Smith Rd., Parsip- Over 1,000 people are expected to attend this
include the following, in this order: pany NJ. Events will include RPGA™ Network year’s convention, to be held at the Rockford
1. Convention title and dates held; tournaments, a charity game, a costume contest, Lutheran High School, 3411 N. Alpine Rd.,
2. Site and location; a dealers’ area, and a miniatures painting con- Rockford, Ill. Hours are Saturday, 10:00 A.M. to
3. Guests of honor (if applicable); test. Prizes will be awarded for best players and midnight; Sunday, 10:00 A.M. to 5:00 P.M. A new
4. Special events offered; best gamemasters. For reservations, call: (201) event this year will be the painting competition,
5. Registration fees or attendance re- 515-2000, ext. 5800. Mention the convention to with numerous prizes. We expect over 15 major
quirements; and, receive special room rates. Registration fees are dealers. Admission is still only $5 for the entire
6. Address(es) and telephone number(s) $8 per day and $20 for the weekend. Registra- weekend, with no additional fee for gaming
where additional information and confirma- tion at the door will be $10 per day. Write to: events. Send an SASE to: ROCK-CON XVI, 14225
tion can be obtained. Steven M. Scheel, Oakwood Village, Bldg #26, Hansberry Rd., Rockton IL 61072.
Convention flyers, newsletters, and other Apt #9, Flanders NJ 07836, or call: (201) 927-
mass-mailed announcements will not be 8097; or John Moir, 361 Vandervier Ave., Som- UMF-CON, November 11-12
considered for use in this column; we merville NJ 08876; or call: (201) 725-1257. This role-playing and war-games convention
prefer to see a cover letter with the an- will be held at the Student Center of the Univer-
nouncement as well. No call-in listings are SCI CON II, November 10-12 sity of Maine in Farmington, Maine. Events will
accepted. Unless stated otherwise, all This science-fiction and gaming convention include TOP SECRET/S.I.™ and AD&D® games,
dollar values given for U.S. and Canadian will be held at the Holiday Inn Executive Center DIPLOMACY* competitions, miniatures, board
conventions are in U.S. currency. in Virginia Beach, Va. Artist guests of honor are games, and contests. Also planned is another
WARNING: We are not responsible for Ron Lindahn and Val Lakey-Lindahn. Special murder mystery. Admission is $5 per day and
incorrect information sent to us by conven- guest is Frank Kelly Freas. Events will include $2 per game. Send an SASE to: Table Gaming
tion staff members. Please check your panels, readings, video presentations, a costume Club, c/o Student Life Office, Student Center, 5
convention listing carefully! Our wide contest, an art show, gaming, and more. Mem- South Street, Farmington ME 04938.
circulation ensures that over a quarter of a berships are $20 at the door. Huckster tables
million readers worldwide see each issue. (which include one membership) are $100. Send NOVAG-V, November 17-19
Accurate information is your responsibility. an SASE to: SCI CON 11, Dept. DR, P.O. Box The Northern Virginia Adventure Gamers will
Copy deadlines are the last Monday of 9434, Hampton VA 23670. host their fifth annual convention at the Carra-
each month, two months prior to the on-
doc Hall Inn in Leesburg, Va. All types of adven-
sale date of an issue. Thus, the copy dead-
ARMISTICE CON '89, November 11-12 ture games are included, from historical board
line for the December issue is the last and miniatures games to science-fiction and
This gaming event will be held at the Horizon
Monday of October. Announcements for fantasy role-playing games. Vendors are wel-
Activities Center in North Olmsted, Ohio. Special
North American and Pacific conventions
events will include TRAVELLER*, CAR WARS*, come. Write to: Northern Virginia Adventure
must be mailed to: Convention Calendar,
BATTLETECH*, DIPLOMACY*, microarmor, and Gamers, c/o Wargamers Hobby Shop, 101 E.
DRAGON® Magazine, P.O. Box 111, Lake
AD&D® game events, as well as Napoleonic Holly Ave., Suite 16, Sterling VA 22170; or call:
Geneva WI 53147, U.S.A. Announcements (703) 450-6738.
miniatures, board and role-playing games, a
for Europe must be posted an additional
miniatures exhibit, a miniatures-painting con-
month before the deadline to: Convention
test, and 24-hour gaming. Registration fees are UCON '89, November 17-19
Calendar, DRAGON® Magazine, TSR
$12. One-day passes will be available for $7. This role-playing and strategy gaming conven-
Limited, 120 Church End, Cherry Hinton,
Write to: ARMISTICE CON '89, c/o Horizon tion will take place in the Michigan Union at the
Cambridge CB1 3LB, United Kingdom.
Activities Center, 30395 Lorain Road, North University of Michigan in Ann Arbor. Events
If a convention listing must be changed
Olmsted OH 44070; or call Dave Smith or Fran will include: live role-playing; dealers’ tables; a
because the convention has been can-
Haas at: (216) 779-6536 during business hours. movie room; two AD&D® tournaments; and
celled, the dates have changed, or incor-
over 80 events including CIVILIZATION*, STAR
rect information has been printed, please
BAMACON 3.5, November 11-12 FLEET BATTLES*, DIPLOMACY*, THIRD
contact us immediately. Most questions or
This convention will be held at the Ferguson REICH*, and historical miniatures games. Game-
changes should be directed to the maga-
Center at University of Alabama in Tuscaloosa, masters receive free registration if preregis-
zine editors at TSR, Inc., (414) 248-3625
Ala. This all-gaming convention will have cash tered. Write to: The Michigan Wargaming Club,
(U.S.A.). Questions or changes concerning
prizes. Absolutely no pets will be allowed. Write P.O. Box 4491, Ann Arbor MI 48106.
European conventions should be directed
to: Dave, P.O. Box 6542, Tuscaloosa AL 35476; or
to TSR Limited, (0223) 212517 (U.K.).
call: (205) 758-4577.
UK Masters 1989 AD&D® Tournament
GAMESCON (UK) '89, November 11 ❁ November 11-12 ❁
❖ indicates an Australian convention. This tournament will be held at the WAR '89
This gaming convention will be held at the
❉ indicates a Canadian convention. Convention at the Rivermead Leisure Center,
Laindon Community Centre, Basildon, Essex.
❁ indicates a European convention. Richfield Ave., Reading. Entry fee is £3.50 (£2.50
Dungeon Masters and players are required for
AD&D® competitions. Contact Chris Baylis at tel: for players with UK ranking points). Make
* indicates a product produced by a company other than TSR
Inc. Most product names are trademarks owned by the 0268-419933, or write to: 67 Mynchens, Lee cheques payable and mail to: Mr. C. Froud, 88
companies publishing those products. The use of the name of Chapel North, Basildon, Essex SS115 5EG, Southview Ave., Reading, Berkshire, ENGLAND.
any product without mention of its trademark status should not Space is limited, so register early.
be construed as a challenge to such status.
UNITED KINGDOM.

DRAGON 95
DALLAS FANTASY FAIR, November 24-26 weekend are $15. Send a SASE to: RPGA™ JACKSONVILLE SKIRMISHES ’90
Featuring over 140 dealers’ tables, more than Network, P.O. Box 515, Lake Geneva WI 53147. February 9-11
60 guests, and over 2,000 attendees, this fantasy SKIRMISHES presents this role-playing and
event will be held at the Marriott Park Central, WOTTACON ’90, January 6 ❁ war gaming convention at the Jacksonville
7750 I-635 at Coit Road in Dallas, Tex. Attrac- The Guild of Melee and Magic’s second con- Motel on the Riverwalk, 565 South Main Street,
tions will include two 24-hour video rooms, vention will be held at Goldsmiths’ College, New in Jacksonville, Fla. Room rates are $52 for one
Japanimation, 24-hour gaming, four-track pro- Cross, London SE14. Wottacon will have live- to four persons. Events will include AD&D®
gramming, a masquerade, an open con suite, an action, tabletop, and PBM role-playing, as well game features, along with TRAVELLER*, STAR
art show and auction, a charity auction, artists’ as wargaming and board games. There will be FLEET BATTLES*, CAR WARS*, and SEEKRIEG*
and writers’ workshops, autograph sessions, competitions, demonstrations, a large number games. Other events will include board gaming,
filksinging, dancing, an amateur-film festival, a of trade stands and rooms in which to game. a KILLER* tournament, dealers, a miniatures-
talent show, and more. Admission is $15 for all Write to: Alan Bishop, 127 Queen Adelaide Ct., painting contest, demonstrations by the SCA,
three days in advance, or $20 at the door. Penge, London SE20 7EB, UNITED KINGDOM; and many other role-playing and historical
Single-day admissions may be purchased at the or call: 01-659-4857. events. Hotel reservations may be made by
door; prices are $8 Friday, $10 Saturday, and $8 calling: (904) 398-8800. Registration is $18 for
Sunday. Write to: Bulldog Productions, P.O. Box CHATTACON XV, January 12-14 the entire weekend. Send your registration fee
820488, Dallas TX 75382; or call: (214) 349-3367. CHATTACON XV will be held at The Chatta- to receive a program booklet. Write to: SKIR-
nooga Choo-Choo, Chattanooga, Tenn. Accom- MISHES, P.O. Box 2097, Winter Haven FL 33883;
MACQUARIECON ’89, December 8-10 ❖ modations are $60 flat, $85 for sleeper car or call: (813) 293-7983.
The Macquarie University Role-Playing Society suites, Guests will include Michael P. Kube-
will host Australia’s largest role-playing conven- McDowell, Robert E. Vardeman, David Cherry, GENGHIS CON XI, February 16-18
tion at Macquarie University, Sydney, Australia. Danny Gill, Wilson “Bob” Tucker, Stan Bruns, Staged by the Denver Gamers Assoc., this
Events will include AD&D®, PARANOIA*, CALL and Dick and Nicki Lynch. Registration: $18 con’s activities include board games, role-
OF CTHULHU*, JAMES BOND*, TRAVELLER*, until Dec. 1, $25 thereafter and at the door. playing, computer games, miniatures, auctions,
STAR WARS*, M.E.R.P.*, WARHAMMER*, Send an SASE to: CHATTACON XV, Box 23908, and a miniatures-painting competition. Events
SPACE: 1889*, JUDGE DREDD*, and board Chattanooga TN 37422; or call: (404) 591-9322 include AD&D®, VICTORY IN THE PACIFIC*,
games and freeforms. Registration is $30 (Aus- (no collect calls, please). CIVILIZATION*, KINGMAKER*, ADVANCED
tralian) for the weekend or $3 (Australian) per SQUAD LEADER*, BATTLETECH*, JOHNNY
NEW MEXICON I, January 12-14 REB*, NAPOLEONICS*, COMBINED ARMS*,
session with a $7 registration fee. Write to:
M.U.R.P.S., P.O. Box 1577, Macquarie Centre, This science-fiction/science-fact con will be EMPIRE*, and PARANOIA* games, with RPGA™
North Ryde NSW 2113, AUSTRALIA. held at the Las Cruces Hilton Inn. In addition to tournaments, and the nationally known PUF-
gaming, featured are a variety of people from FING BILLY* tournament, a railroad game
science and the arts to hold panel discussions competition. Registration is $15 for the weekend
GAMEFEST ’90, December 8-10
and give demonstrations and lectures. Con- until January 31, $20 after that. Write to: Den-
The Gamemasters Guild of Waukegan, Ill., is
firmed guests are G. Harry Stein as scientist ver Gamers’ Assoc., P.O. Box 11369, Denver CO
hosting this event. RPGA™ sanctioned events are
guest of honor; Real Musgrave as artist guest of 80211; or call: (303) 443-3849.
scheduled, as well as D&D®, STARFLEET BAT
honor; James I? Hogan as author guest of honor;
TLES*, and BATTLETECH* games. Other events
and Jim Davidson, Laurie Wiggins, Dr. Mike WOLFCON III, March 2-4 ❉
include historical and fantasy miniatures and
Hyson, and Greg Kennedy as scientist guests. Wolfcon is back for its third year in Arcadia
board games. Call: (312) 336-0790.
Author guest speakers will be Walter John University’s Beveridge Arts Centre. Some of the
Williams, George Alex Effinger, Sonni Cooper, participants are: the Fantasy Field Trip Society,
TRITICON I, December 8-11
and James Theisen. Write to: NEW MEXICON I, the Dr. Who Society Prydonian Academy, the
Students Tempted by Adventure, Fame, and Box 3836, New Mexico State University, Las
Fortune (S.T.A.F.F.) will host their first conven- Monty Python Appreciation Society, and The
Cruces NM 88003-3836; or call Lew Maestas Stranger the Better club. There will also be two
tion at the Price Center on the University of evenings at: (505) 522-0115, or Gaylord Teague
California—San Diego campus. Events will movie rooms, work-shops, lectures and open
at: (505) 521-3828. gaming, along with movie, short story, costume
include AD&D® tournaments; BATTLETECH*,
CAR WARS*, and COSMIC ENCOUNTERS* and art competitions. Preregistration: $10
GAME-A-THON 7, January 14-15
Canadian until March 1, $12 Canadian at the
tournaments; DIPLOMACY*, HOW TO HOST A This 24-hour convention will be held at the door. Write to: WOLFCON, Wolfville, N.S., CAN-
MURDER*, GAMMA WORLD*, TRAVELLER*, Town Center Hall, 11740 E. Telegraph Rd., Santa
and WARHAMMER* games, and a live dungeon. ADA BOP 1X0; or call: (902) 542-7133.
Fe Springs, Calif. A variety of role-playing
Prizes will be awarded to tournament winners. games, board game tournaments, and miniature EGYPTIAN CAMPAIGN ’90,
Other events include open gaming, SCA demon- events will be featured, including AD&D®, March 24, 25 1990
strations, a figure painting contest, a dealers’ CHAMPIONS*, PARANOIA*, SHADOWRUN*,
room, and a flea market. Registration is $10($8) This convention will be held at the Student
STAR WARS*, GURPS*, AXIS & ALLIES*, CIVILI- Center of Southern Illinois University at Carbon-
before December 1, $12($10) at the door for the ZATION*, EMPIRE BUILDER*, WARHAMMER dale. A wide variety of events are offered,
weekend, and $5($4) each day at the door. UCSD FANTASY BATTLES*, WARHAMMER 40,000*,
students receive the discounted rates in paren- including an RPGA™ AD&D® tournament,
BATTLETECH*, and ADEPTUS TITANICUS* miniatures judging, and a games auction. Prere-
theses; include ID number when registering. games. There will also be computer games,
Write to: TRITICON I, Price Center, E-30, UCSD, gistration is $8 for both days; one- and two-day
continuous movies, seminars, demonstrations, a passes are $5 and $10 at the door. Send a SASE
La Jolla CA 92093. figure painting contest, and a hucksters’ room. to: S.I.U. Strategic Games Society, Office of
Advance registration is $5 until January 8. Student Development, Southern Illinois Univer-
WINTER FANTASY, January 5-7, 1990 Registration at the door is $7.50. Write to: sity, Carbondale IL 62901-4425; or call: John P.
The RPGA™ Network will sponsor WINTER GAME-A-THON 7, c/o Santa Fe Springs Gamers’ Hults at (618) 457-8846.
FANTASY 1990 at the Ramada Inn Airport at Assn, P.O. Box 2434, Santa Fe Springs CA 90670;
Milwaukee, Wis. Special room rates are availa- or call Callahan at: (213) 863-7893.
ble by contacting the hotel at (414) 764-5300.
Sanctioned events include AD&D® Grand Mas- CANCON ’90, January 26-28 ❖
ters, AD&D® Masters, AD&D® Feature, AD&D® Come to Canberra, Australia, for three days of
Benefit, MARVEL SUPER HEROES®, TOP miniatures and board gaming! Also role-play in
SECRET/S.I.™, PARANOIA*, and other tourna- AD&D®, CALL OF CTHULU*, MEGATRAVEL-
ments. Other activities include a writers’ semi- LER*, RUNEQUEST*, ROLEMASTER*, MERPS*,
nar, Saturday morning breakfast, Sunday CHAMPIONS*, and EVENTYDE* games, plus
brunch, open gaming, and a dealers’ area. All freeforms and an RPGA™ Network triad of
gaming is free except for the benefit tourna- AD&D®, PARANOIA*, and TOP SECRET/S.I.™ How effective was your convention listing?
ment. Limited preregistration is available to games. Write to: Canberra Games Society, GPO If you are a convention organizer, please
RPGA Network members; contact Network HQ Box 1016, Canberra, ACT, AUSTRALIA, 2601. write to the editors and let us know if “Con-
for a preregistration form. Registration fees are Non-Australian residents should send Interna- vention Calendar” served your needs. Your
$10 to Network members, $12 to nonmembers tional Reply Coupons, not SASEs; or call: +61- comments are always welcome.
until November 1. Afterward, fees for the entire 62-54-9926.

96 NOVEMBER 1989
100 NOVEMBER 1989
DRAGON 101

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