dragon magazine #246 · 2018-01-14 · read roger moore’s “tucker’s kobolds” editorial from...

124

Upload: others

Post on 05-Aug-2020

1 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse
Page 2: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse
Page 3: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse
Page 4: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse
Page 5: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Henchmen

Features Issue #246Volume XXII, No. 9

The Wizard's Companion ......... 24 April 1998Lloyd Brown IIIBetter than a familiar, the homonculous can be a wizard’sbest friend.

DepartmentsThe Omega Variant .......... 34Bill Slavicsek

solo adventure, and learn the ALTERNITY™ rules as you play.Take the role of Concord marine Jonar Kage in this exciting

Wyrms of the North ........ 56

Manipulative sapphire dragon Malaeragoth is“The Dragon Unseen.”

Ed Greenwood

A Few Good Henchmen ............. 44

Next time your PCs need a henchman quickly, pickone of these 101 NPCs.

Christopher Perkins

Fiction: "The Great Hunt" ... 62Elaine CunninghamArilyn Moonblade and Elaith Craunobler teachthe hunters what it is to be hunted.

The Wizards Three ...... 86Ed GreenwoodElminster, Rautheene, and Mordenkainen meetonce more to trade spells and ... steal sandwiches?

About the CoverIn just a few years, Michael Sutfin has developed his craft tobreathtaking levels. On this month’s cover, he shows us arather sinister knight and his loyal henchman.

StaffPUBLISHER Wendy Noritake - EXECUTIVE EDITOR Pierce WattersEDITOR Dave Gross - ART DIRECTOR Larry Smith - ASSOCIATE

EDITOR Chris Perkins - EDITORIAL ASSISTANT Jesse Decker -PRODUCTION MANAGER Roger Mangelson - ADVERTISING SALES

MANAGER Bob Henning - AD TRAFFIC MANAGER Judy Smitha

From the pages of the ADVANCED DUNGEONS &DRAGONS® comic come “The Heroes of Selune’sSmile.”

Dale DonovanRouges Gallery ............ 70

Beware the awesome might of the flumph!No, really. We’re serious!

Johnathan M. RichardsEcology of the Flumph ..... 76

Spice up your campaign with “Cauldrons andCookery.”

B.A. LandiresBazaar of the Bizarre ...... 82

Gregory W. DetwilerDragon's Bestiary ......... 94

Fight the battle for Krynn against “Creatures ofChaos”!

ColumnsThe Wyrm’s Turn™ . . . . . . . . . . . . . . . . . . . . . . .4D-Mail™. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6Forum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..10Sage Advice . . . . . . . . . . . . . . . . . . . . . . . . . . .16Out of Character . . . . . . . . . . . . . . . . . . . . . . .22Gamer's Guide . . . . . . . . . . . . . . . . . . . . . . . . .94Conventions . . . . . . . . . . . . . . . . . . . . . . . . . .102DragonMirth . . . . . . . . . . . . . . . . . . . . . . . . . 104Roleplaying Reviews . . . . . . . . . . . . . . . . . . .108Re:Views . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113Knights of the Dinner Table . . . . . . . . . . . . . 114TSR Previews . . . . . . . . . . . . . . . . . . . . . . . . . 116ProFiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120

DRAGON #246 3

Page 6: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

DRAGON® Magazine (ISSN 0279-6848) is publishedmonthly expect November (twice monthly) by TSR, Inc.,1801 Lind Avenue S.W., Renton, WA 98055, United Statesof America. Periodical postage paid at Renton, WA, U.S.A.,and additional mailing offices. Postmaster: Send addresschanges to Dragon Magazine, P.O. Box 469086,Escondido, CA 92046, U.S.A. USPS 318-790, ISSN 0279-6848. The postal address for all materials from the UnitedStates of America and Canada except subscription ordersand change-of-address notices is: DRAGON® Magazine, 1801Lind Avenue S.W., Renton, WA 98055, U.S.A.; telephone(425) 226-6500; fax (425) 204-5928.

Love Slave of theKobold Queen

JESSE’S LATE. Months ago, I asked himfor an editorial about henchmen forthis issue. If anyone understandswhat it means to be a henchman, Ifigured it would be the beleaguereddepartment assistant.

Every now and again, I’d give him agentle reminder. Last week I took tonagging. Today at lunch I told him thatif it weren’t on my desk this afternoon,I’d tell everyone about his character inPhil’s campaign. Jesse thinks he hasabout an hour, but I’m feeling cruel.He’s got about ten minutes. Timeenough for me to finish this page.

Phil Athans of the TSR book depart-ment runs a FORGOTTEN REALMS® cam-paign on Thursday nights. When itstarted, Jesse was one of the first tojoin. It had been a while since he’dbeen able to play AD&D® regularly, andhe was keen on playing “a fighter whohas a sword.” He was pretty excited.

The group went on a mission to theHaunted Halls of Eveningstar. Maybeyou’ve heard about the place. Plentyof traps. Kobolds. Stuff like that.Unfortunately for the PCs, Phil hadread Roger Moore’s “Tucker’s Kobolds”editorial from DRAGON® Magazine #127.

Even then, things wouldn’t havebeen too bad for Jesse . . . except hemissed one session. Chris Perkins tookover roleplaying Jesse’s fighter for thenight, just in time to face the mostfiendish of the kobold ambushes.Pelted by their endless darts, Jesse’sfighter grew frantic to discover theentrance to the kobolds’ secret tun-nels. At last he found the door andkicked it open, surprising the half-dozen kobolds who tried to hold itshut. He strode in, drew his longsword, and prepared for his revenge.

Then the poison kicked in.

Maybe I should insert a note aboutPhil at this point. Imagine a bespecta-cled Commander Riker after about 10years at a desk job, except he doesn’ttilt his head when he walks around cor-ners. Give him a great sense of humorand a mean streak as a DM. You’re inPhil territory, now.

Thus, one can only imagine the hor-rors Jesse’s paralyzed fighter endured,helpless in the clutches of his enemy.The rest of the party had quite sensiblyrun away, so it was only after the gamethat anyone had a hint to Jesse’s fate.

Arriving at work early the nextmorning, I was the first to see a coloredsign posted on his cube: “Jesse Decker,Love Slave of the Kobold Queen!”Knowing that Phil was Jesse’s DM, Ilaughed and laughed. Then I got overit . . . at least until Jesse arrived a littlelater. I found him snatching the signdown from the cube wall.

“It never happened! Those guysmade it up!” His usual cool aplomb wasgone, and his shrill denials made himsound like Bob from “Knights of theDinner Table”—if Bob were actually tospeak.

If I thought he was taking it badlythen, it was only because I didn’t knowthat Chris had posted a lot more ofthose signs throughout the building.

Now I wasn’t at that game session,but I’ve sure heard enough about it toglean a few lessons from poor Jesse’smistakes:

Never miss one of Phil’s games.Never let Chris run your character.And never, never blow a deadline

for Dave.

Distribution: DRAGON Magazine is available fromgame and hobby shops throughout the United States,Canada, the United Kingdom, and through a limitednumber of other overseas outlets. Distribution to thebook trade in the United States is by Random House,Inc., and in Canada by Random House of Canada, Ltd.Distribution to the book trade in the United Kingdom isby TSR Ltd. Send orders to: Random House, Inc., OrderEntry Department, Westminster MD 21157, U.S.A.; tele-phone: (800) 733-3000. Newsstand distributionthroughout the United Kingdom is by Comag MagazineMarketing, Tavistock Road, West Drayton, MiddlesexUB7 7QE, United Kingdom; telephone: 0895-444055.

Subscriptions: Subscription rates via periodical-class mail are as follows: $34.95 in U.S. funds for 13issues sent to an address in the U.S.; $41.95 in U.S. fundsfor 13 issues sent to an address in Canada; £34.95 for 13issues sent to an address within the United Kingdom;£41.95 for 13 issues sent to an address in Europe; $57.95in U.S. funds for 13 issues sent by surface mail to anyother address. Payment in full must accompany all sub-scription orders. Methods of payment include checks ormoney orders made payable to TSR, inc., or charges tovalid MasterCard or VISA credit cards; send subscriptionorders with payments to DRAGON Magazine, P.O. Box469086, Escondido, CA 92046, USA; email [email protected]; phone 1-800-395-7760. In the UnitedKingdom, methods of payment include cheques or moneyorders made payable to TSR Ltd., or charges to a validACCESS or VISA credit card; send subscription orders withpayments to TSR Ltd., as per that address above. Pricesare subject to change without prior notice. The issue expi-ration of each subscription is printed on the mailing labelof each subscriber’s copy of the magazine. Changes ofaddress for the delivery of subscription copies must bereceived at least six weeks prior to the effective date ofthe change in order to assure uninterrupted delivery.

Submissions: All material published in DRAGONMagazine becomes the exclusive property of the publisher,unless special arrangements to the contrary are made priorto publication. DRAGON Magazine welcomes unsolicited sub-missions of written material and artwork; however, noresponsibility for such submissions can be assumed by thepublisher in any event. Any submission accompanied by aself-addressed, stamped envelope of sufficient size will bereturned if it cannot be published. We strongly recommendthat prospective authors write for our writers’ guidelinesbefore sending an article to us. In the United States andCanada, send a self-addressed, stamped envelope (9½”long preferred) to Writers’ Guidelines, c/o DRAGONMagazine, at the above address; include sufficientAmerican postage or International Reply Coupons (IRC)with the return envelope.

Advertising: For information on placing advertise-ments in DRAGON Magazine, ask for our rate card. All adsare subject to approval by TSR, inc. TSR reserves theright to reject any ad for any reason. Contact: BobHenning, DRAGON Magazine, 1801 Lind Avenue S.W.,Renton, WA 98055, U.S.A., (425) 204-7262.

Advertisers and/or agencies of advertisers agree tohold TSR, Inc. harmless from and against any loss orexpense from any alleged wrongdoing that may arise outof the publication of such advertisements. TSR, Inc. hasthe right to reject or cancel any advertising contract forwhich the advertiser and/or agency of advertiser fails tocomply with the business ethics set forth in such contract.

DRAGON is a registered trademark of TSR, Inc.Registration applied for in the United Kingdom. All rights tothe contents of this publication are reserved, and nothingmay be reproduced from it in whole or in part without firstobtaining permission in writing from the publisher.Material published in DRAGON® Magazine does not neces-sarily reflect the opinions of TSR, Inc. Therefore, TSR willnot be held accountable for opinions or misinformationcontained in such material.

® designates registered trademarks owned by TSR,Inc. ™ designates trademarks owned by TSR, Inc. Mostother product names are trademarks owned by the com-panies publishing those products. Use of the name of anyproduct without mention of trademark status should notbe construed as a challenge to such status.

©1998 TSR, Inc. All Rights Reserved. All TSR charac-ters, character names, and the distinctive likenesses there-of are trademarks owned by TSR, Inc. TSR, Inc. is a sub-sidiary of Wizards of the Coast, Inc.

4 APRIL 1998

Page 7: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse
Page 8: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Where are all the funny letters we canpublish in April? We still occasionallyreceive some pretty astonishing mail, butit’s not as often funny ha-ha as funny call-the-police.

While we wait for those hilarious epis-tles to arrive in time for the April 1999issue, let’s take a look at the regular mail,the mail that doesn’t scare us. Your mail,Not those other people’s mail.

Because of the blinding speed of emailand the highly variable delivery time foroverseas mail, we’ve been receiving let-ters of comment on about four issues atonce, lately. Here’s a recent sampling,including your thoughts on individualarticles, the recent changes to the look ofthe magazine, and your favorite settings:

more times than not, to feed mygame-material appetite.

Case-in-point: David Brumbaugh’s“He’s Got Personality” article in issue#243 was a first-class treatment of theoft-neglected Charisma ability score. Idon’t know how many times I haveplayed in games in which someonehas played a paladin with the attitudeof Archie Bunker, disregarding a 17Charisma as just another waywardscribble on a character sheet. Andhow many times have we seenthieves play their fast-talking profi-ciency with only the roll of the dicerather than the roll of the tongue?Brumbaugh did an excellent job find-ing a roleplaying home for the

I don’t know how many times I haveplayed in games in which someone

has played a paladin with theattitude of Archie Bunker . . .

Articles with PersonalityDear DRAGON Magazine,

I know that one of DRAGONMagazine’s chief goals is to publishroleplaying material that can immedi-ately be brought to the game table.Yet, to be honest, I often find the vastamounts of new spells, magical items,and monsters rather repetitive. I alsorealize that this sentiment also putsme in the minority of the readership.New game add-ons are probably atop-draw for most gamers. Even so, Imust say that DRAGON still manages,

neglected step-daughter of proficiencyscores with clear guidelines andexamples. I just can’t wait to hand outthe article to the person playing thepaladin in my current AD&D® cam-paign, as well as use some of theideas on playing a high Charisma onthe next NPC swindler, enchanter, orconniving merchant my playersencounter.

Now, how about an article for role-playing high (and low) Wisdom?

Stephen E. Radney-MacFarlandGreeley, CO

[email protected]

Within hours of circulating issue #243among the TSR games department, I hadmy first pitch for a “How To Play an 18Wisdom” article. If all goes well, we’ll seethat one later this year. Now, does any-one out there have a good proposal for a“How To Play an 18 Intelligence” article?

Honey and VinegarDear DRAGON Magazine,

As a long time reader, I was not onlymoved by your plea for letters but alsoinspired by the recent quality of DRAGONMagazine. I am fortunate in thatthroughout the course of my job I amable to read most of the gaming mag-azines on the market. After a period ofbuying DRAGON Magazine only out ofhabit, I find myself looking forward tothe latest issue.

I find that the artwork in mostissues is very good. The cover for#243 was outstanding! I particularlyenjoyed Mr. Daniele’s use of color. Thesubject was, as mentioned, a natural. Ialso enjoyed the interior artwork fromTodd Lockwood and John Stanko.

The quality and range of articleswith issue #243 was also enjoyable. Ienjoyed and will use in my own cam-paigns the articles from Lloyd Brown(“Holy Swords of the Realms”), DavidBrumbaugh (“He’s Got Personality”),Mike Nystul (“Enchanting Weapons”),the “Arcane Lore” submission fromAnthony Nixon and David Head andthe “Dungeon Mastery” offering fromDon Perrin. Each of these articles waswell written and entertaining whilebeing of immediate use in my games.(I run the GREYHAWK® setting and myown world.)

I also enjoyed but will likely not useSteven Berman’s “Destriers of thePlanes.” Although entertaining, I don’tfind the basic premise appropriate tomy campaigns. Ditto for “TheTreasures of Krynn” and” “Bazaar ofthe Bizarre.” Even though I may notuse the ideas or information con-tained in these articles, I still enjoyedreading them and encourage DRAGONMagazine to continue to print suchitems. I am sure that there are manyDMs who will use them.

I only skimmed the articles by TomDoolan and Johnathan Richards.Neither particularly interested me—“Ina Class by Themselves” article was, forme, a rehash of what we’ve beendoing for years; and the duckbunnyfrom Mr. Richards article pretty muchkilled my interest there.

6 APRIL 1998

Page 9: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Yet I would not say that these werea waste of space, as so many readersseem to view those offerings notimmediately pertinent to their currentcampaign or gaming style. Although Iand my compatriots may find “In aClass by Themselves” redundant, thereare many DMs who will read the arti-cle and experiment, thereby improvingtheir games and their fun. The idea ofmagical crossbreeds is just the type ofodd little article that l—and most oth-ers, I would guess—have as much achance to like as not. It was certainlyworth including! Viva the odd!

I am impressed with Peter Adkison’sfirst “Out of Character,” both for contentand brevity. I will likely modify his sug-gestions for use in my own games.Let’s hope that this is start of a trend.

The above was the honey. Now,the vinegar.

I noticed but was not particularlyimpressed with the increased use ofcolor throughout this issue. For exam-ple, the use of color to highlight the off-set comments in this month’s “Forum”did not seem any more effective thansetting off the excerpt with quotations.And quotations are much less likely tocause a future price increase. Lose thecolor, and save the money.

I also feel that “Floyd” and “Wyrmsof the North” have run their course.How many dragons can there be inthe North? Ye gods! However, I dorealize that I am in the minority, avery small and eagerly hunted minor-ity, on this one.

There. That’s it for the vinegar.All in all, 243 was a most enjoyable

issue. A wide range of articles cover-ing a wide range of campaign styles.Very well done. For future issues, Iwould like to suggest one thing-a“ProFiles” on Roger Moore.

Eric SilveiraModesto CA

P.S. Oh! To answer Mr. Perkins’question of how many more issuesyou’d sell if he did the editorials—thatwould depend on how many close rel-atives he has!

This sort of specific criticism is justwhat we want to hear about each issue,so keep these comments coming. Or youcan talk to us in real-time by visiting theTSR website (www.tsr.com) on the firstFriday of each month. You’ll need to visitahead of time to download the necessarysoftware, but then hang out and tell uswhat you think.

DRAGON #246 7

Page 10: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

The Politician Class?Dear DRAGON Magazine,

Congratulations! Issue #243 is oneof your best issues yet. I found virtuallyevery article very practical. The article“In a Class by Themselves” was won-derful. I have been creating newclasses constantly since I read it.Using the newCharisma profi-ciencies from “He’sGot Personality,” Icreated a politicianclass that is sure tomake my next villainmemorable. I alsothought that the new“Out of Character” col-umn was great.Finally I have a

worlds has been looked at fairlyfavorably, yet they seem only tofocus on the really old settings, suchas the GREYHAWK®, DRAGONLANCE® andSPELLJAMMER® campaigns.

I am wondering, after readingmany articles and seeing the 1998product release catalog, what hap-

pened to the AL-QADIM setting?Please tell me that this cam-paign setting wasn’t written

off much like the Mazticaand Horde settings. I andover a dozen players in

my previouscampaigns loved

the AL-QADIMsetting. If nothing else,

could we at least have afew DRAGON® Magazine

decent system for articles?giving out experience points.

I have one small complaint, how-ever. Of all the departments I find“Arcane Lore” to be of least use in mycampaign. The AD&D game musthave hundreds and hundreds ofspells; it doesn’t need any more! Ifwizard PCs want unique spells, theyshould think of their own andresearch them. I’m not saying never toprint “Arcane Lore”; just don’t put it inevery issue. This space could be betterused for other things.

Avi CraimerCalgary, Alberta

The Return of A L-QADIM®?Dear DRAGON Magazine,

I have noticed recently that thetopic of restoring previous campaign

Jason OrmanFullerton, CA

If you take a peek at the “TSRPreviews” in this issue, you’ll see that theAL-QADIM setting is already enjoying acomeback in the RPGA®Network AD&D modulesreleased this year. As Iconfessed inFebruary, AL-QADIM isalso my favoritesetting, so I’d love toprint some moreAL-QADIM articles . . .now who’ll send me anarticle proposal forone?

As for the chances of Maztica, theHorde, or any other “inactive”

campaign setting appearing in themagazine, the answer’s the same:

Send your letters of comment to“D-Mail,” DRAGON® Magazine, 1801Lind Avenue S.W., Renton, WA98055, USA. Send your email [email protected]. All material shouldbe neatly typed or handwritten.Include your full name and mailingaddress if you expect your letter tobe printed, and let us know howmuch of that address you’d likeprinted. (We’ll assume city and stateotherwise.)

Somebody send a good articleproposal!

fact that it is no longer inprint makes it difficult to

run a fresh campaignonce the sourcebooks

and most of the adven-tures are over.

Also, I would liketo add that the

“Campaign Classics”articles are wonderful.

Keep up the great work!Lucas Ashlar Lee

Malaysia

Don't Worry. . . Dear DRAGON Magazine,

I must admit that with the longhiatus in 1997, I began to worry thatthe magazine might suffer a lot, but Iam pleased to say that your latestmagazines (#238-242) have provenme wrong. I loved the Ed Greenwoodarticles, especially the “Wizards Three”and “Wyrms of the North.”

I would like to ask for more on theSPELLJAMMER campaign world. I grew to

love it after reading theCloakmaster series, and the

by Aaron Williams

8 APRIL 1998

Page 11: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse
Page 12: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

The Best RuleI have never written to DRAGON®

Magazine before, even though therehave been many times where I wish Ihad. Usually I just hesitated longenough to receive the next issue, andwhat I would have said was said bysomeone else. Now that you haveasked about an AD&D® 3rd Edition, Ifinally had something to write about.

What single rule would you most liketo see changed in an AD&D 3rd-Editiongame?

This is a tough question becausethere have been so many rules addedto the system as the years have goneby. For example, are kits now stan-dard? What about proficiencies? Or

I would like to add some caveats, ifI may, to any new edition of the rules.Please, let’s keep the contradictions toa minimum. I do tire of seeing a rulein the Player’s Handbook contradictedin another supplemental book. (Levellimits from DM’s Option books to Faithsand Avatars is the one example I canthink of off hand.) I also get sick ofsupplements that give great gaminginformation on NPCs but then tells theDM that these are too powerful forPCs to have. What is the point oftelling us all of the game rules then?(The Seven Sisters supplement comesto mind on this one.)

As to the comments that I have seenin Forum itself, I do have one or twothings to mention. Over the years of

reading DRAGON Magazine, Ihave seen many letters

about how this class wastoo powerful, or DMs asking

for help in how to deal witha PC who now has a

powerful item andthe DM is not surewhat to do because it

has made everythingtoo easy. The answersstunned me. With few

exceptions, most answerssaid things like, “Just take it away,you’re the DM”, “. . . trick him into ananti-magic area . . .”, “. . . someone couldbe looking for it back . . . .” Althoughthese answers are correct from a DM’sperspective, I would like to suggestanother approach.

every level means more hit points,better THAC0, more spells, morepoints for thieving skills, and moreabilities. Each level is important at thelower levels. To give vast amountsof experience for roleplaying,advances characters tooquickly when the levelsmean the most.At higher levels,even though for spellcasters the levels stillmake a differ-ence, theroleplayingexperience thatmight be handed out doesn’tmean as much, because it takes somuch to advance.

I think the best rule is thatall rules are optional.

are they still optional? I am going toanswer this from a perspective ofwhat direction I would like to see a3rd Edition AD&D game head. I wouldlike to see the level-based systemchanged to a skill-based system. Thebiggest reason is one of experience.

Experience in the AD&D game isbased totally on combat. Monsters arethe only real way for characters to gainexperience in the game. Yes, there areoptional rules on gaining one-shotexperience for a good idea or contribu-tion, but at higher levels they are so lit-tle they are not helpful. There are justno good ways, as the game stands, fora DM to give roleplaying experiencewithout changing the game balancetoo far in the PCs’ direction.

This stems from how levels work.Every level up to 9th means a lot tothe character. At these lower levels,

I think this problem would becleared up with a system that doesn’trely on levels—a more skill-based sys-tem. Suddenly, every experience pointthat you receive, if it “translates” intopoints to improve the character, meansmore. This also allows categories forjudging and giving out experiencebased on roleplaying. This allows DMsto give experience based on roleplay-ing at all “levels” of the game, and itdoes not destroy game balance.

What single rule absolutely should notchange in a 3rd edition game?

This question is easy to answer, butI am not sure how easy it is to imple-ment. I think the best rule is that allrules are optional. I like the fact that, asa DM, I can rule against something thatI find ruins game balance. I also likethat because it allows me to choosethings to fit my particular style of play.

Talk to the players about it. Get theiradvice. Bring them into the scope ofthe decision-making process. For manyyears, I had the same problems. PCswould grow so powerful that I had toboost the power of the people theyfought—which meant, if they defeatedthem, that they became more power-ful. The wonderful spiral of power.Recently, though, I found a much bettersolution: Ask them what I should do.

I had a group that sought andfound a very powerful magical item. Itmade battles with anyone less than 7HD very easy for them. Soon, theywere raking in the experience pointsby wiping out whole tribes of kobolds,orcs, and goblins. I finally raised myhands and said, “This is not what thiswas intended for. What do I need todo so that your character’s don’tabuse items they receive?” We satdown and talked it out and the play-ers agreed that it made things too

10 APRIL 1998

Page 13: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse
Page 14: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

easy. They had just been caught up inthe initial fun of having such a power-ful item. They agreed to use the itemonly in very rare cases and not makeit part of their everyday arsenal. Itmade my life easier, and the player’scharacters started getting challengedby combat again.

My point is to include players inwhat they would like to see happen. I,too, am guilty of throwing aroundway too many Mordenkainen’s disjunc-tion spells to rid players of their items,when asking them not to use them allof the time would have been muchbetter. Many players would ratherhave the character keep something,even if they can’t use it, than to lose itto a quick spell.

Don’t start asking the players onlywhen you have problems, and don’tstop after that. The players are asource of wonderful ideas for anycampaign. They all have ideas ofwhat they would like to seeand do in the course of thecampaign, and these ideascan last for years of adven-ture and playing. I generallyask each player, for eachnew character, for a listof things they would liketo do (rescue someone,kill a dragon, or see theworld) and magical items theywould like to find (a holy avenger,a defender, or a ring of warmth). Usuallythese lists surprise me, and they don’talways include the extremely powerfulitems or the monumental tasks. I try toget the players to write a little back-ground as well, mostly detailing whythe character is adventuring with therest of the group, which I also try tomesh into the storyline.

or two that they wanted as well—itemsthat fit the villains and that the villainscould use—rather than some randomitems that it makes no sense for themto have.

Yes, this is corny and a bit forced attimes, but hey, isn’t that what thegame is all about?

Jon Goranson268 Northview Place NECedar Rapids, IA 52402

[email protected]

Thoughts on 3rd EditionI am 22 and have been a player for

around 12 of those years. I would liketo add my input to the discussion ofthe 3rd Edition of AD&D.

Ability scores; They should be leftlargely alone, I think. They work wellenough for the most part. Recentlysomeone suggested moving the 10%experience bonus to Wisdom instead

of the prime requisite. Thisseems like a good idea to me,

as it makes Wisdom usefulto non-clerics, Also, I thinkits time to abolish excep-tional Strength. With theaddition of humaniods, it

just makes a mess. The dif-ference between an 18 and 19Strength is sizable. I know thatthis is a difficult rule to tinker

with, but it really needs to be done.Races: I think the races work pretty

well as they are, keeping the samecore races as normal in the Player’sHandbook. However, I’d like to seestats for humanoids as PCs in theirMONSTROUS MANUAL® book entries.

Rangers: Give them access to thetraveler sphere. It gives them a muchbetter and appropriate range of spells.

I think it’s time to abolishexceptional Strength.

I might have written up an adven-ture that was very linear, with notwists and turns, and then I look totheir list for side trek adventures. Theyare to stop the Zhentarim from sellingslaves in the North, but along the way,they hear rumors of the ring oftelekinesis that someone wanted andthey go only slightly out of their wayto get it before it would be gone. Theslavers end up having a magical item

Specialists: Don’t give the illusionistsspecial treatment, Possibly add anextra benefit, as per in the Wizard’sHandbook, but get a little more cre-ative. Possibly include Elementalistsand Wild Mages in the core rules.

Clerics and Druids: Annihilate themand include them only as examples ofspecialist priests. For those who stillwant to use them, it’s an easy task tosay that your campaign has a god

whose worshippers happen to con-form exactly to old-fashioned clericsor druids.

Bards: Bards seem a little powerfulto me. Sixth level spells are prettypowerful for a “dabbler.” Make themsuffer the same penalties for armor asregular thieves.

Thieves, Fighters, Paladins and Mages:These classes work pretty well theway they are.

Multi- and Dual-Classes: The currentrules are pretty good, though a littlehard to understand.

Proficiencies: The article “Back in theSaddle (Again)” in DRAGON Magazine#225 has an excellent proficiency sys-tem that is superior to the one in thePlayer’s Handbook and the one in thePLAYER’S OPTION™: Skills and Powers book.I recommend it be used.

Armor Restrictions: Instead of sayingcertain classes can’t use certain typesof armor, implement these guidelines:

1) You can’t cast mage spells in anyarmor except for elven chain.

2) Thief skills are restricted byarmor as per the table in the Thieves’Handbooks, regardless of the class ofthe person using them.

3) Priests can use only armor thattheir gods allow.

Combat: Remove those sillywrestling tables.

Spells: Include the spheres/spellsfrom the Tome of Magic. They fill in thegaps in the Player’s Handbook spell listsnicely.

I’d also like to see the 1st editionmonster experience values and trea-sure tables used. They made moresense to me. I can see why the mon-ster experience values were simplified,and I propose that an average experi-ence value be used for the convenientcalculation of the experience value of50 orcs.

I’d like to see outer planar crea-tures and giants returned to their 1st-edition stats, The outer planar crea-tures often just don’t make sense theway they are now, and giants are toopowerful for an average group to usevery often.

Dragons: Remove the size columnand add a damage column as per theold “Dragon Damage Revised” articlesfrom way back when. A 300’ long reddragon’s pretty silly even in a powergame.

I recommend the following DRAGONMagazine articles be used in the newMONSTROUS MANUAL book: “Wild, Wild

12 APRIL 1998

Page 15: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse
Page 16: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Wilderness” (#187), “Deadlier Dinosaurs” occasional new MONSTROUS MANUAL

(#187) and “Bugged About Something” book. All of these book should stay(#174). All these articles make mundane constantly in print.creatures far more interesting. My idea for the new MONSTROUS

Stuff from first edition I’d like to see MANUAL books is that instead of pub-re-added—Construction rules, min- lishing an annual small add-oning rules, disease tables, insanity that soon goes out oftables (there was a great alterna- print, you wait until you havetive to the DMG’s table in a sizable amount of mon-DRAGON Magazine #138), sters and then print ainformation on campaign book that stays in printconstruction, and possi- constantly, like thebly the “Dressing Your Monster Manual II.Dungeon” tables from the Cameron MckeeDMG. 637 Island Street

A few final notes; I’d like to see Springfield, OR 97477some kind of weather rules (possiblybased on the article “Weathering theStorms” in DRAGON Magazine #137). I’dlike to see kits removed. When Secondedition was made, the acrobat, bar-barian, and cavalier classes wereremoved either because they could bemade using the proficiency system orbecause “birth, either high or low,does not give special abilities.” Kitscan be removed for the same reasons,for the most part. Otherwise they justoveremphasize ability scores (goodscores = better kits; good abilityscores have enough benefits). Mostcan be emulated without a kit, or elsethey are just too powerful.

Changing What Rule?Regarding the questions asked in

issue #243, “What single rule mostneeds to be changed” and “What sin-gle rule most needs to be keptunchanged,” I’d like to offer my com-ments.

First, I hope I am interpreting “sin-gle rule” correctly. No “single rule” byitself needs to be either changed orkept; I prefer to think in terms of com-ponents of the system—groups ofrules that together form a sub-set ofthe whole. My comments are basedon that perspective.

The section most

most of the game information and bebigger? Should they be about the samesize? Or should they be combined intoone book?

The question of the Month isn’tthe only topic we’d like to seeaddressed in “Forum.” Send youropinions on roleplaying games to“Forum,” DRAGON® Magazine, 1801Lind Avenue S.W., Renton, WA98055, USA. Send email [email protected]. All materialshould be neatly typed or handwrit-ten. You must include your full nameand mailing address if you expectyour letter to be printed (we won’tprint a letter sent anonymously), butwe’ll withhold your name if you askus to do so, and we won’t print yourfull address unless you request it.

cost” ratings makefor very uneven values in acquiringthe skills.

The section least in need of change,in my opinion, is the character classbase structure. This element is centralto the game’s promotion of teamworkand cooperation, and its removalwould rob the game of that element aswell as being highly detrimental to thecore identity of the AD&D game.

Mark E. Greene1209 Boylston St. Apt 25

Boston, Ma, 02215

Your Six Basic RacesI’m writing in response to the

Question of the Month in issue #244.I believe that the 3rd edition core rulesshould contain only these basic sixplayer races: human, elf, dwarf,gnome, halfling, and half-orc. Thiswould emphasize the generic natureof the core rules, while relegatingmore world-specific races to otherbooks.

I don’t think that some races—duergar, drow, and aquatic elves inparticular—are really appropriate.Perhaps a supplemental book calledCharacter Building: Fantasy Races orsomething similar could be a catch-allfor those and many other races, likethe ones from the Complete Book ofHumanoids. It would also be great tosee traits/disadvantages a la Skills &Powers built into a book like this.

In a similar vein, the classes shouldbe limited to the basic four, and extrakits/classes could be placed in aCharacter Building book. Additionalweapon/nonweapon skills (style spe-cializations, specialized nonweaponproficiencies) could help fill out thisone.

Robert [email protected]

Books I’d like to see —OrientalAdventures, Monster Mythology, TheENCYCLOPEDIA MAGICA™ books, TheWizard’s Spell Compendiums and an

Question of the MonthWhat’s the best way to present the

Player’s Handbook and DUNGEONMASTER® Guide? Should one contain

in need of revision A Different Sixmust be the profi- The player-characterciencies. The exist- races that should appear ining rules did not the core rules should be theallow for the pro- same (i.e., dwarf, elf, gnome,liferation of profi- halfling, half-elf, and of courseciencies through- the human). I would like toout the various add however, that perhapsproducts, and the the half-orc and even theinconsistent “slot half-ogre can be added

to this mix without toomuch of a problem. In some ways, Iwould like to see TSR try to work on aworld with no races outside ofhumans. I mean most fantasy fictionrelies only on humans (i.e., Conan,Fahfrd and the Grey Mouser, Elric,Wheel of Time, etc.), but people wantmore from a game and heck, as longas TSR keeps drow and other abomi-nations as optional characters, I’mhappy. (Back you damned Firbolgs!Back, I say!)

Joe G. Kushner6136 N. Mozart

Chicago IL. 60659

14 APRIL 1998

Page 17: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse
Page 18: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

by Skip Williams

Join the Sage this month for his annualApril look at the year’s most offbeat ques-tions.

Can you throw an entire necklaceof missiles? The item descriptionspecifically warns about the remain-ing beads exploding if one explodes,so wouldn’t one bead start a chainreaction? I had a player throw thewhole necklace at a charging dragonand utterly destroy it. He lost theitem, but wow, pretty easy kill.

Sure, a necklace of missiles would fitneatly into almost any character’shand, and probably would sail a good30-40’ with a decent toss. Of course, toget a fireball effect from the necklace, acharacter must don the necklace,detach a single missile globe, and thenthrow the globe. (In most campaigns acommand word also would be neces-sary.) Unless worn or carried, a necklaceof missiles looks like a cheap medallionor bit of costume jewelry and has nopyrotechnic properties at all. A singlecharacter can activate and throw only

The MONSTROUS MANUAL® tome saysa vampire recoils from mirrors, garlic,and lawful good holy symbols(among other things). Now, the Faiths& Avatars book gives Morninglords(the specialty priests of Lathander)the ability to turn undead that aredirectly affected by sunlight as if fourlevels higher, and it states that vam-pires normally either avoid or seekthem out. Lathander is a neutralgood deity. Does this mean that amorninglord’s turning abilities areuseless vs. vampires?

Most vampires will avoid lawfulgood holy symbols. Some don’t. (Themore powerful vampires from theRAVENLOFT® setting come to mind.)Lawful good holy symbols have asmidgen of power all by themselves,enough so that any ninny can use it toward off a typical vampire. Characterswith the power to turn undead don’tdepend merely on their holy symbols;they channel power from their deities,which makes their alignments irrele-vant. (Alignment does affect the type

turn paladins, can good priestscontrol paladins?

Since evil priests can control undead

one missile a round. I suppose one of influence a priest has over thecould remove a missile globe, hand off undead; see next question.) The effectthe necklace to a really dim comrade— is similar to what might happen if aor perhaps to a summoned creature— peace officer (or even someone pre-and then throw the missile and hope tending to be a peace officer) waves athe necklace bearer fails his saving badge at a fleeing suspect and shoutsthrow. Note that even if the bearer fails “stop!” The badge, as a symbol of law,to save, the necklace also must fail its might induce some people to complyitem saving throw before all the with the order. If, on the other hand,remaining missiles detonate. (There is the officer draws a sidearm and fires ano chain reaction; its all or nothing.) round over the suspect’s head (or into

the suspects body), it tends to make astronger impression; tangible mani-festations of power can influenceeven the hardheaded.

Morninglords can turn vampires atthe boosted level.

Since evil priests can controlundead and turn paladins, can goodpriests control paladins?

No, but I suspect many of themwish they could.

Can anyone at your office tell uswhy a thief hiding in shadows cannever be seen with infravision?

A thief hiding in shadows can beseen with infravision; in fact, a thiefhiding in shadows usually can be seenwith normal vision. In almost everycase, however, a thief can find some-thing that will foil even infravision (awarm spot, a dim spot, a bush, or thelike). The trick lies in misdirection—getting viewers to look where the thiefisn’t. The stage magicians Siegfriedand Roy can make a caged tiger “dis-appear” from a stage right in front ofan audience using misdirection tech-niques. Note that the hide in shadowsability depends on the viewer expect-ing to be able to see the thief; that’swhy it’s impossible to hide in totaldarkness. Infravision unerringly picksup rogues trying to hide in total dark-ness, as does any sudden introductionof light.

If a flame tongue sword is used ona red dragon, would the sword bemagical? If the swords bonus camefrom its flame, then a red dragonwould be immune to it, right? (Itwould still act as a nonmagical sword,right?) Could the same be said for afrost brand sword against a whitedragon?

A magical weapon’s bonuses comefrom its enchantment. A flame tonguesword gains only its minimum bonus(+1) when used against a fire-dwellingor fire-using creature such as a reddragon. (It’s still a magical sword.)Likewise, a frost brand sword gainsonly its minimum bonus (+3) against awhite dragon.

In the MONSTROUS MANUAL bookmost of Habitat/Society sections in thegiant descriptions say somethingabout rolling 1d4 to determine agiants level of maturity if it isn’t anadult. The text then refers the reader

1 6 APRIL 1998

Page 19: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse
Page 20: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

to the statistics for some sort of lessercreature. For example, immaturecloud giants are supposed to functionas stone giants. If this is the case, whatis the function of the “juvenile -3, -2,-1” listings in the cloud giant entry? Inthe section on fire giants, there a pos-sible correction to the mistake. It says“. . . roll 1d4, a roll of 4 indicates an

infant with no combat abilities and hitpoints of an ogre, while a roll of 1-3indicates older progeny with hit dice,damage, and attack rolls reduced by 1,2, or 3 receptively.” I guess this meansthat a “juvenile -2” fire giant has twohit dice less than an adult, has a -2

+1 weapons, it can be struck only bymonsters with 4+1 hit dice or more.Would not such a creature beimmune to the attacks of the phan-tasmal killer (though the creaturemight still be distracted by it)?

Being hit only by +1 or better mag-ical weapons does not render a crea-ture immune to phantasmal killerattacks. The phantasmal killer doesn’tmake a physical attack at all—theassault is all within the target crea-ture’s mind. The wording in the spelldescription is just an obtuse way ofsaying that a phantasmal killer effec-tively has a THAC0 of 17.

[Is] the best way to incapacitate acaptured mage . . . to strap him into

a suit of plate armor?THAC0, and so on. Can this rule beapplied to all the giants?

Actually, the infant, juvenile -3,juvenile -2, and juvenile -1 listingsoriginally referred to dice penalties asfollows:

Roll Penalties**1 -1 penalty to hit points, com-

bat, and saves.2 -2 penalty to hit points, com-

bat, and saves.3 -3 penalty to hit points, com-

bat, and saves.4 infant, no combat ability,

4+1 hit dice.

* on 1d4** penalties apply per die rolled

(including attack rolls, hit points, dam-age rolls, and saving throws); no diecan be reduced below 1.

This is essentially the same systemfeatured in Chapter 2 of the High-LevelCampaigns book. An overzealous edi-tor decided to change the system tothe “ogre, lesser giant” formula butfailed to change the experience pointlistings or change all the giant entriesto match the new format. My advice isto go ahead and use the dice penal-ties as the authors of the giant entriesoriginally intended.

The description for the phantas-mal killer spell says that the “killer”attacks as a monster with four hitdice. If a creature can be hit only by

What are the effects of levitationwhen there is no gravity?

Levitation allows the user to travelup or down. So long as a locale has an“up” and a “down,” levitation worksnormally, gravity notwithstanding. Insome places, “up” and “down” is vari-able. When this happens, levitationmight function as a crude form offlight, or it might not work at all, at theDM’s option.

Why has the range determinationsystem been changed from the origi-nal AD&D® rules? It used to be that agiven range (for spells, weapons, etc.)would be read as yards outdoors andfeet indoors. Hence, under the origi-nal rules, a long bow would have amaximum range of 210 yards out-doors but only 210 feet indoors.Under the current rules, all rangesare in yards. It’s almost as if longbowshave now tripled their indoor range.Please explain.

The dual-range system was whollyeliminated in the current gamebecause it caused a great deal of con-fusion and didn’t seem to make muchsense. A long bow has the sameamount of power indoor or out. Notethat movement also was measured inyards outdoors vs. feet indoors, whichmeans that someone running downan alley was three times as fast assomeone running along a hallway.(Gee, that makes a whole lot of sense,especially when you consider that ath-letes almost always perform better

indoors than outdoors.) Once the dualsystem became history, it was achoice between tripling indoor rangesor cutting outdoor ranges by twothirds. The team chose the former.

Note that the Combat & Tactics ruleshas a melee scale and a missile scale,which restores the old dual systemafter a fashion. (The determining fac-tor is visibility, not merely indoors vs.outdoors.)

The standard AD&D rules say awizard may not use armor, period: hecannot cast spells while wearing itand gains no protection from using it.Does this mean that the best way toincapacitate a captured mage is tostrap him into a suit of plate armor? Ifso, every mage-hunting group shouldstock a few spare sets of plate. Acaptive mage can still walk along andthus does not need to be carried orstrapped to a horse, but he cannot castany spells and is doubly humiliated byalso not gaining any defensive benefitfrom the armor in case of an attack. Ifa wizards is strapped into a suit ofarmor, can he claim any benefit? Onewould think that the very nature of asuit of plate armor would turn asidesome attacks. The PHB says a wizardcan cast verbal-only spells whennaked and tied up: does this carryover into wearing armor (for a mage,the next-best thing to being tied up),or is there some other element inarmor use that interferes with magic?

Actually, the rules say wizards can-not use armor, but “may not” probablydescribes the situation better. The shortanswer to all these questions is thatwizards in the AD&D game don’t weararmor.

The DM decides what happenswhen a single-classed wizard winds upclad in armor (no matter how that stateof affairs came about). I suggest that allof the character’s spells still work. Thewizard should gain the full defensivebenefit from the armor; though youmight give opponents an attack rollbonus of +2 because the wizard iseffectively off balance, and sock thewizard with a +6 initiative penalty forfighting in a foreign environment.(Armor is foreign to single-classed wiz-ards.) Also, no single-classed wizard isgoing to do well when wearing a hot,heavy suit of armor, so apply any or allof the following penalties (alert readersmight recognize these from a previous“Sage Advice” column):

18 APRIL 1998

Page 21: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse
Page 22: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Encumbrance: Even if the characterin question has a Strength score highenough to carry the weight, knock hismovement rate down to one half. Healso should make a Dexterity checkevery turn or fall down and go boom.It’s easy to lose one’s equilibriumwhen one is carrying an unaccus-tomed weight, and a wizard mighteasily trip over a shield. The encum-bered wizard should check Dexterityevery time he tries anything that evenremotely requires agility: running,jumping, using stairs (in either direc-tion), getting on a mount, and so on.

Fatigue: Single-classed wizards whowear armor or carry shields shouldmake a Constitution check every turn(more often if its very cold or veryhot). Failure indicates fatigue. Thecharacter must remove the armor andrest awhile. If the weather is bad, thecharacter must also do something tocool off or warm up. The characterpasses out if denied rest.

Uncertainty: Too much reliance onphysical things undermines the mentaldiscipline the wizard needs to com-mand his magic. There is a 25%chance that any spell he casts duringthe next 24 hours will fail outright. (Ifthe caster is wearing prohibited armorat the time of casting, the spell fails100% of the time.) Further, the charac-ter gains no experience for the adven-ture in which he dons armor to protecthimself. If he makes a habit of wearingarmor, he might even lose a level ortwo. The uncertainty penalty shouldn’tapply to wizards who genuinely havebeen forced to wear armor.

Note that these penalties don’tmake much sense if the wizard alsohas warrior or priest abilities, but “SageAdvice” has suggested allowing armorto such characters several times.

A few issues ago, you said that acharacter subjected to a poison with

Need Advice?Send your questions about the games

produced by TSR, Inc. to “Sage Advice,”DRAGON® Magazine, 1801 Lind AvenueS.W., Renton, WA 98055. In Europe,write to: “Sage Advice,” DRAGONMagazine, TSR Ltd., 120 Church End,Cherry Hinton, Cambridge, CB1 3LB, U.K.You may also email your questions [email protected]. The sage cannotmake personal replies; please include noSASE with your questions.

an immediate onset time dies by theend of the round in which he hasseen poisoned. I must take extremeissue with this ruling! Describe to mehow a cleric can cast a slow or neu-tralize poison before the characterhas been poisoned? Basically, you’resaying that you’ve got to count onnot missing any saves when dealingwith an immediate onset time, right?

What? Do you want me to changemy mind about what “immediate”means? Not failing any saving throwsis definitely the safest bet when deal-ing with an opponent equipped withvenom that has an immediate onsettime. Unfortunately, players have nocontrol over saving throws (in an hon-est game.)

Here are several ways to save apoisoned character before she goesdown: When a venomous creatureappears on the scene, start casting aneutralize or slow poison spell beforeanyone suffers a poisoned wound.This is risky, because your characterwill lose the spell if nobody blows apoison saving throw. Perhaps yourDM will be kind and let your characterhold the spell “on hands” until needed.Many DMs I know allow somethingcalled an “option” or “delay” thatallows a character to withhold anaction until he sees how the round isgoing—at the cost of going last.

Keep a magical item such asKeoghtom’s ointment handy, and applyit to the poisoned character.

Have someone with the herbalismand healing proficiencies standing totreat poisoned characters withoutdelay.

Note that if your DM applies therules strictly, the use of spells, magicalitems, and complex proficienciesoccupies a character for a wholeround, so the rescuer cannot do any-thing else during a round when thepoison is treated.

Note also that most campaignswon’t suffer a bit if the DM decides toassign longer onset times to the vastmajority of creature poisons that arecurrently listed as “immediate.”

Are golems affected by retributivestrikes from staffs of the magi orstaffs of power? What about otherexploding magical items?

Greater and lesser golems (that is,clay, flesh, iron, and stone golems) arepretty much immune to destructionexcept by means specifically men-

tioned in their descriptions, and theimmunity extends to retributivestrikes. I recommend making anexception for spheres of annihilation,which obliterate just about anythingthey touch. I suggest allowing power-ful effects such as retributive strikes,disintegration, and Mordenkainen’s dis-junction to work on “minor” golems(bone golems, doll golems. scare-crows, and other creatures listed asgolems in the MONSTROUS COMPENDIUM®books).

If an effect duplicates a spell includedin the golem’s description, it shouldaffect the golem just as the spell does.For example, magical lightning slowsiron golems and magical fire healsthem. Fiery or electrical breathweapons should have similar effectson iron golems. Likewise, the roar ofan androsphinx can shatter crystaland should affect a stained glassgolem just as a shatter spell does.

Note that effects which destroy thematerial from which a golem is madealways affect the golem. Rust mon-ster attacks, for example, can destroyiron golems. Green slime, whichdestroys flesh, could dissolve a fleshor bone golem.

The Player’s Handbook says pal-adins aren’t immune to lycanthropyor mummy rot because these are“magical” diseases. Can a dispel magiccure these afflictions?

No. A cure disease effect (perhapsfrom a paladin’s touch) cures mummyrot. A cure disease spell can cure lycan-thropy, but only if cast by a characterof at least 12th level within three daysof the infection (see spell description).Otherwise, the afflicted character mustreceive a remove curse spell on one ofthe nights when the curse actuallystrikes and causes a change in form;the afflicted character still must makea successful saving throw vs. poly-morph to be freed of the curse. (Thereis reference in the DMG that says curedisease is ineffective against lycan-thropy, but this is erroneous.)

Skip Williams has never played apaladin, but he once played a druid whocast animal friendship on the paladin’swarhorse. The paladin was not amused.

20 APRIL 1998

Page 23: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse
Page 24: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Get a Life, Henchman!by Peter Adkison

I LIKE ROLLING UP HENCHMEN forplayer characters. Often I can’t resistgiving them some interesting quirkthat turns them into something morethan a set of attributes or mere can-non fodder. What I’ve developed is asimple chart, against which I roll1d100 for each NPC.

Roll 1d10001-83. Nothing special.84. The henchman is a spy or a

plant from an enemy of the PCs.85. A henchman with a shady past.

This henchman has committed somecrime (or has been wrongly accusedof committing a crime) and is wantedby the law, probably in a differentcountry. The henchman becomes ner-vous if the PC ever decides to goadventuring in that land.

Have a DM Tip?Share your expertise as a DUNGEON

MASTER by writing to: “Out of Character,” DRAGON® Magazine, 1801 Lind AvenueS.W., Renton, WA 98055. In Europe,write to: “Out of Character,” DRAGON

Magazine, TSR Ltd., 120 Church End,Cherry Hinton, Cambridge, CB1 3LB,U.K.

You may also email letters directly toPeter at [email protected].

86. The henchman is secretly inlove with the PC and has signed on toput himself or herself in a position todevelop a relationship.

87. The henchman falls in love withanother henchman. There’s a chancethe relationship blooms into marriage(perhaps leading to baby henchmen!),the relationship results in a briefromance followed by a nasty breakup,or the relationship never gets off theground. In any case, it could createsome interesting tension in the ranks.

88. A rivalry develops between thishenchman and another henchman.There’s a 50% chance this is a healthycompetition that eventually bringsthem closer together, but there’s alsoa 50% chance it turns very disruptive,possibly leading to foul play.

89. The henchman is extraordinarilyambitious. He or she works very hardto advance and prove his or her worth.Other henchmen could become jeal-ous, particularly if the PC showsfavoritism.

90. The henchman lies about his orher capabilities. The henchman is onlyhalf as proficient as he or she claims tobe. The PC doesn’t know this, and theDM must play the henchman carefullynot to let on. The henchman could bedoing this to command higher pay ormight simply be nervous about beingaccepted for employment.

91. The henchman isn’t the “original”but is actually a high-quality clone orsimulacrum, unknown to the PC. Thehenchman might or might not knowthis, and the original character mightor might not be alive or know of thehenchman’s existence.

92. The henchman has a secretcharacter class that the PC doesn’tknow about. Perhaps the character isnot simply a fighter but is really afighter/thief.

93. The henchman is of a very dif-ferent class than the PC. Whereas thestandard is for fighters to attract fight-ers as henchmen, who’s to say therecan’t be an exception?

94. Henchman is fanatically loyal.This henchman has a morale of 20,never consciously betrays the PC, andnever fails to execute an order to thebest of his or her ability.

95. The henchman has a curse.This is most interesting if the natureand source of the curse aren’t imme-diately obvious, and the PC must fig-ure out why certain things happen.Ideas for a curse could be somethingas simple as causing water to turnstale, or the henchman could havesomething severe like lycanthropy.

96. The henchman has a disturbingpersonality quirk, like extreme arro-gance, bigotry, abrasiveness, or over-confidence.

97. The henchman is very career-oriented and tries to become “secondin command” and hold other positionsof key responsibility. He or shebecomes unmotivated if not given achance to lead key activities.

98. The henchman is a true adven-turer and occasionally leads adven-tures independently!

99. The henchman is of a differentrace than the PC. There’s a 10%chance of a strange or unique race.There could be a great story behindthis one.

00. DM’s choice. Come up withsomething really over the top, likebastard son of a deity. Or re-roll.

If you have some good ideas toadd to this table, send ’em to me; I’dlove to add a few to this list!

Peter is a henchman of the Wizards ofthe Coast shareholders.

22 APRIL 1998

Page 25: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse
Page 26: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

The Care and Feeding of Homonculiby Lloyd Brown III

illustrated by Susan Van Camp

WIZARDS ARE LONERS BY NATURE. Whether young or old,they spend their time studying to become more powerful,learning better spells, and enchanting potent items. Theyrarely have time for making close friends.

Wizards, as always, have learned to compensate. Manyof them keep pets. A dog or cat keeps the tower from beingso empty and gives its owner years of devotion and affection.Some wizards go one step further and conjure a familiarwith whom they share a special bond. Fear of harm—oreven death—in the event of the familiar’s death causesmany wizards to reconsider this option.

A homonculous is better than a familiar in that the phys-ical trauma inflicted on the master when the creature diesis not as terrible. The homonculous has other advantages,as well. For many wizards, the homonculous is a superiorcompanion.

What is a Homonculous?A homonculous, often called simply a “companion” by

those who have one, is a tiny creature created by a wizardand an alchemist together. A homonculous is vaguelyhumanoid, with small bat-like wings, greenish scaly skin,and a mouthful of pointy teeth. It stands 18 inches tall andhas a lithe, agile body. A full description appears on page192 of the MONSTROUS MANUAL® tome.

The homonculous is most often employed as a spy. Itswings enable it to travel quickly and to escape dangeroussituations. If one is caught, its bite can deliver a potent sleepvenom that can incapacitate an enemy long enough toallow escape.

Tiny hands allow the companion to serve as a lab assis-tant, to clean up, or to perform miscellaneous choresaround the tower. Although they cannot speak, homonculican serve as messengers by carrying scrolls or itemsenchanted with magic mouth spells. Aside from these com-mon uses, the tasks to which homonculi areset are as diverse as the wizards whocreate them.

Creating a HomonculousUsually a homonculous is created by a wizard and

alchemist working together. The wizard first provides a pintof his own blood, which the alchemist uses to form thecreature’s base. The donated blood must be used within sixweeks, usually long enough for the procedure to be com-pleted. The alchemist’s services cost 500 gp per week for1d4 weeks. After the alchemist has finished, the base isbrought back to the wizard, who must cast certain spells onthe formula within one week of finishing the base formula.Wizard eye establishes the bond between the creator andcompanion, mirror image creates a single image that super-imposes itself over the base, giving it its roughly humanoidshape, and mending attempts to “repair” the creator’s blood,which has since been replaced by natural means, resultingin the creation of an entirely new form—the homonculous.

If the creator (always the wizard who provides the bloodand casts the spells, never another character who might pro-vide help) is also an alchemist, he may perform all the stepsalone. In this case, the cost is reduced by 25%. The formulafor creating homonculi is not widely known, so the creatormight need to find another alchemist to teach it to him.

If the creator (or novice alchemist) attempts to learn theprocedure on his own, he must have the alchemy non-weapon proficiency and can discover the technique on a suc-cessful proficiency check at -4. If his research is successful,the wizard learns the formula after spending 2d4 weeks at acost of 200 gp per week. An unsuccessful check means that,after 1d4 weeks, the would-be creator realizes that he is onthe wrong path and may start over with another check.

Once this knowledge is learned, the process can berepeated as often as desired or taught to others. Once thecreator (or alchemist) knows how to make a homonculous,he can research a formula for any of the different compan-

ions described later in only 1d6 weeks at thesame cost as the original formula (200 gp

24 APRIL 1998

Page 27: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

The BondThe mental link between the wizard

and his companion is both the mostvaluable and the most dangerousaspect of having a homonculous. Thelink allows the creator to control andlearn information from the companion.The same link is also the source ofgreat physical and psychic traumashould the homonculous be killed.

When the homonculous is first cre-ated, both creator and companion feelor hear a slight tingling, like the almostimperceptible hum of distant machin-ery. A few individuals report having dif-ficulty sleeping for the first night or twowhile they become accustomed to thisfeeling but it soon becomes natural,even welcome. For the companion, thisfeeling is much more intense, causinggreat discomfort if the hum is removed,which happens when the link isextended beyond range or when thecreator and companion are separatedby dimensional or planar barriers. Thehomonculous will do anything to havethe link restored.

Most commonly, the creator andcompanion share this bond in a pas-sive mode. This establishes the linkthat damages the creator if thehomonculous is killed (and destroysthe homonculous upon the creator’sdeath), forces the homonculous toobey any orders, and gives thehomonculous the Intelligence, knowl-edge, and saving throws of its creator.

At will, the creator can call uponthe active mode of the link, whichallows him to control the movementof the companion, as well as seethrough its eyes and hear through itsears. The companion never wishes torefuse an active link and has nopower to do so, even if charmed. Acreator who utilizes the active linkmust concentrate as if casting a spell.The creator cannot move his ownbody while controlling the homoncu-lous, nor can he dodge attacks, usemagical items, or perform any actionnot normally available to a characterwho is casting a spell. Any successfulattack on the creator forces the link tobecome passive, and the creator mustre-establish an active link if he wishesto use it again.

In either case—active or passive—the effects of the death of one affectsthe other normally. If the homoncu-lous dies, the creator suffers 2d10 hpdamage. If the DM allows this damage

The bite of the axonan causes hideous dreams.

to be reduced by any form of magic(which is not recommended), the dam-age should be considered necroman-tic in nature. The death of the wizardusually results in the immediate disso-lution of the homonculous.

Multiple HomonculiUndoubtedly, some wizard (proba-

bly a wild mage) will conclude that ifone is good, two are better. Creatingmore than one homonculous canhave disastrous effects. The first tocome to mind is the danger to the cre-ator should more than one be killed atthe same time or over a brief period oftime. Suffering 2d10 hp damage canhurt even high-level creators. Twice orthree times as much damage can befatal to any wizard.

The companions themselves alsofeel the blow of another homonculous

linked to the same creator. In theevent that one is killed, each compan-ion linked to the creator suffers dam-age equal to half that suffered by thecreator (1d10 hp), so it is entirely pos-sible, if not probable, that the death ofone could very well cause the deathof everyone sharing the same bond.

Although some strong wizardshave taken this chance, they reportthat the homonculi work poorlytogether. Each companion tries to bethe center of attention. Pranks mustbe tolerated, fights arbitrated, and ter-ritories clearly marked if one wishesto house more than one companion.

Other Spellcastersand Homonculi

Because the homonculous link con-nects the life force of the creator andhis companion, wizards without a

DRAGON #246 25

Page 28: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

The bolan is the nearest cousin of the “standard” homonculous.

living spirit—specifically undead—areunable to create a homonculous, evenif they are somehow capable of pro-viding the blood for the creature’sbase. Undead might have many otherspecial servants, including slaves oftheir own kind, but they may not havehomonculi. The one exception to thisrule is a lich who, while living, has ahomonculous. The process of becom-ing a lich, while it technically “kills” thewizard, allows the homonculous achance to survive. The percentagechance that the homonculous lives isequal to four times the wizard’s level.Thus, the homonculous of an 18th-level wizard who undergoes theprocess of becoming a lich has a 72percent chance of surviving the ordeal.

Bards and other characters whocan cast the necessary spells areunable to make a homonculous. The

prevailing theory is that the ability tocreate and control a homonculous is aclass-related ability, similar to the useof certain magical items. There havebeen attempts by bards and others,but these attempts invariably fail,although some few such homonculihave lived for several minutes beforecollapsing into a vile gel. Dual-classedand multi-classed wizards can makeand use a homonculous, althoughdual-classed characters might sufferan experience point setback (seeDual-Classed Characters in Chapter 3of the Player’s Handbook).

While other creatures and charac-ter classes can use wizard spells orshare some of the abilities of a wizard,the creation and use of a homoncu-lous seems to be truly unique to them.No documented cases of non-wizardswith a homonculous companion have

been discovered. No restrictionsaccording to race, however, seem toexist. A githyanki mage, for example,is capable of having a homonculous.

Free-Willed HomonculiThe mystery of the free-willed

homonculous has been debated foryears. When a companion’s creatordies of old age, the homonculousdoes not liquefy immediately butreturns to the creator’s body for 1d3turns, presumably to mourn. The crea-ture is not actually free-willed at thispoint, as it is still devoted to its cre-ator. No homonculous ever seen inthis state has ever acted otherwise.

If a creator is placed into any formof suspended animation but is notdead, the homonculous stays alive, asnearby as possible. These conditionsinclude petrification and the wizardspells feign death, sequester, temporalstasis, and imprisonment. In the case ofintentional use of these spells, thecompanion is intelligent enough toaid in the deception by staying out ofsight so as not to give away the ruse(an enemy who sees a live homoncu-lous would know that the wizardusing feign death is not really dead).

If the creator is petrified, his end ofthe mental link is blocked off. From thecompanion’s viewpoint, the effect isthe same as if the creator were onanother plane. The homonculous, nomatter how near, feels that the link isbroken and wishes it restored. It sits atthe feet of the creator, rests on a shoul-der, or climbs into a crook of an armuntil the creator is restored to flesh.

In any case where the bondbetween creator and companion issevered for more than a week, theeffects begin to show on the creature.Since its life force is dependent on thecreator, it suffers reductions in lifeforce when it cannot be renewed reg-ularly. For every week the creator is onanother plane or petrified, the com-panion must make a System Shock rollor have its maximum hit pointsreduced by 1d4. These hit points arerestored instantly when the creatorreturns and the bond is restored.

Otherwise, the homonculous cantake this slow ebbing of his energy foronly a short while. After eight weeks,if the homonculous is still alive, thebond is permanently broken and thehomonculous is free to act as it wishes.Its hit points begin to return one perday as the homonculous develops its

26 APRIL 1998

Page 29: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

own life force, free from the creator’syoke. Depending on the companion’salignment and general treatment byits creator, it might attempt to restoreor find the creator.

A free-willed homonculous stillretains its existing knowledge and pro-ficiencies. By preference and longassociation, the homonculous oftenseeks out a wizard, to whom it acts asan assistant and helper, although with-out the comforting bond. The new wiz-ard does not gain the ability to use thehomonculous’ senses and does notsuffer damage if it dies, but he stillgains a valuable, trusted companion.

Other homonculi become thieves,join sprite tribes, explore the world, ortend crops and orchards, or anythingelse, according to their alignment andpersonality. The free-willed homoncu-lous could even be played by the cre-ator’s player until his character hasrecovered from whatever unpleasantplight cancelled the bond.

Ability ScoresThe homonculous is a small crea-

ture, and some of its physical abilitiessuffer accordingly, especially Strength.The homonculous’ Strength is deter-mined by rolling 1d3+3. Its Dexterity isexcellent, however, as with many crea-tures its size (1d8+10). Its Constitutionis rolled with 3d6, with bonuses orpenalties determined normally. Incases where the homonculous cannottravel as long as the creator, it nor-mally rests on a shoulder or saddlesomewhere.

The homonculous’ strong point is itsIntelligence. The creature’s Intelligenceis equal to that of its creator, but thecreature’s Wisdom is often that of achild, determined randomly on 3d4 butnever higher than the creator’s score.Fortunately, the homonculous learnsrapidly from experience.

For some reason, it seems difficultto create an aesthetically pleasinghomonculous. Perhaps no alchemistso far has also possessed any artisticskill. Maybe the mix of vile compo-nents can only be refined so far. Theirlack of speech keeps them from sway-ing others to favor with eloquence.These traits, along with a magicalbond that makes their creator themost important thing in the world,give the homonculous a lowCharisma rating. For these creatures,Charisma is determined on 2d4.

The wingless carian is both dextrous and curious.

ProficienciesThe companion has all of the

knowledge of the creator, includingproficiencies, although the Strength-based proficiencies suffer from thehomonculous’ weakness. Academicskills such as reading ancient history,or herbalism are more appropriate forhomonculi and can be used immedi-ately to full effect.

This duplication of proficiencies isone of the companion’s main benefitsfor the wizard. The spy can identifycast spells or detect the presence ofmagic in an item if the creator has thespellcraft proficiency. If the creatorcan read and write, the companioncan freely trade notes, minimizing thedisadvantage of being mute.

Other knowledge includes generalclass knowledge available to the cre-ator. The companion can recognize a

glitterdust spell, is able to gather mate-rial components, and easily fetches(small) research books from thelibrary. Multi-classed creators mightask their companions to search a doorfor traps, identify a holy symbol, orjudge the condition of a suit of armor,as their other class skills allow.

Tool UseUsing human-sized tools gives

these small creatures a penalty totheir chance of success. A -15%penalty should apply to any chance ofsuccess or a -3 proficiency check persize difference. Since homonculi areTiny, using human tools gives them a-6 penalty on whatever task they areattempting.

If capable of performing the task,certain jobs take longer to complete.An 18”-tall person laying bricks, for

DRAGON #246 27

Page 30: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

The chorasmian has eyesight three times keener than that of a human being.

example, takes a very long time tomake a house. If the task is depen-dent on Dexterity but size helps expe-dite the chore, time needed should bedoubled. If the task requires strengthand stamina, the time needed shouldbe trebled or quadrupled.

On the other hand, especially finesewing work, writing, or engravingmight be performed better by ahomonculous than by a human.Companions engaged in these tasksmight use the appropriate proficiencyeven more skillfully than their creator,possibly using their skill at +1 or +2.

Other SkillsWhere necessary, the DM should

use its creator’s standard for miscella-neous abilities that a homonculousmight call upon. Its chance to climbwalls, for example should be 40%, the

same as an untrained human. Itschance to hear noise, surprise, andfind secret doors, should all be thesame as the creator’s. Some specificvariations have bonuses or penaltiesto these abilities, and these excep-tions are clearly noted.

Care of a CompanionAlthough the Monstrous Manual

book states that homonculi perchwherever they can, this treatment isnot seemly for a creature of such intel-ligence. The homonculous has thesame tastes as the creator, includingstandards of living. A creator’s treat-ment of its companion is a matter ofself respect. Instead of treating ahomonculous as a pet, the creatorshould treat it as it is: a companion.

While an evil or uncaring creatormight order the homonculous to sleep

on the floor and give it no space tocall its own, even the most insensitiveof creators generally give the com-panion its own place to sleep. At thebare minimum, a comfortable bedand shelter are required. A generouscreator gives his companion its ownroom, complete with scaled-downfurniture, some toys or games, and aprivate door.

A separate housing of some sortserves another purpose as well. Whilea spot on the floor might be protectedsomehow, the wizard can easily castwizard lock on the companion’s 2’-high door, fire trap the secret door thatallows for easy exit, and place apermanent illusion (about which thecompanion naturally knows) over thewhole thing. Keeping the companionsafe from any harm also protects thewizard.

Similarly, throwing scraps to a dogis one matter, but giving leftovers to acompanion who shares your deepestsecrets is demeaning, to say the least.The homonculous should have itsown food prepared for it, which is sim-ply a matter of preparing slightly morethan the creator himself normallyeats. The companion needs only asmall amount of food; a couple ofcoppers a day should make the differ-ence in price, and the extra time con-sumed is negligible.

Clothing is another matter of whichsome wizards are indifferent. Sincethe companion is a creation, manyargue that clothing is unnecessary.The homonculous, the argumentgoes, is just a tool, and nobody both-ers to clothe a hammer or a pick.

Again, the companion’s highIntelligence and similarities to its cre-ator should be considered. Thehomonculous might very well makeits own clothes out of materials athand if none are offered. Rather thanlet it walk around in a pair of sewnleaves or a giant ratskin cloak, thecreator should make some attempt toprovide suitable clothing. PC homon-culous owners can become quite cre-ative if they wish, making tiny outfitsthat mimic their own clothing. Theymight also dress the homonculous upin a jester’s suit, deck him out to mocka buffoonish noble, or put him inclothes that look like an enemy’s garbto deceive a third party. Care shouldbe taken that any clothes allow forthe creature’s wings and don’t impairmovement.

28 APRIL 1998

Page 31: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

The companion should also beallowed reasonable time for rest andsleep. Since it can’t use magic of itsown, the homonculous could beallowed to sleep in during the morn-ings, when wizards generally memo-rize their spells. Also, when traveling,the homonculous might need to flyoccasionally to keep up with the restof the party, since their walking move-ment rate is less than a human’s. Restbreaks should be planned, or thehomonculous should be allowed toride a pack animal or sit with amounted character. Most can even siton someone’s shoulder.

Familiar vs. HomonculousDebates rage about the relative

merits of familiars and homonculi.While a wizard may have both, fewactually do. In combat, the homoncu-lous is undoubtedly superior. Althoughhit points and armor class are compa-rable for most levels, the companion’ssleep venom can affect enemies ofany level and for a substantialamount of time.

Defensively, the homonculousalways gains the creator’s savingthrows; the familiar receives this ben-efit only when in direct contact.Although the cost of losing a homon-culous might be as little as 2 hp(which can be healed easily), losing afamiliar always costs a point ofConstitution, which is extremely diffi-cult to replace—and no wizard hasConstitution to spare.

At the other extreme, the loss of ahomonculous can cost the creator 20hp, which is admittedly high, butwizards 8th level or higher are likely tohave that much when at full health.Statistically, wizards as low as 4th levelcould survive maximum damage ifthey have a bonus to hit points forhigh constitution, are dual-classed ormulticlassed, or have their hit pointsenhanced through priestly magic (likean aid spell). The death of a familiarcan kill a wizard, regardless of level, hitpoints, or protection.

The familiar can be slightly moreeffective at covert observation of ene-mies, because it looks like a normalanimal and might be ignored. Thehomonculous, on the other hand,with the creator’s Intelligence makesfar better deductions about what itsees and hears. The familiar’s abilityto relay information to the wizard isalso seriously inferior to that of a

A water breathing spell gives the gendrasian both gills and a love of swimming.

homonculous, lessening its overallusefulness as a spy.

Those who prefer familiars pointout that control range is a mile, whilethe homonculous can only be con-trolled up to 480 yards, or about aquarter of a mile. Advocates of homon-culi point out that at anything overabout 200 yards, the companion is outof an adventuring party’s protectiveumbrella of missile fire and spells any-way. Underground or indoors, thecompanion is rarely more than a fewyards away from the creator.

While the wizards themselvesmight argue bitterly about which isbetter, those who both create ahomonculous and conjure a familiarsometimes find that the homonculousdoes not regard the familiar with anyanimosity at all. In fact, it often takeson the responsibility of taking care of

the familiar, adopting it as its own pet.A wizard’s companion, moreover, islikely to be the only person other thanthe wizard himself who can gain thecomplete trust of the familiar. As foreach other, the familiar knows instinc-tively and the homonculous knowsthrough reason that the death ofeither one can kill the wizard onwhom they are both dependent.

The Other HomonculiIn addition to the standard homon-

culous, different varieties have beencreated by wizards who experimentedwith nonstandard alchemical bases.These changes in materials mayinclude teeth or bones from the creator(which, ideally, are regenerated withmagic), the blood of other creatures, orrare and dangerous acids and poisons.A slight addition or variation to the

DRAGON #246 29

Page 32: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

New Spell: Chameleon(Illusion/Phantasm)Level: 1Range: TouchComponents: V, S, MDuration: 2 rounds/levelCasting Time: 1 roundArea of Effect: Creature touchedSaving Throw: None

This spell alters the coloration ofthe recipient to match that of thesurrounding background. Whenmoving through areas where thebackground changes gradually (suchas stepping from the edge of a forestto a green field), the colorationchanges automatically. When thebackground changes abruptly (fromforest to gray stone wall), one roundis required to effect the change incoloration. The coloration allows thecharacter to blend in with his sur-roundings, making him difficult tostop and attack. At ranges greaterthan 100 yards, the affected charac-ter cannot be spotted (although hecan be seen if pointed out by anoth-er standing closer). At closer ranges,the character is treated as if he had a20% chance to hide in shadows,although he is not required toremain still. In addition, characterswho can hide in shadows gain abonus of 20% to their normalchance of success if they remain still.Missile weapons suffer a -4 penaltyon their chances to hit a characteraffected by a chameleon spell.

The material component for thisspell is the shed skin of a small lizard.

standard spell requirements is also nec-essary, usually something as subtle asthe addition of a single spell. Neitherof these elements works without theother—alchemy and magic are bothrequired.

Most of the skills of the differenthomonculi seem to come at theexpense of the potent sleep venompossessed by the common version.These variations have other abilities,however, which make them just asuseful. Although each individual hasthe major personality traits of theircreator, a homonculous has its ownquirks and tendencies. While they cancertainly be commanded to act differ-ently, their natural behavior some-times manifests on embarrassing oruntimely occasions.

AxonanThe axonan arose thanks to the

spell ESP. Their skin is smooth,unscaled, and can appear mauve,ecru, or milky white. Their eyes areflat and black, their heads round, andtheir mouths set low on their skulls.The loose skin on either side of themouth segues into a fold that lookslike a short tentacle, making theirappearance nearly as bizarre as themervan. Their wings are eerily silentand fold nearly perfectly into theirback.

Combat: The venom of the axonancauses sleep but for a much shorterduration than normal—only 1d6rounds. While the target is asleep,however, it is subjected to horrifyingdreams that have been likened to theattack of a phantasmal killer or night-mare spell. Anyone bitten awakensinstantly when the sleep is fought offbut believes himself wounded of 25%of his maximum hit points from theimaginary ordeal. If the enemy iswounded for real (either before orafter the bite venom takes effect) andbelieves himself reduced to 0 hitpoints (and actually has hit pointsremaining), he falls unconscious for afull hour. After one hour has passed,the victim has had a chance to reviewthe dream sequence mentally andrealize its nature, thereby “recovering”the lost hit points.

Personality: The axonan sharesthe closest mental link with its creator.For short periods of time (1d6 turns) itis willing to move beyond the normalrange of telepathy, extending the linkwith which it and its creator can com-municate. It does not (or can not) gobeyond telepathic range more thanonce per day. During this period oftime, should the homonculous bekilled, the creator takes an additional1d6 hp damage because he is moreclosely attuned to the axonan.Conversely, the axonan seems to bethe least unnerved by having its linksevered. Although it follows the samehabits as other homonculi in seekingto restore the link, its behavior ismuch less frantic and desperate.

BolanThe most common of the variant

companion is made by including thespell chameleon (from the OrientalAdventures rules, see sidebar) to thebasic formula. PCs who wish to use

this formula must research it or physi-cally search for a copy of the spell.This close cousin to the standardhomonculous is naturally a lightbrown in color but can camouflageitself almost perfectly in any naturalsurroundings, whether forest, desert,or underground. The bolan is other-wise similar in appearance and abili-ties to those described in theMonstrous Manual tome.

Combat: When concealed, theyhave a 7 in 10 chance of surprisingopponents and are themselves sur-prised only on a 1. Their sense of sightis normal for those of its kind, buttheir hearing is exceptional. Bolanshave a 75% chance to hear noisesothers would miss. When possible,they initiate combat by surprise, usingtheir camouflage cleverly. Like mostambushers, they do not remain inclose contact with an enemy. TheBolans’ sleep bite venom is weakerthan normal, causing the victim to beslowed for normal duration (5d6rounds).

Personality: With the ability toeavesdrop unseen, bolans makesuperb spies. They have been calledthe most playful of the homonculi andhave a child-like affinity for simplegames, especially physical games.Hide-and-seek, of course, is theirfavorite.

CarianA simple spider climb added to the

formula created a companion thatturned out to be one of the most ver-satile. Carians lack the wings of otherhomonculi but sport a prehensile tailalmost as long as their body, which isabout one third smaller than others ofits kind. They are unable to fly butcompensate by being nearly perfectclimbers—they have a 95% chance toclimb walls. Should they fail this roll(possibly due to penalties caused byhigh winds, slippery surfaces, etc.),they suffer only half damage from anyfall due to their light build and supplebody. They can also jump up to 15 feetforward, or half that upward or back-ward—truly tremendous jumps, consid-ering their own size. The carians aremore agile than any other companion.They determine Dexterity by rolling1d4+14. Their Strength scores, howev-er, are rolled with 1d3+1, and theirWisdom suffers a -1 penalty.

Combat: Carians alone of themany known variations maintain the

30 APRIL 1998

Page 33: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

normal bite attack. In combat, theyjump or climb to a vantage point, thenwait to pounce when a victim’s back isturned. They bite once, then scamperaway for another surprise attack on adifferent enemy. When fighting singlecreatures smaller than themselves,they sometimes attempt to hold onwith both hands and tail, then makerepeated bite attacks with a bonus (+1to +3, one bonus point per limbgrasping).

Honest wizards usually use thecarian’s small size and natural dexterity,as well as the added limb, to acquirehard to reach material components oras an aid in the laboratory. Larcenouswizards put them to use pilferingunwatched items, which they do verywell. They are light-fingered and canpick pockets with a 50% chance ofsuccess.

Personality: The carian is the mosteager to investigate new things andoften has to be called back lest it setoff a trap when a treasure chest ornew area is discovered. They like tohandle new tools and have beenknown to discover secret doors bytriggering them inadvertently. Theydo not like to be around dead bodies.Crypts, catacombs, and graveyardsmake them nervous and irritable. Iftheir creator allows it, they avoidthese places no matter what interest-ing things might lie inside.

Chorasmian

Adding feather fall to the recipecreates a pinioned homonculous ofdifferent colors. By far the brightesthued of the homonculi, they are oftenred, orange, blue, green, or even therare yellow. Their eyesight is superior,and they can see and identify objectsat three times the distance of ahuman (see Chapter 13 in the Player’sHandbook). They have a thick, sharpbeak, thin but strong hands, spindlylegs, and quick, jerky movements.Chorasmians often hop rather thanwalk, and they spend more time inthe air than any other homonculi.Their Constitution score suffers a -1penalty, but their brilliant coloring andaffection give them a +1 bonus totheir Charisma score.

Combat: Chorasmians can diveany distance and suddenly break theirfall, but their hands are not sharpenough to serve as claws or talons,Instead, they usually attempt to graban item out of an enemy’s hands. If

Mervans prefer a vegetarian diet but eat meat when necessary.

they surprise an opponent, they cansnatch a small item (10 pounds or less)out of an enemy’s grasp if the targetfails a save vs. petrification. Theyattempt to gain this surprise by flyingout of sight above their enemy, thendiving and snatching in a singleround. If they can dive, they surpriseas an invisible and silent monster (+4).If they do not achieve surprise, thegrab is treated as an opposed roll,which the chorasmian usually fails.Often, they drop the item in a body ofwater or a chasm or take it to theircreator. Chorasmians’ venom quicklyattacks the part of the victim’s brainwhich controls the senses, causingboth deafness and blindness for 5d6rounds (the target may save vs. eacheffect separately).

Personality: Chorasmians have anaffinity for shiny objects and might

take off with unclaimed coins orflashy crystals. They sullenly returnitems that do not belong to them andreturn other, possibly unnoticed, itemsafter a few days. They love clean mir-rors especially and treasure thesefragile items far more than their goldpiece value. They shy away from fireand become agitated around largerblazes.

GendrasianThe only gilled companion, the gen-

drasian, can breathe water or air withequal ease. Fittingly, a water breathingspell is needed for its creation. Theyhave a shiny green skin with blue,white, or gold flecks. Both hands andfeet are webbed. Although scaly likemost of the others, their scales arevery fine and perfectly smooth. Theycan swim at a movement rate of 9

DRAGON #246 31

Page 34: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

The largest of the homonculi, the mullan can be a bully among creatures its size.

and can swim up to 100 feet belowthe surface and back with ease.Gendrasian can travel deeper but nobetter than a human. Gendrasian pre-fer fresh water but can survive saltwater just as well. Their ability tomove in another medium gives thecreator a considerable advantage, asunderwater streams, stagnant poolsand wide rivers often containunknown perils or hidden treasures.

Combat: The gendrasian’s bite pan-ics targets, causing fear for 5d6 rounds,but the bite causes only 1d2 hp dam-age because they have a smaller-than-average mouth. Otherwise, they fightnormally, although they prefer under-water combat when facing creaturesforeign to that element.

Personality: The gendrasian arenot only capable of swimming, theytruly enjoy it. Whenever they have no

other duties or contrary commands,they prefer to find a pond or pool tosplash in. If otters or dolphins areknown to be nearby, gendrasian seekthem out for play. Although they suf-fer no ill effects from having being outof water, dry skin is uncomfortable forthem. They often have to be pulledfrom cisterns or wells that humansuse as a drinking source.

MervanThe mervan is the most unique in

appearance of any homonculous andrequires a summon swarm spell duringcreation. They are most often white,but can be tan, steel gray, or evenochre. These companions have large,multi-faceted eyes, a hard carapace(AC 5) and thin, transparent wings.The mervan’s three-fingered handsare quite similar to the claws of a

trilateral creature like a xorn but noless dextrous than others of its kind.

Combat: Mervans have a weakmouth but bite with a strong pair ofmandibles, dribbling their venom ontheir target. The venom from this biteis a real poison that causes 1d6 hpdamage (or none if a saving throw ismade). This poison is separate fromthe bite damage itself, of course. Thispoison loses its potency quickly andcannot be used to coat weapons orpoison food or drink. Their odd eyescan detect invisible or hidden objects25% of the time.

Personality: Mervans are undoubt-edly the least curious of their kind.They have an unnerving ability to sitstill for hours on end. Their only habitthat eases the alien personality theyproject is their vegetarian diet. Theyhave been known to eat meat, andcan survive on it, but given their pref-erence, they leave it alone. Strangersseem to expect to see mervans suck-ing blood out of a helpless victim andare often visibly relieved to see thehomonculous nibbling on an appleinstead. Mervans have a Charisma ofonly 1d4+1, but they are strongerthan most. They receive a Strengthbonus of +2.

MullanThis oversized creation was the

surprising result of an enlarge spelladded to the mix. The mullan is muchlarger than other companions, top-ping two feet, nearly as large as asmall halfling. The skin, scaly like thestandard homonculous, is rough anddarker than normal.

Combat: The mullan’s bite venomis too weak to inflict damage, but theirfierce bite causes 1d4 hp damage andfollows two effective claw attacks (for1d2 hp damage each). They areimmensely strong compared to theirpeers, which means they can use sizeS weapons without penalty. Whetherusing natural attacks or weapons,they have the THAC0 of a 4 HDmonster (17). If armed with a magicaldagger or other weapon, they can be(relatively) fearsome. Mullans aretough, having no fewer than 3 hp perdie. Although less graceful than somein the air (movement reduced to 15,MC reduced to C), they are just asadept on the ground or a perch. Asmentioned, mullans are stronger thanother homonculi, having a Strengthscore of 1d6+8.

32 APRIL 1998

Page 35: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Personality: The mullan’s ability toinflict measurable damage makes itideal for seeking out other homonculi,familiars, gremlins, or sha’irs’ gens forcombat. The mullan might also beused to drive away certain fairy crea-tures if the creator is the subject ofpranks and lacks a sense of humor.Mullans are terrors among the smallercreatures because of their aggressivepersonality. If left unchecked by theircreator, they bully smaller animalsand creatures. They seem to be espe-cially brutal to homonculi who pos-sess a bite venom. Jealousy is the sus-pected reason for this treatment. Theyare still not very strong for personalprotection and are used sparingly as aguard by a wise wizard.

ThymbanUsing a chill touch creates a homon-

culous known as a thymban. Thethymban appears almost skeletallythin, with taut, ashen grey skin. Thehead seems out of proportion to therest of the body, and the outline of askull can be readily seen, surroundingtwo bulbous eyes. The thymbanbrings to mind the undead and oftenfrightens those who first view it.

Combat: Their bite venom causesfever, sweating, and weakness. Thosebitten suffer -1 to attacks and dam-age in monsters, or -1 to Strength (forcharacters) per bite. If potential dam-age or Strength is reduced to 0, thetarget falls unconscious for 1d6 turns.The thymban have the unique abilityto use magical items as a wizard,although they cannot utter commandwords if that option is used, nor canthey use scrolls or any other itemsthat rely on the spoken word. Theymight, for example, spy on the cre-ator’s enemies in a crystal ball, or useone of the different devices meant tosummon and control elementals. Thisability to use magic includes anyprotective gear normally reserved forwizards, which is useful for keepingthe homonculous (and thus its cre-ator!) safe from harm. They can oftenfind these items with their sensitivetouch, which allows them to detectthe presence of magic 25% of thetime in an object if they can handle itfor one full turn.

Personality: The thymban, despitethe poor reactions of those it meets,tends to be gregarious and often seeksto be in the company of others, aslong as it can stay within telepathic

Despite its frightening appearance, the thymban is a gregarious creature.

range of its creator. If not commandedotherwise, it usually seeks out thelargest group of individuals of similaralignment to its creator and followstheir conversation or tries to partici-pate in whatever activities they mightbe undertaking.

Further ResearchRumors abound about other

homonculi, some more successful,some less. A handful of these werepredisposed to an evil nature andproved reluctant to follow commands.Some are short-lived and might havefailed because of alchemical ratherthan magical or natural reasons. Talestell of a vampiric example thatdrained a person’s Intelligence, acharming and beautiful homonculous,a companion with a shape similar tothe hybrid form of a werewolf that

sported a fearsome bite attack, and aprotean variation that did not lenditself well to description. Subsequentinvestigation into these homonculi byvery competent wizards has beenunable to duplicate these versions.

This article has seen more incarna-tions than a Piers Anthony series.Heather deserves much credit and thanksfor her help, Dan’s suggestion providedthe title, and Carol allowed me the timeaway from chores. Lloyd had the easyjob of putting it together into more-or-lesscoherent words.

DRAGON #246 33

Page 36: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

ALTERNITY®Science Fiction Roleplaying Game

Solo Adventure Hero Sheet

Jonar KageProfession: Combat Spec Career: Concord marine

ABILITY Score Untrained Res. Mod.Strength 13 6 +2 stepsDexterity 11 5 +1 stepConstitution 10 5Intelligence 9 4 0Will 9 4 0Personality 8 4

ACTION CHECK SCORE Actions per round: 2

WEAPONSDamage

Amazing 3

SCORE

8/4/29/4/2

Marginal 14+ Ordinary 13 Good 6

DURABILITYStun 10

Wound 10M o r t a l 5

SKILLS RANKSTR

Athletics 13/6/3

Climb 1 14/7/3

Throw 1 14/7/3

Unarmed Attack13/6/3

Brawl 215/7/3

DEXModern Ranged Weapons

Pistol 2Rifle 1

CONStaminaEndurance 1

INTKnowledgeComputer operation 2

WILAwarenessIntuition 1

PERInteractionIntimidate 1

11/5/213/6/3

12/6/3

10/5/2

11/5/2

9/4/2

11/5/2

9/4/2

10/5/2

Type11mm charge pistol d4+2w/d6+2w/d4+1m HIpulse grenade (2) d4+2s/d6+2s/d8+2s En

ARMOR

Battle vest d6-3 [LI]. d6-2 [HI]. d4-2 [En]

GEAR

Memory harness with Al program, flashlight,extra ammo clip

T h eT h eO M E G AO M E G AV a r i a n tV a r i a n t

A STAR*DRIVE�Solo Adventure

by Bill Slavicsek

is a Failure (or, in the case of an actioncheck, a Marginal success).

34 Dragon 1998

illustrated by Phil Robb

THE OMEGA VARIANT introduces you to the ALTERNITY®game and to the STAR*DRIVE campaign setting-the first cam-paign setting developed especially for the ALTERNITY ScienceFiction Roleplaying Game. The ALTERNITY game provides allthe rules you need to roleplay any kind of science fictionmilieu, while the STAR*DRIVE setting focuses on hard-edgedspace opera at the dawn of the 26th century.

W h a t D o Y o u N e e d ?For this solo adventure, all you need to provide is a pen-

cil and some dice. You’ll want to keep the hero sheet (fea-turing Jonar Kage, a Concord marine) handy throughoutplay, as you’ll often be directed to refer to it as the adven-ture unfolds. As for the adventure itself, just play through itin the order the story directs, and you’ll learn the gamemechanics as you need them.

The ALTERNITY game uses the following dice: d20, d12,d8, d6, and d4. The d20 is called the “control die.” Youalways roll a control die whenever dice rolls are required.The other dice are “situation dice.” These are either addedto or subtracted from the d20, depending on whether thesituation is in the hero’s favor.

The Game MechanicUsing the dice mentioned above, the basic ALTERNITY

game rule is relatively simple. Roll a number that’s equal toor less than your target score to perform an action suc-cessfully. Target scores include ability scores, skill scores,and action check scores. If you roll higher than the targetscore, your hero fails. In all cases, you want as low a result

as possible—the lower the roll, the better the chance thatyour hero succeeds at what he or she is trying to do.

How do you read the results? You’ll notice that the scoreslisted on the hero sheet are divided into three sections. Thesesections represent three possible results: Ordinary, Good, andAmazing. Rolling this score or lower is an Ordinary success;one-half the score or lower is a Good success; and one-quarter the score or lower is an Amazing success. Any roll

that generates a number greater than the score

Page 37: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Jonar Kage, for example, has anaction check score of 13. If you roll a 14or greater, that’s a Marginal success. Aroll of 13-7 is an Ordinary success; 6-4is a Good success; and 3 or less is anAmazing success.

That’s it! We’ll explain other uses ofthe game mechanic as the adventuregoes along.

V o i c e s i n t h e D a r kV o i c e s i n t h e D a r k“Jonar? Jonar Kage? Wake up, part-

ner! I’ve let you sleep way too long as it is,and now we’ve got company. So, forgiveme, Jonar, but . . . WAKE UP!”

The insistent voice, at first nothingmore than a whisper, shouts directly intoyour right ear, bringing you back fromthe depths of unconsciousness. You rec-ognize the voice, and the urgency thatpunctuates each word sends adrenalinecoursing through your body.

“Diana?” you ask but you can barelyhear your own voice as it grates over yourraw throat. Diana speaks again, and youreach up to find a comm jack in your ear.The sexy, familiar voice spills out of theunit for you alone to hear. You listen andtry to clear your jumbled thoughts.

“Quiet, partner! They might hear you!There’re two of them, about 10 metersaway They’ve got weapons, but I can’tdetermine the make or model with thislimited sensor package. It’s time to call onthat Concord training and do what youdo best . . .”

“Concord?” you ask in the lowest whis-per you can manage, “What are you . . .?”But Diana doesn’t let you finish. She’salways been pushy that way. Actually,most artificial intelligence programs (Alsfor short) are overly full of themselves.Funny how you remember that while therest of your memories are scrambled.

“Shhh! Don’t you remember that . . .no, of course you don’t. Your synapses areall short-circuited! Oh, Jonar, I’m sorry,but we don’t have time to wait for you torecover from the pulse accelerators.You’re a Concord marine. Take out theenemy! That’s an order!”

Concord marines . . . the best soldiersin the galaxy... protecting the Verge andall of human space from any and allthreats. Hurrah, hurrah! You quicklycheck your equipment.

You’re wearing a protective battle vestover a jumpsuit. The Al memory harness isbuilt into the jumpsuit, with the programmodule in a secure case on your belt. Alsoattached to your belt are an 11mm chargepistol and two grenades. Pulse grenades,

you think, capable of discharging bursts ofelectromagnetic energy. The bursts canstun unprotected humans, but they reallywreak havoc on high-tech gadgets andcomputers.

In the ALTERNITY

game, action roundsare divided into fourphases. Each phaselasts about three seconds,or as long as it takes for acharacter to complete a single

You take in your surroundings with aglance. You’re inside some kind of cargobay or storage facility; high ceilings, rein-forced walls and floor, storage containersof all shapes and sizes, no windows. Youtry to remember whether you're on a shipor a planet, but the memory eludes you.

There's the enemy! There are two ofthem, in security uniforms, carrying rifles and adorned with theQaliban corporate logo. That logosends shivers up your spine, butyou shrug off the feeling. Timeenough for remembering later.Now it’s time to go to work.

M a k e a n A c t i o nM a k e a n A c t i o nC h e c kC h e c k

action. The phases, in order, arethe Amazing, Good, Ordinary,and Marginal phases. A charactercan act in as many phases as he or she has actions per rolldepending on the result of anaction check.

Jonar, for example, has twoactions per round and an actioncheck score of 13. If you achieve aMarginal success, he can act onlyonce, in the Marginal phase. Ifyou achieve an Ordinary, Good,or Amazing success, you canchoose which two phasesJonar will act in, starting withthe phase that matches thedegree of success.

The security guardin the Ordinary phase ofeach round, and each canperform one action.

Using just a d20, makean action check now.

4 If you achieve aGood or Amazingsuccess, go to 1.

4 If you achieve anOrdinary success, go to 2.

4 If you achieve aMarginal success, goto 3.

DRAGON #246 35

Page 38: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Combat andDamage

Secondary Damage: For every 2points of mortal damage Jonarinflicts against an enemy, he alsoinflicts 1 point of wound and 1point of stun damage. For every 2points of wound damage, he alsoinflicts 1 point of stun damage.

Results of Damage: For eachpoint of damage inflicted, mark offone point of durability from acharacter (stun, wound, or mortal,depending on the kind of damagethe attack inflicts). If all of a charac-ter’s stuns or wounds are markedoff, that character falls unconscious.If all of a character’s mortal pointsare marked off, that character dies.

Recovery: Stun damage is fleet-ing; any stun damage a characterreceives disappears at the end ofthe scene. Wound damage remainsuntil healed with rest or medicalattention. Mortal damage, the mostserious form of damage, requiresthe use of Medical Science-surgeryand extensive medical attention.

Armor: Some characters, likeJonar Kage, have armor. After a suc-cessful attack against Jonar, roll tosee whether his armor protects him.For example, against the securityguards’ charge rifles, Jonar’s armoroffers d6-2 points of protection. Anyresult of 0 or less means that thearmor didn’t stop any damage. Anypositive result is subtracted from theamount of damage inflicted.

Qaliban Guard #1S t u n 8Wound 8Mortal 4

Qaliban Guard #2S t u n 8W o u n d 8M o r t a l 4

1You leap out of hiding, getting the drop

on the two security guards. You’re begin-ning to put your memories back in order,and you know that you were sent here touncover the Qaliban Corporation’s latestdirty secret. The security of the GalacticConcord is at stake, so you don’t feel thatyou have to pull your punches. Of course,that’s just too bad for the corporate goons.

They move as though they’re in slowmotion. You draw your charge pistol andtarget the guard on the left. Then youswing the weapon toward the secondguard before either of them can react.

Make a Skill CheckJonar acts before the guards,

thanks to the result of his action check,using both of his actions for the round

The GuardsAttack

If the guards are still able, theyeach can make one attack againstJonar. Jonar has light cover, so theguards roll d20 and “d0,” due toJonar’s resistance modifier. Theyboth have skill scores of 11. If theymanage to hit Jonar, his armoroffers some protection (see the box,“Combat and Damage”). The guardshave 11 mm charge rifles that inflicthigh impact (HI) damage as follows:d6+1w/d6+3w/d6+1m.

before they can even blink. First, read“Jonar Attacks” in the adjacent sidebar.If the guards survive his initial twoactions, then see “The Guards Attack”and continue with subsequent roundsuntil the guards are defeated (go to 4)or Jonar is taken down (go to 5).

2You leap out of hiding, moving simul-

taneously with the two security guards.You’re beginning to put your memoriesback in order, and you know that youwere sent here to uncover the QalibanCorporation’s latest dirty secret. The secu-rity of the Galactic Concord is at stake, soyou don’t have to pull any punches.

You draw your charge pistol and tar-get the guard on the left as both of yourenemies raise their charge rifles. Thiscould wind up being a short fight. Youjust hope you don’t die while your mem-ories are still jumbled. You’d hate that.

Make a Skill CheckJonar acts in the same time as the

guards, in the Ordinary phase. See“Jonar Attacks and “The Guards Attack,”then apply damage at the same time.Continue with subsequent rounds untilthe guards are defeated (go to 4) orJonar is taken down (go to 5).

3You leap out of hiding, but the security

guards are faster than you anticipated.You‘re beginning to put your memoriesback in order, and you know that you arehere to uncover Qaliban Corporation’sIatest dirty secret. The security of theGalactic Concord is at stake, so you don’thave to pull any punches—and you won’t,provided you survive their first barrage.

Jonar AttacksJonar has a Modern Ranged

Weapon-pistol score of 13 (this isthe skill used with an 11 mm chargepistol). Because the situation is inJonar’s favor (short range, no cover,using a specialty skill), roll a d20and a d4, subtracting the result ofthe d4 from the result of the d20.

Look at the hero sheet. You’llnotice that the damage for thecharge pistol is also divided intothree sections. This represents thedamage range that is inflicted foran Ordinary, Good, or Amazingresult. If you roll higher than Jonar’sskill score of 13, the attack misses.

Roll an attack and, if you suc-ceed, roll damage against the firstguard. Then do the same for thesecond guard. Each guard has aDurability of 8 stuns, 8 wounds, and4 mortals. This is the amount ofdamage they can sustain beforebeing knocked unconscious orkilled. Jot down how much damageJonar inflicted on each. (For exam-ple, if Jonar achieves a Good suc-cess against the first guard, rolld6+2w. This means the guard cansuffer from 3 to 8 points of wounddamage in this attack.)

Make a Skill CheckThe Qaliban security guards act

before Jonar, using their actions in theOrdinary phase. If Jonar isn’t defeated,he acts in the Marginal phase. Becausehe doesn’t act until the Marginal phase(the last phase of the current round),Jonar makes only one action (insteadof his normal two).

First, see ‘The Guards Attack” andmake the rolls described there to deter-mine the results of their actions. Thensee “Jonar Attacks” to resolve hisactions against them.

Continue with subsequent roundsuntil the guards are defeated (go to 4)or Jonar is taken down (go to 5).

36 APRIL 1998

Page 39: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

44The last guard goes down as the fire-

fight comes to an explosive end. You hol-ster your pistol and start toward the exit.You take a moment to relieve one of theguards of his rifle on the way out. Thehigher firepower might come in handybefore this business is settled.

With the new weapon in hand, youwalk out of the cargo bay and into thecorridor beyond.

4 Go to 6.

55White-hot pain explodes throughout

your body. You start to fall as blacknessclouds your eyes and fills your head. Youcan hear Diana’s far-away voice, sexyeven in its urgency (she’s programmed totalk that way, after all), but you can’trespond. You’ve been taken down byyour enemies, defeated before you couldcomplete your mission. This bitterthought follows you into the darkness,echoing as the silence overtakes you.

The End

66“Good work, Jonar. You’ve just

entered the main corridor that runs theentire length of the lower deck. In caseyou don’t remember, you and your squadboarded this research station in a stealthpod. Things were going fine until the fiveof you walked into the pulse accelerationfield. Nasty stuff . . .”

Right, this is Qaliban Research StationOmega, in orbit around the fourth moonof Redcrown. But . . . “My squad?”

“Not now, partner, we’ve got to findout what Qaliban Corporation is keepingso quiet about. The Concord believes thatthe security of the Verge and all of knownspace could be at stake.”

“The Concord always believes that,Diana,” you mumble as you reach a tran-sit cage. Your memories become clearerand your finger reaches out to press Deck3—the research bays. The cage begins tomove.

On Deck 3, you take a moment tocheck for station personnel. Seeing none,you sprint toward Research Bay 12. Yourmemories are more like instinct at themoment, but that’s better than nothing.

“The door’s locked, Jonar. You'lI haveto decode the computer locking pad. I’llassist you, but you’re going to have todo the work. Good luck, partner.”

Make a Complex Skill CheckJonar must decode the computer

locking system to open the door tothe research bay. He could use a pulsegrenade, but he’s trying to keep a lowprofile for the time being. Diana, histrusty Al companion, aids him in hiswork, providing a situation die bonus.

Using Jonar’s Knowledge-computeroperation skill, you must roll 11 or lesson a d20 and a d12. Because the situ-ation die is a bonus, subtract the resultof the d12 from the result of the d20.

However, since decoding the com-puter lock is a complex skill check,Jonar must accumulate a certain num-ber of successes before he achieves 3failures. In this case, that number is 8successes. Each roll of the dice repre-sents a minute of work in this situa-tion. An Ordinary result counts as 1success, a Good result as 2 successes,and an Amazing result as 3 successes.

4 If you achieve 3 failure resultsbefore earning 8 successes, go to 7.

4 If you achieve 8 successesbefore accumulating 3 failure results,go to 8.

77Your fingers dance over the keypad,

working to break the locking code, whenyou slip up. The display flashes red andan alarm screams from speakers hiddenin the ceiling. A security guard emergesfrom a door farther down the corridor. Hecharges in your direction.

4 If you want to attack the guard,go to 9.

4 If you want to disable thelock with a pulse grenade, go to 13.

88Your fingers dance over the keypad,

using your own training and Diana’sexpert help to break the locking code.After thousands of keystrokes and whatseems like an eternity, the display flashesgreen and the door slides open.

4 Go to 16.

99The security guard draws a charge

pistol from a low-slung holster andshouts, “Halt!“ Concord marines don’thalt, but he probably doesn’t know that.Too bad for him. You !evel your chargerifle and aim for a vital spot.

Fighting the GuardJonar has a Modern Ranged

Weapon-rifle skill score of 12Though the range is short, this guardhas a Dexterity resistance modifier of+2 steps, which makes it harder forJonar to hit him with a Dexteritybased skill. For this skill check, rolld20 and d6, adding the result of thed6 to the result of the d20.

The charge rifle inflicts d6+1 w/d6+3w/d6+1m, depending on thetype of success you achieve.

The guard’s charge pistol is thesame as the pistol listed on Jonar’shero sheet. The guard is also wear-ing a battle jacket, which provide!d4+1 protection against high-impactattacks. He has the same durabilityas the guards from the initial scene(If Jonar defeats the guard, he cardon the battle jacket, which providesmore protection than his battle vest.:

The guard has a skill score of 12Due to the range and Jonar'sDexterity resistance modifier, herolls a d20 and a d4. If the guarddefeats Jonar, go to 5.

GuardStun 8Wound 8Mortal 4

Make an Action CheckThe security guard acts in the

Ordinary phase and has one action.Using a d20, make an action check.

4 If you achieve a Good orAmazing success, go to 10.

4 If you achieve an Ordinarysuccess, go to 11.

4 If you achieve a Marginalsuccess, go to 12.

1010The guard appears fast, but you’re

faster. You fire twice, the roar of thecharge rifle filling the nearly empty corri-dor with the sounds of battle.

Make a Skill CheckSee the “Fighting the Guard” box to

resolve combat. Jonar acts in theAmazing and Good or Good andOrdinary phases, while the guardreturns fire in the Ordinary phase, ifhe is still conscious.

DRAGON #246 37

Page 40: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Continue with subsequent roundsuntil the guard is defeated (go on to16) or Jonar is taken down (go to 5).

1111You lift your rifle, but the guard mirrors

the action, bringing the barrel of his pistolup at the same time. The weapons firesimultaneously, spraying high-velocitybullets in both directions.

Make a Skill CheckSee the “Fighting the Guard” box to

resolve combat. Jonar acts in theOrdinary and Marginal phases, whilethe guard acts only in the Ordinaryphase.

Continue with subsequent roundsuntil the guard is defeated (go on to16) or Jonar is taken down (go to 5).

1212You lift your rifle, but the guard reacts

faster, bringing the barrel of his pistol upand firing. You brace for the impact, hop-ing your armor does its job.

M a k e a S k i l l C h e c kM a k e a S k i l l C h e c kSee “Fighting the Guard” to resolve

combat. The guard acts first, in theOrdinary phase. If Jonar survives theattack, he acts in the Marginal phase.

Continue with subsequent roundsuntil the guard is defeated (go on to16) or Jonar is taken down (go to 5).

1313With the alarm blaring and the security

guard rushing toward you, the time forsubtlety has passed. You unclip a pulse

grenade from your belt and step backfrom the door. You get as far away as youcan by the time the guard reaches thesealed entry to Research Bay 12. Thenyou toss the grenade, hoping to disruptboth the guard and the computer lockwith the same electromagnetic discharge.

Make a Skill CheckJonar has an Athletics— throw score

of 14. Because of the range, he receivesa -1 step bonus for this action. He rollsa d20 and a d4, subtracting the resultof the d4 from the result of the d20.

4 If you roll a success, go to 14.4 If you roll a failure, go to 15.

1414The pulse grenade bounces once

between the charging guard and thelocked door, then bursts into a cloud ofsparkling electricity. The guard danceswithin the cloud for a few moments as theunleashed lightning outlines his body,then he collapses, shocked into uncon-sciousness. At the same time, the electricalcharge shorts out the computer lock. Thedoor slides open.

“A little flashier than I would have sug-gested, partner, but I won’t complainabout the results. Let’s get moving beforethe rest of the station shows up.”

Sexy Als. You’ve got to love them. Goon to 16.

1515Your throw goes wide, bouncing off

the far wall and down the length of thecorridor. It explodes well past the guardand the door, discharging its electricalenergy harmlessly into the floor andwalls. The guard smiles, raising his pistoland firing from point-blank range.

“Oooh, Jonar, that’s going to hurt.” Sexy Als. You’ve got to love them. Go

on to 5.

1616You’ve finally gotten the door to

Research Bay 12 open. It’s dark inside, andthe few shapes and silhouettes you canmake out give the place an oppressive airthat puts you immediately on edge. Youstep into the room, sliding the door shutbehind you.

Inside, you can see the dim lights ofnumerous computer stations and equip-ment Near the center of the chamber,recessed lighting illuminates four clear

38 APRIL 1998

Page 41: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

tanks filled with a strange liquid. It couldbe the light, but you have the distinctimpression that the liquid itself is glowing.As you move closer, you can see that theliquid isn’t empty. There are clumps ofmatter floating in the cylindrical tanks. Intwo of the tanks, the matter floats in sep-arate and distinct parts. In the other two,however, the matter has come togetherin a form that sets your internal alarms toblaring—a form that looks humanoid.

Suddenly you realize that someonehas come up behind you. You start to turnas the cold, unfriendly voice asks, “Can Ihelp you?” A scientist stands behind you,dressed in a lab coat that proudly displaysthe Qaliban Corporation logo. “You’re notsupposed to be in here,” he adds in a tonethat’s supposed to intimidate you, “thisarea is off limits.”

4 If you want to intimidate thescientist, go to 17.

4 If you want to attack thescientist, go to 20.

1717The scientist isn’t a threat to a Concord

marine, and there’s no point in wastingammunition or energy on a noncombat-ive foe. Instead, you raise yourself to yourfull height, put your hand on the butt ofyour pistol, and glare at the smaller man.

“So,” you say in a threatening voice,“which body part do you want the bulletin? I like to give my victims a choice whenit comes to these things.”

M a k e a S k i l l C h e c kJonar has an Interaction— intimidate

skill score of 9. The scientist has a +1step resistance modifier, but Jonargets a bonus due to his imposing sizeand the hardware he’s loaded downwith—he looks like he means busi-ness. So, you roll a d20 and a d4, sub-tracting the result of the d4 from theresult of the d20.

4 If you roll a success, go to 18.4 If you roll a failure, go to 19.

1818Your words and manner have the

desired effect. You see confusion playacross the scientist’s features, then settleinto a look that’s filled with fear. “My.. . my. . . mistake,” he mutters, his eyes switchingfrom your frown to your weapon and backagain in rapid succession.

“Get. Lost. Now.“ you tell him, punctu-ating each word for maximum effect.

Before the third word leaves your lips, thescientist turns and starts to run for thedoor. You let him. You’ve got a mission tofinish, and time is running out.

4 Go to 23.

1919Your words and manner sound scary

and intimidating to you, but the scientistjust glares right back at you. “Who do youthink you are, coming into my lab andtrying to bully me? I’ll have you knowthat I’m the boxing champion of theQaliban Science Club, and I think I’m justgoing to have to teach you a lesson aboutmanners!” He rolls up his sleeves andcloses his fists, moving toward you withmurderous in tent.

4 Go to 20.

2020You don’t have time to play nice with

this scientist. Besides, he’s probably theleader of this vile experiment. Still, there’sno point in shooting him. You are trainedto disable an opponent with nothingmore than your feet and hands. And youhaven’t gotten into a good brawl in daysnow. Funny, the order in which yourmemory comes back after exposure topulse acceleration fields.

The scientist acts in the Marginalphase and has one action. Using ad20, make an action check for Jonar.

4 If you achieve an Amazing,Good, or Ordinary success, go to 21.

4 If you achieve a Marginalsuccess, go to 22.

2121As a trained soldier, it comes as no sur-

prise to you that you react faster than theguy in the lab coat. You slash and jab,throwing a combination of punches beforethe scientist even knows what hits him.

“Careful, partner,” Diana says coyly,“don’t take a brilliant mind for granted.”

M a k e a S k i l l C h e c kJonar performs both of his actions

before the scientist. See the “Fightingthe Scientist” box on the next page toresolve the unarmed combat.

If necessary, continue with subse-quent rounds until the scientist isknocked out (go to 23) or he managesto knock out Jonar (go to 36).

2222As a trained soldier, you expect to

have absolutely no problem with thebrainiac facing you. You’re surprised,therefore, when he leaps forward andthrows a punch at approximately thesame moment as you do.

“You always overestimate your ownabilities, Jonar,” Diana whispers sweetly.“I don’t like to say I told you so, but . . . ”

Make a Skill CheckJonar and the scientist both act

once, in the Marginal phase of thisround. This means you make skillchecks for both of them, applying theresults at the end of the phase. Seethe “Fighting the Scientist” box on thispage to resolve the unarmed combat.

If necessary, continue with subse-quent rounds until the scientist isknocked out (go to 23) or he managesto knock out Jonar (go to 36).

2323With the scientist out of the way, you

turn your attention back to the businessthat brought you here. Your memoriesare clearer now, but you check withDiana just to be sure.

“I brought my squad to this station todestroy an experiment code-named theOmega Variant,” you relate to Diana asyou move over to the control console.“Concord Intelligence considers this ahostile experiment in chemical weapons,with applications only for war anddestruction. We can’t allow it to be setloose in the Verge. We are to destroy theprototypes and the research files, retriev-ing any pertinent data for the Concord to

F i g h t i n g t h eS c i e n t i s t

Jonar has the Unarmed Attack—brawl skill, with a score of 15. Roll ad20 and a d0. If Jonar connects, hisunarmed attack inflicts the follow-ing damage: d4+2s/d4+3s/d4+5s.

The scientist has a durability of 6stuns, 6 wounds, and 3 mortals.The scientist has an UnarmedAttack —brawl score of 8 and inflictsd4s/d4+1s/d4+2s damage.

S c i e n t i s tS c i e n t i s tS t u nS t u n 66W o u n d 6W o u n d 6M o r t a l 3M o r t a l 3

DRAGON #246 39

Page 42: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

use in subsequent legal proceedings.Does that about sum it up?”

“You’ve got it, partner,” Diana sayscheerfully, “though you may still be foggyon some things. We were separated fromyour squad when the stealth pod crashed.I don’t know where the jive soldiers are,or even if the ship is still intact. We’reprobably on our own, Jonar.”

“Understood,” you respond, checkingthe displays and monitors. “Can you helpme manipulate these instruments,Diana?” She can, she tells you, but youknew that. She may not be at her fullcapacity within the memory harness, butthere’s no Al you’d rather be teamed withwhen the going gets rough.

“Follow my directions, Jonar,” Dianasays, “and we’ll program the tanks to se!f-destruct. If you’re really good, we’ll eventhrow in a virus to delete the data files—after we’ve copied them, of course.”

M a k e a S k i l l C h e c kM a k e a S k i l l C h e c kJonar must use his Knowledge—

computer operation skill again. Becauseof the assistance provided by his Al,roll a d20 and a d12, subtracting thed12 result from the d20 result. As withthe previous computer operation skillcheck, this is a complex skill check. Toaccomplish all that Diana haspromised, you must roll 6 successesbefore you roll 3 failures. (Remember,you earn successes based on theresults of each skill check: Failure, nosuccesses; Ordinary, 1 success; Good,2 successes; Amazing, 3 successes.)

4 If you roll 6 successes beforeyou roll 3 failure results, go to 24.

4 If you roll 3 failure results beforeachieving 6 successes, go to 25.

24You input codes and commands, fol-

lowing Diana’s instructions while alsorelying on your own training andinstincts. After a few intense momentsand a short battle with the computer’sinternal defense routines, you finish yourwork. You step back, watching data flashacross displays as indicators change toreflect your handiwork.

Make a Skill CheckMake an Awareness— intuition skill

check. Jonar has a score of 10. Rolla d20 and a d0.

4 If you roll a success, go to26.

4 If you roll a failure, go to 27.

25You input codes and commands, fol-

lowing Diana’s instructions while alsorelying on your own training andinstincts. Suddenly, the computer’s inter-nal defenses spring to life, and you try tocompensate for the shifting data blocksand encoded fires. It’s a losing battle,however, and before you can finish yourwork the console locks up—you’ve beenlocked out of the computer network!

But that’s not the worst of if. The cham-ber is rigged with additional defenses thatyou triggered by unsuccessfully hackingthe computer network. A red mist risesfrom hidden vents near the floor andalready you feel your thoughts slippingaway. It must be some kind of nerve gas,you realize, and you barely hear Diana’surgent whispers.

“Don’t breathe, Jonar . . . By the sevenmoons of Mordonor . . . don’t breathe . . .”

Go to 37.

26You’ve always trusted your intuition,

and when that inner feeling stirs, yourespond with utmost speed. Something’swrong in the shadowy chamber. You scanthe area, drawing your charge pistolbefore you realize it’s even in your hand.“Diana?” you ask in a whisper.

“Your instincts are good, partner,”Diana coos appreciatively “My sensors,such as they are, detect movement by thecontainment tanks. I defect a weapon, sobe careful, Jonar.”

There, sneaking around the side ofone of the containment tanks, is anothersecurity guard. You also get a better Iookat the thing inside the cylinder.

Now that your eyes have adjusted tothe dimness of the chamber, you see thatthe thing inside the tank is some kind ofdeformed monster. If the report was cor-rect, and if you recall all of the details, thechemical bath has not only mutated thething inside—it’s made it aggressive andextremely violent as well, Mindless war-riors produced through the introductionof a chemical agent—the Omega Variantas the report termed it—right into theheart of an enemy stronghold.

The guard doesn’t realize that you’venoticed him. Without another thoughtyou fire a shot, hoping to take him downquickly.

M a k e a S k i l l C h e c kThere’s no need for an action

check in this situation. Jonar’sintuition has given him theadvantage for this scene.

Due to Jonar’s advan-tage, roll a d20 and ad6, subtracting the d6result from the d20result. Remember,Jonar has a skill scoreof 13 when using hischarge pistol.

40 A P R I L 1 9 9 8

Page 43: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

4 If you achieve any kind ofsuccess, go to 28.

4 If you roll a failure, go to 27.

2727Another security guard leaps out from

behind the chemical-filled tanks, firing acharge pistol with unbridled enthusiasm.Thankfully, his glee is quickly drownedout by the crash of the explosive bullets.

Go to 5.

2828You fire once at the guard, your bullet

smashing into the battle vest protectinghis chest. The bullet ricochets off the pro-tective vest and hits the cylindrical tankbeside him. The tank shatters, sprayingthe guard’s right arm with the liquid oncecontained within.

The guard screams as the chemicalbath begins to mutate his arm. Now youknow the secret of the Omega Variant—itchanges whomever it touches. The guardcollapses in pain, and all you can do for amoment is watch as the chemical slowlytransforms the poor man in to a mindlessmonster.

“Oh, partner, no one should have tosuffer like that,” Diana implores. “Showsome mercy, Jonar.”

You nod, then fire three shots into thepoor wretch before the mutating processruns its course. The pain . . . no wonderthe creatures go mad.

4 Go on to 29.

2929You check the computer console to

make sure that the files have been deleted.Then you recover the data disk filled withall the proof the Concord requires. “Timeto go, Diana,” you say grimly, glancingonce more at the poor wretch lyingbeside the tanks. Diana agrees. She’s verypragmatic, especially for an Al.

Before you leave, however, you decideto check on the inhabitants of the chemicalbaths. If the program you initiated did itsjob, all four of the bathers should havebeen cooked by an influx of deadly chem-icals. And, indeed, the creatures in thethree intact tanks have been dealt with. Allindicators show no life signs whatsoever.

A problem arises with the fourth crea-ture, though. The shattered tank is empty,and except for the transformed securityguard, the area around the tank is clear.

Where’s the fourth creature?“Over there, Jonar,” Diana says. “That

open maintenance hatch. I think that’swhere the creature went.”

Your mission isn’t complete until youdestroy all facets of the Omega Variant.You have no choice but to follow thecreature into the maintenance conduits.

You step into the confined tangle ofpipes and cables that fill the maintenanceconduit. Small pools of the liquid from the

shattered tank lead into the darkness. Youignite your flashlight, snap a new clip intoyour charge pistol, and follow the crea-ture’s trail into the station’s depths.

Make a Skill CheckAt this point, make an Awareness—

intuition skill check for Jonar. He has ascore of 10. Roll a d20 and a d4, sub-tracting the result of the d4 from theresult of the d20. (This time Jonar is

DRAGON #246 41

Page 44: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

proceeding with caution, his sensesextended and ready for any danger.)

4 If you roll a success, go to 30.4 If you roll a failure, go to 31.

3 03 0You proceed cautiously, watching for

any signs of the creature. Your weapon isat the ready, your flashlight cutting a paththrough the darkness ahead. After walk-ing a few dozen meters, you pause.Something‘s wrong. You listen, strainingto catch the most subtle clue. Then youhear it. The sound of liquid dripping ontothe metal grating at your feet. Thatmeans . . . it’s directly above you!

M a k e a n A c t i o n C h e c kThe creature acts in the Good

phase and has two actions. Using ad20, make an action check for Jonar.

4 If you achieve an Amazing suc-cess, go to 32.

4 If you achieve a Good success,go to 33.

4 If you achieve an Ordinary orMarginal success, go to 34.

31You proceed cautious-ly, watching for anysigns of the crea-ture. Your weapon

is at the ready,your flashlight

cutting a

path through the darkness ahead. Afterwalking a few dozen meters, you pause.Something’s wrong. Before you can getyour bearings, you notice liquid drippingdown from the pipes above. In that sameinstant, something heavy and snarlingdrops on top of you. The creature attacks!

Go to 34.

3232You roll, bringing your weapon up to

target the creature above you. You wishyou had room to use the charge rife, butin these close quarters the pistol is a betterbet. Before the creature has a chance tomove, you fire, aiming for the eyes glow-ing in the darkness above.

M a k e S k i l l C h e c kSee the “Fighting the Creature” box

to resolve combat. Jonar makes anattack in the Amazing phase, thenanother one in the Good phase. Thecreature acts once in the Good phase,then again in the Ordinary phase.

If the round ends and both Jonarand the creature are still active, go to35.

33You roll, bringing your weapon up to

target the creature above you. You wishyou had room to use the charge rifle, butin these close quarters the pistol is a betterbet. The creature drops toward you asyou fire, its claws dangerously close andmoving faster than you imagined.

Make a Skill CheckSee the “Fighting the Creature”

box to resolve combat. Jonar andthe creature both act twice, first

in the Good phase, then in theOrdinary phase.

If the round ends and bothJonar and the creature are

still active, go to 35.

a lousy place for a marine to

34The creature moves

with blinding speed,dropping upon youbefore you realize

what’s happening. You’re in afight for your life with a crazed

mutant, and all you can think ofis that a maintenance conduit is

die.

F i g h t i n g t h eF i g h t i n g t h eC r e a t u r eC r e a t u r e

Roll a d20 and a d6, adding thed6 result to the d20 result (due tothe creature’s high Dexterity resis-tance modifier). Remember, Jonarhas a skill score of 13 when usinghis charge pistol. Make a secondattack in the Good phase, then letthe creature perform its action.

The creature has a durability rat-ing of 12 stuns, 12 wounds, and 6mortals. It attacks with malformedclaws (Unarmed Attack— brawl scoreof 16) and inflicts d6+1s/d4+1w/d6+1w. Use a d20 and a +d6 (due toJonar’s Strength resistance modifier)to determine the result of the crea-ture’s attack.

Each successful attack by thecreature also causes Jonar to makea Stamina— endurance check, with a-d4 situation die. A failure indicatesthat some of the mutating chemicalhas affected Jonar; he suffers anadditional d4w. If the creatureremoves all of Jonar’s wound pointsduring this round, then Jonarmutates into one of the creatures(go to 38).

See the “Fighting the Creature” boxto resolve combat. The creature actsin the Good phase and in the Ordinaryphase. If you achieved an Ordinarysuccess, Jonar acts in the Ordinaryphase and again in the Marginalphase. If you achieved only a Marginalsuccess, Jonar acts in the Marginalphase and makes only the one action.

C r e a t u r eC r e a t u r eS t u n 1 2

W o u n d 1 2

Mortal 6

Make a Skill Check

If the round ends and both Jonar andthe creature are still active, go to 35.

35After a short battle, you roll away from

the creature and slide out of a hatch intoa main corridor. You can hear the crea-ture searching for you, but you think youhave a moment or two to collect yourselfbefore it emerges from the maintenanceconduit.

42 APRIL 1998

Page 45: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

So intent are you on watching for thecreature, however, that you fail to noticethe woman stepping up behind you. Sheerupts from the wall of the corridor, slash-ing at you with a deadly combat knife.

“You miserable, pathetic little man,”she curses, and another memory returnsto you. She’s Alytra Tamon, the adminis-trator of the station. The Omega Variantis her baby, and you recall that she’sequally adept at fighting both on the cor-porate level and in actual war, “If youthink you and a handful of Concord lack-eys can ruin my plans, I must inform youthat you are very, very wrong.”

Make a Skill CheckAlytra gets the drop on Jonar. She

acts twice, once in the Good phaseand once in the Ordinary phase of theround. Jonar, if he’s still able, doesn’tget to act until the Marginal phase.

Alytra has a Melee Weapons— bladeskill score of 12. Jonar has a powerfulresistance modifier, however, so sherolls a d20+d6. Her weapon inflictsthe following damage: d4+1w/d4+2w/d4+3w. She has a Dexterityresistance, so Jonar uses just a d20when you make his skill check. Shewears no armor.

If the round ends and both Jonarand Alytra are still active, go to 39.

3636Your ears ring

You can hear Diana’s faraway voice,but none of the words make sense. Thenthe words and the world around you fadeas unconsciousness claims you.

The End

3737You try to hold your breath, but the

red mist has already filled your lungs. Ahaze clouds your thoughts, and yourlimbs feel heavy and unresponsive.You’ve failed, you realize, then you col-lapse into oblivion.

The End

3838The creature’s claws bite deep info

your flesh, carving canyons of burning,festering blood. With each wound, youfeel your body changing. You fight back,realizing that the creature is mutatingyou. You’re becoming just Iike it! It strikesagain, and the pain overwhelms you,carrying you away. Your thoughts arereplaced by anger and instinct, and evenDiana’s sexy voice can’t hold back thechange that overtakes you. You feel clawsgrow from your finger tips, and an urge tokill and destroy fills every fiber of yourbeing. Jonar Cage is gone. Now there isonly the creature. And it wants to kill . . .

The End

and bones achewith every punchthat gets throughyour defenses. Yougrudgingly admit thatyour enemy is better thanyou expected. Another blowconnects, and your visionblurs. Blackness rushestoward you, and you feelyour knees buckle.

3939You leap away from Alytra, putting

your back to the corridor wall. The womansmiles at you, brandishing her blade withexpert care. The creature emerges fromthe open hatch then, obediently fallinginto formation beside the knife-wieldingwoman. “Now, Concord lackey,” AIytraspits venomously, “you will die.”

“Not yet,” Diana whispers in your ear.“Here come the marines, sugar!”

With that, the door beside you slidesopen. Two of your squad, looking likethey’ve already been through a battle,show up just in time for the war.

“Nice to see you, Jonar,” Kristun saysas she levels her stutter SMG.

“We’re all that’s left, Jonar, but I thinkwe’re more than enough,” Grugar theweren growls through his thick tusks,hefting a render

“You were saying, Alytra?” you askwith a grim smile. “Let’s move, marines!”

What happens next? Pick up a copyof the ALTERNITY Player’s Handbook andGamemaster Guide, and decide foryourself!

After the miserable joke he sent us,ALTERNITY co-designer Bill Slavicsek is nolonger allowed to write his own bio forDRAGON® Magazine articles.

DRAGON #246 43

Page 46: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

by Christopher Perkinsillustrated by Jim Crabtree

ADVENTURING IS A DANGEROUS PROFESSION. For thisreason, it pays to have a few good henchmen to help withthe gruntwork, stave the threat of a monster or two, andgenerally beef up an underwhelming band of adventurers.The following list provides a broad range of henchmen cov-ering all four classes. These henchmen make excellent car-avan guards, pirates, ruffians, and even tax collectors. All ofthem are meant for characters of good or neutral align-ment, although you may adjust the henchmen’s alignmentsand alter their personalities to suit your own campaign.

Avoid handing players the henchman’s statistics, equip-ment lists, and personality traits. A henchman’s skills andpersonality might not come to light immediately. There area few evil NPCs nestled in the list, but their natures might notbe obvious; their true modus operandi could remain hiddenfor a long time; greed, avarice, and treachery rear their uglyheads at the most inopportune moments, perhaps as thePCs are snuggling into their bedrolls for the night or prepar-ing to divvy up the spoils of their recent success!

hp 33 THAC0 17 (base); #AT 2; Dmg by weapon type; SA3. Odano Fiora (F4/h/m): AL NG; AC 3 (plate mail); MV 12;

two-weapon specialization; S 17 (+1/+1), D 13, C 15, I 13, W11, Ch 15; ML 13; plate mail, broad sword, short sword, dag-ger. NWPs: animal handling (10), cooking (13), etiquette (15)mountaineering (n/a), navigation (11), weaponsmithing (10).

Odano has a terrible fear of spiders. When confronted by anarachnid of larger-than-normal size, his morale drops to 7.

4. Elias Roake (F1/h/m): AL LG; AC 9 (Dexterity); MV 12;hp 9; THAC0 20 (base); #AT 3/2; Dmg by weapon type; SAweapon specialization (long sword); S 15, D 15, C 14, I 11, W8, Ch 11; ML 12; long sword -1, short bow, dagger. NWPs:bowyer/fletcher (14), cobbling (15), riding—land-based (11),rope use (15), swimming (15).

Elias purchased a cursed sword from a shady merchantHowever, he has no idea that the weapon, although impressiveto behold, is maligned

5. Yendeth Hlastan (F1/h/m): AL NG; AC 9 (leatherjerkin); MV 12; hp 7; THAC0 20 (base); #AT 1; Dmg byweapon type; SA weapon specialization (broad sword); S 15,D 15, C 12, I 7, W 9, Ch 10; ML 14; leather jerkin (AC 9),broad sword, short sword. NWPs: rope use (15), seamanship(16), swimming (15), weather sense (8).

Yendeth is a daring swashbuckler more comfortable aboardship the astride a horse.

6. Haruna (F1/giff/f): AL CG; AC 6 (natural AC); MV 12; hp13; THAC0 20 (base); #AT 2 or 1; Dmg 1d2+5/1d2+5 (fists),2d6 (head butt) or by weapon type; MR 10%; S 18/96(+2/+5), D 12, C 15, I 12, W 10, Ch 9; ML 16; footman’s mace,two heavy crossbows. NWPs: animal lore (12) direction( 1 5 ) , r o p e u s e ( 1 2 ) , s w i m m i n g ( 1 8 ) .Haruna likes to to kick down doors and fire both her crossbows

simutaneously, perforating anything that moves. She fires firstasks questions later.

1. Phaelam Naebryl (F4/h/m): AL NG; AC 4 (chain mail,shield); MV 12; hp 31; THAC0 17 (base); #AT 1 or 3/2; Dmgby weapon type; SA weapon specialization (cutlass); S 16(+0/+1), D 12, C 12, I 10, W 9, Ch 15; ML 14; chain mail, shield,cutlass +1, light crossbow. NWPs: blind-fighting (n/a), carpen-try (16), gaming (15), seamanship (13), weather sense (8).

Phaelam has one overwhelming preoccupation: himself. Helikes to admire his own reflection in the blade of his magical cutlass.

2. Hrogar Dhur (F4/h/m): AL LG; AC 4 (banded mail); MV12; hp 37; THAC0 17 (base); #AT 1; Dmg by weapon type; SAtwo-handed specialization; S 18/34 (+1/+3), D 9, C 16, I 9, W10, Ch 11; ML 15; banded mail, bastard sword, short bow,dagger. NWPs: blacksmithing (18) direction sense (11), hunt-ing (9), riding—land-based (13), running (10), swimming (18).

Hrogar relishes any chance to go swimming—wheather he'snear a brook, a pond, or a city fountain. He haspoor manners and even less civility.

A P R I L 1 9 9 84 4

Page 47: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Henchman RosterIf a player declares that he is

searching for henchmen of a particu-lar class, you may select candidatesat random from the list below. Someof the demihuman henchman aremulti-classed, appearing more thanonce in the list:

Fighter: #1-33, 36-39, 57, 75,93-94

Ranger: #34-35Thief: #36-58,95Wizard: #54-78Cleric: #79-95Bard: #96-101

Name Class/Level Race1 Phaelam Naebryl F4 h2 Hrogar Dhur F4 h3 Odano Fiora F44 Elias Roake F1 h5 Yendeth Hlastan F1 h6 Haruna F1

h7 Kress Lyntalin8 Zarad AI’Fanahk F39 Shaundrim Aleen F1 h

he10 Maeve lmmerlee F411 Zendor Starmantle F4 d12 Skyla Ruingard F313 Randolf Massellan h14 Duatha Noslach F3 h15 Dawn Yhanarr F316 Joar Danthoul F2 he17 Skeldar Ormspar F3 h

18 Yissith S’catha F3 *F2 he19 Elask Shambryn

20 Mohjar F3 ho21 Turekpa F322 Vhas Stojan F3

ho*h23 Aunlaur Elgaroun F2

24 Filfaeril Morningcloud F3 elf25 Dorgan lrongut F 3 *26 Ghallas Redmane F2 h27 Azblan Lazalar F2 d28 lregor Ironshard F2 d29 Tullimok Whimwhistle F3 gn30 Helgar Dragonmarch F6 h

F231 Shanseera Havenstar h32 Gelemmor Jandather F233 Thultryl Talagul F2

hh

34 Elwen Greenspear R2 h35 Queltar Treewarden R3 h36 Filani Sharpsword F1/T1 he37 Maegor Stormbane F2/T2 d38 Pontifar Fiveknives F3/T4 ha39 Tareel lsunduth F2/T2 he40 Ambar Silvershield T2

T2d

41 Nagath Crabfoot *h42 Barados Ellitoth T2

43 Vaelar Windleaf T 2 elf44 Khelbor Thistlepatch T1 ha45 Pellas Uruthcart T1 h46 Rallana Leatherstraps T3

T3ha

47 Wenda Starlight h48 Aurin Darkhammer T2 d

hT149 Yhestin Rugarra50 Medrik Nestus T2 h51 Spyndle Weathervane T2 gn52 Dhelt Narhoun T2 h53 Arnas Kelstryn T 1

T1/W1d

54 Glynn Shimmerstar elf55 Pristrin Ruddersputter W2/T2 gn56 Ayarlin Luassath T2/W2 he57 Lareth Scatterstar F1/T1/W1 elf58 Jennys Silversword T3/W2 he59 Tlemkat Loremantle W2 he

60 Alikus Ezanthir w3 h61 Dreen Pointy-ears w3 *62 Farene Raevenmoon W463 Lothius Arlymbar w4 h64 Jaedar Orymbade w3 h65 Shyleen Selfaril w2 he66 Calamaigne Alshar h67 Miroun Rulthan W 468 Tiara Elleander w3 he69 Rhant Aelan w2 h70 Azure Jhessail w2 h71 Kilipik Dwindledweomer W172 Thaun Argul w2 h 73 Traemor Xultroun W1 h74 Aerween Shanalon W1 he75 Gharr Lharaethe W2/F2 he76 Dhauna Sanshoon W677 Phaela Zanth W1 h78 Ulrym the Shady W 279 Xuldra Kasaltarr P2 h80 Skobral Saerlask P2 h81 Ceremon Truthspeaker P4 h82 Glaeve Rhostarr83 Brella Mirinthas P2

hhe

P3 h84 Brynn Lengareth85 Jiri Willowtree P2 ha86 Laethor Maun P3 ho

P3 h87 Varagon Sunbright88 Theleska Ceryl P2 h89 Astor Elaazrin P190 lrzoul Agatehammer P1 d91 Variel Amatarr P1 h92 Draegon Blaskarp F3/P2 d93 Keldor Farazyl F2/P2 d94 Waunthuar Jlendeth F1/P1 he95 Kieran Snuffpot T2/P1 gn96 Diajani lnnabryl B2 he97 Allustrus Melindor B1 h98 Seren Loreweaver99 Thomas o’ Shaelee B1 h100 Madeleine von Essell B3 h101 Launir Nethandar B1 he

5 (studded leather, Dexterity); MV 12;7. Kress Lyntalin (F4/h/f): AL LG; AC

hp 28; THAC0 17 (base); #AT 2; Dmgby weapon type; SA two-weapon spe-cialization; S 15, D 16, C 11, I 11, W 8,Ch 15; ML 12; studded leather armor,rapier, short sword, light crossbow,dagger. NWPs: blind-fighting (n/a),brewing (11), dancing (16), riding-land-based (11), seamstress/tailor (16).

weapon type; S 16 (+0/+l), D 9, C 16, ITHAC0 20 (base); #AT 1; Dmg by

12, W 8, Ch 10; ML 12; leather armor,broad sword, heavy crossbow, dagger.NWPs: blind-fighting (n/a), carpentry(16), leatherworking (12), running (10),swimming (16).

Shaundrim believes all halflings arethieves and all gnomes are illusionists. Hetrusts neither thieves nor illusionists, hav-ing played the victim too often.

mail, battle axe, dagger. NWPs: black-smithing (17), brewing (9), fire-building(11), heraldry (9), mountaineering

15, C 15, I 9, W 12, Ch 11; ML 15; splint

(n/a), set snares (14), singing (11).Zendor is a gentle dwarf by nature,

fond of children and good wine. By con-trast, he's quick to anger and easily stirredinto conflict.

Growing up with six brothers hasafforded Kress a rough-and-tumble exte-rior. Her jibes are matched by a profoundlack of restraint.

8. Zarad Al’Farzahk (F3/h/m): AL

LG; AC 5 (chain mail); MV 12; hp 22;THAC0 18 (base); #AT 2; Dmg byweapon type; SA two-weapon special-ization; S 18/77 (+2/+3), D 11, C 13, I11, W 9, Ch 11; ML 16; chain mail, twoscimitars, heavy crossbow. NWPs:blacksmithing (18) charioteering (13)mountaineering (n/a), set snares (10),stonemasonry (18).

This dark-skinned warrior is tremen-dously proud of his heritage and fightingskills. His actions are governed by anunshakable sense of honor.

9. Shaundrim Aleen (F1/h/m): ALNG; AC 8 (leather armor); MV 12; hp 9;

10. Maeve Immerlee (F4/he/f): ALCG; AC 4 (chain mail, shield); MV 12;hp 26; THAC0 17 (base); #AT 3/2; Dmgby weapon type; SA two-weapon specialization; SD 30% resistant to charm;S 16 (+0/+1), D 13, C 15, I 12, W 14, Ch15; ML 13; chain mail, shield, longsword, short sword, dagger. NWPs:animal handling (13), etiquette (15),hunting (13), running (9) set snares(12), tracking (14) weather sense (13).

Maeve enjoys gazing at the stars onclear, cold nights and generally prefersthe company of elves to humans.

11. Zendor Starmantle (F4/d/m):AL LG; AC 3 (splint mail, Dexterity); MV6; hp 35; THAC0 17 (base); #AT 1;Dmg by weapon type; SD +4 to savesvs. poison and magic; S 17 (+1/+1), D

12. Skyla Ruingard (F3/d/f): AL LG AC 7 (ring mail); MV 6; hp 31; THAC017 (base); #AT 1; Dmg by weapontype; SA wrestling specialization; SD+4 to saves vs. poison and magic; S 18(+1/+2), D 12, C 15, I 12, W 13, Ch 15;ML 14; ring mail, battle axe, hand axe,short bow. NWPs: armorer (10), moun-taineering (n/a), weaponsmithing (9).

Skyla’s a gruff but friendly dwarf wholikes to sleep through the dayliqht hours

Key to AbbreviationsF FighterR RangerPT

PriestThief

Wd

Wizarddwarf

eha

elfhalfling

he half-elfh human

* gnomespecial (see description)

DRAGON #246 45

Page 48: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

and roam at night. She prefers to subdueopponents with her superior strengththan to harm them.

13. Randolf Massellan (F3/h/m): ALNG; AC 8 (leather armor); MV 12; hp29; THAC0 18 (base); #AT 2; Dmg byweapon type; SA two-weapon special-ization; S 18/06 (+1/+3), D 8, C 17, I 9,W 9, Ch 15; ML 12; plate mail, longsword, short sword. NWPs: artisticability-painting (9), direction sense(10), running (11), seamanship (9),swimming (18).

Randolf spent most of his youth on thesea and likes to watch ships pulling intothe harbor. His nautical experience is farless than what he openly proclaims.

14. Duatha Noslach (F3/h/f): AL CC;AC 3 (plate mail); MV 12; hp 23;THAC0 18 (base); #AT 1 or 3/2; Dmgby weapon type; SA weapon special-ization (broad sword); S 18 (+1/+2), D12, C11, I 15, W 10, Ch 13; ML 14; platemail, broad sword, long bow, dagger.NWPs: armorer (13), bowyer/fletcher(11), riding—land-based (13), weapon-smithing (12).

Duatha is a towering, imposingwoman who likes besting naive youngmen in contests of strength. She appreci-ates the dwarves’ love of good ale.

15. Dawn Yhanarr (FS/h/f): AL LG;AC 4 (banded mail); MV 12; hp 18;THAC0 18 (base); #AT 3/2; Dmg byweapon type; SA weapon specializa-tion (bastard sword); S 14, D 12, C 13,I11, W 10, Ch 12; ML 16; banded mail,bastard sword, light crossbow. NWPs:alertness (11), blind-fighting (n/a),endurance (13).

Dawn has acute senses andreceives a +1 bonus to surprise rolls.She is willing tosacrifice herselfto save her

employer if that individual succeeds in win-ning her confidence.

16. Joar Danthoul (F2/he/m): ALCG; AC 8 (leather armor); MV 12; ; hp13; THAC0 19 (base); #AT 3/2; Dmg byweapon type +1 (strength); SAweapon specialization (long bow); SD30% resistant to charm; S 17, D 13, C15, I 7, W 12, Ch 9; ML 11; leatherarmor, halberd, long bow. NWPs:bowyer/fletcher (12) hunting (11),tracking (12).

Joar looks more like a strappingyoung farmhand than an adventurer. Hehas few recognizably elven characteristicsapart from his keen skills with the bow.

17. Skeldar Ormspar (F3/h/m): ALCG; AC 4 (chain mail, shield); MV 12;hp 25; THAC0 18 (base); #AT 1 or 3/2;Dmg by weapon type; SA weaponspecialization (battle axe); S 17(+1/+1), D 11, C 15,I9, W 11, Ch 7; ML14; chain mail, shield, battle axe,heavy crossbow. NWPs: endurance(15), mining (8), tracking (11).

Skeldar has a nasty scar from his leftear to his chin, inflicted by the northmenwho razed his village. He is a fierce, scorn-ful man of deep passion.

18. Yissith S’catha (F3/lizard man/f):AL NG; AC 1 (natural AC, shield,Dexterity); MV 9; hp 24; THAC0 18(base); #AT 3/2 (sword) or 3 (darts);Dmg by weapon type; SA +1 to hitwith darts; specialization (long sword);S 15, D 17, C 15, I 14, W 12, Ch 6; ML11; long sword, shield, 12 darts. NWPs:blind-fighting (n/a), fishing (11), setsnares (16), swimming (15), tracking

(17), weaving (13).Yissith has a healthy

distrust of magesand prefers sly,combat tactics.She values the

rear attack andalways tries out-

flanking her prey.

19. Elask Shambryn (F2/he/m): ALLG; AC 4 (studded leather, Dexterity);MV 12; hp 16; THAC0 19 (base); #AT 1or 3/2; Dmg by weapon type; SAweapon specialization (long bow); SD30% resistant to charm; S 15, D 17, C13, I 15, W 11, Ch 16; ML 15; studdedleather armor, spear, long bow. NWPs:animal lore (15), bowyer/fletcher (16)cooking (15), etiquette (16), heraldry(15), Modern languages (15), riding-land-based (14).

Elask has a handsome, innocent facethat belies a sharp wit and a shrewdmind. The half-elf harbors no prejudicesand is generally forgiving.

20. Mojhar (F3/half-orc/m): AL N;AC 7 (studded leather armor); MV 12;hp 22; THAC0 18 (base); #AT 2; Dmgby weapon type; SA two-weapon spe-cialization; SD 60’ infravision; S 14, D13, C 9, I 12, W 14, Ch 7; ML 11; stud-ded leather armor, two short swords,light crossbow, dagger. NWPs: artisticability—poetry (14), blind-fighting (n/a),direction sense (15), Modern lan-guages (12), set snares (12).

Mohjar is unattractive and oftentimescrude, but he’s also a gifted storyteller andpoet with an untapped talent for the writtenword.

21. Turekpa a.k.a. AnnaleeWoodleaf (F3/half-orc/f): AL NE; AC 8(leather armor); MV 12; hp 18; THAC018 (base); #AT 3/2; Dmg by weapontype; SA weapon specialization (cut-lass); S 13, D 12, C 13, I 11, W 9, Ch 13;ML 11; cutlass, light crossbow, dagger.NWPs: endurance (13), gaming (13)survival—forest (11).

Turekpa was raised by orcs, but shehas few physical orcish traits. A botchedraid on a merchant caravan led to hercapture, where she was taken to the near-est city as a slave and later escaped.

22. Vhas Stojan (F3/centaur/m): ALCG; AC 4 (natural AC, shield); MV 18; hp29; THAC0 17 (base); #AT 3; Dmg1d6/1d6 and weapon; SA weapon 8shield specialization; S 17 (+1/+1), D 12,C 16, I11, W 15, Ch 13; ML 15; footman’smace, long bow, 20 sheaf arrows,wooden shield. NWPs: bowyer/fletcher(11), hunting (14), set snares (11), sur-vival—forest (11), tracking (15).

Vhas finds druids and woodland lifetoo stoic and likes to indulge his fancies inhuman cities. He does not like beingstared at like some sideshow oddity,however.

46 APRIL 1998

Page 49: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

23. Aunlar Elgaroun (F2/h/m): ALLG; AC 3 (chain mail, Dexterity); MV12; hp 18; THAC0 19 (base); #AT 1 or3/2; Dmg by weapon type; SAweapon specialization (long sword); 515, D 16, C 10, 19, W 10, Ch 14; ML 12;chain mail, long sword, long bow,boots of elvenkind. NWPs: animal han-dling (9) blacksmithing (15), hunting(9) riding—land-based (13).

Aunlaur is kind but very impression-able and easily manipulated by charmingyoung ladies. His boots of elvenkindwere gifts from a dryad who seduced(and later released) him.

24. Filfaeril Morningcloud (F3/elf/m):AL LG; AC 4 (chain mail, Dexterity);MV 12; hp 23; THAC0 18 (base); #AT2; Dmg by weapon type; SA two-weapon specialization; +1 to hit withbow; SD 90% resistant to charm; S 15,D 15, C 11, I 12, W 10, Ch 15; ML 13;chain mail, long sword, short sword,long bow. NWPs: bowyer/fletcher (14),endurance (11) etiquette (15), riding—land-based (13) rope use (15).

Filfaeril has dedicated his life to purg-ing the world of evil menaces. He lacks asense of humor and seldom gets the jist ofa good joke.

25. Dorgan Irongaut (F3/giff/m): ALNG; AC 5 (natural AC, shield); MV 12;F3; hp 30; THAC0 18 (base); #AT 2 or1; Dmg 1 d2+7/1 d2+7 (fists), 2d6(head butt) or by weapon type; MR10%; 5 19 (+3/+7), D 12, C 16, I 13, W11, Ch 12; ML 15; broad sword, wheel-lock pistol, shield. NWPs: black-smithing (19) brewing (13), endurance(16) singing (12) stonemasonry (17).

Dorgan loves baked pies and socialoccasions. He also likes head-butting con-tests. However, he is fearful of water anddoesn’t like to swim.

26. Ghallas Redmane (F2/h/m): ALN; AC 5 (chain mail); MV 12; hp 20;THAC0 19 (base); #AT 2; Dmg byweapon type; SA two-weapon special-ization; 5 16 (+0/+1), D 10, C 15, I 11,W 10, Ch 15; ML 15; chain mail, twobroad swords, light crossbow, throw-ing axe. NWPs: blind-fighting (n/a),endurance (15) leatherworking (11).

Ghallas is an angry young man whoblames goblins and hobgoblins for thedeath of his family. He receives +1 to attackand damage roils when fighting goblinkin.

27. Azblan Lazalar (F2/d/m): AL LG;AC 3 (plate mail); MV 6; hp 24; THAC0

19 (base); #AT 3/2; Dmg by weapontype; SA weapon specialization (flail);SD +4 to save vs. poison and magic; 517 (+1/+1), D 8, C 18, I 13, W 9, Ch 12;ML 16; plate mail, footman’s flail,warhammer. NWPs: appraising (13),blacksmithing (17) mountaineering(n/a), survival—mountains (13).

Azblan has one weakness—he cannotresist the alluring gleam of a polished gem.

28. Iregor Ironshard (F2/d/m): ALCG; AC 3 (plate mail); MV 6; hp 24;THAC0 19 (base); #AT 1; Dmg byweapon type; SA two-weapon special-ization; SD +5 to saves vs. poison andmagic; 5 18/23 (+1/+3), D 12, C 18, I11, W 10, Ch 9; ML 16; plate mail, bat-tle axe, dagger. NWPs: blacksmithing(18) endurance (18) running (18),stonemasonry (16),

Despite his brute strength and fearless-ness, lregor worries his comrades by theway in which he carresses and speaks tohis prized battle axe.

29. Tullimok Whimwhistle (F3/gn/m): Al LG; AC 5 (leather armor,Dexterity); MV 6; hp 20; THAC0 18(base); #AT 1; Dmg by weapon type; SAtwo-weapon specialization; SD +4 tosaves vs. magic; 5 14, D 17, C 12, I 12, W8, Ch 13; ML 11; leather armor, shortsword, dagger, wheel-lock pistol. NWPs:artistic ability-acting (13), cobbling (17),leatherworking (12) Modern languages(12), navigation (10), swimming (14).

“Tully” has a flair for acting and doeswonderful impersonations of his comrades.He plays the part of an absent-mindedgnome to catch his enemies off guard.

30. Helgar Dragonmarch (F6/h/m):AL NG; AC 3 (plate mail); MV 12; hp47; THAC0 15 (base); #AT 3/2; Dmgby weapon type; SA weapon (two-handed sword) and two-handed spe-cialization; 5 18/56 (+2/+3), D11, C15, I 12, W 11, Ch 14; ML 16; platemail, two-handed sword +1. NWPs:armorer (10), blind-fighting (n/a),endurance (15) mountaineering (n/a).

Helgar expects an equal share of thetreasure from any quest. He is loud anddomineering, using his fierce presence topush others around.

31. Shanseera Havenstar (F2/h/f):AL NG; AC 6 (leather armor, Dexterity);MV 12; hp 12; THAC0 19 (base); #AT 1;Dmg by weapon type; 5 15, D 16, C 12,I 11, W 11, Ch 16; ML 13; leatherarmor, footman’s mace, light cross-

bow, dagger. NWPs: cooking (11),dancing (16), gaming (16) pottery (14),riding—land-based (14).

Shanseera is a stunningly attractivewoman with several unpleasant traitsincluding a brash disregard for authorityand a snorting laugh.

32. Gelemmor Jandfather (F2/he/m):AL LG; AC 4 chain mail, shield); MV12; hp 18; THAC0 19 (base); #AT 1 or3/2; Dmg by weapon type; SAweapon specialization (long sword);SD 30% resistant to charm; 5 14, D 13,C 14, I 13, W 11, Ch 12; ML 12; chainmail, shield, long sword, short sword+1. NWPs: animal handling (10), eti-quette (12) heraldry (13), Modern lan-guages (13) riding—land-based (14).

Gelemmor has distanced himself fromhis wealthy merchant family so that he canleave his own mark on the world. He is aspoiled brat too eager to flaunt his magicalshort sword and equally determined toincur the wrath of those around him.

33. Thultryl Talagul (F2/h/f): AL CG;AC 7 (leather armor, shield); MV 12; hp16; THAC0 19 (base); #AT 2; Dmg byweapon type +2 (weapon specializa-tion); SA weapon specialization (scimi-tar); 5 13, D 9, C 12, I 13, W 11, Ch 15;ML 12; leather armor, scimitar, lightcrossbow. NWPs: blind-fighting (n/a),endurance (12) survival—arid (13).

Thultryl is a fierce, dark-skinned war-rior who speaks with the edge of her scim-itar A former slave, she is an unrelentingchampion for the oppressed.

34. Elwen Greenspear (R2/h/f): ALNG; AC 6 (hide armor); MV 12; hp 15;THAC0 19 (base); #AT 1; Dmg byweapon type; SA ranger abilities; 5 16(+0/+1), D 14, C 13, I 14, W 12, Ch 16;ML 13; hide armor, short sword, spear+1. NWPs:cooking (14) hunting (11),set snares (13) survival—forest (14),tracking (12).

Elwen has no taste for city life andloathes the decadent lifestyle. Her forestryskills make her an excellent guide.

35. Queltar Treewarden (R3/h/m):AL LN; AC 7 (leather armor, Dexterity);MV 12; hp 22; THAC0 18 (base); #AT2; Dmg by weapon type; SA two-weapon style specialization; rangerabilities; S 15, D 15, C 13, I 12, W 16, Ch15; ML 14; leather armor, long sword,short sword, long bow. NWPs:bowyer/fletcher (14) hunting (15), sur-vival—forest (12) tracking (16).

DRAGON #246 4 7

Page 50: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Queltar is aloof, snide, and conde-scending—quick to tell others “I told youso.” A high-level druid repaid Queltar fora favor by granting him the ability tospeak with plants once/day.

36. Filani Sharpsword (F1/T1/he/f);

Dexterity); MV 12; hp 7; THAC0 20(base); #AT 1; Dmg by weapon type;SA weapon specialization (long sword);SD 30% resistant to charm; S 14, D 15,C 13, I 11, W 12, Ch 13; ML 12; PP 35%,OL 20%, FRT 15%, MS 20%, HS 20%,DN 25%, CW 60%, RL 0%; leatherarmor, shield, long sword, dagger.NWPs: appraising (11), disguise (12)fire-building (11), survival—forest (11).

Raised by druids after her parents wereslain by evil wizards, Filani has no love ofspellcasters.

AL N; AC 6 (leather armor, shield,

37. Maegor Stormbane (F2/T2/d/m): Al LN; AC 6 (leather armor,shield, Dexterity) or 2 (when tum-bling); MV 6; hp 18; THAC0 20 (base);#AT 2; Dmg by weapon type; SD +4to save vs. poison and magic; S 17(+1/+1), D 15, C 15,I 8, W 10, Ch 9; ML12; PP 25%, OL 30%, FRT 30%, MS20%, HS 25%, DN 25%, CW 70%, RL-5%; leather armor, battle axe, handaxe, dagger. NWPs: endurance (15)mountaineering (n/a), stonemasonry(15) tumbling (15).

Maegor has a lingering fear of undead-the result of a childhood encounter herefuses to relate.

38. Pontifar Fiveknives (F3/T4/ha/m): AL NG; AC 5 (leather armor,Dexterity), 1 when tumbling; MV 6; hp19; THAC0 18 (base); #AT 1; Dmg byweapon type; SA +1 to hit with thrownweapons; S 15, D 17, C 12, I 13, W 9, Ch12; ML 9; PP 65%, OL 45%, FRT 20%,MS 55%, HS 45%, DN 20%, CW 65%,RL 5%; leather armor, five throwingdaggers, short sword +1. NWPs: apprais-ing (13), blind-fighting (n/a), cobbling(17), heraldry (13), tumbling (17).

Each of Pontifar’s five throwing dag-gers is marked with a green dragonemblem, Pontifar’s dream is to slay adragon and make off with the lizard’shoard.

39. Tareel Isunduth (F2/T2/he/f):ALNG; AC 6 (leather armor, Dexterity); MV12; hp 15; THAC0 17 (base); #AT 2;Dmg by weapon type; SD 30% resis-tant to charm; S 16 (+0/+1), D 16, C 12,I 12, W 11, Ch 15; ML 12; PP 35%, OL

25%, FRT 20%, MS 25%, HS 25%, DN20%, CW 75%, RL 5%; leather armor,long sword, short sword, dagger.NWPs: dancing (16), disguise (14) eti-quette (15), local history (15) Modernlanguages (12), riding—land-based (14).

Tareel is not proud of her thievery butregards her skills as necessary for city life.A cautious girl, she prefers to backstab anenemy than face him directly.

40. Ambar Silvershield (T2/d/m):AL NG; AC 6 (leather armor, Dexterity)or 2 (with tumbling); MV 6; hp 12;THAC0 19 (base); #AT 1; Dmg byweapon type; SD +4 to saves vs. poi-son and magic; S 16 (+0/+1), D 16, C15, I 13, W 10, Ch 14; ML 12; leatherarmor, battle axe, wheel-lock pistol.NWPs: brewing (13), gem cutting (14)rope use (16), stonemasonry (15), tum-bling (16).

Ambar has many heroic siblings andancestors. He is proud to carry the familyname info baffle but has a potentiallycrippling fear of failure.

41. Nagath Crabfoot (T3/mongrel-man/m): AL LN; AC 6 (natural AC,Dexterity); MV 6; hp 14; THAC0 19(base); #AT 1; Dmg by weapon type;SD mimickry; S 9, D 15, C 13, I 10, W12, Ch 4; ML 7; PP 30%, OL 20%, FRT25%, MS 35%, HS 30%, DN 45%, CW55%, RL 10%; short sword, six darts.NWPs: animal handling (11), apprais-ing (10), artistic ability—woodcarving(12), set snares (14).

Nagath is a greedy mongrelman witha xvart’s pate, lizard man scales, shaggybugbear fur, gnoll ears and one crabmanleg. He does not pilfer from the needy,always picking on the well-to-do whofind him so repulsive.

42. Barados Ellitoth (T2/h/m): ALN; AC 5 (Dexterity, ring of protection +1)or 1 (when tumbling); MV 12; hp 11;THAC0 20 (base); #AT 1; Dmg byweapon type; S 16 (+0/+1), D 18, C 13,I 13, W 11, Ch 15; ML 10; PP 40%, OL35%, FRT 20%, MS 40%, HS 30%, DN25%, CW 70%, RL 0%; ring of protec-tion +1, short sword, light crossbow.NWPs: appraising (13) blind-fighting(n/a), disguise (14), tightrope walking(18) tumbling (18).

Barados is a handsome rake whocares only for himself. He has a bounty onhis head for stealing a wizardess’ 5,000gp magic jar gem. He has since sold theprecious stone and procured a minormagical ring.

43. Vaelar Windleaf (T2/elf/m): ALNG; AC 8 (Dexterity) or 2 (when tum-bling); MV 12; hp 10; THAC0 19 (base);#AT 1; Dmg by weapon type; SA +1 tohit with bows; SD 90% resistant tocharm; S 14, D 16, C 12, I 13, W 12, Ch14; ML 15; PP 35%, OL 20%, FRT 15%,MS 35%, HS 40%, DN 30%, CW 80%,RL 10%; short sword, long bow.NWPs: blind-fighting (n/a), jumping(14), reading lips (11), tumbling (16).

Vaelar’s piercing blue eyes can stir fearin the most resolute foe and pry truth outof the most stalwart liar. He has “friends”in several notable thieves’guilds and is aptto learn 1d6 important rumors shortlyafter entering any large city.

MV 12; hp 4; THAC0 20 (base); #AT 1;Dmg by weapon type; S 15, D 16, C 13,I 8, W 9, Ch 9; ML 13; PP25%, OL25%, FRT 15%, MS 20%, HS 15%, DN25%, CW 60%, RL 0%; leather armor,short sword, four throwing daggers.NWPs: jumping (15), rope use (16), setsnares (15), swimming (15).

NE; AC 6 (leather armor, Dexterity);

44. Khelbor Thistlepatch (T1/ha/m): AL CG; AC 5 (leather armor,Dexterity) or 1 (when tumbling); MV 6;hp 5; THAC0 20 (base); #AT 1; Dmgby weapon type; SA +1 to hit withthrown weapons; S 11, D 17, C 13, I 9,W 12, Ch 11; ML 12; PP 35%, OL 35%,FRT 20%, MS 35%, HS 35%, DN 20%,CW 55%, RL-5%; leather armor,short sword, throwing dagger, sixdarts. NWPs: dancing (17), fire-build-ing (11), juggling (16), riding—land-based (15), rope use (17).

Khel frequently talks to himself some-times carrying on an entire conversation.He also collects discarded fragmentsbone, placing them carefully in pouches.

45. Pellas Uruthcart (T1/h/m): AL

Pellas delights in backstabbing hisopponents. He would rather kill a downedadversary than fake a chance on lettinghis enemy threaten him in the future.

46. Rallana Leatherstraps (T3/ha/f):AL NG; AC 5 (leather armor, Dexterity);MV 6; T3; hp 15; THAC0 18 (base);#AT 1; Dmg by weapon type; SA +1 tohit with thrown weapons; S 11, D 17, C13, I12, W 10, Ch 9; ML 12; leatherarmor, short sword, sling. NWPs:Appraising (12), blind-fighting (n/a),juggling (16), leatherworking (12)tightrope walking (17).

This stout halfing is irritable and testy,hurling insults and disparaging remarks

48 APRIL 1998

Page 51: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

without giving forethought to those shemight offend. So gifted is she at insults thatshe can hurl the equivalent of a taunt spellonce/day, affecting a group of 1d4 foes,

47. Wenda Starlight (T3/h/f): ALNE; AC 4 (leather armor, Dexterity) or0 (when tumbling); MV 12; hp 14;THAC0 19 (base); #AT 1; Dmg byweapon type; S 10, D 18, C 11, I 12, W12, Ch 11; ML 12; PP 35%, OL 35%,FRT 30%, MS 30%, HS 25%, DN 25%,CW 70%, RL 10%; leather armor, shortsword +1, two throwing daggers.NWPs: blind-fighting (n/a), directionsense (13), riding—land-based (15),rope use (18), tumbling (18).

Wenda’s goal is to find and sell magi-cal items, and she’ll go to any lengths toacquire them—even if it means pretendingto be a decent person.

48. Aurin Darkhammer (T2/d/m):AL N; AC 5 (leather armor, Dexterity)or 1 (when tumbling); MV 12; hp 11;THAC0 20 (base); #AT 2; Dmg byweapon type; SA two-weapon stylespecialization; S 17 (+1/+1), D 17, C

he’s a terrible coward who cannot be forgery (16) jumping (16) rope use (17),relied upon in battle. tightrope walking (17), tumbling (17).

50. Medrik Nestus (T2/h/m): AL CN;AC 6 (leather armor, Dexterity); MV 12;hp 9; THAC0 19 (base); #AT 1; Dmg byweapon type; S 14, D 16, C 9, I 7, W 11,Ch 7; ML 14; PP 35%, OL 25%, FRT15%, MS 30%, HS 25%, DN 15%, CW70%, RL 0%; leather armor, shortsword, light crossbow. NWPs: animalhandling (10), riding—land-based (14),rope use (16), set snares (15).

Dhelt believes Lady Luck is his bed-mistress and often places undue risk onhimself and his colleagues just to showhow he can tempt fate and prevail.

Medrik is a callous young man whosefoolhardy antics and wanton recklessnesshave earned him many enemies, evenamong his so-called “friends.”

53. Arnas Kelstryn (T1/d/m): ALNG; AC 7 (leather armor, Dexterity) or3 (when tumbling); MV 12; hp 7;THAC0 20 (base); #AT 1; Dmg byweapon type; S 16, D 15, C 15,I10, W9, Ch 11; ML 12; PP 25%, OL 30%, FRT30%, MS 20%, HS 15%, DN 15%, CW50%, RL 5%; leather armor, shortbow, hand axe +1, dagger. NWPs:ancient history (9), appraising (10),gem cutting (13), tumbling (15).

51. Spyndle Weathervane (T2/gn/m): AL NG; AC 4 (leather armor,Dexterity) or 0 (when tumbling); MV 6;hp 10; THAC0 20 (base); #AT 1; Dmgby weapon type; SA +1 to hit goblinsand kobolds; SD +3 to saves vs.magic; S 9, D 18, C 11, I 12, W 10, Ch

12; ML 12; PP35%, OL 40%, FRT

30%, MS45%

Arnas served as an apprentice to adwarven gem cutter until he stole some ofthe masters finest gems and sold themfor his magical hand axe.

54. Glynn Shimmerstar (T1/W1/elf/m): AL NG; AC 4 (elven chain mail,Dexterity); MV 12; hp 5; THAC0 20(base); #AT 1; Dmg by weapon type;SA +1 to hit with bows; SD 90% resis-tant to charm; S 13, D 15, C 15, I 16, W13, Ch 16; ML 12; PP-5%, OL 15%,FRT 10%, MS 10%, HS 5%, DN 20%,

15, I 12, W 8, Ch 9; ML 17; PP 30%,OL 40%, FRT 30%, MS 40%, HS35%, DN 25%, CW 50%, RL -5%;short sword, dagger, sap. NWPs:appraising (12), blind-fight-ing (n/a), leather-working (12), setsnares (16), tum-bling (17).

Aurin hasdreadful bodyodor, foul breath,and a generallyunpleasantdemeanor. Hisvirtues are thathe’s deliberateand utterly fearless.He prefers gold to allother manner of treasure and refuses to HS 40%,

CW 50%, RL 0%;elven chain mail,

short sword, shortbow. NWPs:ancient lan-guages W3,

astrology

carry any other coinage.

Yhestin talks a good fight and seems

49. Yhestin Rugarra (T1/h/m): AL

NG; AC 5 (leather armor, Dexterity) or1 (when tumbling); MV 12; hp 7;THAC0 20 (base); #AT 1; Dmg byweapon type; S 13, D 17, C 15, I10, W11, Ch 11; ML 6; PP 30%, OL 30%, FRT15%, MS 25%, HS 20%, DN 25%, CW60%, RL 0%; leather armor, shortsword, dagger. NWPs: direction sense(12) forgery (16), gaming (11), swim-ming (13), tumbling (17).

equipped to defend himself, but truthfully

(16), engi-neering (13),

reading/writing—

Elvish (17),reading/writing—

Common (17),spellcraft (14),

weatherCW 45%, RL 0%; leatherarmor, four daggers. NWPs: ancienthistory (11) appraising (12), juggling(17) reading lips (10), tumbling (18).

Spyndle can talk an ogre to sleep withhis inane banter. He dominates the con-versation with stories that never seem toend. He’s considerate and polite to a fault.

52. Dhelt Narhoun (T2/h/m): AL N;AC 5 (leather armor, Dexterity), 1 (whentumbling); MV 12; hp 8; THAC0 19(base); #AT 1; Dmg by weapon type; S16, D 17, C 9, I 10, W 6, Ch 10; ML 12;leather armor, short sword. NWPs:

sense (12).Spells (1): detect magic, erase, feather

fall*, grease, hold portal, light, magic mis-sile, phantasmal force, read magic, sleep.

Glynn is thoughtful and poetic, neverone to charge headlong into battle nor oneto miss the beauty in an autumn sunset.

55. Pristrin Ruddersputter (W2(illusionist)/T2/gn/m): AL NG; AC 5(Dexterity), 1 (when tumbling); MV 6;hp 9; THAC0 20 (base); #AT 1; Dmgby weapon type; S 9, D 19, C 12, I 16,W 11, Ch 12; ML 9; PP 40%, OL 50%,FRT 45%, MS 50%, HS 40%, DN 35%

DRAGON #246 49

Page 52: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

CW 65%, RL 10%; short sword. NWPs:appraising (16), engineering (13) gemcutting (17), reading/writing-Gnomish(17), set snares (18) spellcraft (14) tum-bling (19).

Spells (3): audible glamer, cantrip,color spray*, dancing lights, defect magic,phantasmal force*, read magic, spook*.

Pristrin fancies himself an inventorand makes strange gizmos out of theoddest materials. He is terrified of ogresafter having nearly been cooked by oneand suffers -2 penalties to morale checkswhen confronted by ogres and giants.

56. Ayarlin Luassath (T2/W2/he/f):AL LN; AC 9 (Dexterity) or 5 (witharmor spell); MV 12; hp 9; THAC0 20(base); #AT 1; Dmg by weapon type; S11, D 15, C 12, I 16, W 14, Ch 15; SD30% resistant to charm; ML 12; PP35%, OL 15%, FRT 15%, MS 35%, HS40%, DN 30%, CW 80%, RL 10%;long sword, short bow, dagger. NWPs:etiquette (15), herbalism (14) read-ing/writing—Common (17), riding-air-borne (12), riding—land-based (17)spellcraft (14), swimming (11).

Spells (2): alarm, armor*, burninghands*, charm person, color spray, detectevil, detect magic, read magic, spook,taunt unseen servant, wizard mark.

Ayarlin is a brooding, sullen girl with acalm and melodious voice, She shavesher head, wears a cowl, and generallystays out of harm’s way.

57. Lareth Scatterstar (F1/T1/W1/elf/m): AL CG; AC 6 (leather armor,Dexterity) or 2

(when tumbling); MV 12; hp 6; THAC020 (base); #AT 1; Dmg by weapon type;SA +1 to hit with bows; 30% resistant tocharm; S 15, D 16, C 11, I 16, W 11, Ch 15;ML 15; leather armor, long bow, longsword, dagger. NWPs: agriculture (16)artistic ability—drawing (11), bowyer/fletcher (15), disguise (14), Modem lan-guages (16), reading/writing—Elvish (17)reading/writing—Common (17) spell-craft (14) tumbling (16).

Spells (1): color spray, detect magic,identify, jump, magic missile, read magic,shield: sleep, Tenser’s floating disc.

Lareth received a faerie blessing as achild and gains +1 to all saving throws.He is gifted with good looks and is strik-ingly arrogant.

58. Jennys Silversword (T3/W2/he/f): AL NG; AC 6 (Dexterity), 2 whentumbling; MV 12; hp 11; THAC0 19(base); #AT 1; Dmg by weapon type;SD 30% resistant to charm; S 14, D 18,C 9, I 17, W 11, Ch 16; ML 14; PP 35%,OL 20%, FRT 30%, MS 55%, HS 55%,DN 35%, CW 90%, RL 20%; quarter-staff, short sword. NWPs: agriculture(17), artistic ability—sculpting (11),blind-fighting (n/a), herbalism (15) rid-ing—land-based (14), tightrope walk-ing (18), tumbling (18), spellcraft (15).

to charm; S 7, D 15, C 11, I 17, W 16, Ch9; ML 11; dagger. NWPs: ancient history(16), ancient languages (17) astrology(17), herbalism (15), reading/writing—Common (18), reading/ writing—Elvish(18), religion (16), spellcraft (15).

Spells (2): audible glamer, cantrip,charm person, detect magic*, detectundead, feather fall, light, magic missile,phantasmal force*, sleep, Tenser’s floatingdisc.

Tlemkat is a demure little half-elf witha squeaky little voice. She is too timid tospeak her mind and cannot assume lead-ership roles.

60. Alikus Ezanthir (W3/h/m): ALLN; AC 8 (Dexterity); MV 12; hp 12;THAC0 20 (base); #AT 1; Dmg byweapon type; S 11, D 16, C 15,I16, W14, Ch 13; ML 10; dagger. NWPs: engi-neering (13), gem cutting (14), heraldry(16), herbalism (14), reading/writing-Common (17) spellcraft (14).

Spells (2/1 ): cantrip, color spray*, com-prehend languages, detect magic, erase,magic missile: mount, read magic, ventril-oquism; blur*, fools’ gold, invisibility,knock, levitate, ray of enfeeblement, sum-mon swarm, wizard lock.

Alikus is a spy sent by a local wizards’guild to retrieve magical items and loreHe plans to infiltrate a group of adventur-ers and use them to find unearthed arcanaand bring these “trinkets” back to his guild

61. Dreen Pointy-ears (W3/mon-grelman/m): AL CG; AC 5 (naturalMV 9; hp 12; THAC0 20 (base); #AT 1;Dmg 1d6 (claw) by weapon type; SDmimickry; S 12, D 8, C 15, I 17, W 12, Ch3; ML 13; dagger, gnarled staff. NWPs:astrology (17), engineering (14) herbal-ism +1 (16), reading/writing—Bugbear(18), reading/writing—Common (18)

reading/writing—Lizard Man (18).Spells (2/1): alarm,cantrip, detect evil, detectmagic, friends*, grease:hold portal, identify, magicmissile, protection fromevil, read magic, Tenser’s

floating disc; alter self*, dark-ness 15’ radius, flamingsphere, knock, Melf’s acid

aarrow, shatter.

Dreen’s features includelizard scales, a gnoll’s snout

type; 30%resistant

Spells (2): alarm, charm person, danc-ing lights*, detect magic, identify, mend-ing, message, protection from evil, readmagic, shield: spider climb.

Jennys uses her thieving skills to aidher acquisition of spell components,scrolls, and spellbooks. She speaks in

whispers, never raising her voice.

59. Tlemkat Loremantle (W2(diviner)/he/f): Al LG: AC 9

(Dexterity); MV 15; W2; hp 5;THAC0 21 (base); #AT1; Dmg by weapon

and bugbear ears. He has astrong affinity for potionsand collects whatever

potions he can find.

50 APRIL 1998

Page 53: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

62. Farene Ravenmoon (W4/h/f:AL NG; AC 9 (Dexterity); MV 12; hp 11;THAC0 19 (base); #AT 1; Dmg byweapon type; S 10, D 15, C 9, I 18, W12, Ch 16; ML 11; robe, dagger +1,potion of flying, NWPs: ancient history(17), etiquette (15), heraldry (18), herbal-ism +1 (17), Modern languages (18),pottery (13), reading/writing—Common(19) spellcraft +1 (17), weaving (17).

Spells (3/2): burning hands, charmperson*, comprehend languages: detectmagic, grease, message, mending, readmagic, shocking grasp*; alter self blur*,detect evil, flaming sphere, invisibility*,irritation, knock, mirror image, rope trick,shatter, wizard lock.

Farene is self-assured and, at times,arrogant. She’s all too willing to con-tribute her two coins to an argument butrefuses to admit when she’s wrong.

63. Lothius Arlymbar W4//h/m): ALN; AC 8 (Dexterity) or 4 (with armorspell); MV 12; hp 13; THAC0 19 (base);#AT 1; Dmg by weapon type; S 11, D16, C 9, I 16, W 9, Ch 12; ML 10; dagger,wand of magic detection (33 charges),potion of climbing. NWPs: ancient history(15) ancient languages (16), engineer-ing (13), etiquette (12), reading/writing-Common (17), reading/writing-Elvish(17) spellcraft +1 (15).

Spells (3/2): armor*, audible glamer,cantrip, charm person, detect evil, detectmagic, jump, light, magic missile: phan-tasmal force, read magic, shield*; blind-ness, continual light, ESP*, flamingsphere, glitterdust, invisibility, mirrorimage, rope trick, scare, web*.

Lothius is a poor, self-serving hench-man. He hesitates to risk his own life andseeks only to increase the size of his spellrepertoire.

64. Jaedar Orymbade (W3-invok-er/h/m): AL CG; AC 10; MV 12; hp 12;THAC0 20 (base); #AT 1; Dmg byweapon type; S 12, D 13, C 15, I 17, W11, Ch 15; ML 11; minor staff of spellstoring (holds six levels of 1st-3rdlevel spells, currently magic missile ×2,shield, invisibility), dagger. NWPs: agri-culture (17), cooking (17), directionsense (12), engineering (14), herbalism(15), reading/writing—Common (18),spellcraft (15).

Spells (3/2): affect normal fires, burn-ing hands*, color spray, detect magic,feather fall: grease, magic missile: readmagic, shield, shocking grasp, unseen ser-vant; flaming sphere*, invisibility, levi-fate*, pyrotechnics, stinking cloud.

To Jaedar, nothing’s more satisfyingthan bowling over a band of goblins witha flaming sphere. He’s a braggart whorevels in his own power and who’s quickto point out the usefulness of his spellcast-ing ability.

65. Shyleen Selfaril (W2—enchanter/he/f): Al LG; AC 9 (Dexterity); MV 12;hp 7; THAC0 20 (base); #AT 1; Dmgby weapon type; SD 30% resistant tocharm; S 8, D 14, C 9, I 17, W 13, Ch 17;ML 10; dagger. NWPs: animal han-dling (12), animal training (13), artisticability—sculpture (13) herbalism (15),reading/writing—Common (18), read-ing/writing—Elvish (18), riding—land-based (16) singing (17) spellcraft (15).

Spells (3): change self*, charm person:comprehend languages, detect magic,enlarge, hypnotism, read magic, sleep*,taunt.

Shyleen is very generous, giving herexcess coins to street urchins and worthycharities. She is accompanied and pro-tected by her trained war dog, Cutter.

Cutter (Shyleen’s war dog): AC 7;MV 15; HD 2+2; hp 12; THAC0 19;#AT 1 bite; Dmg 2d4; SZ M; ML 10; XP65; MM/57 (dog).

66. Calamaigne Alshar (W1—trans-muter/h/m): AL NG; AC 9 (Dexterity);MV 12; W1 ; hp 6; THAC0 20 (base);#AT 1; Dmg by weapon type; S 11, D15, C 16, I 16, W 13, Ch 12; ML 9; dag-ger, walking staff. NWPs: ancient his-tory (15) engineering (13), navigation(14) reading/writing-Common (17),riding-land-based (16), rope use (15)seamanship (16) spellcraft (14).

Spells (2): burning hands, cantrip, com-prehend languages*, detect magic, enlarge,jump, read magic, shocking grasp:

Calamaigne likes women, is easily dis-tracted by them, and prefers their compa-ny to the lonely life of the studious mage.He is lazy and always feigns weakness orinjury to get others to carry around hisequipment

67. Miroun Rulthan (W4/h/m): ALNG; AC 5 (armor spell, Dexterity); MV12; hp 14; THAC0 19 (base); #AT 1;Dmg by weapon type; S 10, D 15, C11,I 17, W 12, Ch 13; ML 14; wand ofmagic missiles (19 charges), dagger.NWPs: ancient history (16), astrology(17) engineering (14), gem cutting (13),reading/writing—Common (18), rid-ing—land-based (15) spellcraft (15).

Spells (3/2): audible glamer, armor:burning hands: charm person, detect

magic, grease: jump, magic missile,mending, phantasmal force: read magic,shocking grasp; bind*, detect invisibility,ESP, fog cloud, invisibility*, knock*, ray ofenfeeblement, wizard lock.

Miroun is a shady, quiet-spoken magewith a white, skunk-like stripe through hisjet-black hair. He uses adventuring as ameans of collecting spell components.

68. Tiara Elleander W3—enchanter/he/f): AL CG; AC 9 (Dexterity); MV 12;

hp 11; THAC0 20 (base); #AT 1; Dmgby weapon type; SD 30% resistant tocharm; S 9, D 15, C 11, I 17, W 11, Ch17; ML 12; dagger. NWPs: agriculture(17) brewing (17) heraldry (17), herbal-ism (15) navigation (15), reading/writ-ing—Common (18), reading/writing—Elvish (18), seamanship (16), spellcraft(15).

Spells (3/2): cantrip, charm person:comprehend languages: detect magic,enlarge, friends, protection from evil, readmagic, spook*, taunt; blur: forget, hyp-notic pattern*, levitate, locate object, mis-direction, strength, Tasha’s uncontrollablehideous laughter.

Tiara is drawn to strong, handsomefighters and will join only bands thatinclude at least one charismatic, combat-minded male. This cuddly kitten of awoman pretends not to notice the attentionafforded her and often plays “hard to get.”

69. Rhant Aelan (W2—abjurer/h/m): AL CG; AC 10; MV 12; hp 6;THAC0 20 (base); #AT 1 or 3; Dmg byweapon type; S 12, D 9, C 12, I 15, W15, Ch 11; ML 12; dagger, six darts.NWPs: engineering (12) etiquette (11),herbalism (13) Modern languages (15),reading/writing—Common (16), rid-ing—land-based (14) spellcraft (13),swimming (12).

Spells (3): alarm, cantrip, chill touch*,detect magic*, detect undead, read magic,protection from evil*.

Rhant is fascinated by the lizard manculture and collects various totems andicons from that race, including his prizedlizard man darts.

70. Azure Jhessail (W2—conjurer/h/f): AL LG; AC 4 (armor spell,Dexterity); MV 12; W2; hp 9; THAC0 19(base); #AT 1; Dmg by weapon type; S14, D 16, C 15, I 16, W 9, Ch 14; ML 12;staff, dagger. NWPs: ancient history(15) cooking (16), dancing (16) herbal-ism (13) pottery (14) reading/writing—Common (17), reading/writing—Orcish(17), spellcraft (14).

DRAGON #246 51

Page 54: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Spells (3): armor*, cantrip, changeself, dancing lights, detect magic, findfamiliar, grease*, mount, read magic,unseen servant*, wizard mark.

Azure is not a subtle schemer, prefer-ring the direct approach. She has a play-ful, taunting nature and prefers to outwitfoes rather than skewer them. She speaksOrcish fluently, knows the Orcish culture,and enjoys the company of half-orcs.

71. Kilipik the Dwindledweomer (W1—illusionist/gn/m): AL LG; AC 8 (Dexterity);MV 6; W1; hp 5; THAC0 19 (base); #AT1; Dmg by weapon type; SD +4 to savesvs. magic; S 14, D 16, C 15, I 17, W 12, Ch12; ML 13; dagger, hand crossbow.NWPs: ancient languages (17), engineer-ing (14), gem cutting (14), herbalism (15),Modern languages (17), reading/writing—Common (17), reading/writing—Gnomish (17), spellcraft (15).

Spells (2): audible glamer*, cantrip,color spray, light, mending, NystuI'smagic aura, phantasmal force*, readmagic, ventriloquism.

Kilipik is very talkative and speakswith a pronounced lisp. One of hisfavorite defensive tactics is to cast aphantasmal force spell of a rock orpedestal around himself, effectively con-cealing his presence.

72. Thaun Argul (W2/h/m): ALN;AC 10; MV 12; W2; hp 6; THAC0 20(base); #AT 1 or 3; Dmg by weapontype; S 12, D 12, C 9, I 18, W 13, Ch 9;ML 16; dagger, three darts. NWPs:ancient history (17), ancient languages(18), astrology (18), engineering (15),leatherworking (18), Modern languages(18), navigation (16), reading/writing—Common (19), reading/writing—Elvish(19), spellcraft (16).

Spells (2): affect normal fires, burninghands, charm person, detect magic, gazereflection, magic missile, read magic,shocking grasp*, spider climb*, wall of fog.

Thaun was left on the doorstep of akind leatherworker who raised him as ason. Thaun has recently Ieft home to seekglory and fame as a mighty wizard.

73. Traemor Xultroun (W1—invok-er/h/m): AL LE; AC 9 (Dexterity); MV12; hp 6; THAC0 21 (base); #AT 1;Dmg by weapon type; S 6, D 15, C 16,I 16, W 14, Ch 8; ML 9; dagger. NWPs:ancient history (15), ancient languages(16), appraising (16), heraldry (16),Modern languages (16), reading/writ-ing—Common (17), riding—land-based(17), spellcraft (14).

Spells (1): cantrip, chill touch, detectmagic, magic missile, read magic, shield,Tenser's floating disc*.

Traemor seems pleasant and agree-able. He uses this facade to ingratiatehimself to groups of treasure-seekers,hoping to snatch more than his fair share.

74. Aerween Shanalon (W1—trans-muter/he/f): AL LG; AC 7 (Dexterity);MV 12; hp 4; THAC0 20 (base); #AT 2;Dmg by weapon type; SD 30% resis-tant to charm; S 14, D 17, C 9, I 17, W13, Ch 15; ML 10; staff, dagger. NWPs:astrology (17), etiquette (15), heraldry(17), herbalism (15), riding—airborne(11), riding—land-based (16), spellcraft(15), swimming (14).

Spells (2): change self, charm person,color spray, enlarge, feather faIl*, hold por-tal, mending, read magic, shocking grasp*.

Aerween is especially fond of elves andenjoys their company. She has sweet,cherubic face that comes in handy whenshe's asking for information.

he/m):75. Gharr Lharaethe (W2/F2/

AL NG; AC 5 (armor spell,Dexterity); MV 12; hp 12; THAC0 19(base); #AT 1; Dmg by weapon type;SA two-weapon style specialization;SD 30% resistant to charm; S 15, D 15,C 11, I 16, W 12, Ch 13; ML 12; longsword, short sword, composite longbow. NWPs: blind-fighting (n/a),bowyer/fletcher (14), herbalism (14),reading/writing—Elvish (17), riding—land-based (15), survival—forest (16).

Spells (2): armor*, change self, detectmagic, feather fall*, hold portal, message,read magic, sleep, taunt.

Gharr requires only four hours of sleep,after which he can memorize spells with-out penalty. He is extraordinarily alert,receiving a +1 bonus to surprise rolls.

76. Dhauna Sanshoon (WG/h/f): ALN; AC 8 (cloak of protection +2; firstattack always misses); MV 12; hp 25;THAC0 19 (base); #AT 1; Dmg byweapon type; S 13, D 10, C 16, I 17, W8, Ch 10; ML 13; wand of frost (24charges), ring of warmth, cloak of pro-tection +2 (affords +2 to saves), dag-ger. NWPs: ancient history (16), astrol-ogy (17), endurance (16), reading/writ-ing—Common (18), riding—land-based(11), spellcraft +1 (16), swimming (13).

Spells (4/2/2): affect normal fires,burning hands, chill touch*, comprehendlanguages, detect magic, enlarge*, identi-fy, jump, mount*, read magic, shockinggrasp*; alter self, blindness, irritation,

knock, Melf’s acid arrow*, scare, spectralhand*, strength; clairvoyance, feigndeath, fireball, hold person, lightningbolt*, protection from normal missiles*,slow, water breathing.

Dhauna enjoys sordid company andmakes friends easily among barbariansand rogues. She’s forthright, demanding,and loyal to no one but herself.

77. Phaela Zanth (W1—necro-mancer/h/f): AL N; AC 10; MV 12; hp 4;THAC0 20 (base); #AT 1; Dmg byweapon type; S 13, D 13, C 12, I 18; W16, Ch 14; ML 12; black shroud cape,silver dagger. NWPs: ancient history(17), ancient languages (18) cobbling(13), cooking (18), herbalism (16), read-ing/writing—Common (19), religion (16),spellcraft +1 (17), weaving (17).

Spells (2): burning hands, cantrip, chilltouch*, detect magic, detect undead, light,shield, spider climb, summon lgor* (per-sonalized version of unseen servant).

Phaela likes to poke and prod moulder-ing corpses, identifying various obscurebones in whatever rotting mass she finds.Her preoccupation with dead things isunsettling, but she balances her sordidindulgences with surprisingly good cheer.

78. Ulrym the Shady (W2/h/m): ALN; AC 10; MV 12; hp 7; THAC0 20(base); #AT 1; Dmg by weapon type; S12, D 10, C 9, I 14, W 11, Ch 7; ML 9;bone dagger (Dmg 1d3). NWPs:ancient history (13), brewing (14),cooking (14), Modern languages (14),reading/writing—Common (15), spell-craft +1 (13) swimming (12).

Ulrym lacked the skills to become afull-fledged necromancer, but he dressesin drab clothing and prefers spells fromthe school of necromancy. He has asnyad companion named P’zab who likesstealing valuable items. Ulrym does notdiscourage P’zab's thievery if it meansacquiring something valuable.

P’zab (snyad): INT low (7); AL N; AC-4; MV 21; HD 1-1; hp 3; THAC0 20;#AT nil; Dmg nil; SD +3 to saves vs.non-area-effect spells; SZ T (2’ tall); ML9; XP 65; MM/ 175 (gremlin).

79. Xuldra Kasaltarr (P2/h/f): ALNG; AC 5 (scale mail, Dexterity); MV12; hp 10; THAC0 20 (base); #AT 1;Dmg by weapon type; S 16 (+0/+1), D15, C 8, I 13, W 17, Ch 15; ML 13; scalemail, footman’s mace, holy symbol.NWPs: healing (15), herbalism (11),local history (15), reading/writing—Common (14) religion (17). Spells (4).

5 2 APRIL 1998

Page 55: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Xuldra deplores wizards and their foulmagic—the result of several unpleasantencounters. She insults most wizards shemeets, usually provoking conflict.

80. Skobral Saerlask (P2/h/m): ALLN; AC 3 (splint mail, shield); MV 12;hp 17; THAC0 20 (base); #AT 1; Dmgby weapon type; S 16 (+0/+1), D 11, C16, I 12, W 16, Ch 14; ML 14; splintmail, shield, footman’s mace, holysymbol. NWPs: fire-building (15), fish-ing (15), healing (14), religion (16), rid-ing—land-based (19), weather sense(15). Spells (4).

Skobral enjoys the outdoors more thanthe busting city. He sees adventuring as away to get away from the strict regimen ofthe clergy while spreading his faith.

81. Ceremon Truthspeaker (P4/h/m):AL LG; AC 2 (chain mail, shield); MV12; hp 29; THAC0 18 (base); #AT 1;Dmg by weapon type; S 14, D 12, C 14,I 15, W 17, Ch 15; ML 16; chain mail,shield, footman’s flail, holy symbol.NWPs: healing (13), heraldry (15),herbalism (13), local history (15), read-ing/writing—Common (16), religion(17). Spells (5/4).

Ceremon is noble, but not naive. Hebelieves evil must be exterminated, notcured. Those he regards as enemies areshown no mercy in battle.

82. Glaeve Rhostarr (P3/h/f): AL CG;AC (scale mail, Dexterity); MV 12; hp20; THAC0 18 (base); #AT 1; Dmg byweapon type; S 13, D 16, C 13, I 12, W15, Ch 12; ML 15; scale mail, footman’smace, sling, 20 stones, holy symbol.NWPs: agriculture (12), healing (13),herbalism (10), reading/writing—Common (13), religion (15). Spells (4/2).

GIaeve is haughty and arrogant,preferring to do things her own way.Those who know her walk on eggshellsin her presence, wary of her abrasivenature.

holy symbol. NWPs:ancient languages

(13), leather-working (13),

type; S 9, D 9, C 11,I 15, W 16, Ch 15;ML 10;

LG; AC 5 (scale mail, shield); MV 12;hp 12; THAC0 20 (base); #AT 1;Dmg by weapon type: SD 30%

83. Brella Mirinthas (P2/he/f): AL

resistant to charm; S 13, D 12, C 12,I 11, W 18, Ch 12; ML 12; scale mail,shield, quarterstaff, holy symbol,three vials of holy water, NWPs:animal handling (17), animaltraining (18), healing (16)reading/writing—Elvish

Brella is cheerful, always doing herutmost to keep the spirits of her compan-ions high. Her presence raises the moraleof other good-aligned henchmen by 1.

84. Brynn Lengareth (P3/h/rn): ALLG; AC 5 (chain mail); MV 12; hp 15;THAC0 18 (base); #AT 1; Dmg byweapon type; S 16 (+0/+1), D 10, C 11,I 9, W 15, Ch 14; ML 15; chain mail,warhammer, sling, 20 stones, holysymbol, two vials of holy water. NWPs:direction sense (16), healing (13), read-ing/writing—Common (10), religion(15) swimming (16). Spells (4/2).

Brynn turns undead as a cleric two lev-els higher—a boon granted to him by hisdeity. Brynn delights in smiting evildoerswith his hammer, the head of which isshaped like a dragon's head.

85. Jiri Willowtree (P2/ha/f): AL LG;AC 7 (leather armor, Dexterity); MV 6;hp 12; THAC0 20 (base); #AT 1; Dmgby weapon type; S 13, D 15, C 12, I 12,W 15, Ch 12; ML 11; leather armor,footman’s mace, sling, 20 bullets, holysymbol, healer’s bag. NWPs: agricul-ture (12), healing (13), herbalism (10),local history (12), reading/writing—Common (13). Spells (4).

Jiri seems too meek to chastise othersfor wrongdoings, but she’s surprisinglytemperamental and fiercely reliable incombat.

86. Laethor Maun (P3/ho/m): ALLN; AC 3 (chain mail, shield, Dexterity);MV 12; hp 15; THAC0 18 (base); #AT 1;Dmg by weapon type; S 17 (+1/+1), D15, C 10, I 13, W 17, Ch 13; ML 15;

chain mail, shield, quar-terstaff, warhammer,

(12), religion (18).

local history (13), reading/writing—Common (14), reading/writing—Orcish(14), religion (17), riding—land-based(20). Spells (4/3).

Laethor was brought to his temple as achild—a prisoner of war taken from hisorcish mother—and raised by the clergy asa champion of the faith.

87. Varagon Sunbright (P3/h/m):AL LG; AC 2 (plate mail, shield); MV 12;hp 19; THAC0 18 (base); #AT 1; Dmgby weapon type; S 17 (+1/+1), D 8, C16, I 14, W 17, Ch 16; ML 15; platemail, shield, holy symbol, footman’smace, potion of healing, vial of holywater. NWPs: artistic ability—sketching(17), astrology (14), healing (15),herbalism (12), riding-land-based (20).Spells (4/3).

Varagon is a man of high ethics andnoble values, quick to point out the flawsof society and happy to make suggestionsfor improvement at the risk of soundingpretentious.

88. Theleska Ceryl (P2/hu/f): AL CG;AC 3 (banded mail, shield); MV 12; hp10; THAC0 18 (base); #AT 1; Dmg byweapon type; S 14, D 12, C 12, I 10, W18, Ch 17; ML 12; banded mail, shield,footman’s flail, holy symbol. NWPs:healing (16) musical instrument-lyre(11), riding—land-based (21), seaman-ship (13), weather sense (17). Spells (4).

Theleska does not take orders or criti-cism well, always challenging authorityand questioning instructions and neveradmitting when she is wrong.

89. Astor Elaazrin (P1/h/m): AL NG;AC 4 (chain mail, shield); MV 12; hp6; THAC0 20 (base); #AT1; Dmg by weapon

DRAGON #246 53

Page 56: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

chain mail, shield, footman’s mace,holy symbol. NWPs: brewing (15),cooking +1 (16), etiquette (15), her-aldry (15), herbalism (13), reading/writ-ing—Common (16). Spells (3).

Astor is a portly fellow with discrimi-nating food tastes who’d rather starvethan eat iron rations. Young ladies find hisproud girth and haughty mannerstrangely attractive.

90. Irzoul Agatehammer (P1/d/m): ALLG; AC 3 (chain mail, shield, Dexterity);MV 6; hp 10; THAC0 19 (base); #AT 1;Dmg by weapon type; SD +4 to savesvs. poison and magic; S 15, D 15, C 16, I7, W 16, Ch 13; ML 11; chain mail, shield,warhammer. NWPs: blacksmithing(15), brewing (15), healing (14),religion (16). Spells (3).

lrzoul knows an ancientdwarven healing ritualthat uses the healingpower of song. If hemakes a successfulsinging proficiency check,lrzoul can heal 1d2 hpdamage to every friendlycreature within 30 feet(usable once/day).

He can whip himself into a berserker rage,gaining +2 to hit and damage rolls butsuffering a -4 AC penalty.

93. Keldor Farazyl (F2/P2/d/m):ALCG; AC 7 (leather armor, shield); MV12; hp 19; THAC0 19 (base); #AT 1;Dmg by weapon type; S 16 (+0/+1), D14, C 15, I 12, W 15, Ch 11; ML 13;leather armor, shield, hand axe sling,20 bullets. NWPs: blind-fighting (n/a),healing (13), local history (11), moun-taineering (n/a), stonemasonry (14).Spells (4).

91. VarielA m a t a r r(P1/h/f): ALNE; AC 5(chain mail);MV 12; hp 9;THAC0 20 (base); #AT 1; Dmgby weapon type; S 16 (+0/+1), D 9, C17, I 10, W 17, Ch 11; ML 13; chainmail, footman’s mace, holy symbol.NWPs: healing (15), religion (17), read-ing/writing—Common (11), riding—land-based (20), weather sense (16).Spells (3).

Variel poses as a cleric of a neutral-good faith, using others to help spreadthe faith and teachings of her wickeddeity. Once per day, she can touch some-one and inflict them with a curse (as perthe reversed first-level bless spell).

92. Draegon Blaskarp (F3/P2/d/m): AL CN; AC 3 (splint mail, shield);MV 6; hp 25; THAC0 18 (base); #AT 1;Dmg by weapon type; SD +5 to savevs. poison and magic; S 18/34(+1/+3), D 13, C 17, I 13, W 17, Ch 7;ML 16; splint mail, battle axe,warhammer. NWPs: armorer (11),endurance (17), healing (15), read-ing/writing—Dwarvish (14). Spells (4).

Draegon is abrasive and obnoxious.

54

weapon type; S 8, D 17, C 9, I 12, W15, Ch 11; ML 10; PP 55%, OL 35%,FRT 25%, MS 30%, HS 25%, DN 35%,CW 50%, RL 0%; leather armor, sling,20 bullets, cudgel (Dmg 1d6). NWPs:appraising (12) healing (13), herbalism(10), musical instrument—flute (16),tumbling (17). Spells (3).

Kieran plays the merrymaking buf-foon to conceal his thievery; money pur-loined by Kieran goes straight into histemple’s coffers, minus a token sum forhimself.

96. Diajani Innabryl (B2/he/f): ALNG; AC 6 (leather armor, Dexterity);MV 12; hp 14; THAC0 20 (base); #AT 1;Dmg by weapon type; SD 30% resis-tant to charm spells; S 12, D 16, C 15,I 13, W 15, Ch 16; ML 11; CW 60%,DN 25%, PP 25%, RL 15%; leatherarmor, short sword, short bow,18 arrows, zither. NWPs: bowyer/

fletcher (15), musical instrument—

- I

zither (15) reading/writing—Common (14), reading/writ-

ing—Elvish (14), riding—land-based (18) spellcraft (11).

Spells (1): dancing lights,feather fall,

grease,jump:

Nystul’smagic aura, mend-

ing, spook, vetriloquism.Diajani seeks only to share sto-ries and become renowned in some fash-

ion, She is beautiful yet crafty, using herbeauty and diplomacy to stay clear ofharm’s way.

97. Allustrus Melindor (B1/h/m): ALLN; AC 6 (studded leather armor,Dexterity); MV 12; hp 5; THAC0 20;#AT 1; Dmg by weapon type; S 11, D15, C 9, I 13, W 9, Ch 15; ML 9; CW55%, DN 25%, PP 20%, RL 5%; stud-ded leather armor, sling, 12 bullets,dagger, mandolin. NWPs: appraising(13), dancing (15), disguise (14), musicalinstrument—mandolin (14), reading/writing—Common (14) singing (15).

Keldor complains incessantly. He com-plains about the weather, he complainsabout the mud in his boots—anythingworth complaining about.

94. Waunthuar Jlendeth (F1/P1/he/m): AL LG; AC 4 (chain mail, shield);MV 12; hp 8; THAC0 20 (base); #AT 1;Dmg by weapon type; 30% resistantto charm; S 17 (+1/+1), D 12, C 11, I 12,W 15, Ch 13; ML 14; chain mail, shield,footman’s flail, holy symbol. NWPs:animal lore (12) fire-building (14), localhistory (13), navigation (10), religion(15) seamanship (13), swimming (17).Spells (3).

Waunthuar enjoys the sea and has aspecial kinship with intelligent, good-aligned, sea-dwelling creatures (equiva-lent to a -3 reaction adjustment bonus).

95. Kieran Snuffpot (T2/P1/gn/m):AL NC; AC 5 (leather armor, Dexterity)or 1 (when tumbling); MV 12; hp 9;THAC0 20 (base); #AT 1; Dmg by

Spells: none.Allustrus is the cautious aristocrat-not

cowardly, exactly, but concerned abouthis own welfare. He’s a penny-pincherand charlatan out to fatten his purse.

ganger): AL N; AC 5; MV 9; HD 4; hp98. Seren Loreweaver (dopple-

21; THAC0 17; #AT 1; Dmg 1d12 or byweapon type; SA surprise; SD limitedESP, saves as F10; MR immune to sleep

APRIL 1998

Page 57: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

and charm spells; SZ M; ML 14; MM/60;plumed hat, piccolo, short sword.

“Seren” impersonates a human bard.The doppleganger ingratiates himself tostrangers with his knowledge of local loreand his familiarity with the surroundings.He uses his shapeshifting ability to finagletreasure from the strangers before makinggood his escape. He has no musical talent.

99. Thomas o’ Shaelee (B1/h/m):AL NG; AC 10 or 6 (when tumbling);MV 12; hp 5; THAC0 20; #AT 1; Dmgby weapon type +1 (strength); S 16, D12, C 12, I 15, W 6, Ch 15; ML 11; CW50%, DN 30%, PP 15%, RL 10%;leather vest (no AC protection), lightcrossbow, long sword, flute. NWPs:ancient languages (15), etiquette (15),heraldry (15), musical instrument—flute (11), reading/writing—Common(16), singing (15) tumbling (12).

Spells: none.Thorn is happy-go-lucky and prone to

getting himself info life-threateningscrapes. He has a winsome obliviousnessthat others find peculiar yet charming.

100. Madeleine von Essell (B3/h/f);AL NG; AC 7 (cloak of protection +1,Dexterity) or 3 (when tumbling); MV12; hp 15; THAC0 19; #AT 1; Dmg byweapon type; S 11, D 16, C 12, I 16, W13, Ch 16; ML 12; CW 70%, DN 30%,PP 40%, RL 10%; cloak of protection +1,dagger. NWPs: animal handling (11), eti-quette (16), heraldry (16) local history(16) reading/writing—Common (17),reading/writing—Elvish (17), singing (16),tumbling (16).

Spells (2): audible glamer, cantrip,change self*, color spray, dancing lights,detect magic, jump, message, read magic,sleep: ventriloquism, wall of fog.

Madeleine is the daughter of a wealthylord, but she prefers to travel in cognito,telling lies of her background. Her parentsand siblings generally disapprove of herchosen profession, but she has no inten-tion of changing for their benefit.

101. Launir Netherander (B1/he/m):AL LN; AC4 (leather armor, Dexterity)or 0 (when tumbling); MV 12; hp 6;THAC0 20; #AT 1; Dmg by weapon

type; SA two-weapon style specializa-tion; 30% resistant to charm; S 14, D18, C 12, I 15, W 11, Ch 17; ML 15; CW55%, DN 20%, PP 30%, RL 10%;leather armor, long bow, long sword,short sword, lute. NWPs: appraising(15), disguise (16) juggling (17), musicalinstrument—lute (17) reading/writing—Common (16) singing (17), tumbling(18).

Spells: none.Launir has denied his elven heritage,

blaming his elven mother for abandoninghim and his human father. He treats elvespoorly in general. When confronted byelves, he and his comrades suffer a +4reaction adjustment.

Chris would rather be a super hero thana henchman, but he’d sooner be a hench-man than the love slave of the koboldqueen.

DRAGON #246 55

Page 58: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

56 A P R I L 1 9 9 8

Page 59: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

The Dragon Unseenby Ed Greenwood

illustrated by Storn Cook

Somewhere east of Waterdeeplurks The Dragon Unseen.Silent now his claws they creepRending all;Bodies fall,Watched by eyes of greenOrbs of patient death,Sleepless they gleamAbove slaying breathAnd jaws of thunder;Smashing foes underTo further a bloody dream.

MANY HAVE CHANTED those grimlines over a kindling fire in the SwordCoast North, because doing so is sup-posed to ward off beasts who see theblaze from afar. Most minstrels think“The Dragon Unseen” is no more thanan impressive warning phrase, aclever bardic creation . . . but bards—

and all too many corpses—have foundthe truth to be very different.

Malaeragoth the Unseen is a wilymale sapphire dragon—“very old” ashumans measure the years ofdragons—who is rarely seen outsidehis lair. He lurks in its depths, devour-ing creatures of the Underdark (drowwarbands, for example) who endlesslyblunder into the caverns he callshome. He plots as he paces in thedarkness, scheming out how-withoutever leaving his caverns—he canachieve covert control over the pitifulbut potentially dangerous humanorganization known as the Cult of theDragon.

Once Malaeragoth served the wizardUvalkhur the Undaunted as an occa-sional steed. It was a partnership heenjoyed, for he never ventured out

into the sunlit skies of the surfaceworld unless he had Uvalkhur on hisback. The sardonic young mage wasan expert guide who didn’t mind tak-ing detours to show his curious aerialsteed scorching deserts or frigidwastes.

Uvalkhur was the son of a richSembian merchant, much enmeshedin the intrigues of the wealthy mer-chants of that land. As his enemiesgrew, his need for swift journeysgrew with it, and he called onMalaeragoth often. He didn’t seem tomind that the dragon beneath himtook close and persistent interest inspellbooks and the occasional magicsUvalkhur unleashed.

Over the years, Malaeragothlearned a little about spells, a littlemore about the use and handling of

DRAGON #246 5 7

Page 60: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

magical items, and much aboutSembian politics and the players in itsfrenetic and rather dirty games, whichUvalkhur especially hated.

The Cult of the Dragon, forinstance. They were forever houndingyoung wizards to join the Cult or atleast to lend it magical assistance . . .or else face the “righteous and justi-fied wrath” of the Followers of theScaly Way. Regardless of a mageling’sreaction, they spread the word that heor she was now a loyal Cult member,and all Cultists could call on themageling for aid or sponsorship—andany refusal would make the magelingsubject to Cult justice.

It’s expensive to be a mage inSembia. Well, it’s expensive to be justabout anyone in Sembia, but the train-ing and components involved in spell-casting restrict wizardry to the verywealthy or the duly accomplished. Thatmeant most of the rising mages wereyoung nobles (that is, the sons of estab-lished wealthy merchant families).

The Cult of the Dragon, on theother hand, was largely composed ofambitious non-nobles; clawing atevery mage in sight was a good wayof weakening the influence of thenobility and increasing the reputationof the Cult. It was also a good way tomake enemies—but if your foes fearyou, you can often force them to reactin certain ways, giving you a measureof control over them. And as Uvalkhurput it, “the Sembian Cultists love everymeasure of control they can squeezeout of Faerûn around them.”

There came a summer morningwhen Uvalkhur, no longer young, wasattacked in his manor house in north-ern Sembia by bold Cultists bent onplunder and punishment. The battlethat followed brought death to many,but after the Undaunted had beenhacked apart on his best carpet at theheart of his spell-chambers, enoughCultists remained alive to shout victo-rious triumph to the skies and loot allthe magical items and spellbooksthey could find.

Unfortunately for their continuedhealth, they lingered too long overintricate sliding panels and the winebottles in the ambries behind some ofthem, thinking that Uvalkhur’s last crieshad been vain entreaties and not asummons to the only ally he could call.

When Malaeragoth plunged downout of the sky, he saw at once whathad happened and tore what was left

of the manor apart as a child tearsopen the wrappings of a gift to reachthe Cultists within.

What he left of the ruined manorhouse still stands, overgrown by itsorchards, northwest of Saerb. Its rivenwalls have been further despoiledover the years by scavengers insearch of magic, but phantom wizardsand leucrotta have kept casual explor-ers away. There’s not much left foreven the most diligent seeker to find,anyway; Malaeragoth bore awayfrom House Undaunted chests ofpotions and books, a cabinet full ofscrolls, all the items from which he’drecalled seeing Uvalkhur unleashmagic . . . and a powerful hatred of theCult of the Dragon.

The rest of that summer, the sap-phire wyrm indulged his rage, huntingdown Cultists across Sembia toavenge his sometime master. Thatended one autumn night when hewas burned and blasted by the franticspells of three Cult wizards workingtogether. Their magics sent him rollinginto a pond, his lashing tail inadver-tently flicking barrels of oil into firesignited in battle. The explosion thatfollowed tore apart the Cult strong-hold he’d attacked, sent smoke risingto the stars, and hurled two of hismage foes to their deaths, broken onthe stones of the walled manor wherethey’d made their stand. None sawthe wounded dragon crawl out of thepond and up a rocky slope.

The journey back to his lair waslong and painful, and Malaeragothvowed he’d never stand against wiz-ards in open battle again. As he layhealing and trying to master magic inthe dark caverns of his lair, he usedUvalkhur’s scrying-mirror to watchCult members and their doings, andhe vowed revenge upon them all.

Yet his wounds were great, andthey kept him idle in the dark formonths. Nor did the learning of magicgo swiftly, though he found that heunderstood magic and could divineways to reshape it to his bidding. Itoccurred to him, as he lay upon hisbed of coins, that he was the verything diligent Cultists went seeking. Todraw them to him was too risky; he’dbe inviting a battle into his home, andabandoning all safety and privacy for-ever. Perhaps he could act as thesenior Cultists did, issuing orders andsending one group of agents to spyon another . . .

Malaeragoth set about trying tomanipulate the Cult into serving him,and he found that it worked. At firsthe merely sent them to a variety offiendish traps for his own amusement.Later he realized that the survivingCultists could do useful things for him,carrying out tasks a dragon couldn’t,sparing him the danger of long travelaway from his lair.

His early attempts proved so suc-cessful that the Unseen Dragon set towork in earnest on learning imperson-ations, mind-reading and mind-con-trolling spells, and the workings ofhuman society (and the desires andcharacters of humans) in the North.Thus he trained to control Cult mem-bers without their being aware of hismanipulation.

He succeeded with ridiculous ease.Almost disbelieving, he set additionalschemes in motion and watched themsucceed. Cult members were indeedtoo chaotic for words.

As he set to work to master magic,Malaeragoth found himself with twopastimes: reshaping his lair andmanipulating the Cult. Over the yearssince, he has largely altered his lair tothe way he wants it. Influencing theCult has progressed to the pointwhere he can see his way clear tocontrolling it eventually.

Nowadays, Malaeragoth prideshimself on leaving no hints to hisidentity when he destroys Cult mem-bers, and on wiping out all tracingspells that might find him by means ofthe treasure he seizes. Cult membersare only now aware that someone orsomething that does not like them is atwork in an area roughly bounded byScornubel to The Shining Falls, and TheLonely Moor to Uluvin—but as yet noneof them knows it is a dragon.

Malaeragoth takes an almost child-like glee in misleading Cultists as tohis true nature and in deftly increasinghis influence over them; covertlyachieving control of the Cult hasbecome his great passion and enter-tainment.

More often whispered of in theUnderdark than on the surface ofFaerûn, Malaeragoth takes delight notin an impressive reputation (as mostwyrms do) but in remaining hiddenand unknown, truly Unseen. Heavoids even the company of his ownkind, hiding to avoid unnecessarycontact. He has a natural aptitude forand grasp of magic, and he knows the

58 APRIL 1998

Page 61: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

general topography of Faerûn fromaloft. He is otherwise ignorant ofmuch lore, and his scrying of surfacesociety is almost entirely concernedwith the intrigues of Sembia and theactivities of the Cult of the Dragon.

Malaeragoth is itching to make useof his knowledge of the Realm ofRolling Coins by means of invest-ments, but he lacks an agent he cantrust and doesn’t want to spend timeaway from his caverns—though hecan assume the shape and mannersof Sembian merchants with uncannyaccuracy, should he be moved to doso. When adventuring bands orexploring dragons come seeking him,he often successfully masquerades asa lost, wandering human in need oftheir aid—until the right moment toattack with his full draconic form andpowers.

Watching and scheming consumehis days. Through years spent in thisway, Malaeragoth has developedpatience and a sense of humor. Thehot rising springs that run through hislair slake his thirst, and he dines oncreatures of the Underdark whointrude on his lair, flocks of wildfowlwho alight to sleep on the High Moor(scrying them, he swoops on them bynight, awakening them and gulpinghuge numbers in the air as they flutteraloft in a huge mass), and the crea-tures produced by eight captivedeepspawn that he keeps walledaway in a network of mushroom-bedizened caverns that he opens onlyto enter and feed.

Malaeragoth�s LairThe Unseen dwells in a huge net-

work of caverns beneath the GraypeakMountains. Some of these subter-ranean chambers are natural, bringinghot and foaming streams up from thedepths to join the River Shining. Othersare the halls and passages of a long-abandoned dwarvish delve, its shortand narrow ways blasted to larger tun-nels by the spells of the Unseen. Trap-pits and chasms are commonplace,and once-rough walls have beenscoured and worn smooth by thepassing bulk of the dragon who nowrules here, stretching often like agigantic and restless scaled cat butseldom emerging into the worldbeyond what he calls his “Realm ofStone and Shadow.”

Malaeragoth keeps several “arms,”dead-end strings of caverns walled off

with huge rocks, for special purposes.One such arm is flooded, holdingreserve water. Another is lit by theendless, silent flashes of many nidu-lant gems: the much-prized beljurils.

Scrying mirrors drift slowly alongthe passages of the Realm of Stoneand Shadow, like upright oval stoneshields, their soft green-white surfacesflickering. Malaeragoth uses them tospy on the world outside, regularlyscanning the lands around his lair, butbending the major part of his atten-tion upon distant Sembia and thedeeds of the Cult of the Dragon, wher-ever he detects or follows them.

Skeletons and zombies fetch andcarry at Malaeragoth’s bidding. If hislair is attacked by large groups ofbeings, he’ll direct these undead toroll waiting, massed crushing bouldersdown on invaders in particular shaftsor areas. The undead are otherwisewalled away in unlit side-caverns tokeep them out of the way of theUnseen Dragon’s slow pacings. Heenjoys solitude and taking slow walksthrough the caverns worn smooth byyears of his passage, as he murmursthoughts, comments, and unfoldingschemes aloud (although he’ll neverdo so when he knows guests areanywhere in his lair) and watches ascrying-mirror that’s drifting alongwith him.

Malaeragoth has no other servitorsor allies, although he sometimesposes as this or that human and useshis scrying-mirror to seek advice fromvarious distant surface folk (or tomanipulate them with offers of dealsor the real or false news he imparts).

Malaeragoth�s DomainSave for his extensive lair “Realm,”

Malaeragoth claims and patrols noterritory but considers himself free totravel at will around surface Faerûn.He won’t hesitate to fight if heencounters anyone barring or disput-ing his way on his rare forays out“under the sun.” He does keep watchover the approaches to his lair, bothon the surface and in the Underdark,having developed an intense dislikeof surprise guests and visitations.

The Deeds of MalaeragothMalaeragoth eats and drinks as he

sees the need, taking no delight indevourings or hunting. He hates nodragons nor anyone beyond Cultmembers, but he feels no need to take

a mate or maintain friendships withdragons or other beings.

The dealings of merchants fasci-nate Malaeragoth, and he never tiresof observing them. He hungers to takean ever-greater hand in secretly“steering” events in whatever directionhe desires. First, make the Cult of theDragon his unwitting puppets, thenbegin to manipulate factions and indi-viduals-everyone except priests andmages who might well detect him—inrealms everywhere across Faerûn . . .

Malaeragoth�s MagicSome of the wands that the

Unseen Dragon salvaged from HouseUndaunted are rare and powerfulacid-hurling death wands; the samesort of weapon possessed by thedragon Lhammaruntosz. Whereas theClaws of the Coast commands (so faras is known) only one such item,Malaeragoth owns at least four. Thismay well be the largest collection ofthis sort of wand anywhere; Elminstersays very few such weapons still existdue to their inherent instability.

Gulkuluster�s Death WandNamed for its long-ago Halruaan

creator, this wand creates a 20’-radiusexplosive burst of acidic vapor (akinto a fireball spell) up to 240 feet away.All items (including magic items andarmor) touched by any part of thevapor must save vs. acid or corrodeaway entirely, being reduced to flecksand tiny motes of matter over thenext 3 rounds.

All beings touched by any part ofthe vapor suffer 8d6 hp corrosivedamage on the round of contact andan additional 4d6 hp on the followinground. A target is allowed a singlesaving throw vs. spells for half dam-age on both rounds, but damage isnever lessened by armor or otherworn or carried items, regardless ofwhat the acid does, or fails to do, tothem.

The death wand cannot be recharged.Whenever it is used, there is an 8%chance of its shattering (identicalexplosive effects come into being atboth the wand and its chosen targetlocale; the wand wielder suffers fullacid-burst damage with no savingthrow allowed, and the wand itself isvaporized). There’s also a 1 in 8chance of a “backlash” effect occur-ring whenever the wand is fired butdoesn’t shatter. In such cases, the

DRAGON #246 5 9

Page 62: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

wand functions normally but alsodouses its wielder with a tiny jet ofacidic vapor that deals 1d6+1 hpdamage on the first round and 1d4damage on the second (no savingthrow allowed).

XP Value: 2,000 GP Value: 8,000

The Unseen Dragon has managedto develop several interesting spellsfrom the tomes he took from the ruinsof his master’s house; three of themost interesting of these magics fol-low. Due to his research (into spellsbeyond his present capabilities, in par-ticular), Malaeragoth’s understandingand recognition of spells cast by othercreatures is extensive.

Ball of Fangs(Evocation)Level: 3Range: 60 yds.Components: VDuration: InstantaneousCasting Time: 1Area of Effect: 10’-radius globeSaving Throw: 1/2

This spell brings into being awhirling ball of flashing, translucentmagical force. It actually turns the airmomentarily into solid, razor-edgedplanes. The ball of fangs flashes (at MV22) in a straight line to any spot with-in range chosen by the caster, affect-ing all creatures it strikes, and thenabruptly fades away. Targets whocome into contact with any part of aball of fangs are slashed for 3d6+2 hpdamage unless they successfully savevs. spell, whereupon damage isreduced to 1d8+2 hp.

Breathbarb(Evocation)Level: 3Range: 12 yds.Components: VDuration: VariesCasting Time: 1Area of Effect: SpecialSaving Throw: None

This spell requires a use of thedragon’s breath weapon immediatelyafter casting and transforms its coneof effect into a glittering, many-faceted, spindle-shaped crystal fivefeet long and just over a foot in diam-eter (like a gigantic, colorless gem-stone) that whirls out to the full extentof the breath weapon’s affect. If thecrystal strikes anything solid during

this flight, it will shatter amid spectac-ular sparks but inflicts no damage,and both this spell and the breathweapon effect are lost. Otherwise, itreaches the full extent of the breathweapon, halts, and floats in midair,spinning and whirling.

The breathbarb can freely be han-dled and moved by its caster withoutbeing affected in any way, but iftouched by any other creature, it van-ishes with a flash, visiting its effects (thenormal manifestation—and usual dam-age—of the breath weapon) on thecreature that disturbed it. Any numberof breathbarb crystals can be createdand positioned so as to block door-ways or other areas, but they can’t bemade to strike each other, meshtogether, or occupy the same space.

Various spells concerned with radi-ance (such as light, faerie fire, and con-tinual light) can be cast into breathbarbcrystals to make them glow, but noother spells have any effect on thesecrystals except dispel magic (whichcauses a breath weapon cone dis-charge from the disintegrating crystalin the direction that the dispel wascast from). Missile attacks on the crys-tals and contact with solid items thataren’t (or aren’t wielded by) a living orundead creature have no effect onbreathbarb crystals.

Crystals created by means of thisspell last for one month per level (ordraconic age number; e.g., “very old”equals 9) of the caster, and in the finalmonth of their existence slow theirwhirling and grow visibly smaller; ifactivated during this time, they dealonly half damage. They vanish silentlyand abruptly at the end of their lastmonth of existence, dissipating with-out effect.

Sapphire Shield(Evocation)Level: 4Range: 60 yds.Components: VDuration: 1 roundCasting Time: 1Area of Effect: One creatureSaving Throw: Neg.

This spell cloaks one chosen beingin a flickering sapphire-hued aura,unless the target successfully saves vs.the spell, in which case the magic col-lapses and fails. A saving throw mustbe made regardless of the target’swishes.

A sapphire shield protects the beingit encloaks against all psionic attacksand psionically-caused effects, break-ing existing psionic contacts and influ-ences for the duration of its existence.It can’t be made to protect more thanone being (even if its protected targetis in direct physical contact with otherbeings) and can be effectively cast onthe same being only once in anythree-day period. If it is cast moreoften on the same being, it automati-cally fails, producing only a momen-tary wash of green radiance aroundthe target creature.

Malaeragoth�s FateThe Unseen Dragon is playing a

dangerous game. His continued successdepends on his existence remainingunsuspected, or at least his where-abouts and identity staying unknown.As Elminster observes, “No one—godsor mortals—can remain hidden forever.”

The Old Mage suspects thatMalaeragoth of the Realm of Stone andShadow will come to a violent doomwhen his meddlings go too far, orwhen they touch the wrong being.Most of the Chosen know of his exis-tence, and Elminster suspects at leastone Red Wizard is watching over theUnseen Dragon in much the same wayas Malaeragoth watches over the striv-ings and intrigues of Sembia and theCult.

The massed Cult of the Dragon,should it bring all of its force to bear inconcert—and manage to avoid mostof the traps of the dragon’s Realm—should alone be able to destroyMalaeragoth. On the other hand,Elminster observed in dry tones, itmight well take the direct power andguidance of a god to make all of theCult do anything together.

Ed Green wood has always wanted tolive in a castle. At SCA feasts, he’s alwayswanted to play the part of a high courtlady staring out from the battlements,saying he rather fancies wearing some ofthose gowns. Those who’ve attendedHalloween parties with him are universalin their advice to stick to his usual rustyarmor; it flatters pot bellies and hairyarms rather better than do plunge-frontgowns.

60 APRIL 1998

Page 63: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse
Page 64: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse
Page 65: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Elaine Cunningham

A r t w o r k b y S t e p h e n S c h w a r t z

TWILIGHT FADED. The forest shadows lengthened,deepened, moving through the northern woodlands assubtly as stalking wolves. To the small band of hunters,it seemed that night came with a swift, sudden rush,as if the shadows leaped out, converging like a pack toengulf and devour the day.

With the darkness came a temporary end to thehunt. The hunters cast a final, wistful glance toward atrail they could no longer see, and then settled downto make camp and await the moonrise. Their camp-fire kindled, and a questing wisp of smoke rosetoward the forest canopy in a meandering path, as ifit sought the company of other smoke from otherfires. There would be many campfires in this forestthis night, as the Talons of Malar sang their boastfulsongs and celebrated the first day of their sacredhunt.

The youngest of these Talons, these hunters, was ahalf-orc lad only this day blooded. His name wasDrom, and he swallowed hard as he crouched by thefire to regard by its flickering lights his first trophies.For some reason, the three torn and bloody elvenears lying in his palm raised his gorge as the battleitself had not. Could not. After all, Drom was a followerof Malar the Beastlord, summoned by his god to theGreat Hunt. The half-orc’s blood still sang with theglory and frenzy of the slaughter.

Grimlish, an orc of immense size and hideousgreen visage, grunted in approval as he regarded thetrophies. It was because of Grimlish that Drom hadtaken the ears. Grimlish was a strong hunter, and heheld great honor in the tribe. What he was, Dromaspired to become. The orc wore around his neck along leather thong, decorated with many grisly bits oftanned leather, dyed bright red but unmistakable intheir origin. Drom wanted a necklace like that, and hewas eager to earn it. From his belt he took a smallwineskin filled not with wine but with a potent mixtureof tanning acid and crushed berries. He slipped histhree trophies into the skin. It was a good start.

The big orc sat down beside the fire and undid thechin strap of his helmet. That helmet was anotherthing that Drom envied, another thing he hoped oneday to emulate. It was constructed of metal-bandedleather and decorated by a rack of elk antlers, eachpoint sharpened to a razor’s edge and dipped daily infresh blood. It was a marvelous helm, worn inhomage to the avatar form the god Malar took uponhimself when he wished to hunt these forests.

Yet even as the thought formed, Drom knew hecould never wear such a helmet. Grimlish stood sevenfeet tall and was immensely strong. His shoulderswere nearly as broad as the haft of a spear, and hisneck massive enough to support the antlers, and evento wield them in battle. Drom was no weakling, anddespite his youth he boasted great height and prodi-gious strength. But he was more human than orc. Hislight brown face was as beardless, but the virginyellow down on his chin gave promise of a north-man’s beard. Only his size, and the enlarged caninesthat thrust upward from his lower lip, gave proof of his

DRAGON #246 63

Page 66: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

orcish heritage. That, and the joy with which he’d slainthe elves whose ears he soon would wear.

Drom slid a glance over at the orc, who was busywith his own trophies. “A good hunt,” he ventured.

“Five,” the orc boasted, holding up the proof of hiskill. “And two more tomorrow.”

The half-orc nodded. Today the Talons of Malarhad routed a community of elves, and the slaughterhad been great. Tomorrow the hunting would bedifferent. The hoard had broken up into small bandsnow, the better to run stragglers to ground.

There were three of them in this band, all of themfrom the renegade Snow Wolf tribe. Their thirdmember, a human known only as Badger, was a manof middle years. His chest and arms were knottedwith muscle and covered with tattoos, as was hisclean-shaved head. Badger approached the businessof killing with a glee and ferocity that awed andsometimes frightened the other members of the tribe.That, Drom allowed, was saying a great deal. After all,they were all followers of the Great Wolf, as fierce asany of their four-legged brothers.

Drom had been born into the Snow Wolf tribe, asmall band of northmen fanatic in their worship oftheir totem animal. Over the years, they had mingledwith like-minded orcs who hunted the same expanseof tundra, as well as the occasional renegade whoslid into the pack. Badger was such a man-an outcastamong his kind, surviving because he was cannierand more fierce than most. Despite the man’s smallstature and advancing years, he was a fearsomesight. One side of his lower lip had been pierced toaccommodate a gold ornament shaped like an orc’stusk. On his opposite cheek was branded the symbolof Malar: a beasts paw, with talons dripping blood.Grim trophies hung about his waist from a well-ladenweapons belt: small skulls, animal tails, and the teethof great predators. In the place of honor hung a silverwolfs tail.

They all wore the wolf, in one form or another.Drom wore a skin about his neck like a cloak, andGrimlish had attached a tail to the back of his helm.These were not trophies, but tributes. They followedMalar now, for the Great Hunter had stalked and slaintheir totem spirit, the Snow Wolf. But they still vener-ated the wolves and wore skins in honor of thecanny hunters.

Drom, in particular, looked to the wolf forinspiration and guidance. From his earliest years, thewolf had haunted his dreams, filling his wakingthoughts. The wolf pelt on his shoulder had thecomforting warmth of a brother’s hand. Indeed, thewolf who’d yielded the pelt was more of a brotherthat any two-legged male of Drom’s village.

Drom had been a mere child when he first set eyesupon the silver-furred she-wolf, heavy with young.Following the wary female to her den had been noeasy matter, but Drom had finally found it: a hollowunder a small, rocky hillock. For weeks he stalked thefemale and her mate, watched the den until thepups-four of them, each as round and silver and

fluffy as a seed-ripe dandelion—ventured out into thewider world. Drom had watched, enthralled, as thepups played and tussled and explored. He had liftedhis hand to his mouth to stifle delighted laughter atthe sound of their first, infant howls. He had watchedthem grow into hunters, learned from them, pickedthe fiercest and most intrepid young wolf as his own.And when Drom had first heard the call of Malar, hehad done what any male of his tribe must do: he hadchallenged and bested his brother wolf.

Drom lifted one hand to stroke the silvery fur thatdraped his shoulders. He was certain the wolf’s spiritbore him no ill will. It was the way of the pack: thevictory of the strongest and best was cause forcelebration, and honor was also due to a worthy foeor well-earned prey. Did not the wolves sing after abattle or a difficult hunt, in praise of both hunter andhunted?

As if in echo of his thoughts, a long, eerie cry roseinto the night, gathering power as it rose and fell.

The giant orc grunted in approval. “The SingingDeath. It is a good omen. We will hunt well tomorrow.”

“We will hunt women tomorrow,” Badger said indisgust. But as he spoke, he drew a long knife fromhis belt and regarded the blood upon it with deephunger.

Drom understood. One of the precepts of Malarwas that a hunter should taste the blood of those heslew. The elven female was not yet dead, and itgalled the old hunter to sit calmly at the fire while herblood dried on his blade. Though Badger spoke withderision, Drom had never seen a female fight sofiercely, or so well. In his mind, the fact that Badgerhad gotten close enough to the female to mark heras his prey was a shining testament to his skill.

“Many hunters sought that particular doe. Theravens feed on them tonight,” Drom pointed out.

Badger scoffed, misunderstanding the intendedcompliment. “So? You would turn back? Perhaps youwish to die an old man.”

This was the deepest insult one Talon of Malarcould offer another. But though Drom was young, hewas too wise to challenge the human. “If I can reachyour years and equal your kills, I will consider myselfa true hunter,” he said calmly.

Badger looked surprised, then pleased. “Wellenough. The moon is nearly full tonight. Soon it will behigh and bright. Maybe the male will be yours to kill.”

Coming from the human, this was an enormousconcession. “I will hunt well,” Drom promised.

The three of them settled down around the fire, totell stories of past glories and to await the coming ofthe moon.

❖ ❖ ❖

The attack on the elven village had been sudden,brutal. From all sides they came, closing in like a packof wolves intent upon bringing down a lone stag. In asingle moment, the time it might take an elf to pullon his boots or kiss his lady, the gaiety of a spring

64 APRIL 1998

Page 67: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

market faire had been transmuted into a bloody,shrieking nightmare.

None of the elves doubted for an instant that theywere fighting for their lives. This was no mere raid, noband of brigands meaning to despoil the village ofelven treasure. The symbol of Malar, the beasts pawwith bloody claws, was much in evidence, proclaim-ing the intent of the orcs and northmen whoswarmed the village—and the fate that awaited theelves and the hapless merchant caravan that hadwandered unwitting into the path of a Great Hunt.

But with the caravan were many well-seasonedwarriors, their swords hired by the promise of goldand their loyalty ensured by the fearsome reputationof their employer. Elaith Craulnober, a merchant lordof elven blood, had fought alongside his human mer-cenaries, and fought better than most of them.

More than a score of the orc dogs and humanmongrels fell to his blades. Elaith killed them fasterthan he would have liked. He was a rogue elf, withno regard for any law but his own and a well-earnedreputation for cruelty. He would have liked to unleashthis cruelty upon the followers of Malar, leaving themto die slowly or to live, maimed past any hope ofhunting and cursed with a long, inglorious life. But theelves were gravely outnumbered, and though theyfought bravely, the slaughter was swift and terrible. Inmoments, Elaith knew that the battle was lost. Hecommanded the elves in the old tongue, demandingthat they take to the trees, scatter and flee.

All had obeyed him, but one. A half-elven womanhad hung back, standing back-to-back with one of thehired swords, a human woman of immense girth andfierce skill. Together they had guarded the base of agiant cedar, holding off a circle of Malar’s hunters andbuying time for several wounded elves to climb tosafety.

In retrospect, Elaith realized that he should haveexpected nothing different. In matters of honor andcourage, Arilyn had few peers. Not quite a friend, nolonger a foe, the half-elf was one of the few warriorshe knew whose skill exceeded his own. There was noone he’d rather have at his back, and no one towhom he owed a deeper loyalty.

And so he had come to her aid. He’d pulled a knifefrom his boot, and hurled it. The gleaming weaponspun end over end, destined to bury itself betweenthe shoulder blades of a yellow-braided northman.Elaith had not waited to see the man fall.

He drew swords and charged the circle, climbingover the northman’s back even as the man fell. Asthe elf ran, he swirled both swords downward, deftlycut the hamstrings of the men on either side, andthen slammed his swords into their sheaths. Notslowing, he dodged an orc’s battle axe, ducked underthe half-elf’s defensive swing. He came up still running,with Arilyn slung over his shoulder and the spellcomponents for a Dust Cloud in his hand.

The last thing he’d seen upon abandoning hiscompany was the spear that slipped under the breast-plate of the human warrior. She had grunted like a

slaughtered sow. The sound had disgusted fastidiousElaith, and angered Arilyn beyond all measure ofreason. She had rewarded him for this rescue with ablistering diatribe delivered in old Elvish and leavenedwith dock-side profanity. But she had had the sensenot to fight him, and so they had escaped with theirlives.

But now, when the night was yet dark and thefleeing elf deemed the moment safe for a brief rest,Elaith saw the true reason for Arilyn’s uncharacteristicdocility. He had been a heartbeat too slow, a singlepace too late. The half-elf had been wounded, andshe was bleeding profusely from a gash that openedher arm from shoulder nearly to elbow. Elaith easedher down, cursing himself, the gods in general, andMalar in particular.

She put away her sword and then stood glaring athim, her eyes fierce in her too-pale face. “What ofyour hirelings? We can’t leave them to die.”

The elf lifted one shoulder in an impatient shrug.“They are human.”

“I am half human,” Arilyn retorted.“You are also half dead,” Elaith pointed out.

Though the remark was said in dark humor, therewas more truth in it than he liked to speak. Hepushed the stubborn warrior down onto a fallen log,then knelt to tend her. He took a knife from a wriststrap and carefully cut away the blood-soaked fabricof her shirt.

The elf’s face was grim as he examined thewound. “It is not so bad as I thought. None of themain blood routes are severed, and it may be thatthere is no serious damage to the muscles. I will haveto clean and stitch it, though.”

Arilyn nodded, then impatiently waved away thebit of thick leather he handed her to bite upon. Sheset her jaw and looked away as he worked, her eyesscanning the forest.

“The stream there. We can follow it for a while,then walk, then take to the trees and double back tothe stream. Do that repeatedly, and vary the patterntwice or thrice, and veer off to another stream whenthe flow converges, and even the Malarites will behard pressed to follow our trail.”

The plan was a good one, and under bettercircumstances it may well have worked. “But howlong could you hold such a pace?”

Arilyn turned and met his eyes. “As long as I haveto,” she said firmly. “Days.”

Elaith did not doubt that she would try. “And if weare overtaken, you would stand and fight?”

She shrugged, as if asking him to get to the point.The elf sighed. Arilyn might be only half elven by

blood, but she was as stubborn and heartstrong asthe elven princess who had birthed her, and whomElaith had loved. Because of her heritage, Elaith owedher an elfnoble’s allegiance, as well as the loyalty ofnear kin. This was not the first time they had traveledtogether. Elaith had long ago come to admire andrespect Arilyn for what she was, her human bloodnotwithstanding. But there were times, and this was

DRAGON #246 65

Page 68: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

one of them, when he wanted nothing so much as tothrottle her. Hers was the sort of traditionally elventhinking that, in Elaith’s opinion, had led to thedecline of the race and would undoubtedly lead toher death and his.

It was time for new tactics.Elaith’s sharp eyes scanned the forest. Downstream,

a doe dipped her muzzle into the dark water.A slow, cunning smile curved the elf’s lips. “To the

stream, then, and quickly,” he agreed. “The hunt willbegin in earnest with the coming of moonrise.”

❖ ❖ ❖

The howling intensified, filling the forest aroundthem. Grimlish rose and gathered up his horned helmand his gear. The others followed suit. The moonwould soon rise: the wolfsong heralded its coming assurely as a rooster’s call foretold the dawn.

Suddenly Badger froze. He swore softly and withgreat delight as he reached for his longest knife.Drom followed the line of his gaze. There, in theshadows of a young pine, its silvery coat touched bythe first slanting shafts of moonlight, was a largeamber-eyed wolf.

Forgetting his order in this particular pack, Dromreached out and stayed the old hunter’s hand. “It willnot attack.”

Even as he spoke, Drom’s conviction wavered.Wolves were unpredictable, and their ways were toocomplex and mysterious for most people to fathom.To farmfolk, timid sheep that they were, the wolf wasa ravening monster. Rangers, druids, and other like-minded fools took an extreme view: they romanti-cized the wolf as a noble soul, uncorrupted by suchgreed and whim that plagued humankind, unselfishlystrengthening the bloodline of its prey by culling theweak, the old, the infirm. Drom scorned both of theseviews, not because they were false—there was sometruth to both of them—but because neither capturedthe true spirit of the wolf, or of the Wolf People whotook inspiration from the Singing Death.

In the year just four winters past, the caribou calveshad simply disappeared, though the cows had beenheavy in the spring and there was no late, killingsnow. The spoor of the wolves told the tale: for weeksthey ate caribou and little else. Yet even so, surelythey had killed more calves than they could possiblyeat. Though Drom and his village had suffered thatfollowing winter for lack of food, this event had con-firmed the young half-orc in his faith. Even the grimlypractical tundra wolves were not immune to the pureglory of the hunt, the joy of the kill. And this lonewolf—what mysterious purpose lurked behind thoseunfathomable eyes?

Badger threw off the half-orc’s restraining hand.“Attack? Of course it won’t attack. Wolves are toosmart. It is one, and we are three. But it would be afine kill.”

“We hunt a more foolish prey,” Grimlish pointedout. “Let us be off.”

The two hunters fell into pace behind the big orc.The trail was almost ridiculously easy to follow, for thefemale left a trickle of blood. Drom envisioned the elfwith a mixture of anticipation and awe. She was tallwith a wild tangle of black hair and eyes that blazedblue fire. Many of the Talons of Malar had fallen to hersword. Even when it must have been clear that all waslost, that death was certain, she had stood her ground.She might be fighting still, had not a male elf withsilver hair and a hawks wild eyes intervened. The elfhad cast a spell—a cloud of light and stinging dust thathad sent the Talons reeling back. It had given the elvestime to escape, but it had not obscured the trail.

The trickle of blood dwindled, but still the Talonsfollowed the trail. A smear of blood on a newly-leafedbranch, an occasional deep indentation in the mosswhen the male’s boots had trod. Usually, elves leftlittle sign of their passing, but the male was stillcarrying the wounded female.

As the hunters walked, the large wolf followed, itssilver-tipped fur reflecting the moonlight. Badger grewincreasingly restive, but Grimlish refused to allow theman to attack. “The wolf is an omen,” he insisted.“Perhaps even a spirit guide.”

Badger spat. “The wolf is a wolf. Who’s to say it’snot testing us?”

There was some wisdom in the human’s words.Wolves often tested their prey, tracking them for longhours and making experimental forays, withdrawingif they deemed the task too dangerous. For a wolf,perhaps one of every fifty hunts begun actuallyended in a kill.

“We are three. Perhaps it is you who wishes to diean old man,” Grimlish said coldly. The look of disdainhe sent the human settled the matter and reducedBadger to sullen silence.

They followed the trail deeper into the forest. Itcame to rest beside a fallen log. The elves hadstopped here and attempted to staunch the tell-taleflow. There were no footprints leading away, whichmeant that the male was once against walking lightly.But the female was weakened now, and staggering.There were smears of blood on branches and vines,the marks a careless elf might leave if she allowedher sodden clothing to brush against the foliage.

She had not gone far. A hundred paces, no more,and she had fallen heavily into the underbrush—small,broken twigs shouted the story. There was more blood.

“Her wound opened,” Drom murmured.But Badger was not so sure. “Alone, the male might

survive. To stay with the female means certain death.But is he cunning enough to know this, and strongenough to act?”

“It would seem not,” Grimlish said. The orc kneltnearby, brushing away some of the half-decayedautumn leaves to get to the spring-soft mud beneath.There was the deep print of an elven boot. The malehad shouldered his burden once again.

The trail led to a stream—a simple-minded ploy, onethat had even inexperienced Drom snorting in derision.A few paces downstream, they found the trail’s end.

66 APRIL 1998

Page 69: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Beside the stream bed stood an ancient oak, its rootspartially exposed by the eroding flow. Some of the soilhad been hastily dug, then pressed back in.

Badger spat. “An elf cairn. We lost the female.”Drom was not so sure. He circled around the

stream in search of the trail. It was there, but faint—thestill-damp outline of an elven boot on an otherwisedry rock. “The sign continues here. Only one elf. But itcould be that the other took to the trees. They bothfought well. Perhaps the cairn is a trick. Perhaps theyboth live, and they plan to flank us, one to draw usinto battle and one to attack by surprise. It is not theusual way of elves, but it would be a worthy plan.”

He was about to say more, but the approach oftheir silvery shadow stunned him into silence.Cautiously, ears back and belly to the ground, thewolf crept closer—so close that any of the threeTalons could reach it with a kick. Drom noted thecreature’s prominent ribs, its submissive position. Thewolf was alone and hungry. Its posture was that of asupplicant, asking the more powerful members of thepack for permission to feed.

Drom backed away and gestured for the others tofollow. The wolf began to dig at the roots.

“One elf,” Grimlish concluded, turning away tofollow the trail.

They tracked the male for hours. He was clever,moving from stream to land to tree and back, in acomplex pattern that had the hunters circling aboutmore than once. So they went through the night, untilthe moon set and the silvery light of dawn began tocreep through the forest.

The wolf rejoined them with the coming of light, itssilvery muzzle still stained with the blood of its meal.Sated and content, he padded along behind them, asif he were fully a member of their pack and eager toshare in the next kill. This seemed to amuse Badger,who said no more about taking its pelt. Grimlish, whohad been a shaman of the Snow Wolf before thetriumph of Malar, regarded the animal with respect.

Only Drom was not so certain. All his life, he hadadmired the wolf, numbering foremost among itsvirtues the ability to adapt, to surprise. There weresecrets in this particular wolf’s amber eyes that Dromcould not fathom.

But then the trail ended, and there was no moretime for such thoughts. The three Talons stared inastonishment at their quarry.

One elf stood in a forest clearing, ready for battle.But it was not the silver-haired male, but the female.Her wounded arm had been tended and bound, thebandages dry and clean. She drew her sword andwhistled it through the air, with a deft and dangerousskill that proclaimed louder than words that she wasstill able to fight.

Badger swore as he drew his blade—the same longknife that had marked her as his prey. Dropping into acrouch, the deadly hunter began to circle. Just beyondthe reach of her sword, he stalked and tested, lungingin from time to time to measure her reach, observethe force and power of her swing. The other Talons

bided their time, letting the human tire the elfwoman.The wolf, also, stood watch, sitting on its haunches.

Before long Grimlish tired of this sport. The orcleveled his spear and came in for the kill. The elf-woman spun, bringing her sword down hard on thehaft of the weapon. The force of her blow drove thespear’s point downward, and deep into the forestfloor. Grimlish could not halt his charge. The spearbent like a bow in his hands. He released it, an instantbefore it would have flung him up and over the elf-woman. The weapon sprang upright, quivering like asapling in a gale. Grimlish fell back, but not before thefemale’s sword scored a deep gash across his chest.

Badger darted in for the kill. With astonishingspeed, the elf pivoted and kicked out. Her booted footcaught the man just below the ribs and bent himdouble. Before he could recover, she swept her swordup and around into a powerful upward slash. Thebald, tatooed head went spinning off into the forest,and the man slumped to the sodden earth.

But in her triumph, the elfwoman ensured herdefeat. The powerful blow opened her wound, andthe bandage on her arm turned as deep a crimson asthe tanned ears on Grimlish’s trophy necklace. Thewounded orc, scenting another victory, drew a pair oflong knives and closed in, hissing at Drom to standback and leave this kill to him.

Suddenly the orc jerked, his massive back archingand his arms thrown out wide. The morning lightglinted from the jeweled hilt of the knife buried deepbetween his shoulder blades. The female steppedforward and drew her sword cleanly across Grimlish’sthroat.

Suddenly Drom understood the reason for hisnagging uncertainty. He and his fellow hunters hadbeen tricked. The trail of blood to the cairn was false,an illusion they might have seen through but for theactions of the wolf. Something had weighted downthe male’s step, something had been buried beneaththat tree, but it was no elf.

“A doe,” said a voice behind him, an elven voicemusical in tone and rich with dark humor. Before thehalf-orc could move, a strong hand seized his yellowbraid, and the keen edge of a knife pressed hardagainst his throat.

Drom knew that his death would be swift and welldeserved. He, more than most, knew that wolveswere canny and unpredictable. He cloaked himselfwith the pelt of a wolf to signal his respect for theanimal and his desire to emulate him. Yet the elf haddone him one better. In cloaking himself with theillusion of the wolf, the magic-wielding elf had provenhimself the better hunter.

“Elaith, wait,” the female protested, clutching herwounded arm and eyeing the clever ambush withdisapproval. “He is just a boy.”

“A boy? He cut down the village elder and sliced offhis left ear. If this half-breed orc is old enough to kill,he is old enough to be killed,” the male said coldly.

Still she hesitated. “But from behind? It is not theway of an elf.”

DRAGON #246 67

Page 70: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

“It is the way of a wolf,” Drom countered. “Thegreatest hunters find new ways. I am bested, and Iam content to die.”

The female’s eyes flicked to Drom’s face, then overhis shoulder to the elf who held him captive. Aknowing look glinted in her blue eyes. “He wants todie,” she said softly.

There was a long pause. The male did not loosenhis hold on Drom’s hair or move the knife from histhroat. The half-orc could almost feel his captor’sfrustration and indecision.

Then the knife lifted, moved to the side. With a quickslash, the elf traced a wound in Drom’s weapon armthat matched the one Badger had dealt the female—butdeeper, rifting the muscle in a way that would nevertruly mend. Drom did not cry out, not then, and noteven when the male’s blade bit through his left boot,just above his ankle. Unable to stand, never again ableto hunt, Drom slumped to the ground.

The female’s eyes filled with fury. “That was notneeded! Do you know what you’ve done to him?”

The elf called Elaith circled around, his wolf-goldeyes bright as he surveyed the ruined hunter. “Ofcourse.” With that, he turned and disappeared intothe forest.

The female hesitated, then she reached into a bagat her belt and stooped beside Drom. She placed onthe ground a small roll of cloth—a bandage, with a

small bone needle thrust into it. With this, he wouldmend himself, perhaps survive.

But why would he want to?“The wisest wolves, the greatest hunters, find new

ways,” she said. Her voice was low and intense, andsomething in it drew Drom’s gaze to hers. For a longmoment, half-orc and half-elf, hunter and hunted,regarded each other with understanding and honor.

Then she was gone, moving lightly after the wolf-clever male.

For a long moment, Drom weighed his decision.Then he reached for the needle and the bandage. Hewould live. He would find new ways.

The young hunter lifted his voice in a howl to theSnow Wolf, a eerie cry that wavered through theforest, echoing through the trees and hanging in themorning mist and silvery light. Drom’s wolfsonglingered long, in tribute to the wolf-clever elf who hadproven himself the better hunter, and to his owndetermination to emulate the wolf, in a manner fardifferent from any he had imagined.

Like the characters in this story, Elaine Cunningham hasfelt an affinity for wolves for as long as she can remember.She’s still in the process of figuring out just why this is. Inthe mean while, she remains very much a cat person.

68 APRIL 1998

Page 71: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse
Page 72: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

The Heroes of Selûne�s Smile

by Dale Donovanillustrated by Rags Morales

ONCE THERE WERE TOLD TALES of aband of heroes who came together inthe grand city of Waterdeep, at an innknown as Selûne’s Smile. Vajra thewarrior, Onyx the Invincible, Timoththe centaur, and Kyriani the half-elfsorceress fought dragons and van-quished fiends. They even helpedSelûne, goddess of the moon, defeatShar, the goddess of darkness, duringthe Time of Troubles. They also sur-vived being drawn into the plots ofKhelben “Blackstaff” Arunsun and theother Lords of Waterdeep. After atime, the heroes went their separateways.

The stories of these heroes of theFORGOTTEN REALMS® setting were told inthe ADVANCED DUNGEONS & DRAGONS®comic book published by DC Comicsfrom 1989 to 1991. After the comicceased publication, the continuingtales of these heroes of Selûne’s Smilewent untold. Recently however, we’veseen these heroes return in the pagesof FORGOTTEN REALMS products. Vajra,Timoth, and Onyx appear in the Landsof Intrigue boxed set, and Kyriani makesa cameo appearance in the Powers &Pantheons accessory and in the forth-coming For Duty & Deity adventure.

The heroes of Selûne’s Smile firstmet in 1352 D.R. For the next severalyears, they had many adventures,both together and individually. Theheroes first put down a planned oth-erplanar invasion orchestrated by themonstrous lmgig Zu. After fending offseveral attacks by bounty hunters try-ing to return Vajra, an escaped gladia-tor, to slavery in Calimshan, theheroes came into conflict with manyfoes including drow, evil wizards,dragons, and both the lawyers’ guildand the jesters’ guilds of Waterdeep(not to mention fighting one giantundead jester).

The heroes were still together in1357 D.R. when the Time of Troublesstruck Faerûn. Selûne’s nemesis Sharplotted to defeat the Goddess of theMoon by impersonating her and set-ting up her rule on the Prime MaterialPlane. Kyriani and the other heroesexposed the plot and helped Selûnedefeat her enemy.

Sometime thereafter, the heroeswent their own ways when Selûnereturned to the Outer Planes. Vajrastruck out on her own, hiring herselfout as a mercenary in the North andbeyond. Onyx and Timoth—the best of

friends for years—sought adventuretogether, traveling the length andbreadth of Faerûn from the HighForest, across Anauroch to Thar,Ravens Bluff, the Sea of Fallen Stars,Sembia, and Cormyr. In 1368 D.R., thefour heroes were reunited at the tav-ern. After a time of relaxed cama-raderie, they sought an opportunityfor adventure. At the time, PrinceHaedrak of Tethyr was in Waterdeep,raising funds and organizing an expe-ditionary force to travel to his home-land and end the decades-long civilwar there. Vajra, Onyx, and Timoth allsigned on as mercenaries. Kyriani hadthe tavern and her strong ties to thechurch of Selûne to keep her inWaterdeep, so she wished her friendsluck and sent them on their way.

Once in Tethyr, Prince Haedrak’sforces allied with those of the heroicZaranda Star. The three heroes didwell in the campaigns that followed.Vajra was instrumental in savingmany lives at the final siege ofMyratma, and for that (among herother valorous deeds), Prince Haedrakand his new wife, Queen Zaranda Starnamed Vajra Duchess of Ankaram, anarea that borders Calimshan to thesouth. Vajra also was appointed RoyalWarlord and Protector of the royalheir. Vajra then used her influencewith her friends to convince them toaccept commissions in the army ofTethyr. Today, the Reclamation War isover, but many troubles still threatenthe nation of Tethyr. Details of theseevents can be found in the Lands oflntrigue set by Steven E. Schend.

With the conflict in Tethyr relativelycalm for the time being the threeheroes there could invite Kyriani tovisit. Once they were reunited, it’salmost certain that adventure of somesort (as well as the PCs from your owncampaign) would find them yet again.

Dale Donovan is the author (with PaulCulota) of the Heroes’ Lorebook andthat book’s companion volume, theVillains’ Lorebook, to be published inJuly, 1998. Dale wishes to thank StevenSchend for the loan of his AD&D® comics.

70 APRIL 1998

Page 73: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Vajra ValmeyjarDuchess of Ankaram, Royal Warlord,

Regent Royal for Princess Cyriana

12TH-LEVEL HUMAN FIGHTER

STRENGTH: 18/23DEXTERITY: 17CONSTITUTION: 16INTELLIGENCE: 13WISDOM: 13CHARISMA: 14AC: 2THAC0: 9HIT POINTS: 9 6ALIGNMENT: NGSPECIAL ATTACKS: NoneSPECIAL DEFENSES: NoneMAGIC RESISTANCE: NilSIZE: M (6�1�)

Weapon Proficiencies: Long sword (specialized), spear,sling, net, dagger, short sword, bastard sword, pummeling.

Nonweapon Proficiencies: Blind-fighting (n/a), endurance(16), riding�land-based (16), rope use (17), fire-building (12).

Appearance: Tall, brown-skinned, and well muscled,Vajra wears her black hair short except for a long ponytail.A veteran of Manshaka�s Arena of Blood, Vajra still wearsthe skull-headed manacle of a Warrior of Blood.

Despite her new status as a member of Tethyr�s royalty,Vajra�s taste in clothes still prefers leathers and chain mailto gowns more �appropriate� to a lady of her station. Evenon those rare occasions when she can be convinced to donsuch apparel, she shocks many of the more conservativenobles with the thigh-high slits that allow her to reach theblades she straps to her thighs and calves.

Background: Vajra is a native of Tethyr but was separatedfrom her parents and likely orphaned while Tethyr was still inthe midst of a long, brutal civil war. �Vaji� fled south and foundher way to the streets of Calimshan, where Conner, a humanthief and conman, eventually befriended her.

When Vaji was 12, one of Conner�s schemes went wrong,and he was forced to sell Vajra into slavery to Abon Duum, aCalishite pasha. As she grew, Vajra learned how to fight andwas sent to the city of Manshaka and its Arena of Blood.There she fought gladiatorial combats against other slavesand free warriors. For ten years, she killed her opponentsand earned her owner fortunes in wagers.

Finally, Vajra escaped and fled north, eventually comingto Waterdeep, where slavery is illegal. Several bountyhunters hired by Duum tried to recapture her, but Vajra,with her friends� help, kept her freedom.

When the heroes of Selûne�s Smile parted ways, Vajrareturned to the City of Splendors as a mercenary. There shejoined Prince Haedrak�s expedition to end the destructive civilwar of Tethyr. Vajra was instrumental in the final siege ofMyratma. In return, Queen Zaranda and Haedrak named herDuchess of the sparsely settled, southern plains of Ankaram.

Equipment: Vajra has access to almost any form of mun-dane equipment she might need. She is never without hergold, skull-faced slave manacle (the teeth bear a sharp edgefor cutting bonds) worn on her right wrist, and a gold man-acle on her left wrist that conceals a dagger blade.

Magical Items: Vajra�s primary magical item is her longsword, Moonblaze. This blade was enchanted by Selûne her-self and generates a magical cold flame (affecting eventhose immune to cold or fire) that deals double damage toworshipers of Shar and triple damage to extraplanar beings.The flames and the blade�s other powers wax and wanewith the phases of the moon as noted below:

Moon phase Hits asNew Silver weaponQuarter +1 silverHalf +2 silverThree-quarters +3 silverFull +4 silver

Init. Bonus+1+2+3+4+5

Roleplaying Notes: Vajra is decidedly uncomfortablewith her new role in the nobility, preferring carousing to for-mal dinners, but she is well aware that she now holds thewell-being of many people in her hands. She often becomesfed up with the life of a royal courtier and noble, andescapes these pressures (and the whispers of other noblesthat she should find a man, settle down, and start havinglittle dukes and duchesses), by donning her armor, saddlingher horse, and riding off across Ankaram.

DRAGON #246 71

Page 74: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Timoth Eyesbright10TH-LEVEL CENTAUR FIGHTER

STRENGTH: 16DEXTERITY: 15CONSTITUTION: 15INTELLIGENCE: 12WISDOM: 10CHARISMA: 16AC: 4 or 1 (in barding)THAC0: 11HIT POINTS: 82ALIGNMENT: CGSPECIAL ATTACKS: Hooves: 1d6 (×2)SPECIAL DEFENSES: NoneMAGIC RESISTANCE: NilSIZE: L (8’ tall)

Weapon Proficiencies: Double-sword (specialized), longbow, long sword, pummeling, staff (he often uses his heavybow in this way).

Nonweapon Proficiencies: Animal lore (12), running (9),survival—temperate forests and plains (12), direction sense(11), rope use (15), fire-building (9), hunting (9).

Appearance: A muscular, white-maned centaur with tanskin and gray-brown horsehair, Timoth looks quite thebrute with his traditional garb of skins, furs, and face-paints.Timoth is even more impressive when he dons his armorand barding for battle

Background: Timoth’s tribe is located in Chondath, nearthe Chondalwood. Unlike the rest of his people, however,Timoth did not hesitate to mingle with other races, eventu-ally leaving his home to wander the Realms seeking adven-ture.

His first recorded exploit was when he was hired torecover the Yalsur Jewel, a supposedly magical gem ofgreat value. The dwarf Onyx was also on the trail of thestone, and the pair’s first meeting led to a battle betweenthem.

The centaur and the dwarf fought until the parties thathad hired them broke in to take the gem for themselves.Realizing that they had been played for fools, Timoth andOnyx joined forces. The gem turned out to be cursed andalmost worthless, but the friendship the two struck contin-ues stronger than ever.

The pair traveled together, visiting such diverse places asseveral of the cities on the north coast of the Lake of Steam,the Land of the Lions north of the Lake (where Timothmade quite an impression on the nomadic horsemen whomake their homes there), the Vilhon Reach, and southernInner Sea-coast nations including Sespech and Chondath.

The two were headed to parts unknown when theyencountered a female half-elf named Cybriani (see Kyrianibelow). In helping her reach Waterdeep, Timoth and the

others met Vajra and embarked on many adventures.Timoth’s devotion to his friends, his strength, and his skillwith his unique “double-sword” (see Equipment below)saved the day and his friends many times.

Timoth and Onyx have answered Vajra’s call to arms,and the centaur is now a major in the Tethyrian army com-manding a contingent of troops and cavalry in Trailstone,one of the Amnian towns that defected and joined thereunified Tethyr.

Equipment: Timoth’s most unusual piece of equipmentis his “double-sword.” From both ends of the central hilt, twolong sword blades spring forth at the touch of a button.Each blade inflicts damage as a normal long sword, plus thebonuses for Timoth’s Strength and specialization.

Magical Items: Horseshoes of speed, longbow +3, and aring of warmth.

Roleplaying Notes: Timoth is an open, trusting, kind-hearted soul. His naivete has landed him in trouble in thepast, but his experiences with the other heroes and those inTethyr’s Reclamation War have given him a wisdom thathas yet to dampen his cheerful spirit.

Unlike many centaurs, Timoth bears no racist or isola-tionist attitudes. Indeed, it was Timoth’s kindness towardthe distressed Cybriani that brought all the heroes togetherfor the first time.

72 APRIL 1998

Page 75: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Onyx the Invincible

8TH-LEVEL DWARVEN FIGHTER/ 8TH-LEVEL THIEF

STRENGTH: 16DEXTERITY: 17CONSTITUTION: 18INTELLIGENCE: 14WISDOM: 12CHARISMA: 10AC: -3THAC0: 13HIT POINTS: 60ALIGNMENT: NCSPECIAL ATTACKS: BackstabSPECIAL DEFENSES: NilMAGIC RESISTANCE: NilSIZE: S (4’6” tall)

Weapon Proficiencies: Battle axe, blowgun, darts, club,dagger, hand axe.

Nonweapon Proficiencies: Appraising (14) gaming (10),rope use (17), riding-land based (15), stonemasonry (14).

Thieving Skills: PP 50%; OL 97%; F/RT 90%: MS 87%;HS 54%; HN 25%; CW 66%; RL 0%.

Appearance: Still young for a dwarf, Onyx is only in hismid-fifties, and his flame-red hair and beard show no traceof gray. He tends to dress in brightly colored, billowingshirts and leggings, a vest, and a tufted helmet, with a ban-dolier of darts across his chest. When in battle he dons hisplate mail. Though his thief skills are unlikely to aid himmuch in pitched battles, the stubborn dwarf strongly prefersnot to wear armor, though he owns fine magical plate mail.

Background: Onyx’s full name is Onyx, Blood ofPlacidor, which tells other dwarves that Onyx is the directdescendent of the dwarven hero of the battle ofTwelvesuns. The rebellious soul that he is, Onyx does notuse his full name, instead preferring a name he chose forhimself, Onyx the Invincible.

Onyx is from Eartheart at the edge of the great Rift, oneof the last great dwarven nations left on Faerûn. He metTimoth the centaur early in his career, and the two remainbest friends. He and Timoth make an odd pair in combat,with Onyx sometimes riding Timoth’s back. Onyx gainsspeed and height from this position, and Timoth gains aconstant guard on his vulnerable flanks. With Timoth andthe other heroes, Onyx defeated many great evils (all ofwhich were taller than he, Onyx might add). He even metthe dwarven god Dumathoin at one point.

After the heroes temporarily parted ways, Onyx andTimoth adventured together for a time, eventually returningto Waterdeep in time to join Vajra in Prince Haedrak’s expe-ditionary force to Tethyr. Onyx acquitted himself well in theReclamation War and is now a major commanding the for-tification of Riatavin against possible attack. Onyx has

thrown himself into his work of late, as he recently met andfell in love with Kiira Ghalmrin, daughter of Arduke ObarGhalmrin of Morndivver. Kiira loves Onyx as well, but she isbetrothed to another, and her father has forbidden her tosee Onyx in any case.

Equipment: As an officer in the Tethyrian military, Onyxhas access to most types of conventional equipment,armor, and weapons, though he has run out of his dartsand blowgun ammunition on several occasions during thefighting in Tethyr. He also has a full set of thieving tools.

Magical Items: Plate mail +2, a ring of the ram, six darts +1,and a dagger +2, longtooth.

Roleplaying Notes: Onyx is not a member of the “dour,taciturn” dwarven stereotype. Instead, he’s hot-headed,temperamental, and filled with energy to get things done.

Onyx has matured somewhat as an officer in Tethyr’smilitary, but he remains the most consciously impulsivehero of the group.

Onyx has no immediate plans to alter the situationregarding Kiira and him, but it remains only a matter oftime before his lovelorn heart and his impulsive naturecombine to move him into action to win her hand.Possibilities include trying to find any legitimate reason tocause the families to cancel the arranged marriage betweenKiira and Obar, to accepting some task on behalf of Kiira’sfather to prove his worth.

DRAGON #246 73

Page 76: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Kyriani of Waterdeep11TH-LEVEL HALF-ELF MAGE

STRENGTH:DEXTERITY:CONSTITUTION:INTELLIGENCE:WISDOM:CHARISMA:AC:THAC0:HIT POINTS:ALIGNMENT:SPECIAL ATTACKS:SPECIAL DEFENSES:MAGIC RESISTANCE:

9151617121891849NSpellsSpells30% resistance to sleep andcharm spellsM (5’3” tall)

Weapon Proficiencies: Dagger, staff, dart.

Nonweapon Proficiencies: Spellcraft (15), herbalism (15),reading/writing (18), riding—land based (15), rope use (15).

Commonly Memorized Spells: (4/4/4/3/3): Armor, shield,magic missile, grease; continual light, glitterdust, invisibility shat-ter;fireball, lightning bolt fly, dispel magic; stoneskin, dimensiondoor, Otiluke’s resilient sphere; telekinesis, feeblemind, cone ofcold.

Appearance: Stunningly attractive, this gray-eyed, half-elf beauty has silver-white hair that seems to shimmer inthe light. Starlike twinkling appears in her hair, especiallyunder moonlight. Kyriani most often wears her hair tuckedup, away from her face, and she typically wears high boots,form-fitting leathers, and a cape while adventuring, anexpensive off-the-shoulder floor-length gown when attend-ing services at the House of the Moon, or some compro-mise between these extremes while she’s tending bar atSelûne’s Smile, a tavern in Waterdeep.

Background: The daughter of a human mage (who wasalso the father of Priam Agrivar, a paladin who briefly trav-eled with these heroes before finding fame with CaptainOmen and the crew of the Realmsmaster) and an evil drowsorceress, Kyriani must often battle to keep her mother’slegacy of evil under control. Indeed, she originally calledherself Cybriani, the “good” half of Kyri’s soul. The “evil” halfhad broken free and appeared as the drow mage, Kilili.With help from her new friends, Timoth, Onyx, and Vajra,Cybriani and Kilili were reunited, and the combined being isKyriani.

During the heroes’ time in Waterdeep, Kyri grew quiteclose with Luna, owner of Selûne’s Smile tavern. In fact, thebar became the group’s de facto headquarters. As theheroes learned, Luna was actually an avatar of the goddessof the moon, Selûne, and Kyri was instrumental in helping

Selûne defeat an avatar of the moon goddess’ arch-enemy,the goddess of night, Shar.

When “Luna’s” time on the Prime plane ended, shewilled ownership of the tavern to Kyri.

As running the tavern kept her in Waterdeep, Kyri didnot join her friends in their journey to Tethyr. Instead, Kyrirose in the ranks of Selûne’s church in Waterdeep, becom-ing the most influential layperson in the church today.

Equipment: Standard and traveling spell books, a fullcomplement of spell components, and ready access tothose items the owner of a tavern would have or need. It’salso likely that, after years of running the tavern, Kyri isquite wealthy, though she donates much of the bar’s prof-its to the House of the Moon.

Magical Items: Ring of telekinesis, ring of shooting stars,dagger +1, and a wand of frost.

Roleplaying Notes: Lascivious and mischievous, Kyri hasa virtual army of lovers in and around Waterdeep and,despite her power and status, intends to enjoy each andevery day of her life to the fullest.

Despite her mischievous behavior, Kyri is not a womanto be taken for granted or patronized. Her heritage givesher a fiery temper when she feels slighted, and she has pro-gressed far as a mage in the last few years, studying seri-ously under the tutelage of several potent mages aroundthe City of Splendors.

7 4 APRIL 1998

Page 77: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse
Page 78: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

by Johnathan M. Richardsillustrated by Terry Dykstra

“WELL THEN, if there is no further table napkins or bits of their ownbusiness,” said Dreelix, his gavel cloaks or robes in an attempt to wardraised in the air to strike the table, “I off the vile odor.hereby declare this meeting of the “Oh, that. Sorry. I sort of had a littleMonster Hunters Associa—” encounter on the way here...”

He was cut off in mid-sentence by a Buntleby reached into his bag andcommotion in the doorway. Buntleby pulled out its contents—a whitish, disk-bustled into the meeting hall, out of shaped creature with writhing tenta-breath and with a large, squirming cles on top.sack tucked under one arm. Ozzie, his “I don’t want to hear about it!osquip familiar, trotted obediently Get out of here with that thing!”at his feet. “I’m sorry I’m late,” “Wait!” said Spontayne, ahe said, “but I was unavoid- taciturn scholar who sel-ably detained.” dom spoke up. “Is that what I

“Late?” squeaked think it is?”Dreelix. “I was just “Beats me,” said Buntleby. “Iabout to adjourn! haven’t the foggiest idea whatYou must learn to the thing is. I was hoping maybebe a bit more punc- Willowquisp could tell us.”tual if you wish to Willowquisp the Zoophile, an elderlycontinue in this prestigious . . . guh! sage with a fondness for all ofBy the gods! What is that smell?” nature’s creatures—even the silly

Dreelix wasn’t the only one to ones—squinted over at his friend.notice. All around the room, the col- “Why, bless my soul!” he said. “Thatlected wizards and sages that made looks like a flumph!” Spontayne nod-up the Monster Hunters Association ded his head in agreement.were getting a good whiff of the “It attacked one of my osquips,”stench that Buntleby seemed to have Buntleby said. “I managed to capturebrought into the meeting hall with it, but not before it squirted some foul-him. Throughout the room, nostrils smelling gunk all over me. It seemsflared and noses wrinkled in disgust. harmless enough now, but it hasLady Ablasta raised a perfumed hand- some unusual properties, and Ikerchief to her nose and pretended thought maybe the Association mightnot to notice as others administered want to study it.”

“Fine, fine,” agreed Dreelix, barelyunderstandable as he spoke withhis left hand over his nose andmouth. “I hereby appoint Willowquisp,Spontayne, and Buntleby as a sub-committee to study the creature.Zantoullios, maybe you’d better jointhem. Any questions? Good. Meetingadjourned!” And without anotherword, he jumped up from the headtable and rushed out the door into thefresh night air.

Zantoullios wasn’t the most power-ful wizard among the Monster Hunters,but he did have the best-equipped lab,filled with the most modern equipment.He prided himself on being on the cut-ting edge of magical experimentationtechnology. Perhaps more truthfully,the reason his paraphernalia was sonew was it was constantly beingreplaced after Zantoullios’ experimentsblew up in his face. He still hadn’t liveddown his recent attempt to use a sum-moned fire elemental to test the flame-resisting properties of a new magicaloil. The battered sword he had coatedin the oil survived just fine; the lab, con-verted from an old wooden barn, didn’tfare quite as well.

Buntleby arrived at Zantoullios’recently-restored laboratory to find theother three members of the newly-cre-ated subcommittee already there.Willowquisp was seated at a table, por-ing over a large book he had broughtwith him, with Spontayne the Studiouslooking over his shoulder and noddingoccasionally to himself. Zantoullios waspouring brandy into four beakers.

“Hope you don’t mind the glass-ware, Buntleby; I brought the bottlebut left the glasses back at the house.”

“That’s fine. Why’d you build thelab so far away from the house,though? Seems a bit inconvenient.”

“It’s, uh, safer that way,” Zantoulliosadmitted. “I’ve had to rebuild the labthree times now after things . . . kind ofgot out of hand, but the house hasmanaged to avoid any damage so far.Willowquisp? Spontayne? Somebrandy? No? Suit yourselves. So, isthat the beast?”

Buntleby took the beaker andplaced his sack on the worktable. Itshifted and wiggled around as theflumph inside it tried vainly to escape.“Thanks,” he said to his host. “So,where should we start?”

Willowquisp cleared his throat.“Spontayne and I have been reading

76 APRIL 1998

Page 79: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

DRAGON #246 77

Page 80: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

up on it, and you’re right: there aresome rather interesting features aboutthe creature. Why don’t you start bytelling us how you came across it?”

Buntleby sipped his brandy andbegan his tale. “Well, I had just walkedout the door and was on my way tothe meeting hall when I heard asqueal from the direction of theosquip pen around back. I dashed tothe back and found the flumphperched atop one of my osquips-Squinty—with its tentacles wrappedaround his body to hold it in place. Iran forward to pull the thing off, whenit spotted me with its eyestalks.¹ Itimmediately let go of Squinty androse up into the air. I saw its baseswivel slightly,² and before I knew it, Iwas being sprayed with this liquidthat—well, you all got a whiff of it, andthat was after it had worn off a bit.³”

“It stunk even worse than Grindle’spatented garlic and onion stew!” sug-gested Zantoullios.

“Anyway,” continued Buntleby,“there was a butterfly net at the sideof the house, so I grabbed it up think-ing to capture the creature for study.Meanwhile, Squinty was runningaround in a panic at my feet, and in allof the confusion, I sort of...” Hewinced in memory of the event, andstopped talking.

“Tripped over him?” guessedWillowquisp.

“Stepped on him, actually,” admit-ted Buntleby. “On his head.”

“Oof!” said Willowquisp. “Is heokay?”

Buntleby grimaced. “He bit histongue.”

“That’s not so bad,” pointed outSpontayne.

“Off,” added Buntleby. “You knowwhat their teeth are like?”

“Poor thing.”“Getting back to the flumph...”

suggested Willowquisp.“Oh, right. Well, stepping on Squinty

put my swing a little off. I twisted myankle and went plummeting to theground, but on the way down I gavethe net a wild swing at the flumph. I hithim on one side, but as it turned outthis was a lucky break, becauseinstead of catching him in the net Iflipped the creature over in mid-air,and it crashed to the ground on itsback. It seems to be helpless when itsupside-down.”4

“Yes, that’s mentioned in my book,”noted Willowquisp. “So then what?”

“Well, I fixed Squinty up as best as Icould—poured a potion of healing downhis throat, you know, the cherry-flavored kind he likes. His back wasscarred from the flumph’s attack,5 butthe potion healed him up okay. So Ithrew the flumph into an old potatosack and raced to make it to the meet-ing in time. I guess that’s about it.”

“So what prompted you to bringthe creature to the Association forstudy?” asked Willowquisp.

“Well, I figured there’s got to besomething we can make out of it.Zantoullios?”

“Well, you’ve got our proceduresbackward: usually, we come across aformula for a new spell or a magicalItem, find out what strange bodyparts we need, and then plan a Huntaccordingly.

But still, we’ll see what we cancome up with. Hmm, hovering: potionsof levitation, perhaps, or spellcomponents for levitate, or possiblyreverse gravity spells...” he muttered tohimself, his mind already examiningthe possibilities. “Acid secretions: ten-tacles might be useful in oil of acidresistance, possibly tie it in somehowwith a MeIf's acid arrow spell? Maybe.Smelly squirting liquid: stinking cloudspell components, perhaps . . . I’ll haveto check my formulae.”6 He

1. A flumph’s eyestalks can move indepen-dently of one another, giving it a wide field ofvision. As the creatures are nocturnal, flumphshave infravision to a range of 60 feet. They haveno eyelids and so cannot close their eyes, evenduring sleep. For this reason, they are seldomsurprised in visually-oriented situations. (Forexample, it would be difficult to walk up to onewithout it being aware of the approach.) On theother hand, they tend to take more damage fromlight-based assaults (for example, they save at -2against light spells cast on them to temporarilyblind them).

If an eyestalk or tentacle is severed, it takesabout a week to grow back. One-eyed flumphsstrike at -2 to hit due to a lack of depth percep-tion; those missing a tentacle or two are notimpeded and cause full damage with their acidattacks.

2. The flumph hovers by an innate form ofanti-gravity, but it maneuvers by means of severalsmall holes along the rim of its disk-shaped body.A mouth-like organ on its top takes in air, whichcan be expelled by any of the holes along therim. Air being jetted out the back of the flumph’sbody propels it forward; air jetted from the crea-ture’s left sends it to the right, and so on.

The air jets propel the creature horizontally,while it moves vertically at will by means of its anti-gravity ability. Its tentacles are used like rudders,enabling the creature to spin clockwise or counter-clockwise, depending on the placement of the ten-tacles as it forces air out one of its rim holes. This isimportant in lining up its defensive spray, as the liq-uid can be expelled from only one of the eight rimholes. This one rim hole is usually referred to as thecreature’s “front” (a somewhat arbitrary position ona radially-symmetrical creature).

3. A flumph’s defensive spray squirts out in a60° arc from its “front,” with a range of 20 feet.The liquid is extremely foul-smelling, somethingof a unappealing melange of skunk musk, rottingcabbages, and the unwashed armpits of asweaty, overweight orc. The stench causes thosestruck to save vs. poison or be unable to attackfor 2-5 rounds due to extreme nausea and dizzi-ness. The odor from this attack lasts for up to 4hours and is detectable from 100 feet away. (Thisscent could easily attract wandering monsters.)The flumph’s spray attack also propels it in theopposite direction, since the attack emanatesfrom one of its rim holes. A flumph can use itsspray only once every ten rounds.

4. A flumph is virtually helpless when placedon its back, even more so than a turtle. The crea-ture’s innate anti-gravity is aimed downwardfrom the creature’s lower side, making it uselessif the flumph is flipped over. Its many tentaclesare capable of delicate maneuvering but do notpossess much strength, so the flumph is unableto flip itself over by grasping at nearby hand-holds. Furthermore, its “maneuvering jets” cannotbe employed unless it is levitating, and thisincludes the one responsible for its defensivespray. To add insult to injury, its long eyestalksare pinned by its body when overturned, so thecreature cannot even get a good look at what isgoing on around it.

5. Although the flumph’s “mouth” is on itsupper surface, it is used for air intake only. Thecreature actually feeds by means of several smallspikes located centrally on its underside, sur-rounded by its tentacles. The flumph drops downon its prey (mostly frogs, lizards, and smallrodents), piercing the victim’s body with thespikes for 1d8 hp damage. It then introduces acid

into the wounds by means of its tentacles. Eachtentacle is hollow, much like an elephants trunk,and is highly flexible. While some tentaclesentwine around the prey in an effort to hold itstill, others secrete acid, causing an additional1d4 hp damage for the next 2d4 rounds. Theacid is produced in the flumph’s lower body cav-ity; anyone piercing a flumph’s underside (AC 8)from below is hit with a shower of acid causingdamage as noted above. The acid is highlypotent, requiring active washing with 2-8 gal-lons of water or immersion in a swiftly-movingstream in order to remove it completely; simpleimmersion is not enough.

Once the prey is dead and the acid has hadenough time to liquefy the creature partially, theflumph sucks up nutrients through its tentacles.In this respect it is similar to most spiders, whosevenom liquefies the insides of its captured prey,allowing the spider to “drink” its victims.

6. The brain of a flumph—a small organlocated just under the creature’s upper shell, mid-way between its mouth and its rear rim hole-when pulverized, produces a liquid useful in theproduction of potions of levitation. One flumphbrain provides enough liquid for three suchpotions.

The inner layer of hollow flumph tentaclescan be removed and used as one of the ingredi-ents for oil of acid resistance. It takes about 20 ten-tacles for one application of this magical oil.

The gland that stores the flumph’s defensivespray can be used as an alternate material com-ponent for the stinking cloud spell. If used for thispurpose, any flumphs within one mile of thespells effect have a 50% chance of investigatingthe stinking cloud.

78 APRIL 1998

Page 81: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

busied himself in the back of the lab,digging through a pile of disorganizednotes and books filled with his tinyscrawlings.

Buntleby pulled the flumph out ofthe sack and looked at it in the light ofthe laboratory, careful to keep itupside-down. It was entirely white,from the eyestalks to the tentacles.Even its short little spikes were awhitish-gray, although there werespecks of dried blood staining a goodnumber of them. Its eyes were a darkblue, almost black, and it looked atBuntleby with an unfathomable expres-sion. Was it angry at its captivity?Curious? Frightened? Buntleby had noway to know.

“Look how long the eyestalks are,”said Buntleby, holding up the flumphfor his companions to see. “I wonderwhy they’re so long?”

“By necessity, no doubt,” suggestedWillowquisp, looking up from histome. “If it spends its life in the air anddrops down on its prey, it would haveto be able to see past its own body.”

“Makes sense,” admitted Buntleby.On a whim, he placed the invertedflumph on his own head, and held itseyestalks together under his chin.“Here we go,” he said, “A new hat forLady Ablasta.” Tilting his head back sohe could look down his nose at hiscompanions, he scrunched his faceinto a lemon-sucking configurationand did his best Lady Ablasta imita-tion. “I’m sure you young

this little fellow, as is, on Dreelix’schair.”

“That would be a sight!” agreedBuntleby, placing the flumph down ona chair and waggling his butt over it asif about to sit. Even Spontayne, nor-mally slow to join in any jocularity,allowed a grin to cross his face as hepictured Dreelix sitting on a flumph.

Buntleby picked the creature backup, then examined its shell. “Hey, feelhow hard the top is, compared to thebottom,“ 7 he said.

Spontayne gave a rap on the crea-ture’s top, then poked a finger into itssquishy, pliant underside. The flumphresponded with a squeaky “whee!” ofexhaled air, as if ticklish. “Almost like a

The flumph landed on its edge andbegan spinning across the floor like arunaway wheel. Zantoullios made agrab for it but slipped himself andlanded hard on his face, shooting astack of notes detailing the marvelousnew uses he’d found for troglodytebladders flying out behind him.

turtle’s shell,” he said. “Odd thatthey can fly with so muchweight on top.”

“No, really, its not thatheavy at all. Here, feel foryourself.” Buntlebypassed the creature overto his mentor.

“Amazingly light,”

“Look out!” yelledZantoullios. “It’s flippedup! Grab it, quick!”

Willowquisp bent over tograb the flumph. Spontayne did

small circle along its cir-cumference like adropped coin between

“Stop it!” Buntleby yelled, crawlingto his feet. “Don’t let it get away!”

Willowquisp and Spontayne lookedup from the thick zoological tomeWillowquisp had brought, to see theflumph barreling across the floor atthem in a bee-line, tentacles splayedout on one side and eyestalks splayedout on the other. It hit Spontayne’s

foot and tipped over, wobbling in a

the two men.

agreed Spontayne.“Perhaps the shell could be used inthe construction of lightweight armorof some type.”

“Possibly. Or maybe a buckler, orsomething.” He took the creature backfrom Spontayne and carried it over toZantoullios, who was buried in a pileof arcane formulae and researchnotes, many of which had spilled outonto the floor. “Hey, take a peek at

men cannot possiblyappreciate just howproper and fashionablemy new headgear is.But of course, such is tobe expected of theuncouth members oftodays society.”

Willowquisp chuck-led and held out hishand, and Buntleby passed theflumph over to him, careful to keep itupside-down. Willowquisp tested thesharpness of the creature’s spikeswith his finger, and offered, “There aretimes I’d be sorely tempted to place

this texture. Think we couldfashion some sort of armorfrom this?”

Zantoullios spun aroundat the sound of Buntleby’s

voice. His oversized book ofnotes bumped the flumphout of Buntleby’s hands,

and the creature spilledonto the floor. At the same

time Buntleby‘s foot slid on a loosescrap of paper, one of Zantoullios’escaped notes that now littered thefloor of his lab. He went crashing tothe floor, jarring his funny bone in theprocess.

the same, and the sound of their headscolliding could be heard clear acrossthe lab. Both staggered backward, andthe flumph shot up into the airbetween them.

In an instant, the flumph reached aheight of ten feet, well out of therange of the four humans below,where it teetered drunkenly andattempted to regain its balance.Spontayne staggered over andslammed the shutters closed on thelab window, preventing its escape.“Now what?” he asked.

“Got that butterfly net with you?”asked Zantoullios. Buntleby shook hishead. “What about spells?”

Buntleby took a quick mental sur-vey. “Nothing of use,” he admitted.“You?”

“Sadly, no. Wait a minute, though,I’ve got an idea.” He disappeared intoa back room.

The flumph circled around the roomslowly, eyestalks waving back andforth as it looked for a way out. It hadapparently regained its equilibrium and

7. A flumph’s upper surface is AC 0. Duringthe daylight hours, the creature often flies up intoa tree and settles on a sturdy branch, wrappingits tentacles around the branch for support. Thisleaves its hard upper shell exposed while pro-tecting its softer underside while it sleeps. Theeyestalks are retractable and can be whippedinto the creature’s body quickly if necessary, butthe flumph usually keeps them out and facingopposite directions while sleeping. flumph sleepis very light, and the creature remains somewhataware of its surroundings at all times. If danger is

present, It can snap awake in an instant,although it does suffer a -2 penalty to its surpriseroll if attacked while sleeping.

8. This noise is just incidental to the flumph’smovement through the air and does not consti-tute a language. There is a flumph language, butit is a sign language based on tentacle and eye-stalk movements, difficult for non-flumphs tolearn and impossible for them to reproduce (shortof using polymorph magic to take on the shape ofa flumph themselves, or creating the illusion of aflumph and using it to do the “talking”).

9. Flumphs have no regular feeding schedule.They almost always attack rodents on sight,regardless of how recently they have fed, leadingsome to believe that flumphs prefer a rodent diet,or that they were specifically bred as a farmingaid to cut down on the rodent population. Theywill also eat small creatures such as lizards, frogs,and snakes, but given a choice will always goafter rodents first. A flumph sees killing rats andmice as a sacred duty to be performed wheneverpossible.

D R A G O N # 2 4 6 79

Page 82: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

scooted about along a horizontal Zantoullios dropped his staff, recoilingplane well out of reach of the humans in disgust.below. The three Monster Hunters Spontayne made a grab for acould hear a low whistling as air wand on the worktable and tossed itpassed through its maneuvering jets.8 over to Zantoullios. The gangly wiz-It glided aerially along one wall, did a ard caught it, spoke a commandquick pirouette, andfloated along the

word, and the air became morebreathable at once. The slim

next wall, eyestalksin constant motion.Suddenly, its eyes did adouble-take, and in a burst of speed itmaneuvered over tothe far corner of the lab.

A sudden thought s t ruck

black wand had an inflatablebag at one end. As the bag

filled with air, the stenchbecame less and less

noticeable. “Troglodytebladder. Good thinkingSpontayne.” Spontayne

merely grunted his agree-Buntleby. “Where’s Ozzie?” he cried.

The flumph positioned itself overthe osquip, making final adjustmentsas it aligned itself above its unwittingprey. “No!” screamed Buntleby as heleapt across the room toward hisfamiliar? 9

The two reached Ozzie at about thesame moment. Buntleby curled protec-tively over his familiar, and the flumphended up landing on Buntleby's shoul-der. He felt a brief prick of pain as sev-eral of the creature’s spikes penetratedthe layers of his robe, but then theflumph, surprised by the loss of itsprey, zoomed back up into the air.

It didn’t get far. Zantoullios, bran-dishing a staff of striking he’d beenmeaning to recharge, gave a blood-curdling scream as he charged acrossthe room and smacked the creaturebetween the eyestalks. The flumphteetered and tottered in the air, wob-bling crazily as it tried to regain its bal-ance. Not surprisingly, it let loose withits defensive spray, catching Buntleby,Zantoullios, and Ozzie in their faces.

ment and went over tocheck on Buntleby. Zantoullios pickedup his staff and looked up at theflumph, hovering just out of reach.

“So now what do we do?” askedWillowquisp.

There was a loud bang at the shut-tered window. All eyes turned towardit, including those of the flumph.10 Theshutters buckled once, twice, and thencrashed open. To the Monster Hunters’amazement, a hammer-shaped field ofenergy floated into theroom, followed by a pair

pointed accusingly in Buntleby’s direc-tion. The green ones positioned them-selves between the white flumph andthe startled humans below.

Spontayne was bent over Buntleby,both caught staring up at the strangecreatures hovering above them.Willowquisp the Zoophile held hislarge tome up like a shield as if toward off any evil spells the thingsmight hurl at him. Zantoullios stoodwith an enlarged troglodyte bladderon a stick in one hand and a staff inthe other, ready to strike. Under thecreatures’ gaze, he lowered the staffto the floor and gave a sickly chuckle,his oversized Adam’s-apple followinghis nervous gulps down his throat.

Buntleby felt a gathering of magi-cal energy about him, and found thathe was unable to move. From the cor-ner of his eye he saw the others wereimmobile as well, and from the lookof puzzlement on Willowquisp’s facehe figured the sage had never been inthe grip of a hold person spell before.12

One of the green flumphs sucked Ina large breath of air from its dorsalmouth-organ and forced a few wordsout of one of its rim holes.13 “Not evil,”

of flumphs.These flumphs were dif-

ferent-greenish-yellow,with tentacles shaded darkgreen. There seemed to be aconsiderably greater number oftentacles present on the greenflumphs, and they waved about con-stantly.11

The white flumph hovered up tothe newcomers and performed anintricate series of movements with itstentacles and eyestalks, one tentacle

it squeaked, evidently revealing theresults of a quick detect evil spell.

The spiritual hammer winkedout of existence behind it.

“Explain behavior.”Suddenly, Buntleby

could move again-apparently, he had been

released from the spell.He looked at his compan-

ions, but they remained immobilized. Itseemed that he was to be theirspokesman.

10. Although flumphs have no external ears,they do have a sense of hearing on a par withthat of a human. They do, in fact, have four innerears spaced equidistant around their bodies justbelow their maneuvering jets. They have anexcellent sense of touch in the tips of their tenta-cles but a weak sense of smell (based on themouth-like organ on their upper surface) and nosense of taste.

Their sense of smell is somewhat unique inits extreme sensitivity to one particular scent—theodor of their own defensive spray. A flumph isable to pick up that one scent from over a mileaway. This means when a flumph uses its spray,it is also alerting all other flumphs in the imme-diate vicinity that a dangerous situation hasarisen. Being lawful good creatures, any flumphpicking up the defensive odor heads toward thescent to assist if it can.

11. Monastic flumphs are a higher order offlumph, able to cast priest spells as if they wereclerics of equal level to their hit dice. At 2-5 HD,this gives them access to priest spells of first tothird level. These spells are modified versions ofthe spells known to PCs, requiring only somaticgestures, which they perform with consummateskill with their numerous tentacles. Monastic

flumphs have a larger number of tentacles thando common flumphs; while this enables them tocast spells, it also leaves less room on theirundersides for spikes, and as a result monasticflumphs cause only 1d6 hp damage instead ofthe common flumph’s 1d8.

Little is known about the mysterious monas-tic flumphs. They gather together in large cav-erns to worship unknown, lawful good deities.Each monastic flumph society is called a “clois-ter,” led by a 5-HD “abbot,” 3-or 4-HD “priors”(one per six flumphs in the cloister), and a hand-ful of 2-HD “monks.” Cloisters commonly hold upto 32 individual monastic flumphs, who act asguardians for the common flumphs and pursuetheir own mysterious interests.

Most of what little is known of the monasticflumphs was documented by one Cartificant theLearned, a curious sage with a penchant forunusual field-work. It was he who gave themonastic flumphs their religious-based titles, andsince so little has been written about the crea-tures, the terms “cloister,” “abbot,” “prior,” and“monk” have become common usage in describ-ing monastic flumph society.

Had Cartificant finished his field-work with themonastic flumphs (tragically, he was killed in a

rare butter-churning accident), he might havelearned the true relationship between ordinaryflumphs and the monastic variety. Monasticflumphs are not a higher order of flumph so muchas normal” flumphs are a lower order of monas-tic flumph-specifically, their idiot mutant children.About 10% of monastic flumph buds grow intoalbino flumphs. While these creatures are lower inintelligence and cannot cast spells, they arenonetheless cherished and looked after by thelawful good monastic flumphs. The albinos alwaysbreed true, so over time, the “normal” flumphscame to far outnumber the monastic ones.

12. Since monastic flumphs cast their spellsusing only somatic gestures with their many ten-tacles and also move their tentacles when com-municating with others of their species, there isusually no warning for an outside observer thata monastic flumph is casting a spell.

13. A very few monastic flumphs (about 10%)have mastered the Common tongue or anotherverbal language. They do not speak often, andwhen they do it is in short bursts of words asthey force air out of their rim holes. A speakingmonastic flumph sounds like it just took in alungful of helium and is trying to do a MickeyMouse impression.

80 APRIL 1998

Page 83: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

“Why fight?” asked the greenflumph in its high-pitched voice.

“We were, uh, defending our-selves,” he began.

The green flumph that had spokenpointed at the white flumph with athin tentacle. “Why attack?” itdemanded in its squeaky voice.

“Well, he started it! He attackedone of my osquips!”

The flumph swung its eyestalks tostare down at Ozzie. “Kill vermin.”

“Ozzie’s not vermin! He’s myfamiliar and my friend!” As ifunderstanding the flumphs’motives, Ozzie pru-dently scootedbehind Buntleby’sfeet and hid from thehovering creatures.

The flumph swung itseyes back toBuntleby. “Not vermin?” itasked, surprised.

“Definitely not!”“Not vermin?” it asked again. The

green flumph pointed his two eyeballsat each other in confusion, thenseemed to give a mental shrug. Itpointed a tentacle at its white-skinnedcousin, and said, “Not hat.”

Buntleby felt his cheeks burn crim-son as embarrassment crept over hisface. “Yes, well, I’m sorry aboutthat,” he mumbled.

“Not cushion. No sit.”Buntleby’s face grew

even redder.“Look, I think there’s

been a terrible misun-derstanding on both ourparts. I apologize for theway we’ve treated your friend here,and I see now that no harm wasmeant on your part toward myosquips, too. How about we just admitto our misunderstandings and eachgo our own separate ways?”

The flumphs stared at the MonsterHunters for a few seconds, thenturned and waggled tentacles at eachother. “Agreed,” said the flumphspokesman. With a puff of air, itswiveled around on its central axisand jetted out the window, the othertwo creatures following behind it.

Movement returned to the otherMonster Hunters. “Well I’ll be,”remarked Zantoullios. “I think we

were just scolded. What werethose things, his parents?”

“Unlikely,” Wiliowquispreplied , flipping through his

book once again. “Flumphshave but a single parent-they reproduce asexually bybudding, once every two

years or so. No, I believe theywere a different type of flumphaltogether. My tome here hints at

a race of spellcasting flumphs, and Ithink that’s what we just saw.”

“So the little white guy just got res-cued by two of his more powerfulcousins,” remarked Buntleby, bendingdown to his familiar and stroking himbehind the ears.

“And I’d say we were lucky at that,”said Wiliowquisp, flipping

quickly through his book insearch of a particular page.

“We got off easy in onlyhaving to deal with a

spell-using flumph; wecould have been facingone of these, instead!”Finding the page he was

after, he flipped the bookaround so his friends could see.

The picture showed a creature thatlooked like nothing so much as agiant brain, from which grew a parrot-like beak and ten long tentacles. Fromthe way it was drawn on the page, itwas obvious that the creature washovering in mid-air.

“A grell?” asked Buntleby. “I’venever heard of them.”14

“You’re lucky never to have metone,” said Zantoullios. “I don’t thinkwe’d have got off so easy if it was acouple of grell that burst in here.”

There was silence for awhile, aseach Monster Hunter reflected onwhat had just occurred. Finally,Zantoullios broke the silence.

“Actually, I’d prefer explaining tothe Association thatwe lost our flumphto a daring raidby a couple ofnasty grell,rather thanadmit thatthe four of uswere bestedby a littlegreen.

flumph,” he saidwith a squeaky voice.

“Good point,” admitted Buntleby,rubbing his sore shoulder.

“I think,” suggested Willowquisp,“that after much investigation, wedecided that flumphs are unsuitablefor magical experimentation, and welet him go free.”

“I like it,” said Spontayne.“Me too,” agreed Buntleby.“Good plan,” said Zantoullios.

Johnathan M. Richards says he is veryfamiliar with the concept of the nausea-inducing smell, since he grew up livingacross from a mushroom farm thatbrought in compost daily by the truck-load, and currently lives downwind froma meat-rending facility.

14. No grell would ever come to a flumph’srescue, although it is very possible that theflumph and the grell are genetically related.Sages point out the many similarities betweenthe two creatures: both hover in the air bymeans of an innate ability; both have numeroustentacles; both drop down on prey from above;both are nomadic, seldom staying in one areafor long. In addition, each has a solitary type (thecommon flumph and the rogue grell) as well asa “colony” type (the monastic flumph and thecolonial grell). Further Information on grell isavailable in the MONSTROUS MANUAL® tome (under“Grell”), MC5 GREYHAWK® Adventures Appendix(under “Grell”), and MC9: SPELLJAMMER® Appendix(under “Grell, Colonial”).

Another creature believed to be related tothe flumph is the belabra, or “tangler.” Somewhatmore primitive than either the flumph or thegrell, the jellyfish-shaped creature cannot levi-tate or fly, but instead glides after a springingleap that can take it 60 yards at a time. The crea-ture has 12 rubbery tentacles, a hard, bonyupper shell, and four dorsal eyestalks. Furtherevidence of flumph ancestry is the fact thatwhen a tentacle is severed, the creature spraysIts blood at enemies, which has a debilitatingeffect on them. Belabra also reproduce throughbudding, as do flumphs. Many sages believe thebelabra to be a precursor to both the flumph andgrell species. Further information on belabra canbe found in MC3: FORGOTTEN REALMS® Appendix,under “Belabra (Tangler).”

The best guess regarding the flumph’s ori-gins, taking into account its probable genetic tiesto the grell, is that flumphs originate from a dif-ferent world. They may have traveled on grell

(spelljamming vessels perhaps by design, butmore likely without the grells’ knowledge) anddisembarked onto their new planet. Or, for thatmatter, it might have only been a single (monas-tic) flumph-since they reproduce asexually, itwould only take a single flumph to found anentire race on a new world.

If this theory is true, it might also explain the“normal” flumph’s existence-perhaps the albinomutation came about as a result of some subtledifference between this world and the monasticflumph’s original home world.

DRAGON #246 81

Page 84: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Cauldrons and Cookeryby B.A. Landires

illustrated by Bob Klasnich

COOKING UTENSILS are mundaneitems that most PCs overlook as trea-sures. Fantasy literature includes manymagical cauldrons and other cookingitems. Here are a few more domesticmagical items to spice up your game.Unless noted otherwise, all of theseitems radiate a faint aura of magic.

Bowl of Plentiful PorridgeThese small bowls have lids that

keep the magically created porridgesteaming hot. The bowl never goesempty of porridge, and will provide anourishing meal to one and all.However, no matter what is added tothe mushy meal, nothing can alter itsbland taste.

These items are also cursed.Anyone who eats from a bowl of plen-

tiful porridge completely loses all senseof taste and smell. Only a remove cursespell can alter this effect.

XP Value: 100 CP Value: 400

Cauldron of DreamsThese items were created for the

express purpose of enhancingdreams. By brewing a mixture ofhoney, strong liqueur, a crushed 500gp gemstone, and powdered bone inone of these cauldrons, a potion is cre-ated. The potion must be consumedimmediately, for it loses its power oneround after it is ready. Drinking thepotion puts the user into a catatonicslumber that lasts 2d6 hours. Duringthis state, the drinker experiences oneof the following effects:

1d10001-09

10-25

26-35

36-45

46-50

51-60

61-75

76-85

86-90

91-95

96-99

100

EffectVictims suffers memoryloss, losing 1d6 (×1,000)XPs and all spells.Horrible nightmares givethe victim an acute pho-bia related to his past.Nightmares causeextreme headaches for1d6 days. Concentrationis impossible.Victim suffers from para-noia, fearing and suspect-ing everybody and every-thing.Acute insomnia results for2d8 days. Cumulative -1to Constitution after thirdday.Makes contact with deadfriends and family.Dreams reveal hints thatcan lead to gainingwealth.The location of an aban-doned magical item isrevealed.User gains 1d6 (×1,000)XP through dream experi-ences.Beneficial dreams thatwarn of immediate dan-gers in the near future.Contact other plane, as thefifth-level Wizard spell,gives beneficial lore.Astral form, as the sev-enth-level Priest spell.

Using a cauldron of dreams gives thevictim a 10% cumulative chance ofbecoming obsessed with the item.Those that become obsessed stop atnothing to continue creating the spe-cial potions and drinking them. Only aremove curse or more powerful magiccan free the victim of the addiction.

XP Value: 5,000 GP Value: 20,000

Cauldron of GatewaysThis rare item creates a gate lead-

ing to any destination on the sameplane in which the cauldron is located.To call forth the gate, the user mustbring fresh water to a steaming boil inthe cauldron and add soil from thedesired destination to the brew. Byspeaking the command words “Idemand a path,” the user opens agate, creating a translucent image ofthe location in the steam. Steppingthrough the steam transports individ-uals to the origin of the soil, as long as

82 APRIL 1998

Page 85: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

it belongs to the same plane of exis-tence. The gate remains open for 2d6turns before closing. A being that iscaught in the gate when it closes oropens must make a successfulDexterity check or be severed in half,resulting in instant death. It is not pos-sible to bring the cauldron through itsown gate. Such cauldrons may be usedonly once per week. Beyond that, theywork quite well as regular cookingcauldrons.

XP Value: 10,000 GP Value: 40,000

Cauldron of the MagiOnly one such cauldron is known

to exist. The knowledge of its creationhas long since been forgotten. Someclaim that it is cursed, while thosewho have gained from the cauldronpraise its value. The item is neithergood nor evil, but it may only be usedby wizards. Runes carved into the rimof the cauldron list the recipe neces-sary to activate its power: one pint ofblood from the user, the web of agiant spider, a vial of holy water, a vialof unholy water, powdered hair fromone hundred unrelated sentientbeings, powdered bone from threedead wizards of 9th-level or greaterand an ancient coin.

All of these ingredients must becombined and brought to a boil in thecauldron. The brew must be con-sumed still boiling, causing 1d6 hpdamage from scalding. There is a 45%base chance that the recipe activatesthe cauldron’s ability. This chance canbe cumulatively increased by 10% foreach successful cooking, herbalism, orspellcraft check (one check per profi-ciency), if the wizard has and uses theabilities. If the recipe check is success-ful, then the resulting brew radiates astrong aura of magic. If the check isunsuccessful, then the resulting brewbecomes a powerful toxin. It causesdeath to the user that drinks it, unlessa saving throw vs. poison is made.The same applies automatically toanyone who drinks of any brew that isnot the single blood donor.

Consuming a successfully brewedrecipe links the activating wizard to ahigher consciousness that opens hismind to the collective knowledge ofall sentient beings. Through the websof fate that tie everything past andpresent together, the wizard experi-ences the memories and thoughts ofothers, as though they were his own.One of the following effects occurs:

1d10001-05

06-15

16-25

26-30

31-4041-45

46-60

61-75

76-85

86-90

91-99

100

EffectA temporal rift occurs,irreversibly swallowingthe victim and erasinghim from existence.Victim suffers massiveamnesia. All XPs andspells lost.Memory lost. All spellsmust be relearned.Memory gaps. Lose 1d6(×1,000) XPs and halfmemorized spells.Forget all proficiencies.Permanently lose 1 pointfrom Intelligence.Gain the knowledge of1d6 first-level spells.Gain the knowledge of1d4 second-level spells.Gain the knowledge of1d4 third-level spells.Gain the knowledge oftwo fourth-level spells.Gain the knowledge ofone fifth-level spell.Victim must make aSystem Shock check ordie from the overload ofinformation. If successful,then user gains all bene-fits from #46-99, above.

Any spells gained by the use of thecauldron should be determined ran-domly or by the DM. These spells areconsidered learned and may be writ-ten down in the wizard’s spell book.

A restoration spell can be used torestore any one of the following: lostmemory, spellcasting ability, proficien-cies, or Intelligence points.

XP Value: 20,000 GP Value: 60,000

Cauldron of Planar TravelThis massive pot functions exactly

as the cauldron of gateways. However,in addition to all the above abilities andrestrictions, cauldrons of planar travelallow the user to travel between theplanes of existence. Extra-planar soilcast into the steaming boil creates agate between the planes to the point ofits origin.

XP Value: 20,000 GP Value: 80,000

Chamber Pot of ConcealmentAlthough having nothing to do with

cookery, it does provide a means forthe afterthoughts of such culinarydelights. These magical containershave an appropriate permanent visualand olfactory illusion cast on themthat deters most trespassers. A cham-ber pot of concealment alters spacial

DRAGON #246 83

Page 86: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

dimensions, creating a 3’ × 3’ × 3’ areaof storage space within itself. They areideal for hiding those precious itemsthat must be left behind in one’s room.

XP Value: 50 GP Value: 200

Cleavers by GrogThese orc-forged blades range

from the smallest paring knife (1d2 hpdamage) to gigantic double-handedcleavers (1d8+1 hp damage). Theyfunction equally well in both the cavekitchen and in battle. Although thecleavers provide no attack bonuses,they are magically enhanced to spicemeat as they cut through. Meat cutwith one of these blades is quite tasty.

A wound caused by a cleaver byGrog causes an additional 1 hp dam-age per round unless washed clean(with a maximum of one turn or 10rounds of damage per wound).

XP Value: 400 GP Value: 1,200

Cookbook of UzulAnyone using this magical cook-

book gains the cooking and herbal-ism non-weapon proficiencies with a+2 modifier. Meals prepared whileusing this cookbook cannot be poi-soned in any way.

XP Value: 500 GP Value: 2,000

Cormac�s Wonder ButterThis butter is a greenish salve that

acts as a minor healing ointment.When rubbed into a wound, the but-ter stops all bleeding immediately andheals 1d6 hp of damage.

If consumed on warm toast, the but-ter has a 25% chance of acting as acure disease spell (third-level Priest spell).Otherwise, it causes severe vomiting.

XP Value: 50 GP Value: 200

Hypnotic CauldronBy boiling a brew of powdered

gemstones of different colors (mini-mum total value of 500 gp), the feath-ers of brightly colored birds, and aglass prism, the user of this cauldroncan create a hypnotic steam. As longas the cauldron is used in a well litarea, the hypnotic steam cloud hasthe power to affect individuals up to60’ away. Anyone viewing the multi-colored steam must make a savingthrow vs. death magic. The user of thecauldron may make a suggestion, asthe third-level wizard spell, upon vic-tims who fail the save. Rather thanevoke the usual effects, the user mayinstead choose to ask one question ofthe victim, who must answer truthfully.

Victims who fail their saving throwshave no recollection of the encounterwith the cauldron or its user.

XP Value: 3,000 GP Value: 12,000

Everful Jug of LardJust as the name implies, these are

magical jugs that create thick cookinglard. The lard is too thick to be pouredfrom the vessel and must be scoopedout. If heat is applied to one of thesejugs, it loses its magical ability. Thegrease created by the jug is flamma-ble. Although these magical deviceswere created for cooking, the lard canbe put to less practical purposes. If It isspread over a smooth surface, It actsas a first-level Wizard’s spell grease,until it is cleaned up.

XP Value: 300 GP Value: 1,200

Jan Jo�s Tea KettlePlain water brought to a boll in this

silver kettle becomes a mint-flavoredtea. Drinking the liquid removes allfatigue and relieves the person of theneed for a nights sleep.

The kettle’s second function isrevealed when used to boil belladonnaherbs. The resulting tea has the abilityto cure lycanthropy. Any lycanthropedrinking the concoction must make aSystem Shock check. If successful, thedisease is fully cured. If the SystemShock check fails, the lycanthrope dies.Jan Jo guaranteed that the magical ket-tle would cure lycanthropy one way oranother.

The last power of the kettle is acti-vated when mint leaves and honeyare boiled within. Doing so creates1d4 cups of a tea that acts as a potionof healing (curing 2d4+1 hp per cup) ifconsumed immediately. This functionmay only be used once per day.

XP Value: 1,000 GP Value: 4,000

Medicine SpoonThese spoons appear to be well-

worn eating utensils. When honey isheld in the medicine spoon and thecommand word “heal” is spoken, thepower of the spoon is revealed. Thehoney becomes a noxious liquid thatcan cure disease, as the third-levelPriest spell. The medicine spoon cancreate only one such dose per day.

XP Value: 700 GP Value: 2,500

Pepper of the PyroliskThis appears to be a small pouch of

cooking pepper with 1d6 pinches ofspice inside. If eaten the victim must

84 APRIL 1998

Page 87: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

make a saving throw vs. poison orsuffer 2d6 hp damage from internalburning per pinch. Only half damageis suffered if the saving throw is made.The magical pepper was accidentallycreated by a wizard who entered acooking contest. He wanted some-thing that would make his chili “knockpeople’s socks off.” The pepper of thepyrolisk did just that, as the victimskicked around in death throes aftereating the enchanted chili.

XP Value: 500 GP Value: 2,000

Salts of DehydrationThis appears to be a pouch of nor-

mal table salt. The average pouchcontains 1d6 pinches of the cursedspice. When consumed, the victimmust make a saving throw vs. poisonor die an agonizing death as all bodyfluids are completely dehydrated.Even if a successful save is made, thevictim suffers 2d6 hp damage perdose eaten. A neutralize poison spellprevents death if cast within oneround.

These salts were originally createdby an alchemist, who was researchinga remedy for a giant slug infestation.(Used against such creatures, eachpinch of salt inflicts 2d6 hp damage Seame Cauldron Spirit Cauldronon contact.) Since then, the formulawas stolen and has became a very

By boiling soil taken from a specific This massive cooking pot weighs

useful assassin’s tool.location, a person can create a win- 300-600 Ibs. Swirling designs decoratedow to that area. Anyone looking into its wrought iron belly. The powers of

XP Value: 500 GP Value: 2,000 the boiling water can see and hear the the spirit cauldron are activated when

Salt & Pepper Shakers of Oggarea as the third-level Wizard spells the skull of a sentient being is boiled

The salt shaker is a carved woodenclairvoyance and clairaudience. This within. The steam rising from the boil-effect lasts for 1d10 rounds and is use-

statuette of a smiling man with aning brew assumes the shape of the per-

able twice/day. These massive caul- son or creature to whom that skullexposed belly. Salt stored and used drons are very difficult to move, asfrom this container acts as a neutralize

belonged. If the liquid is sipped once,most of them exceed 600 Ibs.

poison spell to any food to which it isthen the drinker may ask the sum-

XP Value: 2,000 GP Value: 8,000liberally applied.

moned spirit 1d6 questions. The spirit’s

The pepper shaker is identical inknowledge is limited to what it knew

appearance to the salt shaker exceptSpatula of Lifting when it was living and what it has

These items were created by athat the carved man is frowning.

learned in the spirit realm. It is not com-benevolent wizard to eliminate heavy

Pepper stored and shaken from thispelled to answer truthfully.

container poisons food. If the pep-lifting in the kitchen. When the com- If the spirit is evil, it tries to trick themand words “heave ho” are spoken,

pered food is consumed, then a savinguser into drinking from the cauldron a

throw vs. poison is necessary to avoidan object up to 500 Ibs. may be magi- second time. If the same brew is sippedcally manipulated telekinetically by more than once, then a curse causes

a painful death. If the saving throw gesturing with the spatula. Treat the the steam to become a hauntsucceeds, then the victim is immune to item as though it was scooped up by a (MM/186). The haunt attacks andthat particular pepper shaker of Ogg. 4’ × 4’ area Tenser's floating disc, as the attempts to possess the cursed individ-

Each shaker holds enough pepper first-level Wizard spell. The targeted ual, pursuing the victim until destroyed.to sprinkle on 1d4+11 dishes. item must remain within 10 feet of the XP Value: 4,000 GP Value: 12,000

XP Value: 400* GP Value: 1,000**These values are for the set. Halve

spatula. Using a spatula of lifting, a par-

the values for single shakers. DMsticularly inventive halfling learned how

may award no XPs for recovering theto flip an opponent like a flap-jack. “It’sall in the wrist.” The target is entitled to

pepper shaker, but XPs should beThis is Bobby’s first article, and he

given for identifying its true nature.a save vs. spell to negate the effect. thanks his wife Lorie for helping to make

XP Value: 2,000 GP Value: 8,000 his dream come true.

DRAGON #246 85

Page 88: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse
Page 89: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

The Night it Wailed Wizards

by Ed Greenwoodillustrated by David Day

STORM WINDS HOWLED past the house. On all sides Icould hear the ominous creakings of tree limbs that weren’tenjoying themselves. Rain rattled on the kitchen windows,clawing at the glass to be let in. I glanced around the studyone last time, lit the candles, and headed for my new hid-ing place: a sleeping bag, a foam mattress, and a mound ofpillows under the china cabinet. The wizards were begin-ning to make a habit of arriving early.

The massive old cabinet was as big (and probably asheavy) as a small car. The waist-high space between its legsthat customarily housed a low bench and some nestingtables (now languishing in the darkness under the backstairs) would be my home for the evening—hopefully onemore comfy than the old suit of armor. My privacy wouldbe ensured by a friend’s old footpump portable organ, mak-ing a temporary stopover in my study, standing squarely infront of the cabinet while I tried to stay absolutely silentbehind it. I’d already dusted the acre or so of crawling I’dhave to do under the sideboard to get into my little lair—where a bottle of water and some sandwiches lay waiting.

Oh, the things I do for my fellow gamers.Hardwood floors are hard on the elbows,and I’m not getting any slimmer.

I’d scarcely reached my destination, settled myself thank-fully amid the soft pillows, and checked my three taperecorders, when the world exploded.

Blue-white lightning cracked across the study, crawlingthrough the air above my nose! It was suddenly the onlylight in the place. The candlelight had sunk, and darknessrushed in as the lightning failed. My hair was standing onend, my ears and nose and fingertips all tingling.

Then a high-pitched screaming rose above the muffledroar of the storm. It banked somewhere overhead, then thedisturbance came wailing down the chimney, paying notthe slightest attention to chimney-caps and closed dampersin its wild plunge.

The wailing grew ear-splitting, echoed around the study,and then broke off abruptly into sobs, accompanied by asomewhat gruff male voice—Mordenkainen of Greyhawk,trying to be gentle—saying, “There, there. We’re safely out ofit now, and brought nary a drop down in here with us.”

“Gods, master, that bolt blazed right through me! Myheart shudders and burns within me—as hot as if it were

cooking over a hearth!” The sound of raggedbreathing followed, and then, in lower

tones, Rautheene added, “I feel ill.”

DRAGON #246 87

Page 90: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

“Sit, then, and drink this.” I heard adecanter clink past its fellows on thesideboard; my best old sherry, if Iknew the mage of Oerth’s tastes.“There’s a plant over there by the fire-place, if illness overcomes you. I can’tthink its appearance can be madeworse by anything.”

Rautheene merely gasped, and amoment later I heard her swallowing,again and again, as if she was pouringsherry down her throat. Come to thinkof it, without the benefit of a glass, sheprobably was.

“Just look at me,” she gasped, amoment later. “Gown singed half off,hair in a mess—what’ll the Old Magethink of me?”

“That you look positively stunning,”two voices said in perfect chorus. Onebelonged to Mordenkainen, and theother, of course . . .

“Well met, Elminster,” the mage ofGreyhawk said formally. “It’s certainlymore placid in here than out of doors,just now.”

“With all that wailing out of theway, to be sure,” the Old Mageagreed, as he melted out of the wallinches from my feet and turned tohelp himself to another decanter.“Healthy lungs, lass. Your first spell tobe torn awry by a storm?”

“My first flight spell,” Rautheenereplied, with just a hint of a pout inher voice, as the candlelight grewbrighter again.

“Ah, I envy thee. The thrill of rat-tling down a chimney entirely out ofcontrol, borne along on thy runawayArt like a thundering flood!”

“Lord mage, pray don’t remind me,”Rautheene replied. I could feel hershudder clear through the organ. “I’veknown my share of storms—l used torun and play in them, when I waslittle—but this was . . . terrifying.”

“Good, good,” Elminster saidbriskly. “A little terror’s a wonderfulthing. Gives one a proper appetite forall thi—by the twinkle in Mystra’s eyes!Can these be macadamia nuts? Androast almonds, in the garlic butter?”

“I haven’t yet noticed,” Rautheeneresponded, a trifle coldly.

“Easy, lady,” said Mordenkainen,chuckling. “You live—yon plant lives,unblemished—and Elminster has theright of it: eat up, calm yourself, andforget your fright. It could have been adisaster, but it wasn’t. I was there tosteer us when you were aflame andspitting lightnings out your nose!”

“Ohhh, if only that branch hadn’twhirled out of the way, just beforewe ...” Rautheene’s voice trailed awayin dawning realization. “You—”

“My Lord Mordenkainen,” Elminstersaid around a mouthful of nuts,“I can’t help but notice thy apprenticesof late seem to be fading from thoseof the days of yore, at least in the mat-ter of articulation. They seem to gaspand gulp and stammer and trail awayquite a lot, don’t ye agree? Hmmph.Ye’d think they’d never seen an arch-mage pretending to be a branchbefore, wouldn’t ye?”

“That’s how you like to enjoystorms, I take it?” Mordenkainenasked. A glass was set down on thetable, and his voice was grimmer in itswake. “From what we’ve managed tolearn of Dalamar thus far, he mighthave tasted storms that make thisone seem the lightest of breezes.Something truly awesome seems tohave wracked Krynn.”

“My own fleeting magical probingsglimpsed nothing beyond the swirlingchaos,” Elminster replied soberly. “I’dwondered why. Another cataclysmcould do it, aye.”

The sherry decanter clinked again,and Rautheene said, “My apologies,lord mages both, for a less-than-cheery opening to this stormyevening’s meeting.”

“They are accepted, of course, lass,”Elminster and Mordenkainen said inunison once more—and then chuckledat doing so. Together, of course.

“Rautheene’s agreed to look intothe fate of our comrade Dalamar,”Mordenkainen added gently. “Herundertaking might well ultimatelyinvolve a journey to Krynn—whenshe’s ready to handle the very worst.”

“Storm lightning, that sort of thing,”Elminster agreed casually. A momentlater, I heard an astonishing thing:Rautheene growling at him, like anangry dog.

The two old mages must haveexchanged glances, for the next thingI heard was Mordenkainen murmur-ing apologetically, “Apprentices, thesedays . ..”

“I—” Rautheene began furiously,and then blurted, “You need not—”

Pipesmoke wafted in my direction;I was sure that, could I see him, Iwould observe the Old Mage puffingunconcernedly.

“What I mean to say—” Rautheenetried again.

“Articulate indeed,” Mordenkainenagreed. “Even-tempered, too. Pass theartichokes, good Lady Apprentice?”

“Impressive growl, that,” Elminsteragreed.

There was a snort, followed by aweak rendition of Rautheene’s laugh,for the first time this evening. Underthe cabinet, I relaxed at last andreached for a sandwich. Grilledcheese, and my—

It was gone. I groped for it ingrowing bewilderment, peering thisway and that in the near-darkness.Dancing candles don’t give off greatlight, but then the sandwiches didn’thave much place to hide. They shoul—

“Allow me to offer ye a trio of veryspecial sandwiches,” Elminster saidgraciously then. “Grilled cheese, fromour host’s private stock—intended forhis mouth alone, I can confidentlysay.”

“More than that,” Mordenkainenadded, “there’s dessert. Why, can itbe? Yes! Smoked salmon doused inpralines’n’cream ice cream.”

A curious choked giggle dissolvedinto unmistakable sobs. “You’re—”Rautheene managed after a while,“you’re a pair of old beasts!” Freshtears swallowed the rest of her words.

“Apprentices, these days,” mur-mured Mordenkainen and Elminsterin comfortable unison, then chuckledagain.

Remind me never to let archwiz-ards try to comfort or mollify anybodywhen they are near my dinner.

❖ ❖ ❖

For Your CampaignIn the morning, I found Elminster’s

copies of the spells the Three hadexchanged—a trio each of first-leveluseful magics that Mordenkainendubbed “apprentice tools” andElminster called “the stock-in-trade ofus all.” The spells lay in the four largeand otherwise utterly and pristinelyempty tubs in my freezer that hadbeen full of ice cream before wizardshad come wailing down my chimney.Pralines’n’cream, of course.

Wizards, these days . . .

Each of those tubs was as big asmy head! Disbelievingly, I hurriedback to the study and checked theplant, just in case. (It was unscathed.)Sheesh.

❖ ❖ ❖

88 APRIL 1998

Page 91: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Beneath the Surface(Alteration)Level: 1Range: TouchComponents: V, S, MDuration: 1 roundCasting Time: 3Area of Effect: SpecialSave: None

This spell causes any one surfacedirectly touched by the caster tobecome transparent to the caster’sgaze. The surface may be of any size(such as a wall, or huge castle door) solong as it is one continuous piece nothicker than three inches. The magiccannot penetrate two surfaces, so it isfoiled by a tapestry on the other sideof a door, or even the two surfaces ofa hollow-core door.

This spell is commonly used toallow a caster to see who or what ison the other side of a door or to look“through” a tabletop for cheating atgames or thievery. The surface seemstransparent only to the casters gaze,not to others’, and the magical sightprovided by a beneath the surface spellcannot penetrate living things or thesecretions of living things (such asspilled blood, gray ooze, and so on).The casters gaze functions normallywith respect to distance, availablelight, and so on, so staring into aclosed, lightless box shows the casteronly impenetrable darkness.

The material component of thisspell is a 4”-diameter piece of mica.

Blade of Memory(Evocation)Level: 1Range: 0Components: V, S, MDuration: SpecialCasting Time: 3Area of Effect: SpecialSave: None

This spell can take effect at anytime after casting (unless the casterdies, is affected by a dispel magicenchantment, or wills the spell to lapseso as to memorize another one in itsplace). It consumes as its material com-ponent any edged weapon that thecaster has the strength and reach towield one-handed. Proficiency in theweapon is not necessary.

At any time after casting the castercan activate’ the blade of memory spellby speaking a single trigger word,which brings a ghostly replica of the

weapon into being in the castershand. This translucent “phantom”blade can be seen by all, but it Isintangible. It can’t be felt or dropped,won’t conduct electricity or magneticforces, can’t cut objects of any sort,and can’t parry or even bump intothings. It is solid only against oneintended target, chosen by the casterat the time of activation.

Against its target, a blade of memoryis +4 to hit on the round of activation,+3 on the next round, +2 on the thirdround, +1 on the fourth, and then itvanishes. It causes normal damage forits weapon type, and it can’t leave thecaster’s hand—it can’t be thrown,changed from hand to hand, or givento another. The caster of a blade ofmemory can will it out of existenceinstantly at any time but cannot causeit to “wink out” and then reappear.

Brester�s Beam of Light(Alteration)Level: 1Range: TouchComponents: V, S, MDuration: 1 round/levelCasting Time: 5Area of Effect: SpecialSave: None

This spell allows its caster to“snare” an existing beam of light (castthrough a chink, narrow opening, orshaft by an existing light source), andbend it to “shoot” in another direction.The caster can make only one bend inthe shaft of light, but that bend can beadjusted by the caster at any time dur-ing the spell duration, as often asdesired, by touching the illuminatedpath and willing an adjustment.

This spell is usually used to castlight into an otherwise dark area toallow others to see what they’re doingbut it can also be used as a signal or ameans to make sunlight contact amonster. It is rarely capable of blindingcreatures unless their nature or thesituation makes it so effective. It can’tbe used to affect gaze attacks, the lightin a brightly-lit area (i.e., where no def-inite “beam” of light is present), ormagical effects that are visible beams(such as several spells that bring intobeing “ruby rays”).

Onsible�s Key(Alteration)Level: 1Range: TouchComponents: V, S, MDuration: 3 rounds

DRAGON #246 89

Page 92: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Casting Time: 3Area of Effect: A keySave: None

This spell enables its caster tem-porarily to alter an existing key to fitanother lock of roughly the same size.The “real” key can’t be more thantwice nor less than half the size of thealtered one. The wizard must be ableto touch both key and lock but neednot be familiar with how the lockopens.

The magic changes the shape ofthe key but not its appearance (i.e.,different flanges, and the like, areinvisible). When the altered key istouched to the lock, its chance ofopening the lock is equal to 65% plusthe caster’s level. In the three roundsbefore the key lapses back into its trueshape, three opening attempts can bemade; if any succeeds, the door can’tbe locked again until the spell expires.

If the lock is connected to any sortof trap or as-yet-unleashed magic,and the caster is the one who touchesthe altered key to it, the caster willinstantly be made aware of the trap’sexistence—but not its nature (unless,of course, mere contact is enough totrigger the trap). Other beings usingthe key won’t receive this warning.

The material component of thisspell is an amount of steel (shavings,fragments, or a whole item) largerthan the key to be altered.

Runefinger(Illusion/Phantasm)Level: 1Range: 0Components: V, S, MDuration: 1 hour/levelCasting Time: 6Area of Effect: SpecialSave: None

This spell causes one of the caster’sfingers to appear to flicker with a blue-white flame. (No actual heat or flameis produced.) At will, the caster cancause patterns traced in the air or ona surface by the finger to glow,remaining in place for the spell dura-tion either (chosen during casting)moving with breezes or the move-ment of an object its traced upon, orremaining stationary despite chang-ing conditions around it.

These glowing patterns can’t beactive magical runes, sigils, symbols,or glyphs, but they can have theappearance of genuine magic, eitheras instructions to another spellcaster(to cast or use a particular spell, per-

haps, or to draw a symbol exactly likethis one), or as a ruse to fool intruders.This spell is often used to draw direct-ing arrows or spell out clear (or mis-leading) inscriptions. Its magic enablesthe caster to cause the lines made bycertain finger movements to glow andother traceries not to, so clear andconcise symbols can be created, notan endless squiggly line that “buildsup” into one symbol after another.

The material component of thisspell is a pinch of powdered glow-worm, a live firefly, or a bit of phos-phorescent fungus.

Smashing Strike(Alteration, Necromancy)Level: 1Range: 0Components: VDuration: 1 roundCasting Time: 2Area of Effect: SpecialSave: None

This spell calls upon and drainsaway another spell of any sort thatthe caster has already memorized (themagic is wasted, without effect, if nosuch spell exists).

A smashing strike augments any onephysical attack made by the caster(barehanded or weapon, but its effectsare lost if applied to any sort of missileattack). This spell fails if the attack tobe aided is made with an enchantedweapon or is already in some wayenhanced by magic. The caster can beinvisible or flying as a result of magic,and these would not be consideredaiding the specific attack, even if theseconditions allowed the caster to strikewith surprise, or reach a good locationfor launching the attack; however, asmashing strike fails if applied to anattack that already has a magicalbonus of any sort.

If the drained spell is of first tofourth level, a smashing strike lendsattack and damage bonuses equal tothe level of the drained spell, plus two,so a fourth-level spell gains a +6bonus. If the drained spell is of fifththrough seventh level, the augmenta-tion is the spell level plus 1, so a fifth-level spell also confers a +6 bonus. Ifthe drained spell is 8th or 9th level, thebonus is just the spell level. This dimin-ishing bonus is due to “leakage” ofmagical energies beyond what thesimple smashing strike enchantmentcan handle; these extra energies arelost (though at least one mage—

90 APRIL 1998

Page 93: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse
Page 94: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Mordenkainen—is at work on anotherspell to convert them to instantaneoushealing energies for the caster and“spill out” as momentary spectacularblue-white mists and bursts of fightsurrounding the caster.)

The aided attack must be launchedimmediately following casting (or thespell is lost) and occurs at the end ofthe same round in which the smashingstrike was cast.

Standfast(Alteration)Level: 1Range: TouchComponents: V, S, MDuration: 1 roundCasting Time: 2Area of Effect: SpecialSave: None

This spell causes a fraying rope,breaking branch, or collapsing door tohold for one additional round. Anunlocked door affected by the spellfails to open for one round, a smashedglass container shatters all over its sur-face but does not break apart and spillits contents for one round, and so on.

A standfast spell can’t hold in theface of any hostile magic (a knockspellapplied to a door, breakage caused by

the blast of a fireball, and so on), norcan it affect any living creatures orundead. It temporarily prevents move-ment or collapse, but isn’t a “hold” spellthat locks or freezes things in place.

If a standfast spell is cast on a golemor other magically-animated automa-ton (such as a helmed horror), it doesnot cause one round of endurance butinstead deals the construct 3d4 hpdamage (no saving throw).

The material component of astandfast spell is a piece of granite, alump of adamantite ore, or a fragment(or pinch of shavings) of adamantine.

Tanatha�s Melt(Alteration)Level: 1Range: TouchComponents: V, S, MDuration: 1 roundCasting Time: 5Area of Effect: SpecialSave: None

This spell turns ice to water in oneround and thaws frozen items or por-tions of such items. (The spell canaffect a maximum volume equal tothat of the caster’s own head.) Thespell affects materials as if torchfirewas applied to them for a prolonged

period, without causing them toignite, scorch or burn. The spell can-not melt stone or any substance thatcould not be melted by torchfire.

If used as a touch attack in battle,an attack roll is required. The meltcauses 1d2 hp damage, 1d6 hp tocold-based creatures. It can neverharm undead, regardless of theirnature or the circumstances.

The material component of aTanatha’s melt is a pinch of ashes froma fire, saltpeter, or phosphorous.

Tentacled Visage(Illusion/Phantasm)Level: 1Range: 0Components: V, S, MDuration: 4 roundsCasting Time: 5Area of Effect: The casters faceSave: None

This spell causes the casters face tosprout writhing tentacles—either grow-ing out of it and reaching outward, orcoming up from below (i.e., out of thecasters bodice or shirtfront) to attackthe face.

The caster determines which of thetwo versions of the spell occurs andalso determines the size, number, hue,and appearance (scaled, slimy, rotting,etc.) of both the tentacles and what-ever parts of the caster’s face are left“exposed.” The extent of facial cover-age is also as the caster desires.

This spell can conceal the castersidentity or make onlookers think thecaster is under attack or is some sortof disguised monster. The tentacleshave no substance, being purely illu-sory; the casters vision, speech, andfacial expressions remain unaltered.The caster can instantly end the spell(banishing the tentacles “early”) bysilent act of will.

The material component of a tenta-cled visage spell is a piece of squid,octopus, illithid, or other natural ten-tacle as long as the caster’s hand. Itcan be mummified, pickled, or “raw.”

Ed Greenwood is impatient to try hisnewest recipe for dragon soup—but warnsus that the one he got from Volo forbaked stirge on toast was a bad mistake.No, make that very bad.

92 APRIL 1998

Page 95: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse
Page 96: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

by Gregory W. Detwilerillustrated by George Vrbanic

THE CHAOS WAR came at the veryend of what might be called the“AD&D® Age” of Krynn. When theSummer of Chaos was over, the worldof the DRAGONLANCE® setting hadentered a new era, complete with newrules governing magic. But what of theSummer of Chaos itself? How does theDM handle the changes? For thosewho continue to use the AD&D gamerules for their DRAGONLANCE cam-paigns—or for those who wish to playthe events of the Chaos War with theAD&D rules before changing to theSAGA® system—this article “reverse engi-neers” the creatures of Chaos listed inthe DRAGONLANCE: FIFTH AGE™ book,translating them into AD&D terms forthose parties who want to defendKrynn during the Summer of Chaos.

All of these monsters came fromthe Abyss when Chaos was releasedfrom the Graystone of Gargath. Themonsters were spontaneously formedfrom the swirling darkness of Chaoshimself, coming to the surface ofKrynn through a fiery rift made in theTurbidus Ocean. The fire dragons,however, might have been a last-minute creation, as reports of the ini-tial invasion describe one of thesebeasts being formed every time atongue of flame licked the edges ofthe rift.

Note: Fire dragons not borne of thefiery rift are hatched from eggs offlaming magma, but these “eggs”(described below) are merely Chaos’way of sustaining the monsters with-out requiring its undivided attention.

In the final battle in the Abyss,Chaos created daemon warriors, firedragons, and chaos wights from thebodies of those already slain by theKnights of Solamnia and Takhisis andtheir dragon mounts. Once Chaosdeparts from Krynn, no more of thesechaos creatures can be created.

These four monsters can be formi-dable opponents in an AD&D cam-paign. If they seem unwieldy becausethey are restricted to Krynn, remem-ber that this need not be so in yourworld. After all, every world cameoriginally from Chaos (or nothing atall, if you prefer). Perhaps your owncampaign world is due for a Summerof Chaos!

94 APRIL 1998

Page 97: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Daemon WarriorCLIMATE/TERRAIN; Any landFREQUENCY: Very rareORGANIZATION: SolitaryACTIVITY CYCLE: AnyDIET:INTELLIGENCE:TREASURE:ALIGNMENT:

NO. APPEARING:ARMOR CLASS:MOVEMENT:HIT DICE:THACo:NO. OF ATTACKS:DAMAGE/ATTACK:SPECIAL ATTACKS:SPECIAL DEFENSES:

MAGIC RESISTANCE:SIZE:MORALE:XP VALUE:

See belowGenius (18)BChaotic evil

2-20012, FI 18 (A)5151By weapon typeFear auraImmune to fire, nonblessedweapons10%M (4’-7’)Fanatic (17)5,000

Daemon warriors are special undead beings created byChaos to terrorize and slay his enemies. They form a majorcomponent of the armies raised to destroy all Krynn. Thesecreatures have no true physical form, instead appearing dif-ferently to all who see them, as the most frightening thingtheir victims can imagine (see below).

Combat: As “common” soldiers in the army of Chaos, dae-mon warriors employ the same manner of weaponry as dohuman, humanoid, and demi-human races, though suchweapons appear in eerie and bizarre forms. They have a“natural” Armor Class of 0; although they appear to be cladin armor of various designs, this is merely more crafted illu-sion to aid in the generation of fear.

Daemon warriors generate a fear aura that extends 10feet in all directions, affecting all creatures with less than 20Intelligence. (Note that the exact shape does not matter incombat, but the daemon warrior typically appears as some-thing of medium size.) Any living creature approached by adaemon warrior must make a successful save vs. spell witha -2 penalty or flee in panic for 3d10 rounds. Since the dae-mon warrior always appears as everyone’s worst night-mare come true, having more Hit Dice than the daemonwarrior does not grant immunity to the fear aura.

Daemon warriors are immune to non-blessed and non-magical weapons. Weapons that have been blessed,whether via the clerical spell or directly by a deity, destroythe daemon warrior on contact, while holy and magicalweapons inflict normal damage. This immunity also appliesto attacks with bodily weapons such as fists, horns, etc.,unless the attacker has 7 HD or more.

When reduced to zero hit points, the daemon warriorexplodes in flames, inflicting 1d6 hp damage to all within 5feet. In addition, the explosion automatically destroys theweapon striking it, though magical weapons are entitled toa save vs. crushing blow with a +1 bonus per “plus.” A cler-ical holy symbol of any religion thrust into the creaturedestroys both it and the symbol if the priest makes a suc-cessful attack roll.

Daemon warriors are immune to fire, even magical flamessuch as a fireball spell or red dragon breath. They have 10%magic resistance as well. As undead, they are unaffected bysleep, charm, hold, or cold-based spells and are also immuneto poison and paralyzation. Holy water splashed on theminflicts 2-8 hp damage per vial, while a raise dead spelldestroys them instantly if they fail to save vs death magic.Although they dislike sunlight, often lurking with shadow-wights for this reason, they are not actually harmed by it.

Habitat/Society: Daemon warriors are undead beings whoare specially organized for warfare, roaming singly or insmall bands across the countryside, attacking everything insight. During these forays, they often ride fire dragons.While large armies are possible, as in the assault on theHigh Clerist’s Tower, these creatures are chaotic beings whohate any kind of order, as does their creator.

Any daemon warriors encountered are probably guard-ing some sensitive place Chaos wants protected or (morelikely) are assaulting a place the PCs are protecting or sim-ply going on a murderous rampage through the country-side. They do not negotiate, attacking on sight and fightingto the death. This behavior makes them particularly dan-gerous opponents if they outnumber the enemy, for if theycannot panic their opponents, they bore steadily in, ignor-ing all losses until the enemy runs out of weapons.

Ecology: Undead beings generally have no effect on thelocal ecology, other than to ensure that there isn’t any intheir immediate vicinity. Daemon warriors expand this con-cept, as their reason for existing is to wipe out all life onKrynn, taking the offensive against the living rather thanmerely lurking in some tomb awaiting all comers. Theyrequire no food, being sustained solely by the powers ofChaos. It is theoretically possible that their essence, or theresidue remaining after one of them explodes, can be usedin the creation of magical items such as a wand of fear, wandof polymorphing, ring of fire resistance, or scroll ink for spellsthat have similar effect.

DRAGON #246 95

Page 98: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Dragon, FireCLIMATE/TERRAIN: AnyFREQUENCY: Very RareORGANIZATION: SolitaryACTIVITY CYCLE: Any

SpecialLow (6)Special (see below)Chaotic evil

DIET:INTELLIGENCE:TREASURE:ALIGNMENT:

NO. APPEARING:ARMOR CLASS:MOVEMENT:HIT DICE:THACo:NO. OF ATTACKS:DAMAGE/ATTACK:SPECIAL ATTACKS:SPECIAL DEFENSES:

MAGIC RESISTANCE:SIZE:MORALE:XP VALUE:

1-8-3 (base)9, FI 30 (C)11 (base)9 (at 11 HD)3 + special1-12/1-12/6-36SpecialImmune to fire and non-blessedweapons; see belowVariableG (55’ base)Fanatic (18)Variable

Fire dragons are creatures of Chaos created in mockery oftrue dragons. This imitation extends so far as to cause thesecreatures to appear at all levels of development, from eggs togreat wyrms. Fire dragons appear to be made of livingmagma, with obsidian scales and eyes like glowing embers.

Combat: These creatures have a claw/claw/bite routine. Inaddition, they can use all special physical attacks that drag-ons have, such as wing buffets, tail slaps, and so forth. Theyalso have the fear aura of true dragons, at the same poweras their apparent age level.

Breath weapon/special abilities: The breath weapon of afire dragon is a cloud of sulfurous vapor that chokes andburns anything in its path, causing half damage if the targetsaves vs breath weapon. The touch of a fire dragon inflicts1-8 hp burning damage to anything that does not save vs.spells, When in flight, fire dragons shed a steady rain of red-hot embers that ignite all flammable material they touch(save vs. magical fire).

Fire dragons are immune to all fire-based attacks. On theother hand, cold- and water-based attacks inflict doubledamage. Holy water splashed on them inflicts 1-12 hpdamage per vial.

Fire dragons are impervious to non-magical, non-blessedweapons, but magical, holy, or recently blessed weaponsinflict normal damage. Acid attacks harm the fire dragonnormally. Attack spells that are not fire-based also causenormal damage, although fire dragons have a base 10%magic resistance at birth, and this increases an additional5% per increase in apparent age level.

Habitat/Society: Fire dragons are loners, gathering only whencommanded to by Chaos, as during the Chaos War. Theyseem to form family groups at times but do not hoard trea-sure. They often serve as mounts for daemon warriors, andthis is as far as they ever go toward cooperating with others.

Ecology: Like true dragons, fire dragons eat practically any-thing, including earth and stone. However, they much preferflesh. Their bodies can provide magical ingredients for scrollink for spells like fireball and protection from fire, while the hidecan make fire-resistant scale mail, and the bones are usefulfor tipping wands of fire. Still, if wizards stumble upon somefire dragons before the Summer of Chaos, they would bewell-advised to use these unexpected “resources” to make asmany arrows of fire dragon slaying as possible.

Age Body Lgt.(') Tail Lgt.(') AC Breath Weapon1 2-16 3-18 0 2d12+22 16-31 18-35 -1 4d12+43 31-61 35-69 -2 6d12+64 61-80 69-88 - 3 8d12+85 80-99 88-107 -4 10d12+106 99-118 107-126 - 5 12d12+127 118-137 126-145 - 6 14d12+148 137-156 145-164 - 7 16d12+169 156-175 164-183 -8 18d12+1810 175-184 183-202 - 9 20d12+2011 184-193 202-211 -10 22d12+2212 193-202 211-220 -11 24d12+24

MR XP10% 4,00015% 6,00020% 8,00025% 10,00030% 12,00035% 14,00040% 16,00045% 18,00050% 20,00055% 25,00060% 30,00065% 35,000

96 APRIL 1998

Page 99: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse
Page 100: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Wight, Chaos

CLIMATE/TERRAIN:Frost WightAny arctic

Shadow WightAny

FREQUENCY: Very rareORGANIZATION: Pack or “cloud” (see below)ACTIVITY CYCLE: AnyDIET: Nil (see below)INTELLIGENCE: Average (10)TREASURE: HALIGNMENT: Chaotic evil

Very rarePack or “cloud” (see below)AnyNil (see below)Average (10)NilChaotic Evil

NO. APPEARING:ARMOR CLASS:MOVEMENT:HIT DICE:THAC0:NO. OF ATTACKS:DAMAGE/ATTACK:SPECIAL ATTACKS:SPECIAL DEFENSES:

2-8412, Fly 18 (B)61511-6Nullify (see below)Hit only by blessed or +1or better weapon

MAGIC RESISTANCE:SIZE:MORALE:XP VALUE:

10%M (6’ tall)Fanatic (18)4,000

Chaos wights are the remnants of fallen Knights ofTakhisis and Solamnia, as well as other unfortunatewretches, raised from death by Chaos. They wander Krynnin packs, seeking to eradicate life in all forms.

Frost WightA frost wight appears to be a swirling white cloud, like a

miniature blizzard roughly the size of a human. Those whoface frost wights in battle, however, behold far more (seebelow). These undead appear only in the arctic regions, forwhich those residents of Krynn who live elsewhere are pro-foundly grateful.

Combat: A frost wight inflicts 1-6 hp damage with its freez-ing touch, even to creatures normally immune to cold.When a frost wight moves close enough to engage inmelee combat, it assumes the physical appearance of itsvictim, at the same time speaking hypnotic words ofdespair. This magical verbal attack gradually persuades thevictim that he or she is worthless. To resist this nullificationattack, the victim must make a successful saving throw vs.death magic at a -2 penalty. If the roll fails, the touch of thefrost wight sweeps the victim out of existence so that notonly is the victim destroyed but his or her existence is wipedfrom the memories of all who once knew him. No one, noteven relatives or close friends, remembers the victim; onlywritten records—like the Chronicles of Astinus—enable any-one to know that the victim ever existed. Because of thenature of the nullification attack, victims cannot be broughtback by any means, not even a wish.

Frost wights are immune to cold-based attacks. Asundead, they are also immune to sleep, charm, paralyzation,hold, and death spells, as well as to poison. Ordinaryweapons cause no harm to frost wights unless the weaponshave been blessed. Magical weapons inflict full damage.Any metal weapon that slays a frost wight becomes so brit-tle from the cold that the next blow struck shatters it,

2-8412 Fly 24 (B)6151NilNullify (see below)Hit only by blessed or +1or better weapon10%M (6’ tall)Fanatic (18)4,000

though magical weapons gain a save vs. crushing blowwith a +2 bonus per “plus.” (Thus, a long sword +3 has a +6bonus to its save.) The same is true for any holy symbol thattouches the frost wight when the holder makes a successfulattack roll; the symbol dispels the undead creature, butthen it disappears forever along with the frost wight.

Sunlight annoys frost wights but causes no real damage.Fire inflicts double damage on them, and the mere presenceof fire, even as little as a candle, next to a character meansthe frost wight is unable to take his form and attempt anullification attack. Holy water splashed on a frost wightcauses 1-6 hp damage per vial, as does the blow of a torch.A raise dead spell instantly destroys the creature.

Shadow WightShadow wights appear as shadows or black clouds, also

roughly the size of a human. They are actually “living” holesin the fabric of reality; those who gaze upon them do notlook at them but through them.

Combat: Like frost wights, shadow wights can assumethe forms of their intended victims, gazing into their eyesand speaking hypnotic words of despair. Their intended tar-gets must make a saving throw vs. death magic (with a -2penalty) or else the next time a shadow wight touchesthem, they vanish from existence and memory via the nul-lification power. This power works exactly the same way asit does when used by the frost wights.

Ordinary sunlight annoys shadow wights to the pointthat they avoid it whenever possible, but it does not actu-ally harm them. However, light-based magic spells such aslight, continual light, dancing lights, audible glamer, and faeriefire so disrupt their powers that the shadow wights are ren-dered unable to take the shape of their victims and use thenullification power. Fire and electrical attacks inclict fulldamage on shadow wights. These creatures are immune toall non-magical weapons that have not been blessed; an

98 APRIL 1998

Page 101: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse
Page 102: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Wight, Chaos

otherwise mundane weapon that receives the blessing ofsome deity, however, causes normal damage, as do magi-cal and holy weapons. A shadow wight is instantly dis-pelled if a priest makes a successful attack roll with a handholding a holy symbol of some sort. Being undead, thesecreatures are immune to cold-based attacks and poison, aswell as death, hold, sleep, charm, and paralyzation spells. Holywater splashed on them inflicts 1-6 hp damage per vial.

Habitat/Society: Both frost wights and shadow wightshaunt the cold and lonely places of the world, making themlonelier still by eliminating all living beings with their nulli-fying power. They tend to congregate in larger groups thanother creatures of Chaos, roaming the countryside in packsor “clouds,” nullifying every living thing in their path.

Ecology: More than most other undead-or even other min-ions of Chaos—frost wights seek to eliminate all livingbeings they catch. Many powerful PCs, particularly magesand priests, might find the concept of totally destroyingtheir enemies, even the memory of their enemies, highlyattractive, but no known mage or priest has succeeded inusing the essence of these creatures to create a magical

item or spell that duplicates this effect. It is not even knownwhether anyone has tried; a disaster during the process ofexperimentation may well have wiped out the memory ofany number of fools attempting such a feat. A slightly saferjob would be using their trapped essence to create cold-related magic items, such as a wand of frost.

Like the frost wights, shadow wights exist-if that is theright word—to wipe out all living beings, body, soul, andmemory. Their essence would doubtless be useful in mak-ing darkness-based magic items, or scroll ink for spells suchas darkness, 15’ radius, but no one had ever returned fromgathering such components. For that matter, no one canremember anyone even setting out for such a purpose.

Cryonisis and Frisindia, two white dragon sisters whodwell on the frigid lcewall Glacier, are constantly trying tobroach a dwarven catacombs deep beneath the glacier.Therein lies a trove of ancient dwarven battle axes, all ofthem enchanted with powerful blessings. If the dragonssuccessfully arm their thanoi minions with these weapons,the growing numbers of chaos wights prowling the FrigidWastes south of Tarsis—not to mention tribes of peaceful IceFolk—could be neatly eradicated.

100 A P R I L 1 9 9 8

Page 103: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse
Page 104: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

OurCon VI Candles in DarknessApril 24-26 MA

UMass Campus Center, Amherst,MA. Events: Roleplaying, LARP, minia-tures games, card games, boardgames, dealers’ room, videos, round-table discussions, and the InfamousIron Rations Con Suite. Contact:OurCon VI Candles in Darkness, RSO

APRILCONVENTIONS

5Con SixApril 3-5 MA

Seelye Hall, Smith College,Northampton, MA. Events: IndependentGamers’ Con, World of Darkness liveroleplaying, tabletop roleplaying, boardgames, miniatures games, card games,costume masquerade and ball, dealers’room, videos, panels, roundtable dis-cussions, workshops, filking, and artshow. Contact: 5Con Six, Box 7950,Smith College, 98 Green Street,Northampton, MA 01062. Web address:http://www.smith.edu/ssfs/5con/

Organized Kahn-fusion XXIIIApril 4 PA

Vigilant Fire Company, Columbia,PA. Events: Over 35 games, opengaming, dealers, and other activities.Registration: Varies from free to $7.Contact: M. Foner’s Games OnlyEmporium, 230 S. Eighth Street,Leymoyne, PA 17043. Email: [email protected].

Minicon 33April 10-12 MN

Radisson Hotel, South Minneapolis,MN. Guests of Honor: Gardner Dozois,Dave Langford, and John M. Ford.

Events: Art Show, Parties, Dealer’sRoom, SF Seminars, Gaming. Contact:Minicon 33, Minnesota Science FictionSociety, Inc. P.O. Box 8297, Lake StreetStation, Minneapolis, MN 55408.

NoahconApril 17-19 OH

Elyria Holiday Inn, Elyria,OH. Over 25 hobby dealers.Events: Warhammer 40K andAD&D® tournaments.Contact: Matrix Gamesand Diversions, 5384East Lake Road, SheffieldLake, OH 44054. Email:[email protected].

178-416 SUB, University of Mass., MA01003. Website; http://www.umass.edu/rso/gameclub/ourcon/.

Nova 23April 25 MI

Oakland University in the OaklandCenter, Rochester, Ml. Events: tourna-

ments, demonstrations by GamesWorkshop, door

prizes, miniature con-test, RPGA Networktournaments, WhiteWolf LARPS, anime

Room, computergaming, costume

contest, DCI-sanctioned card games.

Registration: $10.00 at thedoor; GMs can run at least

Dudley Bug Ball 1998April 18 ❁

Dudley College of Technology,Dudley, West Midlands, UK. From10:00 A.M. to 11:00 P.M. Tournamentsinclude AD&D West Midlands Open,

two slots for a full refund.Contact: Order of Leibowitz, 64

Oakland Center, Oakland University,Rochester Ml 48309. Email:

[email protected]:http://www.oakland.edu/oofl/.

Magic: the Gathering*, Call of Cthulhu*,Chivalry & Sorcery*, Traveller*, plus manyothers. This is a premier independentcompetitive games convention in theheart of the UK, is sponsored by theBlack Country Role Playing Society.Contact: Steve Turner at 94 LaurelRoad, Dudley, West Midlands, UK.Email:[email protected].

Havoc XIVApril 25-26 MA

Fort Devens Gymnasium, Ayer,Mass. BGBoston, Inc.’s 14th annualwargaming convention. Contact: PeterMancini, 200 Bedford Road, Apt. 17A,Woburn, MA 01801. Dealer informa-tion: Mark Brown, 29 Thornton Road,Waltham, MA 02154.

6. Address where additional information If a convention listing must be changedand confirmation can be obtained because the convention has been cancelled, the

Convention Listings PoliciesThis column is a service to our readers world-

wide. Anyone may place a free listing for a gameconvention here, but the following guidelinesmust be observed.

In order to ensure that all convention listingscontain accurate and timely information, allmaterial should be either typed double-spaced orprinted legibly on standard manuscript paper. Thecontents of each listing must be short and succinct.

The information given in the listing mustinclude the following, in this order:

1. Convention title and dates held2. Site and location3. Guests of honor (if applicable4. Special events offered5. Registration fees or attendance require-

ments, and,

Warning: We are not responsible for incorrectinformation sent to us by convention staff mem-bers. Please check your convention listing carefully!Accurate information is your responsibility.

Convention flyers, newsletters, and othermass-mailed announcements will not be consid-ered for use in this column; we prefer to see acover letter with the announcement as well. Nocall-in listings are accepted. Unless stated other-wise, all dollar values given for U.S. andCanadian conventions are in U.S. currency.

Copy deadlines are the first Monday of eachmonth, four months prior to the on sale date ofan issue. Thus, the copy deadline for theDecember issue is the first Monday ofSeptember. Announcements for all conventionsmust be mailed to: “Conventions,” DRAGON®Magazine, 1801 Lind Avenue S.W., Renton, WA,98055, U.S.A.

dates have changed, or incorrect informationhas been printed, please contact us immediately.Most questions or changes should be directed tothe magazine editors at (425) 254-2262 (U.S.A.).

Important: DRAGON Magazine does not publishphone numbers for conventions. Be certain thatany address you send us is complete and correct.

To ensure that your convention listing makesit into our files, enclose a self-addressed stampedpostcard with your first convention notice; wewill return the card to show that it was received.You also might send a second notice one weekafter mailing the first. Mail your listing as early aspossible, and always keep us informed of anychanges. Please do not send convention noticesby fax, as this method has not proven reliable.

❖ Australian convention❊ Canadian convention❁ European convention

102 APRIL 1998

Page 105: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

MAYCONVENTIONS

East Coast Game FaireMay 8-10 NJ

Sheraton Meadowlands Hotel, EastRutherford, NJ. Guests: AndrewGreenberg and Bill Bridges of HolisticDesign, and Peter Adkison of Wizardsof the Coast, who will run hisown AD&D game.Events: Babylon 5LARP, Dark AgesVampire LARP, fournew RPGA® eventsand the Magic:the GatheringNorth AmericanExtendedChampionships.Proceeds from

Three Rivers Game FestMay 22-25 PA

Green Tree Marriot Hotel, Pittsburgh,PA. Contact: Andon Unlimited, P.O. Box13500, Columbus, OH 43213. Email:[email protected] Web site: http://www.andonunlimited.com

Games on the Horizon IIMay 29-31 IN

Days Inn, Portage, IN.Guests: Ken Whitman,

Lester Smith, Tony Lee,and Don Perrin. Events:

roleplaying, TCGs, LARP,miniature games, board

games, guest demos.Other activities: RPGA

(LIVING CITY, LIVING DEATH,and others), NASA car,

Battletech and Magic tourna-select events willbenefit Babies andChildren’s Hospital of New York.Contact: Andon Unlimited, P.O. Box13500, Columbus, OH 43213. Email:[email protected]. Website:http://www.andonunlimited.com.

Ben Con �98May 21-24 CO

Denver Doubletree Hotel, Denver,CO. Events: RPGA Network tourna-ments, including decathlon and LIVINGCITY (Ravens Bluff and Procampur),LIVING JUNGLE™, LIVING DEATH, Threads ofLegend, and Virtual Seattle. Otherevents: LARPs, Puffin’ Billy, TCGs, war,miniature and board games, artists,authors, game designers, charity auc-tions, seminars, dealers room. All pro-ceeds go to local charities. Regi-stration: $20, event fees $1-3, demosfree. Contact: Ken Ritchart, P.O. Box19232, Boulder, CO 80308-2232.Emai l :[email protected]: http://www.bengames.org/-whitet/bencon/.

AgamemConMay 22-24 CA

Burbank Airport Hilton andConvention Center, Burbank, CA.Guests: David Eagle, Stephen Furst,Joshua Cox, Jeffery Willerth, MarkAltman, Stephen C. Smith, RichardHerd. Events: dealers room, parties, artshow, masquerade, video room, pan-els, and more. Contact: Agamemcon,24161-H Hollyoak, Laguna Hills, [email protected].

ments, charity auction, guest sign-ings. Registration: $15 until May 1, $20at door. Contact: Games II, P.O. Box1602, Portage, IN 46368. Email:conman1 @gte.net. Website: http://www.geocities.com/TimesSquare/Dungeon/6825.

JUNECONVENTIONS

Milwaukee Summer RevelJune 5-7 WI

The Inn Towne Hotel, 710 Old WorldThird Street, Milwaukee. Guests: GaryGygax, Janet Pack, Tom Wham. Events:All first-run roleplaying events, includ-ing LIVING CITY and LIVING JUNGLE™tournaments, AD&D game, Call ofCthulhu, BOOT HILL™, Paranoia*, boardgames, miniature events, war games,nonstop Dawn Patrol, TCGs, and thealways exciting Wham-A-Than. Otherevents: Seminars, dealers area, gamedemonstrations, and strategic breaksfor lunch and dinner. Registration: $20.Contact: Bruce Rabe, Summer Revel,P.O. Box 779, New Munster, WI 53102.

ManaFest �98June 12-14 CA

South San Francisco ConferenceCenter, South San Francisco, CA.ManaFes ’98 offers three days offamily gaming covering collectible cardgames, classic and modern boardgames, and miniatures. Activitiesinclude tournaments, special events,demonstrations, prizes, a game fleamarket and an exhibit hall for gamemanufacturers. Contact: Manafest P.O.

Advertisers’ Index

Cyberwarrior . . . . . . . . . . . . . . . 11Del Rey . . . . . . . . . . . . . . . . .61, 91Franklin Mint . . . . . . . . . . . . . 5, 75GEN CON® Game Fair . . . . . . . . . .99Interplay . . . . . . . . . . . . . . . . . . IBCKenzer & Company . . . . . . . . . 101MPG Net . . . . . . . . . . . . . . . . . . . 15Precedence . . . . . . . . . . . . . . . . 55Pro Fantasy . . . . . . . . . . . . . . . . 19RPGA Network . . . . . . . . . . . . . . 21TSR/ALTERNITY® . . . . . . . . . . . IFC, 1TSR/DRAGONLANCE® . . . . . . . . . . . . 9TSR/RAVENLOFT® . . . . . . . . . . . . . 13TSR/AD&D® . . . . . . . . . . . . . . . . 17TSR/FORGOTTEN REALMS® . . . . . . . 93TSR Books . . . . . . . . . . . . . .69, BCWarner Books . . . . . . . . . . . . . .68White Wolf . . . . . . . . . . . . .23,97

Box 170436, San Francisco, CA 94117Email: [email protected]. Website:www.manafest.com.

JULYCONVENTIONS

Origins �98July 2-5 OH

Columbus Convention Center andthe Hyatt, Columbus, OH. Contact:Andon Unlimited, P.O. Box 13500,Columbus, OH 43213. Email:[email protected]. Website: http://www.andonunlimited.com.

* indicates a product produced by a companyother than TSR, Inc. Most product names aretrademarks owned by the companies publishingthose products. The use of the name of any prod-uct without mention of its trademark status shouldnot be construed as a challenge to such status.

DRAGON #246 103

Page 106: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

104 APRIL 1998

Page 107: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

DRAGON #246 105

Page 108: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

106 APRIL 1998

Page 109: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

DRAGON #246 107

Page 110: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Odd Roles in Offbeat Settings© 1997 Allen Varney

AH, THOSE HAPPY DAYS of childhood.Okay, we caught measles and mumpsand chicken pox, and officious teach-ers broke our love of learning on thewheel of authority. Bullies tormentedthe boys, and hideous rites ofostracism and humiliation befell thegirls. Yet when we got together to play“let’s pretend,” our imaginations ranfree. Remember? “Okay, this front yardis the planar fortress inside a giantplant stalk. I’ll be the clairvoyant tele-kinetic archivist biomech, and you canbe the Buddhist kung-fu werewolf.”

What, that wasn’t your version of“let’s pretend”? That’s because youdidn’t have these roleplaying gamesand supplements, which move beyondalmost every recognizable charactertype to offer truly unusual roles andeven stranger settings.

Zero* game80-page softcover bookArchangel Entertainment $25Artwork and Vision: Steve StoneDesign: Lester SmithEditing: Don PerrinOrdering information: Archangel,

Box 481, Lake Geneva, WI 53147

Mediums: SpeakersWith the Dead

Wraith: The Oblivion* supplement120-page softcover bookWhite Wolf Game Studio $15Design: Justin Achilli, Andrew

Bates, Lisa Daigle, John Daigle, RogerGaudreau, Ed Hall, Robert Martin,James A. Moore, Ronni Radner, TracyRysavy, Fred Yelk

Additional material andDevelopment: Richard E. Dansky

Editing: Ed Hall, Allison SturmsIllustations: Dennis Calero, Richard

Clark, Mike Danza, Fred Hooper, EricLacombe, David Leri, Larry McDougall,Pia Guerra

Cover: Greg Loudon

Stargazers TribebookWerewolf: The Apocalypse*

supplement72-page softcover bookWhite Wolf $10Design: Bill BridgesDevelopment: Ethan SkempEditing: Aileen E. MilesIllustrations: Steve Carter and

Antoinette Rydyr, Alex Sheikman,James Stowe, Drew Tucker

Cover: Joshua Gabriel Timbrook

Here’s the oddest role I’ve seen insome time. In Lester Smith’s Zerogame, you play what amounts to ahuman cancer cell.

Telepathically linked to hundreds ofthousands of other Borg-style biomechcitizens in Queen Zero’s colossalunderground Hive, you knew the uttercontentment of assimilation. Then youwoke up. You don’t know why-noteven the gamemaster knows why-butnow the hive likes you about as muchas a basal carcinoma. Fleeing withother player characters (PCs) into thedark outer tunnels, you explore, fightcyberkillers and giant albino crabs,and “begin to rediscover what it is tobe individuals, and arguably what itmeans to be human” (page 48).

Inspired by the Gigeresque photo-mosaics of English computer artistSteve Stone, Zero casts you as a bio-mechanical archivist (data keeper),breeder (medic and empath), soldier,technician, or unspecialized drone.Your caste has psionic powers liketelegnosis, teleportation, telesthesia,and “telergy” (emotion control); skills(electronics, hydroponics); and grafted-on gear (pulse cannon, booster drug,“gargoyle” flight suit, psi lens). Youhave a five-digit “name” rolled on six-sided dice. But you don’t have a per-sonality, until you start inventing it.

Given designer Smith’s previousefforts (GDW’S Dark Conspiracy* andthe unjustly neglected Bughuntersgame for TSR’s AMAZING ENGINE@ sys-tem), it startled me that Zero elegantlydefines your character with exactlyone number, called the focus. Yourfocus is the number of abilities you

108 APRIL 1998

Page 111: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

know best (maximum 10). In an abilitytest, roll two dice and multiply them,trying to match or beat your focusnumber. You have 1d6-3 “prior abili-ties”; to use them, you want to roll lessthan or equal to the focus. To use “unfa-miliar” abilities, you roll less than thefocus. The mechanic sounds simple,but beware if your group includes aplayer like one of mine, who absolute-ly Did. Not. Get. It. For an entire sce-nario. After long frustration, we allwished we belonged to a hive-mind.

Zero players roleplay their “discov-ery” of individuality, speech, emotion,reproduction, and so on. That’salready odd, but to compound thisquirkiness, the game never portraysthese human qualities as more attrac-tive than Zero’s hive-mind. As written,individuality seems a curse. Unlike acancer, you can’t overthrow yourhost; Zero is unkillable, a sort of demi-urge. Supposedly you can discover thedanger that drove Zero undergroundmillennia ago, but the game doesn’treveal it.

Pitting its hunted characters againstfeatureless nemeses amid insolublemysteries with no evident goal, Zeroevokes a surreal, existential mood, sim-ilar to West End’s Paranoia but—likeSmith’s previous games—withouthumor. At $25 for 80 pages (14 ofthose color plates of Stone’s work), youpay almost as steep a price for unique-ness as do its hive’s hapless fugitives.

Rick Swan briefly reviewed Zero inDRAGON Magazine’s February issue,which arrived just as I was preparingmy own review. I could have found thisout if only I had psychic powers (or,okay, if I’d called the editor). This makesme envy the psychically gifted mortalsin Mediums: Speakers With the Dead.But then I see the books subtitle, “ASourcebook About Mortals Who KnowToo Much for Wraith: The Oblivion” (aline that reads differently depending onwhere you break it). I meet its torturedboardwalk fortunetellers, charlatansfreaked out by annoyed wraiths, clue-less researchers of the paranormal,Benandante ghostbusters, and Giovannivampires. And I grow glad not to havepsychic powers after all.

Usually the plural of “medium” is“media”—and hey, White Wolf editors,“media” is plural, as in, “Modern newsmedia are appalling.” But the speak-ers-to-spooks here are mediums, livingWraith PCs and Storyteller characterswith Merits like Dead Connection and

Flaws like Spectre Meat or (suitable foralmost all White Wolf characters)Extremely Depressing. These giftedfolks have complex motives—curiosity,control, fame, altruism—and useeverything from Tarot decks toStochastical Extrusion Engines to vam-piric necromancy. The supplementalso describes imaginative wraithresponses to these intruders: Spectrecults and “thrasher” groups who liketo strike a happy medium.

This much of Wraith’s “Year of theAlly” theme supplement is cool,though maybe “warm” works betterhere. But Mediums turns into a grabbag of everything the 12 authors couldthink of about any living person: tele-vangelists who care nothing aboutghosts, Native American shamans,unneeded Quick and the Dead characterupdates, Tarot reading, and-oh,great-a player character template fora serial killer. Focus, focus!

Before Mediums, I never much likedWraith. (“Okay, I’m dead, still in deeptrouble, too weak to lift a pencil, andanother player wants to destroy me?”)Writer Sam Dodsworth made meunderstand why with his eye-opening1995 review of Wraith’s first edition,published in the late British journallnteractive Fantasy (issue #3). Dodsworthobserved that all White Wolf RPGs aremetaphors for adolescence. They fea-ture “protagonists who have beenripped unwillingly from their formercozy existence, gifted with powers andnew, barely controlled drives, andthrust into a world hopelessly corruptedby easily recognized evil and controlledby unimaginably old and powerfulelites who act to suppress any innova-tion. This is about as unequivocallyadolescent as you can get, particularlywhen you take into account the self-important editorial comments.”

Dodsworth recognizes that there’snothing wrong with this. White Wolf’spopularity demonstrates that the ado-lescent world-view strikes a deepchord in the audience. But if you seeka more grownup Storyteller approach,you’ll usually find it only in Mage: TheAscension— and sometimes, as here, inWraith. Rick Swan didn’t like Mediumsbecause it’s “incidental to the essenceof Wraith.” For me, the more inciden-tal, the better. With Mediums, I canfinally play someone who isn’tdestructively self-obsessed.

Werewolf The Apocalypse offers a sim-ilar offbeat archetype, the Stargazers.

Mixing philosophy with fang gnashing,the Stargazers Tribebook lets you shep-herd all souls toward enlightenment,except the ones you disembowel onthe way.

As a Stargazer, you’re sort of asamurai werewolf, inwardly calm butstill guarding Gaia in the war againstthe corrupting Wyrm. Yet as author(and former Werewolf guru) Bill Bridgestells us, Stargazers believe the Wyrmdoes its nasty deeds not through evil,but because it suffers. “Its extreme paincauses the world more pain. [Thecause] is the same cause as all suffer-ing: Mind. This is the true enemy . . . thebegetter of duality and discrimination,the womb of illusion” (pages 15-16).

Pretty odd talk for a werewolf.Stargazers adapts these Buddhistideas for its bloody-clawed Garou farmore intelligently than White Wolf’sprevious shot at Asian wisdom, theAkashic Brotherhood Tradition book forMage. Where the Tradition book forthose Eastern martial-artist magesoffered nonsense (“The forces thatmake up the Cosmic All must find anequilateral existence, or the All will bethrown off into oblivion to right itselfagain”), Stargazers creatively adaptsfor Werewolf’s cosmology such cen-tral Buddhist ideas as cycles of suffer-ing, the veil of illusion, and the needfor compassion.

Bored yet? Probably most gamerswouldn’t play Buddhist werewolvesany more than they’d become realBuddhists. Instead, they’d want thisTribebook’s new maneuvers for theGarou martial art, Kailindo (you’llneed the Werewolf Players Guide to usethem), or the Reborn Sage Merit, orthe Gift that—eeeyikes! System abuse

DRAGON #246 109

Page 112: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

alert!—lets a Stargazer cancel thatscourge of mages, Paradox. But suchrules-minded gamers would skip overa highly distinctive roleplaying oppor-tunity. If you’re at all interested inEastern philosophy and martial arts, aStargazer character gives you plentyto work with—and even to think aboutafter the game.

Evaluation: Exploring a peculiarrole, you can discover unprecedenteddelights—and challenges. You need agame or supplement that makes yourpath attractive and understandable.For experienced players inclined toventure into weird territory, two ofthese products give decent roadmaps.

Grievously overpriced and sketchy,Zero effectively puts you in an oddand original situation, but doesn’t tellenough about what to do there.Mediums, though unfocused andoverlong, brings a living human ele-ment to Wraith that I find attractive. Ifyou never liked this game about deadpeople, you might now find it medi-um-tolerable. Werewolf’s fascinatingStargazers Tribebook illuminates itsjourney toward enlightenment inblood-red floodlights. Werewolf play-ers should look for it if they enjoythose Hong Kong movie monks whoboth meditate and kick major butt.

The Great Modron MarchAD&D® PLANESCAPE® adventure

anthology128-page softcover bookTSR, Inc. $24.95Design: Monte Cook, Colin McCombEditing: Michele CarterIllustrations: rk post, Adam Rex,

Ray NadeuCover: rk post

Faces of Evil: The FiendsAD&D PLANESCAPE accessory96-page softcover bookTSR, Inc. $18.95Design: Colin McCombEditing: Ray ValleseIllustrations: Adam RexCover: Robh Ruppel

Dreams and NightmaresChangeling: The Dreaming

supplement128-page softcover bookWhite Wolf $16Design: R. S. Martin, Neil Mick,

Jim MooreDevelopment: Ian LemkeIllustrations: Steve Ellis, Jeff Holt,

Ryan Kelly, Matthew Mitchell,Paul Phillips, Steve Prescott

Cover: Michael Gaydos

In an odd setting, most any rolecan become odd. Play a hulking bar-barian in the FORGOTTEN REALMS® cam-paign, and you’re one of thousands;play him in the futuristic cyber-magi-cal Seattle of FASAs Shadowrun, andhis routine barbarism becomesremarkable. But even when the PCs fitright in, spectacular scenery and out-landish cultures can still make adven-tures unforgettable.

For the purest spectacle and out-landishness in any AD&D campaignworld, look to the Outer Planes of thePLANESCAPE setting. Out on the planes—the bizarre afterlife of Prime Materialcharacters—everything grows bigger,from overpowering Mount Celestia tothe world-spanning ash tree, Yggdrasil,to the Great Modron March.

Don’t know the March? It’s a realphenomenon: Over 10,000 modrons(little two-legged clockwork guys)parade forth from their highly lawfulplane of Mechanus and walk theGreat Ring through all the otherplanes. The Beastlands, Arborea,Ysgard—they march through implaca-bly, relentlessly. The March invokesthe grandeur of Earth’s great buffalomigrations, or—when the modronsreach the evil Lower Planes—of thepopular myth of mass lemming sui-cides. The journey takes months oryears, and only a few modrons makeit full-circle. Though they never seekprotection, they need it.

The next Modron March wasn’tdue for 189 years, but for designers astalented as PLANESCAPE stars Monte

110 APRIL 1998

Cook and Colin McComb, reshufflingthe schedule is the work of a moment.In the 128 mayhem-filled pages ofThe Great Modron March, PCs likelynever learn exactly why the latestMarch starts early. But in 11 short sce-narios they do learn how to evacuatevillages ahead of the modron stam-pede, keep evil Tacharim knights fromgrotesquely cannibalizing clockworkparts, persuade cloud creatures not todivert the March, help the modronsthrough the formless chaos of Limbo,and so on. The campaign takes themfrom 1st to 9th or 10th level, withample opportunity to explore everyplane in the PLANESCAPE setting.

And what a setting! The tanar’riFortress of the Fallen Stair. The madvillage of Bedlam. Acheron’s Mine ofMarsellin, a colossal floating cubemade entirely of cast-off weapons andequipment. Even Undermountain—yes, Realms fans, that Undermountain.Compared to the rest, Undermountaincomes off as downright plebeian.

Why should the PCs help the mod-rons? Hmmm. Unfortunately, theheroes’ motives here seem asinscrutable as the modrons. At firstthey get bodyguard jobs from variousonlookers, but eventually they're sup-posed to help the March just becauseits so cool. I can buy that, but makesure your PCs can too! And these 11chapters hit just the high points of theMarch, so be ready to flesh out theframework with other adventures. (TheWell of Worlds adventure anthologymakes a good choice.)

Those gallivanting through theplanes might pause a moment overFaces of Evil, which goes into remark-able detail about the most notoriousdenizens of the Lower Planes, thedem— uh, the dev— well, it still seemsprudent to call them “fiends.” Thedetail in Faces is remarkable becausethere’s (a) so much about fiendishreproduction, art and architecture,baatezu chains of command, tanar’ricommunication (“they’re constantlyand fundamentally misunderstood,”so they resort to torture), yugolothbirth, the obsidian triangles of thegehreleths, and larvae physiology;and (b) so little of use in a game.

Yes, you might want to send yourPCs to the yugoloths’ Tower ofIncarnate Pain, even though itabsorbs fools who enter it and turnsthem into bricks; or to the baatezu’sCity of Man, an Inferno-in-reverse of

Page 113: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

tempting pleasures where everythingis free. But most of the useful informa-tion here just rehashes the firstPLANESCAPE MONSTROUS COMPENDIUMbook. Three lengthy discussionsabout summoning fiends boil down to“Don’t.” And were your PCs ever tomeet one of the Dark Eight or anAbyssal Lord, they wouldn’t live longenough to discover the secrets men-tioned here.

Designer McComb seems to recog-nize the perfunctory nature of thisproject. To enliven dry material, heintroduces a variety of fictitious narra-tors. Most entertaining is Xanxost, aslaad with an attitude but not muchfocus. Here’s Xanxost discussingtanar’ri vulnerabilities: “Hello, mortals!It is time now to learn how to kill thetanar’ri. Xanxost knows of only threeattacks that are fully effective: themagic missile spell and weapons forgedof cold-wrought iron. Two attacks.” Herambles on like this for pages, pausingto eat and to libel the baatezu. It’sfun—not well-informed (magic missile,huh?)—but fun. Still, we needed morehere than entertaining reading.

The Outer Planes sometimes cap-ture the exaggeration and paradox of afever dream, but for adventures intoreal unreality, you want actual dream-worlds. Dream adventures haveinspired the Dreamlands supplement forChaosium’s Call of Cthulhu, innumerableone-shot scenarios for other games,and even a small-press RPG, ShutteredDreams (Apex Publications, 1994).Kithain, the fairy-human hybrids ofWhite Wolf’s Changeling: The Dreamingpartake of dreamstuff, and they canenter the Dreaming realm formed byhumanity’s collective unconscious.

Overdue in the Changeling line, Dreamsand Nightmares finally gives Storytellersa kind of Rough Guide to theDreaming, a mythic realm that, likeNeil Gaiman’s Sandman comic, com-bines surreal scenery, childhood ter-rors, and even nutty comedy. TheDreaming embodies Glamour, theKithain’s “spell points” like Blood Pool,Rage, Quintessence, and Pathos in theother Storyteller games. Changelings inthe Near Dreaming can easily castcantrips, erase Banality, or (neat!) recallpast lives. In the Far Dreaming, in aprocess called the Augmen, they startto transform: trolls get two feet taller,nockers start building madly, andsatyrs—well, not in a family publication.Augmen grows still more drastic in theDeep Dreaming, where the Kithainbecome nearly unrecognizable. TheSidhe appear painfully and terrifyinglybeautiful, and redcaps can swallow ahuman in two bites.

Rules fans should like Dreams andNightmares for its rules on gatheringand crafting dreamstuff, new redes,and new material about Dreamcraftand the Mists of Forgetfulness. But(surprise) I maintain that the real valuehere lies in its setting.

The Dreaming’s various regionsdraw from folklore, fantasy, and theauthors’ own evocatively twistedimagination. Just picture the glassmonarchs, Reshiam and Erikelle, intheir Nautilus Tower in the drownedEmpire of Regret, Arike. “Whateveryou have lost is here. The friends andlovers you will not see again, theroads you will never walk, themoments you would pay much to liveagain—all are here. This is Arike,where dreams of what was and whatcould have been are born” (page 83).The Goblin Market in Fin Bheara, theSolitary Ringing Tree, the tiny hamletof Fields Behind guarded by scare-crows, the Distant Cities that alwaysdisappear just beyond the horizon....

These moody, magical places per-fectly capture the atmosphere of adream. Weird little touches bring themalive: the Putti, feral babies; themachine-beasts, stupid creatures thatscavenge machines and graft them ontheir bodies; the colored mannequins,who rule the world’s departmentstores as fortress city-states; the feud-ing dukedoms of Quox and Mux, ruledby cartoon animals (TOON, anyone?);and, oddest of all, the Murphy Tunnels.“Recently, a boggan in Baltimore

discovered a trapdoor set in the floorof her Murphy bed closet . . . [Sheexplored] a small portion of the appar-ently limitless system of ducts andcrawlspaces behind it. When shefound another door and emerged inanother Murphy closet in a building afew blocks away, she became under-standably disturbed” (page 103).

Yet like Mediums, Dreams andNightmares presents a motley, unevenassemblage. Sometimes the writersinspire or terrify us, but elsewherethey bring forth statements like “Thereis nothing more unnatural than alocked door” (page 100). Really? Thetext hints at epic threats to theDreaming but lacks strong storyhooks to involve the PCs. As youmight expect, some places read like adull acquaintance telling you, atlength, his dreams from the nightbefore. And hey, White Wolf editors,about that Vale of Mists barrieraround the Dreaming—vale” doesn’tmean “veil,” it means “valley.” Still—Murphy Tunnels! You gotta love it!

A side note: For fans of crossoverswith other Storyteller games, Dreamsand Nightmares connects well to Magebut seems curiously myopic aboutWhite Wolfs other gloomy supernatu-rals. For instance, I found no mentionof the Sandmen, wraiths that hauntmortal dreams. As the Storyteller linesgrow, such oversights are happeningunderstandably often. To keep themunder control, the World of Darknessneeds an encyclopedic reference. Butas one White Wolf staffer told me, “Itwould be a thousand pages, and noone here has time to compile it.” Hey,White Wolf editors, maybe you should

DRAGON #246 111

Page 114: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

get your fans working on it. For a lot ofStoryteller groupies, that would be adream come true.

Evaluation: Prices for AD&D supple-ments have jumped since last I looked,but The Great Modron March nonethe-less gives great value, and the bestexcuse yet to tour the AD&D game’soddest setting. For characters willing toprovide their own motives, the premiseevokes a rare feeling of awe. You won’tfind awe in Faces of Evil, which takesthe PLANESCAPE settings embodimentsof cosmic corruption and only barelyavoids making them tedious. On theother hand, the enchanting imagina-tion that suffuses Dreams andNightmares gives ChangeIing a spirit ofwhimsy new to the Storyteller line.

In the real world, unusual settingscan move us in unexpected ways.Unlike some rewards of travel, we canexperience these emotions throughpure imagination. These productsshow how creative locations put yourPCs in new situations. Their responsesmay surprise you—and them. Whetheryou’re exploring a new plane or anew dream, you may find a newdimension of roleplaying fun.

Short and SweetThe Sea Devils, by Skip Williams

(TSR, $20). Like the first “MonstrousArcana” volume about beholders (I,Tyrant), Sea Devils thoroughly dissectsthe predatory marine humanoidsknown as sahuagin, or sea devils.Major points go to the artists and artdirector S. Daniele for arresting illos,stunning cartography, and inspiredlayout. (Love the little sahuagin steal-ing page numbers!) Likewise, bubblesof inventiveness surface in the text,such as the sahuagin writing system(strings of stones and shells). I found itall easy to digest, and it nicely com-plements the recent AD&D rules sup-plement Of Ships and the Sea ($19.95).But jeez—birth to death, spiracle tosound chamber, I’ll bet a seashell thatthis encyclopedic treatment tells moreabout sahuagin than most DMswanted to know. (Oh, and about thebound-in poster: looks cool, but nexttime, perforate it!)

Sherpa, 2nd Edition, by StefanO’Sullivan. Self-published, $5 from Box465, Plymouth, NH 03264; [email protected].

Named for the Himalayan moun-taineers, this 30-page generic RPG

system has one nice gimmick: Youcan play it while hiking. Character sta-tistics and abilities (including sketchyspells or super-powers) fit on the backof a business card; core mechanicsoccupy a 3” × 5” reminder card; whenyou take a point of damage, you pickup a pebble, discarding it when youheal. Action resolution uses not dicebut a digital stopwatch. Let it run thewhole game; to get a random num-ber, press the stop button and checkthe final digit (tenths of a second). It’scute and amusing, but that’s the onlynew path Sherpa explores. Any live-action RPG could work as well. Andwhat’s the target audience? Mostgamers I know would stroke out ifthey walked five miles, and hikers onthe Appalachian Trail or Grand Tetonshave plenty to occupy them already.

Dead Gods, by Monte Cook. TSR,$29.95. This pricey but suitably mam-moth 176-page AD&D PLANESCAPEadventure (for 4-6 characters,6th-9th level) follows directly fromThe Great Modron March. At least, thefirst 124 pages do, as the scenario“Out of the Darkness”: A deceased evilpower is about to be resurrected. Buthe has to kill half a dozen other godsto do it, and he needs his lost artifact.The PCs accidentally learn of the dan-ger while catching a thief of beauty,encountering a walking bird-footedcastle, and spending too much timewith squirrely ratatosks on the WorldTree, Yggdrasil. After this slow startcomes some of the PLANESCAPE cam-paign’s very best material, like time-travel visions in the Last Spire, forayswith the mad Cynosure travelling car-nival, and high-stakes nastiness in aspooky fortress at “the Bottom of theMultiverse.”

But these chapters stand out tooboldly from their weaker surround-ings. Longtime AD&Ders may enjoy areturn to the Vault of the Drow; otherscan jettison it, along with the poorstep-child companion scenario, “Intothe Light,” an unremarkable factionalsquabble in Sigil’s Lower Ward. Thelows in Dead Gods stretch as gray asAstral Space, the scene of its unsatis-fying climax, but its best chaptersreach divine highs. Overall? Thumbsup, especially as a continuation ofGreat Modron March.

The Last Tower: The Legacy ofRaisffin, by Skip Williams. TSR, $20. The

DRAGONLANCE®: FIFTH AGE™ game facesthe daunting task of adapting dragon-sized hoards of AD&D stuff into theSAGA System. So this handsomely pack-aged little box not only lays out themysteries of the formidable Tower ofHigh Sorcery (actually seven towers,but who’s counting?)—it also spends 60pages detailing hundreds of magicalrings, swords, staves, wands, medal-lions, and trinkets long familiar toAD&D players. I guess the game needsthem, but too bad we couldn’t get aconversion system and some newitems. Then again, The Last Tower tar-gets an audience of rank novices, withwhimsical characters (Clang the dragonlikes to play practical jokes) and fairy-tale encounters (steal a needle fromthe cyclops seamstress). The dirt-simplescenario leads Narrators by the handand players by the nose as they help asecretive sorceress find the elusiveTower. Even the art looks like a color-ing book. No halfway experiencedAD&D player will find much interesthere, but it makes a decent tutorial fora novice gamemaster.

Secrets of the Sisar Run, by CraigRobert Carey, Shane Hensley, andPablo Hidalgo. West End Games, $15.Star Wars: The Roleplaying Game, hav-ing documented virtually every aspectof the Rebellion proper, has movedinto alternative campaigns. Setbetween the first and second movies,during the novel Shadows of the Empire,Secrets of the Sisar Run lures its smug-gler PCs out to the galaxy’s Peripheryand gradually into Prince Xizor’s BlackSun criminal syndicate. Unfortunately,the Sisar Run moves at a slow walk,without evident conflicts or long-termgoals. The “Barani Conspiracy” sce-nario, though studded with the usualchases and firefights, depends on hid-den intrigues that just end up bafflingthe helpless PCs. Fiddling with ancienttechnology, fixing a shockball game,getting rescued by the Empire (!)—some of it works, some is fun, but isthis really Star Wars?

Freelancer Allen Varney ([email protected]) writes DRAGON Magazine’s“ProFiles” column and regular articles forDuelist, InQuest, Gamer, and the trad-ing card magazine Collect!

112 APRIL 1998

Page 115: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

Re: Views Date: Thu, 13 Jan 98 16:43:00 PDT

From: lester smith <[email protected]>To: DRAGON Magazine <[email protected]>

The Pocket Warrior* GameCD-style case containing: 30-page

Pocket Warrior: Set 1 book; 32-pagePocket Warrior: Book 1 book; and 32-page Pocket Guide to Terrae book

Plaid Rabbit Productions $11.95P.O. Box 690261, Tulsa, OK

74169-0261Email: [email protected]: http://plaidrabbit.galstar.comDesign: Greg Poehlein and

Guy McLimoreIllustrations: Gary M. Williams and

R. W. Gallaway

Ever get tired of lugging an armloadof books to your fantasy roleplayingsessions? Well, that’s the idea behind thePocket Warrior game. Just pop this CD-style case in your pocket, and you havethe makings for an admirable fantasycampaign. In a business where prettymuch everyone is fighting for shelf space,equating inches of book spine withcorporate visibility, Plaid Rabbit has takenhe opposite tack. Its Pocket Warriorgame is smaller than even the originaldigest-sized DUNGEONS & DRAGONS® rulebooks, smaller even than the old Meleeand Wizard “microgame” boxes fromMetagaming. But it’s pretty surprisingwhat all they fit into this tiny package.

The first book in the game is laid outprimarily as “cards” depicting variousitems, creatures, and characters for thegame, two to four per page, each with itsown illustration and game statistics. (Theillos throughout the game set are quitegood, by the way.) It also contains a fewblank player-character sheets, combat-reference tables, and character-creationtables. Once you’ve read the game rules(in the next book), these tables are prettymuch all you need for reference duringactual play. The book’s back cover servesas a color map depicting the primary areadetailed in the campaign setting (in thefinal book).

The second book contains the bulk ofthe actual Pocket Fantasy game rules.It’s

a respectable system, somewhat reminis-cent—at least in spirit—of the old TheFantasy Trip game from Metagaming.(For those readers unfamiliar with thatold classic, as Steve Jackson’s first FRPGdesign, TFT is something of a precursorto GURPS. Take the Champions influ-ence out of GURPS, and what you haveleft is TFT) Considering that one of theauthors (McLimore) is also the author ofMetagaming’s excellent old GrailQuestsolo module for TFT that reminiscentspirit should come as no surprise.

The game rules provide for four stats(strength, health, coordination, and intel-ligence), plus enough skills, abilities, anddisabilities to make for a wide range ofcharacters. Racial choices are human, elf,and dwarf—not a terribly wide selection,but fitting for the campaign world. Diceused are 2d10, which gives some of thedependability of a bell curve, whileretaining considerable “wahoo” random-ness as well. Both skill rolls and damagerolls are made with these dice. In the caseof skill rolls, you hope for the skill ratingor less on the dice. For damage rolls,every weapon-natural or artificial-hasa table to convert the 2d10 result to adamage number. (A dagger ranges from 1to 10 points, while a warhammer rangesfrom 1 to 36, for example.) The charactersheet has a handy place for recording thetables for a character’s attack types.Distance and movement in combat is bro-ken into range bands (grappling, melee,closing, missile, extended, observation,and escape), which gives some tacticalfeel to battles without becoming a boardgame. Then there are a few other bellsand whistles such as a luck ability, acombat-awareness skill, and so on, to addfurther depth to the rules.

The third book details the defaultbackground for the game, and includes asample adventure. I’m amazed at howmuch depth of thought there is to thiscampaign world. From the legendaryhistory of how the various races came tobe, to the more recent history of the

major continent, to the specifics of thecity of Riverton itself (where the sampleadventure is set), this is a setting chockfull of story potential. I’ve seen less realbackground in many full-sized boxed setson the market.

As for complaints about the product, Ihave only two. The first is minor, a factorof the size of the package and the amountof material it packs in. That is, the typethroughout is tiny—sometimes eye-achingly so—especially the text for theskill descriptions. The second complaintis a bit more serious, as far as I’m con-cerned: There are no magic rules in theset. The setting description makes it clearthat magic plays a strong role in how theworld works, but there isn’t a hint of howto represent that in the game rules. I’msure there’s a supplement planned to fillthis gap, and I know there isn’t muchroom in a CD case, but I have to admit todisappointment. Potential players shouldbe warned that they won’t be startingwith mage characters in the basic set.

That aside, The Pocket Warrior is aremarkable product, packed full of solidgame rules, a wide assortment of crea-tures and equipment, and a fascinatingbackground. All that, and it still fits easilyinto a jacket pocket. I look forward toseeing what these guys produce for myother pockets.

DRAGON #246 113

Page 116: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

114 APRIL 1998

Page 117: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

DRAGON #246 115

Page 118: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

NEW FORAPRIL

By Bruce R. CordellInside this lavishly illustrated tome,

readers will find detailed informationon mind flayer society, psychology,anatomy, and history. New psionicdisciplines round out this “CompleteGuide to the Illithids.”

$19.95/$26.95 CANTSR Product No.: 9569ISBN: 0-7869-1206-5

An AD&D® M ONSTROUS ARCANA™Accessory

The Illithiad

Kicker Pack 7: ScaldersA DRAGON DICE® AccessoryBy Bill OlmesdahlThe Scalders’ knowledge of fire

and water shifts the balance of powerin the DRAGON DICE game. These redand green “Steam Dancers” add ascorching touch to the fray!

$6.95/$10.95 CANTSR Product No. 1510ISBN: 0-7869-0688-X

ReunionAn AL-QADIM® RPGA® AdventureBy Jackie Cassada and Nicky ReaA villain’s greed leads to the

destruction of an entire tribe of desertnomads. In this collection of threepopular AL-QADIM® tournament adven-tures, your heroes try to rescue theremnants of the tribe and conveythem safely to a secret oasis.

$9.95/$12.95 CANTSR Product No.: 9584ISBN: 0-7869-1196-4

Cormyr: A NovelA FORGOTTEN REALMS® NovelBy Ed Greenwood and Jeff GrubbAs Azoun IV lies dying from an

assassin’s ambush, the political andmagical forces struggle to determinethe country’s future. In the face ofimpending catastrophe, the history ofCormyr and its ruling family unfolds,revealing that the past holds thesecrets for saving the kingdom’s future.

$6.99/$8.99 CANTSR Product No.: 8572PISBN: 0-7869-0710-X

Relics and OmensA DRAGONLANCE® AnthologyEdited by Margaret Weis and

Tracy HickmanThe Chaos War is over, and the

gods have vanished, taking magicwith them. New heroes, monsters, andquests arise as the new world takesshape, at once familiar but strangelydifferent and fantastical.

$5.99/$6.99 CANTSR Product No.: 8386ISBN: 0-7869-1169-7

ALTERNITY® Player�s HandbookHardcover Rules BookBy Bill Slavicsek and Richard

BakerThis book contains all the rules

necessary for creating characters inany contemporary to far-future sci-ence fiction setting. Much like theAD&D® game, The ALTERNITY game pre-sents information on character cre-ation, weapons and equipment, com-bat, and more. Which future do youwant to play?

$29.95/$39.95 CANTSR Product No.: 2800ISBN: 0-7869-0728-2

Evermeet: Island of ElvesA FORGOTTEN REALMS NovelBy Elaine CunninghamIn ancient times, the elven god

Corellon Larethian defeated Malarthe Beastlord, breeding in Malar anundying hatred for all things elven.Millennia later, when Evermeet is cre-ated as an elven refuge, Malar has hislong-awaited target. Thousands ofyears of plotting culminate in thefinal conflict, in which the vengefulBeastlord and his cohorts attack theIsland of Elves.

$21.95/$27.95 CANTSR Product No.: 8578ISBN: 0-7869-0713-4

The Shadow RiftA RAVENLOFT® Adventure/AccessoryBy William W. Connors, Cindi

Rice, and John D. RateliffIn the wake of the Grand

Conjunction, a gaping, mist-filled holeappeared in the center of Ravenloft:the Shadow Rift. Through it may comea sorcerer-fiend so powerful that heenslaved an entire race and drew itinto his native plane of Shadows.

$22.95/$29.95 CANTSR Product No.: 1163ISBN: 0-7869-1200-6

116 APRIL 1998

Page 119: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

NEW FORMAY

For Duty & DeityA FORGOTTEN REALMS AdventureBy Dale DonovanThe goddess Waukeen made a deal

with a fiend, and the deal went sour.Since then the goddess, stripped of mostof her power, has been a prisoner. It’sup to a stalwart band of heroes to findand liberate her. The danger is mortal,but the rewards are divine!

$13.95; $18.95 CANTSR Product No.: 9574ISBN: 0-7869-1234-0

Dungeon Builder�s GuidebookBy Bruce R. Cordell

The Dungeon Builder’s Guidebookprovides both beginning and experi-enced Dungeon Masters with usefulinformation on constructing terrifyingunderground dwellings. This productincludes 32 pages of map templates, arandom dungeon generator, tables forstocking dungeons with tricks, traps,and treasure, and guidelines and tech-niques for making your dungeonsmore realistic—and more deadly.

$19.95/$26.95 CANTSR Product No.: 9556ISBN: 0-7869-1207-3

Return of the EightA GREYHAWK® AdventureBy Roger MooreThe City of Greyhawk declares its

independence, but to withstand futurethreats, the Circle of Eight must bemade whole again. GREYHAWK adven-tures feature infamous dungeons,ruins, and fabled sites with adventuresthat can be customized to challengeyour players’ heroes.

$13.95; $18.95 CANTSR Product No.: 9576ISBN: 0-7869-1247-2

Tales from The Infinite StaircaseA PLANESCAPE® Adventure AnthologyBy Monte CookAn anthology of eight separate but

linked adventures, Tales from theInfinite Staircase takes adventurers toexotic locales throughout the planes.A crossover product with FORGOTTENREALMS, this is a great introduction toPLANESCAPE for players unfamiliar withthe setting.

$19.95/$26.95 CANTSR Product No.: 2632ISBN: 0-7869-1204-9

ALTERNITY Gamemasters GuideHardcover Rules BookBy Richard Baker and Bill

SlavicsekThis companion to the ALTERNITY

Player’s Handbook contains all therules, guidelines, and ideas needed tocreate and run campaigns in contem-porary to far-future science fiction set-tings. Modeled after the AD&DDUNGEON MASTER® Guide, this book con-tains information on campaign design,adventure creation, combat resolution,roleplaying awards, and much more!

$29.95/$39.95 CANTSR Product No.: 2801ISBN: 0-7869-0729-0

Tangled WebsA FORGOTTEN REALMS NovelBy Elaine CunninghamDrow princess Liriel and her

human companion Fyodor becomeentangled in webs of war and intrigueas they pursue a quest for power-agoal that brings terrible responsibilityand unimaginable temptation.

$5.99/$6.99 CANTSR Product No.: 8557PISBN: 0-7869-0698-7

A Saga CompanionA FIFTH AGE® Dramatic

SupplementBy William W. ConnorsAt the heart of the DRAGONLANCE:

FIFTH AGE game is the art of story-telling. This book answers rules ques-tions and offers new ideas for herocreation, alternate suggestions formagic use, and tips for introducingplot twists. Get the most out of SAGA®roleplaying!

$14.95/$19.95 CANTSR Product No.: 9566ISBN: 0-7869-1197-2

1999DRAGONLANCECalendar

The 1999DRAGONLANCECalendar featuresstunning illustrations,as well as biographiesof the artists who helpedcreate the world of Krynn. Italso includes calendar notes,major Krynn holidays, and birthdaysof popular characters.

$12.99/$16.99 CANTSR Product No.: 8899ISBN: 0-7869-1193-X

DRAGON® MagazineHeroes

Cover by rk post

❖ Rakasta of MystaraBy Bruce HeardEverything you ever wanted to

know about the cat-men of theKnown World.

❖ The TaltosBy Tom MoldvayFrom legend and fantasy fiction,

a roguish new hero class for yourcampaign.

❖ Heroes of CeriliaBy Ed BonnySkills & Powers enhancements for

your BIRTHRIGHT® campaign charac-ters, or for heroes of any setting.

❖ Crew of the RealmsmasterBy Kate NovakFrom the pages of the FORGOTTEN

REALMS comic book, Omen and thecrew of the Realm Muster.

❖ Fiction: “Reunion”By Jeff GrubbThe heroes of the Realms Master

join forces once more to save thelife of one of their companions.

Plus “Bazaar of the Bizarre,”“Wyrms of the North,” “Forum,”

“DragonMirth,” “RoleplayingReviews,” “Knights of the

Dinner Table,” “Sage Advice,”and more!

$4.95 U.S./$5.95 CANTSR Product No. 8115-05

DRAGON #246 117

Page 120: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

The DOUBLE DIAMONDTRIANGLE SAGA™ Novels

AVAILABLE NOW

Book 1: The AbductionBy J. Robert King

Book 2: The PaladinsBy James M. Ward & David Wise

Book 3: The MercenariesBy Ed Greenwood

Book 4: Errand of MercyBy Roger Moore

Book 5: An Opportunityfor ProfitBy Dave Gross

NEW FOR APRIL

Book 6: ConspiracyBy J. Robert King

Now, for the first time, the darksecret behind the abduction isrevealed, and the searchers realizetheir quest is only half-begun.

$2.99: CAN $3.99TSR Product No.: 8639ISBN #0-7869-0869-6

NEW FOR MAY

Book 7: Uneasy AlliancesBy David Cook with Peter Archer

When a powerful new weaponcomes into their hands, the paladinsand mercenaries suspect theirleader’s plans are dishonorable. Canthey undermine his hidden motiveswhile fending off a fiendish army?

$2.99: CAN $3.99TSR Product No.: 8640ISBN: 0-7869-0870-X

NEW FOR JUNE

Book 8: Easy BetrayalsBy Richard Baker

The paladins and mercenarieschase a doppleganger, now revealedas a threat to peace throughoutthe Realms. But the creature leadsthem to the last place any of themsuspected.

$2.99: CAN $3.99TSR Product No.: 8641ISBN: #0-7869-0871-8

NEW FORJUNE

I, Strahd: The War AgainstAzalin

A RAVENLOFT novelBy P.N. ElrodThe best-selling author of I, Strahd:

Memoirs of a Vampire returns with asecond volume about the mostfamous darklord of the Demiplane ofDread. Strahd’s aristocratic existenceis threatened by the arrival of the evillich, Azalin.

$5.99/$6.99 CANTSR Product No.: 8075ISBN: 0-7869-0754-1

MARVEL SUPER DICES�: Clash GameBy TSR StaffTwo games in one, featuring the

Uncanny X-Men* and the spectacularExcalibur! Includes everything neces-sary for a two player game, includingthe original MARVEL SUPER DICE game,plus an entirely new game with adven-ture rules.

$19.95/$26.95 CANTSR Product No.: 6922PISBN: 0-7869-0701-1

Realms of MysteryA FORGOTTEN REALMS AnthologyEdited by Philip AthansFavorite FORGOTTEN REALMS authors

spin tales of murder, suspense, andintrigue in this new collection of stories.

$5.99/$6.99 CANTSR #8582ISBN: 0-7869-1171-9

A Darkness GatheringA MONSTROUS ARCANA™ AdventureBy Bruce R. CordellA Darkness Gathering is first in a

three-part series that pits PCs againstthe dark agenda of the Illithids—namely, the extinguishing of the sun.This adventure may also be played asa stand-alone module.

$9.95/$12.95 CANTSR Product No.: 9570ISBN: 0-7869-1208-1

Player’s Guide to GreyhawkA GREYHAWK AccessoryBy Anne BrownAn indispensable guide to the

heroes, horrors, and legends ofGreyhawk, the Player’s Guide toGreyhawk features new legends anddeadly dungeons for your heroes to

explore. Included are special classes,national backgrounds, and new kitsunique to Greyhawk.

$9.95/$12.95 CANTSR Product No.: 9578ISBN: 0-7869-1248-0

Champions of the MistsA RAVENLOFT AccessoryBy William W. ConnorsIn the misty darkness of the

Demiplane of Dread, heroes shinebrighter, for good or ill. This accessoryfeatures a collection of popular heroicfigures from RAVENLOFT novels, with fullhistories and game statistics, ready toincorporate into your campaign.Additionally, a section on PC kits offersplayers special abilities unique to theRAVENLOFT campaign setting.

$13.95/$18.95 CANTSR Product No.: 9559ISBN: 0-7869-0765-7

The Fall of Myth DrannorAn ARCANE AGE™ AdventureBy Steven E. SchendEveryone in Faerfin is familiar with

the ruins of Myth Drannor, but thedetails of its fall have been lost. Allthat is known is that the collapsemarked the end of the Arcane Ageand the rise of modern-day Faerûn.Now, your heroes can discover whatreally happened and play a part inpivotal events that shaped the historyof the FORGOTTEN REALMS setting.

$13.95/$18.95 CANTSR Product No.: 9558ISBN: 0-7869-1235-9

118 APRIL 1998

Page 121: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

The Last ThaneA DRAGONLANCE Novel,By Douglas Niles

Free Newsletter!The second issue of the Legends of

The Lance™ newsletter is comingSoon to a mailbox near you! Thispublication for the Dragonlance®Saga includes interviews with peoplebehind the scenes of the Saga,informat ion about for thcomingDragonlance releases, recipes from the Fifth Age, and other fascinatingitems exclusive to this publication. Toreceive your free newsletter, write [email protected] or Wizards ofthe Coas t ; Cus tomer Serv i ceDepartment; P.O. Box 707, Renton, WA 98057-0707. Be sure to includeyour name and mailing address.

The Hylar have grown complacentin their leadership of the thanes ofThorbardin. While their best battal-ions are off fighting in the Chaos War,the lowliest clans plot insurrection,aided by demon creatures dispatchedby Chaos, threatening the Life-Treeand Thorbardin itself.

$5.99/$6.99 CANTSR Product No.: 8393ISBN: 0-7869-1172-7

Jakandor:Isle of Destiny

An ODYSSEY™ SupplementBy Kirk Botula, Dale Donovan,

and Anne BrownJAKANDOR: Isle of Destiny continues

the saga of civilized wizards againstsavage barbarians. In this supple-ment, play the role of a mage orapprentice trying to defend the landfrom barbarian hordes.

$21.95/$28.95 CANTSR Product No.: 9512ISBN: 0-7869-1245-6

Kicker Pack 8: TreefolkA DRAGON DICE AccessoryBy Bill OlmesdahlThe newest race for the DRAGON DICE

game combines the awesome strengthof Earth and the tender mercies ofWater with the Treefolk expansion.This race is guaranteed to sway thebalance of power on Esfah.

$6.95/$10.95 CANTSR Product No.: 1515ISBN: 0-7869-0703-7

ALTERNITY Campaign KitALTERNITY AccessoryBy David EckelberryFor both gamemasters and players,

the Campaign Kit features a four-panelgamemaster screen and 32 pages ofrecord-keeping aids for use with theALTERNITY game. The handy screen pre-sents the most important tables andgame information in one place, whilethe booklet contains a variety of forms,character sheets, and record logs.

$1295/$17.95 CANTSR Product No.: 2808ISBN: 0-7869-1213-8

Marvel Super Heroes*Adventure Game

Boxed GameBy Bill Olmesdahl, Michele Carter

and Mike SelinkerThe Marvel Universe comes alive in

a new adventure game! Now you canplay Spider-Man*, Wolverine*, Iron Man*,and others as you dive into the awe-some action that makes Marvelcomics number one. Play your favoriteheroes or create new ones. Includeseverything you need to start playing.

$19.95/$26.95 CANTSR Product No.: 6926ISBN: 0-7869-1227-8

Unless otherwise noted:® designates registered trademarks owned

by TSR, Inc.™ designates trademarks owned by TSR, Inc.©1998 TSR, Inc. All Rights Reserved.

* indicates a product produced by a companyother than TSR, Inc. Most product names aretrademarks owned by the companies publishingthose products. The use of the name of any prod-uct without mention of its trademark status shouldnot be construed as a challenge to such status.

❖ By Merklan’s Magicby Brian CorvelloSomething is dreadfully wrong

with the forest, thanks to a deadwizard and his wand. An AD&Dadventure for levels 5-9.

❖ The Artist’s Loving Touchby Charles C. ReedAn aging sculptor discovers a

way to create flawless statuary. AnAD&D® adventure for levels 2-4.

by Christopher PerkinsTwo stellar nations race to

retrieve a stolen alien archive. AnALTERNITY® adventure for beginning-level heroes.

DUNGEON® Adventures #68Cover by rk post

❖ Convergence

❖ The Trouble With In-Lawsby William KenowerWhen Warden married his true

love Dolores, not everyone in thefamily was moved to tears. AnAD&D adventure for levels 1-3.

❖ Stepping Stonesby Lisa SmedmanSolve the riddle of Murkstone

Hill to find a lost dwawen crown.An AD&D adventure for levels 6-8.

Plus Two SideTrek Adventures!

$4.95 U.S/$5.95 CAN.TSR Product No. 8203-03

DRAGON #246 119

Page 122: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse

ElaineCunninghamHer elf novels include Daughter of theDrow, Tangled Webs (out in paperbackthis month), and the new Evermeet:Island of Elves.

“I CERTAINLY DIDN’T SET OUT tospecialize in elves,” says ElaineCunningham, whose popular novelssuch as EIfshadow explore elven life inthe FORGOTTEN REALMS® setting. “Butrecently, I think I figured out wherethis pattern comes from. Last summer,I wrote Those Who Hunt (available inApril), a fantasy for Vision Books set ina world of sentient animals. The cen-tral characters are a pair of swash-buckling raccoons, and an enigmaticfeline bard/bounty hunter.

As I was developing Samara, thecat character, I had a startling insight.Start with a cat; give her intelligence,weapons, magic, and art; allow herhuman height and stance; keep theattitude—what do you have?

The answer is, of course, an elf.Dip Samara in Nair, and the haughtylittle wench could walk aroundEvermeet without raising a wingedeyebrow. So I suppose it makes sensefor me to gravitate toward elves—I’ma cat person from way back. My firstambition, conceived at age four, wasto become a catrancher.”

For whatever reason, youngCunningham never realized her cat-ranching dream. Growing up in NewYork state and New England, she tooka degree in music, taught Music andHistory for several years, went back tograd school, and started writing whenher oldest son was a baby. She made apromising debut: “Even though its myfirst book and admittedly has somerough spots, I think that Elfshadow[1991] remains my favorite.”

Cunningham grew especially fondof Elfshadow’s stars, Arilyn Moonblade,a half-elf with blood ties to the royalfamily, and the bard Danilo Thann.“I’ve written two sequels (Elfsong [1994]and Silver Shadows [1996]) and severalshort stories, and would like tocontinue their adventures. I reallyenjoy time spent with them.” Arilynand Danilo return in Cunningham’slongest and most ambitious novel todate, this month’s mammothFORGOTTEN REALMS hardcover Evermeet:Island of Elves. In the mode of last yearsCormyr, by Ed Greenwood and JeffGrubb, Evermeet chronicles the wholehistory of its land, from “The earthcooled . . .” onward. This project terri-fied me from the start,” Cunninghamconfesses. “Evermeet is an almost-mythical land, and elves are a compli-cated and mysterious people. Thereare hundreds of ways such a storycould be told, and none of them would

do the subject justice. I focused on sev-eral elven families, especially theMoonflower clan, from which sprungthe elven queen, Amlaruil.” Arilyn andDanilo provide the narrative frame:“Since Arilyn is a half-elf, she is notallowed on the island, and her royalrelatives cannot acknowledge her exis-tence. This book is Danilo’s attempt togive Evermeet to her. The stories hecollects for her mix history and legend,with threads running through both thatculminate in a massive, devastatingattack upon the island.

“Evermeet still terrifies me, but Ithink it turned out to be a good story.It adds a bit more color and dimensionto Toril’s elves, and perhaps suggests afew new ways to think about them.”

As with all her books, Cunninghamtook pains to make Evermeet consistentwith extant Realms campaign material.“In a shared world like the Realms,we’re writing ‘historical fiction.’ The‘history’ might be given in gameaccessories and other novels, but it isno less important for being fictitious.And gamers know this stuff. If youmake errors, you get letters.”

In August, TSR will publishCunningham’s tenth novel, the con-cluding volume of the Harpers series.“It’s called Thornhold, and it’s a tale ofintrigue that introduces new charac-ters, Harpers under the direction ofarchmage Khelben Arunsun.”

Cunningham lives in Maryland withher husband and two children. “Welive in an almost-rural area, with lots ofwildlife, not even including the neigh-borhood kids.” She’s currently workingon “a very dark contemporary fantasy,a big, challenging book that I’ve beenresearching and planning for years.

“I have a fascination for folkloreand mythology. This story takes avery old mythology and synthesizes itwith certain aspects of modern cultureand technology. This is absolutely themost difficult thing I’ve ever attemptedto write. If it ends up being the best, itmight just start to compensate for theaggravation!” Cunningham is branch-ing out in other ways. “I truly enjoywriting in a shared world and plan tokeep on doing it, but I’m also takingon the challenge of creating my ownfantasy setting.” She’s keeping thedetails very close for now, but shedoes reveal one aspect of this worldthat should please her many fans:“Yes, there are elves in it.”

120 APRIL 1998

Page 123: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse
Page 124: Dragon Magazine #246 · 2018-01-14 · read Roger Moore’s “Tucker’s Kobolds” editorial from DRAGON® Magazine #127. Even then, things wouldn’t have been too bad for Jesse