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Issue # 189

SPECIAL ATTRACTIONS
Vol. XVII, No. 8
January 1993 9 Warriors & Wizards From Afar
A world tour of the fantastic for the AD&D game.
Publisher
James M. Ward 10 The Dark Continent David Howery
Want a brand-new land to challenge any adventurer?
Editor Heres Africa with a wild twist!

20
Roger E. Moore
Arms & Armor of Africa Michael J. Varhola
Associate editor Youd better know your knobkerrie from your
Dale A. Donovan isiHlangu.

28 The Other Orientals Tom Griffith


Fiction editor
Barbara G. Young
Cant wait for Oriental Adventures to hit the AD&D
Editorial assistant 2nd Edition game? Here it is!
Wolfgang H. Baur

Art director
Larry W. Smith
34 Rhinos Arm, Tigers Claws Michael J. Varhola
From four mirror armor to the talwar: what the
well-equipped warrior uses in India.
Production staff
Gaye OKeefe Tracey Zamagne
Dawn K. Murin FICTION
Subscriptions
Janet L. Winters 46 Djinn Coffee Allen Varney and Aaron Allston
A djinni of his very own! Imbu couldnt believe it. But he
U.S. advertising did suspect a catch. . . .
Cindy Rick

U.K. correspondent
and U.K. advertising REVIEWS
Wendy Mottaz

57
The Role of Computers Hartley, Patricia, and Kirk Lesser
Your world is dying, and youve got to save it! So, what else
is new?

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2 JANUARY 1993
66 Role-playing Reviews Lester Smith
Mages make mayhem!
Some sorcerous simulations
summarized.

73 The Role of Books


John C. Bunnell
What do you think James T. Kirk
was like as a teenager? Heres the
answer.

112 Through the Looking Glass


Robert Bigelow
Fight goblins in the safety
of your own living room
with these new games!

FEATURES
41 The Known World Grimoire Bruce A. Heard
A new column on the D&D game starts with some notes
COVER
We couldnt fit all of Peter Clarkes
on fantasy economics.
wonderful painting onto our cover, so

64 The Game Wizards James M. Ward we used part of it as our frontispiece,


too. As you can see, fantasy knows no
Who stole your castle, and where are you now? Only your global boundaries.
Sega GENESIS machine can tell you!

78 Bazaar of the Bizarre James R. Collier


Barbarians have magic you wouldnt believeor care to
have used against you.

82 Completing the Complete Bard Jon Winter


Bards with lots of class and with no class at all: two new
bard kits for the AD&D 2nd Edition game.

DEPARTMENTS
4 Letters 102 Dragonmirth
6 Editorial 104 Twilight Empire
89 Convention Calendar 108 Gamers Guide
95 Forum 120 TSR Previews
98 Sage Advice

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DRAGON 3
What did you think of this issue? Do you have me with the right software? The AD&D statistics for the illithilich (or
a question about an article or have an idea for a Again thanks for the memories Please never alhoon) seem to have been slightly garbled in
new feature youd like to see? In the United forget that were out here, somewhere. Were that articles text, but they also changed in the
States and Canada, write to: Letters, DRAGON definitely out here! product in which they were finally produced.
Magazine, PO. Box 111, Lake Geneva WI 53147, David A. Casey The correct statistics for the alhoon are these:
U.S.A. In Europe, write to: Letters, DRAGON APO Europe INT genius (18); #APP 1-4; AL NE; AC 5; MV 12;
Magazine, TSR Ltd., 120 Church End, Cherry HD 8 +4; THAC0 11; #AT 4; Dmg 4 tentacles,
Hinton, Cambridge CB1 3LB, United Kingdom, I remember you very well, and its good to each doing 1-4 hp/round and reaching brain of
hear from you again A number of my old Army victim in 1-4 rounds (causes instant death); SA
buddies ended up scattered around the Persian psionics (includes Mind Thrust; 7th-level psioni-

The Army life


Gulf two years ago, and I am grateful to hear cist powers with all standard mind flayer
that you came out of it okay as did they. powers) and spells (as 9th-level mage), MR 90%;
We had some trouble coming up with IBM SZ M (6 tall); ML 17-18, XP 9,000; Menzoberran-
Dear Dragon computer programs that let you map dungeons zan boxed set, Book One: The City, page 88.
I dont think you will remember me, consider- and the outdoors. (The maps in DUNGEON Other changes in powers and abilities appear in
ing all of the people you meet and talk with, but Adventures are hand-drawn.) If any readers the Menzoberranzan set book
maybe you will. I wrote to you back in 1985 know of such programs, for any computer
concerning the World Gamers Guide column. I system, please write in and let us all know. Well
indicated that I had just left the Army and was
and $
publish that information here.
concerned about the lack of attention paid to
the people in the military stationed overseas.
Thank you for your letter Ill never forget
Much to my surprise, you called me on the Dear Dragon,

Viva Atari!
phone; you said you had been in the military as I try to make sure I buy DRAGON Magazine
well and remembered what it was like, I have every month, but I get very frustrated every
never forgotten that phone call. Well, now I find time I read Gamers Guide. I am very interested
myself in the military again, stationed overseas, Dear Dragon in one of the advertisements on casting your
I had searched for players for several months I usually let others make vociferous political own figures, but I have found that, just as with
when suddenly Operation Desert Storm came attacks and I stay clear of the melee, but events eight out of 10 of the monthly advertisements,
along. I thought it had ruined my plans, but it surrounding the letter from William K. Briggs in there was only an American address! This is
had not. In the middle of a combat zone some- issue #185s letters got my dander up. I read terrible! It would cost a fortune in airmail
place in southern Iraq, I found myself playing your statement that SSI was not going to pro- postage, and I obviously cannot pay for the
an AD&D game. The cease fire had just been duce games for the Atari ST system and was goods with English money. What shall I do?
called, and we were waiting for our illustrious disappointed. But Jim Wards statement that the Pete Fox
command to tell us what it wanted us to do next Atari ST system was defunct made me furious. I Barnsley, S. Yorks., U.K.
when I spied several guys sitting around on understand that Milatari and Atari were part of
cots, with character sheets, books, and figures a handful of computer groups that supported Theres not much we can do here at DRAGON
scattered all over the place (thanks to a wind the 1992 GEN CON game fair you recently Magazine if an advertiser has an address on
storm), and they were yelling and screaming featured. I had hoped that after reading Septem- only one continent, but some of our advertisers
about the powers of something called the Sword bers issue that the actions of the people from do mail-order business overseas. If you want to
of Chaos. The next thing I knew, I was sitting Milatari would have made Jim Wards statement buy something from an overseas company, you
with them screaming about the powers of this regarding Ataris rumored demise be retracted. can always have a check or money order made
same sword. We, the military gamers, are still I beseech you to reassure those panicked by this out in foreign funds by purchasing it through a
out here in the world, come rain or snow, come statement, born out of a lack of information local bank. You can also have material shipped
Saddam Hussein or whomever, come bullets or and please print some sort of retraction. by surface mail, which will take longer but is
land mines; just look real hard and you will find Jeff Hays certainly cheaper. Check with your post office
us. It seems like we always have been and I feel No address given for details. Always write to the company as well
quite sure we always will. and ask if it can make some arrangements to
Now, I do have another reason for writing, I A correction is called for. Although the Atari help you.
have been using my computer to assist in the ST computer system is not itself defunct, as I We had a similar comment from Simon
creation of character sheets, maps, modules, was led to believe (sorry about that), there are Khoury (Waterlooville, Hampshire, U.K.), who
and so on for several years, but I still find it not enough Atari-using customers to make it asked if we could print the price in British
very difficult to create the dungeons and maps worthwhile for Strategic Simulations, Inc. to pounds for games and other products that we
that accompany my modules. I turn to graph make its TSR-licensed computer games for that review. This is often very difficult to find out; I
paper every time. I have a very nice IBM- system. The Atari ST may be alive and well, but used to have a hard time trying to get the U.K.
compatible system with several thousand dollars there will be no further TSR games for it. prices for TSR products! You might simply have
invested in it, yet I must still spend endless to consult with your local hobby shop or games
hours trying to draw maps and dungeons. Every distributor for the prices, since they might get
time I open a copy of DUNGEON Adventures
Alhoon error
advance notice in catalogs or fliers from the
and look at the drawings, I get sick with envy. game companies themselves.
What does TSR use to draw those maps and
dungeons? How is it done? How much does it Dear Dragon
cost? In issue #177 I found an advertisement
Never too young
In DRAGON issue #185, page 63, the alhoon
from a company that has a computer program have an armor class of 12, while an unarmored
that assists DMs in the creation of characters man has the lowest armor class possible, AC 10.
and so forth, but not maps and dungeons. This How is that possible? Does a player character Dear Dragon
is the only company I have seen that offers gain a + 2 on his attack roll? I am 11 years old, and I have been playing
computer aids. Please point me in the right Min Sheng Lu role-playing games ever since I was six or seven.
direction! Who can I contact that can provide Impington, Cambridge, U.K Continued on page 7

4 JANUARY 1993
No mercy, no quarter
As is obvious from the title of this arti- will occur, right down to the last strand of breathless. The Maelstrm itself is a gigan-
cle, I want to start off the New Year by drool trailing from the lead ghouls mouth tic tidal whirlpool off the western coast of
talking about a game masters proper as it gibbers and howls and flings itself Norway. Sailors avoid it because it eats
attitude toward player characters in a upon the partys forward scout. While you ships whole. Poe spent a lot of time re-
role-playing campaign. The best game should avoid forcing an adventure to turn searching the physics of whirlpools before
masters want their adventures to be just a out in a certain way, you do want to try to he wrote this story, and his outstanding
little more exciting than any sane person second-guess the players moves, fleshing ability to detail a scene made the story
would ever want to experience. What self- out the what if possibilities so that you invaluable to me as resource material for
respecting hero would ever want to can add special color to them as you run the adventureas well as terrifying to the
charge into a pitch-black cavern filled with through the adventure. Doing a little re- nth degree. Read this passage from Poe,
man-eating ghouls while armed with only search on the setting you plan to use will told by an observer on shore who watches
a short sword + 1? Right. But, if you set it do wonders for the adventure, too. The the sea where the Maelstrm is forming:
up right, theyll do it anywayand the more you know, the better the adventure
players will love it. will be. In a few minutes more, there came over the
When you run an adventure, you want As an example, I ran an adventure a few scene another radical alteration. The general
to fill your players with fear and panic years ago in which the PCs were asked to surface grew somewhat more smooth, and the
and terror and excitement, the vicarious investigate the disappearance of a ship at whirlpools, one by one, disappeared, while
prodigious streaks of foam became apparent
thrill of avoiding death by the narrowest the Isles of Thunder, a minor atoll about
where none had been seen before. These
scrape, followed by the joyful moans of which little was known. The heroes duti- streaks, at length, spreading out to a great
exhaustion from the survivors (or the fully rented a ship and sailed off, arriving distance, and entering into combination, took
agonized screams as everyone is eaten at the deserted isles in the evening. Discov- unto themselves the gyratory motion of the
alive). The point is that you want the play- ering that the isles were arranged in a subsided vortices, and seemed to form the germ
ers to remember the evening happily and circular fashion, they dropped anchor in of another more vast. Suddenlyvery
forever. the middle of the islands bay and went to suddenlythis assumed a distinct and definite
One good way to inflict unusually excit- sleep. existence, in a circle of more than a mile in
ing adventures of this sort on your players That was a mistake. diameter. The edge of the whirl was repre-
is to have a cinematic mental view of your sented by a broad belt of gleaming spray; but no
See, this particular adventure was born
particle of this slipped into the mouth of the
adventure before play starts. Visualize the with my reading of Edgar Allan Poes terrific funnel, whose interior, as far as the eye
upcoming scenario in detail as if it were short-story masterpiece, A Descent into could fathom it, was a smooth, shining, and jet-
part of an action/adventure movie. You the Maelstrm. In less than two dozen black wall of water, inclined to the horizon at an
want to be able to describe, in full color, pages, Poe depicts a scene of such primal angle of some forty-five degrees, speeding
the major action scenes that you anticipate terror as to leave the reader shivering and dizzily round and round with a swaying and
sweltering motion, and sending forth to the
winds an appalling voice, half shriek, half roar,
such as not even the mighty cataract of Niagara
ever lifts up in its agony to Heaven.

This is only the beginning of a terrific


story, which I wont spoil for you here. I
had decided to send the heroes down the
Maelstrmand there they went.
Just after midnight, the heroes were
awakened by the shrieking and screaming
of tens of thousands of sea gulls taking off
from the Isles of Thunder and fleeing the
scene. In the moonlight, the characters on
deck saw the smooth sea turn choppy as
they heard a distant, low thundering build
all around them. Their ship rocked as
violent gusts of wind tore across the sur-
face and shook the masts. As the howling
of the winds rose and huge whirlpools
began to form across the bay, the heroes
made a desperate effort to escape aboard
their ship, but the anchor could not be
raised.
A titanic whirlpool then began to form
in the bay, with the heroes ship in its
center. As the ship began to spin and sink
with the descent of the center of the mile-
wide vortex, and old wrecks from the sea
bottom were brought up to the sides of
6 JANUARY 1993
the pool and hurled like wood chips Letters venge, WGA2 Falconmaster, WGA3 Flames of
around in its black grip, the characters Continued from page 4 the Falcon, WGA4 Vecna Lives, WGS1 Five Shall
hung onto railings and masts for dear life. Ive been told, though, that Im too young and Be One, WGS2 Howl From the North, WGQ1
The players shouted to each other and to shouldnt be playing them until I am older. Is Patriots of Ulek. I assume that youve already
me in a frenzy, pouring out their last there a certain age when people should start picked up older modules such as WG6 Isle of
playing role-playing games? the Ape and the humorous WG7 Castle
commands and actions in the face of
Dillon P. Biedul Greyhawk. This strikes me as quite a load of
doom. The ship dropped half a mile to, the material for a setting that has been accused (by
San Luis Obisbo CA
bottom of the full-blown whirlpooland several other writers as well, actually) of being
disappeared into an alternate universe. As far as Im concerned, if you can read and ignored by TSR. In fact, WORLD OF
This was only the beginning of the ad- understand the rules to a particular role-playing GREYHAWK products are promoted in our
venture. I had also been reading a copy of game, or if someone can explain the rules to you catalogs for selling well to experienced gamers
a rare fantasy-horror novel called The clearly, then youre old enough to play it. Age is who recognize it as the longest-running AD&D
Boats of the Glen Carrig, by William Hope generally unimportant except to a few other game world (heading into its 19th year).
Hodgson, an author who died in World gamers, and you can always find other people This year, four other WORLD OF GREYHAWK
to play with. Enjoy! products are on the schedule: The Marklands,
War I. In this tale, a party of lost seamen an accessory due out in February; Iuz the Evil,
discover a small island surrounded by a an accessory due in April, The City of Skulls, an
vast bed of seaweed in which various old adventure in June, and Border Watch, another
wrecked ships still float and enormous
man-eating monsters dwell. Hodgson, like
Overdue attention adventure for August. Stay tuned for more.

Poe, was able to capture the essence of Dear Dragon,


horror and the unknown in his writing, Finally! I am glad to see that TSR and
and he was further able to project the DRAGON Magazine are paying some overdue Straight survival
existence of ghastly supernatural powers attention to the first and best fantasy world in
the AD&D game. The WORLD OF GREYHAWK Dear Dragon,
that were completely hostile to all life, There are various role-playing games around.
setting has been mostly ignored by the TSR
doing it in such a way as to make your I have played many of them, enjoyed a few, and
crew, and its time that they did something for
skin crawl when you put the book away all of us fans out here. If as much time and spent a great deal of money. One thing I have
and tried to go to bed. Can you guess effort were spent on this campaign as was spent found true in all cases is that the games revolve
where the heroes went when they were on the FORGOTTEN REALMS setting, the around violence. I enjoyed this when I started
gated out of the whirlpool? I knew you result would be the brightest gem in the TSR playing in fifth grade, but now I would like
could. crown. Many newer players are missing out on something more. I would like to find a game
After being attacked by several giant the rich traditions and background available for that concentrates on survival by normal people
squids, sahuagin, prehistoric sharks, and I years in the GREYHAWK setting. in a city, a cave, a deserted island, or some-
That brings me to my first point. My sincere where else. Does anyone make an RPG that has
forget what else, the heroes made it to the no violence and no magic? The TOON* game by
thanks and appreciation go out to Ed Green-
island and met up with the (few) survivors Steve Jackson Games is not what I am looking
wood for his Magic in the Evening piece in
of the ship they had been sent to find. issue #185. I really hope that this line of conver- for. Please print my full address.
Bringing the castaways aboard their own sation between Elminster, Mordenkainen, and Randy Jennings
ship, the heroes then managed to find a possibly Dalamar continues for many issues to 8800 Billings Road
way back to their home plane by sailing come. It was one of the best and most original Kirtland OH 44094
directly into a waterspouta tornado that features Ive seen in recent years from DRAGON
touches down on the sea to create a vio- Magazine. Thank you for finally coming out of One of my favorite books when I was in grade
lent funnel of wind and mist. What was the FORGOTTEN REALMS setting-only ap- school was Swiss Family Robinson, so I think I
proach. understand what you are looking for. The
left of the ship, the heroes, and the res- Avalon Hill Game Company publishes the OUT-
I also wanted to ask about the AD&D 2nd
cued sailors limped back into port, with DOOR SURVIVAL* game, a board game that
Edition games revision for the WORLD OF
many satisfied smiles and personal prom- GREYHAWK set, mentioned in the GREYHAWK teaches many basic techniques of wilderness
ises never to set foot on so much as a Wars boxed set. When is it coming out? I havent survival using a map showing 13,000 square
rowboat again. seen any mention of it in TSR Previews, but I miles of rugged terrain. The game sells for $25.
For days before the adventure, I kept thought that it was due out this fall. Also, is To order it, write to: The Avalon Hill Game
picturing the heroes caught in the whirl- there any possibility of getting a preview of the Company, 4517 Harford Road, Baltimore MD
pool, then attacked by unearthly mon- set in DRAGON Magazine? 21214; or call toll-free: l-800-999-3222, and use
sters, then slamming into the tornado at H. .I. Nichols your credit card (there may be shipping and
Savannah GA handling charges as well). It is interesting to
the end. I pieced together as many details
note that some of the earliest D&D games ever
as I could of the happenings and wrote played by its creators used this very same game
First, thank you for the comments on Magic
them down, often rereading the original in the Evening. As you saw in our last issue, we for its map. There may be other board games or
sources to flesh out the imagery, then used do indeed plan to continue this feature. Who computer games that also simulate survival
it all as the adventure unfolded. It worked knows what will be revealed in future columns, situations; if any readers know of them, I hope
great. or who else will join the conversation? theyll drop you a postcard and let you know.
Give this a try in your next adventure. Second, the From the Ashes boxed set, which Good luck!
Think big. Think of the Maelstrm. Think contains information on the restructured
of Indiana Jones. Think of Terminator 2: WORLD OF GREYHAWK setting, went on sale
last November. I should point out that, contrary
Judgment Day, Aliens, Ghostbusters, or
Total Recall. Visualize your adventure and
to your remarks, the WORLD OF GREYHAWK Suspend disbelief!
setting has received considerable attention from
sharpen up the details for maximum im- TSRs game designers and editors. Our 1991 and Dear Dragon,
pact. Then hit the heroes with everything 1992 TSR catalogs listed the following items for Im glad that artist Tom Baxa was able to
youve got, and listen to them scream. sale, all relating to this universe: WGR1 convince you of the existence of chain-mail
The players will love you for it. Trust me. Greyhawk Ruins, WGR2 Treasures of pants in issue #186, page 3. Apparently, you
Greyhawk, WGR3 Rary the Traitor, MC5 already accept such things as magic and vam-
GREYHAWK appendix to the Monstrous Com- pires. Get a grip!
pendium, The City of Greyhawk boxed set, the Joe Wiegand
GREYHAWK Wars boxed set, T1-4 Temple of No address given
Elemental Evil, WG8 Fate of Istus, WG9 Gar-
goyle, WG10 Childs Play, WG11 Puppets, Thanks. I needed that.
WGA12 Vale of the Mage, WGA1 Falcons Re-
DRAGON 7
Add African to your campaign world
by David Howery
Artwork by Jim Holloway

T he wilderness of Africa has been a monsters, magic, and mysteries. western perceptions of Africa, and movies
setting for fiction writers for over a centu- African settings have been mostly ig- and literature about Africa; many of the
ry. It's a common setting for tales of lost nored in existing AD&D game worlds. same sources that were used to design
races, ruined cities, and hidden kingdoms. This article presents a way to add an Kara-Tur. I have tried to keep the classic
Stories ranging from H. Rider Haggard's Africa-like continent to your AD&D game, pulp-fiction spirit for the setting, which is
King Solomon's Mines to Edgar Rice using examples, from real African history perfect for designing adventures. Note
Burroughs' Tarzan stories and the recent and folkolore. Of course this setting is not that Africa in this article refers to sub-
Congo by Michael Crichton use Africa as a the real Africa, any more than the WORLD Saharan Africa, not Arabian lands, which
background. The pulp-fiction adventure OF GREYHAWK is the real medieval Eu- are covered well in the AL-QADIM game
spirit of African stories is ideal for the rope or Kar-Tur is the real-world Orient. supplements or Egyptian-inspired cultures
AD&D game, due to the presence of It is a setting influenced by myth, our ehich are covered in such diverse sources

DRAGON 11
as Legends & Lore, FR10 Old Empires, and small native village, the jungle, and a river. ry to their taller neighbors. The other
I3-5 The Desert of Desolation module If you do not campaign in a published race, the bushmen, were once found all
series (for the AD&D 1st Edition game), TSR world, it is up to your DM to deter- over the Dark Continent. Now, their last
plus the D&D game product HWR2 King- mine where to place his or her Dark Conti- stronghold is the brutal desert to the
dom of Nithia. nent setting. Wherever it is placed, the southwest. A few packets of them are
This article presents part of a generic Dark Continent follows all normal AD&D found in other areas, but only in very
Africa-like continent (the Dark Conti- rules. The land has a different culture, small numbers.
nent? that can he dropped into most nor- climate, and ecology than the lands the The pygmies and bushmen live quiet,
mal AD&D settings Unusual campaigns players and their PCs are familiar with nonmaterialistic lives and do not have
may not include an African setting. however, and wise adventurers must nations or wars of conquest. The other
SPELLJAMMER, DRAGONLANCE, DARK adapt quickly to the new conditions, or natives have numerous warring tribes,
SUN, and the Maztica settings may he become one of the many skeletons that kingdoms, and even large empires. They
inappropriate, although imaginative litter the Savannah. are the main participants in gathering
Dungeon Masters can still make use of the trade goods. Unfortunately, they are also
information presented here (an African The land the main targets of slavers.
planet or entire crystal sphere for The Dark Continent is a varied land but Traditional AD&D demihuman races
SPELLJAMMER, or a new continental is hot nearly everywhere. The famous (elves, dwarves, gnomes, halflings) are not
land mass on Athas, Krynn, or Toril, fur rainforest roughly follows the drainage of native to the Dark Continent hut are
example). The other TSR campaign worlds large river basins. It is bordered on the found in the trading posts run by north-
are discussed below. east and south by a chain of mountains, erners. [Editors note: For DMs who feel
The WORLD OF GREYHAWK hills, and lakes. The hills and mountains that demihumans deserve their place on
campaign: For my original WORLD OF are low and weathered. Rainforest soil is the Dark Continent, pygmies may be a
GREYHAWK campaign, I drew up an ex- poor for European-style farming. The daily race of dark-skinned halflings, and the
tended map of Hepmonaland, making it rainfall leeches most of the nutrients from bushmen could be a race of nomadic
into a vast and wealthy continent of spice the soil. Once the tropical growth is re- elves.] Many humanoid races are also
traders, ivory hunters, warring natives. moved, the soil turns to hard clay in only a absent. There are no orcs, goblins, hob-
lost cities, and all that wonderful African season or two. goblins, bugbears, ogres, or ettins. In place
flavor. This was the original setting for To the north and south of the jungle, the of these, other humanoids have filled the
The Elephants Graveyard, and The thick trees gradually give way to open niches the other races normally fill. Tasloi
Leopard Men (see DUNGEON Adven- scrub and chapparal, and eventually to the and trolls live in the jungle. Gnolls live a
tures, #15 and #22). Recent events on wide savannah. The tropical plains are primitive life among the hyenas of the
Oerth (detailed in Greyhawk Wars and broad and level, broken by numerous hilly savannah. Kubolds and hill giants live in
From the Ashes), invalidated this set-up by ranges, plateaus, and gullies. The soil is the rough terrain, and utuchekulu stalk
revealing that Hepmonaland is a backwa- better for crops here, although water can through the forests. Other intelligent
ter area that had been conquered by the he scarce at times. creatures include lizard men, bullywugs,
Scarlet Brotherhood. With this knowledge, Water is plentiful elsewhere, and the grippli, mongrelmen, jackalweres, nagas,
the best place for an African continent is continent has numerous lakes, rivers, and eblis, and yuan-ti. Aarakocra, brightly
southwest of the Sea of Dust. It would he swamps. The rainforest has interlaced colored like parrots, live in the mountains.
difficult, hut not impossible, to set up systems of rivers and lakes, which form Sahuagin, lacathah, and nixies live in the
trade routes to this area. DMs will have to large drainage basins. warm seas.
draw up an extended map of Oerik to There are deserts in several places
include the Dark Continent. around the Dark Continent. The largest is Animal life
The FORGOTTEN REALMS setting: in the western part of the southern savan- The Dark Continent is home to the larg-
To date, the southern hemisphere of Toril nah. This is the last home of the ancient est normal land animals in the world.
has not been developed. The Dark Conti- bushmen tribes. All these deserts are hot The elephant, rhino, and hippo are com-
nent could easily he placed southeast of and arid lands of thorny scrubs and salt mon. Predators include many of the great
Faerun and southwest of Kara-Tur. It may sinks, To those who know how, a surpris- cats, such as lions and leopards, as well as
be difficult for trade routes to develop to ingly wide variety of game and forage can hyenas and hunting dogs. The savannah is
this area, but the obstacles are no worse be found even there. home to huge game herds, including ante-
than those between Kara-Tur and Faerun. lope, buffalo, zebra, and giraffe. The jun-
The AL-QADIM setting: While techni- The people gle holds no large herds, but game is still
cally part of the Realms, Zakhara is a land The natives of the Dark Continent have abundant. There are several species of
quite different from Faerun. The Dark become superbly adapted to the harsh small antelope, deer, okapi, and wild
Continent is a logical adjunct to Zakhara, heat of the land over eons of evolution. swine. Great apes live in the forests, in-
since the real Africa is adjacent to the real Dark skin and tightly curled hair seem odd cluding gorillas, chimpanzees, and small
Arabia. Due to proximity, the people of to northerners, but they are excellent communities of dakons (see DRAGON
Zakhara are familiar with the Dark Conti- adaptations to harsh sunlight. The natives issue #187 for theEcology of the Dakon).
nent, and have long-established trade are also immune to many of the deadly Monkeys are numerous, and baboons live
routes there. DMs should feel free to place diseases that lurk in the air and water. The in the hills.
the Dark Continent off the western edge natives know the land well and can find The hot climate is ideal for cold-blooded
of the High Desert. food and water there. Northerners find creatures. Snakes and lizards are common
The RAVENLOFT campaign: While that they must adopt the natives ways or Poisonous snakes thrive in the hot lands,
the Demiplane of Dread is too small for a perish. including cobras, asps, mambas, and vi-
whole continent, one of my adventures There are three main races of humans. pers. These kill more people than any
sent the PCs to a small island with a twist- Tall, dark-skinned natives dominate the other animals. Crocodiles are a hazard on
ed and evil version of an African jungle. Dark Continent and are found in most the rivers, where they feed on the hun-
This island was ruled by a cruel witch areas. The two other peoples are very dreds of species of fish. Insects and arach-
doctor who practiced voodoo and sorcery. scarce now but once were far more nu- nids by the millions are found in the
He broke the PCs limbs with voodoo dolls, merous. One race, the pygmies, live only jungle, ranging from tiny (disease-
and had werehyenas and undead for in the center of the jungle region. Once carrying) mosquitos to huge spiders.
servants, plus doll golems and demon- they lived throughout the entire rainforest Giant forms of common animals are
possessed animals. The island included a basin, hut have lost much of their territo- found in many areas: snakes, lizards,

DRAGON 13
frogs, insects, etc. The behemoth, a larger zombies to be their servants. Ghouls haunt python; #22, The Leopard Men: tuy-
relative of the hippo, inhabits isolated the jungles in packs of a dozen or more. ewera.
waterways. Unique types include the tyerkow and
The most dangerous animals are not the tuyewera. The lists below give those mon- Jungle adventuring rules
rhinos, elephants, or even the cobras. The sters most appropriate for an African Although the Wilderness Survival Guide
remnants of several dinosaur species live setting, along with the source book: (WSG) was designed for the AD&D 1st
deep in the jungle. These huge beasts are Monstrous Compendium, Vol. 1-3: aara- Edition rules, it is still useful due to its
rarely seen, even by the natives. kocra, aboleth, herd animal (camel, buffa- detailed treatment of wilderness travel. In
Note: For complete stats on African lo, antelope), ant (all), ant lion, carnivorous this section, the WSG is referred to by
wildlife, DMs should have a copy of the ape, baboon (all), barracuda, basilisk (all), page numbers.
AD&D 1st Edition Monster Manual. Sev- bat (all), beetle (rhinoceros, stag, water), The main problems with jungle adven-
eral common animals did not make it into behir, bichir, boar (warthog), bullywug, turing are the heat and humidity. Soldiers
the 2nd Edition Monstrous Compendium, great cat (cheetah, leopard, lion), centi- and adventurers do not wear heavy metal
including the rhino, gorilla, and hippo. pede (all), crocodile (all), crustacean (all), or padded armor. Only leather and hide
dinosaur (all), wild dog, dolphin, dragon armor are commonly worn. Characters
Plant life (black, blue, bronze, red), dragon turtle, who insist on wearing heavy armor run
The jungle is famous for its layered dragonfish, eagle, eel (all), elephant, giant the risk of suffering heat stroke; there is a
depths. The tree canopy stretches unbro- fish (catfish, gar), frog (all), fungus (all), 20% cumulative chance per hour of this
ken for hundreds of square miles. Plants ghoul (all), gnoll, hawk (all), hornet (all), occurring (WSG, page 28). Magical spells
of the jungle adapt to the daily rainfall by horse (use the pony entry for zebras), or items can negate the heat. However, the
growing leaves with pointed tips; these hydra, hyena, jackal, jackalwere, kobold, rainforest humidity plays havoc with
shed water quickly. leech (all), lizard (all), lizard man, locathah, metal armor (WSG, pages 28-29), causing it
The jungle does not give way suddenly mold (all), mongrelman, muckdweller, to rust at a rapid rate. Weapons of steel
to the savannah. The change is gradual, myconid, naga (all), giant octopus, ooze/ suffer similar fates. [Editors Note: For
with the trees slowly thinning out and slime/jelly (all), piranha, carnivorous plant those with access to the AL-QADIM Ara-
shrubs growing abundantly. Eventually, (choke creeper, mantrap, strangle weed, bian Adventures book, see the 2nd Edition
the trees become scarce, even the shrubs sundew, triflower frond), rat (all), ray (all), rules on heat and dehydration in Zakhara
thin out, and the savannah sweeps from sahuagin, scorpion (all), tasloi, thessalmon- on pages 78-82.]
horizon to horizon. The grasses here are ster (all), toad (giant, poisonous), troglo- Pack animals are available for sale in the
very hardy. They have adapted to the dry dyte, troll, vulture (all), wemic, wyvern, trading cities. Animals from outside the
climate by developing deep root systems yellow musk creeper, yuan ti, zombie. Dark Continent cannot be brought there,
and thin leaves, to reduce the area availa- MC4 DRAGONLANCE Appendix: insect due to prevalent hoof-and-mouth disease
ble for water loss. The animal herds are swarm, kani doll, trapdoor spider, stag. carried by local flies. Native-born animals
migratory, passing through areas quickly MC5 GREYHAWK Appendix: beastmen, are immune, but others will catch the
and grazing the plains almost down to the bonesnapper, dragon (cloud, mist), giant disease in 1-4 days, become weak and sick,
soil. Thus, the grasses are very hardy, dragonfly, grippli, grung, giant iguana, and die in another 1-4 days. In addition to
allowing for a quick recovery once the kech, sea snail, sea sprite, turtle (all), sea normal horses, camels, oxen, and donkeys,
herds have moved on. zombie, zygom. the PCs can buy tamed water buffalo.
Due to the influence of magic, several MC6 Kara-Tur Appendix: hannya, hista- These are docile animals with the same
plants have developed a crude intelligence. chii yuan-ti. statistics as wild buffalo (MC1, Herd ani-
These have devised a number of deadly MC11 FORGOTTEN REALMS Appendix mal). Their encumbrance and weight
attacks, as a way of supplementing the II: avian (all), cat (wild, change), harrier, limits are equal to those of a draft horse.
poor tropical soil. Plants like the blood- loxo, carnivorous plant (all), retch plant, Natives may be hired in the trading cities
thorn, yellow musk creeper, and choke rohch (dark), sand cat, monkey spider, as hirelings on expeditions. They are
creeper are infamous among the natives. saurial, tlincalli, tren. skilled at a variety of tasks: bearer/porter,
There are also many plants of the slime MC13 AL-QADIM Appendix: debbi, ele- pack-animal handler, valet, or spear bearer
category, such a green slime, yellow mold, phant bird, jungle giant, reef giant, living (askari). Pay for these men averages 1 sp
and zygoms. idol, lycanthrope (werehyena, werelion), per day but can be adjusted by each DM.
maskhi, mason wasp, sabu lords, serpent If more than ten are hired, one will be a
Monsters lord, winged serpent. village headman in charge of the others,
In addition to the threats of men, beasts, MC14 FIEND FOLIO Appendix: crab- paid at a rate of 1 gp per day.
and plants, many types of unnatural mon- man, darter, emerald dragon, gorbel, Disease lurks in the air and water of the
sters live on the Dark Continent. The sussurus. tropics, and is carried by insects. People
fiercest monsters of all, dragons and their Monster Manual (AD&D 1st Edition): ape who are not native to the Dark Continent
kin, are found in several areas. Black (gorilla), hippopotamus, masher, rhinoceros. have a base 5% chance per day (noncumu-
dragons thrive in the swamps, and green FIEND FOLIO book (AD&D 1st Edition): lative) to catch some form of disease. This
dragons live in the jungle-clad hills of the afanc, basidirond, bloodthorn, boalisk, chance increases to 10% in swamp areas
interior. Blue dragons prefer the arid dakon, giant fly, froghemoth, hybsil, and to 75% if untreated water is con-
savannah, while red dragons live in the wereshark, giant mantis, ophidian, giant sumed. There are two types of diseases:
mountains. There are few metallic or pedipalp (stats for this creature also can debilitating (70%) and fatal (30%).
neutral dragons, although cloud and mist be found in FOR2 Drow of the Under- Debilitating diseases reduce a characters
dragons may be encountered on mountain dark), solifugid, giant termite, verme. Strength by one point per day, until the
peaks. Bronze dragons live in the hills. Creatures from issues of DRAGON Maga- Strength score is down to half the original
Dragons are scarce on the Dark Conti- zine: #122, Gaming the Dark Continent: value, rounded up. There is a cumulative
nent, but their relatives are not. Wyverns chemosit, chepekwe, dingonek, getiet, 10% chance every day that the disease will
and hydras are common, and behirs infest ingogo, ngojama, nunda, nzefu-loi, break on its own. Once the disease breaks,
the hills. Worst of all, every type of thes- silwane-manzi, tyerkow, unthlatu, utuche- Strength is recovered at one point per day
salmonster has been seen on the conti- kulu; #137, Whats for Lunch: giraffe, of rest.
nent. Dragon turtles live in the seas, near okapi. Creatures from issues of DUNGEON Fatal diseases rob a character of one
the mouths of large rivers. Adventures: #10, The Shrine of Ilsida- point each of Strength and Constitution
Some undead are found among the evil hur: Ilsdahur, Tanarri lord; #15, The every day. When one of these abilities
tribes. Savage priests raise skeletons and Elephants Graveyard: snake, giant fanged drops below three, the character must

14 JANUARY 1993
make a system shock survival roll, based in this issue.] The natives tactics empha- trade and destroy slaver bands wherever
on his or her original Constitution, not the size ferocity and cunning. They excel at found. Unfortunately, these efforts are not
reduced score. Success means that the ambushes, and will drive home their united. Thus, the slavers are able to move
disease breaks, and the character will charges into the teeth of any resistance. from area to area and continue their wick-
recover one point each of Strength and The native kingdoms have organized arm- ed trade.
Constitution for each day of rest. Failure ies of trained soldiers equal to anything
means that the character will slips into a found in the north, and sometimes of far Trade goods
coma and dies in 1-3 days. larger size than feudal armies. The most The Dark Continent is a wealthy land.
If a character contracts a fatal disease, fearsome allies of the natives are the dis- The mineral wealth alone includes the
there is a 20% chance it is the dreaded eases that lurk in the drinking water. most valuable metals: gold, platinum, iron,
jungle fever. The rules for this are the Northerners have no natural immunities, copper, and silver. Gemstones are found in
same as for other fatal diseases, except and the diseases spread like wildfire many places, but mainly are of low value.
that the rate of loss and recovery of through their military units. There are rumors of ancient diamond
Strength and Constitution is two points For a northern realm to conquer the mines lost somewhere in the mountains.
each per day. Dark Continent would require a tremen- No one knows exactly where they are.
When reducing the Strength of a fighter dous investment in acclimatizing soldiers, One item that is rarely thought of as valu-
with exceptional strength (18/01 or high- forming units without polearms or cavalry, able is salt; this item is valuable in medi-
er), reduce the score to 17 the first day. and recruiting regiments of clerics to eval cultures. The Dark Continent has
Note that a heal or cure disease spell will combat disease. This is beyond the capabil- valuable salt deposits in its deserts.
cure a disease at any time. Anyone who ity of most realms, and the rest have not Products of nature are another source
recovers from a disease without the aid of felt confident they would win such a war. of wealth. Spices are abundant in the
magic is permanently immune to that The Dark Continent remains free because forests, including pepper, nutmeg, cloves,
disease. Magical curing grants only one of the people and the land itself. cinnamon, and ginger. Resinous saps are
months immunity. There are dozens of tapped from trees and made into incense
strains of debilitating and fatal diseases. Slavery and perfumes, A few types of wood, such
Immunity to one strain does not guarantee The real Africa of the Middle Ages was as mahogany and tropical cedar, are found
immunity to any others. home to numerous kingdoms. Compared in the forests. Many animal hides are
to European nations of the time, the Afri- valuable, including leopard, zebra, giraffe,
Warfare can kingdoms had large armies and vast cheetah, rhino, and hippo. Ivory is taken
No northern realm has ever made a wealth. However, the Africans never de- from elephants and hippos, but at great
successful conquest of the Dark Continent. veloped rifles or the ruthless exploration risk to the hunters.
Two elements conspire to defeat all in- urges of the Europeans. In the end, nearly The native kingdoms manufacture some
vaders: the climate and the natives. all the native kingdoms fell to outsiders. items valued in the north. Art objects of
Soldiers from the north are used to The slave trade was one factor in their bronze, gold, and ivory are exported, along
fighting in temperate weather and in downfall. While slavery has existed for all with cotton cloth, millet, and sorghum.
heavy armor. The tropics, with its humid of known history, it was the European
jungle and burning plains, play havoc with slave trade that devastated the continent. Native kingdoms
men and metal. Men cannot bear the heat In a vicious circle, native slavers caught Africa was the site of many organized
of heavy armor or the padding beneath it. slaves to buy guns to catch more slaves. kingdoms and cities in the Middle Ages,
Dizziness, unconsciousness, and heat This practice destroyed whole kingdoms, Their armies and culture surpassed nearly
stroke affect those who insist on such such as Kongo. European colonialism in all of Europe at the time. However, these
armor. Magic can negate the heat, but the 1800s destroyed the rest. cultures were also rather stagnant, and
such magic is never found in enough In the pseudo-medieval AD&D worlds, were destroyed by Europeans of the In-
quantity to equip a large body of troops. slavery is abhorred by most lands and dustrial Age.
In any case, the humidity of the jungle peoples. However, there are evil countries For a fantasy Africa, DMs are encour-
rusts metal quickly. Thus, most northern in these worlds too, who base their econo- aged to design their own kingdoms and
troops are forced to wear leather armor, mies on slavery. Among their victims are tribes, based on real African peoples.
which gives them no advantage over the the natives of the Dark Continent. [Editors Some examples of real cultures are given
natives. note: DMs may be able to adapt the mod- below.
Weapon choices must change in the ule series A1-4 Scourge of Slave Lords for Asante: The Asante (or Ashante) was a
jungle. Small to medium weapons (swords, use in this setting.] union of west-African tribes. In their
axes, maces, etc.) cause no problems and Slaver caravans move into the native traditions, the kingdom was established
are often used by the native kingdoms. lands across the continent, searching for when the priest Anokye called the Golden
Polearms, and the infantry block forma- small villagers or stragglers to put into Stool down from the heavens to alight on
tion based on them, are unwieldy in the chains. The native kingdoms are not usu- the knees of the first king, Osei Tutu. The
jungle. Siege weapons, such as catapults, ally targeted, as they have large military Golden Stool was the symbol of the Asante
are hard to move in the dense jungle or forces to discourage such predation. The king and union, and was sacred. One of
trackless Savannah. usual targets are the more primitive and the Asante/British wars began when a
The natives of the tropics have adapted isolated villages. Men, women, and chil- British governor declared he would find
well to warfare there. The warriors wear dren are taken, and the elderly and infirm the stool and sit on it. This whim caused
light armor equivalent to leather. Their are slain or chased off. Once captured, the hundreds of deaths. In spite of its primi-
shields are large and oval, providing more natives are chained into long, single-file tive culture, the Asante Union was a tight-
body protection than round shields. The lines and marched to the coast. Some die ly controlled country, led by the Asante-
preferred weapon is the versatile spear, on these merciless treks. On the coast, the hene (king). The capital, Kumasi, was clean
which can be used one-handed with a natives are packed tightly into ships for and orderly. The Asante were prosperous
shield, two-handed, when mounted, or can passage to the northern lands. Many more traders and fierce raiders. The last Asante-
be thrown. Knives, warclubs, and machet- die on the voyage. The slave trade is an hene, Kofi (King Coffee), had the misfor-
es are common melee weapons. The bow inhumane practice of cruelty and death. tune to engage the British in a series of
or blowgun is used by many tribes. Jave- Several of the northern nations have set wars (1873-1900) that shattered the union.
lins are used by some Savannah tribes. up friendly trade agreements with the Benin: This prosperous empire was
[Editors note: For more on African arms nations of the Dark Continent. These founded in west Africa about 900 AD, by a
and armor, see Arms & Armor of Africa nations have an intense hatred of the slave Yoruba people called the Bini. Their leader

DRAGON 15
was the Oba, a combination of king, high cavalry (camel and horse) but was mainly Zulu military organization (the impi),
priest, and warlord. Their holy symbol composed of infantry. For a brief time, tactics (the famed buffalo formation), and
was the leopard. The capital city of Benin Mali controlled the mysterious city of their main weapon, the assegai. After
was protected by an army wielding Timbuktu. Mali slowly fell into decline as conquering a large swath of savannah, the
swords, spears, and bows. The Bini were the Songhay empire arose, and eventually Zulus were halted from further expansion
shrewd traders who sold ivory, pepper, faded away. by the Boers. The Zulus were dependent
cloth, metal, and slaves for copper and Sokoto: Another west-African kingdom, on their cattle herds and gardens for
other goods. Benin was famous for its this loose empire bore a striking resem- sustenance. Their villages, called kraals,
bronze castings, ivory crafting, and skilled blance to feudal Europe. The Caliph ruled were collections of huts. In spite of their
artists. The Bini also practiced human over a number of Moslem emirates who bravery, the Zulus were outmatched by
sacrifice on a large scale in times of crisis. provided knights and men-at-arms to British guns. Although they won a handful
The greatest crisis of all was when the the national army. Much of the army was of impressive victories, the Zulu culture
British conquered Benin in 1897. As the mounted men with mail shirts and lances, was swept away by war in 1879.
redcoats advanced on the capital, they while the infantry organized around ban-
found hundreds of sacrificed corpses on ners. The emirs had a penchant for slave Other cultures
the trail and more in the city. This didnt raiding, although most of their income Tribesmen: This catch-all term in-
stop the British, and Benin was destroyed. came from trade routes. The army of cludes the primitive tribes of natives who
Ghana: This was the first of several Sokoto clashed with the British redcoats live throughout the continent. Many are
west-African kingdoms that controlled the and was destroyed piecemeal from 1897- concentrated in the rainforest region, but
local gold and salt trade routes. The peo- 1903. several live on the savannah. In spite of
ple called themselves the Ouagadou, after Songhay empire: This nation was one the rise of the native kingdoms and em-
Ouagada-Bida, a great spirit snake that of the last to rise in west Africa to control pires, 75% of the Dark Continents popula-
lived in the capital city of Koumbi. Ghana the gold and salt routes. Established by the tion live in primitive villages, surviving on
was ruled by a king who served as leader, Songhay people, the empire gained in hunting and subsistence agriculture.
high priest, supreme judge, and warlord. power as Mali declined. Originally fisher- Although there are numerous tribes,
In the Dark Ages, Ghana had a treasury men and farmers, the Songhay also be- they all have a few features in common.
and army that surpassed all of Europe. came traders, craftsmen, and warriors. Housing, adapted to the tropics, is
Armed with iron swords and spears, Their capital was at Gao, but they also thatched huts, which can be repaired
Ghana defeated an invading Arab army. controlled the important cities of Tim- quickly after the fierce tropical storms.
Koumbi was actually a pair of cities. One buktu, Jenne, and Takedda. Songhay was Communication between villages is by
was for government and religion, the divided into numerous provinces ruled by drums made of hide stretched over hollow
other was for business. Many trade goods governors. A crude caste system was logs. Messages can be relayed from village
passed through Ghana: cloth, metal goods, developed, mainly to create a professional to village by drum codes. Its possible to
leather goods, and cotton. The kings main army and avoid drafting skilled craftsmen. send a message 100 miles in two hours, in
income was the taxes from merchants. Much of the army was infantry, but there the more densely settled areas.
Ghana had a system of courts and courts were a few cavalry units. The Songhay Tribesmen live by a combination of
of appeal. Legend says that Ghana fell empire fell to Moroccan troops in 1590. gardening, gathering, and hunting. As the
when the warrior Amadou slew Swahili: The coastal area of southeast game herds are migratory and undepend-
Ouagadou-Bida, the protector of Koumbi. Africa was home to several large Swahili able, agriculture is the most important
In truth, Ghana was conquered by an cities. The most important was Kilwa, but source of food. Some tribes on the savan-
Almoravid invasion in 1067 AD. Ghana the others included Malindi, Mombasa, nah live almost entirely off their herds of
was able to put 200,000 men into the field Pemba, Zanzibar, and Mozambique. The cattle. The appearance of wild game is a
and still lost. This was one year after cities traded with India and sometimes bonus source of protein. Garden plots are
William the Conqueror was barely able to China; one of the cities sent a giraffe to protected by thorn bomas, to keep out
gather 7,000 men to invade England. the Chinese emperor. Gold, ivory, and raiding animals.
Kongo: This kingdom arose in the cloth passed through these cities. In the The tribal system of the primitive na-
northern area of modern Angola. From end, all were devastated by the Portu- tives is usually a loose collection of villages
the capital of Mbanza, the Mani-Kongo guese, who first raided and then estab- of people united by a common language or
(king) ruled over thousands of subjects. lished a protectorate over the area. religion. While there may be an overlord
The land was divided into numerous prov- Zimbabwe: This mysterious kingdom for the whole tribe, in general each village
inces and subject states. Like most African arose in the area of modern Zimbabwe, goes its own way. Only in times of war,
states, Kongo prospered through the trade once called Rhodesia. The empire around festival, or crisis does the entire tribe
routes in its territory. Kongo was de- it, set up by the Rozwi Bantus, was first gather in common cause.
stroyed in the 1500s, like so many others, called Monomotapa. The empire con- One of the main differences between the
by rampant slave raiding. trolled a number of gold-producing areas, social system of the Dark Continent and
Mali: This west-African kingdom rose and traded with the cities of the southeast feudal Europe is the importance of the
on the ashes of Ghana, to control the gold coast. A revolt in the south led to the family over the individual. This concept
and salt trade routes. Established by a establishment of another kingdom, Zim- carries over into the village structure, and
Mandingo people, the capital was original- babwe, based on a capital city of that eventually to the whole tribe. This system
ly Kangaba but was later changed to Niani. name. Ruins of the capital can still be seen offers some advantages: the elderly and
The near-legendary founder of Mali was today. The citys walls were 30 high and infirm are provided for, not out of charity,
Sundiata (hungering lion), who led the 20 thick. The kingdom had a roughly but out of a sense of family duty. On the
Mandingos to victory over the Sosso peo- feudal culture that lasted 300 years. Zim- other hand, there is also a loss of individ-
ple who had subjugated them. Sundiata babwe was overrun by Bantu invaders ual initiative. The tribesmen are less likely
established his control over several neigh- from the south, who did not reestablish to unite and overthrow evil chiefs or ty-
boring lands and came to rule a wealthy the kingdom. rants. Their system is not superior to the
kingdom. He is still revered today as a Zulus: This south-African people en- feudal culture of the north, just different.
legendary warrior. The ruler of Mali was joyed only three generations of empire but Many outsiders have been confused by the
called the Mansa. The kingdom was di- are famous for their bravery in battle. One natives system. Those who have learned
vided into numerous provinces, adminis- man, Shaka, arose from a primitive back- to adjust have found many friends among
tered by governors and mayors appointed ground to create a kingdom by conquest, the natives.
by the Mansa. The large army included much like Genghis Khan. He developed the Pygmies: These people once lived

16 JANUARY 1993
throughout the rainforest basin, but now There are also hares, bustards, warthogs, tor worship. The living are thought to owe
live only in a small part of the center of it. and ostriches. Predators include lions, a debt to the dead and vice versa, so each
Competition with taller neighbors has leopards, wild dogs, hyenas, snakes, and must look out for the other.
reduced their territory and numbers. ratels (a nocturnal carnivore resembling a Lesser gods and spirits are localized to
Superficially, they look much like the badger). Huge elephants, larger even than small areas, and exist in huge numbers
other tribesmen, only shorter. They have their kin on the Savannah, roam the and in great variety. Spirits may live in
dark skin, black hair, and stand 4 to 5 coastal fringe. Flocks of ibis, storks, and areas as large as a mountain or as small as
tall. herons are found in the scarce water one animal. There are no large and grand
The pygmies are a hunting/gathering areas, dodging the hippos and crocodiles. churches, only small and humble shrines,
people. They have no crops or herds. They Fodder for large game is sparse, but the but these are respected and revered.
live in harmony with nature, never threat- hardy grasses and thorn trees can support Priests are an important part of the com-
ening wildlife populations; they dont even creatures as large as elands. While barren munity and serve a variety of roles. Some
cut down trees. The men are hunters, and when compared to the rest of the Dark are counselors to nobility, some are heal-
carry spears and small bows. Their arrows Continent, the desert provides for the ers, some are prophets, some are psychol-
are often poisoned when hunting game. needs of the bushmen. ogists, and some are frauds.
Women are gatherers of plants, nuts, Bushmen are well adapted to the desert, The witch doctors of the native villages
crabs, insect larvae, and wild honey. Some and wear little other than loincloths and are not the savage evil priests of common
tribes use large nets strung across game sandals. Their hunting arrows are often perception. They are the intermediaries
trails to capture small game. The women tipped with a venom made from beetle between spirits and men. Some turn to
act as beaters to drive animals into the larvae. Their weapons are of wood and evil and become threats to mankind. Most
nets. stone, and include javelins, bows, and are benign priests who use their spells to
Pygmies live in small groups of 6-15 clubs. Snares are used to capture small aid their villages. To the natives minds,
families. Their huts are small domes of prey. Women are gatherers, and collect there are no accidents. All misfortunes are
leaves over bark strips and woven branch- the plants that make up the bulk of their due to evil spirits and the wicked priests
es. The groups move to new locations once food. Half the bushmens diet is a nut who control them. The role of the witch
per month, to find new foraging grounds. called mongongo. Wild honey is a rare doctor is to intercede on behalf of his
Since they are nomadic, the people own treat. village to prevent misfortunes.
only what they can carry. Pygmies are a The bushmen society is appealingly
monogamous and generous people. Food is peaceful. The various villages get along Character classes
shared according to complex rules, but very well, and individuals frequently move All of the basic character classes are
everyone eats. between them without prejudice. Children found among the natives of the Dark
Pygmies are not isolated. They trade are raised very leniently. On the negative Continent: warrior, mage, priest, and
with their taller neighbors, obtaining salt, side, the bushmen have no strong leaders rogue. The druid and bard are inappro-
tobacco, and metal for meat and hides. and are disadvantaged when facing more priate, and should be restricted to north-
Unlike other natives, the pygmies have aggressive neighbors. The bushmen are a erners in the trading posts. Rangers are
little art beyond painting their bodies and happy and sympathetic people, laughing at found among primitive peoples across the
on bark. They do not carve wood or sculpt misfortunes in order to ease their burden. continent. At each DMs option, paladins
stone or metal. Like most native tribes, the bushmen are and specialist mages can be found in the
Pygmies have a complex religion. Their artists. They paint images of men and native kingdoms. Armor and weapons may
supreme deity is the Lord of the Forest. beasts on cliff walls. These paintings are be restricted, as noted earlier.
He rules everything because he created durable and examples thousands of years The Complete Character Handbook
everything. He sends leopards to the old have been found in dry areas across series describes numerous character kits
camps of those who offend him. Lightning the continent. Jewelry is made from egg that add more details to the basic classes,
storms are signs of his displeasure. shells and beads. creating unique characters with specific
Bushmen: These people were once The bushmen have a complex and color- backgrounds and skills. Those appropriate
common all over the woods and savannahs ful religion, and numerous folktales. All of to an African campaign are given below.
of the Dark Continent. Now, their last these are passed on orally, as they have no An asterisk (*) indicates that the kit is
stronghold is the desert south of the sa- writing. Much of their folklore focuses on found only in native kingdoms of high
vannah. The bushmen call themselves the the animals around them. The most re- culture.
First Race. As newer tribes took over the vered animal is the mantis, and numerous Fighter: amazon, beast rider, gladiator*,
land, they actively hunted the bushmen, tales are told of him and his gifts to the myrmidon*, peasant hero*, savage, wil-
intending to exterminate them; they near- bushmen. Other tales tell of the wars and derness warrior. Thief: assassin*, bandit,
ly succeeded. schemes of other animals. The moon is the beggar*, bounty hunter, scout, smuggler*,
Bushmen are a short race, averaging 5 symbol of renewal, as it waxes and wanes spy*, thug*. Priest: amazon priestess,
tall. They have yellowish-brown skin, (regrows and dies). peasant priest*, prophet, savage priest,
slanting eyes, and round heads with deli- scholar*. Mage: academician*, amazon
cate ears. Their feet are small and delicate. Religion and magic sorceress, anagakok, militant wizard,
Their society is a typical hunting/gathering Medieval Africa had a great variety of peasant wizard*, savage wizard, witch.
society, with no crops or herds. They live native religions, but most were eventually
in small family groups of up to 30 people. replaced by Christianity or Islam. In spite Magical items
Bushmen are nomadic, and their huts are of this diversity, most had several points in The variety of magical items differs from
easily-made domes of grass over woven common. those found in the feudal north. Magical
branches. They move frequently, forced to The creator of the world is a single high weapons work the same as in other lands,
find new foraging grounds. Bushmen own deity, not human, but a life energy. The but magical spears and bows are far more
only what they can carry. Water is stored high god once lived among men but left common than swords or maces. Metal
in ostrich egg shells. them in anger. The reason for his leaving armor is very rare, while leather armor is
The desert is not as barren as is com- is sometimes said to be an abusive woman, common. Crossbows, staves, and polearms
monly thought. Most of the game found excess sin among men, or men who are are absent, and metal shields are rare.
elsewhere on the continent is found in the too greedy. Death is thought to be a rejoin- Potions are very common, but scrolls (and
desert, although in smaller numbers. ing to the life energy. The spirits of the writing) are rare. Rings may be worn in
Numerous types of antelope are hunted, dead and the yet-to-be-born exist among the nose or ear, not just on the fingers.
from the tiny duiker to the huge eland. the living, which commonly leads to ances- Rods, wands, and staves are very scarce.
DRAGON 17
Among the miscellaneous items, only bags, may also cast spells as if he were two creased the number of sacrifices made.
amulets, beads, gems, and stones are com- levels higher than his actual level. All these Far to the south, the kingdom of Konogo
monly found. Items like books, robes, and benefits are lost if the priest steps out of (based on Kongo) stands on the edge of the
helms are rare. There are also unique the hut. The hut is immobile. rainforest. This land is wealthy but suffers
items on the Dark Continent, described Spirit mask: Many tribal religious cere- badly from the organized slave raiding of
below [Editors note: Also see the Bazaar monies involve the wearing of wooden Rastyl.
of the Bizarre in this issue for more sav- masks, that depict stylized men or animals. Several more primitive kingdoms have
age magical items.]: The masks serve to focus power, and appeared in recent years. On the western
Boli: This is a man-sized statue of hu- enchanted masks actually focus magical coast, the union of Kumasa (modeled after
manoid shape that is dedicated to some energy into the priests who wears them. the Asante) rules a land of unified tribes
type of craftsman skill: metalworking, etc. With the mask, a priest achieves the maxi- from the city of the same name. The king
If the boli is given a small offering of food mum result in spellcasting. Thus, healing rules from the Golden Throne, an ancient
or drink every day, the craftsman will spells always heal the maximum amount, and sacred relic. On the opposite coast,
automatically fail a proficiency check only and other spells will last for the maximum hundreds of miles away, a very new king-
on a roll of 20, and receives a - 1 bonus to possible duration. Spirit masks will func- dom has arisen, under the rule of the
the die roll. If the offering is not made, the tion only for a cleric of the deity who Matuso tribe (modeled after the Zulus).
craftsman will always fail proficiency enchanted it, and work only within the The Matuso chief, NKosi, is a brilliant
checks until he begins to make offerings boundaries of a single village. military leader who has used his genius to
again. Tabele: This famous war drum (there is overwhelm his neighbors and now rules
Calabash of plenty: This bowl is a favor- only one) gives great power to the war- over a wide area of Savannah. His nearest
ite item of nobles and chiefs. On com- riors of a single village. To be effective, the rival is the land of the NTshane to the
mand, the bowl will fill with whatever tabele must be set up within a village. If it west. Long ago, this tribe domesticated a
normal food and drink the owner desires, is sounded during the religious ceremonies species of zebra called the quagga and
twice per day. that are done before battles, the warriors now uses them as mounts and pack ani-
Hunting charm: This small amulet is within the village gain the following bene- mals. The wild riders of the NTshane
prized by tribal hunters. With this charm, fits: immunity to fear (no loss of morale); carry long spears and clubs; their culture
a hunter automatically encounters some + 1 to attack and damage on melee at- is still fairly primitive. The NTshane caval-
type of game animal, but must close and tacks; increase of 2 on movement base. ry and Matuso impis have often clashed in
kill the animal normally (WSG, page 59). These benefits last for one battle only. the no-mans land between them. Neither
Jar of comprehension: This water jar The tabele may be captured and moved to has proven to be dominant over the other.
holds special powers for those who wash another village, which will then gain its The rest of the continent is a primitive
their hands in it. One variety (75%) allows benefits. Currently, the tabele is lost, and land of numerous independent tribes and
communication in any human language its location unknown. Any tribe that finds villages, as well as large unknown, unex-
for two turns. The second variety (25%) it would gain great power and respect, as plored areas. The natives are as varied as
gives the same ability with animals. The well as attracting the attention of others people elsewhere. Some, like the Wa-
jar may be filled with any water. who desire it. tangas, are friendly to outsiders. Others,
Ngona horn: This is a short piece of like the Ngoto, are fierce and independent
antelope horn that has one of a variety of Geography & politics savages who war on all strangers. A few,
powers. These powers are to be deter- The map with this article outlines a like the hated Kanakres, are evil cannibals.
mined by each DM, but often copy those fantasy African continent. It is loosely Most of the Dark Continent, particularly
of minor miscellaneous magical items. based on my original campaign maps. the interior and its peoples, are unknown
Some horns allow the bearer to breathe Rainforest dominates the center, bordered to the feudal north. Those who go there
underwater, some allow silent movement by mountains, lakes, and hills. The jungle are discoverers and explorers as well as
as boots of elvenkind, and some confer the is centered on the drainage basins of two adventurers.
benefit of fire resistance, as the ring of the large river systems. Vast expanses of sa-
same name. Each horn has only one vannah stretch to the north and south. Conclusion
power, and the power is never destructive Deserts are found to the far north, south- Once again, this article does not create a
or overwhelming. west, and northeast. very close copy of the real Africa of the
Potion of neutralization: This potion is There are two trading cities maintained Middle Ages. It has been designed for fun
valuable in emergency situations. If a by the feudal north, both on the northern and a good adventuring atmosphere. The
character who has been poisoned by any coasts. Fort Thunder is a prosperous town real medieval Africa was not as primitive
means drinks this potion before death that coexists peacefully with the natives. or as unexploited as the lands and peoples
occurs, the potion will neutralize the toxin Friendly trade agreements bring prosper- given here, and was home to numerous
instantly. ity to both sides, and many adventurers kingdoms. If desired, DMs can create a
Potion of seeing: This potion instantly are found within the towns walls. Rastyl is land more like the historical record.
cures blindness in the imbiber, whether it a town founded by an evil nation to the The Dark Continent is intended to be
was the result of natural or magical north. It is a base for many slaving bands, connected to the normal AD&D feudal
means. raiders, and hunting groups. Although lands, to add a further adventuring area
Spirit hut: Rarely, the deities of the na- separated from Fort Thunder by many with a unique culture. The land serves
tives will grant their priests a special place miles, the two towns hate each other equally well as an extension for a Europe-
of worship that focuses their power. This intensely and try to foil each others plans an campaign, an AL-QADIM campaign, or
boon is rare; spirit huts are found in one at every opportunity. even a campaign composed entirely of
village in a thousand. The hut looks like There are native kingdoms present that African adventures. In any case, DMs are
any other hut from the outside, but the rival or surpass the feudal north. Mibida encouraged to read more about the real
interior is decorated with religious sym- (modeled after Mali) is an opulent city that medieval Africa, to add to the already
bols and items appropriate to the deity. exports gold and salt to Fort Thunder. It is interesting setting.
Only the village priest can enter the hut one of the wealthiest nations in existence.
safely. All others must save vs. spells or be Far to the west, the city of Kinitah (based
stricken with fear and flee for 2-5 turns. on Benin) rules a large territory of jungle.
Inside the hut, the priest is never sur- Famed for its artists and merchants, Kini-
prised, has a 25% magic resistance, and is tah has fallen under the influence of an
immune to fear and confusion spells. He evil cult of priests, who have greatly in-

18 JANUARY 1993
DRAGON 19
A foreign feast for AD&D game

A frican weapons are as rich and varied The weapons described and the general- Warfare generally had a tribal basis in
African history, rather than one based on
as the people of that massive continent. izations made here apply for the most part
Just as many aspects of an African-based to Africa just prior to the age of European a state or feudal system as in Europe and
fantasy milieu are unlike those of a typical colonization. Very ancient cultures, or the Orient. Even in what seem to be excep-
AD&D game milieu, many of those weap- those which are so unique in their arms tions to this rule, such as the military state
ons are also distinctly different from the and armor that they are best treated as founded by the Zulus of southern Africa,
ones you see in medieval-type campaigns. subjects unto themselves, are not included one can usually find a tribal root.
This article presents some unusual but here. Thus, for example, the weapons and Africa, too, is devoid of many aspects of
well-known equipment used by warriors armor of Egypt and Carthage are not warfare associated with Europe and the
of that vast land. discussed at all. East. Having few walled cities meant that
siege engines were never developed; pyro-
technics were unknown until contact with
Arabs or Europeans; cavalry was almost
unknown; armor other than shields was
very rare.
Arms commonly used throughout Africa
in the pre-colonial period were bows,
clubs, daggers and a wide variety of
spears and shields. Various other weapons
were developed by individual peoples, and
there are a plethora of variations on
known weapon types.

Major African weapons


Assegai: This short stabbing spear was
unique to the Zulu people of southern
Africa. Known to them as an iXwa, this
weapon was kept so sharp that it was used
for shaving. The assegai was about 4 long,
with a swordlike blade about 18 long. It
was more fearsome in melee than a nor-
mal spear, inflicting 1-8/1-10 hp damage in
AD&D games. It was not really a throwing
weapon, however, and could be hurled
only half as far as a normal spear. The
assegai was usually used in conjunction
with a shield, but if used two-handed in
games it adds + 1 to damage rolls.
Bolas: Used more in hunting than in
warfare, bolas consisted of three hide
cords joined together with weights at the
cords ends. The weights were usually
stones held in leather pockets. Damage
from the bolas was incidental, as the
weapons main function was to entangle.
If a successful roll to hit is made using a
bola in campaign play, the target takes
damage and must make a saving throw vs.

20 JANUARY 1993
by Michael J. Varhola
Artwork by Scott Rosema

warriors

paralyzation. Small creatures save at -2, Knobkerrie: Also known as an iWisa, in Africa as far north as the Sudan. In
and large creatures at +2. If this save is this weapon is a club fashioned of hard- addition to its use as a melee weapon, the
failed, the bolas wrap around the targets wood with a long, straight haft and a head knobkerrie can also be thrown. Some
legs and stop it, causing it to fall down if it that typically looks like a slightly flattened oversized varieties of knobkerrie are
was moving when struck. Normally, crea- ball. This knob is sometimes faceted and thought to have been used either for exe-
tures without legs cannot become entan- can vary in size from that of a fist to much cutions or ceremonies.
gled by bolas, though long arms make larger. The knobkerrie is often associated Longbow, Kenyan: The Kenyan long-
good targets. Entangled but standing crea- with the Zulu people, who use it to this bow was one of the strongest simple bows,
tures attack at - 1 to hit, are themselves day, or the neighboring Xhosa and Basotho far more powerful than the famed English
attacked at +2, and must make a Dexteri- folk. However, it was also used elsewhere longbow. The average English bow had a
ty check on 5d6 every round they move or
else fall over. Prone creatures attack at -2
and are attacked at +4.
Removal of entangling bolas can be
undertaken automatically if a full round
can be devoted to the attempt. Entangled
creatures who are attacking or defending,
or who are bound or without hands, must
make a successful Dexterity check on 3d6
to disentangle themselves from bolas. This
may be attempted once per round.
Bolas were a Stone Age weapon and are
usually used only by the most primitive
peoples in an African campaign. The Com-
plete Fighters Handbook describes bolas
that allow for somewhat more dramatic
effects than this simple hunting weapon.
Knife, throwing: These weapons
were not really knives as commonly envi-
sioned; they had complex blades with two
or more edged or pointed protrusions.
Because of their size and extravagant
shapes, they might just as well be called
throwing axes. Such weapons were used
throughout Africa, notably in the Sudan,
the Congo, and by several peoples of cen-
tral Africa.
Unlike most hurled weapons, throwing
knives were often thrown along a horizon-
tal plane as well as a vertical one. Because
of their size and form, these weapons
inflicted more damage than most hurled
weapons. Their multiple-edged branches
increased their chances of hitting an oppo-
nent, and they were even known to
bounce over or around shields to strike an
enemy. Thus, they have a nonmagical + 1
bonus to hit when hurled.

DRAGON 21
draw weight of 80 lbs., whereas the aver- and inflicted less damage if used one- Arquebus: Matchlock gunpowder
age Kenyan bow had a draw weight of 130 handed, so they inflicted greater damage weapons were not indigenous to Africa
lbs. An arrow from it inflicted impressive than normal or throwing spears. If and appeared only in the hands of Europe-
damage. However, because it had such a thrown, heavy spears are - 1 to hit and an or Arab adventurers. These weapons
heavy draw weight, the Kenyan longbow inflict damage as if wielded with one hand. were envied and sought by many African
had a slower rate of fire than a normal Spear, throwing: The throwing spear rulers who learned of them. Ultimately,
bow. was the most common weapon of Africa however, firearms heralded an age of
Nyek-ple-nen-toh: Nothing more than and was generally superior to spears used darkness for African cultures, and DMs
a huge straight razor, this weapon had a elsewhere in the world. Such spears in- may wish to omit them from African
very broad, 30-long blade projecting flicted the full damage of normal spears, adventures.
from a short handle. The nyek-ple-nen-toh but could be thrown as effectively as if Battle axe: Axes were used in many
was wielded by razor-women, a company they were javelins. parts of Africa and ranked second only to
of female warriors maintained by the king Swordlet: The swordlet was a short spears in popularity as melee weapons.
of Dahomey. It was a two-handed weapon swordlike weapon used by some of the Several different types were produced.
whose sharp steel blade was engraved forest dwellers of central Africa. It was Axes were common in the Congo, in what
with symbols and often richly embellished. generally as broad and nearly as heavy as is now Zaire. Most of these axes have a
These fearsome weapons were used for a short sword, but not quite as long. Fur- heavy wooden handle with a large bulb at
executing enemies of the king. (For ease of thermore, such weapons usually had a the top of the haft, from which projects
reference, these can be called razor round, broad, axelike tip, making them the head. Ceremonial axes may have com-
swords.) more effective at slashing than thrusting. plex heads or hafts embellished with cop-
Paddle spear: A multipurpose weapon, Some were of impressive quality. Various per foil, or be decorated with the images
the paddle spear was primarily a paddle knife-swords and cleaver-knives ap- of heads or other motifs.
used by river tribes to propel their boats. peared as tribal weapons throughout Bill hook: The use of this weapon by a
A paddle spear had a long, broad, Africa, and these usually conformed to the tribe of the Congo River is a reminder of
spearlike head with sharpened edges, and characteristics of the swordlet. the great variety of weapons that were
was made entirely of wood. The head was Trombash: This distinctive weapon, a used throughout Africa.
often half the length of the weapon, and it type of throwing stick, was used by the Bow: Long and short recurve bows are
was sometimes considered to represent a Sudanese. About 2 long and made of the most likely kinds to be encountered in
step in the evolution of the sword. The hardwood, the trombash had an acute an African milieu. Many peoples used
paddle spear was better suited for melee striking edge and a sharply upturned end. bows, from the Pygmies with their short
than for throwing; it could be hurled as a Its evolution and use can be compared bows to the Kenyans with their powerful
normal spear but at - 1 to hit. with the more familiar boomerang. This longbows (q.v.). Other bow-users included
Shoka: This is a variety of battle axe weapon inflicted damage from the way it the Hadza, a nomadic people of Tanzania,
about 2 long. The weapon typically had flew into a target, so it inflicted more who used normal longbows.
a hardwood haft and a triangular iron damage when thrown than when used as Club: Many forms of clubs and sticks
head; the head was attached to the haft by a melee weapon. It was better suited to could be found in an African adventure,
a spike on its back, driven into the wood. hurling than a normal club, and had a both for use as melee and as thrown
The shoka was the weapon of the Basuto better range. Various other types of weapons. Most of them conform to the
people, who inhabit the area around Lake throwing sticks were used throughout characteristics of normal clubs, but some
Tanganyika in central Africa. Other tribes, Africa, but most had the same general thrown varieties are more akin to the
including the Basotho of southern Africa, appearance as the trombash and con- trombash (q.v.).
used similar axes. If this heavy weapon is formed to the same characteristics. Crossbow: Light crossbows were used
wielded with two hands rather than one, in the Congo and other parts of Africa, but
it gains + 1 to damage. The shoka is not a Other African weapons more for hunting than for warfare. These
throwing weapon. Some weapons popular in typical AD&D weapons were simple affairs, triggered by
Shotel: A descendant of the khopesh, campaigns were used in Africa. However, squeezing a long spine that ran perpendic-
this double-edged weapon looked like a these have almost always been modified to ular to the bottom of the weapon.
large sickle. Also called an Abyssinian some extent or decorated in accordance Dagger: Daggers of many descriptions
sword, it was used by peoples in what is with the customs of the users. were used by virtually all the peoples of
now Ethiopia. The shotel was awkward to The weapons of an African campaign Africa. For example, the telek was a long
use, having a small hilt, and was slow to will often be of materials familiar to play- fighting knife used by the Tuaregs of
draw from its scabbard because of its ers. Iron, often tempered into steel in northern Africa. It was worn on the inside
wide curve. Its only advantage was that, small clay forges, was used to forge weap- of the left forearm with the hilt pointing
because of its curve, it could be swung so ons by African smiths. Indeed, a high level downward, and drawn with the right
as to strike behind an opponents shield. of metallurgical and weapon-smithing hand. Teleks were long and slim, and had
Thus, shields in AD&D games are one step ability existed among many of the peoples a large, cross-shaped pommel. Another
less effective against this weapon (i.e., of the African continent. Quite often, arm knife was used in the Sudan and
normal shields are wholly ineffective, and skillful and artistic metalwork represented worn on the upper left arm. This sort of
magical shields or those used by warriors the highest form of technology possessed dagger typically had a broad, T-shaped
with shield proficiency are less effective; by an African people. Iron nuggets were pommel, and sometimes has a wide cross
shield proficiency is described later). collected and cold-forged into spear heads guard.
Smaller versions of this weapon also exist- and other weapons. Weapons were made Hand axe: Hand axes were used by
ed; such dagger-sickles function just like of copper where it was available, or even several African peoples, particularly in the
normal shotels but inflict damage like bronze if tin could be procured. Some central and southern parts of the conti-
daggers. weapons, like swordlike clubs, were made nent. Sometimes there is a fine line in
Spear, heavy: Some African peoples, of wood covered with sheets of copper. distinguishing African battle axes from
such as the Masai, favored spears that Arrows, bows, and the shafts of weapons hand axes. Many hand axes had narrow,
were slightly longer and had broader such as spears or axes were almost always V-shaped iron heads, the point of the V
heads than normal spears. These heavy of hardwood. being the striking portion of the axe. A
weapons were primarily intended for Listed in parentheses after each weapon straight spine typically extended from the
melee rather than as missile weapons. are the names of similar weapons that crotch of the V and was embedded into
They were designed for two-handed use conform to the same basic characteristics. the haft of the weapon. These were almost

22 JANUARY 1993
always used in melee, rather than for swords were pierced with geometric pat- peared in Africa, it was brought there by
hurling. terns and had hilts and round guards and the Arabs.
Javelin: Javelins and throwing spears pommels of worked gold. Swords such as Short sword: Short swords were used in
will be encountered throughout an Afri- these could very well be magical, but northern Africa but appeared in other
can milieu. The intshuntshe was the light would probably not have any combat areas as well. For example, various short
throwing spear of the Xhosa, who would bonuses. Instead, they might bestow some swords were used by central African
carry seven or eight into battle. When power or benefit to a ruler or envoy. tribes in the vicinity of the Congo. The
closing for melee, a warrior often broke Similar swords were used by the peoples takouba was a thin short sword used by
the shaft on the last javelin, reducing its of the Gold Coast and Dahomey, usually the Tuaregs. It looked much like a large
speed factor to 3 as a hand-to-hand weap- for ritual sacrifices or executions. telek (q.v.), the Tuaregs dagger. Babanga
on. Another javelin, also used by the Xho- Long sword: Only a few true long were produced by natives who lived along
sa, had a sharpened spike for a head, swords appeared in Africa. Of note was the Gaboon River. These swords had leaf-
rather than a blade. the kaskara, a variety of Sudanese long shaped blades and squared tips. The peo-
Knife: As with daggers, many sorts of sword also used by the Baghirmi people of ple of Gabon used wide, thin, double-
knives were used in hunting and warfare the Sahara. This sword might easily be at edged, steel short swords, with hilts
in Africa. first mistaken for one of medieval Europe- bound with copper and brass wire. In East
Lance: Spears are often referred to as an manufacture, as it was straight and had Africa, the Masai used a short sword with
lances, but true lancesweapons used by a cruciform shape. The kaskara was used a diamond-shaped cross-section, leaf-
mounted warriors who have stirrups for slashing and thrusting, and was car- shaped blade, wire-wrapped hilt, and no
were almost unknown in Africa. One ried in a leather scabbard distinguished by guard.
exception were the light lances used by its coffin- or lozenge-shaped end. Many
Bornu cavalry in northern Nigeria. kaskara had blades etched with mystical- Shields and armor
Spear: No other weapon is more univer- looking sigils and letters, and there were Shields were used by nearly all the peo-
sal to hunting and warfare in Africa than several of ancient manufacture that were ples of Africa, and many distinct varieties
is the spear. Because it is such a staple considered to have magical properties. existed. However, whereas shields were
weapon, several varieties of spear, in many Some legends have it that kaskara were common in Africa, body armor was virtu-
forms and sizes, will be found throughout relics of the Crusades. The flyssa, used by ally nonexistent, with a few exceptions.
an African milieu. the Kabyles of Morocco, was about 3 Some of those exceptions are examined
The long spear described in The Com- long, single-edged, and straight-backed. here.
plete Fighters Handbook was not com- The blade bowed out somewhat about African shields were light, well made,
mon, as most spears were intended for midway up the weapons edge, doubling and well suited to parrying the blows of
throwing as well as melee. The most com- the width of this slim sword, then tapered melee weapons. Most were medium or
mon variety of spear is the throwing again toward the tip. large in size, although bucklers and small
spear, described earlier. Some tribes, such Scimitar: Wherever the scimitar ap- shields were all used by various African
as the Masai of eastern Africa, used spears
with long, wide blades; these are the
heavy spears also described previously.
The Dervishes of the Sudan used a spear
with a bamboo haft and a broad, leaf-
shaped blade. It should be treated as a
normal spear, as should any other normal-
sized spear that is not intended primarily
for throwing.
Barbed spears were used by some tribes,
such as the Mobati of Zaire. On a roll
attack of 20 or better, a barbed spear
sticks in its victims. The spears wielder
must then roll his Strength or less on 1d20
to wrench it out. If successful, the victim
takes an additional 1-3 hp damage. If the
attacker fails to pull the spear free, the
victim can make a saving throw vs. paraly-
zation to try to remove it without taking
additional damage. If this save is failed but
the number rolled is also less than his own
Strength, the victim takes 1-3 hp damage
while tearing the spear from his wound.
Sword: Swords were far more rare in
Africa than in a medieval milieu. They
were used predominantly in northern
Africa and by several tribes of western
Africa. However, it is certainly possible
that swords of ancient or foreign manufac-
ture could have found their way into the
hands of certain tribes.
Broad sword: In western Africa, heavy
curved broad swords were symbols, rath-
er than weapons, of the Ashanti state.
They were carried by their blades, hilt
upward. Swords such as these were some-
times carried by envoys as symbols of
their authority. The blades of Ashanti
DRAGON 23
peoples. All, however, conformed to the quite significant to the Zulu. For example, pieces of lion skin, indicating that they had
general characteristics of shields as de- new regiments of Zulu warriors carried killed one of these beasts.
scribed in the AD&D game. shields that were black. As they gained The Ashanti, a fierce West African tribe,
Most shields were of hide or basket- experience, they would be allowed white used large rectangular shields consisting
work. Such shields were quite durable, spots on their shields. The most experi- of a wicker framework over which hide
but weighed only half as much as normal enced veterans might have white shields, was stretched. Ashanti commanders also
shields of the same size. with few or no black spots. used a lightweight form of armor: the war-
Hide shields generally consisted of a Other tribes also preferred shields of smock, or batakari. The batakari was
frame of bent sticks, with a stick running hide, and these often had distinct appear- covered with leather pouches that held
from top to bottom in the middle of the ances. Those of the Masai, for example, magical talismans, reputed to protect their
shield, projecting a few inches above and were highly convex and decorated with wearer from harm. The batakari in the
below it. The hide was stretched over this paint. AD&D game bestows only AC 9 and is
frame, and the central stick was used as Basketwork shields were typically treated as leather armor in all ways. How-
the shields grip. Many tribes deliberately woven from palm fronds. The soldiers of ever, it should be considered magical ar-
left the hair on the hide, which gave the Benin used shields of such material, basi- mor and may have potent magical
shields distinctive appearances. Indeed, cally rectangular in shape but wider at the properties.
some peoples or war bands used hide only top than at the bottom. The Bornu of northern Nigeria used a
from certain kinds of cattle to give their Basotho warriors, in southern Africa, form of quilted cotton armor for protect-
shields a uniform look. used small hide shields that each had a ing both mounted warriors and their
In southern Africa, the Zulus used a pair of winglike projections at their top horses. The armor covered the warrior
cowhide shield that they called isiHlangu. and a smaller pair at the bottom. These from his shoulders to his ankles, and a set
The isiHlangu is oval-shaped, about 2 shields were used for parrying hurled included a quilted cotton helmet. It was
wide and 4-6 long, depending on the weapons. In game terms, such winged typically dyed into patterns of large blue,
height of the warrior it was made for. The shields function as medium shields against red, and white checks or diamonds. Such
bottom end of the stick was used when hurled weapons but as bucklers in melee. armor should be treated as padded armor
resting the shield, and the top end was Large, round shields of hippopotamus in all ways, and the horse armor has the
adorned with a pompon of feathers or hide distinguished the Sudanese. Wealthy characteristics of half-padded or padded
hair. A wide, double row of binding laces or successful warriors embellished these barding, as appropriate (Players Hand-
ran down the middle of the shield. The shields with worked strips of brass or book, pages 67 and 71).
color and patterns of these shields were silver, and some decorated theirs with Helmets were more common than body
armor, but still far more rare than in a
European milieu. These were usually con-
Table 1 structed from the same materials that
African Weapon Statistics shields were. For example, in Benin, round
helmets were constructed of leather or
Weight Speed Damage basketwork. These helmets had a round
Item cost (lb.) Size Type factor S-M L crest or comb on top of them, and earflaps.
Assegai 2 gp 1 M P/S 4 1-8 1-10 Most helmets in an African milieu will be
Bola 10 sp 1-2 S B 5 1-4 1-2 the cap or open-faced helmets described in
Knife, throwing 3 gp 3 M P/S 3 2-5 2-5 The Complete Fighters Handbook (page
Knobkerrie 10 sp 4 M B 4 2-6 2-5 108), which also describes the benefits of.
Longbow, Kenyan 60 gp 4 L 13 helmets in some depth. Warriors wearing
Arrow, Kenyan 1 gp/20 1/10 S P 1-10 1-10 helmets and no other armor will not be
Nyek-ple-nen-toh 40 gp 10 L S 12 2-9 1-8 subjected to called shots against their
Paddle spear 10 sp 3 M P 6 2-5 2-7 heads (called shots are also described in
Shoka 6 gp 7 M S 7 1-7 1-7 The Complete Fighters Handbook, pages
Shotel 3 gp 4 M S 7 1-6 1-6 65 +, and the Dungeon Masters Guide,
Spear, heavy (one-handed) 3 gp 7 L P 8 1-8 1-10 page 58).
Spear, heavy (two-handed) 3 gp 7 L P 8 2-12 2-16
Spear, throwing 1 gp 3 M P 5 1-6 1-8 Shield proficiency
Swordlet 8 gp 2 S S 3 2-5 2-5 Because armor is all but unknown in an
Trombash (thrown) 10 sp 2 S B 3 1-6 1-4 African milieu and warriors depend so
Trombash (melee) 10 sp 2 S B 3 1-4 1-2 much on their shields, it is appropriate to
1. This weapon is + 1 to damage when used two-handed. allow warriors to become proficient with
2. On a successful attack roll, the victim must make a saving throw vs. paralysis, or the shield.
become entangled. Characters who do this devote one
weapon-proficiency slot to shield use,
receiving the following benefits. These
benefits apply regardless of the size or
Table 2 type of shield being used.
African Missile Weapon Ranges In a proficient warriors hand, a shield
reduces armor class by two places, rather
Rate Range than one. Thus, a proficient warrior pro-
Weapon of fire S M L tected by nothing but a shield would have
Assegai 1 1/2 1 1 a base AC 8, rather than 9.
Bola 1 2 4 6 Furthermore, the shield of the proficient
Knife, throwing 1 1 3 4 user is effective against one more attack
Knobkerrie 1 1 2 3 than it otherwise would be. Whereas a
Longbow, Kenyan 1 7 14 21 medium shield can normally be used to
Spear, throwing 1 2 4 6 defend against two attacks in a melee
Trombash 1 1 3 4 round, the proficient user can use it
against three.
24 JANUARY 1993
A warrior proficient in shield will also
receive + 1 on saving throws that would
be affected by magical armor (e.g., breath
weapon attacks).
This sort of proficiency in no way grants
the ability to attack with a shield, which
light-weight African shields are ill-suited
for in any case.

An African adventure
An exhaustive cataloguing of African
weapons, shields, and armor is beyond the
scope of this article. Indeed, inclusion of a
description of every variation of weapon
or stylistic difference of shield would be
tedious to all but the most resolute
gamers. Besides, simply knowing the arms
or armor of African people does little
more than hint at the appearances of
those people, much less all the other as-
pects of life and adventure on what to the
gaming world is still a dark continent.
However, specific examples of arms and
their variations and uses has been provid-
ed here to give the framework and first
colors of a picture of an African adven-
ture. It is up to individual DMs to create
the rest of that picture, building upon
what has been presented here.

Bibliography
Barthrop, Michael. The Zulu War. London:
Blandford Press, 1989.
Bull, Stephen. An Historical Guide to Arms
& Armor. New York: Facts on File,
1991.
Burton, Richard F. The Book of the Sword.
New York: Dover Publications, Inc.,
1987.
Cable, Mary. The African Kings. Chicago:
Stonehenge Press, 1983.
Elliot, Kim. Benin: An African Kingdom
and Culture. Minneapolis: Lerner Publi-
cations Company, 1979.
Harding, David (ed.): Weapons. New York:
St. Martins Press, 1990.
Knight, Ian. Queen Victorias Enemies (1):
Southern Africa. London: Osprey Pub-
lishing Ltd., 1989.
Knight, Ian. Queen Victorias Enemies (2):
Northern Africa. London: Osprey Pub-
lishing Ltd., 1989.

26 JANUARY 1993
Ninja, kensai, yakuza, and more for your AD&D 2nd Edition game
by Tom Griffith
Artwork by Jim Holloway

With the publication of the AD&D 2nd the common fighters, the men of low birth Secondary skills: If the campaign
Edition games Complete Handbooks for who wish to lead the life of a warrior. uses secondary skills, the character must
the fighter, wizard, and priest, the samu- As the samurai is the equivalent of the take the Armorer skill.
rai, wu-jen, and fighting monk from the mounted knight of the European world, so Weapon proficiencies: Required:
AD&D 1st Edition Oriental Adventures the bushi represents the common foot none. Recommended: battle axe, dagger,
tome were brought up to date. These soldier, the mercenary, the bandit, and halberd, hand axe, javelin, long sword,
character classes became character kits, practically every other low-born warrior mace, pike, short sword, spear, tetsubo,
and were simplified and made compatible but the barbarian. Because the more pow- trident, two-handed sword.
with the new rules. erful and wealthy lords have their own Nonweapon proficiencies: Bonus:
This article gives the same treatment to samurai retainers, the majority of bushi Armorer, then either Weaponsmithing or
other character classes from Oriental wander from village to village, seeking Bowyer (players choice). Recommended:
Adventures. These new kits follow all the work from peasants and merchants. The Appraising (two slots, from the rogue
standard kit rules. Now your players can pay is usually poor but provides the bushi group), Direction sense, Endurance, Gam-
bring their sohei, shukenja, bushi, kensai, with the basics of food and shelter. ing, Set snares, Survival.
ninja, and yakuza into the AD&D 2nd Bushi need a minimum of 9 in Strength, Equipment: Typically poor, bushi have
Edition world of fantasy. and 8 in Constitution and Dexterity. become masters at finding loose equip-
Role: The bushi can add a hint of the ment, as well as modifying pieces of cast-
mysterious East to a non-Oriental cam- off junk to fit another need. They have a
New fighter kits paign. In his constant wanderings, the base 20% chance to find a common piece
bushi might find his way to non-Oriental of equipment or a workable substitute in
Bushi lands. Maybe the bushi has left his home- any village. This chance can be increased
Description: The bushi is a warrior land in shame. A bushi who turned crimi- to as much as 90% in a large city (at the
from a culture similar to that of medieval nal and was exiled is another example of DMs discretion). Finding the equipment,
Japan. Bushi are not from the same noble an Oriental warrior who may have come however, is not the same as obtaining it.
caste as the samurai, representing instead to a western-style campaign. Often some sort of payment is due, wheth-

28 JANUARY 1993
DRAGON 29
er it is half the items normal price in coin Weapon proficiencies: When a ken- and a 10 or better in both Constitution and
or trade, or some kind of menial service sai character is first created, he must Wisdom.
for the owner in exchange. choose the weapon he wishes to master. Barred: The following types of gods
Special benefits: Like the samurai, the He automatically becomes proficient with will not have sohei as followers: Peace and
bushi also possesses the ability to focus that weapon, but not specialized. Weapon Prosperity.
internal energy. In the bushis case, by slots can then be filled as usual. Role: Almost as much warrior as priest,
shouting a fierce kiai (battle yell), he can Nonweapon proficiencies: Bonus: a sohei receives limited religious training.
temporarily raise his effective level by Weaponsmithing (weapon of mastery Nonetheless, he will defend his temple
two. He gains the hit points, fighting abili- only). Recommended: Artistic ability, Blind- with a fervor unmatched by any other
ty, and saving throws of a fighter two fighting, Endurance. type of priest. These temples are dedicated
levels higher for one full turn. All lost hit Equipment: A kensai does not have to to a single god, force, or philosophy, and
points are first taken from the temporary buy a weapon of mastery when he begins are too esoteric for the common people to
ones, without harming the character. play; it is assumed he already has one. be comfortable worshiping there.
Subsequent wounds cause normal damage. Also, a kensai cannot wear armor, as it Because of his role as a temple guardian,
This ability can be used once per day. shows a lack of confidence in his fighting it is unusual but not unheard of for a
Special hindrances: Bushi, as a rule, ability. sohei to leave his temple grounds. Occa-
have a hard time finding and keeping Special benefits: Being the master of a sionally, fleeing enemies must be tracked
money. Both the player and the DM should certain weapon gives the kensai several down, plots against the monastery uncov-
keep this in mind while playing, and en- advantages when using that weapon, First, ered and ended, or exploration for new
deavor to keep the bushi in a constant due to his blocking and parrying skill, the temple sites undertaken.
state of poverty, at least at lower levels. kensai subtracts two from his armor class. Secondary skills: If you use second-
Thieves may single out the bushi as a Second, the kensais attack and damage ary skills, allow the player to choose from
target, the poor warrior might be over- rolls increase by + 1 for every three levels the table in the Players Handbook.
charged for services and equipment, or his attained, to a maximum of +5. Also, his Weapon proficiencies: Military train-
aged backpack might sprout a hole in the initiative drops by one for every four ing allows the sohei to select a weapon of
bottom. levels he attains, down to - 3. Finally, the choice. Thereafter, the sohei gains a + 1
Wealth options: The bushi starts the kensai can choose to automatically cause bonus on both attack and damage rolls
game with 4d4 X 10 gp, but must spend all maximum damage with a single attack. when using that weapon. Required: none.
but 5 gp before play begins. The player must announce the kensai is Recommended: bo stick, chain, dagger
Races: A bushi can be of any race, using this ability prior to making his attack (tanto), hand axe, long sword, mace, pike,
although it is hard to visualize carefree roll. If he does hit, the weapon automati- sai, short sword, spear, tetsubo, two-
elves or gold-hungry dwarves in this con- cally causes maximum damage, plus any handed sword. Historically, sohei were
stantly poor and struggling kit. other damage bonuses the kensai has. The famous for their use of the naginata.
kensai can use this ability a number of Nonweapon proficiencies: Bonus:
Kensai times per day equal to his level. Local history. Recommended: Healing,
Description: Kensai, or sword saint, Note that all of the above abilities are Herbalism, Religion; (warrior, two slots
is the name Oriental cultures have given to usable only when the kensai is using his each) Blind-fighting, Endurance, Running.
a warrior whose life goal is the complete weapon of mastery; otherwise, he attacks Equipment: None.
mastery of a particular weapon, usually as a fighter of his usual level. Special benefits: All sohei possess a
the sword. The kensai seeks the perfect Special hindrances: A kensai can religious fanaticism that can cause them to
blend of wielder and weapon, a harmoni- never use a magical weapon of the type he become filled with an almost berserk
ous balance possible only through con- has chosen to master, since doing so is not energy they can use to increase their
stant study and practice with a body and a true measure of his skill. If a kensai combat skills. This fanaticism lasts for one
spirit purified by clean living and chal- fights with a weapon other than his weap- turn and can be used once per day. While
lenge. The kensai welcomes any ordeal on of mastery, he gains only one-half of in this frenzied state, a sohei gains the
that will enhance this proficiency. the experience points from the encounter. following bonuses: 1) an additional + 1 on
To become a kensai, a character must Wealth options: The kensai starts the attack and damage rolls; 2) an additional
have at least a 12 Strength, and minimum game with the usual 5d4 X 10 gp. attack per round; 3) armor class improves
scores of 14 in both Wisdom and Dexteri- Races: Any race can become a kensai, by 1; and 4) dodging or deflecting non-
ty. He must be of lawful alignment, al- although the majority of demihuman ken- magical missiles by making a successful
though he can be good, neutral, or evil. sai will be elves and half-elves. saving throw vs. breath weapon.
Role: Kensai are highly respected by Further, the soheis fanaticism allows
any other type of warrior, as well as by him to fight on even after he reaches zero
the general populace. High-level kensai are New priest kits hit points. If already fighting in a fanatic
always in demand as teachers. Kensai are state, he can continue to fight until he
often approached by poor villagers who Sohei reaches - 10 hp or the enemy is defeated,
are too lowly for a mighty samurai to Description: Sohei are religious sol- whichever comes first. At that point, the
notice and lack even the limited funds to diers who protect large monasteries or sohei collapses and dies.
hire a bushi, to beg for assistance in end- temples in Oriental campaigns. In medieval Special hindrances: Limited religious
ing a threat to their homes. As kensai Japan, several large temples, such as the training means that the sohei can only
welcome combat, they usually respond one on Mount Hiei during the 11th and select spells from the Charm, Combat,
positively to these requests. 12th centuries, maintained armies of Guardian, Protection, and Wards spheres.
Kensai typically belong in an Oriental warrior-priests for use against rival tem- A sohei must also live by certain reli-
campaign, but several reasons can be ples, or to advance their political views in gious principles. He must refrain from
created for their inclusion in a western- the outside world. Sohei were formidable eating meat and from excesses in personal
type campaign. Perhaps a kensai has trav- warriors but untrustworthy allies, as they behavior, such as gluttony, lust, expres-
eled to a new land to learn how the always put the best interests of their tem- sions of pain, etc.
natives use a weapon similar to his chosen ples first. Finally, the character gains full experi-
one, or maybe he is chasing a criminal or Due to a soheis total dedication to his ence points only for defeating opponents
monster at the request of peasants. temple, this kit cannot be abandoned. In in the cause of defending or upholding his
Secondary skills: Required: Weapon- order to qualify as a sohei, a character monastery goals or any task assigned to
smithing must have a minimum of 13 in Strength him. All other cases earn the sohei half
30 JANUARY 1993
experience points. they rarely serve a particular deity, as in Nonweapon proficiencies: Bonus:
Wealth options: The sohei gets the the Orient all religions are respected. Religion. Recommended: Artistic ability,
usual 3d6 X 10 gp starting money for Practices and beliefs of one religion are Direction sense, Etiquette, Healing, Herbal-
priests. often intermingled with another. Unlike ism, Read/Write, Spellcraft, Weather sense.
Races: Normally a sohei must be hu- sohei, shukenja do not build temples. Equipment: This priest may not wear
man. A DM may make exceptions in a Instead, as they wander the land giving aid armor. Also, shukenja are limited to the
campaign, the most likely exceptions being and instruction to those who need it, they amount of equipment they can comfort-
for dwarves and half-elves. show their religious beliefs and dedication ably carry with them.
by their daily living. Shukenja are much Special benefits: Before beginning
Shukenja more visible and accessible to the general their wanderings, shukenja receive train-
Description: Shukenja are humble public than the martial sohei in their ing in three rituals that translate into these
priests from Oriental lands who have fortresslike temples. benefits:
taken up lives of hardship and poverty in Along with the sohei and fighting monk, First, a shukenja has a 5% chance per
order to serve their communities. To be- shukenja form the third part of the Orien- level of lifting curses on any person, place,
come an impartial judge and servant to all tal religious triumvirate. Sohei build tem- or item.
communities, the shukenja has cut all ties ples to a particular deity and cater Second, the shukenja learns to meditate.
to family and home. A shukenjas life is a primarily to the influential. Monks and By entering this state of intense concentra-
hard one, wandering the land giving aid their monasteries are typically dedicated tion, the priest regains his internal energy
and comfort with only a few possessions to fulfilling a particular cause or mission levels. While meditating, the shukenja is
carried along, but he accepts this with rather than handling societys religious oblivious to hunger, thirst, heat, or cold.
dedication and good cheer. Typically paci- needs (for more information on this, see He is, however, still conscious of his sur-
fists, shukenja can be roused into becom- Bonds of Brotherhood, in DRAGON roundings. One hour of meditation is as
ing fearsome opponents when protecting issue #164). Shukenja fulfill the need of good as two hours of sleep. This state
their charges. the common man for religious instruction cannot be maintained for more than four
In order to become a shukenja, a charac- and ceremonies. hours at a time.
ter must have at least a 12 in Wisdom, and Secondary skills: All shukenja must Finally, a shukenja can focus his internal
a 9 or better in Constitution. He must also take the scribe skill. energies to improve any saving throw by
be of good alignment, although he can be Weapon proficiencies: All shukenja + 3. He can do this a number of times per
lawful, neutral, or chaotic. This kit cannot must choose one of the unarmed combat day equal to his level.
be abandoned. styles (punching, wrestling, or martial Special hindrances: As stated before,
Barred: Priests of the following types of arts). Other proficiency slots may be spent a shukenja cannot wear armor or own
deities may not become shukenja: Death, as the character wishes. Some recom- more than he can carry on his back. In
Disease, Evil, Mischief/Trickery and War. mended weapons are bo stick, chain, addition, a shukenja must live by certain
Role: Although shukenja are priests, nunchaku, staff, and tetsubo. religious rules. He cannot eat meat and

DRAGON 31
must avoid excessive eating and drinking. variety of special equipment they use to To be a yakuza, a character must have a
A shukenja must also avoid violence when- complete their missions. Typical examples minimum score of 12 in Intelligence and a
ever possible. Breaking any of these re- include metal climbing claws, and special 9 in Dexterity.
strictions results in a special punishment grenades filled with smoke powder, pep- Role: Each yakuza belongs to a family,
to be determined by the DM. per, or flash powder. Even their sword an organization of yakuza similar to a
Wealth options: The shukenja gets the scabbards often have multiple uses. Some thieves guild that controls a particular
usual 3d6 X 10 gp at the games start. have secret compartments, while others urban area; the bigger the family, the
Races: The majority of shukenja are are open at both ends for use as a blow- larger its district. Each family is very
human. Typical demihuman exceptions pipe or breathing tube. The player is en- protective of its area, which is the very
are the gentler elf and halfling races. couraged to be imaginative in the creation source of its power and income. Within
of special equipment, subject to the DMs cities and towns, secret wars are often
approval (see Tools of the Trade in the waged between yakuza families as they
New thief kits CTH). try to protect or usurp a particular district
Special benefits: In addition to stand- of the city. A yakuza is expected to treat
Ninja ard thieving abilities, ninja possess several all criminal family members with the
Description: The ninja, or shadow special talents that help them complete same respect as accorded to natural family
warriors, are a well-known legend in the their deadly assignments. members.
Oriental lands. They are well versed in the 1. A ninja can hold his breath for a num- Although yakuza are sometimes con-
arts of concealment, stealth, and trickery. ber of rounds equal to his level. He can do doned or even respected, they are still
Clad in their infamous black uniforms and this once per day. criminals and thus subject to legal action.
armed with a deadly arsenal of weapons 2. A ninja can fall without taking any They all constantly risk arrest, imprison-
and gadgets, ninja are the master assassins damage, for a distance of 5 per level of ment, and even execution to maintain
and spies for those who can or will hire experience he has attained. To do so, he their unlawful empires.
them. Terror usually accompanies the must not be wearing metal armor and Secondary skills: All yakuza must
mere mention of their name, even among must be able to make periodic contact have the Gambling skill.
the stoutest samurai, and many common with a vertical surface in order to slow his Weapon proficiencies: Required:
people ascribe supernatural powers to the fall. If he falls further than the allowed None. Recommended: chain, dagger, nun-
ninja, who do nothing to discourage these distance, he suffers normal damage. chaku, sai, short sword, shuriken.
stories. 3. Finally, a ninja is trained to slip out of Nonweapon proficiencies: Required:
A ninja must have minimum scores of 12 ropes, chains, and other bindings by twist- Gaming, Information gathering (CTH).
in Strength, 15 in Dexterity, and 11 in ing and contorting his body. This ability is Recommended: Gaming; Intimidation,
Intelligence. at a base 10% chance at 1st level and Trailing (CTH).
Role: The abilities of the ninja are increases by 4% for every level of experi- Skill progression: As a major part of
clouded in mystery. Despite their infamy, ence gained. their duties includes information-
they are very secretive and unseen. Living Special hindrances: As mentioned gathering, the thieving abilities most use-
out their days as common townsfolk or previously, a ninja must maintain a secret ful to a yakuza include move silently and
farmers, their nights are spent performing identity known only to other clan mem- hide in shadows (to eavesdrop and shadow
their missions of spying and assassination. bers. Should this identity be discovered, all contacts), hear noise (to make sure that
Every ninja has an everyday identity that law-enforcement officers in the area will they are not being tailed), and open locks
must be maintained. begin a massive manhunt for the ninja, and pick pockets (to get to information not
Every ninja belongs to a clan, or organi- stopping only when the ninja is captured, easily accessible).
zation of assassins. The head of the clan dead, or runs too far to follow. The ninja Equipment: None special
assigns various missions to the lesser ninja. is then dismissed from his clan, and his Special benefits: As a benefit of their
These missions must be completed, or the fellow clan members will conduct their constant dealings with all sorts of people,
ninja is expected to die trying. Defiance of own manhunt to preserve their secrets. yakuza can sense and anticipate an oppo-
the clan head means an all-out attempt on Races: The vast majority of ninja are nents offensive moves for a short time.
the life of the offender, ending only with human, as other races might be too easy This lets the yakuza position himself to
his death or the far less likely success of to identify in an all-human environment. minimize the damage from an attack by
the offender in taking the clan heads The DM may make exceptions if his cam- sidestepping at the last instant or partially
place. paign will support them. Typically, these blocking an attack. Although this maneu-
Secondary skills: The player may exceptions will be elves and half-elves. ver doesnt stop the attack, it does reduce
freely choose the ninja characters second- the amount of damage the yakuza suffers
ary skills, keeping in mind the ninjas need Yakuza by one-half (round fractions up). The
to maintain a cover identity. Description: The yakuza is both the yakuza must announce that he is perform-
Weapon proficiencies: Required: name for the underworld in Oriental ing this maneuver immediately after an
ninja-to (treat as a short sword). Recom- societies as well as the name of its mem- opponents successful attack roll. This
mended: blowpipe, chain, shuriken. Many bers. Yakuza know all that goes on in their ability can be used a number of times per
of a ninjas weapons are used only to ad- territories and control all illegal activities day equal to the yakuzas ability level.
minister a fatal dose of poison to their within it. Fear, intimidation, and even an Special hindrances: All yakuza suffer
victim. occasional helping hand are all tools that a -4 reaction adjustment to any law-
Nonweapon proficiencies: Required: this moblike organization uses to maintain enforcement personnel they meet if (acci-
Tightrope walking. Recommended: Alert- control of its criminal territory. dentally or by force) their tattoos are
ness (Complete Thiefs Handbook), Blind- A yakuza has a pattern of tattoos on his revealed.
fighting, Disguise, Herbalism (CTH), body. This pattern tells other members of Races: Yakuza may come from any
Jumping. the yakuza profession all about the charac- race, although gnomes and halflings may
Skill progression: Ninja tend to be- ters rank, abilities, and ties within his find the intimidation part of the job a bit
come most proficient in the skills of mov- organization. Higher-level yakuza are difficult.
ing silently, hiding in shadows, detecting often completely covered by tattoos on
noise, and climbing walls. The open-locks their backs, chests, and arms. In order to
skill often comes in handy for getting to prevent easy identification by nonyakuza,
their victims. these tattoos are never placed upon the
Equipment: Ninja are known for the face, hands, or feet.

32 JANUARY 1993
Turban and
four mirror armor

What the well-equipped warrior


of India wears
by Michael J. Varhola
Artwork by Michael Scott
and David O. Miller

A great variety of defensive arms were foreign invasions left their influences.
used throughout the hundreds of tiny What is most important for DMs to con-
states that once made up the sprawling sider when equipping the warriors and
Indian subcontinent. The use of armor monsters of an Indian milieu is that there
and shields in India dates from at least the should be a great variety of such equip-
second millennium B.C. and continued ment, and that innumerable tiny kingdoms
almost into the beginning of our own and enclaves will have their own varieties
century. Indeed, in the Indian wars of and styles of armor.
rebellion against British domination in the Historically, common soldiers did not
19th century, armor and shields, little have access to the best armor. Most had
different than those used in the Middle quilted linen armor and shields, and the
Ages, were used by Indian warriors. most impoverished might not even have
Historical records are often vague or that much. However, armor appears in
conflicting with regard to the defensive typical AD&D scenarios in quantities far
arms of the Indian subcontinent. However, beyond what was really available in Dark
when studied as a whole, a comprehensi- Ages Europe, and DMs may do the same in
ble picture of the subject begins to take an Indian milieu, if they wish.
shape. The earliest accounts telling of the The finest Indian arms and armor were
armor used by Indians comes from the 4th richly embellished, often with koftgari
century B.C., when the Macedonian con- work, an inlay of gold or other precious
queror Alexander the Great subdued metal applied to the surface of the item in
portions of the subcontinent. Indian myth- thin layers. Those who could afford ex-
ological epics also say much about arms pensive arms often had them crafted so as
and armor, but, as with any such material, to be works of art unto themselves.
they must be regarded cautiously. Much of the appeal of an Indian-style
One benefit to the student of martial adventure rests on the assumption that
equipment in India is that it changed little the diverse states of India are not about to
from century to century, with little to come under the yoke of a unified, techno-
distinguish the arms of ancient India from logically superior empire. To most players
those of its medieval period. However, and DMs, that is probably a dreary option
34 JANUARY 1993
and would certainly ruin the color of such wearing cowhide or metal, or by those
a milieu in the game, much as it did in who are required to wear the skin of the
reality. beast in question.
Nonetheless, there were many invasions Magical varieties of this armor might
of India, in whole or in part, and many bestow powers on their wearers sympa-
less-violent incursions by outsiders. These thetic with the abilities of the creatures
have all been influences on the diverse they are constructed from. For example, a Quilted linen
with metal
varieties of armor and shields found character wearing magical rhinoceros
dhenuka might have the ability to smash plates
throughout India.
into opponents with greater force than
Indian body armor normal, as a charging rhinoceros would.
Varman is the Sanskrit word most often Helmets: A great variety of helmets can
used in historical and epic writings to be found in an Indian milieu. Specific
refer to the various sorts of body armor, benefits of the various helmet types can be
as opposed to shields. Some of this armor found in The Complete Fighters
gives a base armor class in the AD&D Handbook. All of the helmet types listed in
game, such as chain mail (AC 5). Other that book will be available, except for the
pieces can be worn individually, either by great helm, which is bigger and heavier
themselves or to augment other armor. than those found in India. Two unique
These benefit the wearers armor class, forms of head protection are described
like a shield does. Unlike a shield, such here.
piece armor need not be actively used but Khulah-kud: The Persian influence on
only worn. Details appear on Table 1. Indian armor is most apparent in this
Chahar-aina: Also called four mirror helmet. The khulah-kud is a round, domed
body armor, this armor consisted of four helmet with a spike on top, a nose guard,
metal plates strapped around the wearers and a pair of tubular supports for plumes
body: one on the back, one on the chest, a few inches to either side of the center
and one on each side under the arms. front of the helmet. A chain-mail neck
Chahar-aina was usually worn to augment guard sometimes hung from the back of
another suit of armor, often in conjunction the khulah-kud, and a turban was often
with the khulah-kud (helmet), dastana wrapped around it. It conforms to the
(bracers), and shield. Chahar-aina was characteristics of the open-faced helm
often worn over a quilted coat for base AC described in The Complete Fighters Hand-
7 (AC 8 for quilted cotton, + 1 for chahar- book page 108.
aina). It was usually of high quality and Turban: Various sorts of turbans were
often embellished and highly polished. In worn throughout India, many for religious
AD&D games, it is the most likely to be reasons. The thick padding of a turban
enchanted of any of the Indian armors. provides some protection to the wearers
Chain mail: This was so commonly head, functioning like the cap variety of
encountered in India, that several weap- helmet described in The Complete Fight-
ons evolved with the express purpose of ers Handbook, page 108.
piercing it. A suit of chain mail often in- Hide: Hide armors would be common in
cluded both a full-length tunic and mail areas of Indian adventures where metal is
trousers. Chain mail is a bit more expen- uncommon, the people are poor, or reli-
sive in Indian adventures than in typical gion dictates that hide must be used. Typi-
AD&D worlds, so fewer low-level warriors cally, such armor will be of elephant or
will possess it. Inferior sets of mail, costing rhinoceros hide. Nonetheless, it can be
70 gp, weigh the same as good chain mail quite handsome and functional, and has
but give only a base AC 6. Ghughuwa was the same chances of being magical as any
chain mail that combined torso armor and other armor in areas where it predomi-
a mail coif in a single piece, often padded nates. Heavy hide armor includes full
with velvet; it costs 110 gp. skirts, and arm and leg guards. Lighter
Dastana: These were forearm guards, hide armor conforms to the characteristics
also called bazubands, typically a pair of of sadiqi armor (described later).
hinged plates that fully encircled the arm Kantha-trana: This broadly refers to a
with mittens of cloth or mail to protect the piece of armor that protects the neck and
hands. Dastana were often worn with is worn independently of a basic suit of
chahar-aina; a pair of them improves a armor or a helmet. It does not improve
wearers armor class by one place. armor class as such, but it bestows certain
Dhenuka: This was a full set of armor conditional benefits. Against attacks meant
made from the hide, hooves, and horn of to strangle or decapitate, the wearer of a
an Indian rhinoceros. Such armor was of kantha-trana has an armor class for his
somewhat higher quality than regular hide neck either equal to that of the rest of his
armor. Dhenuka could also be made from body or to base AC 8, whichever is better.
the components of other beasts with thick Whenever a character wearing such an
natural protection, such as elephants, item must make a saving throw against
water buffalos, or even crocodiles. Dhenu- attacks against the neck, such as decapita-
ka would definitely be popular in regions tion or strangulation, he has a bonus of
where other armor components are + 2 on his saving throw. Magical versions
scarce, but where the creatures it is made of kantha-trana clearly suggest themselves.
from are common. It might also be used Note that a normal garrote is ineffective
by characters who are prohibited from against someone wearing a kantha-trana; a
DRAGON 35
magical version or one wielded with su- failure if wearing a poshteen alone. Be- but was still too bulky for chahar-aina to
perhuman strength is required. cause of its thickness and construction, be worn over it. This is the best sort of
Lamellar: This sort of armor was simi- however, this coat gives a + 1 on saving armor available in an Indian adventure,
lar to scale mail but was of higher quality. throws vs. cold attacks. giving a base AC 3, and only the most
Thus, lamellar provides the same protec- Quilted linen: Many Indian armors, affluent characters will own it. Most of it
tion as scale mail, but it weighs less and is particularly those of northern India, used was very ornate and attractive, and the
more expensive than the scale mail availa- quilted linen instead of leather, producing components of many suits, including a
ble in an Indian milieu. an armor similar to padded (base AC 8). shield, were often crafted as matching
Leather: Because the cow is a sacred Lighter-than-normal coats of this armor pieces.
animal in Hindu India, leather armor will would cost and weigh one-half normal and Sadiqi: This is the name for any suit of
not be used in many Indian campaign give a base AC 9. Such armor increases the armor, such as chain mail or leather ar-
areas, and certain characters might be chance of success of some rogue abilities, mor, that protects only the torso and does
prohibited from its use. However, it may giving + 5% to move silently and climb not cover the arms. The protection such
be used in non-Hindu states or by barbari- walls. The least expensive of these armors armor provides is one place less than
ans or other non-Hindus who dwell on the contained only linen, but some were im- normal, and the cost and weight are two-
fringes of the world of Indian adventures. proved with studding with small gilt nails, thirds normal. Thus, sadiqi chain mail
Nagodarika: This was a shooting glove or the addition of scale, mail, or metal would have base AC 6, cost 50 gp, and
worn by archers. Most were leather or plates. Improved versions of this armor weigh about 26 lbs. Rogues wearing sadiqi
hide finger guards sewn onto straps that could provide a base AC 7 or 6, at cost and leather armor add + 5% to their move-
were wrapped around the users hand to weight of 50 gp and 20 lbs. for AC 7, and silently and climb-walls abilities, and the
keep the devices in place. 90 gp and 30 lbs. for AC 6. Such armor penalties for wearing sadiqi studded or
Poshteen: The poshteen was not actu- could be further augmented with chahar- padded armors are 5% less than for full
ally armor as such, but rather a heavy aina, dastana, and shield. suits of such armors (see the Players
sheepskin coat with the fur on the inside Reinforced mail: The best Indian Handbook, page 39, Table 29).
to protect against cold. Such garments armors were of quilted linen reinforced Scale mail: Coats of scale mail were
were worn by dwellers of the craggy hills with chain mail and metal plates. The found in many Indian regions, and they
and mountains, historically by Afghans. chain mail and plates were fastened within revealed again the martial influence of
Because of its thickness, the poshteen the armor with metal studs and nails, and Persia. Such armor was more common in
gives + 1 to the armor class of the person could not be worn separately or easily India than in a typical AD&D milieu and is
wearing it. However, if the poshteen is removed. A complete set of this armor correspondingly less expensive as a result,
worn over armor heavier than leather, the included protective trousers, boots, das- Studded leather: Because of the un-
Dexterity of the user is reduced by 1. tana (q.v.), and a helmet, typically a likelihood of leather being used for armor,
Furthermore, spell-casters prohibited from khulah-kud (q.v.). It was not especially studded leather has the same chances of
wearing armor have a 5% chance of spell bulky or heavy for the protection it gave, being present in an Indian campaign as
does leather armor.
Talatra: Known by several other names,
this device was an arm guard or bracer
worn by an archer to protect his inner
arm from the slap of a released bowstring.
Traditionally, the talatra was made of
iguana skin.

Indian shields
In the historical and mythic texts that
describe the arms of India, avarna is the
Sanskrit word most often used to refer to
shields, as opposed to body armor. Shields
were of three basic types throughout
India: parrying shields, round shields, and
curved oblong shields. However, in such a
vast, diverse area, exceptions to this exist.
Body: Indian infantry often used body
shields that had bamboo frames covered
with hide. These were the kind of shields
used by the warriors who battled Alexan-
der the Great. Because of their size, body
shields reduce armor class against missile
weapons by two places, rather than one.
Buckler: These small shields were fa-
vored by some in India, and many of them
were augmented with blades or spikes,
allowing them to be used for both attacking
and defending. Such spiked bucklers are
discussed in Indian weapons,
Dahl: The small or medium-sized round
shield, called the dahl, was the most com-
mon Indian shield, particularly during the
age of encounters with European powers.
The dahl was circular, commonly of em-
bossed leather or steel, and was used
throughout India and the regions to its
northwest. Its form changed little over the

36 JANUARY 1993
centuries. The dahl typically had four or Historically, there was an early Persian level of craftsmanship of many Indian
five metal bosses on its face and two han- influence on Indian arms, from around weapons exceeded that of contemporary
dles on the inside: one to slide the shield 1500 B.C., and a resultant overlap in the European weapons.
arm through, and the other for the shield weapons of these two regions. Much later, Some Indian weapons were specially
hand to grasp. Some, often referred to as many sorts of weapons and equipment modified or designed to penetrate chain-
Persian in style, have six bosses and were introduced by Arab invaders and mail armor, which was generally the most
three handles, two of which the arm settlers, for about 900 years, beginning in formidable sort of armor encountered.
passes through. Some dahl were made of the 7th century A.D. The weapons listed The mail-piercer arrow, the peshkabz, and
up to 50 layers of silk and used by Brah- herein are primarily those that were indig- the zaghnal were so designed.
mins or others who eschewed the use of enous to the Indian subcontinent itself,
leather. Other dahl were constructed of but naturally include those that bear the Arrow, mail-piercer: Mail-piercing
equally rare materials, even tortoise shells. influence of outside cultures. Certain arrows were designed to penetrate chain
Maratha shield: Such shields were Indian weapons were developed and used mail, and have a + 1 bonus to attack oppo-
typically medium in size and highly con- predominantly in specific areas; others nents clad in such armor. Such an arrow
vex, almost coming to a point. They were had widespread usage. Notes regarding typically had a long shaft, four painted
lacquered and light, and highly effective this are made where applicable to assist flights, and a hexagonal, steel, armor-
against missile weapons. They give a + 1 DMs in campaign planning. piercing head.
bonus to their users armor class against Indian steel was quite good, and some Bagh nakh: Also called tigers claws,
melee weapons, but are + 3 against missile weapons were constructed entirely of it, this weapon consisted of five metal claws
weapons. Thus, a warrior wearing chain including the hafts. Nonetheless, much fitted to a metal bar with a ring at each
mail and armed with a Maratha shield steel was imported from Persia or Damas- end. The first and fourth fingers were slid
would have a base AC 4 in melee but a cus, despite a reputation of superiority through the rings, and the middle two
base AC 2 against missiles (this missile that was spurious at best. Indeed, Indian fingers between the claws. An upward
bonus applies only to frontal, unsurprised weapons were among the highest quality slash was the typical employment of the
attacks to which the character can react). in the world. weapon. Bagh nakh were not generally a
Medium: It is likely that some combat- Ornate decorations and embellishments weapon for war, but rather for assassina-
ants will carry medium-sized shields that were often characteristic of Indian arms tion or murder. The wounds they inflicted
do not conform to the appearance of any and armor. Many were chased with brass, were often meant to simulate those caused
of the specialized shields of India. Such silver, or gold, or fitted with ivory or jade by an animal. Although similar to the
shields could be of any construction or hilts. The prices given for weapons in nekode of Oriental Adventures, bagh nakh
appearance. Indian campaigns represent only the base do not assist in climbing. Such weapons
Parrying shields: Many parrying values of the weapons, and any sort of would rarely be embellished in any way.
implements were used in India, devices decorative work can easily increase their Buckler, spiked: An Indian spiked
intended both for attacking and defending. value from two to ten times at least. The buckler typically consisted of a sturdy
Parrying devices may not look like shields
at all, but like pairs of metal bars or horns
held by a grip between them. One example
of such an item is the madu, discussed in
Indian weapons. Generally, parrying
shields can be used by nonproficient
characters to either attack or defend;
those proficient with these devices can use
them for both attack and defense in a
single round. Most improve the users
armor class by one place against up to two
frontal attacks.
Small: Various kinds of small shields
that do not conform to the characteristics
of more common shields might be encoun-
tered in an Indian scenario. The fari, a
small shield made of bamboo or cane, is an
example of this. Other small shields might
be made of hide and used by hill people, of
woven palm fronds and used by jungle-
dwellers, etc.

Weapon vs. armor modifiers


Certain weapons are more or less useful
against various kinds of armor, as ex-
plained on page 90 of the Players Hand-
book and reflected on Table 52 there.
Table 2 in this article can be used during
Indian adventures instead of Table 52.

Indian weapons
The Indian subcontinent produced a
wide variety of exotic, lethal, but often
beautiful weapons. Naturally, many of the
weapons used throughout India had equiv-
alents in the West. However, many of them
were unique, having neither Western nor
Oriental counterparts.
DRAGON 37
buckler with a pair of small, iron-shod art vajra-musti, which combined wrestling rather than attack, gaining the benefits of
horns protruding from the center. It can with savage armed blows. Due to its size that option (page 100, Players Handbook).
be used to defend against a single frontal and shape, the hora can be easily con- If parrying an edged weapon, the user
attack. Furthermore, characters who take cealed. Although a simple weapon, it gets a chance to trap it with the katar. To
the spiked buckler as a weapon of profi- might even be found in the hands of a see if this is successful, the character must
ciency may also use it to attack in the king who practices the martial arts associ- attempt to hit an armor class equal to the
same round in which it is used to defend, ated with it. speed factor of the weapon. If the attack
at a penalty equal to that assessed for an Katar: This was a punch dagger. Rather was successful, the foes blade is been
off-hand attack (Players Handbook, page than having a straight hilt, the katar had caught, and its wielder must make a sav-
96). Nonproficient characters may use it two parallel metal bars holding a crossbar ing throw vs. petrification or have it
only to either attack or defend each round grip at a 90 angle to the blade. As a jerked from his grasp. The save is at + 1 if
(but not both), with the attack made with a punch dagger, the katar did a bit more the weapon is size M, or at +2 if size L.
nonproficiency penalty. damage than an ordinary dagger. In form, Varieties with three fixed blades had
Chakram: A flat, steel ring, with a it was a uniquely Indian weapon, carried more points to attack with. To reflect this,
razor-sharp rim, the chakram was used in in the sash of a warrior. give them a + 1 bonus on all attack rolls.
the northwest of India by Sikhs. Each one Many varieties of katar existed. Some However, the side blades are smaller and
was spun around the index finger, then were made so that when the two metal less lethal than the main blade, so the
released. Warriors typically carried a half- bars forming the grip were squeezed weapon inflicts 1-4/1-3 hp damage.
dozen of these weapons, either around together, the blade opened into a three- Modified katars are more expensive than
their arms or around a conical turban. pronged weapon. Others had a blade split normal ones. Scissors katars cost 15 gp,
This weapons game statistics are as fol- about halfway along its length, giving it and three-bladed and split-bladed katars
lows: rate of fire: 2; range: short 2, medi- two blade ends with a space between 10 gp each.
um 4, long 6. them. Still others had three fixed blades, Khandar: A sword with a straight,
Gada: The gada was a large war club the extra two protruding from the hilt at reinforced blade, the khandar was intend-
with a large round wooden head mounted 90 angles to the primary blade. A DM ed for hacking. Often a bar projected from
on a haft. The gadas great damage can be may treat each of these varieties differ- the weapons pommel, allowing it to be
attributed to the fact that it was a two- ently as outlined below, or may simply gripped with two hands to deliver a more
handed weapon and had an unusually state that they all function identically. forceful blow. Another sword, called a
large head. If used one-handed, the gada is Scissors katars have more blades to sosun pattah, had a forward curving
at - 1 to hit and inflicts the damage of a potentially stab an opponent. If a user blade, but its intent was the same; for
normal club (1-6/1-3). The gada was associ- strikes an opponent with a roll attack of 4 game purposes, these two weapons have
ated with various Indian martial-arts. or higher than what was needed, the identical characteristics.
Hora: This weapon was a horn knuckle- weapon does 4-7/3-6 hp damage, rather Kora: This was a heavy short sword
duster, typically having five spikes along than 2-5/1-4. with a wide, forward-curving blade, used
its front edge and one on each side. The With the scissors katar (the split-blade in northern India and Nepal. It was a
hora was used in the brutal Indian martial variety), the user may attempt to parry hacking weapon, sharp only on its inner
edge, and had no thrusting point. It was
Talwar Tigers claws and kukri
often decorated with etchings in the steel
of the blade. Nepalese warriors might
carry one of these and a kukri (q.v.).
Kukri: Perhaps the most characteristic
weapon of Nepal and northern India, the
kukri has a heavy, single-edged, forward-
curving blade for slashing. Despite its
shape, it is not meant to be thrown. The
kukri has been traditionally used by Nepa-
lese warriors since the 12th century.
More than just a formidable fighting
knife, the kukri is a rugged tool that can
be used for skinning game or chopping
wood. The kukri can do almost anything
that either a knife or a hand axe can do,
sometimes even better. The only decora-
tion likely to be found on one is a small
pair of notches on the blade near the hilt.
These notches mean divinity and reflect
the kukris status as a religious symbol.
The kukri was accompanied by a pair of
small utility knifes in its sheath. These are
not weapons as such, inflicting only 1-2/1
hp damage, and are not capable of being
thrown.
Madu: The madu was a sturdy buckler
with an antelope horn, sometimes tipped
with iron or steel, projecting from either
side. Although the shield is buckler-sized,
the horns assist in parrying, and because
of them the madu can be used to defend
against up to two frontal attacks. Further-
more, characters proficient with the madu
may also use it to attack (while defending)
with one of the long horns at a penalty
38 JANUARY 1993
equal to that assessed for an off-hand with precious metals or engraved with
attack (Players Handbook, page 96). Non- designs.
proficient characters may use it only to Peshkahz: This dagger, normally a
either attack or defend, with the attack straight-bladed weapon, has a reinforcing rib
made with a nonproficiency penalty. along its back edge, This reinforcement gives
Pata: A gauntlet sword, this long sword it a T cross-section that makes it especially
had a steel guard to protect the hand and useful for penetrating chain mail, against Khulah-kud and
wrist of its wielder, and had a punch grip which it gains a + 1 attack bonus. However, reinforced mail
like the katar (q.v.). If applicable, the pata it cannot be used as an effective throwing
users hand and wrist are given AC 3 by weapon. DMs who use weapon breakage
the gauntlet. A pata used by a character rules should take this reinforcement into
on a charging mount inflicts double base account, giving the peshkabz half the normal
damage at the end of a charge. Such chance of breaking.
swords were quite often chased Continued on page 118

Table 1
Armor Costs, Weights, and Ratings

Armor type cost Weight (lb.) AC benefit


Chahar-aina 75 gp 10 +1
Chain mail 100 gp 40 5
Dastana 25 gp 5 +1
Dhenuka 30 gp 20 6
Helmet - - -
Khulah-kud 25 gp 5 *
Turban 1 gp 1 *
Hide 15 gp 30 6
Kantha-trana 3 gp 2 **
Lamellar 85 gp 35 6
Leather 10 gp 15 8
Leather scale 25 gp 25 7
Nagodarika 1 gp 1 -
Poshteen 5 gp 5 +1
Quilted linen 10 gp 10 8
Reinforced mail 600 gp 50 3
Sadiqi * * 2/3 normal 2/3 normal - 1 normal
Scale mail 75 gp 40 6
Studded leather 25 gp 25 7
Talatra 2 gp 1 -
Shield - - -
Body 10 gp 15 + 1 (+ 2 vs. missiles)
Buckler 1 gp 3 +1***
Dahl 5 gp 5 +1
Maratha 15 gp 10 + 1 (+ 3 vs. missiles)
Medium 7 gp 10 +1
Parrying 6 gp 5 +1***
Small 3 gp 5 +1

* This item bestows special benefits, as described in The Complete Fighters Handbook.
* * The special characteristics of this item are discussed under its description.
* * * This item may also be used to attack, as noted in its description.

Table 2
Weapon Type vs. Armor Modifiers

Armor type Slash Pierce Bludgeon


Chahar-aina* -2 -1 -1
Chain mail -2 0 +2
Dhenuka** 0 +2 0
Lamellar * * * 0 -1 0
Poshteen 0 0 0
Reinforced mail -4 -1 -1
Sadiqi As per the armor type
Studded leather * * * * -2 -1 0
* These modifiers are cumulative with those of the armor the chahar-aina is augment-
ing.
* * This includes hide, leather, leather scale, and quilted armors.
* * * This includes scale armor.
* * * * This includes reinforced quilted armors.

DRAGON 39
issue (#187) with the suggestions on do-
minion economics.
With a new year beginning, it is time to
change what many of you have become
accustomed to. More than ever, I wish to
thank you all for your letters, suggestions,
and criticisms. Id also like to thank the
DRAGON Magazine staff for its patience
and support. Lets get to your mail.

Letters
I have to comment on one letter in the
May 1992 issue of DRAGON Magazine
(#181); the objections to the use of Irish
place names in the Thyatian Province of
Redstone, on the Isle of Dawn. The writer
is entitled to his or her opinion, but, as
one who claims descent from Brian Boru, I
like the idea. Also, Im quite a student of
the former Soviet Union, thanks to Uncle
Sams military, and got a kick out of seeing
names from old Soviet Central Asia turn
up in game products.
The AD&D games Oriental Adventures
rules are a favorite of mine, too. The
adapted Japanese and Chinese settings are
delightful. One of my sons is a student of
French, and I enjoy dropping him into
French-speaking New Averoigne in Glantri,
or the Savage Coasts Kingdom of Renardy.
If nothing else, it gives him a chance to
laugh at my accent.
Maybe some gamer tracking down plac-
es like Ylaruams Urst-Urt Valley might
learn about the people and culture of the
real-worlds Urst-Urt desert in the Kazakh
and Uzbek Republics, or one looking into
the origins of Karameikos might learn
something of ancient Greek pottery. Those
Irish-sounding names on the Isle of Dawn
could lead some curious gamer to investi-.
gate their background and learn of the
fascinating history and lore of the Celtic
peoplesIrish, Scottish, Welsh, Breton,
and all. I vote for using them and the
names from any other culture you can
imagine basing a game or a campaign on.
Communication and understanding have
to be keys to peace on any level. Whatever
catches one persons imagination and leads
to further investigation may lead this poor,
battered world one step closer to the
understanding and acceptance that we all
by Bruce A. Heard so desperately need.
Thanks for your thoughts. Note that the
original letter complained more about
misusing foreign names rather than not
using them at all. I can deal with most
western European languages (more or
Just over three years have passed since I cause of this and because the development less), but I guess I would get an F in
approached the staff of DRAGON Maga- of the upcoming Princess Ark boxed set Gaelic. Anytime a game setting is inspired
zine with some nebulous ideas for a series demanded an end to the adventure, the at least in part from a real-world setting,
of D&D game articles. There was (and time has come for me to catch my breath. either current or historical, it is almost
still is) a need for more regular D&D game The adventures of Haldemar and company guaranteed that some totally goofy names
coverage. This column slowly grew into have come to an end. will come up (we never intend to offend
what most of you are familiar withthe For the time being, Ill continue to do my anyone, though). The point is to make our
logbook entries of Haldemars adventures, best to answer your letters as usual, and I proud creations sound like the inspira-
followed with a Dungeon Masters back- may include occasional articles on various tional source.
ground section. It grewthen it grew D&D game topics (perhaps offering more Some DMs favorite method of creating a
some more! development of Mystara). Your letters new setting is often to grab that ultra-
Writing these monthly adventures be- could spark some new developmentas detailed, 30-lb. atlas of a distant and mys-
came rather time-consuming for me. Be- you may have noted in last Novembers terious nation somewhere in our world,
DRAGON 41
and pick neat-sounding names, complete Migrated north: Feadil, Long Runners, ($9.95 retail in the U.S.) packed with a
with accents and other outlandish punctu- Mealidil, and Grunalf They went through geographic, historical, and political atlas of
ation. With luck, theyll be absolutely Canolbarth, tiptoed between Yellow Orkia the Known World, including post- Wrath of
unpronounceable. If the map is detailed and Gruuk, skirted the Ethengarian bor- the Immortals Thyatis and Alphatia, a
enough, your DM might think, Theyll der along eastern Broken Lands and Glan- listing of the Known World is and Hollow
never find that one! Your DM might tri, fled in to Glantrian territory near Worlds armies, a whos-who in Mystara,
shamelessly tweak what look like name Estoniarsk (Boldavia) after savage calendars, and a years worth of game
roots, preserving the same syllable pat- Ethengarian attacks (in the fall of AC events for AC 1010. If youre not familiar
terns. Thats how we ended up with a 1008), continued toward the Barony of with the world of Mystara, youll need to
village in Mystara called goat dropping! (I Pavlova, moved northwest through for- have access to the campaign maps in the
wont tell which one.) At worst, this could ested hills of the Wendarian Ranges, and D&D Rules Cyclopedia.
still improve your DMs grasp of world finally went due north from there into After a quick glance, I found no glaring
geography. Wendar. Feadil settled south of Sylvair; mistakes! All the precious information, the
Its not the first time an overseas reader Mealidil north of Sylvair; Grunalf west of maps, and the illustrations were where
gave us a tap on the shoulder with an Woodgate; Long Runners north of they were supposed to be. The index in
ahem comment about our latest faux-pas Woodgate. Each clan was given a 2,000 sq. particular (a nightmarish feat to put to-
in an article here or a module there. For- mile wooded area (pine forest) in exchange gether in this kind of book) seemed to
tunately, it is often accompanied with a for swearing fealty to the King of Wendar work just fine, as I feverishly flipped
broad smile, if not a laugh! Its all in the They had a long, difficult trek, but it was a through the pages to randomly cross-
spirit of the game. rewarding one. reference various data.
Migrated south: Chossum, Erendyl, and What quickly caught my eye was the
Wow! The Wrath of the Immortals set is Red Arrow. They gathered south of Seleni- color mapsheet bound at the back of the
awesome! I never intended to run an ca, then headed south down the Dukes book. I realized that it wasnt possible to
Immortals-as-PCs campaign, but it does Road (now called the Kings Road) to open it without pulling the whole sheet
appear that the rules have been simplified Penhaligon and Kelvin. As of AC 1010, out of the book. Fortunately, the perfora-
from the old D&D Immortals Setgood those unable to fight have been allowed to tion in my copy was good enough that the
move. The descriptions of the games set camp in the woods east of the Un- map came out easily, without irksome rips
major Immortals was also a welcome sight; named Moor. Chossum and Erendyl war- and tears. Then followed the foreboding
perhaps you could publish a more detailed riors went south into Calarii territory to thought of losing the sheet after pulling it
list of the lesser Immortals (Ahmanni help them exterminate the goblins there. out. For those of you with the same fear, I
Turtlerider through Yav) in a future D&D Calarii Elves have greeted them with have a solution.
accessory. What I liked about Wrath of the mixed feelings. Red Arrow warriors went Open the mapsheet, and glue the upper
Immortals, however, was the adventure east to fight other humanoids in the heavy left corner of the map to the inside the
included in the set. The Great War of the forest north of the Vyalia Elves. So far, books back cover. Make sure the map
Immortals and the resulting shake-up to these three clans have the status of unde- corner is properly centered and aligned
the lands of the Known World are a boot sirable refugees at best. Frictions between with the covers edges. Then, refold the
in the pants for sagging campaigns (like them and the Karameikos elves are begin- map inward, carefully restoring the maps
my own). ning to be felt. Erendyl has begun petition- vertical and horizontal fold lines. Youll
Thanks for the compliments. Some of ing the King for a separate dominion in never lose the mapsheet this way, and you
the minor Immortals may get development Radlebb Woods to help defuse an explosive also can keep it unfolded while consulting
in forthcoming accessories. If our plans situation. the rest of book, easily displaying seven.
hold together and space allows, we may eighths of the maps surface without ob-
give you more on Yav in the upcoming I noticed that the villains of Karameikos struction.
Princess Ark boxed set. By the way, the Black Eagle Barony were unusually inac- The book splits into two major chunks,
adventure in Wrath of the Immortals is tive during the events of Wrath of the as originally planned. The first section
written for mortal heroes, not Immortal Immortals. Duke Stefan declares himself deals with past and present information,
novices. King, gets an Alphatian wizard (Master the second provides the future AC 1010
Terari) and an advanced magic school, and events (almost 70 pages worth of informa-
Are the good and bad magic points of allows Alfheim elves to settle in Kara- tion). I found the second part the most
Alfheim (GAZ5, pages 19-23) affected by meikos. Baron von Hendriks does nothing interesting since it brings to light new
the elven lands transformation into the to balance this tremendous influx of good? developments in the game world, but
Shadow Elf realm of Aengmor (in Wrath of Before AC 1010, Von Hendriks made a unfortunately it also is the shorter of the
the Immortals)? total pest of himself with his western two sections. I caught myself flipping back
The good magic points went dormant. halfling neighbors. He also is partly re- to the whos who and the armies chapters
They will come back to life when the sponsible for setting up Callarii, Chossum, of the first section out of sheer curiosity
forest returns to its natural shape. Treat and Erendyl elves against each other by or to refresh my memory on some of the
these areas as deserted, twisted forest. spreading lies, committing crimes, then more uncommon details of Mystara.
Immortals mothballed the Good Kingdom framing one elf or another, etc. He hopes Although I reviewed the material in
of the faeries (see PC1 Tall Tales of the Wee for a Calarii revolt. The Baron also tries to earlier drafts, the second section in its
Folk). The whole kingdom has disap- establish a diplomatic link with Thincol (as final shape still offered a fun read. Game
peared from Mystara, and remains in well as with Von Klagendorf), hoping for events are listed in the practical format
suspended animation in a pocket plane. some sweet deal if the empire steps in. that had been used in the Wrath of the
Depending on what happens to the trees The Almanac reveals a surprising turn of Immortals boxed set. They are guaranteed
in Aengmor, the faeries will be returned to event for the Black Eagle Barony by the to offer an unlimited source of world-wide
the Known World or relocated to the end of AC 1010. adventure ideas.
Hollow World. The bad magic points, In contrast, the first section does not
unfortunately, remain. The Poor Wizards Almanac read as smoothly (it was never intended
At last, its here! By the time this sees to), but it does its job well. It offers a
Which elven clans migrated north to print, many of you will have gotten your handy, well-organized, and amazingly
Wendar and which ones travelled south to own copies; for those of you who havent complete dictionary, especially when one
Karameikos, after the transformation of picked up this supplement yet, let me fill considers the amount of space available in
Alfheim? you in. This is a 240-page pocket book the book versus the mind-boggling quanti-
42 JANUARY 1993
ty of data that had to be researched or There should be a trail between Cairnport Area Population
created to fit the Almanacs format. Kudos and Alchemos in Bellissaria. Village 50-999
to author Aaron Allston for a job well There is a mislabelled Whalers Island Small Town: 1,000-4,999
done! northeast of Oceansend (due to a wander- Large Town: 5,000-14,999
ing map tag originally intended for the City: 15,000 +
Errata island south of Qeodhar). This island
I found some minor glitches in the text. should be called Walrus Island instead. Suburban: A hex containing a large town
On page 163, for example, the Ascendancy Likewise, the unmarked island in Dobar or a city should belong to the suburban
label in the Date of Birth chart should be Bay should be named Dobar Island. category. For a city of 100,000 inhabitants
next to the Week label, above the Sun-Sky On the north edge of the mapsheet, the or more, the six adjacent hexes should be
column. label To Qeodhar (700 miles) refers to the suburban hexes as well, provided they are
Small geographical discrepancies ap- small arrow on its left. The arrow on its inhabitableignore forested, desert, lake,
peared in the description of some of the right refers to the Flying Islands label or sea hexes, for example. If a city covers
Isle of Dawns nations. Here are the up- (the Kingdom of Floating Ar in case you the entire surface of its hex, then dont
dates: wondered). count that hex for suburban population.
The Northern Province marked on the Despite the glitches, the Almanac pro- Rural: These are settled areas support-
mapsheet is the laymans version of Pro- vides a staggering amount of information, ing farming families, loggers, hunters, and
vincia Septentriona (septentriones re- and its mapsheet is the most detailed ver- possibly villages, fortifications, and small
ferred to north stars in real-world Latin, sion so far of the Isle of Dawn/Bellissaria towns. Rural areas should separate urban
thus the Northern Province meaning). The region. No doubt, new material and cor- areas from borderland or wilderness
Province of Furmenglaive was listed as rections will be added to a possible Volume territories.
Castle Furmenglaive, which is wrong. II of the Almanac next year. We may start Borderland: These areas are in the proc-
The Northern Territories of Dawn pushing westward toward the Savage ess of being settled. Laws are often poorly
marked on the mapsheet arent listed in Coast, on the trail of the Princess Ark. We enforced there, and the local population is
the books atlas section. These bleak lands hope AC 1011s events will be as exciting low. Borderland hexes may support villag-
belong to Thyatis, but are administered by as AC 1010s. As usual, your comments on es, keeps, or fortifications.
the Grand Duchy of Westrourke on behalf this first Almanac will be greatly appreci- Wilderness: These areas are uninhabited
of Thyatis. It also should be noted that the ated and would certainly affect the devel- for the most part. Very few people may be
actual Barony of Caerdwicca is part of the opment of a second volume. found there. Wilderness can support the
Southern Province (Provincia Meridional villages of primitive hunter-gatherer tribes
under Thyatiss control. Furmenglaive More economics only. Medieval military garrisons and
isnt, but still claims part of that province population and food other nonagricultural settlers would need
as land it legitimately owns (a mappers In DRAGON issue #187, I responded to to receive regular food supplies from
headache). one letter on economics. I gave an example agricultural areas.
Part of the vast Dunadale Bogs are of how to figure out dominion income and
marked on the mapsheet as Unclaimed, some of the ruling costs to be expected. I Basic population per hex
although they are theoretically part of the did not give a system of determining the Once the various land categories have
Dunadale Confederacy. This is mostly population per hex. If youre not inter- been defined on the dominions map, it is
wilderness infested with monsters and ested in researching historical data on possible to assign a Basic Population, as
humanoids, especially in the wake of the medieval population densities, heres a follows (with 1 hex = 56 sq. miles).
Great Wars troubled times in Wrath of the quick system that should help you.
Immortals. The first thing to do is to divide the land Area Pop. density
Finally, areas listed in the book for some into general categoriesSuburban, Rural, Suburban 300 people/hex
of the Isle of Dawns nations need to be Borderland, and Wilderness. Simply mark Rural 100 people/hex
adjusted to match their borders on the which hexes belong to which categories on Borderland 50 people/hex
mapsheet. The change was because the your map, using the guidelines below Wilderness 5 people/hex
format and scale of the new mapsheet, (remember, this system is based on 8-mile
and some last-minute modifications that hexes). Agricultural population often gathers in
didnt make it into the book. The surface The actual population figures for urban typical families of five people, small farm-
listed in the Almanac for Dunadale in- centers (villages, small towns, large towns, ing communities, and minor hamlets
cludes the Dunadale Bogs. The surface and cities) are those given in the Rules (fewer than 50 people) too small to appear
listed for Westrourke includes the North- Cyclopedia, and are repeated here for on a Gazetteer-style map.
ern Territories of Dawn. Here are the your convenience. Note that population in In regions with low agricultural poten-
corrected (approximate) areas: a hex is always in addition to people living tial (desert, steppes), population may con-
inside villages, forts, towns, or cities in sist of nomads (in Ethengar, for example).
Nation Area that hex. People living inside these urban Although national population densities still
East-Portage 79,690 sq. miles centers are considered urban popula- hold true, a large portion of the popula-
Ekto 38,160 sq. miles tion. Those living outside urban centers tion may travel in tribes or caravans rath-
Furmenglaive 9,875 sq. miles are considered agricultural population er than spread out evenly throughout the
Helskir 8,980 sq. miles (food-producing, farming communities). land. Local populations thus may vary
Kendach 6,285 sq. miles with seasons and regional events.
Southern Province 92,035 sq. miles
Trikelios 17,960 sq. miles
Urban Population Relying on Maritime Resources
Other clarifications
The Kingdoms of Blackrock and Faraway
Urban Area Populations Land-oriented Average Sea- oriented
and the region of Esterhold visible on the
Village 50-999 up to 40% up to 65% up to 90%
mapsheet arent covered in the book. This
Small town 1,000-4,999 up to 30% up to 50% up to 70%
was our decision due to lack of space.
Large town 5,000-14,999 up to 20% up to 35% up to 50%
The town of Princetown in Bellissaria is
City 15,000 + up to 10% up to 20% up to 30%
part of the Kingdom of Notrion (the border
location was ambiguous on the mapsheet).
DRAGON 43
Terrain modifiers 36 people per square mile in Zaire, or 13 civilian population would have included
Population varies with its hexs people per square mile in Saudi Arabia. only 150 farmersenough to support no
topography and vegetation. The terrain Nowadays, it is common to see 80% or more than 37 soldiers (150/4 = 37
modifiers given below affect the basic more of a nations population concentrated rounded down). As a result, food supplies
population in each hex. Terrain modifiers in urban areas. In medieval times, it is would have to be regularly carted in from
themselves vary with other factors such as likely to be just the opposite, with a least other regions of the dominion to feed the
vegetation, the presence of water, and roads. 80% living outside urban centers. remainder of the oasiss military garrison
For simplicitys sake, lets assume medieval (13 soldiers). This little detail implies either
Area Pop. modifier population is a mere tenth of our modern that this garrisons military strength
Flat terrain BPx5 population levels. In other words, medieval should be reduced to become
Hills BPx4 Netherlandsa highly populated, mostly self-sufficient, or that a trail be built to
Mountains BPx3 urban areawould show a population of 91 consolidate the forts supply lines. This is
Badlands* BPx2 people per square mile. Zaire, largely jungle, an example of how economic
Desert BPxl would have a population of about four considerations can affect military strategy.
* Include marshes, swamps, bogs, steppes, people per square mile. Ancient Saudi
grasslands and broken lands. Arabia, a vast desert, ends up with a mere Fishing
one person per square mile. Although this Ports, either on a lake or a sea, may
Terrain Modifier may not be historically correct, it is change the 80/20 urban to agricultural
Jungle -3 to terrain modifier conceivable in game terms. balance. Part of the urban population
Heavy forest -2 to terrain modifier In the oasis example above, the total could count on maritime resources, such
Light forest - 1 to terrain modifier population reached 350 people in the as fishing, as way to feed itself and
Volcano + 1 to terrain modifier oasis, which breaks down to about three generate extra revenue. The number of
Trail + 1 to terrain modifier people per square mile (350/112 = 3, fishermen in an urban area varies with
Road +2 to terrain modifier rounded down). Throw in 10 extra hexes the regions traditions and naval skills. The
River or oasis +2 to terrain modifier of true, wilderness desert without trails, name table provides guidelines on how
Lake/seashore +2 to terrain modifier and we end up close to ancient Arabias much of an urban population may rely on
population. fish to feed itself, as opposed to food
Trail and Road modifiers are not Feel free to tweak these numbers to get drawn from the land.
cumulative. If both are present, use the desired results. Although this system may Land-oriented: This would be people
Road modifier. Likewise for vegetation; its not cover all eventualities, it should get relying mostly on agriculture, either
one or the other. Volcanoes often cause you on the track to establishing because of their culture or poor
surrounding lands to be very fertile. If a predictable population levels. navigational and shipbuilding skills. This
combination of terrain types yield a Now you can start collecting those would include desert raiders, mountain
modifier equal to zero or a negative dominion taxes and build your armies! dwarves, wood elves, orcs, Ethengarians,
modifier, as with swampy jungle for Assuming a provost can collect taxes from Darokinians, etc.
example, assume the final population to be 100 people a day and there are 28 days in Average: This would be people with
1 inhabitant per hex (wilderness). a Mystaran month, youll need one provost reasonable navigational and shipbuilding
Example: We have a borderland oasis and his armed guards for each 2,800 skills (Karameikos, Five Shires). The majority
(two hexes), with a fort of 50 soldiers. The people in the dominion to collect all the of human cultures living on mainland coastal
terrain is borderland (basic pop. = 50). It monthly taxes. These are handy, average areas belong to this category.
is in the desert, so the terrain modifiers statistics for the game, which should be Sea-oriented: This would be people with
starts at X 1. The oasis adds + 2 to the applied to the entire population generally good maritime skills, or a
terrain modifier, which then becomes X 3. (agricultural and urban put together) and tradition of reliance upon produce of the
The local population should be: 50 X 3 X 2 not to specific segments of the population. sea or of the lakes. These would include
hexes = 300, plus the 50 soldiers. civilizations native to islands and such
The total population of the two oasis Food notorious seafaring people as Ostlanders,
hexes adds up to 350 people. If there had We know at least 80% of the total Ierendians, Minrothadians, or Pearl
been a trail crossing both hexes, the total population lives outside urban centers. Islanders.
population would have then reached 450 These are the people producing food. If agriculture is abundant, the surplus
people instead. Urban and other nonfood-producing could be traded to another region lacking
There are limitations on some terrain population relies on services for its these resources. This, in turn, fuels urban
types as to what basic population survival (commerce, military, manual commerce as well as the politics.
categories they can support. Heavy forest, trades, etc.) and purchases the food it Make a list of the urban centers that can
jungle, forested hills, mountains, badlands, needs from nearby farmland. Any kind of draw upon fishing resources. Apply the
and desert hexes should be limited to serious mining also wipes out farming in percentages listed in the chart above to
wilderness or borderlands. Suburbs that hex. Note that wilderness population find out more exactly how many people
should be either on flat or hilly terrain (no should not be counted as an agricultural rely on fishing. Treat that part of the
forests, no swamps, etc.). Finally, forested force in this context since the population as agricultural rather than
hills are considered heavily forested infrastructure does not exist to collect and urban when dealing with the food factor.
(Gazetteer map symbols do not transport any surplus food from The same kind of reasoning applies for
differentiate lightly forested hills from wilderness to settled regions. Wilderness entire nations. If the agricultural
heavily forested hills.) Note that wood population only produces what it needs to population of a nation is unable to provide
elves ignore limitations imposed on sustain itself. For the same reasons, enough food for its urban dwellers,
forested areas, and dwarves ignore wilderness population cannot be taxed. several things could happen. Either
limitations on mountains. In the case of the borderland oasis townspeople starve (with riots and revolts
mentioned earlier, all its civilian population, ensuing), or they import food from a
Real-life comparisons 300 people, qualify as agricultural (farmers). neighboring kingdom. This can happen
To give some comparative insight to They can produce food for up to 75 people only if their neighbors have a sufficient
population levels, we could compare these in addition to themselves (300/4 = 75). This food surplus (they have more than 80% of
numbers to current standards. Today, the is more than enough to supply the 50 their own population living outside urban
real-world Netherlands support 910 soldiers inside the fort. centers.) Otherwise, it may be time to
inhabitants per square mile, compared to Had the oasis covered only one hex, the invade the neighbors farmland.
44 JANUARY 1993
ong ago in the Age of Ignorance, O

Djinn
my lord, the mad Emir Khalids sev-
enteenth wife bore him a son with a
donkeys face. This portent betokened
the destruction of the city of Marib,
so the Emir ordered all citizens to

Coffee
undertake purifying disciplines. To
escape these ugly and painful rites, the resourceful Imbu
Eight-Finger hoped to become a camel driver on a cara-
van bound for Yathrib.
Both handsome and agile, Imbu had five light fingers
on his right hand, three nimble ones on his left, and sup-
ple propriety throughout. He knew no more of the art of
camel driving than did a camel of cutting purses, but he
ranked a glib tongue above a narrow-minded idolatry of
truth. So at Ahmunkars Sumptuous Refectory, a mer-
chants restaurant on the Street of Cymbals, Imbu sought
the caravan owner, Ahmunkar the Perfumed.
Under a bright sky, on an avenue loud with wayfarers
and ox-carts, Imbu found the painted sun-brick facade he
sought. But a tall, knife-nosed man in a red-sashed bur-
by Allen Varney and Aaron Allston
noose stopped him outside the door. The guards black
hair hung in braids threaded with gold, as did the long
tips of his drooping mustache.
Curb your appetite, commoner, he said, waving his
ringed fingers in Imbus face. A caravan lord of high
esteem breaks his fast here, and he insists on doing so
alone.
Incensed at this cavalier treatment from one who
seemed of no higher station than himself, Imbu answered,
The esteemed Ahmunkar the Perfumed shows wisdom
not to share his meal with a dhow-barnacle such as you,
she-camels son. I have no wish to share his meal (ac-
tually, the penniless and famished Imbu had not eaten for
a day) but only to report as lead driver for his cara-
van. He has reserved the position for me, Imbu, these
three months.
So, dog-filth, you know of Ahmunkar? The guard
gave Imbu a withering smile. Perhaps, then, you also
recognize his caravan partner: I, Ghol al-Kafur.
I recognize only delusions, you hawkspittle. Would the
revered Ahmunkar consign a trading partner to the lowly
job of guarding his meal? The thought provokes mirth.
Ghol, infuriated, made to shove Imbus tanned chest, a
clumsy effort that Imbu lightly swatted aside.
Red in cheek, neck muscles bulging, Ghol shouted,
Follow, if you dare face me, O half-breed son of a dog!
His high nasal voice drew glances from merchants, driv-
ers, wayfarers, and urchins on the Street of Cymbals as he
ran into the roadway, kicking up dust with each stamping
step.
Imbu belatedly wondered if he had behaved rashly. This
episode could hardly improve his chances to join Ahmun-
kars caravan. Yet he could not retreat now; honor hung
in the balance. He followed until he stood behind Ghol.
The crowd ringed them both, filling the air with a mur-
mur of joyful whispers.
Ghol turned to face his tormenter. Slave! Ill-omened
kite-bird. I will flog the skin from your flesh, the flesh
from your bones. Illustrations by Pam Shanteau
A complex operation for the befuddled Ghol, Imbu

DRAGON 47
shouted back. He loses track in tasks of greater moment you pass by the spot where he perished. From a finger on
than strapping on his sandals, and grows woozy when his complete hand he drew a ring of beaten copper, jew-
faced with door latches. elry of little worth, and held it forth as he walked toward
Ghols flush of anger deepened. His hand darted to a Ghol.
small metal flask hanging on a chain around his neck. The Unthinkingly, Ghol awaited the prize of his victory, Yet
mystic decorations on the flask, inlaid filigrees of silver it was no more than a few heartbeats before he understood
and copper, aroused Imbus instant desire. that Imbu, mere feet away, walked directly toward him,
Ghol seemingly caught the widening of Imbus black and the cart behind was now racing in the same direction.
eyes. He turned to and fro to address those who watched. Stand fast! Ghol cried. I will retrieve my prize
O citizens of Marib, see and remember this lying rogue, when you are no more.
and hold tight to your purses on his approach. Deceiving I would not think of it, Imbu replied. You must take
Imbu, he of magpie greed and invisible virtue, desires all it from my hand as a gift of friendship. Now the cart was
your lawful property. scarce ten paces behind him, still increasing in its speed.
Then he spoke again to Imbu, his voice cold and threat- Sun-mad fool! Ghol turned away and hurried up the
ening. Turn your eyes from my property, venal one, lest street.
I call forth a dust of lasting blindness. He suggestively No, stay, O victor! cried Imbu, and swiftly ran after
fingered the seal on the lead flask. the fleeing man. Your ring, your ring!
Imbu laughed. Better to go blind than gaze on the The ox-cart said nothing, but steadily increased its
distorted jaw and vulture beak of Ghol al-Kafur. pace.
Such a rage gripped Ghol that he shook like a man A rut in the street was Ghols undoing. He tripped
possessed. Enough ! he roared, and held up his flask across it and fell, sprawling in the dust. Imbu took two
before him. Wretch, I will show you what sort of man more long paces forward, then again turned and leaped at
you face. In the name of Solomon the Great do I invoke his pursuer, continuing as before to land safely in the
the spirit of the flask: Bring to life yonder wagonhe street. Though the carts wheels began to slow, they could
indicated a peasants ox-cart, standing unyoked not far not stop before they ran across the -prostrate form of Ghol.
away and crush the life from this glib pretender! The fallen man did not speak a prayer. Instead, he held
Now the crowd laughed too, and Imbu joined them, for aloft his prized flask and shouted, Djinni, save me! and
even then, in the time of miracles, ox-carts did not sud- the second miracle of the day took place.
denly spring to life at the words of a blustering guard. Into the air rose the cart, passing harmlessly above
Yet the yoke of the cart lifted and swayed to and fro like Ghol. Men and women seeing this breathed sighs of awe
the head of a beast sniffing the air. Imbu felt cold doubt or called prayers to their gods. The cart flew on, rising in
cut at him, and those of the crowd who had applauded an arc like a well-launched arrow, and finally dropped
him now backed away as though suddenly remembering from sight far beyond, landing with a distant crash of
other duties. wood, mud-brick, and pottery.
Then the cart began a slow turn until it faced the nim- It is said that it came to rest on the home of Salim, a
ble Imbu, its yoke pointed forward like a ships ram. young camel-drover. It is said, too, that Salim, crawling
Though pulled by no agency the eye could see, it lum- from the ruins of his home, saw the morning moon still
bered forward. hanging low on the horizon, interpreted it as a sign from
It moved like a cart drawn by oxen, but Imbus mind the moon-god Almaqah, and so became a priest of that
raced like a fleet Arabian steed. He did not run, but in- god. For years he preached that the devout should offer
stead backed away farther into the street, while those be- proper sacrifices lest they perish under the wheels of ox-
hind him, less mindful of their dignity, turned and fled to carts dropped from the skies.
a safer distance. But Ghol knew nothing of this. He rose, dust from the
As the cart came rumbling and thundering upon him, street caking his finery, and drew the knife at his waist. I
the agile Imbu sprang at it, and even Ghol expressed sur- need no djinni to settle you, he shrieked. Then his ex-
prise at his sudden desire to die well and quickly. But pression changed to one &horror. The djinni! Did I
extinction was not Imbus plan. He placed his hands upon invoke Solomons name?
the carts high rail and vaulted nimbly into the noisome Then he vanished from this world. Like a man
hay that filled the wagon. In a trice, he leaped over the drenched with lamp-oil and ignited, he flared up with
carts rear and landed with an acrobats grace on the dusty bright and awesome flame, whose heat drove Imbu and
street behind, then bowed to his audience. others back. When the flame faded, Ghol was gone, leav-
Yet the cart was not done. It slowed, but its great mass ing behind no ash, no cinder.
kept it hurtling forward for many long paces. It turned Yet he did leave something behind. In the street lay the
clumsily, its wheels dashing through a merchants street- lead flask, its silver tracings gleaming in the sun like a
side collection of pots of indigo from nearby Timna, scat- wicked thought in a viziers eye.
tering precious wares across the street and into the air. Imbu looked upon the flask but kept any smile of tri-
Then, finally, it faced Imbu again and creaked its way into umph from marring his humble expression. To the watch-
forward motion. ing citizens of Marib he announced, I will collect this
Imbu smiled and turned toward Ghol. I concede that I item and deliver it to the late Ghols legitimate heirs. So
have met my match. Before I die, let me give you this speaking, he strode forward and reached for his prize.
bauble, that you might remember Imbu fondly whenever Yet as his fingers closed upon it, it vanished under his

48 JANUARY 1993
hand. He pawed through the sand of the street, but the tongue?
flask was no longer there. Only an indentation remained It is not among my languages.
where it had lain. A pity. She is only one of my many treasures. Before
He could not contain the expression of fury that crossed you is another. Please, drink.
his face. To be so cruelly denied, after earning that flask in Steam rose from the tiny cup. At Ahmunkars urging,
battle deadly! But not all his anger brought the flask back Imbu took a careful sip. The bitter flavor made him
to him. wince, then raise his eyebrows.
Then, smooth as the finest oil, came words from behind Distinctive, is it not? asked the merchant. It is po-
him. I thank you for your courtesy. I am the legitimate tent and grants its vitality to he who drinks it. It clears the
heir. sleep-drenched mind. It keeps tiredness at bay. It delights
Imbu forced his face into the semblance of polite curios- the palate and turns mere speech into true conversation. It
ity and turned. There, in the doorway of Ahmunkars is called coffee, and I alone of all men possess it.
Sumptuous Refectory, stood Ahmunkar himself. Well- The great Ahmunkar deserves such a novelty to him-
endowed of fat, garbed in enough costly cloth to make a self, was Imbus smooth reply. How did you come by
nomads tent, Ahmunkar was the very picture of what this treasure?
every lesser merchant wished he could be. The merchant smiled with self-appreciation. There
Yet his words to the coarsely clothed Imbu were kindly. was a time, nimble Imbu, when I was as reed-thin as
I congratulate you on the death of Ghol, noble one. yourself. I was a far traveler and bold seeker of fortune
You congratulate me? Imbu, all innocence, gestured and fame. I found both.
at himself. I am but a witness to his fate I slew a sailor, a notorious thief, and found among his
Ahmunkars smile deepened, forming deep dimples in belongings a lead flask the selfsame one that Ghol car-
his fleshy face. Would I not know the truth of these ried. He lowered his voice and leaned forward to lend
events? He pulled at the heavy silver chain that lay intimacy to his tale. The couch creaked ominously under
around his neck, and drew up the selfsame flask of Ghol, his shifting weight. In it, under the cap sealed with the
or its duplicate. Imbu was hard-pressed not to gape. The mark of King Solomon, was a djinni, bound to serve the
merchant continued, But you have nothing to fear. I am true owner of the flask.
not angry. Indeed, I admire your prowess. Imbu found that his thoughts had gone awhirl. What
Please, visit my most humble business, dine on my greatness could he achieve with a djinni for a servant! Yet
poor fare . . . and I will introduce you to a most tantaliz- he strove to keep this longing from his face. It is good to
ing beverage unique to my establishment. He gestured hear of bravery and diligence rewarded, great one, was
for Imbu to enter. his ingenuous reply.
Ahmunkar nodded, which set his many chins to shak-
Ahmunkar, obese and shapeless as a beached whale, ing. And the rewards have been many. With the djinnis
reclined on a brocaded dining couch. To cool him, his aidand my own mighty merchants instinctsI have
servants waved ostrich-feather fans in stately fashion, so become the greatest trader in Marib, and confidant of the
that odors of aromatic woods wafted from him. Gesturing emir. I needed only wish for a beverage to delight the
Imbu to another couch, Ahmunkar invited him to share gods, and the djinni brought me the coffee you admire. I
the morning meal of roast peacock and cashews on a bed needed only demand the most beautiful woman in the
of five-colored rice. land for my servant, and Julnar was my devoted slave.
Dizzy with delight and hunger, Imbu ate with such My life being as close to perfection as mortals may
intensity that he ignored Ahmunkars serving woman. enjoy, I now allow the djinni to serve others instead of
Only when the first fires of his hunger had been quelled, myself.
and the woman set out tiny drinking cups before him and Disbelief swelled within the world-wise Imbu, but he
Ahmunkar, did he glance up at her and find his gaze restrained himself to an expression of respect. Your gen-
arrested. erosity is too great for the mind to conceive, honored one.
She stood tall and upright with dignity and poise. Her But let us not speak of your treasures. I seek not to covet,
skin was dark and so perfect that not one blemish showed but to serve.
upon it. Her hair, which hung straight and long down her Ahmunkar took another sip of the steaming liquid.
back, was black and shone like polished onyx. Her eyes Oh?
too were dark, but cool. The eastern silks she wore con- Auspicious sir, Imbu said, I have driven camels for
cealed little of her graceful form, and her veil, of the two hundred caravans since boyhood, like my fathers
sheerest silk, enhanced more than concealed exotic fea- fathers these four hundred years.
tures of extraordinary beauty. Ahmunkar regarded Imbu blandly from his couch. I
She could have been from the harem of a god, yet she find such diligence praiseworthy, he said. He dusted a
stood less than an arms reach away. So enrapt was Imbu plover egg with nutmeg and popped it whole into his
that he barely noticed as she, from a delicate pot, poured mouth. The caravan owners teeth showed pink stain,
a dark beverage into the two tiny cups. Only when she after the latest fashion. You appear ready for higher re-
had departed did he notice the racing of his heart. Only sponsibility, he continued. With the loss of the besotted
then did he remember his breakfast companion. Ghol, our caravan requires a new leader. Would you hon-
Ahmunkars smile was a gloat. She is Julnar, my de- or me by becoming my partner?
voted servant. A Berber. Perchance, do you speak their Imbu narrowly avoided choking on a fig. I accept this

DRAGON 49
honor wholeheartedly! he said, then drew up short. unfortunate for those who will be his first victims!
Mmmm. What duties and commitments does this station It was then that one of Ahmunkars servants burst into
require? the room from the street; his eye was wild, his manner
A prudent question, however blunt, Ahmunkar said, fearful. Master! Soldiers of the emir scour the street,
but you will find your duties light and to your liking. looking for subjects for his rituals! They come from north
He drew the djinn flask from within his robes and its and south!
chain from around his neck. You need only supervise the The vast merchant assumed an expression of tragic
supplies I need to maintain my business. Oh, and this sympathy. What great misfortune. Imbu, I admire you,
trifle would be your responsibility. He held out the flask so tell me swiftly, before the emirs men arrive: Have you
to Imbu as though it were a lowly bauble. wives or children? Tell me their names, so that I might
Imbu stared at it, the treasure of treasures, but did not support them when you are gone.
reach for it, Could a man such as Ahmunkar bear not to Imbu looked in anguish at the door. So close must be
keep it with him always? Yes, Imbu reasonedwere it the emirs men that he would probably not escape their
cursed. Doubtless some dark magic doomed those who grasp especially as he was now, weighed down by the
wielded its power. His desire for the flask vanished like a meal he had just devoured.
nomad camp in a sandstorm. The servant, having returned to the door to look with-
Responsibility? he asked, weakly. No, that would out, now began hopping up and down in worry as he
be an honor. Too great an honor for such an unworthy one glanced left and right up the street, and Imbu knew what
as myself. Better for that treasure to be kept safe in a box he had to do.
wrapped with chains, guarded by wily brutes with I have reconsidered, great one, he said with all the
swords. dignity he could muster. I maintain I am not worthy of
Ahmunkar shook his head, again setting his ladder of your generosity now but I wish to be. I will accept your
chins into quivering motion, No guards could protect it offer.
against a man of wit. So I must have a man of wit to wield Ahmunkars smile was brilliant. He leaned forward to
it and keep it safe. You are that man: strong of thew, nim- press the flask into Imbus hand. I will gladly employ
ble of motion, sharp of mind. The only man in all of Saba you. First, though, to be legal, I must ask you to repeat a
suitable for this task. few words.
Imbus mind twisted other arguments into new shapes, Imbu kept his eye on the door, inwardly quailing as he
but none was pleasing enough for him to offer it to expected the soldiers shadows to fall across it. Speak the
Ahmunkar. Finally, he said, Great one, I must refuse words. I am ready.
your offer of employment. I know my place and my They were not a few wordsthey were many, and in a
worth, and I would merely contaminate you with my difficult language Imbu did not know. As the speech grew
lowliness. longer and longer, Imbu glanced with greater frequency at
You make me sad. Ahmunkars gaze fell upon Imbus the door the servant guarded, but still the soldiers did not
left hand. Such a pity about your fingers. come.
An old injury. It does not distress me. Finally he was done with all the many strange syllables.
No. I meanbut you could not have known. Ah- Ahmunkar leaned back, satisfied. It is done. You are my
munkar looked mournful. Not a day ago, the emirmay partner and ally, a merchant prince to my merchant king.
Almaqah cure his madness before he destroys all Saba! Imbu smiled and preened, preparing himself for the
told me that he had plans for those who display any sort of futile intrusion of the emirs men. How far away are the
deformity. All are to suffer his purifying rituals. He has soldiers? he asked of Ahmunkars servant.
guards waiting at the gates to capture any who try to es- The man leaned out to look both ways. Soldiers? he
cape the ceremonies he plans. asked, vaguely. I must have been mistaken. Or perhaps
A pity indeed. Imbu thought of the city walls. Some- they turned down another street.
where, surely, they presented a weakness, a place by Shame crashed upon Imbu like an ox-cart falling on a
which he could secretly leave this night. house. He had been tricked, and by a mere servant.
Of course, those whom I employ are exempt from this There never had been any soldiers in the street outside.
duty, for the emir is my good friend. And now he held the flask he did not want and a position
I cannot count the ways in which Ahmunkar is bless- with an employer clever enough to use him cruelly. All
ed. Imbu could hide until nightfall. He would then be hope left his face.
silent and graceful enough to cross those walls, to elude Ahmunkar looked at the servant with the fierce fond-
the guards. ness of a prince chiding his favorite daughter. Idiot. I
I understand the emir has units of soldiers marching will punish you, later, when I have thought of something
the streets, capturing participants for his first rituals. appropriate. For now, begone. The servant left, a look of
Unfortunate for the victims-to-be. accomplishment on his face.
I understand, Ahmunkar repeated, in a louder tone, Then Ahmunkar turned to his new employee. I have
that the emir has units of soldiers marching the streets, told you your duties. And always rememberfor nothing
capturing participants for his first rituals! is more important! that when you deal with the djinni,
Imbu frowned. Was Ahmunkar becoming deaf? Or did always invoke the name of the ancient king, Solomon.
he imagine Imbu to suffer from loss of hearing? For his Dully, Imbu asked, And if I do not?
own part, he responded agreeably but more loudly, How Your fate will be horrible. You would prefer to become

50 JANUARY 1993
part of the emirs ceremonies, this I assure you. How, then, can I save myself? Imbu cried, and
But for now, the emir himself and his entourage dine you, while I am about it?
with us this afternoon. We must serve him our best. Im- She was silent a long moment, stirring the warming oil.
bu, you will now meet the djinni, introduce yourself as its The words he had you speak are in my tongue. They
new master, and fetch a fresh supply of coffee. Julnar will were your first wishes on the djinni of the flask. Each of
instruct you in the details of summoning. them was made in the name of Solomon the Wise.
Recovering just a trace of his pride, Imbu bridled. First, you wished that anything good you wished for
You would have a servant instruct me? I am your part- go to Ahmunkar instead. Wish for a fortune, and it will be
ner now! settled upon him. Wish for escape, and that opportunity
Wallah! A plague on you, snipe, and to your business will befall him.
at once! Ahmunkars glare was as fierce as an eagles. In Second, you wished that nothing bad happen to
it there was now no mercy or affection for Imbu. Julnar, Ahmunkar. Try to stab him; you will cut yourself. Try to
come. Teach this wretch his duties before he does some- poison him; he will compliment the cook.
thing to earn his death . . . or worse! Ahmunkar heaved Third, you wished that should you try to inform
himself from his couch and waddled into the depths of his anyone who does not already know of itof the djinnis
restaurant, leaving Imbu alone, his mind numbed at the existence, that you should be made silent by the magic of
way he had been duped. the djinn.
Fourth and last, you wished for two things to happen
Her manner quiet and gentle, the serving maid, Julnar, should you flee Ahmunkar, or voluntarily leave his serv-
led Imbu up to the second story of the high mud-brick ice, or should he decide to employ you no longer: The
dwelling. In her presence, he forced himself to think flask will return itself to Ahmunkar, and the djinni will
again. His desire for her swept aside the injury Ahmunkar come forth and take you away to be his servant for a thou-
had done to his self-esteem. He would have to save her sand sleepless years in the City of Brass.
from Ahmunkar, so that she would fall in love with him And do these wishes come true? Have I doomed my-
assuming she had not done so already. self, then?
In a small, aromatic room, they knelt on either side of a She nodded. You are doomed. For there is an older
small teak table. Into a porcelein incense burner, Julnar rule than the ones Ahmunkar has imposed. Should you
placed three golden teardrops of frankincense, and the make a demand of the djinnior any wish, whether to the
room was flooded with sweet perfume. djinni or to the open air, whether mighty or casual
I must prepare an oil with which to anoint you, she without also invoking the name of King Solomon of antiq-
said, her voice enticingly accented. She set to work, com- uity, then the djinni may take you. And you will be his
bining oil with powdered frankincense and other spices. servant for a thousand sleepless years
Then, you will meet the djinni and inform it you are In the City of Brass, Imbu finished, as dazed as a
now its master . . . for Ahmunkar. And you must fetch the man kicked in the head by a camel. That is what hap-
coffee, of course. pened to Ghol al-Kafur. He wished for his own salvation,
Imbu fought for the breath her presence seemed to steal but not in King Solomons name.
from him. Ahmunkar told me you were his devoted Sooner or later, you will make a wish without calling
servant. How has he earned that devotion? on the fabled king, and then you will be gone.
She did not look at him as she continued mixing her oil. Perhaps I am doomed. Then sudden hope seized him.
He has not. I loathe him. He is treacherous, petty, wick- What if I wish that my wishes were undone?
ed, obvious, and cruel. Her tone, as she pronounced her Julnar shook her head, sending graceful waves down
distaste, was calm and reasonable. the cascade of her hair. Some wishes do not work. You
Relief washed over him. I swear this then, fair Julnar. cannot change events that have already happened. You
I will extricate myself from this foul bargain. I will rescue cannot wish promises into nothingness. You cannot bring
you and take you away, where you may be my servant harm to one to whom you are beholden, else Ahmunkar
instead. would be emir. You cannot mold the thinking of others.
Finally she did look him in the eye. Imbu could then rec- Ahmunkar discovered that when he wished for me to be
ognize what was in her gaze, not humble acceptance and his devoted servant, but found that he could not instill
servility but exasperation and cool intelligence. Why ever devotion. I stay here only because I cannot escape. The
would I want that? Ahmunkar is vile, but you are an idiot. djinni always comes to return me to Ahmunkar.
For a long moment he could not speak, so great was his So, you have tried to escape? You long to be away
shock. He could not have been more surprised had she from here?
stabbed him. I, Imbu? Imbu the Fleet, Imbu of the It is my greatest wish.
Knife-Edge Wit He gazed upon her and felt tenderness for her fill his
Imbu who is not clever enough to look out a door? heart. If I am able to free you, will you be mine?
She placed the bowl over the incense burner, to warm the Her reply was firm. No. Then, for the first time, she
oil. How many like you have I seen? They come with smiled. But if, contrary to all I have seen, you are able
grand plans for Ahmunkars fortune, for the djinni, for to free me, I will travel with you for a time. Perhaps then
me. They pursue Ahmunkar until he catches them. They you will be able to prove your worth to me.
serve him for a time, then they are taken by the djinni. Then I shall
That is the fate that awaits you, Imbu of the Knifed Wit. Hush. Now I anoint you to complete the ceremony.

DRAGON 51
So saying, she lifted the bowl of heated oil and casually Then he remembered. Announce yourself! he shout-
poured it over Imbus head. ed. In the name of Solomon, I command you!
In sudden anger, he dashed the warm liquid from his Next he heard the moving of wind, like the sigh of an
eyes and sputtered, Woman, how dare you mock me in enormous beast. I am here, came the reply, words as
this way? deep as the seas and as big as mountains. They battered
She spoke as though she had not heard his words. Re- Imbu, forced him back against the wall, brought him to
member: Always invoke Solomons name. Do not give in his knees with their immensity and power.
to the djinnis persuasions. And do not forget the coffee. Be more quiet, I implore you, and show yourself!
Persuasions? What persuasions? cried the nimble one . . . and then, after a moments pan-
But Julnar pried the cap from the lead flask, and the ic, finished, In King Solomons name, that is!
very world changed around Imbu. As you wish. The voice modulated to that of a mere
First, he saw the tiny black hole in the top of the flask giant, and the djinni coalesced into view.
grow until it was the size of a dozen seas. Mighty winds The djinni was like a man but twice as large in all di-
struck his back, lifted him, and dropped him into that mensions. He wore garments suited to an emirs favorite
black ocean. guard, rich but not cumbersome, and fine jewelry brought
He fell an enormous distance in the blink of an eye. golden glints to his fingers, his ears, his neck. Upon that
Then, finally, his feet settled on a solid floor, his stomach neck, like a brand, was a complex mark. It was the same
ceased its sea-sick motions, and his eyes began to adjust to four-part inscription that graced the wall, but without the
the darkness that surrounded him. many-pointed star.
It was not full darkness, after all. He found himself in a The djinni looked down upon his guest, and Imbu
large room, a dozen yards deep, much wider than it was could not read his half-shadowed face. He might have
deep, much taller than it was wide . . . indeed, he could been bored, angry, or merely impassive. Ask what you
not see its upper reaches. It was uncomfortably warm, as will of your willing slave, O mortal, he said in his boom-
though a fire raged beneath the floor. ing voice.
His gaze was first drawn to the near wall, which was His confidence returning, Imbu rose. I am Imbu,
deeply incised with a complex symbol. First, the wall was your new master. I will indeed ask what I will of you. But
divided into four quadrants, and in each quadrant was cut first, tell meI-command-you-in-Solomons-name!
a statement in a language Imbu did not know. Then, what is the meaning of these tiny people? He gestured
crossing all four quadrants and statements was cut the toward the wall of flasks.
many-pointed star Imbu knew to be the seal of Solomon, They are my many masters of uncountable years.
the seal that topped the flasks lead cap. Each forgot himself. Each became mine. And when I have
Nearer to Imbu was a table made of dark wood. On it taken the thousandth, we will all return to the City of
was an enormous book bound up in rich leather. Then his Brass, where they all will be my servants
eye was drawn beyond the table, to the glinting objects on for a thousand sleepless years. So I thought. You
the far wall. must look forward to having a thousand slaves for a thou-
But they were not treasures. On this wall, on inset shelves, sand years.
stood row after row of glass flasks, each a few inches tall. In The djinni did not reply, but he smiled, and Imbu saw
each flask stood a man or woman scarce as tall as the width cold covetousness in the smile. He gulped and took a step
of a mans palm. Seemingly, they came from all nations and away from the giant one. I am here for coffee. Give me
ages, for Imbu saw black ones and pale ones, dusky ones and coffee. In Solomons name I command you.
yellow ones, some wearing forms of clothing that were famil- Coffee is the eight hundred thousandth, two hundred
iar to him, others wearing garments that were marvelously and thirty-third item, pronounced the djinni. He ges-
strange. These little people still lived, and saw Imbu too, for tured, and though there was no sound or sight to mark the
they waved and jumped and shouted to gain his attention. occasion, a hide bag full of a dark, fragrant substance
But the glass must have been too thick, for he could not hear appeared at Imbus feet. But I long to grant you greater
their words. treasures than mere coffee.
He counted forty flasks to a shelf and, if his eyesight did I long to give you the opportunity, Imbu admitted.
not fail him as he cast his gaze upward, twenty-five Show me what you have to offer, mountainous one. This
shelves. Thus there were a thousand flasks. All of them I command in the name of Solomon.
were occupied. The djinni pointed at the book. Though no hand touch-
Nothat was not quite true. The last flask on the bot- ed it, it opened itself to the first page. There you will see
tom shelf, the thousandth flask, was empty. all that your heart desires.
And the one next to it, the nine-hundred-ninety-ninth Imbu moved beside the table with the book, then looked
flask, contained Ghol al-Kafur. up at the djinni and narrowed his eyes. Now tell me, I
Ahmunkars former partner made vulgar gestures, and demand in the name of King Solomon. Can you bring me
the words he shouted, which Imbu was happy he could anything I ask?
not hear, must have been insults. Imbu ignored the tiny The djinni shook his huge head. I, too, have my lim-
wretch and looked about once more, but there was noth- its. I may bring only that which can be found in Arabian
ing new to see. landstoday, and in times gone by, and in times yet to
Is there, then, a djinni to meet? he asked, but heard come. But that encompasses more than mortal mind can
only echoes in reply. comprehend.

52 JANUARY 1993
Then show me what you have to offerI command stuffs slick, disagreeable sheen. The future must be mad
you, in Solomons name. indeed. Perhaps everything in existence should collapse in
Imbu turned his attention to the book. On the first page such a time. But let us continue. In Solomons name.
was a painted image of a great kings treasure chamber, They did. And with each new demand, Imbu found
stuffed to bursting with coins and jewels. The first item, that the djinnis voice rang more powerfully in his ears,
said the genie, is gold. Allow me to give you the ransom that the invocation of Solomons name was harder to re-
of a king. member. Soon he could not hear even his own voice when
I will take itto make you happy, Imbu allowed. he spoke. The djinnis words were the only things to hear,
You must command me. Tell me how much. Enough the djinnis book the only thing to see, the djinnis
to make you happydemand it of me! thoughts the only ones to think . . . and panic struck Imbu
Very well! Give me gold, ten times my weight, for like a blow from a poisoned knife.
now. Imbu blinked. Solomon! In Solomons name I Enough! he shrieked, and could barely hear himself.
demand it. A shudder overtook him; very nearly had he In Solomons name, enough! I am done for now! He
forgotten. He dared not look over at the glass flask beside shook from fear of the times he had nearly forgotten to
Ghols, the flask he was doomed to occupy. mention the name of the legendary king, and knew it was
Done. Beside Imbu appeared a sarcophagus over- time to leave with his treasures, before he made a fatal
flowing with the precious metal. Imbus face was painted error . . . before he became Ghols neighbor for a hateful
on the lid. millennium. It was time to reappear in Ahmunkars home
The second item is silver. Ask all you want! The third with treasures to make the merchants look pallid,
item is wine. Demand fine wine, I will bring it! The Ahmunkar would twist with envy, and Imbu smiled, rel-
fourth item is discontinued. The fifth item is a sword that ishing his triumph.
will split stones as easily as an enemys breastboneforce Then the smile froze on his face. All good things he
me to bring it to you, so that you may slay those you de- wished for would go to Ahmunkar instead. That was the
spise! The sixth item . . . bargain! All he had just acquired would be the mer-
As the djinni announced each new, wondrous object, chants, despite what he had risked to gain it.
the pages colors swam and the image changed to show it. Pained, he looked up at the djinni. The spirit stared
He saw horses and ships, great orchards of frankin- impassively back at him, awaiting his next order.
cense, vast marching armies, well-appointed harems, Imbu said, subdued, In Solomons name, I command
moving boxes that carried men across the sands, houses you to send everything I asked for back where it came
that stretched upward into more stories than he could from. Except the coffee. He sighed mournfully. In a trice
count, water that was made hard by intense cold, and his treasures were gone, and the djinnis home had re-
many more miracles than he could number. sumed its normal proportions.
But before he asked for anything more than the gold Imbu picked up the leather bag of coffee. He could
and coffee already beside him, he grew suspicious and scarce control the trembling in his limbs, and did not
asked, in Solomons name, Is there any harm or danger know whether it came from exhaustion or his fright of a
to me demanding such wonderful things? moment ago. His next command was a sad, tired whisper.
The djinni was slow in responding. Too many de- Now, in Solomons name, I command you to send me
mands could provoke the collapse of everything in back to Julnar.
existence. A moment later he stood in the same little room where
Would this happen soon, I-ask-in-Solomons-name? oil had recently drenched his brow. Julnar still sat there,
No. Far, far in the future. her pose little alteredhow much time had passed for her
Ah, for a moment I was worried. Now I shall make in the long, tiring hours he had been gone?
my choices! Did it go well? she asked.
He demanded, all in Solomons name, a herd of Ara- He gazed upon her blandly. Of course. I had only to
bian stallions, a giant silver bird that carried men in its acquire some coffee. Here it is. Imbu is as good as his
belly and let them leave again, a rag with which to mop word!
the oil from his head, a great number of bright and de-
lightful garments, a curious and cumbersome rod that As the day passed, Imbu watched Ahmunkars staff
shot flame, a giant building seemingly made of glass {an prepare a lavish meal for the Emir Khalid, but he had no
office building, claimed the djinni, and Imbu, who part in those duties. So he sat alone in the main dining
wished someday to be of high office, desired it greatly), chamber. Ghols doom replayed itself before his eyes, and
and a finger-ring into which one blew to make a strange it gnawed at him that a similar fate awaited him. To help
whirring noise. As he demanded each item, it appeared forestall it, he chanted to himself, over and over, In Solo-
within the djinnis domain, which grew larger to accom- mons name, in Solomons name, until everything he
modate each new thing. said and thought was accompanied by those three words.
Imbu was arrested by the picture of a lapping sea of Slowly, the heat of the afternoon diedand with it, the
blackness. What is this, in Solomons name? wrenching smell of baking dung, offal, sewage, and other
Item four million and one. It has many names. Its garbage that afflicts every city. Once the worst smells faded,
simplest is oil. In the future, it is wealth, and power, and and as the shadows grew long, the distant sound of cymbals
even self-esteem for nations that have lost their pride. and pipes, drums and singing voices announced the immi-
This? Imbu tried not to sneer. He could see the black nent arrival of the emir. Ahmunkar filled the doorway him-

DRAGON 53
self to greet his most noble visitor, then withdrew like a cork bliss.
from a bottle to let the emirs retinue pass. Magnificent one, he began, I have long been fasci-
The ruler was accompanied by a parade of musicians, nated by tales of centuries past. In the greatness of the
acrobats, advisors, courtiers, body-servants, and para- past, I can see the greatness of the future.
sites, each richly garbed and decorated. And then there As you know, the wealth of our land of Saba was built
was Emir Khalid himself, a rival in fleshy vastness for on the frankincense trade. Yet we now trade less than in
Ahmunkar. generations past, since the faraway Romans grew too poor
But Khalid had none of Ahmunkars verbal grace. His for our luxuries.
first words, to Ahmunkar, were Bring drink, you lick- The emir scowled. We are still a wealthy people, insig-
spittle! His second noise was a mighty belch, and nificant fool.
Ahmunkars servants scurried madly to remain clear of You are right, as ever, lofty one. Under your guid-
this royal eruption. The emir seated his favorite servants ance, we need none of the wealth I can bring us.
on the couch Ahmunkar was to have occupied, so that the Yet, the emir quickly amended, any wealth we
merchant had to sit on the floor at the emirs feet. refuse might fall into the hands of less deserving lands:
Nor did the meal go well. The emir threw his ostrich Main, Qatabab, Hadramawt . . . Speak on.
egg, brought from Africa, at the servant who had tricked Imbu stood and walked to and fro as he continued.
Imbu with the story of soldiers in the street. The egg You have complimented my masters coffee. Would not
caught the man in the temple and laid him low. Then all the world want it, as they once wanted our frankin-
Emir Khalid found the main dish, honeyed gazelle, not to cense? He picked up his own tiny cup of coffee and swirl-
his liking and demanded instead a large pot of spiced ed it about, peering into its ebon depths. I see in my
lambs meat in rice, such as he had eaten on the two occa- minds eye a black, rich liquid, in unimaginable quantity.
sions he accompanied his army into the field. How the wealth of Saba would grow if it supplied such a
The merchant Ahmunkar was not to be caught out by new treasure to all the known world!
such demands. He simply sent Imbu to fetch the emirs Two sets of eyes shone as he spoke. One pair was the
preferred feast. Imbu, after a quick visit to a private room emirs, filled with greed. One was Ahmunkars, filled with
with his leaden flask and leaden heart, returned with any sudden rage.
dish the ruler chose. Imbu leaned close to his employers ear and whispered,
Soon after, the emir demanded wine of faraway Samos, Do not be concerned. I swear on my name and honor
and Imbu was again able to oblige him. that this fat fool will never gain control of your coffee.
Immediately thereafter, the emir demanded a taste of May the god Almaqah strike me dead if I lie, and make
the mysterious coffee, rumor of which had lately reached hateful my memory. This was a potent oath, and
his ear. For this, Ahmunkars staff was prepared, but Ahmunkar sat back, still curious but no longer so
because Imbu had been sent for all the other late de- alarmed.
mands, he was dispatched for this treat, too. He led To continue, Imbu said, instead of merely being
Julnar, bearer of the coffee-tray, back into the emirs draped in wealth, you could be immersed in it . . . a fate
presence. that can be yours just for the asking.
His versatility caught the attention of the emir. After The emir thought it over and could find no trickery in
sampling the bitter drink and finding it to his liking, Kha- Imbus words. Then I demand it!
lid asked, Who is this, so capable at serving his ruler? Imbu spread his hands in a gesture of helplessness. I
Ahmunkar, busily chewing a handful of lambs meat, am Ahmunkars slave, great one. Much as I long to serve
gestured for Imbu to announce himself. Imbu answered, you, I must await his order.
May it please your exaltedness, I am Imbu, a lowly seer- The emir nodded agreeably, and turned to the mer-
to-details . . . Then, to his horror, he heard himself con- chant. Ahmunkar, would you set this in motion? Or
clude, in Solomons name. must I have you executed in your own establishment?
The emirs eyebrows crawled up his forehead like furry The merchants face clearly showed his sickly sorrow.
caterpillars in search of escape. In Solomons name? Yet he was trapped by the emirs words. Do as he says,
the ruler asked. It must be interesting to do ones work he ordered.
in Solomons name. How would you like to serve your You agree, said Imbu, that such overwhelming
emir in a similar fashion? wealth is a good thing, and to your liking?
My heart swells with honor that you ask, Imbu re- Ahmunkar scowled blackly. Of course! Get on with
plied, but I am bound by mighty oaths to serve the great it!
Ahmunkar, and Imbu found he could not censor the last Imbu breathed a deep sigh as he felt the invisible collar
three words, in Solomons name, of slavery break from about his neck. He drew close to
Again, the name of a long-dead king, said the emir, Julnar, who eyed him suspiciously, and he clasped the
with the faintest of edges to his tone. I swear, his name djinn flask in his hands. So be it, he said. Djinni, in
has not been invoked so often in my land since the time of the name of King Solomon, I command you: Cover
my ancestress Balkis, who knew him. I would hate for his Marib in wealth, and let mighty Ahmunkar be the sole
name to be mentioned more often than mine own. Tell wellspring of that wealth, and let it be the wealth of item
me, what is your fascination with Solomon? four million and one!
Trapped by the emirs gaze, Imbu inwardly quailed . . . The emir, the merchant and all assembled waited a long
and then the answer came to him. He smiled in sudden moment for something to happen. Then a pool of black-

*
54 JANUARY 1993
ness spread out in all directions from beneath Ahmunkar, oil. Look there. When Ahmunkar bent for a look, Imbu
and swiftly reached from wall to wall in the confines of the gave him the lightest of shoves, precipitating him into the
dining chamber. Servants shrieked and courtiers shrank black pool below.
away from it, and within moments the foul-smelling fluid The merchant made a gooey, unpleasant noise when he
reached to Imbus shins and to the bottoms of the couches. hit. A moment later, slick and black from pate to feet, he
Ahmunkar looked in horror all about him, then at Im- rose to the oils surface and paddled frantically, trying to
bu. Cretin! What have you done? This is not coffee! keep his head above the black surface.
Imbu gave him a cool look. I told you I was not offer- Fiend! he screamed. Traitor! Villain! Oh, why does
ing coffee. I would not betray you, beloved master. the djinni not save me from this dire fate?
The emir tried to stand upon the divan to get away Imbu smiled down upon him. You have declared that
from the pooling blackness, but it collapsed under his it is a good thing to be inundated in such wealth. It can
weight and he fell into the slick, clinging stuff. He scarcely then be a dire fate, but would you care to be
thrashed around as it rapidly rose, but each time he tried saved anyway?
to stand, his feet slipped out from under him. His words, Yes!
when he could bring his head up above the rising pool, Tell me then, honored Ahmunkar, Imbu asked po-
were threats: I . . . will . . . have . . . each . . . of. . . litely, is it always better to be alive than dead?
you . . . tortured . . . unto . . . death! His very words You speak nonsense! Help me forth at once! But
doomed him, for those few servants who were truly loyal Imbu simply waited as Ahmunkar floundered beneath the
to him backed fearfully away through the waist-high pool oil. Rising to gasp once more, Ahmunkar said, Yes, it is
and watched him drown. always better!
Ahmunkar, made of hardier stuff, kept his feet. His So anything that keeps you from drowning in this
complexion was nearly as red as the rising flood was poisonous murk is a good thing?
black, and his anger was all directed toward Imbu. Foul Ahmunkar flailed to stay afloat. Yes, yes, it is so! he
one, you must take me to safetyand then I will deal with shrieked.
your disobedience! Imbu stood tall, held the djinn flask, and shouted to the
Imbu took on an injured expression. If you insist, blackened sky. In the name of the master of all spirits,
master . . . The flask, on its chain, lay against his chest King Solomon the Wise, son of David! I, Imbu, wish to
and was now trailing into the black oil. Imbu raised it be swept away at once to the City of Brass, there to serve
above the liquid. Djinni, in Solomons name, I demand the djinni of the flask for a thousand sleepless years!
you take Ahmunkar to the north walls of Mariband so Ahmunkar frowned, then gasped. His eyes became
that he not be inconvenienced, take me, and his most white circles in the oil pool of his face. A curse upon
beautiful servant, and his most costly treasures with him! he began to shout. Imbu never learned with certainty the
In a trice a windstorm beganthe only windstorm ever nature of the curse, for in that instant the djinni swept
to assail the interior of Ahmunkars Sumptuous Refectory. awaynot Imbu but Ahmunkar, the beneficiary of all his
It ripped the curtains from the walls and sent them whirl- good wishes. With a hideous sucking sound, the oil rushed
ing in all directions. to fill the space vacated by the fat merchant.
Imbu felt himself turned and lifted from the black Imbu noted with satisfaction that the flask had gone
muck, and then could see no more as he began to spin with Ahmunkar. And I wish him all the benefit he may
with greater and greater speed. Moments later his feet derive from it, where he now is, he told Julnar.
were set once again on a hard surface, and though dizzi- Imbu shows a generous breadth of spirit, she said,
ness nearly overwhelmed him, he stood safely on the walls smiling, and bent to retrieve the treasures of Ahmunkar
of Marib with Julnar and Ahmunkar beside him. Both that had accompanied them.
looked as unsettled as he felt. Beside Ahmunkar, in a
heap, were many of his prized jewels. In the confusion that gripped the city of Marib, it took
As Ahmunkar seemed to wish to cling to the wall and Imbu little time to acquire two hardy camels. Shortly he
gulp for a while, Imbu turned to look across the city. The and Julnar were bound for the city of Baraqish to the
setting sun cast red light and long shadows across Marib. northwest. Behind them, with Ahmunkar gone, the black
Everywhere, black oil was rising, and citizens of every age flood slowly retreated from the streets of Marib, and
and profession were streaming out into the green lands citizens returned to hopelessly befouled homes and shops.
outside the city walls. There was much haste but little Imbu drew up beside Julnar as they rode. I wish, he
panic in their flight, for the oil had not risen as high eve- said, that you would adore me as I do you.
rywhere as it had in Ahmunkars presence. With the djinni gone, she answered primly, you
Then more oil began to issue in impossibly heavy must learn to be more reasonable with your wishes.
streams from beneath Ahmunkars feet. No matter where Now that you are free, where do you desire to go?
he stood, oil poured from him. He began to move along She thought a long moment. Yathrib, I should think,
the wall, and his movements became more and more fran- for a time. It is closer to my homeland. A great city built
tic as he sought to escape the stuff. Imbu, you will suffer on trade, so they say.
mightily for thisbut for now, cease this horrid flow! Then I wish you to accompany me to Yathrib! In Solo-
I will set all right, noble master, said Imbu. Come. mons name!
Swiftly, he led Ahmunkar farther along the wall until they She laughed. Clever Imbu is learning. And she spur-
stood above a deep garden now completely submerged in red her camel to greater speed.

DRAGON 55
The Dagger of
Amon Ra (Sierra)

Search New York for a stolen Egyptian dagger


KnightLine H.E.L.P. He told me the power of the scepter and
We have found the definitive book on Dale Ketcherside, who answers some the crown. His wife told me about the
Ultima, Origins fantastic FRPG series for Ultima V questions in the next section, also amulet. Are the jewels real, or are they
PC/MS-DOS computer gamers. Ultima, The asks the following, I have found the just window dressing? Or did I misread
Avatar Adventures by Ruse1 DeMaria and Shard of Falsehood in Dungeon Deceit, what he said? Thanks for any help anyone
Caroline Spector is published by PRIMA and I have found the Shard of Hatred in can offer.
Books and offers just about every hint, tip, Dungeon Hythloth. Where is the Shard of Chris Milligan of Hong Kong has an-
graphic, map, and detail about Ultima IV, Cowardice to be found? Also, in Border- swered Aidan Doyles query regarding
V, and VI. There are brief sections on march, Sir Simon mentioned the crown, Rise of the Dragon in our column in
Ultima VII: The Black Gate and Ultima scepter, amulet, and jewels of Lord British. DRAGON issue #178. Chris writes, Go to
Underworld. If you want exacting details the alley in the warehouse district and
at your fingertips, written in an entertain- climb through the gap. Youll find an old
Computer games ratings
ing manner, this is the book for you. man who will read the parchment for you.
Nintendo has signed American Laser He also will give you some very handy
X Not recommended
Games to produce new, realtime live-action * items. To get into Deng Hwangs, go to
Poor
interactive games for the Super NES and its ** Hollywood Reservoir when you see units
Fair
soon-to-be-released CD-ROM accessory. *** Good being deployed there (make sure youre
Games covered in this agreement include **** Excellent wearing a bulletproof vest and your gun is
Mad Dog McCree, Who Shot Johnny Rock?, ***** Superb loaded!). When you get there, shoot every-
Space Pirates, and Gallaghers Gallery. one, grab the rifle, and enter the hovercar.

DRAGON 57
Go to Deng Hwangs in the hovercar. Youll
land on the roof and you can now enter
the building via the lift (elevator).
In DRAGON issue #183, Fred Wisdom
needed some help with Ultima V. Dale
Ketcherside of Whittier, Ark., writes, To
leave the first room of the first level of
Dungeon Shame, you must shoot the brick
that is located just to the right of the left-
most corner. This will change the room.
Now, shoot the brick just to the right of
the new corner. This opens a hall that is
blocked by a brick. Shoot it and youll be
able to walk out of the room. To reach the
place of darkness, you have to destroy all
three of the Shadowlords. You also must
have the amulet, scepter, and crown of
Lord British. Enter the Underworld by
way of Dungeon Shame. To the east theres
an area that is sealed off by mountains.
You need to cast In Por to jump past
them. The place of darkness is to the east
and south of you. The amulet will help
you find the way through the darkness to
Dungeon Doom. The word to open
Dungeon Doom is told to you by the co- The Dagger of Amon Ra (Sierra)
dex. The meaning of the world Al Kazam suspects, to figuring out how to avoid rats. Egyptian god from the on-screen descrip-
is told to you by Glinke in Paws. snakes, and furnace flames, Laura must tion. This is quite simple to accomplish,
Also responding to Freds question is keep her wits about herand you must but we hope you never lose the players
Michael Edwards of Roanoke, Va. His study each clue carefully to solve the manual. The games icon-command inter-
suggestion is just a bit differenthe rec- murder. face allows you to select an action by
ommends pushing on the walls instead of You must have at least 573K of free clicking your mouses right button until
shooting at bricks. When you push on memory to run The Dagger of Amon Ra the icon appears. The question mark is
certain parts of the wall, the room gets (DOAR) program. Also, there is no auto- used for queries, the eye for looking, and
larger, and when you push on the new matic detection of a GameBlaster card and so on. By moving your cursor into the
walls, the room gets bigger, and so on, you must manually input that you have upper portion of the screen, each com-
until an exit appears. This is always a good this card when you enable hardware. The mand is identified by its icon, and you also
tactic if you get stuck anywhere in the graphics, when viewed with a VGA card, can save and restore games.
dungeon. He also adds that in order to are superbly crafted, and the background We thoroughly enjoyed DOAR and rec-
cross the water to the rocky island on the music sets the scenes well. The plot draws ommend you purchase it if you enjoy
other side of the mountains to reach you into the adventure and the animation mysteries. It is not as action-packed as
Dungeon Doom, use your magic carpet. is highly effective. You cant go wrong with other games you might buybut here the
Also, Use the Amulet before entering the this murder mystery if you enjoy solving prime requisite is thinking. With a strong
dark area or you will be lost. Once you difficult crimes. sense of the period and superb graphics,
enter the dungeon, be warned. You cant The introduction to this game includes this game will make you wonder where
get out! an opening-scene murder thats exactly the time went when you look at your
We also wish to thank the following like watching a TV show. Thats how well watch.
adventurers who responded to H.E.L.P. Sierra has designed their graphics engine. This graphic adventure from Sierra
queries after answers have already been After this scene, the deceased is dumped requires a 80286 or faster CPU, 640K
printed: Robert Chang, Brecksville OH, into a sea chest, and the case is in your RAM, VGA or EGA graphics board, and
regarding Bards Tale I, Ultima VI, and (Lauras) hands to solve. We did note a hard disk. It supports ThunderBoard, Pro
Beyond Zork; Michael W. Daniels of Tulsa couple of areas where we thought the Audio Spectrum, AdLib, SoundBlaster,
OK, regarding Ultima V and Secret of the design team could have given more consid- Roland, or Sound Source sound boards.
Silver Blades. eration. Laura can obtain free rides
around New York in a cab, as long as she Global Conquest ****
shows her press pass. This was obviously If you enjoyed games like Empire, youll
Reviews a less-than-realistic way to address how to enjoy Global Conquest (GC). Strategy and
get Laura to certain locations. (We have management of your resources (both
The Dagger of Amon Ra **** rarely known cabbies to give free rides to military and economic) determine the
Laura Bow, the heroine in Sierras The anyone!) outcome. The object of the game is to
Colonels Bequest, has returned in this A scene continuity problem occurs when- discover your territories and then conquer
intriguing mystery set in New York in the ever you enter the speakeasy screenit is the world. There are always four oppo-
1920s. This time, however, the Dagger of always nighttime, even if the prior scene nents, any of whom may be controlled by
Amon Ra has been stolen. Those who was in full daylight. However, this slight the computer, yourself, or friends. The
wanted this Egyptian treasure committed problem does not destroy the atmosphere of game also can be played via modem.
murder to obtain it! As a cub reporter for the game. Other nice details, such as music No two games are alikethe world al-
the New York Daily Register News Trib- increasing automatically in volume when ways changes and are composed of
une, Laura is going to find herself em- you enter the room it is emanating from, oceans, plains, forests, swamps, or moun-
broiled in a mystery that will require add that touch of realism missing in other tains. Then add your units to this environ-
plenty of detective work on your part. graphic adventures. ment: infantry, armor, subs, airplanes,
From being locked inside the Lydecker The copy protection is manual based battleships, and aircraft carriers. You also
Museum at night with numerous murder and consists of identifying the correct start out with, and can manufacture, a spy

58 JANUARY 1993
This MicroPlay strategy game requires This way, once you know note the out-
PC/MS-DOS, 640K, DOS 3.0, and EGA, but come, you can restart your game from its
does not support MCGA graphics. It sup saved position with only your first save
ports joy stick and mouse, and AdLib and penalty, and continue the game.
IBM sound boards. Once you get down to succeeding levels,
things get tough, with mutant creatures
Gods **** and various traps. Keep plenty of notes as
This is one of the best action games to who does what! These elements, as well
weve seen from Konami for PC gamers. as the game world itself, change whenever
Not only are the graphics superb, but the you start a new game.
action is top notch. Youll not find one dull One aspect we dont like is the copy
moment in Gods, and youll find yourself protection employed by the game. Its the
not only fighting some of the meanest old enter the name of the icon into an
The Dagger of Amon Ra (Sierra)
beasties around, but also trying to solve on-screen window. This time, the icons
some awesome puzzles as well. After all, come on a single, thin sheet of pink paper,
unit that cannot only steal secrets but can you wouldnt expect a challenge from the with the icons printed in light blue. This is
see with wide-ranging eyes. Your Comcen gods to be easy, would you? done to prevent duplication on a copying
is your most powerful piecehowever, if Youll be retrieving power crystals, try- machine. Not only is the blue ink ex-
you lose your Comcen, youre out of the ing to figure out a series of lever pulls, and tremely difficult to read, but lose your
game. Your cities, or burbs as they are locating hidden keys and secret doorways. sheet and you cant play anymore. You are
referred to, create your units and must Take care though, for not every secret tossed out of the game and you have to
then financially support them. Depending passage leads to an exciting treasure. It start over again.
upon the size of your burb, bucks are could as easily end up in a nightmarish MT is an exciting game that provides
dumped into the treasury each turn. Re- encounter. Thanks to The Shop, you can some interesting puzzles and challenges to
sources you possess or exploit earn an- upgrade your weaponry. Best of all, the gamers. Although no new ground is bro-
other two bucks each. Run out of bucks, game adjusts its skill level to yours while ken graphically, MT provides many hours
and units within that burb are suddenly you play. You might find you can even of adventure. We recommend it as long as
unsupported. trick some of the beasties into helping you you keep your copy-protection sheet in a
There are three difficulty levels, and the with your quest. We highly recommend safe place.
game also comes with an icon editor so Gods to any gamer who thoroughly enjoys This Casady & Greene science-fiction
you can create your own identifiable icon action-arcade games. adventure game requires Macintosh, 2MB
in the icon corner. Event cards (if you This Konami game requires PC/MS-DOS, of RAM, 7.2MB of hard disk space, Macin-
wish) are presented every five turns to aid DOS 2.1 or greater, a 12MHz or faster tosh System Software v. 6.0.3 or later, and
or hinder game play, controlling such CPU, joy stick optional. It supports AdLib, supports color and black and white.
things as rising oceans, tax revolts, and so Roland, and SoundBlaster sound boards.
on. Control is via your I/O device and Pacific Islands ****
consists of combinations of right and left Mission: Thunderbolt *** If you want to experience platoon-style
clicks. You can instantly see the world After the world is nearly obliterated by tank combat, Pacific Islands (PI) is a great
with one click and then view at closer a variety of nuclear and environmental game. Although the various screens for
detail any area in question. Attacking an disasters in 2000 A.D., it becomes easy each tank can become confusing in the
enemy burb is the most fun. Begin with pickings for an invasion from another heat of battle, and the tutorials printing is
the initial city bombardment, then individ- galaxy. With most of humanity wiped out sometimes hard to comprehend, PI is a
ual burb-unit attacks with your air force, in the ensuing conflict, survivors band good, fast-paced game. Youll need to
followed by an all-out armor attack to together to fight back. Your object is to spend some time learning which icon
overwhelm the remaining, weakened find an anti-matter device the government commands what action, and which screen
enemy forces! Points are earned as you was working on that has fallen into alien is showing you what information. Al-
gain military and economic successes. hands. Unless you retrieve it, the weapon though not provided, a reference guide
GC has many fine features and is defin- will be used on humanity, ensuring the would help immeasurably.
itely a well-planned strategy game. The races annihilation. It rests within an un- The included tutorial will give you a
user manual is extremely well-written and derground research lab. hands-on feel for the game, although you
quite humorous as well. Unfortunately, we The game map first appears to have should commit at least 40 minutes to
ran into an unexpected problem. During been created using World Builder. How- learning how everything functions. Fail to
the display of event cards on our 90th ever, the numerous clickable commands complete your training scenario in time,
turn of play, we accidentally depressed that appear below the main window, the and youd best run through it again to
our mouse button while the cursor was running inventory list, and the status improve your ability to control your tanks
resting on the Execute command. The windows make it work. The games design- and complete the mini-missions for each of
game froze, the system locked up, and we er also allows you as much time as you the four tanks. You also may have to
lost all our moves from our last save be- would like to make each move. Real-time switch between Chapters Eight and 14 to
cause we had to reboot and start from an game play in Mission: Thunderbolt (MT) determine what the screens are telling
earlier point in the game. No, we didnt would have meant a call to the local insane younot a very convenient action in the
like that at all. Add the games inability to asylum for admittance. middle of battle.
save a game and immediately return to the The first level is a breeze, once you Pay attention to an annoying, crackling
play of that game, and you have an incon- learn how to manage your attacks and sound during play. Its an artillery barrage,
venience. Certainly, its nothing insur- find a couple of items to assist you with not merely the sound of your tank moving
mountable, but it does require you to go your armor class. Then, its off through about. Youll have to learn what each
through the opening game menus just to various mazes, trying to find stuff to open sound means, otherwise youll think your
get back to your saved game. GC is quite doors and learning which pill does what. If tanks are falling apart. The key to success
an interesting and intriguing conquer-the- you save your game, youre penalized in in PI is learning how to use your map
world game with many more features your total score. We recommend saving information to route your tanks, but also
than Empire. It would be worth Micro- your game once at start of play. Then, save to fire upon the enemy with the correct
Plays time to consider converting this before you take each risky action (like type of ammunition. Once you get the
offering to other computer systems. taking a pill without knowing its effects). hang of moving your tanks and controling

DRAGON 59
them in a 3-D view, youre in for some excit-
ing times as you proceed through the
missions.
This Empire Software tank simulation
requires PC/MS-DOS, 550K RAM, and
supports VGA/EGA, CGA, AdLib, and Ro-
land PC Sound compatible boards.

Prophecy of the Shadow ***


The land is slowly dying. Its your mis-
sion to find out whats wrong. Your master
was murdered and now youre being
blamed for his death. The king hates mag-
ic, and you have powers that could con-
demn you. Unfortunately, this plot is not
very original, and the same holds true for
game play in this single-player game.
After completing a very limited character
creation system that consists of asking you
three questions about your pastimes, you
are flung into the Prophecy. Only three
statistics are pertinent in this game: Health,
Magic, and Agility. Health reflects your
stamina, life, and strength. Magic is the
amount of power you possess to conjure
spells. Agility is the ability to dodge an
enemys blows. The action is seen from an
overhead perspective. Icons to the left of Prophecy of the Shadow (SSI)
the screen allow your character to drop,
use, or give items, attack or talk to others, and elves). Elite troops, berserkers, ser- This games perspective is a three-
and enter buildings. Combat is quite boring, geants, and engineers all combine effec- quarters overhead view of the action. The
with text describing the amount of damage tively if you manage your campaign in game is played in real-time, though move-
being done to the combatants. Talking is much the same way as a good football or ment speed can be adjusted according to
merely selecting from a menu of words and baseball coach. You must learn to use your the level of difficulty. There are 15 in-
watching the persons response. different forces effectively to bring the creasingly difficult stages. Players can play
This game reminded us of the classic other side to their knees. either a single stage or through the whole
Questron games. Unlike these classics, With three zoom views, high-resolution campaign of 15 stages. The two-player
however, the only perk to this game was castles, various assault and defense ma- mode gives a split-screen view that pro-
the fully-costumed personalities you see chines (such as ballistae, burning oil, bat- vides a whole new challenge.
when talking to themeven though many tering rams, mobile bridges, siege towers, A prize feature of the game is the ease
with different names and in different assault ladders, and catapults), youll find of using menus, which can be moved,
locations are duplicates of personalities yourself defending or attacking castles for resized, and scrolled after you open them,
youve seen earlier! Role-playing games hours. You even have magicians to hurl much like the now-familiar Macintosh
like Questron were great for their time, spells at your enemy. You determine not desktop. On the main map, forces bear
but now with higher standards in the only where your troops will attack, but your own red flags or the blue flags of the
industry, the public wants more in a game. where they will launch attacks and estab- armies in revolt. Open the fighters screen
If youre looking for a simple introduction lish defensive positions. Youve got 24 to reveal the unit, its strength, current
to FRPGs, Prophecy is a good game to start different scenarios, including a tutorial action, and (if inside a structure), the type
with. Their highly touted new interface scenario that is a must to learn how to of building the unit occupies. Individual
certainly wont leave their competition in a play this great game. You can even use the units can be examined to find out more
sweat. SSI publishes far better FRPGs and games editor to make your own scenarios, detailed information. Skills include com-
your money is better spent on one of their or modify the included. Despite the slow bat, indirect attacks, mobility, seafaring,
other products. algorithmic computations, Siege is a fine and working. The ability to work increases
This Strategic Simulations Inc., FRPG addition to your PC/MS-DOS game library. the speed with which one can build and
requires PC/MS-DOS, 16 MHz or better Mindcraft has their own bulletin board destroy structures.
CPU recommended, 640K RAM, VGA that can be reached at (310) 320-5196. Many different commands can be given.
graphics, and a hard disk, and supports They are also present on CompuServe The first, Form a unit, creates a fighting
AdLib, Sound Blaster, Sound Blaster Pro (type GO GAMPUB) or on GEnie (type force from the fortress you select. If there
sound boards plus Roland or AdLib music M805:l and select Category 14). are not enough villagers around the for-
cards. This Mindcraft castle-combat war game tress to create the unit, you are notified.
requires PC/MS-DOS, 12 MHz or better Moving a unit is as simple as clicking on
Siege **** CPU, VGA graphics, 640K RAM, a hard the command, selecting the unit, and then
If you dont mind graphics-screen re- disk and a mouse. It supports AdLib, selecting its destination.
fresh slower than molasses (even on our Sound Blaster, and Roland sound cards. The different building commands re-
80386-based machine), or an initially con- quire the right amount and type of ter-
fusing array of interface icons, Siege is a Warrior of Rome II **** rain, and are quite beneficial. Fortresses
highly engrossing simulation that has you With the success of Warrior of Rome are the only places where units can be
either attacking or defending one of four behind them, Bignet has done it again with formed and recover from battle, and as
castles in Western Gurtex. You fight con- Warrior Of Rome II (WORII). You are now the village around the castle grows, the
trolling either the hordes of darkness Julius Caesar, commanding the armies of taxes and labor force to maintain the
(orcs, trolls, domugs, tekhirs, and the like) Rome as you try to suppress rebellions in fortress also expand. A coliseum trains
or the warriors of good (humans, dwarves, Asia. units, thus increasing their strength. Fi-

60 JANUARY 1993
DRAGON 61
Prophecy of the Shadow (SSI)
antique shop dealer. Use the money to
charter Captain Kates ship. To find the
Mad Monkey, check out Worlds Worst
Shipwrecks from the Phatt library (under
Disasters in the card catalog). Then, give
the figurehead to the shopkeeper.
2. For the next piece of the map, get the
crypt key from Stan on Booty Island and
open the crypt on Scabb after reading
Famous Pirate Quotations, obtained from
Governor Phatt. Get some ashes and have
the voodoo lady make the Ash-Z-Life for
you and use it on the ashes.
Prophecy of the Shadow (SSI)
3. For the third piece of the map, use
nally, shipyards allow ships to sail the seas. pon, you wait until a sleeping man leaves. Captain Kates leaflet on the wanted poster
As time passes, the ships become larger 4. Using the exclamation cursor, talk to on Phatt Island. After jailing her, pick up
and more powerful. Iwo other useful the boys outside the laundry. They might her envelope and take out the near-grog.
commands are the Disband unit and De- even discuss a hobby. If the hobby fits Next, use Jojo the monkey from the Scabb
molish building. what you might have found in a wastepa- bar on the pump on Phatt above the wa-
WORII is a fun game. The 3-D effects per basket, perhaps you can exchange terfall. Head through the hole and switch
enhance play and, while strategy can get valuable items. the near-grog with the real grog. After
quite complicated, the rules are easy to 5. Sometimes glass can hear through this, hang the mirror from the antique
follow. The graphics and sound are enjoy- solid objects. shop in the mirror frame and use the
able, and the menus are some of the best 6. You dont always have to take a cab to spyglass from the Booty Island tree house
that weve seen in a video game. The use get somewhere. However, it is the prudent on the statue. The light points to the cor-
of battery back-up is another big plus for person that looks both ways before cross- rect brick to push.
the game. One problem we did have was ing any street. Click your right mouse 4. Pick up the fourth piece from above
that sometimes its hard to see the units button until the eye icon appears on- the governors mantel. Use the fishing pole
strengths and other information clearly, screen, then click your left button at both from the Phatt Island fisherman to get it
which was somewhat distracting. Overall, the left and right side edges of your moni- off the cliff. Use the oar from the gover-
if you enjoy war games, this should be- tor. The information you obtain will let nors room with the holes in the Big Bee
come an addition to your Sega Genesis you know if you can cross safely. to climb.
collection. 7. Speakeasies are known for their 5. To get to LeChucks room in his hide-
booze and their dancing. The password to out, look at your parents instructions on
Clue Corner get into one has something to do with the the spit-encrusted paper, then at the ugly
The Dagger of Amon Ra (Sierra, PC/ latter. If you cant figure it out, maybe the bone things.
MS-DOS version) hungry policeman will tell you. 6. In the final sequence of the game, you
1. It is customary for people to hide keys 8. Steve at the 12th Street Docks knows must make a voodoo doll of LeChuck to
under things that are flat. For example, quite a lot. win the game. Look at the voodoo shop-
door keys can be found under door mats. 9. Intercom systems that broadcast static ping list if you forget how to do it. For the
Perhaps a desk-drawer key can be found cant be much good, can they? Thread ingredient, use the coin return
under something flat on the desk. 10. Recall those good old movies when on the grog machine, and then try to pick
2. When youre in the city room at the trying to find a place to spy upon the up LeChuck (when he next appears). For
newspaper, check out the bulletin board Countess. the Body ingredient, give LeChuck Stans
near the gents room. It says something 11. The safe combination might be hankie.
about dressing appropriately when cover- found in a phone list. Yi-Zhon Liu
ing formal events. In order to meet this 12. The corpse in the Egyptian room Palo Alto CA
criteria, youre going to need to take a ride needs a thorough searchingperhaps
in a trashy cab and sift through the debris, theres something worth borrowing in
locate a ticket for some clothes, and ignore the breast pocket that will leave an Thats all for this month. If you have any
the comments of a flapper in the womens impression. questions, comments, or hints, please mail
restroom to change. The Lessers them to Clue Corner, c/o The Lessers, 521
3. If you cant seem to get the good Czerny Street, Tracy CA 95376. Or, you can
sergeant to talk about the case, consider Secret of Monkey Island II (LucasArts send us electronic mail to following informa-
what the copper is telling you, and use a Games) tion services: America On-line: AFC Lesser,
coupon youve found to obtain something 1. For the first piece of the map, win the GEnie: HLESSER, or CompuServe:
his stomach will enjoy. To find that cou- spitting contest and give the plaque to the 75300,525. Until next month, game on!
62 JANUARY 1993
Join the Warriors of the Eternal Sun
by James M. Ward
Standing atop the castle walls, you stare Introduction Playing the game
wearily down at the howling goblin There are two firsts we are proud of How do you play this game? The first
hordes below. Smoke from a thousand about this game. This is the first time TSR thing you do is create your characters. You
goblin torches burns your lungs. Weeks of has worked with the Sega corporation to can choose from clerics, fighters, mages,
fighting have seen hundreds of warriors produce a DUNGEONS & DRAGONS thieves, dwarves, elves, and halflings.
die in battle throughout the dukes lands. game product, and this is also the first Although its always a good idea to use a
Deafening thunder drowns out the electronic HOLLOW WORLD product. balanced party of fighters and spell-
screams of goblins and men alike. From my perspective as a fan of D&D casters, its also fun to try the adventures
Suddenly, the scene shifts as a bright and AD&D games, there has been a clear with groups composed only of clerics or
light flashes and magic is woven about need for a cartridge game that would elves just to see how far you can get. The
you. Finding yourself and the castle in a allow the players to have on-screen D&D- spell-casting characters all have access to
strange, high-walled valley, you see that game fun in their favorite gaming format. first- through third-level spells.
the goblins are gonebut new dangers When the opportunity came to get the Once your characters are ready, they
await. The survival of your people de- Sega corporation behind a D&D game can explore Duke Barriks castle complex.
pends on how quickly you can assemble a project, TSR jumped at the chance. The There are plenty of nonplayer characters
party of heroes to venture beyond the best elements of the role-playing game can to talk to, and there is a lot of information
castles walls and solve the mysteries of all be found in this computer game. to pick up. Your characters can browse
this valley. through the armor shop, the weapons
Thus begins the adventure for the Sega shop, and the magic shop. Characters also
GENESIS systems DUNGEONS & can check to see if any caravans are leav-
DRAGONS Warriors of the Eternal Sun ing the castle soon. Traveling with a cara-
game cartridge! van is much safer than having your
characters travel on their own. Players of
SSIs gold-box computer games will recog-
nize the ability to Camp, in order to rest
and regain spells.
Your characters also will experience the
wilderness. Forests, hills, impassable cliff
faces, rivers, and dangerous monster
encounters all make this a series of great
challenges for all lovers of the D&D game.
Combat is fully detailed in the 48-page
instruction manual that accompanies the
game, including special wilderness combat
options, and notes on the games bestiary.
If that wasnt enough, there are under-
ground caverns and dungeons filled with
hundreds of encounters and tough mon-
sters. The games perspective changes for
the characters when they enter the under-
ground. This is truly where the best work
of the designers is displayed. Time and
time again, I found myself returning to
these underground caverns to face the
many monsters there.

Conclusion
For the players of the pen-and-paper
D&D game, the challenge of trying to
make your characters grow provides one
of the best thrills of the game. This is also
true of the Sega game. There are more
than enough adventures to keep you busy
for hours and hours of video-game fun.

64 JANUARY
1992 by Lester Smith

66 JANUARY
When wily wizards wrestle wildly
For many gamers, myself included, the same way as for a role-playing game. First, CANE game is typically played out in the
strongest appeal of any fantasy game is in values for five primary attributes (Talent, players imaginations. (A map and counters
its use of magic. In a fantasy role-playing Reflexes, Perception, Stamina, and Resist- or figures can be used, as in most role-
game, for instance, the first thing we look ance) are generated by random dice rolls. playing games, but movement is abstract-
at is the magic system and how it interacts From those attributes, another seven ed in terms of relative position and speed
with the other game mechanics. We also characteristics are calculated: Hits to Un- rather than precise measurements of
thrive on board games that allow us to consciousness, Hits to Kill, Fatigue Points, distances covered.) After declaring their
play spell-casters in a fantasy world. In Initiative Roll Base, Accuracy Base, Parry actions and any targets, players each roll
this months installment concerning small- Base, and Damage Dice Base. Together, all for initiative using the number of dice
press publications and overlooked 12 characteristics define a mages abilities identified for whatever animal form their
products, Ive chosen to discuss four in human form. mages are using at the time. Thus, a mage
games in which wizards battle among Next comes the determination of the who assumes a quick-moving form such as
themselves for supremacy. characters potential animal forms. First, a a leopard tends to achieve a much higher
To the best of my knowledge, exactly totem form is determined by random rolls initiative roll than one who takes a slow-
two games have been published devoted to (with particularly lucky rolls allowing for moving form such as a giant lobster.
combat between shape-changing magi- multiple totems). A mage can assume a Whats more, for every 10 points of differ-
cians. The latestprinted in 1991is enti- totem form in half the time it takes to ence between the initiative of the combat-
tled, appropriately, the SHAPESHIFTERS* change to other forms, and a totem form ants, the higher roller gains an extra
game. The otherreleased in 1980is can be assumed when the mage has statis- action for the round.
titled more cryptically: the DUEL AR- tics below the minimum normally allowed Next, mages take their actions in order
CANE* game. (If anyone knows of others for the shape (allowing a mage to acquire of initiative (multiple actions are divided
Im unaware of, please tell me and where I the shapes special abilities without paying among three subphases). Attacks must
might find copies.) While a number of as much of a fatigue cost to do so, though exceed on 3d6 their Strike Accuracy rating
role-playing games touch upon the subject the mage becomes a wimpier form of the plus their targets Dodge rating. Exception-
of shapeshifting, providing spells to do so creature). After determining a totem, a ally high rolls add dice to an attacks dam-
or special powers of some sort, only the mage then determines how many other age rating, as well as yielding the attacker
DUEL ARCANE and SHAPESHIFTERS animal forms can be learned, and what the one or more experience points. If an at-
games devote themselves specifically to limitations are. (Less powerful forms re- tack succeeds, dice are rolled for
the subject and treat in depth the rapid quire less Talent to learn than do more damageagain, a number of dice appro-
changes of advantage in contests between powerful ones.) Animal forms are rated in priate to the attackers form. After the
mages who are able to quickly assume terms of Initiative, Strike Accuracy, Parry, targets armor rating is subtracted from
many different shapes (as in the battle Damage (that they cause), and Resistance the damage rolled, the rest is applied to
between Merlin and Mim in Disneys The (to damage they receive), with many hav- the target. Not surprisingly, once targets
Sword in the Stone film). These two games ing a minimum or maximum base for one have taken damage equal to their Hits to
each approach the subject in quite differ- or more of these attributes. Additionally, Unconsciousness rating, they pass out; if
ent ways, as revealed in the comparative each form has one or more special abilities they take damage equal to their Hits to Kill
evaluations that follow. The other two (e.g., Fly, Poison, Quills, Web, etc.) and a rating, they die. Some special attack forms
gamesone a fast and funny duel over Chase Speed listed. have other effects, such as entangling a
treasure chests, and the other a more A mage learns an individual form at a target in webs, turning the target to stone
serious struggle over the outcome of a particular level for each attribute, which is (unless a Resistance saving throw is
single great spellare discussed individu- then recorded on the character sheet. To passed), and the like.
ally. assume a particular form, the mage must On the other hand, not every action
spend fatigue points to raise all normal need be spent in an attack. A mage may
human attributes to the values listed on have elected to change shape (requiring
DUEL ARCANE* game the sheet. To maintain that form, the mage two actions, unless going to totem form),
28-page rule book with four pull-out char- must continue to pay half that number of rest (to remove fatigue), run away (based
acter sheets points each turn. (Note that if one or more on the present forms Chase Speed), or
Gamelords, Ltd. $3.95 of a mages human attributes exceed the hide (making a Perception roll to find a
Design: John Shannonhouse maximum for the animal form, those suitable hidey-hole). Note that a mage in
Cover & interior art: Janet Trautvetter attributes decrease to the forms maxi- the midst of changing form or resting is
mums when the mage assumes that shape; much more vulnerable to attacks than
In comparing the SHAPESHIFTERS and a very dextrous mage who takes on the normally.
DUEL ARCANE games, it makes sense (for shape of a turtle, for instance, will sacri- After combat, victorious mages can stash
reasons that will become evident a bit fice much dexterity.) Finally, the actual their vanquished opponents in a pocket of
later) to discuss the older game first. attribute values are translated either into limbo, to be used as batteries. That is, a
Components: Like most games its age, target numbers or die codes (six-siders), victorious mage can use a captive as a
the DUEL ARCANE game is much less with fractional dice being possible. For source of points for fatigue expenditure or
glitzy than is common today. Its cover is example, a statistic value of 12 translates can assume the captives nontotem animal
simple yellow cardstock printed in two to 2d6, while a 22 translates to 3d6 +4/7d6. forms, However, once a captive has been
colors, red and black. Its pages are printed For purposes of this review, it isnt neces- used in this way for one combat, that
in small type, apparently dot matrix, with sary to explain how the fractional die mage is released from limbo and returns
underlining or all caps the only options for works; there is a simple chart on each to Earth.
headings and stress. The artwork is rela- character sheet that makes it obvious. Between combats, mages can spend any
tively scanty, amateurish by todays stand- What is important is that every time a 6 is experience points they have accrued from
ards though imaginative. In all, it is a rolled, that die is rolled again and the exceptional attack rolls, thus improving
modest package. result is added on, making the range of their basic five attributes. This, of course,
Character design: Players design results theoretically infinite. means recalculating their resulting statis-
characters to use in this game in much the Game play: Combat in the DUEL AR- tics and animal forms. At such times,

DRAGON 67
mages can revise their entire line-up of no longer exists), by all means buy it. the sea serpent form. The griffin, hydra,
forms, replacing old ones with new ones if and dragon are each stand-alone nodes of
they like. their own. Note that not every shape
Evaluation: Let me begin by listing this SHAPESHIFTERS* game passed through is actually assumedas
games problems. Bagged game: 16-page rule book (digest- when a mage changes from human to
First, there are some rough spots in the sized), 17 X 22 map, 11 X 17 flow rhino, for instance. Rather, numbers along
design. For one example, on its own, a chart sheet, 3 X 4 counter sheet the connecting lines dictate how much
lucky roll for a totem form can make the Fat Messiah Games $8.00 magical energy (if any) must be spent
difference between a moderately danger- Design & development: Michael Wasson along the way, and the final shape itself
ous mage and a complete killer. For an- and Neal Sofge has a cost that must be paid each turn.
other, while the combination of attackers Cover art & counters: Marc Siry Mages with lots of magical energy can
Strike Accuracy and opponents Dodge Interior art: Brian Griffin move quite a distance along the flow chart
rating work pretty well for combats in- Map: Kenneth Levine in one turn; those with lesser power might
volving characters with average statistics, Transforming Flowchart: Neal Sofge and need several turns to gradually arrive at
characters with Strike Accuracy or Dodge Marc Siry the same point. Indeed, there are some
ratings nearer the extremes begin to forms that mages simply cannot afford to
throw the system out of kilter. While the DUEL ARCANE game takes a assume once they get to the appropriate
Second, this combat game leaves impor- role-playing approach to the subject of space, or that they are able to retain for
tant questions unanswered, such as At shape-changing, the SHAPESHIFTERS only a very limited period of time before
what point does a mage who changes from game definitely takes a much more clinical exhausting their energies.
a land-bound form to a flying form actu- war-gaming approach. The contrast be- Each shape on the flow chart is identi-
ally enter the air? Without the answer to tween the two is quite interesting. fied by name, size, maintenance cost,
that question, it is impossible to decide Components: The SHAPESHIFTERS movement rating (including land, air, or
whether or not another mage can attack games package looks similar to the DUEL water), attack rating, defense rating, reflex
before the flight-capable mage leaves the ARCANE game. Both packages are (an initiative modifier), and special ability
ground. 5 X 8 booklets (the SHAPESHIFTERS (if any). Special abilities include such
Finally, the character-creation system is game does have maps and a counter sheet things as Hide, Track, Poison, Web, Fire,
fairly cumbersome. The fact that each enclosed inside). Both covers show two Charge, Fast, Ink, and Hands (this last
time a mage gains experience that individ- mages confronting each other, the left- allowing the casting of a limited number of
uals entire line-up of animal forms can be hand one in each case with arms raised spells included in the game).
completely changed only emphasizes this and in the process of changing shape, the Also on this sheet are an initiative track,
cumbersomeness, making even the most right-hand one on all fours in animal form a hit-points track, and a magical battery
devoted players quail at the prospect of (though the SHAPESHIFTERS games cover level track. Contestants have several
character improvement. is more polished and colorful). But the counters each to represent their own
In reality, however, these are relatively contrast between actual game components characters, one for the shape flow chart
minor quibbles. The variances in Strike makes the differences between the two and one for each of the tracks. As a result,
Accuracy and Dodge can be countered by games approaches immediately evident. all players can see what their opponents
careful design of animal forms, for exam- While the single component used in a options are for the next turn.
ple. Because of the strong role-playing DUEL ARCANE contest is a character The map sheet folds out to 17 X 22
aspects of the game, questions such as the sheet, dueling mages in SHAPESHIFTERS and is printed attractively in blue and
one concerning changes to flying forms game battles are represented by counters green, with various shades and patterns
are more forgivable, and they can be dealt on a map, their abilities and current forms representing different types of terrain,
with as seems to make the best story. As represented by further counters on a flow and with a half-inch hex grid to govern
for the complaint about the cumbersome sheet, and (very significantly) their attack movement. As nice as the map looks, it
nature of character design, it is made up results adjudicated by the roll of a die on a seems odd to have so few counters on it
for by the fact that actual combat plays combat-results table. during play (basically two to four, depend-
very quickly and flexibly. The heart of this game is the Transform- ing upon the number of players).
But the best thing about the DUEL AR- ing Flowchart, a glossy, black-and-white The games counter sheet is easily the
CANE game is that the characters are such sheet that folds out to 11 X 17. There least impressive component. It is a very
individuals. Statistical variance begins to are 54 different physical forms repre- thin sheet of cardstock, printed in black
set them apart, and the various animal sented on it (illustrated in silhouette), and white, with 63 half-inch counters that
forms available make them truly unique. collected together into groups, with lines must be cut apart by hand. The extreme
Not only will different mages know differ- connecting the various forms and repre- thinness of the stock makes handling the
ent animal forms, but the same form will senting the process of assuming a particu- counters difficult during play, especially
differ in particulars from mage to mage. lar shape. For example, to change from when any have to be picked up rather
Also, the animal descriptions build a pretty human to rhino form, a mage passes than slid (such as when a web counter
strong image of the appealingly magical through the ogre space, then the bison must be placed or removed). To identify
world in which these mages live. The space, and finally reaches the rhino space individual sets for the games possible four
DUEL ARCANE game virtually begs to be on the flow chart. To then change from players, one set is printed black on white,
role-played. (In fact, when my gaming rhino to giant scorpion, the mage must another white on black, another black on
group first discovered this system, we leave the land mammal group and enter gray, and the fourth black on a gray circle.
went into great detail concerning the the insect group: The process would be While they are printed crisply with re-
wheres and whys of our combats; before from rhino back to bison, then to ogre, spectable artwork, they are very easy to
long, we had extrapolated weapons for then to human, then to ratwhich serves overlook on the black and white Trans-
nonmage personas and were playing a full- as the land mammal nodenext to the forming Flowchart, with its gray back-
fledged role-playing campaign based on bug node, then to giant spider form, and ground art.
the system.) finally to giant scorpion form. Birds form The SHAPESHIFTERS rule book contains
The upshot of the matter is this: If the another cluster, and plantsincluding clearly worded text, carefully organized
idea of shape-changing combat sounds treemenanother. Dinosaur shapes are and printed on high-quality paper, with
appealing to you, and if you can find a possible around the lizard node, as are lots of attractive line art to break it up.
copy of this game (not only is it out of fishmen and piranha around the fish node, The last page contains a collection of
print, but the company that produced it these two groups being directly linked by charts and tables needed for play.
68 JANUARY 1993
Power levels are listed on this page for satisfying, and the Transforming Flow- visually speaking, the game is fairly bland.
five different grades of mage, from the chart is fascinating. The magic spells are a While the box cover sports a well-executed
lowly acolyte to the powerful warlock. nice touch, allowing mages to do such painting of a pair of mages clashing with
Each grade generates a different amount things as conjure blades from thin air, cast colored lightninga male with a book, and
of magical energy per turn, has a different lightning, heal damage, and fly. a female with a staffthe background is a
maximum-storage potential, is allowed a And the games price strikes me as mod- gray stonework pattern that, while it
different maximum movement along the est as well. makes the red title and black supplemen-
Transforming Flowchart (dictated by a My greatest complaint, however, is that tary texts legible, is simply underwhelm-
Wisdom rating), and has a different num- the SHAPESHIFTERS game feels like a war ing. By the same token, the interior
ber of hit points. For example, acolytes game, and I find that jars with the fanciful components are respectable but not really
have a Charge of 2, a Battery of 5, a Wis- subject of shape-changing. Further, there exciting. On the one hand, the game board
dom of 2, and 4 hit points. Warlocks, by is no individuality of characters in the is very nicely mounted on cardstock; on
contrast, have a Charge of 9, Battery of 30, game. Each acolyte, for instance, is the the other, its graphics consist of little more
Wisdom of 5, and 18 hit points. In be- same as every other acolyte, with exactly than simple boxes with flat colors and
tween are (in order of increasing ability) the same resources and options available. block print, all against a flat gray back-
magician, thaumaturge, and sorcerer. Nor is there much opportunity for cam- ground. The rule book and book of pack-
Movement costs are also summarized on paign play. Characters do not gain experi- ing Sheets are printed in plain type on
this page, as are details of combat eligibili- ence, and once youve played through the cheap paper, with a few diagrams but no
ty based on comparative movement mode scenarios a half-dozen times, youll have art. The Wizard cards, each of which
(diving creatures in water, for example, fairly well exhausted the possibilities. holds on its face a single players game
may only attack swimming or diving crea- As a war game, the SHAPESHIFTERS identity, history, and victory conditions,
tures). The combat-results table is here as game is very well executed, and I suspect are identified on the back side by the
well, as are a Pounce table, detailing that many people will find it perfectly to word Wizard and a line drawing of a
modifiers needed to find a hiding oppo- their liking. But for such a magical subject, castle, but even with this they look plain.
nent, and a table of spells and their costs I prefer something less cut-and-dried. The Move cards have the word Move on
to cast. If you wish to obtain a copy of the game, the back in white type on a red field, and
A note on pronouns: Forgive me for but find that your local game store cannot simple text on the face. The pawns are one
a momentary digression, but I feel compel- order it for you, contact: Fat Messiah step above the plainest type available. The
led to respond to rule 0.0, the On Pro- Games, PO. Box 341136, Los Angeles CA Secret cards have a sentence or two of
nouns statement in the game. That 90066. plain text on their faces with a series of
statement asserts that [w]riters must numbers on their backs, each card deco-
choose between the linguistically awkward rated with a gray crystal ball. The Ritual
formula he or she and the morally awk- CASTLE OF MAGIC* game Result Squares are plain blue plastic with a
ward choice of one pronoun over the Boxed game: eight-page rule book, 24-page circular recess in one side; the Country
other. We hope that our female players book of tracking sheets, 20 X 20 Squares are the same, but green. The Talk
will not feel excluded by our use of the mounted mapboard, 64 playing cards, Chips are poker chips. The Item of Power
male pronoun. The fact of the matter is, 16 wizard cards, various other card- markers are folded cardstock standing in
the first sentence of that statement is stock and plastic pieces, adhesive la- green plastic holders. The colored disks
simply false. There are many grammatical- bels, two six-sided dice are transparent plastic. The sheet of stick-
ly correct ways to handle pronouns in text RiddleMaster Games Price n/a ers is simply text on white circles, and the
without resorting to either a generic he Design: Not credited dice are basic white.
or the construction he or she. A perusal Cover: Not credited Dont get me wrong. Everything here is
of this very review reveals that I use nei- well made in terms of quality and durabili-
ther of those constructions, yet I talk of In this unusual board game, players take ty, but it is all rather uninspiring. The
individual characters on more than one the roles of mages who have come to plastic components, for example, are ex-
occasion. Im not arguing with the authors Castle Bondi to recover three items of actly the sort of thing that anyone could
decision to use a generic he, but I strong- powereach item yielding sovereignty buy at a school supply store.
ly disagree with their characterizing it as over a different countryand to wrestle Game play: As unimpressive as it is to
the only reasonable choice of merely two over the casting of a great ritual spell. At look at, the CASTLE OF MAGIC game is a
options. the beginning of the game, each mage is lot of fun to play. As a matter of fact,
Game play: In discussing the various cloaked in mystery; as the game progress- when I first saw this game on display at
components, I have revealed most of the es, individuals gain opportunities to learn the 1991 GEN CON game fair, I walked
significant rules in the game. One rule secrets about the others, so that deadly right past it. Later, a demonstration was
remains to be mentioned, however: the enemies and potential allies may come to being held, and the people involved were
sequence of play. Each turn begins with all light. The game ends when the ritual spell having such fun that I stopped to take a
players simultaneously and secretly mak- is finally cast, and the manner in which it closer look, eventually picking up a copy
ing a shape decision for that turn. Then is cast (one of eight possible configura- for myself.
initiative is determined. Finally, in initiative tions) determines the fate of a monster First-time players of the game are likely
order, each wizard moves and attacks, bound within the castle. It is possible that to feel lost for a few turns, but the me-
with targets of attacks gaining an immedi- the monster may be banished, that one of chanics are simple enough that any confu-
ate counterattack. the three items may control it, that the sion wont last for very long. Basically,
Evaluation: That said, let me summa- monster may devour the holder of a par- players move their pawns around the
rize my impressions from playing the ticular item, or that the monster may even board, trying to gain spell points so that
game. The SHAPESHIFTERS game is a devour everyone present. The exact situa- they can learn which Item of Power con-
nicely polished set of game mechanics. It tion at games end, including the condition trols which country, control the Item of
can be a bit overwhelming at first, in the of ones friends and enemies, yields vary- their choice, learn which Ritual result is
range of shape options available to players ing victory points for each of the players. most advantageous, and control the three
each turn, but the sample scenarios are set Note that it is entirely possible for multiple Ritual elements: bell, book, and candle.
up to start players out as acolytes, with players to win, though there is nearly Some spaces allow players to acquire
fewer options to worry about, then in- always one individual who wins by the Move Cards that can serve in place of dice
crease their powers as they gain experi- greatest margin. rolls, if a particular number becomes
ence. The shapes themselves are quite Components: Im sorry to say that, important at a certain point in time. Other
DRAGON 69
spaces allow them to learn a secret about someone has been devoured by the Mon- that my friends and I have come to call
one of the other mages, and still others ster. Next, points are gained or lost accord- weasel games.
give them combat bonuses. The central ing to who rules which countries (who Weasel games are intensively competi-
section of the board contains a pair of controls each of the Items of Power at tive free-for-alls typically involving lots of
spaces that can drive the countdown of games end). The high total wins, along secrecy and hidden agendas. They are
the Ritual Spell toward completion. with everyone who has more than half often won suddenly by surprise plays and
The board consists of three concentric that amount of points. usually depend equally upon luck, clever
rings of board spaces (theyre actually Interestingly, it is possible for the Mon- play, and individual players personalities
square): an outer Castle Wall surrounding ster to devour everyone and then go on a (that is, it is often as important in such a
The Keep, which itself surrounds the general rampage across the countryside, game to be able to convince the other
Wizards Tower. Inside the Wizards Tower in which case no one winsunless, that is, players that you are no threat as it is to
ring is a track for marking the progress one of the players is the Monster (an op- draw the right resources and to know
of the Ritual Spell. Between the Castle Wall tion in advanced play). how to use them).
and The Keep are tracks for the three Evaluation: Beginning play in the The WIZ-WAR game is, unabashedly, just
elements of the Ritual Spell (the bell, book, CASTLE OF MAGIC game can seem a bit such a game. In it, players take the roles of
and candle), spaces to hold the three Items slow because none of the players has wizards trying to steal at least two trea-
of Power until individual players take much ability in any spells as yet. On the sure chests from among their opponents,
control of them, spaces for the country other hand, players who have a basic while simultaneously trying to protect a
markers (placed face down, to determine strategy in mind (that should be most pair of their own. The arena on which
which Item of Power rules which coun- everyone after their very first time play- they battle is a tiny one, consisting of a
try), and spaces for the eight Ritual result ing) will take their turns quickly during number of adjacent dungeon-type board
markers (again face down, to secretly this stage, thereby moving the game along. sections, one maze section for each player;
determine which set of parametersbell Once players begin to accumulate spell each section is five spaces wide and deep.
ringing or silent, book open or closed, points, secrets, and some control over the The outer edges of this composite board
candle lit or unlitcreates which Ritual Items of Power, play becomes intensely do not serve as limits; rather, a wizard
result). interesting, like a well-woven plot. Each who exits off the left edge of the whole
The Tracking sheets serve as a place for character card contains a paragraph of immediately reenters on the right edge,
individual players to keep track of how personal history, which adds a pleasant one who exits the top edge immediately
many points theyve gained in each of the element of role-playing to the game. reenters the bottom, etc. Walls, doors, and
spells, what their own Combat rating is, The CASTLE OF MAGIC game is not open doorways on each section serve to
how many points of control theyve gained quite like anything Ive ever played before, limit line-of-sight and restrict movement
over each of the Items of Power, what and I find it highly entertaining. I hope it somewhat. To do battle, the wizards use
Ritual Spell configurations they have dis- sells well enough to finance a second cards that allow them to cast spells. No
covered, and what secrets they have gar- edition with a flashier appearance, or at explanation is offered as to why the wiz-
nered about the other players. least that it receives enough word-of- ards are battling. Given the wildness of the
Castle of Magic is definitely a game of mouth recommendations to become a cult magic they are able to use, the definite
diplomacy. As you learn about the other classic. In terms of play, the game certain- other-worldly artificiality of their arena,
mages, you have to use that information to ly deserves to succeed. and the strange but straightforward cap-
your advantage. You may find out, lets say Although the game has been out for a ture two chests victory conditions, all that
for example, that player X is a Wolf Mage, little over a year and even has one expan- matters is that the test proves which
a deadly enemy of your sect, the Dragon sion set available (which, unfortunately, I among them is the best.
Masters. (Note that player X will not know have not had the opportunity to review), it Components: The WIZ-WAR game
that you know this, and player X might is not yet being carried by any distributors comes in a roughly 6 X 8 box with a silly
not know either that the two of you are of that I know of, which means that it will be cartoon-style picture on the front of three
enemy sects.) Lets say too that your victo- difficult for most game stores to acquire. wizards scuffling in a dungeon room. The
ry conditions will give you points to pre- Interested readers can write for informa- rule book is smoothly and engagingly
vent a Wolf Mage from ruling any of the tion to: RiddleMaster Games, 103 N. Hwy. written, printed on (interestingly enough)
countries. But you have also learned (dur- 101 #252A, Encinitas CA 92024. a pleasantly brown, linen-textured paper;
ing a time out to talk, which is what the the cards are printed on a similar type of
players have Talk Chips for) that player X cardstock. The board sections are printed
wants the bell to be ringing in the Ritual WIZ-WAR* game, fifth edition in brown ink with a varnished coating for
Spell, a factor that you also desire. So you Boxed game: eight-page rule book (digest durability, and the walls and doors on it
might make a deal with player X to work sized), four board sections, two counter are drawn in the same cartoonish style as
together to make sure the bell is ringing, sheets, 124 cards, one four-sided die used for the cover illustration. Even the
even as you strive to prevent player X Chessex (copyright Jolly Games) $15 die-cut counters are largely brown in tone,
from gaining control of any of the Items of Design: Tom Jolly with the exceptions being somewhat mut-
Power. Art: Not credited ed tones of blue, orange, green, or off-
Play continues until the Ritual Spell white. Even the die is of a muted color.
comes to fruition in one of two ways. It Very few games are cooperative in na- The visual effect of all this is pleasant,
may be that the countdown has been ture, requiring all of the players to work lending the game an air of being well-
pushed to zero. Alternatively, it may be together against the game itself. Most planned yet somehow amateurish, as
that each of the three components of the games are competitive, a great many of befitting its status as a cult classic (as it is
spell has been pushed to either of the very them being relatively straightforward identified on the box front).
ends of its track, thereby becoming power struggles in which players win or Game play: The play of the WIZ WAR
locked into position. Once one of these lose primarily by how well they marshall game is fast and furious at turns, slower
conditions has been met, the game ends their forces, often with a slight seasoning and more mechanical at others, with lots
and players calculate their individual of randomness added by means of die of unexpected twists. The resulting feeling
victory points. First, the result of the Rit- rolls. Many other competitive types are is much like that of a roller-coaster ride.
ual Spell is revealed, and players gain or games of discovery; here, the luck of the Some sessions are over in as little as half
lose points based upon conditions such as draw plays the major part, but the enjoy- an hour, but most last an hour or slightly
who controls the Monster, whether the ment is in the process of watching the longer.
Monster has been banished, or whether game unfold. Then there are those designs Players each have one counter repre-
70 JANUARY 1993
senting a wizard and two representing two treasures end up on other players
treasure chests. The wizard counter be-
gins the game on a space marked Home
Home spaces is automatically out of the
game. Of course, a wizard can win by Food Fight
Erupts in
in the center of that wizards board, and simply killing all opponents, thereby be-
the two chests begin in spaces diagonally coming free to collect two treasures at
adjacent to Home, though intervening leisure.

Neighborhood
walls usually separate them all. Each play- Evaluation: I have only two complaints
er begins the game with seven cards from concerning the WIZ WAR game. The first
the deck. is that the cards are unvarnished, making
In their turns, wizards each have a
chance to move, cast spells, and pick up
items. The maximum distance moved is
them less resistant to wear. In particular,
they tend to collect stains and fingerprints
unless care is taken to avoid this (dont eat
Supermarket
three spaces, plus (optionally) the number potato chips while playing the game!).
on one card played; movement halts auto- Such marks can make individual cards
matically, and the wizards turn ends, identifiable from the back, ruining some-
when that wizard picks up an item. Other- thing of the games secrecy. The second
wise, a wizard may intersperse movement complaint (somewhat related to the first) is
and spell-casting freely, with the sole pro- that the game strikes me as just a bit pri-
viso that only one attack spell can be cast cey, considering its components.
in a turn. Besides enhancing movement, In terms of balance, the WIZ WAR game
number cards can extend the duration of demonstrates both a commendable initial
timed spells or increase the effect of spells design and years of play. For example,
that do damage. (Wizards and doors begin because players each draw new cards at
the game with 15 hit points each; walls the end of their turn, it is possible to build Produce section after recent food fight.
have 20.) Wizards can also punch for one a very powerful hand, then suddenly use
point of damage, allowing them to physi- it all at once to great effect. But this is
cally break through walls (if somehow limited by the facts that: 1) a player may Carrots, broccoli, tomatoes,
magically entombed in a cul-de-sac, for only draw a maximum of two cards per even brussels sprouts were
example) or doors (which are locked and turn; 2) opponents tend to gang up on flying into grocery carts as
can only otherwise be opened by play of a anyone who shows a chance of a quick The Great American Food
card), or to damage another wizard in the win; and 3) none of the cards is a game Fight Against Cancer broke
same space (if youre desperate and have breaker in itselfall are counterbalanced
no attack spells). by many other cards. Nor is this a game
out in area supermarkets.
Of course, the real magic of the game that can be won by a single strategy. Rath- Consumers are reacting to
is in the card play, especially the spell er, success is a combination of luck at studies which show that foods
cards. With these cards, wizards can con- drawing cards, cleverness at recognizing high in vitamins A and C, high
jure thundering walls of water, toss light- the best moments to play them, and effec- in fiber and low in fat, may
ning and fireballs, teleport themselves or tiveness at conning other players into help reduce cancer risk.
opponents, deflect spells, redeflect spells, picking on one another and leaving you My husband is getting
absorb spells for later use, steal spells, alone.
telekinetically drag objects toward them, If you hate highly competitive games
whole grain toast tomorrow
peer (and cast spells) through solid stone, that glory in the power of the individual morning, one shopper de-
create walls (or illusory walls, or thorn over all contenders, you are well advised clared. A mother was seen
bushes, or blocks of solid stone) to block to stay away from this game. But if you throwing carrots into her bag.
other wizards paths, make themselves so like fast-paced, cutthroat, back-stabbing, Snacks for the kids, she
ugly that opponents run away in fear, turn fang-snapping weasel games (at least on said.
opponents to stone, strike opponents occasion), and if you can find other such Grocers are, of course,
blind, and even rotate entire board sec- people to play as well, then the WIZ WAR
tions or pick them up and move them into game comes highly recommended from delighted. This food fight is
new configurations. Once a spell is cast, this reviewer. pretty exciting, said one pro-
the card is discarded, so each wizards The WIZ WAR game is distributed by duce manager, and theres
capabilities change constantly as play goes Chessex and can, therefore, be ordered by nothing for me to clean up!
on. There are also a limited number of your local hobby shop (along with at least The American Cancer Soci-
magic stones that give more permanent one expansion kit). ety, sponsor of the Food Fight,
abilities, though they count as a card in a
players hand, thus decreasing the number Formerly with Game Designers Work-
has more information. Call
of spells and number cards that can be shop, Lester Smith has just joined TSR, l-800-ACS-2345.
held. Inc. as a game designer and editor. He has And, be on the lookout for
Remember, the point of the game is to worked on projects for various other Community Crusade volun-
capture two treasure chests from your game companies in the past. He makes teers armed with shopping
opponents while protecting your own. something of a hobby of collecting new, lists.
Specifically, wizards must travel to an small-press products, particularly quirky
opponents board section, pick up treasure role-playing games, which explains the
chests, and carry them (one at a time) back focus of his periodic review articles in this
to be dropped on their own Home spac- magazine.
es. The first wizard to have two such
treasures at Home wins. Unfortunately, l indicates a product produced by a company other

than TSR, Inc. Most product names are trademarks


while you are out collecting a second owned by the companies publishing those products.
treasure, another wizard may come along The use of the name of any product without mention
and steal the first one on your Home of its trademark status should not be construed as a
space, thereby forcing you to collect yet challenge to such status.
Public Service Message
another to replace it. A wizard whose own

DRAGON 71
1992 by John C. Bunnell

Of spirit rings,
mages blood, and the price of stars
THE SPIRIT RING sure of magical ability from her father, but
Lois McMaster Bujold Prospero is reluctant to train her in its use
Baen 0-671-72142-9 $17.00 despite her intense curiosity. When Pro-
Theres a lot of valuable material in The spero is killed during a palace coup,
Spirit Ring from a gamers point of view; a Fiametta must seek allies before the
vivid Italian Renaissance setting, a variety would-be Duke Ferrante can enslave the
of well-developed magic, and a plausibly alchemists spirit and secure his hold on
pragmatic approach to political intrigue. the reins of power.
The only thing thats missing is a sense of At that point, though, the focus shifts to
structure; Lois McMaster Bujold cant Thur Ochs, an unpolished young man
seem to decide whose story is at the heart whose brother is another of Ferrantes
of whats otherwise a well-crafted novel. victims. It is Thur who infiltrates Fer-
Initially, the protagonist seems to be rantes household under the guidance of
Fiametta Beneforte, daughter of master the scholar-mage Abbot Monreale, and
craftsman and wizard, Prospero Bene- Thur who retains the status of viewpoint
forte. Fiametta has inherited some mea- character for most of the rest of the book.

DRAGON 73
Yet Fiametta remains a significant pres- meet the cheerfully dim but dangerous Flying Buffalo Inc. can be reached at P.O.
ence, assisting with Monreales magical ogres of Mark OGreens Compatriot Box 1467, Scottsdale AZ 85252-1467 for
counterstrokes and emerging as a roman- Games or the assortment of fast-talking the T&T anthology.
tic interest for Thur. rascals populating Bear Peters Where
Bujolds problem is that she introduces Theres a Wizard Theres A Way and Ken THE PRICE OF THE STARS
too many parallel plot threads and fails to St. Andres two-part tale of a pair of Debra Doyle and James D.
weave them together smoothly. Neither thieves trying not to become breakfast Macdonald
Fiametta nor Thur can carry the tale food for an assortment of enemies. Most Tor 0-812-51704-O $4.50
alone, yet they are only rarely together of the contributors are veteran designers This review breaks one of my unwritten
which makes the romance hard to accept. or enthusiasts for the T&T universe, rules for this column. Ordinarily, after
Thurs adventures take time away from which goes a long way toward keeping the having covered Knights Wyrd in DRAGON
Fiamettas and Monreales struggles with stories within the spirit of the game world. issue #187, Id relegate discussion of fur-
the ethics of spirit-magic, and the magical The anthologys other bonuses are a ther Doyle-and-Macdonald novels to the
episodes steal space from Ferrantes politi- perceptive if rather general introduction Recurring roles section. But The Price of
cal machinations. No one story element by novelist Dennis McKiernan, and an the Stars merits an exception. This first
emerges as dominant, and the subplots afterword by Stackpole that provides volume in a space-opera trilogy moves
compete for attention rather than rein- extensive, valuable background notes on with the speed and recklessness of a state-
forcing each other. the history of the T&T game universe in of-the-art roller coaster on overdriveby
Thats frustrating, because Bujolds treat- general and the anthology in particular. rights, it should probably come with air-
ment of magic is thoughtful and distinctive, The essays lend context to the collection, sickness pills.
especially where it deals with magic-use by and Stackpoles afterword is especially Our heroine is starpilot Beka Rosselin-
the clergy. The spirit ring, too, is a cleverly welcome as a friendly introduction to the Metadi, whose parents are the political
double-edged idea, and the political and business side of the gaming industry. leader and the military commander of an
tactical strategies of Monreale and Ferrante Tales of Talislanta is a harder volume to interstellar republic thats just emerged
are intelligently set out. like. As rack-sized paperbacks go, its more or less intact, if not victoriousfrom
The uniform excellence of the detail slender and visually nondescript. The a war with the mysterious Mageworlds. As
work, though, doesnt save the book as a print is small and crowded, P.D. Breeding- the book opens, though, Bekas mother has
whole. While The Spirit Ring has much in Blacks interior illustrations are clean but been assassinated, and her father is re-
it that gamers will appreciate, the story undistinguished, and the map in the front cruiting her to search out the conspirators
isnt good enough to justify buying it in is decidedly cramped. behind the murder.
hardcover. All but the most affluent and There are nine stories in the book, but Beka promptly engineers her own death,
impatient readers will be better off wait- only six contributorseditor Sechi tells adopts the guise of unsavory mercenary
ing for the paperback. three tales himself, and two more come Tarnekep Portree, and picks up a variety
from Deborah Millitello, whose fiction has of willing and co-opted companions to aid
MAGES BLOOD & OLD BONES appeared often in DRAGON Magazines in the hunt. Even so, there are an astonish-
Elizabeth Danforth & Michael A. pages. M. C. Sumners work has also ap- ing number of firefights, interplanetary
Stackpole, eds. peared in DRAGON issues, and veteran chases, undercover operatives, and lesser
Flying Buffalo, Inc. 0-940244-66-7 fantasists Ru Emerson and Lawrence Watt- villains to be dealt with before the clues
$7.95 Evans are also represented. unfold far enough to yield definite
Most of the stories are good sword-and- answersand the news that capturing
TALES OF TALISLANTA sorcery material, though two of them their target will require infiltrating (and
Stephan Michael Sechi, ed. Sechis opening piece and a tale by escaping from) the single best-defended
Wizards of the Coast l-880992-027 newcomer Simon Shapiroare light on security installation in the galaxy.
$5.00 plot, and Sechis prose has a tendency to If this conjures up images of Star Wars
As Michael Stackpole points out in the get overly ornate for no discernible rea- on steroids, it should. Doyle and Macdon-
afterword to Mages Blood & Old Bones, son. Millitellos Survival, by contrast, is a ald pull no punches and leave no witness-
gaming fiction is becoming commonplace. well-executed atmospheric piece, Emer- es. There are interesting reptilian aliens,
Game universes that dont have novels or sons Of Women and Honor takes a slave- Adepts with exotic psionic powers, an
anthologies attached to them are more merchants son on a cleverly-plotted interstellar smugglers league, a secret
unusual than those that do. The trick lies adventure, and Sechis Rogues is the asteroid base, a benefactor with a mysteri-
in making a particular anthology distinc- obligatory second-story caper, which suc- ous past, enough small arms and fast
tive; not only do the individual stories ceeds despite its flowery narration. starships to blow the special-effects budg-
need to be well told, but the whole should Though the stories are entertaining ets of any six SF-action movies you care to
convey a sense of the game universe. enough, one does not emerge from the name, andperhaps most startlinga cast
Stackpole and Elizabeth Danforth do that collection with any kind of overall grasp of of characters who are genuinely likeable
job very well in their collection of fiction the Talislantan game world. Part of the and sympathetic. Despite the furious pace
from the world of the TUNNELS & problem may be scope; the tales diverge and the nearly constant pyrotechnics, the
TROLLS* (T&T) game; Stephan Sechi is widely in time as well as in geographic authors manage to give their heroes a
less successful in his book of TALISLAN- location, and only the first story touches sense of dimension, and theres a dusting
TA* game-derived stories. on a major turning point in the worlds of wry, sometimes black humor that coun-
In part, one cant help but be impressed history. Otherwise, the contributions tend terbalances the violence.
by the T&T books crisp, attractive packag- to be narrowly character-driven, which Doyle and Macdonald have built a big
ing. The large-format design shows the makes for better reading than world- universe in this book, and though its the
cover art well, and the interior pages are building. Tales of Talislanta is an interest- first of a trilogy, its also complete in itself;
printed on a smooth, bright white paper ing collectors item (it was apparently the cliffhangers are all in the middle of the
that sets off the interior illustrations to distributed only to game dealers, not to novel, not at the end. Its been hard to find
definite advantage. booksellers), but its of minimal value as a good starfaring swashbucklers lately, but
But Mages Blood & Old Bones isnt just gaming accessory. The Price of the Stars is just that. Players
pretty. Its also brisk, amusing reading that Gamers who cant find these books of space-battle RPGs should consider this
succeeds admirably in capturing the free- locally may contact Wizards of the Coast, one a must-buyand so should anyone
wheeling, rowdy flavor of T&T adventur- Inc. at P.O. Box 707, Renton WA 98057- else with an eye for a lively action-
ing. Only in the T&T game would you 0707 for the Tales of Talislanta collection; adventure yarn.

74 JANUARY 1993
OUT OF NIPPON the other is a giant tentacled monster what may be the single best character
Nigel Findley capable of pulling a helicopter out of the study in the series literary canon.
West End 0-87431-345-7 $4.95 sky. Fortunately, theres a standard-issue The book is a loose sequel to Careys
The good news is that this novel-length Victorian scientific expedition on hand to earlier Final Frontier and like that book,
adventure set in the TORG* role-playing come to Nikkis rescue at strategic mo- most of its events occur long before Jim
universe works a good deal better than ments. Kirk assumes command of the starship
West Ends earlier series of short-story Finally, the climax arrives. Findley pro- Enterprise. Instead, the captain is Robert
collections highlighting specific segments vides enough foreshadowing so that the April, and Jim is a brash, smart-aleck
of the game world. The bad news is that, revelation he springs is no great surprise, sixteen-year-old dragged into space by his
while Nigel Findleys tale of corporate and but he does manage to make Nikkis ulti- father in an effort to derail him from a
tropical jungles is crisply and competently mate confrontation memorable and dis- career in juvenile delinquency. But what
told, its still more reminiscent of pulp tinctive. If the rest of the novel showed begins as a routine shuttle jaunt turns
stereotypes than of a sophisticated mod- this much color and invention, Out of dangerous when space pirates attempt to
ern thriller. Nippon would merit a solid recommenda- steal the shuttlecraft out from under the
The Nagara Corporation is a good exam- tion. Federations nose, and the resulting crisis
ple. Nowadays, the giant, domineering Thats simply not the case, however. The proves to be just the right catalyst to turn
super-corporation is a stock villain, and prose and plot are straightforward rebellious Jimmy into the beginnings of a
Findleys Nagara is no different from a enough, but theres simply no energy in capable Starfleet officer.
SHADOWRUN* game megacorp or the the book. The story feels as if it was writ- The concept of James Kirk as a less than
nemesis in a would-be cyberpunk novel. ten on autopilot, and readers will find it respectable teenager is startling at first,
So, its neither surprising nor terribly entirely too easy to read it that way as but Carey lays a credible foundation for
interesting when we learn that Nagara is well. the interpretation. Jimmys prickly, defen-
working on a mysterious genetic research sive character is quickly and convincingly
project. And when American scientist and BEST DESTINY established, then plausibly developed over
Nagara employee Nikki Carlson begins to Diane Carey the course of the novel until he and his
guess that something odd is going on, its Pocket 0-671-79587-2 $20.00 father must work together to avoid certain
no surprise that shes targeted for an Star Trek novels have been arriving in destruction at the pirates hands. Best
assassination attempt and later sent off to waves in recent months, one barely on the Destiny doesnt fit the neat, clean mold of
a remote and dangerous test site. stands before another arrives to bump it most Star Trek adventures; this is a gritty,
The shift to the jungles of Orrorsh off the bestseller lists. But just when youd often hand-to-hand battle of a book that is
game-speak for Indonesiatrades the think every possible plot had been wrung nonetheless unfailingly true to the vision
pseudo-cyberpunk plot for a pseudo-B- out of Captain James T. Kirks career, behind the series. And as if that wasnt
movie plot. One menace is a weretiger Diane Careys new adventure pulls a enough, Carey has one final rabbit in her
whose trademark is its deadly cunning; brand new idea out of its hat, and delivers bag of tricks. Theres a clever plot twist

DRAGON 75
behind what looks like a throwaway fram- wise a fairly low-key tale, and tend to join forces again to present Freedom Flight
ing story, and an ending that takes the distract the readers attention from the (Baen, $4.99), a novel set in the computer-
novel from early Star Trek history to the problems facing Aline and Bob. But the game universe of Origin Systems Wing
twilight of Kirks career, reinforcing the overall structure is sound and effectively Commander space-combat simulator. This
primary plot line to excellent effect. paced, and the story is an effective bal- isnt the duos best endeavorthere are
Best Destiny is one of the few Star Trek ance between a whodunit and a human- really too many characters and too much
novels thats deserved its upgrade to hard- interest yarn. plot here for the size of the book, though
cover format; Careys character-driven The books attraction for gamers, familiarity with the game isnt required to
story is a well-crafted tale by any measure. though, lies in watching the Quantum follow the story. Still, what we get is read-
By series-universe standards, its little Leap premise described in enough detail able, briskly paced, and authoritative
short of phenomenal. to make its role-playing possibilities clear. (Guon is a former Origin staffer who has
McConnell succeeds both in telling a good also contributed to the electronic side of
QUANTUM LEAP: The Novel story and building a plausible role-playing the Wing Commander universe).
Ashley McConnell universe. Designing a game system around Lackeys most recent solo work, mean-
Ace 0-441-69322-9 $4.99 Sam Becketts world would pose unique while, is Winds of Change (DAW, $20),
Although I enjoy most TV science-fiction challenges, but its a project too intriguing continuing the adventures of Elspeth,
shows, Ive been at best a sporadic viewer to ignore; if I were series creator Don Darkwind, and their allies as magic force-
of NBCs Quantum Leap. So I was a bit Bellisario, Id be looking around for some- fully reasserts its role in Valdemars af-
surprised to realize, after reading this first one to license the gaming rights. fairs. Most of the action remains centered
in a series of books about Dr. Sam Beck- far to the south of Elspeths kingdom,
etts exploits, that Quantum Leap is the Recurring roles where Darkwind and his fellow Tayledras
television equivalent of a very unusual Tom Deitzs Dreambuilder (AvoNova, Adepts struggle to bring a variety of cor-
role-playing campaign. $4.99), second in the Cardalba trilogy, rupted magic under benign control, and
Sam, of course, is the player character, concerns a rural Georgian family with arch-villain Mornelithe Falconsbane con-
catapulted back and forth through time to strange mental powers. Look for one of the tinues to be a strong presence. There are
land in a different life in each new adven- strangest romantic triangles youre likely to some very good individual scenes here,
ture. But rather than having a single, find in modern fantasy, for Deitzs usual and the climax neatly points the plot back
unchanging set of game attributes, his intensely realized characters, and for magic toward Valdemar and a dramatic wrap-up
physicaland sometimes mentalabilities thats both intimate and epic at once. in the next volume.
change from leap to leap to match those of Theres one more newly arrived second
the person whose role he assumes. In volume of a trilogy in the stack this * indicates a product produced by a company other
Ashley McConnells novel, for instance, month, but King Javans Year (Del Rey, $20) than TSR, Inc. Most product names are trademarks
owned by the companies publishing those products.
hes Bob Watkins, a slightly handicapped suffers from a bad case of predictability The use of the flame of any product without mention
amusement-park worker whose unpol- and much too little emphasis on the intri- of its trademark status should not be construed as a
ished intellect masks flashes of uncanny cacies of Deryni magic that are Katherine challenge to such status.
foresight. Kurtzs remaining strength. Theres little
Neither Sam nor his audience knows doubt of what will happen in this book, so
whos in charge of the game, but for all the major interest is in how it happens,
practical purposes, the holographic Al and but Kurtz fails to create the strong sense
the sentient supercomputer Ziggy are of atmosphere that usually permeates her
Sams direct. line to the game master. Its Deryni tales. The writing feels rushed, and
Ziggy who calculates just what change the focus on young King Javan severely
Sam must effect to set history back on its undercuts the importance of the Deryni to
proper course, and Al who acts both as the novel.
Ziggys electronic link to Sam and Sams Shadow Dance (Ace, $4.99) is the third
interface with Ziggy. Sams job this time in Anne Logstons series about a cheerfully
seems simple enough: hes to prevent a clever thief, and apart from a spectacular
fatal accident fated to occur when the ly inappropriate cover painting, its a plea-
parks new roller coaster opens. Ziggy, sure from first to last. There are lost
however, is having problems of its own, races, a mysterious temple, a deadly epi-
and so Sam must discover on his own just demic, and hints of romance, but not even
what went wrong and how he can stop it a direct confrontation with a god can put
from going wrong again. Shadow off her stride for long. Logston
McConnell does very well at portraying has more than proven herself as one of
the peculiar mix of advantages and limita- fantasys most purely entertaining new
tions that go with Sams quantum-leaped writers, and watching for each new book
persona. In particular, shes good at not from her desk is a definite pleasure.
taking unfair advantage of the Swiss- Meanwhile, this is also the month for
cheese holes in Sams formerly photo- fantasy writers to turn to science fiction,
graphic memory; what could be used as a Laurell K. Hamilton is the first, with a Star
convenient plot device is instead sensitive- Trek: The Next Generation adventure that
ly portrayed as an intensely frustrating finds Lt. Worf and Counselor Troi forced
nuisance. The thoughtful characterizations to conduct a tricky diplomatic mission
extend to the supporting players as well, when Captain Picard is accused of mur-
especially park owner Aline Schaeber, who dering one of the ambassadors. Night-
stands to lose her family business if the shade (Pocket, $5.50) has some shaky
roller coaster isnt a spectacular financial moments, and spends rather too little time
success. with Picard, but Hamiltons aliens are
The mystery of the coaster accident is inventively designed and the mystery is
executed only slightly less smoothly; the neatly crafted.
occasional villains mind at work The other genre switch comes from
glimpses are a bit jarring in whats other- Mercedes Lackey and Ellen Guon, who
76 JANUARY 1993
Something magical for the compleat savage
Spell-casters who choose one of the Should the wearer ever try to abuse the after, any new such creature that enters
savage kits from The Complete Wizards power of the headdress, its power will be the skulls range causes the skull to keen.
Handbook or Complete Priests destroyed, and the wearer cursed so that This sound is audible only to the savage
Handbookkits such as the Anagakok, any sylvan creature who sees him will mage and is not loud enough to awaken
Savage Wizard, Savage Priest, or Barbari- have a hostile reaction. him from a sound sleep. Should such a
an Priestwould feel strange using most XP Value: 750 creature come within 100 of the village,
magical items. Carefully crafted wands, the skull wails. This sound will awaken the
rings, scrolls, and miscellaneous magical Spirit skull savage mage.
devices are out of place in the type of This item, of limited value to travelers 3. The skull may be used to cast any
magic used by Stone Age tribes. There and none to dwellers in civilization, is detect spell upon a being or device
should be a few items in the treasure lists quite valuable to tribal mages and witch brought before it. The skull may cast
that look and act like the product of less- doctors. A spirit skull must be hung up in detect magic, detect evil, detect charm,
civilized spell-casters. I submit these few a tent or tree for one week prior to its use. detect lie, detect scrying, and detect poi-
items as examples. After that, the skull has taught itself about son, once each per day, on command.
its new environment and established a To the uninitiated, the spirit skull is
Headdress of peaceful contact range of 1,000 diameter. It then provides simply a skull of a large animal, painted
This elaborate headdress, made of feath- the following benefits: with strange symbols and bedecked with
ers, teeth, beadwork, and leather, gives 1. The skull may be consulted as a sage tufts of hair, leather, and teeth. It shows
the savage priest who wears it several whose field of study is the surrounding strong evocation magic if magic is detected
benefits when speaking to intelligent syl- region. For instance, if hung in a jungle for. A savage mage will recognize it for
van creatures. Faerie races (e.g., brownies, village, the skull will have fields of study in what it is at once, on sight.
pixies, sylphs), unicorns, centaurs, and jungle fauna and flora found within its XP Value: 1,200
dryads, will automatically be friendly to range, the history of any ruins or cities
the wearer, as though they were animals with its range, and the geographic layout Ointment of mage-smelling
under an animal friendship spell. The within its range. It can tell the owner The secret formula for this herbal lotion
wearer will be able to converse in the where to find a certain medical plant or has never been committed to writing,
creatures language and will not be sub- spell component, what the weather will be being passed on orally from master to
jected to the creatures voluntary or invol- like, and where a lost ring might be found. initiate for generations. When rubbed on
untary harmful effects. Thus, the wearer The sage function may be consulted three the nose of a mage, it bestows the ability
would not have to make a saving throw if times a day: once at dawn, once at noon, to detect the exact number of spells held
he sees a nymph, nor would a dryad try to and once at dusk. within another spell-casters mind. A mage
charm him. Up to 2 HD of beings per level 2. The skull serves as a warning system. from a nonsavage kit must practice five
of the wearer are so affected; others will During the week of conditioning, the skull times with the ointment before being able
be initially disinclined to harm the wearer, makes note of all intelligent creatures to use it properly. Only a savage mage,
though they wont be under the head- residing in the area, plus all unintelligent because of his years of experience in the
dresss effect. creatures with more than 3 HD. There- use of the ointment, is able to use it to its
78 JANUARY 1993
by James R. Collier
Artwork by Steve Schwartz

full potential. 5 + 1d20 applications. Each application make a Constitution check on 1d20 to see
The user senses the magical force stored lasts for six turns. It takes one full turn to if the drumming can be continued. If
when a mage has memorized a spell. It detect a mage using this method, and the passed, a further check must be made
doesnt detect devices, spells stored be- user must get within 5 of the mage to every turn with a cumulative modifier of
cause of a ring of wizardry or spell stor- smell anything. - 1 per roll. Once the drumming stops,
ing, items like a book of infinite spells, or XP Value: 250 the drums cannot produce the menacing.
the innate spell-like abilities of monsters. It effect for 24 hours.
also cannot distinguish between types of Drums of menace XP Value: 7,000
spells, although a savage mage can deter- These magical instruments are a pair of
mine the number of spell levels the large drums, weighing 30 lbs. each. A pair Powder of images
smelled-out character has, within a of finely carved drumsticks are usually This strange substance, which looks like
range of 2d4. For instance, a civilized found (90% chance) with the drums, if it is multicolored sand, is useful in discovering
wizard with one fourth-level spell, two part of a treasure hoard. A savage wizard the causes of illness, accidents, and evil
third-level, three second-level, and four may play the drums with the sticks or his happenings. When a pinch is thrown into
first-level spellsa total of 20 spell levels bare hands; all other classes must use the a fire built for this purpose, the resulting
will be sniffed out by a savage mage as sticks. cloud of smoke forms an image. If there is
having 15 + 2d4 levels (20 being the center When played, a quiet but distinct beat no evil cause (just plain bad luck), the
point of the 2d4 range, reached by adding fills the air for 1,000 in all directions. All image is of the savage mage. If the evil
15 to 5, the mean of a 2d4 roll). If the intelligent creatures friendly to the savage events have been caused by a monster or
sniffed-out character is a wild mage, the player are immune to the effect of the NPC, an image of the monster or NPC
savage mage must guess spell levels within drums. All others are afflicted with suspi- appears. The image will be clear, although
a range of 2d6 instead (note that wild cion. As long as the drums are played, in the case of monsters that all appear to
mages, like all specialist wizards, have affected listeners become paranoid. All look alike, the PCs will have to work out
extra spells per level). A minimum of one encounters, even with potential allies, are for themselves which individual cast the
spell level will always be detected. considered hostile. Morale checks receive spell. If the evil event was caused by a
The ointment detects only current spells a - 6 modifier. Movement slows to one- deed of one of the villagers, the scene will
stored. A 12th-level mage who has cast all third normal, as the listeners tiptoe along, be depicted in the smoke. Evil brought
but three 1st-level spells will show up as a stopping frequently to listen for ambushes about by a device or artifact without an
weak spell-caster. and check for traps, Illusions are more evil character controlling it will produce
Ointment of mage-smelling is found in likely to be believed ( - 2 on disbelief rolls). an image of the device alone.
small gourds. If tasted, it acts as a mild Despite the victims vigilance, however, If three pinches of powder are cast into
poison (save at + 4 or be nauseated and attackers friendly to the drum player the fire, a trail of smoke will wend its way
unable to attack or defend for one round). always have surprise and always gain the from the flames toward the cause of the
A savage mage recognizes it at once if initiative in melee. evil, The smoke will stretch 100 in its
allowed to sniff the substance. Enough will Beating the drums is strenuous. After search. For every additional pinch, an-
be found (if in a treasure hoard) for one hour of beating, a character must other 100 is added. Once the source has

DRAGON 79
been reached, the smoke will curl around a hut, and need not be large. Otherwise, Rattle of exorcism
the person or object. The smoke cannot be the fire must be built in the center of the This item is useless except in the hands
dispelled, blown away, or affected by any village and must be a large bonfire. of a tribal priest. It is an elaborately paint-
means. It has no other effect. This powder is found in small beaded ed gourd containing exotic materials that
The powder can be used to track down bags made from the tanned skins of mon- make the rattling. The device displays
the cause of an individuals problems, but sters. Usually a single pouch will contain abjuration magic if tested for. When used
due to the rarity of the substance this is 6 + 1d8 pinches. in a ceremonial dance of purification, the
done for VIPs alone. In this case, the fire XP Value: 400 rattle can be used to cast a special dispel
must be built in an enclosed space, such as magic spell effective only against any spell
of the enchantment/charm school, from
either a priest or wizard. It will also dispel
the necromantic spell magic jar. The cer-
emonial dance must last one hour plus 10
minutes for every level of the spells caster.
If a pair of rattles can be obtained, the
time will be reduced by half.
XP Value: 600

Mask of stealth
This carved wooden mask is employed
by savage priests when they are trying to
free their fellows from captivity. When
activated, the mask gives the wearer 70%
success in lock-picking abilities, In addi-
tion, anyone seeing the wearer must make
a saving throw vs. spells or else will feel
that the priest belongs in the area some-
how, thus not bothering him or raising an
alarm.
The mask will not benefit anyone accom-
panying the priest. If the priest attempts
to use the mask for thievery, the mask will
curse him. The mask itself will disappear,
and the priest will be transformed into a
1st-level thief.
XP Value: 2,000

80 JANUARY 1993
DRAGON 81
Add fops and brigands to your
by Jon Winter
Artwork by Scott Rosema

The Complete Bards Handbook dramati-


cally expanded the horizons of the bard
class, describing many new kits, proficien-
cies, magical items, spells, rules for nonhu-
man demi-bards and more. This article
adds further to the bards repertoire of
possibilities.
Each Dungeon Master should read
through this article and decide if either of
the kits below are appropriate for her
campaign. The format of each kit is identi-
cal to that found in the Complete Bards
Handbook.
Note: All kit ability requirements are in
addition to the standard requirements for
bardsDexterity 12, Intelligence 13, and
Charisma 15.
* Indicates a proficiency from the Com-
plete Thiefs Handbook (pages 16-21).
* * Indicates a proficiency from the
Complete Bards Handbook (pages 64-66).

Dandy
Specialty: Any artform needed to flirt
shamelessly with young, attractive, and
rich members of the opposite sex; especial-
ly poetry, music (instruments or song), and
dance. Practical jokes and tricks are also
high on the list of the dandys favorite
pastimes.
Qualifications: No additional ability
requirements. Dandies tend to be innocent
(but not necessarily naive), and are there-
fore best suited to being of a good or
neutral alignment. Dandies may be hu-
man, half-elf, or halflings.
Introduction: What-ho Officer! Cool
night to be out, isnt it. My name? Oh, Im
Kelar Bladesemmer You probably know
my father, Taeros. Yes? Oh, jolly good!
I suppose youd like to know why I was
just climbing out of that window. No, no,
good heavens, Im not a thief or anything
shocking like that. Theres a perfectly
simple explanation. You see, my aunt, well,
shes only really a half-aunt but that
doesnt matter, anyway, my aunt says I
82 JANUARY 1993
campaigns bardic repertoire

mustnt go out after sundown while my


parents are awayin Baldur's Gate, you
know. Of course, shes not usually such a
frightful old dragon, but I suppose shes
just cross that I broke her vase. It was an
ugly old thing, really, but shes so senti-
mental about her china, although I proba-
bly shouldnt have dropped it, its just that
I was surprised, you see, when she yelled
at me last night. . .
Anyway, she locked me in my room and
said I couldnt go to the party. I ask you,
its just not on, is it? She said Id been to
too many parties this week. Since when
was three too many? So I had to climb out
of the window and down the roses. I won't
do that again in a hurryI've torn my
darned chemise, pardon my language. So
if youd just excuse me, officer, Ill just be
along to the party. Must dash. Ill be seeing
you around then, officer.
Description: Every medieval city has
its powerful or noble families that hold
great sway over the guilds or even the
rulers. Children of such families learn the
skills of reading and writing, politics and
diplomacy, ancient languages, and herald-
ry. Many are destined to enter the nobility,
and others will become prominent council
members or guild leaders. However, there
are always the disappointments . . .
The dandy is one of these. The dandy is
likely to be a younger child; one who does
not appreciate the nuances of the ancient
languages, or is bored stiff by politics.
Whatever the reason, the dandy rebels
against the dull, over-serious life of his
parents, becoming a fun-loving, childish
prankster. Only tolerated by parents, the
dandy lives life to the full, continually
landing in all kinds of trouble as practical
jokes and innocent schemes (usually con-
cerning attractive members of the oppo-
site sex) backfire.
Dandies dress in fancy, brightly colored
clothing (usually made of expensive silks).
The typical dandy can often be found
DRAGON 83
hanging around sophisticated wine bars in Nonweapon proficiencies: Bonus: an uncanny knack of working. When
rich areas of cities (taverns are far too Dancing, Etiquette, Singing. Recommended: everything seems to be terrible, the dandy
crude and rough) and is very rarely seen Acting**, Artistic ability, Fast-talking*, Gam- is usually able to concoct a plan that could
doing a proper days work, Dandies hate ing, Heraldry, Languages (ancient or mod- work . . . perhaps . . . a bit. The DM must
getting their hands dirty! They are often ern), Local history, Musical instrument, adjudicate this skill on a case-by-case basis.
frowned upon for their arrogance and Poetry * * , Riding (land-based), Tumbling. Special hindrances:
laziness, for some dandies treat the lower Equipment: Dandies, unused to heavy Dandys luck: The dandys luck is wildly
classes like second-rate citizens. Even so, it exertion, only can wear leather, padded, unpredictable, and can bring negative
is hard to dislike a dandy, for the eternal or studded leather (under their fancy, effects as well as positive. This usually
optimism and wisecracking remarks are voluminous clothes), and do not know how occurs when everything seems to be run-
endearing, if perhaps a little annoying. to use shields properly. To ensure they ning smoothly, and can throw a real
Dandies remain blissfully ignorant of the only wear finest quality garments, dandies wrench in the works. Again, this must be
real world around them, living inside the must spend at least twice the price on all used creatively by the DM to add color
protected shell of nobility. They have little clothes listed in the PHB and the Arms and and intrigue to campaignsrules cannot
concept of poverty or real danger, for Equipment Guide, and must always pay be given to cover every possibility.
these are things to which they have never more for equipment and armor (about 25- Note: For two excellent examples of
been exposed. Magic is treated as an amus- 50% more). dandy characters, please refer to Danilo
ing toy, fun to dabble in and good for Special benefits: Weapon of choice: Thann in the FORGOTTEN REALMS
playing tricks, but not taken seriously Young nobles are trained to use certain novels Elfshadow by Elaine Cunningham
enough to be studied in great depth. Simi- weapons from about the age of seven for (although hes a wizard, his personality is
larly, music and acting are enjoyed and self-defense, pleasure, and exercise. Fa- perfect), and to Giogi Wyvernspur in The
performed by dandies, but not with such vored weapons for this training (the aris- Wyverns Spur by Kate Novak and Jeff
zeal as with other bards. Dandies love to tocratic weapons from the Renaissance Grubb.
show off by playing more and more outra- years) are the stiletto, main-gauche, rapier,
geous jokes on friends and acquaintances. and sabre. Because they undergo intense Outlaw
Note: Characters with this kit will have and continuous training in these weapons Specialty: Thievery, musical instru-
views on life similar to warrior and thief (whether they like it or not), dandies may ments, storytelling, and song.
swashbucklers, although the dandy bard is specialize in just one of these. They gain a Qualifications: To survive in the cut-
even more foppish than the swashbuckler. + 1 bonus on attack rolls and a + 1 bonus throat criminal underworld, outlaw bards
The dandy spends less time stealing and on damage rolls. must be physically fitter than other bards;
fighting, and more time just having fun Bottomless coffers: The noble families of they must therefore have a minimum
(although if this can be accomplished by large cities are all incredibly rich com- Strength and Dexterity of 12 and 14 re-
stealing and fighting, then so be it!) pared with the common folk. In theory, spectively. Outlaws are criminals, and
Role: Fulfilling absolutely no useful role dandies should be able to live in luxury therefore are not suited to lawful align-
in society whatsoever, some dandies show without working, provided for by their ments. Humans, elves, half-elves, and
contempt for the lowly working classes, as parents. They start play with 5d6 X 10 gp gnomes may be outlaws. Halflings may
anyone who works for a living must be from their familys ample coffers. become outlaws, but are able to advance
common. Most dandies must therefore Furthermore, the DM may allow the to twelfth level only. As with all halflings,
have very richand tolerantparents, or dandy to borrow money from his par- they cannot cast magical spells, but do get
have otherwise acquired a vast amount of ents to fund his extravagant lifestyle occa- special resistance to spells they know
wealth to fritter away. sionally, albeit at levels that are not high (see the CBH page 53 for rules on halflings
Even a dandy will eventually become enough to unbalance the campaign. Many resisting magic).
bored of the city life, for its thrills seem noble families are none too pleased by the Introduction: Well met. I am Melen-
stale compared with those bragged of by foppish behavior of their children, and drian, although more know me as The Red
adventurers. For this reason, many dan- dandies could be disinherited, or lose their Cape. I operate in Suzail, Cormyr Some
dies eventually decide to leave the comfort financial aid, by their kin if they overly call me a thief, but I prefer to think of
of their homes and venture outside the abuse their privileges. myself as a redistributor of wealth, and
city walls (many for the first time) to expe- Wit and charm: Dandies are naturally corrector of social unfairness. I also get a
rience the ultimate thrill of adventure. outgoing, friendly figures. This causes tremendous thrill when I pull off a major
This kit works best in city-oriented others, especially members of the opposite haul! I relieve the wealthy of their valu-
campaigns, although an interesting role- sex, to be drawn to them. Their natural ables, and donate much of my income to
playing theme could be the dandys discov- charm, wit, and innocence will enhance charities and churches. Although many
ery of possible exploitation of peasants by the reactions of those who already feel realize where this portion of their income
the nobility (and subsequent feelings of positive toward the dandy, increasing is coming from, they do not worry them-
guilt), if he spends much time among them by one place if the dandy makes a selves over how it is obtained. Why should
country folk. A different campaign might successful Charisma check with a +2 some suffer in poverty when others have
revolve around the adventures experi- bonus. However, on a roll of 20 or more, so much, and do nothing useful for it?
enced by a group of young, rich, decadent the dandy has offended someonemaybe That is why I steal.
city nobles. Classes chosen could include as the butt of a jokewhose reaction is In this respect, I think of myself as
warrior and thief swashbucklers, a dandy shifted two places worse. Those who are doing good for the community, but unfor-
bard, a young priest struggling to keep his already feeling negative toward the dandy tunately, others do not share my view. I
religious vows, etc. begin to view him as a useless, idle lay- blame those rogues who keep all their
Secondary skills: Gambler may be about. This is especially true in the case of earnings for themselvespirates and
chosen, but dandies usually have none. downtrodden, hard-working peasants, bandits especially. They abuse their talents
Weapon proficiencies: Trained in the who resent the dandys patronizingly for greed, and give me a bad name. I can
weapons of the aristocracy from a young superior tone of voice. Optionally, the DM do nothing to prevent them, however, for
age, dandies must choose their initial could have players tell a joke when using they outnumber me fifty to one.
weapons from: bows (short or cross, but this skill, and assign an additional +3 Anyway, I cant stop here. That fellow
not long), polearms, short sword, dagger, bonus or -3 penalty if the joke is good or across the street is looking at me suspi-
stiletto, main-gauche, rapier, and sabre. bad, appropriate or unsuitable. ciously. Ive got another job to pull before
Other weapons may be learned later if the Dandys luck: The wild and unlikely dawn, and Im in no mood to be followed
dandy has access to training. schemes hatched by dandies seem to have tonight. Fare you well.

84 JANUARY 1993
Description: The outlaw bard (also Good-aligned outlaws are most likely to be heaviest an outlaw may wear.
called the brigand bard) is more inclined from this group; like Melendrian in the Special benefits:
toward thieving than other bard charac- example above, they rob the rich to give Roguish repertoire: Outlaw bards rely
ters. While most bards enjoy performance to the poor, whereas the evil outlaws rob more heavily upon their thieving talents to
and artistry for their own sakes, outlaw the rich and poor alike, and keep all the earn a living than typical bards. It is there-
bards need to feel the rush of excitement money for themselves! fore in their best interest to concentrate as
when burgling houses, and to perform Outlaws are usually tolerated by thieves much as possible on learning new thief
for themselves. Some outlaws will even go guilds, even those that generally dislike skills. When first created, the outlaw must
so far as to leave cryptic clues as to their bards, although they tend to treat outlaw choose which one of the thief skills that
identity, playing a cat-and-mouse game bards as second-rate. Most powerful bards do not normally possess (from
with the law. Such games gain the outlaw guilds are anxious to make a successful Open locks, Find/remove traps, Hide in
infamy, but also place him at great risk outlaw bard join their ranks, just to re- shadows or Move silently) he will
but risk and thrills are the things most ceive a cut of the profits. Outlaws, with choose as a bonus (it begins with 10 points
desired by outlaws. the bards wanderlust, rarely feel comfort- assigned to it). Once picked, this skill can-
The outlaw bards make full use of all able in something as rigid and inflexible as not be changed.
their skills to earn money, while avoiding a thieves guild, and the powerful guilds Increased practice: Outlaws get much
the law at the same time. They have more dislike the outlaws love of unnecessary more of an opportunity to practice their
highly developed thieving skills than other risks and thrills. rogue talents than ordinary bards, and
bards, for they practice and use the dex- Secondary skills: Gambler, or other therefore advance more quickly in exper-
terous arts more often, and the morsels of appropriate to the characters background. tise. At first level, the outlaw receives 35
magical knowledge that they pick up can Weapon proficiencies: Outlaws may points (instead of 20) to distribute between
mean the difference between a successful use any weapon. his thief skills, and gains an extra 20 (in-
heist and capture. These abilities, plus Nonweapon proficiencies: Bonus: stead of 15) every time he advances a
their support from the commoners (who Disguise, Fast-talking*, Information gath- level. All other rules regarding advance-
have the most to gain from the generous ering*. Recommended: Appraising, Beg- ment apply normally.
exploits of some outlaws), can often give ging*, Forgery, Jumping, Local history, Underworld contacts: Being more crimi-
these bards an edge over their thief Looting*, Observation*, Rope use, Set nally aware than other bards, the outlaw
counterparts. snares, Tightrope walking, Trailing*. is an expert at finding contacts among
Role: Outlaws are sometimes burglars Equipment: Many outlaws carry a set local thieves. Given an hour in a seedy
who work with thieves guilds for personal of thiefs picks, and other gear usually only tavern, and four or five gold pieces for
profit, or occasionally, are members in possessed by thieves. Because their activi- drinks and bribes, an outlaw can find a
wilderness-based bandit gangs. Many ties require agility and fast movements, contacttypically a thief of levels 1-4. This
more, however, are freelance thieves; they outlaws dislike wearing bulky armor, as do contact can lead the bard to other rogues,
show loyalty to no one but themselves. thieves. Studded leather armor is the take him to the local thieves guild, ex-
change information about possible jobs,
or even buy stolen goods to fence at a
later date.
Entertaining: Using a combination of
singing, instrument playing, storytelling,
and bawdy jokes, the outlaw can entertain
and influence the reactions of others. This
ability functions as the Influence reactions
of the true bard (CBH page 16).
Special hindrances: Outlaw bards
may only keep as much treasure and
equipment as they can carry.

86 JANUARY 1993
games, with a game auction, a miniatures con-
test, and guest speakers Lawrence Simms and
Lester W. Smith. Registration: $12 preregis-
tered, and $15 at the door. Send an SASE to:
Strategic Games Society, Office of Student
Development, 3rd Floor Student Center, Carbon-
dale IL 62901-4425; or call Joel at: (618) 529-
4630.

VISIONCON 93, Feb. 5-7 MO


This convention will be held at the Quality Inn
l indicates a product produced by a company other than TSR, North in Springfield, Mo. Activities include
Inc. Most product names are trademarks owned by the
Convention Calendar Policies companies publishing those products. The use of the name of RPGA Network events, war games, miniatures-
any product without mention of its trademark status should not painting contests, an art show, a dealers room,
This column is a service to our readers be construed as a challenge to such status and a costume contest. Registration: $10 until
worldwide. Anyone may place a free listing Jan. 15; $15 at the door. Send an SASE to:
1992 WINTER FANTASY Convention
for a game convention here, but the follow- VISIONCON 93, 1375 S. National, Springfield
Jan. 8-10 WI
ing guidelines must be observed. MO 65804; or call: (417) 863-1155 Monday
This gaming convention, sponsored by the
In order to ensure that all convention through Saturday 3-8 P.M.
RPGA Network, will be held at the MECCA
listings contain accurate and timely infor- Convention Center in Milwaukee, Wis. Events
mation, all material should be either typed WARCON 93, Feb. 5-7 TX
include role-playing, board, and miniatures
double-spaced or printed legibly on stand- This convention will be held at the Memorial
games, with a benefit tournament for the Mil-
ard manuscript paper. The contents of Student Center, Texas A&M University in Col-
waukee Zoo. Registration: $16 ($10 for Network
each listing must be short and succinct. lege Station, Tex. Events include role-playing,
members). Write to: WINTER FANTASY Con- board, and miniatures games, with a dealers
The information given in the listing must vention, RPGA Network, PO. Box 515, Lake
include the following, in this order: room, anime, 24-hour open gaming, and a
Geneva WI 53147. games auction. Registration: $12 preregistered,
1. Convention title and dates held;
2. Site and location; $15 at the door. Write to: MSC NOVA, Box J-l,
WINTER GENESIS VI, Jan. 16-17 CA
3. Guests of honor (if applicable); Memorial Student Center, Texas A&M, College
This convention will be held at the Hacienda Station TX 77844.
4. Special events offered; Convention Center in Fresno, Calif. Events
5. Registration fees or attendance re- include role-playing and miniatures games, with
quirements; and, DUNDRACON XVII, Feb. 12-15 CA
anime, a miniatures contest, and a swap meet.
6. Address(es) and telephone number(s) This convention will be held at the San Ramon
Registration: $20. Dealers and judges are wel- Marriott in San Ramon, Calif. Events include over
where additional information and confirma- come. Write to: PAL Publishing, 5415 E. Wash-
tion can be obtained. 120 game events, seminars, a dealers room, a
ington, Fresno CA 93727; or call: (209) 456-1668.
Convention flyers, newsletters, and other painting contest, computer gaming, and a flea
Make checks payable to PAL Publishing. market. Registration: $25 until Feb. 1; $30/
mass-mailed announcements will not be
considered for use in this column; we weekend or $15/day at the door. Write to: DUN-
CONSTITUTION 93, Jan. 29-31 VA
prefer to see a cover letter with the an- DRACON, 1125 Nielson St., Albany CA 94706.
This convention will be held at the Quality
nouncement as well. No call-in listings are hotel in Arlington, Va. Guests include Jay Tum-
accepted. Unless stated otherwise, all GENGHIS CON XIV, Feb. 12-14 co
melson. Activities include RPGA Network
dollar values given for US. and Canadian This convention will be held at the Marriott
events and role-playing games. Registration: Southeast in Denver, Colo. Activities include
conventions are in U.S. currency.
$10/preregistered or $15/at the door. Write to:
WARNING: We are not responsible for gaming, RPGA Network tournaments, auctions,
CONSTITUTION, 1737 Seaton St. NW, Washing- a figure-painting contest, and miniatures events.
incorrect information sent to us by conven-
ton DC 20009; or call James at: (202) 986-7904. Registration: $15/weekend. Write to: Denver
tion staff members. Please check your
convention listing carefully! Our wide Gamers Assoc., PO. Box 440058, Aurora CO
GAMICON GAMMA, Jan. 29-31 IA
circulation ensures that over a quarter of a 80044; or call: (303) 665-7062.
This convention will be held at the Wesley
million readers worldwide see each issue.
Foundation in Iowa City, Iowa. Guests include ORCCON 16, Feb. 12-15 CA
Accurate information is your responsibility. Erick Wujcik. Activities include role-playing and
Copy deadlines are the last Monday of This convention will be held at the Los
miniatures games with RPGA Network events.
each month, two months prior to the on- Angeles Airport Hyatt. Events include all types
Registration: $15. Write to: Legends, 2054 8th of family, strategy, board, role-playing, minia-
sale date of an issue. Thus, the copy dead- St., Coralville IA 52241; or call: (319) 339-8701.
line for the December issue is the last tures, and computer gaming, with flea markets,
Monday of October. Announcements for PANDEMONIUM 10, Jan. 30-31 an auction, a dealers area, seminars, demos,
North American and Pacific conventions This convention will be held at the Ryerson Hub and special guests. Write to: STRATEGICON, P.O.
must be mailed to: Convention Calendar, Cafeteria in Toronto, Ontario. Activities include Box 3849, Torrance CA 90510-3849; or call: (213)
DRAGON Magazine, PO. Box 111, Lake over 100 events, two auctions, dealers, and RPGA 326-9440.
Geneva WI 53147, U.S.A. Announcements Network games. Prizes will be awarded to tourna-
for Europe must be posted an additional ment winners. Write to: PANDEMONIUM, c/o 17b SHEVACON 93, Feb. 19-21 VA
month before the deadline to: Convention Wales Ave., Toronto, Ontario, CANADA M5T 1J2; This convention will be held at the Ingleside
Calendar, DRAGON Magazine, TSR or call: (416) 597-1934. Red Carpet Inn in Staunton, Va. Events include
Limited, 120 Church End, Cherry Hinton, roles-playing, miniatures, and historical games,
Cambridge CB1 3LB, United Kingdom. CYBERCON IV, Feb. 5-7 co with parties, videos, filking, workshops, panels,
If a convention listing must be changed This convention will be held at the Lory a costume contest, a dance, an art show, and an
because the convention has been can- Student Center on the Colorado State University auction. The guest of honor is Allen Wold.
celled, the dates have changed, or incor- campus in Fort Collins, Colo. Guests include Registration: $22 until Jan. 31, $25 thereafter;
rect information has been printed, please Bruce Sterling. Activities include role-playing children: $10. Write to: Susan Shiflett, 15 E.
contact us immediately. Most questions or games, a costume contest, two video rooms, and Johnson St., Staunton VA 24401; or call: (703)
changes should be directed to the maga- open gaming. Registration: $3/day or $5/ 885-5530.
zine editors at TSR, Inc., (414) 248-3625 weekend before Jan. 30; $5/day or $7/weekend
(U.S.A.). Questions or changes concerning thereafter. Write to: Bill Keyes, Box 412 LSC, HURRICON 93, Feb. 26-28 FL
European conventions should be directed Colorado State University, Fort Collins CO This convention will be held at the Okaloosa
to TSR Limited, (0223) 212517 (U.K.). 80523; or call: (303) 493-3652. Island Holiday Inn in Fort Walton Beach, Fla.
Guests include George Alec Effinger, Margaret
indicates an Australian convention. EGYPTIAN CAMPAIGN 93, Feb. 5-7 IL Weis, Douglas Niles, David Dorman, and Larry
indicates a Canadian convention. This convention will be held at the Univ. of Elmore. Activities include game tournaments, an
indicates a European convention. Southern Illinois Student Center in Carbondale, art show, video rooms, lectures, panels, filking,
Ill. Events include role-playing and miniatures

DRAGON 89
open gaming, an auction, a dance, a concert, a call: (508) 987-1530. be judged; get the list before entering. Write to:
USAF Space Command demo, and a Winterfest Metalcraft Miniatures and More, 926 N. 9th St.,
for Beauty and the Beast TV fans. Registration: B-CON 93, Feb. 27-28 IL Elwood IN 46036.
$25 until Jan. 31; $30 at the door. Write to: This convention will be held at Bradley Uni-
Bards Tales Bookshop, 109D Race Track Rd., Ft. versity in Peoria, Ill. Events include role-playing, CALCON 8, March 19-21
Walton Beach FL 32547; or call: (904) 862-7323. board, and miniatures games, with game demos, This convention will be held at the Marlbor-
prizes, dealers, miniatures, speakers, and art- ough Inn in Calgary, Alberta. Events include
JAXCON 93, Feb. 26-28 FL ists. Registration: $3/day or $5/weekend prere- role-playing, war, miniatures, and board games,
This convention will be held at the Radisson gistered; $5/day or $7/weekend at the door. with a comic-book convention, computer gam-
Inn at the Jacksonville International Airport in Write to: B-CON Registration, c/o The Medieval ing, an auction, and dealers. Registration: $10
Jacksonville, Fla. Events include all types of College Soc., Bradley Univ., 425 Sisson Hall, until March 1; $15 at the door. Visitor and day
games, a miniatures-painting contest, a flea Peoria IL 61625. passes are available. Write to: CALCON 8, Box
market, a dealers area, a snack bar, and door 22206, 401-9 Av. SW, Calgary, Alberta, CANADA
prizes. Registration: $12/weekend until Jan. 12; CON OF THE NORTH '93, Feb. 27-28 MN T2P 4J6; or call Paul at: (403) 281-1574.
$18/weekend thereafter. Single-day rates vary. This convention will be held at the Landmark
Write to: JAXCON, PO. Box 4423, Jacksonville Center in St. Paul, Minn. Events include fantasy, VILLECON 93, March 19-21 MO
FL 32201; or call: (904) 778-1730. war, miniatures, and adventure games, with an This convention will be held at the Northwest
RPGA Network tournament. Registration: $15/ Missouri State Univ. Conference Center in
NOT-A-CON V, Feb. 26-28 SC weekend or $10/day. Write to: CON OF THE Maryville, MO. Events include many RPGA
This convention will be held at Daniel Hall on the NORTH, PO. Box 18096, Minneapolis MN 55418. Network role-playing events, plus board games,
campus of Clemson University in Clemson, S.C. dealers, and contests. Registration: $7 preregis-
Events include role-playing and miniatures games, CONTENTION 93, Feb. 27 MD tered; $10 at the door. Write to: Brad Monger,
with miniatures contests and open gaming. Regis- This convention will be held at Anne Arundel 517 W. 7th St., Maryville MO 64448; or call:
tration: $3 preregistered; $5 at the door. Write to: Community College in Arnold, Md. The special (816) 582-8174.
Larry Fountain, 807 College Av., Apt. 11, Clemson guest is author Robert Frezza. Activities include
SC 29631; or call (803) 654-8902. role-playing, board, and miniatures games. GMs SIMCON XV, March 25-28 NY
are welcome. Registration: $8 at the door, events This convention will be held at the University
TOTAL CONFUSION VII, Feb. 26-28 MA fees average $2 per event. Write to: CONTENTION of Rochesters River campus in Rochester, N.Y.
This convention will be held a the Best West- 93, c/o John Appel, 456 Old Quarterfield Rd. Apt. Events include board, miniatures, and computer
ern Plaza hotel in Marlborough, Mass. Events D-5, Glen Burnie MD 21061. games, with a movie room, a dealers room, and
include role-playing, board, and miniatures a miniatures-painting contest. Write to: SIM-
games, with RPGA Network events, a MINIATURES-PAINTING CONTEST & CON, CPU #277146, Univ. of Rochester, Roches-
miniatures-painting contest, and a costume GAME DAY 93, Feb. 27 IN ter NY 14627-7146; or call: (716) 275-6186.
competition. Registration: $23/weekend or $9/ This convention will be held at Metalcraft
day preregistered; $10/day at the door. Club Miniatures and More in Elwood, Ind. Activities ADVENTURERS INN VI, March 26-28 CA
rates are available. Write to: TOTAL CONFU- include role-playing and war games. There is no This convention will be held in the Angels
SION, PO. Box 1463, Worcester MA 01607; or entry fee. Fifteen categories of miniatures will Camp at the Calaveras Fairgrounds. Activities

90 JANUARY 1993
include role-playing and strategy games, a Write to: KNIGHT MARCH, 12 King St. E., Co-
costume contest, a movie room, medieval food, bourg, Ontario, CANADA K9A 1K7; or call: (416) If you write
and dealers. Registration: $20 until Feb. 28; $25
thereafter and at the door. Write to: ADVEN-
TURERS INN, PO. Box 391, Mokelumne Hill CA
372-4245, (705) 741-6079, or (613) 234-9437.
Label t o u s a t
DRAGON

Your
95245; or call: (209) 286-1545. Important: To ensure that your convention Magazine,
listing makes it into our files, enclose a
CONNCON 93, March 26-28 CT self-addressed stamped postcard with your please label
This convention will be held at the Danbury first convention notice; we will return the the outside of
Hilton & Towers in Danbury, Conn. Events include
role-playing, board, and war games, with RPGA
Network-sanctioned events. Jean Rabe is the guest
card to show that your notice was received.
You might also send a second notice one
week after mailing the first. Mail your listing
Letter! your enve-
lope to show
what your letter contains a
of honor. Other activities include miniatures, board as early as possible, and always keep us
and war games, a banquet, and dealers. Judges are informed of any changes. Please avoid letter to the editor, Forum sub-
welcome. Write for preregistration fee information sending convention notices by fax, as this mission, request for guidelines,
to: CONNCON, P.O. Box 444, Sherman CT 06784- method has not proved to be reliable.
0444.
gaming article, short story, art-
work, cartoons, or subscription
ONEONTACON 93, March 26-28 NY correspondence. This ensures
This convention will be held at the Hunt that the letter you send gets to
Union, on the SUNY College campus in Oneonta,
N.Y. Events include role-playing and miniatures the right person. In the United
games, with a dealers area. Registration costs States or Canada, write to:
vary, but students receive a minimum $1 dis- DRAGON Magazine, P.O. Box
count. Preregistration is advised. Write to: 111, Lake Geneva WI 53147,
Gamers Guild, c/o Student Activities, State
University College, Oneonta NY 13820. U.S.A. In Europe, write to:
DRAGON Magazine, TSR Ltd,
KNIGHT MARCH I, March 27-28 120 Church End, Cherry Hin-
This convention will be held at the Pine Ridge
Room of the Northumberland Mall in Cobourg,
Give us the word! ton, Cambridge CB1, 3LB,
Ontario. Events include role-playing, board, and What do you think of this magazine? United Kingdom.
miniatures games, plus many RPGATM Network- What do you like best or want to see
sanctioned events, miniatures and art competi- changed most? What do you want to DRAGON is a trademark of TSR, Inc.
tions, workshops, a silent auction, and speakers see next? Turn to Letters and see 1990 TSR, Inc. All Rights Reserved.
including Ed Greenwood and Lawrence Simms. what others think, then write to us, too!
Registration: $8/day or $12/weekend (Canadian).

MILLIONS OF AMERlCANS SUFFER FROM


A SERIOUS HEALTH PROBLEM. DENIAL.

Time to face the fact that being overweight increases your risk of heart attack and to begin a program of
healthy diet and exercise. After all, its easier to treat a case of denial now than a heart attack later.

American Heart Association WERE FIGHTING FOR YoUR LIFE

This space provided as a public service.

92 JANUARY 1993
DRAGON 93
94 JANUARY 1993
Forum welcomes your comments and opin- the AD&D system. (Really Good Bad Guys, I regularly DM at national conventions in
ions on role-playing games. In the United States from #184, and Secrets of the Masters Re- Britain, and I was amused as well as perturbed
and Canada, write to: Forum, DRAGON Maga- vealed, from #177, come immediately to mind.) by a comment from a male gamer, overheard by
zine, P.O. Box 111, Lake Geneva WI 53147 U.S.A. Steven Roemer my husband at the European GEN CON game
In Europe, write to: Forum, DRAGON Magazine, Calgary, Alberta fair last year: Oh, noIve got the woman DM.
TSR Ltd, 120 Church End, Cherry Hinton, How should I play? If women gamers are seen
Cambridge CB1 3LB, United Kingdom. We ask As the DM of a long-standing FORGOTTEN as needing their own magazine and support
that material submitted to Forum be either REALMS campaign, I am faced with a dilemma from other women, it will only reinforce the
neatly written by hand or typed with a fresh that leaves me bemused and in search of a opinions of players like that. My aim is to be
ribbon and clean keys so we can read and solution. Perhaps your magazine or one of your accepted as a good player and good DM on my
understand your comments. We will print the readers will be able to find me that solution. merits regardless of my sex. My feeling is that
complete address of a contributor if the writer The party of PCs in my adventure contains most male players and DMs agree with me.
requests it. two adept and inventive wizards of 7th level, (Incidentally, my husbands advice to the player
both able to cast fourth-level spells and, more was to play well!)
specifically, both in possession of the fourth- I also cannot see why male perceptions of
I thought I would never say this: My AD&D level spell stoneskin. women characters and NPCs are of any rele-
campaign has died. I started playing the AD&D Herein lies the bugbear of my campaign. vance. I have played male and female charac-
1st Edition game back in 1985, and I was a During each (and every!) rest period in game ters. At the moment, our gaming group has
steady player until about three months ago. time, the mages insist upon casting that spell on three new players (two female!), all playing
Lately I realized that I no longer enjoyed the every member of the party, thus giving each characters of the opposite sex. Having more
game. The preparation of an adventure for my member of the group immediate and indefinite female characters and NPCs is not going to
players became tedious and bothersome, more protection from 4-7 physical attacks. This bricks encourage more women to play. Surely the
an irritating exercise than a hobby. All the up a number of interesting and potentially problem is that many women are unaware of
adventures seemed repetitive, including many exciting plot avenues that my campaign could the games existence. This is probably due to the
prepared ones. I had a terrible thought one day: take. Surprise attacks by marauding brigands fantasy book market being aimed at male read-
A bunch of guys can only get together and are now cynically giggled at. Drow warriors ers. Most young gamers become interested in
impersonate gnomes or whatever running with poisoned crossbow bolts, hoping to capture gaming after enjoying fantasy books. This is the
around in creature-filled mazes for so long PCs and take them to the underground cities rationale behind the DRAGONLANCE and
before it becomes old news. Many would say it they call home (and the next section of the FORGOTTEN REALMS books, none of which
was the fault of the DM for not keeping the adventure!), are now loudly mocked with the are likely to appeal to females. Would it help if
campaign fresh. In my case, I tried everything: confidence of an indestructible super hero. The there were more women fantasy authors as
the SPELLJAMMER, RAVENLOFT, and single, final, most powerful undead guardian well? In my opinion, yes it would.
FORGOTTEN REALMS settings; my own set- warrior in the dungeon (the one every DM is For me, the joy of role-playing lies in enjoying
ting; psionics; character-class kits; etc. I spent a really proud of) is now shattered into a shower the company of other people who have a com-
great deal of money and time in the process. My of bony shards before it even gets an opportuni- mon interest, and an active imagination. Sex,
game was still dead. ty to smell the partys breath! age, race, creed, etc. are immaterial. As a Re-
I am not putting down the AD&D game, These are three sad examples out of many. gional Director for the RPGA Network in
although I realize it sounds that way. I enjoyed Despairing, I put the following argument to the Europe, one of my priorities is to find ways of
the game for seven or so years, and I met sev- PCs: A mages most valuable protective spell is getting more women interested in role-playing
eral new friends in the process. Nor am I put- stoneskin. A mage simply would not cast it on because they usually play very well. I also want
ting down role-playing games. I have purchased anyone and everyone. Otherwise, what advan- to promote role-playing as a family activity that
a new game that has literally captured the tage would wizards have? Mom, Dad, and children can play. The majority
imagination of myself and my players: the The groups answer: Why not? Were not of gamers will always be male students, but I
CHILL* rules from Mayfair Games, Inc. I am stupid, and we want the best possible chance of hope we can reduce that from 90% to about
utterly fascinated by the conflict between SAVE completing the adventure and staying alive. 70% of all gamers.
(Societas Argenti Viae Eternitata, a.k.a. The Besides, theres no rule against it! I do not want to be listed in a separate direc-
Eternal Society of the Silver Way) and the dread- I just cant keep sending hordes of bandits at tory. I do not want a separate magazine/
ed Unknown. Before playing this game, I put my them before any major encounter takes place in newsletter. I do not believe many of the female
AD&D campaign to rest, once and for all. order to wear out the offending spells. Likewise, players I know want such things. (If Im wrong,
Thankfully, TSR has produced an excellent end- there is a believable limit to the number of I know they will write and say so.) I would like
all, be-all adventure that could be used to finish times you can plant a dispel magic zone directly to see more women playing, because I believe
the epic story of a handful of heroes: Vecna in front of a final confrontation chamber. they can play well and improve the whole game
Lives! After you witness a battle between Iuz Opinions, comments, solutions, please. for men as well. Maybe in Europe we are lucky,
the Old and Vecna, and you save the world as Robert J. Letts as most men accept women players without any
we know it from total evil, what is there left to Walsall, West Midlands, U.K. problem. Women DMs are also more commonI
do for an encore? am no longer a minority of one at
I speak well of the AD&D game. I believe it is I feel I must reply to Clarissa Fowler (Forum, conventions.
a positive thing, and I will remember it as one of DRAGON issue #183). I am the first to admit So, good luck, Clarissabut consider the
the happy activities from my younger years. I that women gamers are in a minority, but wider effects of what you are trying to do.
still plan to renew my subscription to DRAGON creating a separate directory and gaming maga- Sally A. Haynes
Magazine. The artwork is fabulous, and many of zine is hardly likely to encourage male gamers Selly Oak, Birmingham, U.K.
the articles can be used for games other than to treat us as equals.

DRAGON 95
As a female AD&D game player and DM, I feel that weve slaughtered or routed the jermlaine, much more like the warriors we typically see as
it is time that someone raised the issue of the how are we gonna get in their little tiny lair to PCs, and thus is a more worthy opponent for
artwork on TSR products. I find it impossible to gain all their swell treasure? Dont worry, our hero.
pick up almost any TSR game supplement, rule- DonI just found a potion of diminution!) Sure, Perhaps TSRs intention for magic frequency
book, magazine, etc. without being regaled with I know the challenge is to fight the remaining was best illustrated in this simple table as it
the usual parade of semi-naked women, clad (if bane midges and their rodent allies in diminu- originally stands. Perhaps our PCs should also
the term is appropriate) in the regulation chain- tive form, but the whole episode is too con- have only a 5% chance (roughly) of gaining a
mail bikini or variant and usually very little else. I trived. Why not make the players have to think requisite item per level. But magic this rare
can cite numerous examples from the about a way to get at the treasureor, better might leave many players cold, so I believe
DRAGONLANCE sagas women, all of whom are yet, just leave the little shattered guys to their upgrading the NPCs matrix to be a more equita-
remarkably well-endowed. I also find in the latest own devices and forget about their paltry ble solution.
issue of DRAGON Magazine (issue #182) that you hoard? The players probably wont, though, Back to Fighters Challenge. Any 4th-level
plan to add insult to injury by introducing a because they just might find a piece of magic character that completes this module, or even
quasi-girlie calendar. The illustration chosen to that could prove vital to the success of their its main goal, will gain much more magic than
promote this product is a case in point. mission. seems reasonable. If the scenarios small town
I am driven to wonder why any woman would Then theres the sheer volume of magic and and its environs are typical of the rest of the
wish to expose herself to the rigors of medieval monetary booty waiting to be won. Any single realm, there could easily exist specialty shops
combat in this way. Are we meant to conclude character that completes this moduleeven that sell magic curios and weapons openly in the
that acres of cleavage are a better defense after rewarding any accompanying NPCs as larger towns and cities. Magical items would be
against the male adversary than functional henchmen, and even after accepting the mere so plentiful, in fact, there could be many such
armor? Will we soon see a new category for 10% of the towns recovered gold (that is, all the shopsa practice the DMG specifically discour-
vital statistics on the adventure sheets of town lays claim to and asks the PC to recover) ages. Of course, the standard response is that
female characters? I am not so naive as to will have a magical and monetary treasure the DM can eliminate any magic that he wants,
suppose that these illustrations are employed in hoard that would make Monty Haul blush! And out of hand. In my opinion, he shouldnt have
the interests of realism alone. this from the same folk who discourage such to. The system itself should provide a consistent
Before I am accused of prudishness or trying rampant wealth distribution in other sources standard of magical frequency that promotes
to spoil peoples fun, let me explain that I am such as the DMG. equity between monsters, PCs, and NPCs. The
not proposing to become the Mary Whitehouse It is my personal rule of thumb that a charac- operative words here are consistent and equity.
of gaming. Nor am I some uptight feminist ter not accumulate more than one permanent If such a standard existed, even a simple one as
prone to paroxysms of rage over uncovered magical item per level of experience. This can outlined above, designers could design products
female beauty, and I accept that fantasy role- be augmented by the occasional limited-charge that were much easier for the DM to customize
playing is generally a male-oriented province. item and the more-common perishable item in a likewise consistent manner.
However, I do think that the exploitation of (e.g., a potion, scroll, etc.). This would yield These criticisms refer to Fighters Challenge as
male fantasies to increase profits can only be maybe 1-3 items, total, for a 1st-level character an example only; my intent is not to single out
detrimental to the reputation of role-playing as about to advance to 2nd level and about 12-16 the author or any one module. Rather, this
a serious hobby. It is hardly surprising that for a 10th-level PC. Even this might be too module is indicative of an inherent design trend
there is a lack of female gamers, or that the generous for, at this rate, the average 2nd-level in most of TSRs products that dates back to the
playing of AD&D games draws criticism from character would probably have more magical AD&D 1st Edition game and that, alas, the
narrow-minded sectors of society, when the items than the player running him has pairs of AD&D 2nd Edition game failed to correct al-
kind of art that you choose to represent your shoes, and no one would claim that shoes are a though the intent is clearly there. Any response
products is inevitably going to increase their rarity in our society! However, this seems to me would be appreciated.
skepticism. a fairly balanced way to keep the level of magic Malcolm Wolter
Come on, TSR. If you really want to be taken under control so that the DM can create excit- Houston TX
seriously, as you claim, stop trivializing both the ing adventures that encourage more reliance on
women in your campaigns and the campaigns the PCs personal abilities rather than PCs as
themselves, and try to clothe your female char- walking gods thanks to their huge arsenals of * indicates a product produced by a company other
acters a little more adequately. If you are fearful magical items. than TSR, Inc. Most product names are trademarks
of losing sales, remember that concealment is At least one TSR source gives even more owned by the companies publishing those products.
often more exciting than blatant displaybut, stringent guidelines when it comes to distribut- The use of the name of any product without mention
after all, it is not that sort of fantasy you are ing magical items to characters. The Monstrous of its trademark status should not be construed as a
supposed to be catering to. Compendium (Volume 11, in the Adventurers challenge to such status.
Amaryllis Roy subsection under the heading Men, gives any
Derby, U.K. NPC a mere 5% chance per level to possess an
item requisite to his class. Thus a 10th-level
Is it just me or is there a serious imbalance in fighter has only a 50% chance to own a magical
the amount of treasure laying about in most of sword. Huh? How many 10th-level warrior PCs
TSRs (sorry, guys) published adventures? For have you ever heard of that possessed only one Whats a SASE?
example, check out HHQ1 Fighters Challenge, a magical sword, maybe none?
new AD&D module thats designed for one Any NPCs using this latter system will clearly A SASE is a self-addressed, stamped
character (preferably a fighter, level 2-4). The be, item for item, no match for a group of envelope. If you send a submission
adventure yields no less than three different reasonably balanced characters outlined to DRAGON Magazine and hope
pairs of magical boots to the tenacious treasure- above. To correct this, I have given the NPC
seeker! Oddly, the resourceful adventurer could adventurers from the Monstrous Compendium for a response, include a SASE with
also find two identical long swords useful a +5% bonus to their chance to have requisite your letter, gaming article, short
against lycanthropes and shape-changers (a magical items. This bonus is applied only to the story, or artwork. Make sure the
fairly rare item according to the treasure tables Adventurer subsection and does not accrue to SASE is large enough (and has
in the Dungeon Masters Guide), and many other any of the other subsections that say See Ad-
enough postage) to allow the return
magical treasures are conveniently placed to aid venturer table soldiers, for example. Further-
the questing warrior overcome specific obsta- more, any chance over 100% is the stated of your material if necessary. Cana-
cles and opponents that are later encountered. chance to have an additional item of that type. dians and residents of other coun-
This is an acceptable plot device if used spar- Thus, 15th-level warrior automatically has one tries should enclose international
ingly and with justification (the potion of un- magical sword, for example, and a 50% chance postal coupons, available at their lo-
dead control is on the corpse of the last to own another magical sword. This weapon
adventurer who knew of the lurking undead may be wielded as a secondary weapon for cal post offices. We are not respon-
menace in the ruins, or the wizard loans the those warriors able to fight with two weapons; sible for unsolicited submissions; be
character a particular, rare item that the mage it may be a backup weapon kept with the fight- sure to enclose that SASE.
knows will be needed to complete the geas, ers other gear in case his current one is lost,
etc.). However, in this adventure, nearly every stolen, or (gods forbid) broken. Or the extra DRAGON is a trademark of TSR, Inc.
challenge has an accompanying item that ren- sword may be back at the keep, locked up in 1990 TSR, Inc. All Rights Reserved.
ders the adventure almost anticlimactic. (Now the lords armory. The point is, this fighter looks

96 JANUARY 1993
wearer takes no damage if the save suc-
ceeds (see DMG, page 179). An anti-magic
shell hedges out the effect, though it also
shuts down all other magical items and
effects within the spells radius.
The statistics for character drag
ons in Dragon Kings, pages 37-39,
dont match the summary informa-
tion at the back of the book, nor
does it match the description in the
DARK SUN boxed set. Specifically,
the summary information does not
by Skip Williams mention the psionic abilities listed
on page 39which give a 30th-level
dragon 20 sciences and 35 devo-
tions. Meanwhile, the boxed set
If you have any questions on the games opt to become an advanced being by de- gives the Dragon of Tyr a psionicist
produced by TSR, Inc., Sage Advice will claring his intention and switching to the level of 20 (or 25, depending on
answer them. In the United States and psionicist class.) Note that a character which section you read), the ability
Canada, write to: Sage Advice, DRAGON cannot return to his old class once he to cast spells and use psionics si-
Magazine, PO. Box 111, Lake Geneva WI switches (see PH, page 45). No multi- multaneously, and regeneration at
53147, U.S.A. In Europe, write to: Sage classed character of any type can become 10 hp a round. Also, the hit-dice
Advice, DRAGON Magazine, TSR Ltd., 120 an elemental. listings are widely different in all
Church End, Cherry Hinton, Cambridge Character dragons and avangions have three places, and the burrowing
CB1 3LB, United Kingdom. We are no similar requirements, except that they movement rate of 6 listed in the
longer able to make personal replies; have to be defiler/psionicists or preserver/ boxed set is not mentioned in either
please send no SASEs with your questions psionicists, respectively. section of Dragon Kings. Finally, the
(SASEs are being returned with writers footnote on the jumping movement
guidelines for the magazine). In DRAGON issue #177, Sage rating in the supplement reads:
This month, the sage answers your Advice said that details on how the now has a jumping movement rate
questions about one of TSR, Inc.s newer Dragon of Tyr stores magical energy of 5 (should be 6). What does this
products, the Dragon Kings rules supple- would be included in Dragon Kings, mean? Is the jumping rate 5 or 6?
ment for the DARK SUN campaign set- but I cant seem to find it anywhere. The mismatch within the Dragon Kings
ting, plus one bonus question on You also said that details on how the book is an editorial error. The text on
world-specific vs. generic adventures. Dragons defiler magic affects ani- dragons got changed in one section of the
mals would be included in the book, book, but not in the otherthis kind of
but I cant find that either. thing happens more often than anyone
In the Dragon Kings hardbound for When I was writing the column for issue would like. Here are my unofficial sugges-
the DARK SUN setting, it is said that #l77, there were plans to describe the tions for resolving the contradictions:
dual-classed clerics cannot become Dragons ability to store magic, but that Use the psionic powers listed on page
elementals. Does this mean that changed and the details remain unreveal- 39; this gives the Dragon of Tyr six disci-
cleric/psionicists or any other class ed. It is even possible that the Dragon has plines, 20 sciences, 35 devotions, and five
combined with a cleric/psionicist no such power at allit could be just a defense modes. Use the powers listed in
cannot become an elemental? Do the myth that has sprung up to help explain the boxed set (see the Monsters of Athas
same rules apply to preservers and the Dragons massive power. section in the Wanderers Journal). Pick
defilers metamorphosing? Check out rules on defiling psionic en- the additional 10 sciences and 11 devo-
I looked very carefully through Dragon chantments on page 44; this is how the tions yourself, and assume that the
Kings looking for whatever passage youre Dragons spells kill people and animals. powers listed in the Wanderers Journal
asking about. Im not sure I found it, and Tim Brown also has hinted that the Drag- are the ones the Dragon uses the most.
neither is Tim Brown, Dragon Kings au- on might have a special life-sucking spell Note that the five defense modes listed in
thor. Do yourself a favor and include a or psionic ability that simply produces the Wanderers Journal under the Telepa-
page number whenever you ask for a defiling damage over wide areas. The thy discipline do not count toward the
rules clarification. Its the only way I can details of this spellif it exists at allare Dragons total number of powers (see the
be sure Im clarifying the rule youre actu- unrevealed. Complete Psionics Handbook, page 14).
ally asking about. Use the hit-dice listings from the supple-
I assume youre referring to the text on Do character dragons and avan- ment at the back of Dragon Kings. This
page 56, which says a character elemental gions take damage from defiling matches the table on page 37 at every level
must be a human cleric/psionicist, level psionic enchantments? Is there any except 21, where the dragon should get
20/20 (see the Prerequisites section). The defense from these attacks? +20d4, not + 10d4. Note that the Dragon
character must commit to becoming an According to the rules on page 44, every of Tyr has nearly maximum hit points for
elemental immediately upon reaching 20th living creatureexcept the casterwithin a 30th-level dragon (250 out of a possible
level as a cleric (2,700,000 xp), and cannot 30 yards of a defiling psionic enchantment 254, assuming no Constitution bonuses).
have any other classes. If the character takes the listed damage. Dragons and The burrowing movement rate seems to
quits the cleric class to follow a class other avangions are powerful, but they are alive have been dropped by mistake; Id add it
than psionicist, or takes up the psionicist and are subject to this kind of defiling at 27th level.
class before reaching 20th level as a cleric, damage. The parenthetical note about increasing
he cannot become an elemental. This is Since psionic enchantments have a magi- the jumping movement rate to 6 probably
the intent behind the line: No multi- or cal component, there are all sorts of ways was an editors note that accidentally
dual-classed cleric can opt to become an to get protection from this effect, and two found its way into the book. Since most
elemental. on page 56. (The cleric must be such ways follow. A scarab of protection movement rates in the AD&D game are
single classed and 20th level, then he can grants the wearer a saving throw, and the evenly divisible by three, somebody proba-

98 JANUARY 1993
bly wanted the listing changed. I dont see shown in the summary, not as described in snatches, plummets, and wing buf-
any reason not to leave the jump rating at the text on pages 42-44. fets? Do dragons and avangions use
5, which is how it is listed in the Wander- Avangions are preserver/psionicists. special spells that have no material
ers Journal, but go ahead and increase it They retain the psionic powers they had components the way Monstrous Com-
to 6 if it makes you happy. as 20th-level psionicists and gain one addi- pendium dragons do? This would
The Dragon of Tyrs regeneration power tional science and one additional devotion seem essential for high-level avan-
and ability to use spells and psionics simul- at each level, just as dragons do. gions, who have no appendages.
taneously are unique to itits a special Each new property of an avangions aura The DM, of course, has the final say, but
beast, even as fully matured Athasian is cumulative, as described on page 44. I suggest that any dragon that can fly be
dragons go. The exact reasons this dragon allowed to make snatches and plummets.
is so special are unrevealed, but they Can avangions and dragons hurt Just apply the MC formulas to the Dragon
might be uncovered in an upcoming DARK each other with physical attacks? Or Kings claw and bite ratings. Use the tail
SUN game product or novel. does their immunity to weapons attack ratings from Dragon Kings. Im
considerable immunity in the case inclined to think that Athasian dragons are
The statistics for character avan- of avangionsprevent this? Can a not built in quite the same way as dragons
gions in Dragon Kings, pages 42-44, dragons breath weapons hurt an are on other worlds, and I suggest that
dont match the summary informa- avangion? you disallow wing buffets. Likewise, I
tion at the back of the book. Are the Although avangions and dragons are dont think Athasian dragons should kick.
various effects of the avangions characters, their status as advanced beings Dragons and avangions use the same
aura cumulative or do the various allows them to use table 48 on page 69 of rules for spell-casting as other characters
powers replace each other? If they the DMG. Any dragon or avangion counts do, including casting times, and various
replace each other, can an advancing as a +4 weapon simply by virtue of its hit components. It is unclear exactly how they
avangion opt to forego a higher- dice. Avangions of 28th level and above accomplish this, especially in the case of
level effect to keep a lower-level are immune to a dragons physical attacks, high-level avangions. Note that while an
one? Do avangions have psionics? since the equivalent of a +4 weapon is the advanced being cant launch spells any
Except for the hit-dice column, the sum- limit for creatures. However, a dragons more quickly that any other spell-caster
mary section is correct. The hit dice breath weapon inflicts both fire and abra- can, the DM should assume that they
column should read: 21st-level 20d4 + 10; sion damage; avangions of any level are always have some way to complete any
22nd-level 25d4 + 10; 23rd-level 29d4 + 10; not immune to either attack form and can other requirements. Avangions, for exam-
24th-level 32d4 + 10; 25th-level 35d4 + 10; be affected. ple, can be assumed to flutter their
26th-level 39d4 + 10; 27th-level 44d4 + 10; wingtips to complete somatic components.
28th-level 50d4 + 10; 29th-level 58d4 + 10; Can dragons use the various forms Both dragons and avangions can be as-
30th-level 68d4 + 10. Avangions gain new of dragons special attacks as listed in sumed to have some way to get at material
movement rates, and other powers as the Monstrous Compendiums such as components if that optional rule is in

DRAGON 99
effect. Material components might be user isnt just hurling objects around (as in sets Rules Book says Athasian
manipulated psionically, plucked from a the Ballistic Attack power); instead, he bards dont learn wizard spells, but
pocket dimension, regurgitated from the programs a missile to return to him if it the Ranis Inika character on page
gut, or whatever. Advanced beings are misses. As such, it augments the users eight of the Dune Trader source-
powerful enough to bend the rules a little ability in using missiles rather than grant- book does have spells. I dont get it.
bit when necessary. ing the user a wholly new ability. You are the victim of a gross error. Ranis
Inika has no spell list, but she can manu-
The descriptions of two of the new In DRAGON issue 178, you said facture any of the poisons shown on the
psionic powers in Dragon Kings gladiators use the paladin/ranger table on page 36 of the DARK SUN Rules
seem a little odd to me. The Teleport advancement table, but page 14 of Book and has the following thief abilities:
Object power on page 142 is listed Dragon Kings says gladiators reach PP 65; OL 55; FT 65; MS 70; HS 70; DN 45;
as a Psychokinetic devotion, but 20th level when they earn 3,000,000 CW 90; RL 20.
shouldnt it be Psychoportive since xp, and thats what fighters need for
it has Teleport as a prerequisite? 20th level. Why does TSR, Inc. spend so much
Also, Return Flight on page 146 is Gladiators do use the paladin/ranger time and energy producing so darn
listed as a Psychometabolic devo- table. The figure in Dragon Kings should many game worlds? There must be
tion, but wouldnt it be better as a be 3,600,000. This is official and came at least 10 of them if you count the
Psychokinetic devotion? straight from Tim Brown, Dragon Kings softcover books. Why dont you
Although it is not common for a power author and director of product research concentrate on something for those
to have a prerequisite from another disci- and development at TSR, Inc. of us who play on our own game
pline, there are several precedents in the worldslike a good old-fashioned
Metapsionic discipline. Teleport Object was What do you do with an Athasian adventure or two?
placed in the Psychokinetic discipline wizards or clerics wild talent if he With something like 3,000,000 + AD&D
because it involves manipulating objects; opts to become an advanced being game players out there, variety is a must.
Psychoportation involves personal move- and quits his original class to be- Thats why TSR, Inc. cranks out so many
ment by the powers user. If that doesnt come a psionicist? Does he keep the game worlds. One or two of them might
satisfy you, change the Teleport Object power? What happens to the charac- be allowed to retire gracefully, but each of
prerequisite to Telekinesis. ters PSPs? them has a cadre of dedicated fans who
You have a better case with the Return The easiest way to handle this is to let the scream very loudly when their favorite
Flight devotion. Since the user is manipu- character keep the wild talent and PSPs in a world gets ignored. (Heres good news for
lating an object, it sure seems to belong in separate pool. Sage Advice discussed the readers who fall into this category: TSR,
the Psychokinetic discipline. I suspect it details in DRAGON issue #184. Inc. soon will start a Classics line that
was placed within Psychometabolism to will feature a product for each world once
maintain game balance and because the Page 36 of the DARK SUN boxed a year.)
Actually, there have been plenty of pure
adventures published in the last two years.
Heres some examples right off the top of
my file cabinet: Wizards Challenge (TSR
product #9359), Haunted Halls of Evening-
star (#9354), Treasures of Greyhawk
(#9360), and Rary the Traitor (#9386).
Wizards Challenge has the virtue of being
genericthe set-up does not depend on
any particular AD&D game setting, but it
is designed for one-on-one or small-group
play. The other products are designed for
normal groups, but are set on particular
worlds. This shouldnt be an impediment
to DMs who have developed their own
worlds, however. Any commercial sce-
nario can be dovetailed into a homespun
campaign. The premises behind some of
these scenarios might not fit your particu-
lar campaign, but not every generic adven-
ture will either. You shouldnt ignore a
packaged adventure just because youre
not interested in the world logo on the
front cover. Smart game shoppers read the
back-cover copy, or ask another gamer or
a store employee about whats inside be-
fore deciding what to buy.

Here it comes!
Wondering what TSR is about to do
next? Turn to TSR Previews in this
Tissue and find out!

100 JANUARY 1993


102 JANUARY 1993
DRAGON 103
104 JANUARY 1993
DRAGON 105
108 JANUARY 1993
DRAGON 109
110 JANUARY 1993
1992 by Robert Bigelow
Photos by Mike Bethke

Taking a look at new rules sets

Reviews Ral Partha Enterprises


5938 Carthage Ct.
Thunderbolt Mountain Cincinnati OH 45212-1197
Miniatures
656 E. McMillan Minifigs
Cincinnati OH 45206-1991 1/5 Graham Rd.
Southhampton, England, SO2 OAX
1020 Battling Bronze Dragon * * * *
The Battling Bronze Dragon is an 11- 10-463 TChar: Dragon of Flame and
piece, 25-mm scale lead kit. The figure Fury * * * *
measures over 250 mm from nose to tail This lead kit consists of 12 parts that
claw and has a wingspan of 125 mm. The assemble into a dragon scaled for 25 mm
body is covered by scales that resemble figures. The figure measures over 300 mm
small overlapping circular shields with long and over 80 mm high. The base is a
flattened edges. Both wings have spiny two-piece casting formed in a U shape,
leading edges that form the basis for the whose surface resembles a rocky crag
leathery supports. This dragon is in an with an abundance of stones randomly
attack position. spread as if by a rockslide. Please remem-
Flash on the tail and the wing spines ber to check the holes before assembly as
were easily cleaned with a hobby knife. it can be difficult to line up the dragons
Mold lines and marks on a number of legs so they fit in the base.
surfaces were camouflaged or easy to The dragon is covered by rows of irreg-
remove and do not detract from the minia- ular scales except for the stomach and
ture. Arm- and wing-joint surfaces are chest; these areas are covered by overlap-
smooth but are slightly undersized, so ping V-shaped center split plates. The
they require some filling and bracing wings are heavily veined and supported by
during assembly. Most joint lines blend in thin bones. The wings taper to an edge
well when reasonable care is taken. even though they are thick. The usual
The biggest problem with this miniature spinal ridges have been replaced by hair
is its stance. The figure is not quite bal- that appears to be waving in a breezethe
anced when fully assembled, and could fall hair begins behind the head and ends
easily. I recommend bending the left-foot halfway along the tail. The paws and feet
I want to thank Chris Osburn for paint- joint and gluing the right foot flat. We bent have only three claws instead of four.
ing the knights for Milton Bradleys the tail, and it broke, so use care. This There were several small problems with
BATTLEMASTERS* game, Eric Petersen model is impressive and would make a this model that required time and pa-
for painting the TChar figure from Ral good addition to any collection. Its price is tience. There were mold marks and flash
Partha and Dwarf Signal Corps from not bad at $26.95, and the figure is highly on many of the sockets and joints. Careful
Lance and Laser, Tina Druce-Hoffman for recommended. filing and cleaning was required on the
painting the bronze dragon from Thun- back hairs, upper head, tail, and paws.
derbolt Mountain Miniatures, and Fred Gap filler is needed as some of the joints
Hicks Jr. for painting the Milton Bradley didnt mesh (quick-drying adhesive is
Miniatures product ratings highly recommended). The tail did not go
footsoldiers.
together quite right, and we decided our
* Poor tail fit and looked better in its present
** Below average
location.
*** Average This is a very good miniature but will
**** Above average require some work to reach its potential.
***** Excellent Muscle detail is excellent, and it is a strik-
ing miniature when finished. This is not a

112 JANUARY 1993


novice-level kit, but it is still recommended ing with the rules book and using this to
at $20. help clarify the game system. These battles
use single figures or very small numbers
Lance and Laser Inc. of units but give a good feel for the rules.
P.O. Box 14491 l A series of sheets with colored punch-

Columbus OH 43214 outs. These give you the ability to build a


small tower, house, and sheds. They also
022 Dwarf Signal Corps **** give you stand-up illustrations of different
This three-piece lead set is scaled in 25 weapons that may be purchased for the
mm and comes equipped with signal flags. system. Bases are included for these color-
The main component is a telescope mount- ful stand-ups. The set also contains a varie-
ed on a wood-grained stand fitted with ty of battle templates for use in finalizing
small wheels. The telescope is set with a damage, and two abbreviated turn-sheet
focusing eyepiece. The miniature has cards for game use. The last item is a
molded fittings where the real ones would template for making movement trays for
be and is accurate except for the mold large numbers of figures. These trays
lines through the front and rear of the allow you to pick up and move large
model. The observer is an unarmored groups of single figures without fuss.
dwarf who is hunched slightly while l A set of 12 different spell cards that

squinting to look into the telescope. detail the limits of spells and magical items
The signal man has his flags set in a in the basic set. The fronts of the cards
signal. The flags have a diagonal line en- have the color wheels for the schools, and
graved to assist in painting There is a the backs look like scrolls.
mold line on the middle of the figure, but l The Battle For Maugthrond Pass. This

it is easily removed. 15-page scenario book starts out with


I highly recommend this set and plan on what you need and moves through a brief
getting more of them. This is a very good history and actions that set the stage for
buy at $3.95 per set. the battle. This history is vivid, with he-
roes and individuals mentioned. The book
Games Workshop Inc. then details complete armies, most of
3431-C Benson Ave. which are included with the set or could
Baltimore MD 21227-1072 be picked out of figures at home. A turn
sequence, victory conditions, and points
Games Workshop Ltd. are all printed on a sheet that can be cut
Chewton St. out or photocopied. Colored layouts of the
Hilltop, England battlefield are shown, and ways of making
Nottingham, NG16 34Y scenery are discussed. It also gives a list of
tactical tips to help the players do well. a little magic thrown in for spice. This
0120 WARHAMMER FANTASY l Armies List. This 18-page compendi- book allows quick fighting with different
BATTLES boxed set ***** um of units for each of the different races figure types and several monsters.
Several years ago, in a review of Games will allow you to set up for battles. This l Miniatures. There are 104 plastic
Workshops Siege Book, I said I liked the book details the components of each army, figures in the set. These figures are scaled
book but not the WARHAMMER FANTASY profiles and movements of those compo- for the larger Games Workshop scale and
BATTLES system itself. Now Games Work- nents, their allies, and war machines with include individual slotted bases. There are
shop has completely redone the original
game, and the new boxed game contains
everything you need to play:
l Nine six-sided dice and artillery and

scatter dice. The artillery die is used to


determine whether you hit after you guess
the range. If you dont roll a hit, the arrows
on the scatter die tell you what direction you
are off while the artillery die tells you the
distance and whether you misfire. Misfiring
can damage your weapon.
l A special issue of WHITE DWARF*

Magazine that is actually a catalog. There


are some good paint jobs on the figures,
and it is a chance to see if you have missed
any products.
l A painting guide that contains more

ads and some painting tips. The tips are


good, but remember you dont have to use
Citadel materials. The guide also empha-
sizes cleaning plastic models and letting
the miniature dry before moving on to the
next step, which I mention here in case
you decide not to read the book.
l A sample battle sheet that runs

through a short battle as an introduction


to the rules and allows you to see exam-
ples of the rules. It also emphasizes start-

DRAGON 113
20 elf archers, 20 elf spearmen, 32 goblin go elves and goblins are very good for plastic until the magic supplement comes out.
spearmen, and 32 goblin archers. The elf figures. This means you will have to buy the sup-
spearmen are high elves wearing long l Bestiary. This 96-page booklet with plement to get the most out of that aspect
voluminous robes with scale mail over color cover and inside facing sheets acts as of the game.
them, from shoulders to feet. They wear a combination atlas and race guide. A two- Aerial combat, siege weapons, and mon-
pointed shoes and broad belts with over- page map that shows details of the Old sters all have a place in the rules book.
lapping disks and jeweled buckles. Plates World and gives an overview on most of Musicians and generals play a part in
rise from these belts to protect their the rest of the world. A brief history of keeping up morale, so there is a good
chests. Their heads are covered by high each race is followed by a discussion of reason to purchase those figures now.
helmets that are slightly pointed on top racial subtypes. Each race has a full set of Small unit and skirmish rules, buildings,
and flared at the bottom, with nose guards statistics and some deviants so that differ- and daemons finish the book.
and cheek protectors. The shields are ences may be incorporated. A monster The game states that there are excep-
molded separately and are of large kite section gives a description of intruding tions to the rules and that every game may
design. The elf archers are the same beasts, statistics, and special information have subjects not covered by the rules. It
height (35 mm) as the spearmen, but are so you can influence a battle or run skir- encourages you to work together to reach
from a different clan. They also wear long mish conflicts. There is even a section on a compromise, and thus gives its players a
robes, but their chain mail comes only to Chaos warriors. This book alone is worth high compliment.
their hips. Quivers hang on their right about 20% of the price. The box set is well worth the money it
hips and are embossed with a birds wings. l Last, but not least, is the rules book costs. I am hard pressed to find any seri-
Flowery unarmored sleeves end in bracers that holds the set together. This book is 95 ous flaws, although there may be some
at the wrists. Fingers and hands are bare, pages long and includes a full-color center lurking in the big battle rules. The system
and their left hands clutch large bows. that shows available troops and a guide will take time to learn and play, and my
They have no chest plates, and their hel- for painting skeletons. The painting meth- highest compliment is that Im going to
mets are notched for their ears. The hel- od used is only good with Citadel have to get another set. This is a full box
mets insignia looks like a sword with a products, so it will not be useful to those and a great value at $55.
diamond or jewel in the hilt. There is little gamers who dont own those products.
flash on either style of figure, but youll The rules contain a brief explanation of Milton Bradley Company
need to take care in removing them from the WARHAMMER game and a contents Springfield MA 01101
the sprue. list. There is a section on building assem-
The goblins are not nearly as formidable bly. The next section contains a terrain MB4210 BATTLEMASTERS *****
in appearance as the elves. The spearmen generator for fantasy battles and guide- When Milton Bradley introduced the
wear tunics belted at the waist with a lines for placement. Sequences and proba- HEROQUEST* game, it was the first time
wide belt and fur-topped boots with over- ble victory points are also discussed. The that a novice-level game included minia-
lapping protectors. Their right hands hold next section gives statistics and character- tures. But they pushed it heavily and
spears with tasseled heads and their left istics and explains each concept through brought a whole new group of people into
hands could hold the separately molded examples or charts. This includes unit the hobby. Milton Bradley has again
round shields. There are several different definition, turns, movement, and combat. teamed up with Games Workshop to pro-
designs on the shield faces, and the backs Combat is dice based, with morale and duce a game that could do the same for
look like grained wood. The goblins have maneuvering almost as important as unit miniatures gaming. It is called BATTLE-
no helmets and have big grins on their type. Unit weaponry is based on majority MASTERS and is usable by novices and
faces. The archers measures 23 mm to the of weapons held by the figures. Even long-time gamers alike.
top of their tall pointed caps while the mixed groups fit under this rule. Psycholo- The box bottom lists the extensive con-
spearmen are 18 mm high. The archers gy and morale rules help fight the suicide tents of the box: 103 unpainted plastic
are wearing tunics belted at the waist, low tactics used by many gamers. A variety of figures, a portable combat board, cards,
boots, and have bare arms and legs. Quiv- different allowable movements which dice, tokens and unit bases. The map is
ers hang from their left sides, and they are make the game much more realistic. Un- 4 X 5 and is about the same thickness
posed as if they just released arrows. fortunately, gunpowder rears its ugly as a vinyl tablecloth. The board has pre-
There is no flash on these pieces, but take head, but it is not the disaster it could be. printed terrain featuresrivers, woods,
care removing them from their sprue. The Magic is present but is extremely limited plowed fields, and roadsall overprinted

114 JANUARY 1993


with 145-mm hexes made to hold the unit on the legs, shoulders, and shields that men-at-arms wearing light plate over chain
bases and facilitate movement. Tiles allow came off with a knife. and armed with poleaxes and shields.
you to place obstacles or fords in the The 10 Chaos archers have mohawk They are wearing turbans around their
rivers. Also included is a five-piece tower haircuts, boots, and loincloths. They hold helmets and have fairly detailed faces.
that goes together well. The tower can be bows in their left hands, and their right Gauntlets, plumes, and face protectors
detailed by using filler along each corner hands are back as if firing. Their only finish these figures. The 10 bowmen and
and the bottom section of the roof, and other clothing is shoulder plates and five crossbowmen are identically dressed
cutting open the windows. Use basic shields strapped to their chests. There was in breastplates, tights, and boots. All are
model primer after cleaning all the plastic little flash on this group. wearing cloth-wrapped helmets with
parts, as the hard plastic holds the paint The 10 beastmen are typical of Games plumes. The archers wear jackets over
well. The tiles, cards, and markers are Workshop, kind of pointy-eared minotaurs their padding but the crossbowmen have
colorful and well printed. complete with a ridged spine, long hair, no jackets.
The mechanics are simple. Movement is and horns. They wield large axes and This set is a must. Not only is it ex-
determined drawing cards. When the card carry round shields, while small shields tremely playable, but it has a number of
of a unit is drawn, that unit may move and protect their stomachs. Short swords hang pieces that are nice to have. The units in
fight. It is possible for a side to be attacked from their belts. this game are made in groups three or five
several times without a move, but it may The 10 Chaos footknights are in plate and can be mounted to a large, slotted
defend. Strategy includes trying to cover mail with chain underneath. Their helmets movement base. These bases have a back
objectives with single units, as you never are horned in a squared pattern with panel for unit identification and are made
know when the units will move. Movement skulls embedded on the tops. Long capes so the figures can face different direc-
is unimpeded by any preprinted terrain, and fall to the ground from armored shoul- tions. When not using this game as manu-
only the hedge tiles may be used strategical- ders, and they are armed with poleaxes factured, you can form the units into
ly. Mounted units have cards that allow and large kite shields. 10-man groups, freeing the extra stands to
them more than one hex movement, but The heavy knights on both sides ride mount other figures that use slotted bases.
they are few and far between. identical horses which measure 44 mm YOU can place figures in marching columns
Combat is straightforward: The only long, and 38 mm tall. The horses come in or fighting lines, although you may have to
modifiers in combat are the ditch and the two parts that fit together well and will cut the sides slightly. With the addition of
three-story tower. Attacks are made using need only minimal filling. The animals velcro to the bases and box, these also will
multi-strike dice according to the attack have metal barding with rivets clearly make great carriers. With work, the tower
value on the bases. Skulls designate hits molded, plates protecting the head and can become a very passable border post.
for the attacker, and shields for the de- back, spikes in the forehead plate. They There are also a number of different
fender designate cancelled hits. When the have simple saddles with blankets and press-on stickers for shields and flags that
unit absorbs its maximum hits, it is re- wide belly straps. The knights are held on extra adhesive for guaranteed adhesion.
moved from the playing field. The winner the horses by pegs that fit into holes in the This set is highly recommended for
is the last player with units remaining on saddles. The Chaos troops wear their hair everyone. The price varies, starting at
the field. long spilling through the skulls on the tops, $28.95. This set has been released to the
The game also contains over 100 very of their helmets. They carry ornate lances mass market and the large chain stores
usable 25 mm hard-plastic figures split in their right hands and arrowhead shields often get a much higher discount than
into two armies. The army of Chaos has an in their left hands. There was little flash single stores because they buy by the
ogre champion. He stands 58 mm to the present. thousands. You have to decide where to
spike at the top of his helmet and comes in The lord knights wear winged helms get the game, but remember that without
two halves. He is armed with a giant mace, and medallions of office on their chests. your local hobby shop our hobby might
is bare from the waist up and has a shield Long capes stretch to their horses backs not exist. The best recommendation I can
on his belly. The figure does have a sepa- while their right hands hold simple lances give is that I plan to get another set for
ration line running up both sides that will and their left hands hold shields. All their myself.
need filling after gluing. horses have hair over their hooves.
Next up are the six wolfriders. The The nine imperial knights ride cloth-
wolves each come in two halves with the I wish to add something that applies to
barded horses that otherwise match
head entirely on one half. Fur detail is closely the descriptions of the heavier all rules sets with templates, counters, etc.
shallow on the bodies and heads, but the barded horses. The knights wear simple I firmly suggest that you photocopy and
legs are relatively smooth. A mold line plate secured by rivets. Simple lances are keep the originals, and laminate the copies
runs up the back, but can be filled. Furred secured to the pivots on their right sides youll use. You may lose parts, and wear
saddles for the one-piece goblin are mold- and tear will always take its toll. As long as
with kite shields on their left arms. Slight
ed on. The goblins are wearing leather trimming is all that is needed to prepare you have the originals, you can recopy the
and chain mail armor, and are armed with these figures. components. This will ensure many years
a spear and shield. There is flash around of enjoyable gaming.
The imperial army has fewer types of
the body and shield but it cleans easily. You can contact me at Friends Hobby,
troops. The big gun on this side is the
The wolves stand 25 mm high and 40 mm, mighty cannon. The gun carriage resem- 1411 Washington St., Waukegan IL 60085
long while the goblins are only 20 mm tall. or call M, W, Th, F 2-10P.M. or S&S 10A.M.-
bles wood that is banded and plated. The
There are ten 18-mm-high goblin 5P.M. at (708) 336-0790.
wheels have a molded metal hub and
ground troops who are armed with metal plates for holding the wheel shape. * indicates a product produced by a company other
swords and shields. They are one-piece The barrel is straight and has several bas- than TSR, inc. Most product names are trademarks
castings with evil grins and wide pointed relief features including a dragon. The owned by the companies publishing those products.
ears, dressed in chain with long coats and solid barrel has a hollow spot at the bot- The use of the name of any product without mention
of its trademark status should not be construed as a
belts. Their heads are bald, and a thin tom that is very evident. Green putty and challenge to such status.
layer of flash surrounds several of the a sharp knife took care of both problems.
bodies, but this was easily removed. One crew is wearing breastplates with an
The orcs are dressed like mongrels. The embossed sign and is lighting the cannon
wear chain-mail surcoats and are armed with a burning brand. The other is
with large swords and round shields. They dressed more simply and carries a swab
are in a wide stance and have some flash and water. The infantry consists of 15

116 JANUARY 1993


Rhinos Armor, Tigers characteristics are listed in parentheses. roughly conforming to the characteristics
In addition to fine native steel, bamboo of a normal club. Certain of them, such as
Claws was a primary material used in Indian the curved sticks, may be associated with
Continued from page 39
weapons. Bows, arrow and quarrel shafts, a martial-arts form.
Talwar: This was a heavy, broad-bladed, and the hafts of javelins, spears, maces, Crossbow: Bows were the most
curved sword sometimes forged and other weapons were often made of common missile weapon available in India,
from solid steel. Some talwars had bamboo. and it is up to the DM whether or not
considerably lighter blades, and these crossbows will be available.
function exactly like scimitars in AD&D Arquebus (bandukh torador): Dagger (bichwa, khanjar,
games. Both styles of talwar are among the Matchlock weapons may be allowed in khanjarli, pih-kaetta): Many different
most common swords encountered in Indian adventures if the DM allows. They types of daggers, in a multitude of exotic
Indian adventures. The talwar was often would be used for hunting or adventuring shapes, can be found in Indian adventures.
used as a sacrificial weapon. more than for warfare, for which the bow Although of strange appearances or
Zaghnal: The zaghnal is a one-handed predominated. construction, most of them nonetheless
pick, usually fashioned entirely of steel, Battle axe (tungi): A great variety of function like normal daggers. However,
with a broad, sharp, beaklike piercing axes both double and single-headed, with peoples of certain regions, cults, or
head. Even though it was only about heads in all possible shapes, were used martial-arts disciplines may favor one type
1-2 long, it was also heavy and had throughout the subcontinent. They ranged of dagger over another.
great punching power. Give it a + 1 attack from the dual-purpose weapon/tools of Dart: Indian darts were often of steel
bonus vs. chain mail, which it was primitive tribesmen to the ornate weapons and could even be found in royal arsenals.
designed to penetrate. Many zaghnal were of aristocrats. Hand axe (bhuj): Many varieties of
decorated with brass, silver, or other Bow: Long or short, composite or self, hand axes could be found. In rustic areas,
precious metals and had beautifully etched bows were available throughout India, most of these doubled as tools.
heads and hafts, sometimes adorned with although perhaps not all in the same areas. Javelin: Bamboo-hafted, steel-headed
images of animals or monsters. Long and short bows were often of javelins were used for both hunting and
bamboo, while composite bows were warfare.
Many weapons popular in typical AD&D lacquered with a wood core, horn on the Knife: The sort of variety found in
campaigns were used in India, but some belly side, and sinew on the back. Bows daggers also applies to knives. In addition,
have been slightly modified, and all will be were also sometimes made of steel in the many sorts of elaborate parrying knives
crafted and embellished so as to have a shape of an Indian composite bow. were used. DMs can allow such
wholly distinctive appearance. After each Club: All forms of clubs, sticks, curved
available weapon, names for similar sticks, and canes can be found used as
weapons that conform to the same weapons in an Indian adventure, all

Scissors katar

Table 3
Indian Weapons & Statistics

Weight Speed Damage


Item cost (lb.) Size Type factor S-M L
Arrow, mail piercer* 1 gp/20 ** S P - 1-6 1-6
Bagh nakh 2 gp 1 S S 1 1-4 1-3
Buckler, spiked 3 gp 3 M P 4 1-3 1-2
Chakram 1 gp S S 2 1-4 1-3
Gada 1 gp 6 M B 6 l-8 1-4
Hora 1 gp S B 1 l-3 1-3
Katar 5 gp 1 S P/S 2 2-5 1-4
Khandar
One-handed 25 gp 10 M S 5 1-8 1-8
Two-handed 25 gp 10 M S 7 l-10 l-10
Kora 11 gp 4 M S 4 2-7 2-7
Kukri 3 gp 2 S S 3 2-5 2-5
Madu 6 gp 5 M P 4 1-4 1-3
Pata*** 30 gp 6 M P/S 6 l-8 1-12
Peshkabz* 3 gp 1 S P 2 1-4 1-3
Talwar 15 gp 5 M S 6 2-8 2-8
Zaghnal* 14 gp 5 S P 5 2-5 2-7

* This weapon gains a + 1 bonus to attack chain-mail-clad targets, in addition to any other modifiers.
* * These items weigh little individually. Ten of them weigh one pound.
* * * This weapon inflicts double damage when used from the back of a charging mount.

118 JANUARY 1993


implements to be used either for an attack penetrating chain mail. In games, such swords are the most common general type
or to defend against a single frontal attack picks are entirely of steel, have reinforced of sword found after the talwar (q.v.) type
If the parrying option is chosen (Players heads, and are + 1 to attack in an Indian adventure.
Handbook, page 100), parrying knives give chain-mail-clad opponents. They cost 16 Long: Thrusting swords with more
an additional + 1 bonus to armor class. gp, weigh 10 lbs., have speed factor 8, and emphasis placed on the tip than the edge
Parrying knives cost at least 4 gp. are only half as likely to break as standard are the least frequently encountered type
Lance, light: Light lances were used in picks. Because they are of higher quality of sword in Indian campaigns.
India, mostly in the western and central than normal, many will be embellished, Scimitar (shamshir): Curved swords of
regions. One notable type made use of a and 90% of magical picks in an this general type are commonly found in
hollow steel haft and had an armor- Indian-style milieu will be of this type. the Indian milieu.
piercing steel head. Staff (lathi): Staff-fighting was a Short (choora, adya katti, zafar takieh):
Mace: Maces usually had flanged steel common fighting form in India, and As with axes, short swords carried by
heads, and some had guarded and spurred various types of modified staves can be rustics or tribesmen will usually also
hilts similar to that of the khandar (q.v.). A found, almost always of cane or bamboo, function as tools.
footmans mace fitted with such a hilt and sometimes weighted.
costs 16 gp, and if it is used two-handed, it Spear (vita): Naturally, many types of Bibliography
gains + 1 to damage. spears were used. One spear, the vita, was Draeger, Donn F., and Robert W. Smith.
Morning star: Morning stars were equipped with a 5-long tether, allowing it Asian Fighting Arts. Tokyo: Kodansha
popular, being high-damage weapons. to be hurled at an extreme close range, International Ltd., 1972.
Indian weapons of this type have large usually by a horseman, and then Harding, David, ed. Weapons. New York:
heads and profound spikes, doing either reclaimed. St. Martins Press, 1990.
bludgeoning or piercing damage, Swords: Perhaps more so than any Ward, Geoffrey C. The Maharajas.
whichever is most beneficial to the user. other weapon type, a great variety of Chicago: Stonehenge Press, Inc., 1983.
Some reflect a high level of craftsmanship, swords can be found in the Indian milieu. Wilkinson, Frederick. Arms and Armor.
being entirely of steel or having hollow Almost any type or variation is possible New York: Grosset and Dunlap, 1971.
steel heads. Indian morning stars are within the exotic plethora that existed.
considered to be of higher quality than Many of these had specific names but are
ones in a Western-style campaign, and the much like existing sword types (see Moving On?
former are more expensive, too, costing 20 below). Some, however, have no unique
gp. names, despite their singular appearances. If you are changing your address, tell
Pick: All-steel fighting picks were Bastard (ram dao): Some large swords us immediately. The Post Office will
popular in India and its environs, in both had hollow iron tubes for hilts, or not forward second-class mail without
one-handed styles, such as the zaghnal alternating sections of tubes and hollow prior notice, and we cannot replace
(q.v.), and the more typical two-handed iron balls. Generally, swords were not any issues that are lost in this manner.
varieties. Piercing weapons tend to be bigger than the bastard type, and the Please send us your address change
most effective against armor in any case khandar (q.v.) was probably the most as soon as possible (with your most
(as per Table 52, page 90, Players formidable that would be normally recent mailing label) so that you wont
Handbook). encountered. miss any issues!
Many picks were designed especially for Broad: Heavy, one-handed hacking

DRAGON 119
can be used either to introduce the This valuable screen contains all the essential
NEW PRODUCTS FOR DRAGONLANCE saga setting to a charts necessary for quick and easy reference
JANUARY SPELLJAMMER campaign, or to introduce during play of the exciting D&D game The
elements of spelljamming to a Krynn-based package also contains a 32-page module, Escape
PHBR8 The Complete Book of Elves campaign. from Thunder Rift, that links the introductory
AD&D game accessory $10.95 U.S./$13.50 CAN./5.99 U.K. D&D boxed game, the Rules Cyclopedia, and
by Colin McComb TSR Product No.: 9409 the Bywater area introduced in the novel, The
The glorious world of elvenkind shines from Tainted Sword.
these pages! Detailed in this 128-page book are DMGR5 Creative Campaigning $8.95 U.S./$10.95 CAN./6.50 U.K.
elven societies, rituals, and myths Also included AD&D game accessory TSR Product No.: 9437
are notes on elven physiology and psychology by TSR staff
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ing out this information are 11 new kits; new make any campaign unique and interesting, FORGOTTEN REALMS anthology
optional rules and suggestions for running elven revive a lackluster game, or add that extra edited by James Lowder
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and magical items other DMGR books, this one builds upon infor- short stories contains contributions from R. A.
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TSR Product No.: 2131 run the best campaign ever by providing tips on Greenwood, Christie Golden, James Lowder,
bookkeeping, handling unexpected situations, David Cook, Elaine Cunningham, Jean Rabe,
Volos Guide to Waterdeep and other problems that Dungeon Masters Mark Anthony, and Scott Ciencin. The book
AD&D game FORGOTTEN REALMS encounter. features a cover by Clyde Caldwell and interior
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by Ed Greenwood TSR Product No.: 2133 $4.95 U.S./$5.95 CAN./3.99 U.K.
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FORGOTTEN REALMS campaign setting, WGR4 The Marklands
details Waterdeep and environs. Important AD&D game WORLD OF GREYHAWK The Covenant of the Forge
NPCs, floor plans and menus of popular inns, accessory Dwarven Nations trilogy, Vol. 1
local hangouts, tourist sights, and areas to avoid by Carl Sargent by Dan Parkinson
are all described in this handy, pocket-size Once the pre-eminent power of the north, The first volume in this new DRAGONLANCE
reference work. It even contains a foldout color Furyondy has been bled by years of war against trilogy is a historical saga of the feuding dwar-
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TSR Product No.: 9379 evil. This 96-page accessory contains all the TSR Product No.: 8349
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a campaign on this war-torn frontier. Valorian
$10.95 U.S./$13.50 CAN./6.99 U.K. TSR Books
NEW PRODUCTS FOR TSR Product No.: 9398 by Mary Herbert
FEBRUARY The prequel to Dark Horse and Lightnings
HHQ3 Thiefs Challenge Daughter, this is the epic life-story of the
ALQ2 Assassin Mountain AD&D game module sorcerer-hero from the Dark Horse Plains.
AD&D game ALQADIM TM sourcebox by Troy Christensen Nearly 400 years before the events of the other
by Wolfgang Baur It takes a thief to catch a thief in this adven- books in the series, only Valorian has the
This sourcebox introduces the Everlasting, the ture for one player and a DM. The PC thief will strength and the sorcery to defy the evil rule of
deadliest holy-slayer organization in Zakhara. need sharp wits to bag the Gullwing Bandit. the Tarn emperor.
The Everlasting destroy the mighty of the This 32-page module is perfect for when the $4.50 U.S./$5.50 CAN./3.99 U.K.
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order to save the Caliph of Liham from the TSR Product No.: 9420
Everlastings lethal blades. Included are a 32- Unless otherwise noted:
designates registered trademarks owned by TSR, Inc.
page sourcebook, a 64-page booklet containing Magic Encyclopedia, Vol. 2 designates trademarks owned by TSR, Inc.
three adventures, a full-color map, four AD&D game accessory 1992 TSR, Inc. All Rights Reserved
MONSTROUS COMPENDIUMTM pages, and six by Dale Slade Henson
cards lavishly illustrated by Karl Waller. MARVEL SUPER HEROES and all Marvel characters and
Published by the RPGA Network, this second the distinctive names and likenesses thereof are trade-
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TSR Product No.: 9431 up where Volume 1 left off. The listings contain with permission.
illustrations of the items, plus prices,
SJR7 Krynnspace experience-point values, and a reference to the
AD&D game SPELLJAMMER original source for each item.
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by Jean Rabe TSR Product No.: 9421
This 96-page book continues the series of
accessories detailing the crystal spheres of TSRs DMR1 D&D game Dungeon Master
campaign worlds This accessory further ex- Screen
plores Krynns sphere, which was first men- D&D game accessory
tioned in the SPELLJAMMER boxed set This by Teeuwynn

120 JANUARY 1993

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