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Mystery & Suspensectober traditionally ushers in a horror-themed issue ofDRAGON® Magazine but this year we’re taking a slightly

different approach to what has sometimes become an all-undead monster review. While charging through catacombs tohack at ghouls and zombies has a certain visceral appeal,slowly creeping up a squeaky staircase is what makes real ter-ror possible. With this thought in mind, we present a more sub-tle array of October articles this year.

In our lead feature, we present a rich survey of Medievaland other historical period detective fiction. This is the sort ofarticle I like to call an “idea-generator,”since it creates manystarting points for your own adventure ideas. For 101 moreideas on starting your own mystery plotline, see this issue’s“Dungeon Mastery” column, which makes a fine companionpiece to “The Murder Medieval.”

Next we examine a thieves’ guild allied with the shadiestchurch in Cerilia. These Quick Fingers don’t flinch from the morebrutal methods of most thieves’ guilds, but they prove that asecret can be more dangerous than a knife. Located in theBIRTHRIGHT® campaign setting “Ela’s Quickfingers Guild” couldappear in most any AD&D® game setting.

If you like a plot-based adventure or, like me, want anyexcuse to break out the old Tarokka deck, check out “Saga ofthe Mists.” Even if you never play anything but the AD&Dgame, the card mechanics offer a new and illuminating viewof the moral and supernatural laws of Ravenloft.

Explore the final resting place of the divine dead in“Mysteries of the Dead Gods.” Perfect for fans of thePLANESCAPE® setting, this article also works just fine for anyAD&D game planewalkers.

Naturally, we also present several of our regular depart-ments and columns. Let us know what you think of all of themby dropping us a note. As you might notice by the structure ofthis issue, we’re moving the furniture around somewhat, andnow is a great time to tell us what you’d like to see soon. Noteour new postal and email addresses in this month’s “D-Mail.”

Goodbyes & HellosAfter leaving Wisconsin, we bid a fond farewell to Michelle

Vuckovich, who plans a return to college for her Master’sdegree. We won’t say goodbye to Lizz Baldwin, since she hasmoved only about 10 feet away to join the TSR book depart-ment as assistant editor.

Upon arriving in our new offices here in Renton, WA, we’veadded a few new members to our team. Our new editorialassistant is Jesse Decker, an eight-year veteran of the AD&Dgame and GURPs* fantasy. Also joining the magazine staff isformer English teacher Chris Perkins, better known to readersof DUNGEON® Adventures as that magazine’s most prolificcontributor, now its editor.

Along with Chris and Jesse, much of the staff of The Duelisthas come to our assistance. We’re delighted to count amongour extended family Wendy Noritake, Bob Henning, SharonWhiting, Denise Stewart, and especially Judy Smitha, who mightjust know everything after all. They and everyone at Wizards ofthe Coast have made us feel at home in our new lair.

Dave Gross

Printed in the USA

Publisher Editor Associate Editor Art DirectorPierce Watters Dave Gross Chris Perkins Larry Smith

Editorial Assistant Advertising Director Advertising Manager Subscriptions ManagerJesse Decker Bob Henning Judy Smitha Sharon Whiting

DRAGON #240 3

October 1997Volume XXII, No. 3Issue #240

The Murder MedievalJon PickensDetective fiction throughout the ages can inspiremany a mystery for AD&D® game sleuths.Page 18

Mysterious CitiesJames Wyatt

The Red Death spreads its subtle fingers fartheracross the glob of Gothic Earth. New source

material for any 1890s horror campaign.Page 28

Ela’s Quick Fingers Guild: a new church andthieves’ guild or players of the BIRTHRIGHT®campaign or any AD&D world.Page 38

Goddess of Shadows,Guild of ThievesSue Weinlien Cook and slade

Saga of the MistsMatthew L. Martin

Use the story-driven SAGA™ System to drivethe mysteries in your RAVENLOFT® campaign.

Page 48

Mysteries of theDead GodsMonte CookCare to visit the graveyard of the gods?A new mystery for planar travelers to explore.Page 56

4 OCTOBER 1997

Ecology of theNymphJohnathan M. RichardsThe Monster Hunters learn a harshlesson after their past hunt.Page 70

Wyrms of the NorthEd GreenwoodGaulauntyr the thief dragonis a subtle schemer.Page 76

Dungeon MasterySteve BermanMore than one hundred littlemysteries for the DM to develop.Page 82

Bazaar of theBizarreBrian P. HudsonNeed a hand? How about a leg?Page 88

3 . . . . . . . . . . . . . . The Wyrm’s Turn™A slight departure from our usual Octoberprogramming.

6 . . . . . . . . . . . . . . D-Mail™Your kind words and corrections, and a fewwords about dungeon crawls.

8 . . . . . . . . . . . . . . ForumDice vs. cards, plus the continuing debates onmagic and multi-classed human PCs.

12 . . . . . . . . . . . Sage AdviceThe answers to your questions about roguesand magic.

96 . . . . . . . . . . Cons & Pros™Coming soon to a convention center near you.

108 . . . . . . . Role-Playing ReviewsRick Swan surveys some of the best horrorsupplements of the past year.

120 . . . . . . . . The Current Clack™The latest on the game industry, including theOrigins convention and the GEN CON® Game Fair.

Other Material98 ................ Knights of the Dinner Table

100 ........................... DragonMirth

102 . . . . . . . . . . . . . . . . . . . . Gamer’s Guide

104 . . . . . . . . . . . . . . . . . . . . . Floyd

116 ..................... TSR Previews

62 TruePowerRon CollinsAt what price doesthe apprenticebecome a master?

DRAGON #240 5

lf you have a comment, opinion, orquestion for the staff of DRAGON® Magazine,write us a letter. We’d love to hear from you.

In the United States and Canada, sendletters to “D-Mail,” DRAGON Magazine,1801 Lind Avenue S.W., Renton, WA 98055,U.S.A. You can also send email to us [email protected].

Please use regular mail for change ofaddress notices or subscription orders. Sendthem to: DRAGON Magazine, P.O. Box459086, Escondido, CA 92046-9107.

Welcome BackDear DRAGON Magazine,

I was shocked to have finallyreceived issue #237 about six monthsafter the last one-and was very glad tosee it. I had received my first subscrip-tion issue in October.

The first things I read are “Floyd,”“Knights of the Dinner Table,” and “SageAdvice.” I think many fans will find issue#237’s “Knights of the Dinner Table” stripvery appropriate for the magazine’sdisappearance and reinstatement. Thankyou for returning, and welcome back!

To Crawl . . .

Kendra McEvoyTopeka, KS

Dear DRAGON Magazine,I too have been DMing for a long

time, going on 12 years now, and I haveDRAGON® Magazine (ISSN 0279-6848) is published monthly

except January, February, March, April, May, and June (twicemonthly in November) by TSR, Inc., 1801 Lind Avenue S.W.,Renton, WA 98055, United States of America. The postaladdress for all materials from the United States of America andCanada except subscription orders and change-of-addressnotices is: DRAGON Magazine, 1801 Lind Avenue S.W., Renton, WA98055, U.S.A.; telephone (245) 226-6500; fax (425) 204-5928.

Distribution: DRAGON Magazine is available from game andhobby shops throughout the United States, Canada, the UnitedKingdom, and through a limited number of other overseasoutlets. Distribution to the book trade in the United States is byRandom House, Inc., and in Canada by Random House ofCanada, Ltd. Distribution to the book trade in the UnitedKingdom is by TSR Ltd. Send orders to: Random House, Inc.,

to agree with Steve Shawler’s commentsmade in DRAGON Magazine #237: noth-ing beats a good dungeon crawl. Theyare what keep both DMs’ and players’skills sharp and hungry for more adven-tures. I also agree that there is a short-age of products that feature this type ofadventure, which was what it allrevolved around in the beginning.

I agree also with Steve that Mr.Swan’s review (of Undermountain: TheLost Level, in issue #234) was a little lessthan on the mark, as we “adult” and“veteran” gamers can attest, and thesetwo letters are proof of that. We designand make our own modules featuringthe dungeon crawl. Other gaming stylesare fine if that is what you want to play,but campaigns such as the BIRTHRIGHT®,RAVENLOFT®, and DARK SUN® settings arenot the same as the original AD&D®crawl, in which you find the bad guysthrough clues, traps, and puzzles, thentry to clobber them in the hack-n-slashstyle of combat. It just is not the same!

After 12 years of crawling in andaround dungeons, l—and also Steve andhis crew—must be doing something rightto keep the game going.

Well that is my two copper pieces onthe subject. High fives to Steve and hiscrew-our crawlers are with you.

Long live the crawl!Ed Bradshaw

House Springs, MO

. . . Or Not To CrawlDear DRAGON Magazine,

Wow! I thought my subscription hadbeen lost. What a great surprise to receiveissue #237! The new format is reallygood, but I do miss “Forum.” It is alwaysnice to hear people go into detail on theirthoughts. Please keep the issues theme-related and general, so most everyonecan use them. I don’t want to lose half mysubscription to issues devoted to specificsettings, unless of course the majoritywould go to the FORGOTTEN REALMS® setting!

Steve Shawler asked about dungeoncrawls. They are fun, but I have to admitthat I just started playing after an eight-year layoff, and the game has developedOrder Entry Department, Westminster MD 21157, U.S.A.; tele-phone: (800) 733-3000. Newsstand distribution throughoutthe United Kingdom is by Comag Magazine Marketing,Tavistock Road, West Drayton, Middlesex UB7 7QE, UnitedKingdom; telephone: 0895-444055.

Subscriptions: Subscription rates via periodical-class mail areas follows: $34.95 in U.S. funds for 13 issues sent to an addressin the U.S., $41.95 in U.S. funds for 13 issues sent to an addressin Canada; £34.95 for 13, issues sent to an address within theUnited Kingdom; £41.95 for 13 issues sent to an address inEurope, $57.95 in U.S. funds for 13 issues sent by surface mailto any other address. Payment in full must accompany all sub-scription orders. Methods of payment include checks or moneyorders made payable to DRAGON Magazine or charges to validMasterCard or VISA credit cards; send subscription orders to

a lot of depth and detail. Playing throughthe Randal Morn modules, I wasimpressed at how the designers workedto test the characters in every way possi-ble. With the new proficiencies and kits,the characters can do much more thanjust cast spells and swing their swords.There is room for every type of module,though, and a reviewer shouldn’t beallowed to influence the future of thegame.

Keep up the great work! The amountof detail and realism that you offer tothe game is greatly appreciated.

David AquadroBratt, UT

For the DogsDear DRAGON Magazine,

Your article “Man’s Best Friend” (inissue #237) raised some hackles in myhousehold, so I felt compelled to com-ment on a few canine inaccuracies. It isdangerous to tread on the toes of doglovers’ views of breeds and training.Since my husband is a veterinarian andI have been involved in dog obediencetraining for 10 years, I hope I can speakwith. some competence.

As far as breeds are concerned, Icringe at the notion of putting the SaintBernard in the war dog category. Severalgiant breeds—including the GreatPyrenees, New Foundland, SaintBernard, and Anatolia—are guardiandogs. These are bred to help and protecthelpless individuals, such as people loston mountains, drowning victims, andlambs. Don’t expect a lot of help fromthese breeds in a fight unless someonethey‘ve been trained to protect is downand helpless. Even then, they’re likelyjust to stand over the victim and growl.If you want a killer, get a pit bull, aRottweiler, or a Chow Chow. Bull dogs ofall kinds are not companion dogs. Theywere bred to fight. Pit Bulls, Boston Bulls,English Bulls, Boxers—these are the fight-ing breeds. They’re hard-headed to trainbut great in a brawl.

Poodles are a very misunderstoodbreed. Poodles were originally huntingdogs. The Poodle clips were originatedDRAGON Magazine, P.O. Box 469107, Escondido, CA 92046-9107.In the United Kingdom, methods of payment include chequesor money orders made payable to DRAGON Magazine, or chargesto a valid ACCESS or VISA credit card; send subscription orderswith payments to DRAGON Magazine Subscriptions Dept., P.O. Box504, Leicester, LE16 0AD. Prices are subject to change withoutprior notice. The issue explanation of each subscription isprinted on the mailing label of each subscriber’s copy of themagazine. Changes of address for the delivery of subscriptioncopies must be received at least six weeks prior to the effectivedate of the change in order to assure uninterrupted delivery.

Submissions: All material published in DRAGON Magazinebecomes the exclusive property of the publisher, unless specialarrangements to the contrary are made prior to publication.DRAGON Magazine welcomes unsolicited submissions of written

6 OCTOBER 1997

because of the problem of burrs andmats in the dog’s curly coat, due to theiractive outdoor life.

I have trouble calling Dalmatianscompanions also. They were bred to runalongside fine coaches and look flashy—a canine accessory, if you will. As aresult, they are very good at runningaround, and that’s about it. When 101Dalmatians came out, there were severalarticles in our local paper by breederswarning that Dalmatians are not foreveryone, being bad around children,hard to train, and high strung.

I would tend to put breeds such as thePekinese, Papillion, Pug, and Pomeranianinto the companion category. As anAD&D player, I would not have my char-acter take any of them on an adventure.

As far as training is concerned, I can’timagine working with any dog for 2-3hours per day. The standard trainingtime is around 15-30 minutes. If you’rein a big hurry, you can have maybe twosessions a day. The only time I’ve heardof training sessions going longer is inserious agility or shutsen training—andyour PC had better have animal trainingand animal handling proficiency for that.

The actual tricks or skills a dog canbe taught were covered well in the arti-cle, with maybe a couple of exceptions.Alarm is not an advanced skill. Dogsinstinctively bark when they sense anintruder or even a friend approaching.It’s definitely a beginning-level skill.Silence, on the other hand, is very diffi-cult to teach: I would put it at an

advanced level. Water skills is anextremely variable skill. Some dogs lovethe water and seek it out—usuallyretrievers like the water. Some dogshate the water, and no amount of train-ing can cause them to enjoy enteringthe water and swimming.

Finally, strength and size do notnecessarily dictate a dog’s confidenceand aggressiveness. The saying “It’s notthe size of the dog in the fight but thesize of the fight in the dog” was coinedfor a reason.

Margaret LundockLowell, FL

ErrataBruce Heard points out two errors in

the “Lupins of Mystara” article fromissue #237:

Wee Folk cannot be rangers. The linelisting the levels for wee folks, startingwith rangers, was printed one columntoo far to the left. In other words, thereshould be no number (zero) in the col-umn for Rangers, 15L should go underWizards, 15 under cleric, 9M underDruids, 13 under Thieves, and 6 underBards.

Mongrels should not be paladins—there should be no number (zero) in thecolumn for Paladin; the “U” should belocated in the Rangers column, the 12under Wizards, the 15 under Clerics, the13 under Druids, the next 13 under theThieves, and the 9 under the Bards.

We’re Still Moving!Please do not send email to the former addresses at America Online. Instead,

address your email to these new addresses, as appropriate, for DRAGON Magazineand DUNGEON® Adventures. Please send only article queries via email, never fullmanuscripts unless specifically requested.

“D-Mail,” “Forum,” questions, change of addressand convention notices (Jesse Decker) [email protected]

“Sage Advice” questions (Skip Williams) [email protected] Adventures queries (Chris Perkins) [email protected] Magazine queries (Dave Gross) [email protected]

material and artwork; however, no responsibility for such sub- WA 98055, U.S.A. (425) 204-7262.missions can be assumed by the publisher in any event. Any A d v e r t i s e r s a n d / o r a g e n c i e s o f a d v e r t i s e r s a g r e e t o h o l dsubmission accompanied by a sel f -addressed stamped enve- TSR, lnc. harmless f rom and against any loss or expense fromlope of sufficient size will be returned if it cannot be published. any al leged wrongdoing that may ar ise out of the publ icat ionWe strongly recommend that prospect ive authors wr i te for our of such advertisements. TSR, lnc. has the right to reject or can-writers' guidelines before sending an article to us. In the United cel any advert is ing contract for which the advert iser and/orStates and Canada, send a sel f -addressed stamped envelope agency of advert iser fa i ls to comply wi th the business ethics(9½" long preferred) to Writers' Guidelines, c/o DRAGON Magazine, set forth in such contract.at the above address: include suf f ic ient American postage or DRAGON is a registered trademark of TSR, lnc. RegistrationInternational Reply Coupons (IRC) with the return envelope. appl ied for in the United Kingdom. Al l r ights to the contents of

Advertising: For informat ion on placing advert isements in this publ icat ion are reserved and nothing may be reproducedDRAGON Magazine, ask for our rate card. All ads are subject to f rom i t in whole or in part wi thout f i rst obtain ing permission inapproval by TSR lnc. TSR reserves the right to reject any ad for wr i t ing f r o m t h e p u b l i s h e r . M a t e r i a l p u b l i s h e d i n D R A G O N

any reason. In the United States and Canada, contact: Bob Magazine does not necessarily reflect the opinions of TSR, lnc.Henning, DRAGON Magazine, 1801 Lind Avenue S.W., Renton, Therefore, TSR wi l l not be held accountable for opinions or

On the Cover

Mark Nelson, our cover artist,has been turning out exemplarywork for me for the past sevenyears. His association with TSR,Inc. goes back about twice aslong, though, as Mark was one ofthe original freelance illustratorsfor the company.

Working with Mark alwaysincludes a fair amount of (goodnatured) ribbing about his abilityat times to meet deadlines.

During the academic season,Mark teaches at Northern IllinoisUniversity, where he nurturessuch notable talents as Tom Baxa,TSR’s own R.K. Post, and currentstudent Mike Sutfin, whose workgraces two articles in this issue.

misinformation contained in such mater ial .® designates registered trademarks owned by TSR, lnc.

™ designates trademarks owned by TSR, Inc. Most otherproduct names are t rademarks owned by the companies pub-l ishing those products. Use of the name of any product wi th-out ment ion of t rademark status shouId not be construed as achallenge to such status.

© 1997 TSR, lnc. All Rights Reserved. All TSR characters,character names, and the dist inct ive l ikenesses thereof aretrademarks owned by TSR, lnc. TSR, Inc. is a subsidiary ofWizards of the Coast, Inc.

Periodical-c lass postage paid at Renton, WA, U.S.A., andaddi t ional mai l ing of f ices. Postmaster: Send address changesto Dragon Magazine, P.O. Box 469086, Escondido, CA 92046,U.S.A. USPS 318-790, ISSN 0279-6848.

DRAGON #240 7

Forum welcomes your comments andopinions on role-playing games.

In the United States and Canada, sendany correspondence to “Forum,” DRAGON®Magazine, 1801 Lind Avenue S.W., Renton,WA 98055, USA. You can also send email to

[email protected] ask that all material be neatly typed

or handwritten. You must give us your fullname and mailing address if you expectyour letter to be printed (we will not considera letter sent anonymously), but we will with-hold your name if you ask us to do so, andwe will not print your full address unless yourequest if.

Multi-Classed HumansI am responding to Alexander

Fontenot’s letter in DRAGON Magazine#238. I think he touched on an impor-tant point as to why humans can’t multi-class and that is their limited life span.By the time they learned enough evento begin their career, they would be mid-dle aged or close to it; and if leveladvancement is balanced and time keptin the game, then the multi-classedhuman would be old by the mid levels. Idon’t think most human characterswould pick the advantages of beingmulti-classed over the advantages ofconcentrating on a single class and liv-ing to reach high levels. I do howeverdisagree with two things he mentions inhis letter: that such a thing as apaladin/bard could exist is laughable tosay the least. I generally stick with thecore rules in my games and I don’t ownthe various handbooks or know whatthey contain, but if they allow suchthings as paladin/bards, then I am veryglad I didn’t buy them.

The other point I disagree with is hisstatement that paladins don’t have to belawful good. Paladins are, always havebeen, and always will be lawful good. It

Maybe I’m just old fashioned,but the thought of leaving my dice bag

at home makes me wantto be there with it.

SAGA™ System vs.the AD&D® Game

I have decided to start my own dis-cussion about the new DRAGONLANCE®SAGA system. I prefer the old AD&D sys-tem to the new SAGA rules. Maybe I’mjust old fashioned, but the thought ofleaving my dice bag at home makes mewant to be there with it. This card sys-tem does not allow the detail that AD&Dgamers are used to having.

Now, I’m not saying that the SAGA sys-tem is all bad. It could be a good intro-duction to RPGs for novices. The magicsystem is a big disappointment, in myopinion. I am wondering what the restof the roleplaying world thinks of thenew diceless roleplaying system.

Christopher Manning247 Hauser AvenueYardville, NJ 08620

is a requirement of the class and if it’snot met, then the character is not a pal-adin. Non-lawful-good deities mighthave knightly orders that are not lawfulgood, but please don’t call them pal-adins. In my own campaign a lawfulneutral deity has an order of specialknights who are granted a few uniquepowers and a super-strict code of honor.They work for their deity’s cause andare known throughout the land as tem-plars. The paladin class is a special class,and it takes a special player to play apaladin well. I don’t feel a paladin wouldever multi-class as that would mean shewas no longer totally committed to herdeity and therefore no longer a paladin.Just my two coppers!

Mike Wilson4515 Hemlock

Wichita KS 67216

Weak Wizards?I have a few comments about the

“Forum” letter about wizards by WayneRossi (in issue #236). I would have toagree with him, although “weak” is not aterm I would use for wizards.

On the other hand, many DMs makeup their own spells or make higher-levelspells at lower levels, as with dwarves.You don’t need to be a genius to workyour way up to a higher level, althoughmany exceptions exist. Take RaistlinMajere, second most powerful mage inall of Krynn, surpassed only by hisnephew, Palin. Of course, Raistlin was agenius to begin with, outsmarting eventhe great Fistandantilus. He learnedmany spells apprentices were not meantto learn. On yet the third hand, GurrandDiThon was a bumbling fool before hebecame the Sixth Sentinal of theBastion. So, don’t get me wrong.“Genius” is not necessarily the word todescribe a mage.

Greg Gartland824 Piedmont CircleNaperville, IL 60565

Dead Again and AgainI’d like to comment on Kevin

McMahon’s letter in issue #238’s“Forum.” I feel that it’s not enoughsimply to make bringing a characterback from the dead hard to encourageplayers to think twice before putting acharacter into a potentially deadly situa-tion that most people wouldn’t go into.It’s far too easy simply to roll up a newcharacter when the old one dies.

Part of player recklessness comesfrom not caring about the character. Fartoo many PCs are simply two-dimensional constructs, and the playerwill not care if the character dies. Tomake the player care about the charac-ter, make him or her write a background(preferably an extensive one) for thecharacter. This will acquaint the playerwith the character rather well and makethe PC easier to roleplay— and the player less likely to risk the life of the character.A beloved character will not be risked soeasily as a flat, lifeless one. I agree thatPCs are not pawns and should not besacrificed. “Knowing” a PC is the bestway to avoid that.

Wayne S. Rossi86 Powell Place RoadTabernacle, NJ 08088

8 OCTOBER 1997

More on MagicHaving just re-read the “Forum” sec-

tion in issue #234, I’d like to throw mypenny’s worth into the debate aboutmagic in the AD&D game. This continu-ing saga of magic-rich vs. magic-deadcampaign settings is irrelevant andcounter-productive.

This is the principle under which I DMmy own campaign (a customized versionof the DRAGONLANCE setting). Nowhere inmy campaign is this more telling than inthe magic system. in it, there are threedistinct forms of magic: elemental magic,life magic, and power words and true namemagic. These are represented by aplethora of spellcasters: wizards (HighSorcerers and Royal Warlocks), priests,paladins, rangers, earthmagi (druids andelementalists), shamans and psychics(psionics are treated as the use of one’sinherent life magic).

In addition to the new spellcastingcharacter classes I created, I changed allthe existing ones because I was unhappywith their scope. Wizards receive eightspells (seven first-level and one secnd-level) at first level; priests need not “mem-orize” spells each day (they pray fordivine intervention on the spot); paladinsfollow specific faiths (gaining the spheresof influence and alignment restrictions ofthat faith—this also gives rise to anti-pal-adins and neutral paladins); and rangersgain access to the weather and travelersspheres of influence. Finally, unhappywith the priests’ spheres of influencelisted in DRAGONLANCE Adventures and Talesof the Lance, I re-worked them for all thegods of Krynn. This has had the net effectof making all the spellcasting classesmore potent. It is balanced by the limita-tions placed on each class in terms ofspell availability. Now, at this point,game-balance freaks will be tearing theirhair out and constructing voodoo dolls inmy image. Don’t forget that if PCs haveall this extra power, so do NPCs. Also, cre-ative DMing can easily turn spellcastingability into as much of a disadvantage asit is an advantage. This has illustrated mypoint on DM autonomy. Now to mysecond point.

in answer particularly to Lucas AshlarLee, PCs and the villains they struggleagainst are exceptional characters. Theyare not the run-of-the-mill citizenry.(Don’t forget that the average abilityscore is only 9, which precludes mostpeople from the powerful characterclasses.) For every adventurer, there arehundreds of 0-level commoners.

Looking at it this way, if we are taking thFORGOTTEN REALMS® setting as an exam-pie, the number of powerful mages iseasily justifiable—the Realms are vast.Proportionality and the law of averagesdictate that an AD&D world of that sizewith a global population of several bil-lion would spawn more than a few arch-magi. Also, if you’re of the opinion thatmagic should be rare and wondrous,have a chew on this:

Think about what you might have inyour house: television, stereo, electriclights, mass-produced books, refrigera-tor, home computer, etc. These thingswe take for granted. To a medieval civi-lization, even a match would be consid-ered amazing. Now, in a world wherewizards and priests can hurl fireballs andother assorted magical spells in a highlyconspicuous manner, and various crea-tures with grotesque magical abilitiesroam the land openly, couldn’t magic betaken for granted in the same way thatwe view technology? Looking at it thisway, Elminster could be likened to ourown Bill Gates of Microsoft. Obviously,Mr. Gates can’t cause someone to com-bust spontaneously; neither can hewander the multiverse at will, but theparallel holds when you think of whatcomputer software makes possible. ifmagic existed on earth as it does inAD&D game worlds, would technologyhave developed as it has?

The DM should feel free to makewhatever he wishes of his campaign,and magic-rich and -dead campaignshave equal merit. Magic can be used ina magic-dead campaign to create aweand wonder. However, if this is the onlything you can think of to achieve thatgoal, then you must have a think aboutthe storylines you employ in your cam-paign. Even having awesomely powerfulwizards and readily visible gods doesnot reveal the whys and wherefores ofmortal existence. What is more won-drous than the secrets of creation? I usemy campaign to pose the questions Iask myself to my players. This does nothinge upon how many wizards are pre-sent in my campaign world. Besides, in agame where magic is possible, playerstend to become blasé about it, irrespec-tive of the level of magic within thegame world.

Phil Page“Lancia,” Weely Road

Great Bentley, Colchester, EssexUnited Kingdom, CO7 8PE

10 OCTOBER 1997

by Skip WilliamsSend your AD&D® game questions to

“Sage Advice,” 1801 Lind Avenue S.W.,Renton, WA 98055. You may also sendquestions by email to [email protected]. Thesage is far too busy to send personal replies,so if you enclose an SASE, you’ll receive acopy of the writers’ guidelines.

The Sage takes a brief look at abilities forAD&D game rogues before delving into thegame particulars of various magical effects.

The Complete Bard’s Handbook liststhief/gypsy-bard as an allowable multi-class combination. What thief skills dothese characters have, and how do youcalculate the skill scores? If two skillsare the same, do you just use thehigher one?

A thief/gypsy-bard would have theeight basic thief skills from Table 26 inthe Player’s Handbook (PHB). To deter-mine the base score for each skill, com-pare Table 26 in the PHB to Table 7 inthe Complete Bards Handbook; take thehigher of the two base scores if bothtables show the same skill. Give thethief/gypsy-bard 40 discretionary pointsto round out his skills, then adjust allskills for race, Dexterity, and kit. As thecharacter increases in level, add furtherdiscretionary points as the characterearns them. That is, the character adds30 points each time he gains a level asa thief and 15 points each time he gainsa level as a bard.

Thieves can speak Thieves Cant. Dothey gain it without spending any profi-ciency or intelligence slots, or do theyhave to spend a slot?

No, it’s free.

Some spells listed in the PHB andDRAGON® Magazine are capable of being(and are supposed to be) cast forpersons other than the caster. Othersare somewhat ambiguous as to

whether they can work for someoneother than the caster, find familiarbeing one of them. Can find familiar becast for someone other than the caster(such as a master wizard on behalf of anapprentice)? What if the spell recipientis not a spellcaster (or at least not a wiz-ard spellcaster)? What kind of benefits(if any) would he or she receive? Andwhat about other spells, such as theanimal companion spell? The descrip-tion infers that the spell is for the caster,but the information in the “statistics”portion says that the area of affect isthe creature summoned. Which takesprecedence? The text of the descriptionor the stats?

A find familiar spell allows the casterto summon a familiar and bind the crea-ture to himself. The caster cannot assignthe familiar to anyone else.

Neither a spell’s statistics nor itsdescription “take precedence” when try-ing to decide whether a spell can be caston another’s behalf. One must use com-mon sense. In most cases, the spell’sdescription is far more useful than itsstatistics because the text tells you whatthe spell does. For example, dispel magiccancels other magic within its area ofeffect. It makes no difference who caststhe spell. On the other hand, charmperson makes the recipient loyal to thecaster. A character might wish to charmsomeone on another character’s behalf,but the recipient feels loyal to the caster,not to some third person the casterdesignates.

Sometimes, however, a spell’s statis-tics can settle the issue pretty well. Anyspell with a range of “touch” can be castfor another’s benefit. On the other hand,a spell with a range of “0” always affectsthe caster, and any powers the spellgrants cannot be transferred elsewhereno matter what the spell’s descriptionmight imply; the spell’s area of effect

might be large enough to affect multiplecreatures, but if the range is 0 the spellalways must be centered on the caster.

Perhaps the statistics for the findfamiliar spell should read: Range: 0; Areaof Effect: 1 creature within a radius of 1mile per caster level.

Your recent attention to frisky chestand similar spells has suggested a pos-sible flaw in the Tenser’s floating discspell to me: What sort of surface do yourecommend for the floor that the diskneeds to be above? It would seem to beincredibly easy for someone simply tothrow a weighted rock across a chasmand use the disk to ferry people acrosswithout causing the disk to disappeardue to the lack of floor, simply by usinga thick rope. This would seem to reducethe use of telekinesis or fly as a lot of theeffects that these are commonly usedfor are superseded by the increasedduration of the disk and the fact that itcan be used on inanimate objects suchas burning flasks of oil, as long as theyare within the spell range. Images ofhoards of low-level mages arriving intown sitting on disks, and of sneakymages getting the disks to carry cal-trops and acid into dangerous areasand then causing the disk to disappearby causing it to rise more than threefeet from the ground come to mind.

If you want to restrict abuse ofTenser’s floating disc heavily, you can sim-ply rule that the disc winks out unlessthe surface beneath it is capable of sup-porting a normal human walking at anormal pace. This rules out not onlyropes but also water, quicksand, lava,and all sorts of surfaces the caster mightencounter while using the spell. Formost campaigns, however, a more rea-sonable ruling might require a surfacethat could conceivably support theempty disc itself assuming it were aphysical object. Tightropes would still beout, but water (at least calm water), mud,quicksand, and the like would be okay.

As a method for scattering items onthe ground, a Tenser’s floating disc wouldbe useful in some cases, but not in oth-ers. The caster himself, for example,could strew caltrops much more effi-ciently than the disc could because thedisc would drop the whole load in thesame small (about three feet wide) area.Anyone encountering the resulting pileof caltrops probably would see themand easily avoid them.

Flaming oil won’t work particularlywell with the disc either. One flask of oil

12 OCTOBER 1997

makes a puddle three feet wide (seeTable 45 in the DUNGEON MASTER® Guide),which is exactly the width of the disc.The disc is slightly concave, so it shouldcarry the oil along without sloshing. Asecond flask, however, would overflowthe disc—it’s slightly concave. Further,lighting the oil and moving it into posi-tion will cause only minimal damage towhatever happens to be underneathwhen the disc vanishes—very little willactually be under the disc, as it neverfloats more than three feet off theground. Also, remember that a direct hitfrom burning oil inflicts 2d6 hp damage

A couple of nights ago, some friendsand I were playing a game in theRAVENLOFT® setting, and we faced a zom-bie lord. This monster has an aura thatcan cause several different effects, oneof them being weakness (as per spell).The problem was we couldn’t find aweakness spell in any book we own. Isthis ability a printing error, or do wejust not have the book it’s in?

In this case, treat weakness as areversed casting of the 2nd-level wizardspell strength. Not that strength is not nor-mally reversible; it just provides an easy-to-use game mechanic.

Will a stoneskin spell protect therecipient from the effects of

non-spell critical hits?

on the first round. If a party fills a discwith oil, lights it, then drops it some-where, the best they should get is asplash hit (1d3 hp damage). Since the oilis splashing, I’d make every creaturewithin five feet of the point of impactattempt a saving throw vs. paralysis toavoid the damage. It’s possible that atiny creature—or an immobilized one-could suffer a direct hit, but if the partylights the oil before moving the disc,then the damage still should be only1d6. If the party dumps the oil from thedisc, then lights it, they could inflict thefull 2d6 hp damage, provided the targetis small enough and slow enough to beunder the disc when it vanishes.

The disc could carry quite a lot of acidor holy water, say five vials worth. Still,the disc floats only three feet off theground and moves at a fairly pokymovement rate of 6. Again, the best theparty can hope for is a splash. In thiscase, I’d recommend a saving throw vs.paralyzation for every creature withinfive feet of the point of impact, with fail-ure resulting in 1d3 splash hits (1 hpdamage each). Of course, an immobilecreature caught under the disc wouldsuffer five hits (2d4 hp damage each).

All the foregoing might seem stingy,but there may very well be cases wherethe party is better off forcing the opposi-tion to attempt saving throws rather thantrying to score missile hits, and there’s nochance of the containers failing to break.Also, opponents with no room to moveout of the disc’s way would just besplashed, no saving throws.

14

Will a stoneskin spell protect therecipient from the effects of non-spellcritical hits?

Yes. If the spell negates the basicdamage from a hit, it negates any addi-tional physical effects involving cuts,pokes, or impact from that hit. Touch-delivered spells are not negated, nor aremagical effects, such as the electricaldamage from a javelin of lightning(though the 1d6 hp physical damagefrom the javelin is). Stoneskin nevernegates damage that does not involvecutting, piercing, or striking. Damagefrom a flask of burning oil or damagefrom acid harms creatures protected bystoneskin.

What happens when the recipient ofa stoneskin spell also uses a fire shieldspell? How much damage would anassailant suffer if the stoneskin spellnegated all the damage from hisattack?

If the stoneskin spell negates the dam-age from a blow, the attacker who deliv-ered the blow suffers no damage at all.Note that the fire shield spell still makesthe recipient more susceptible to certainforms of attacks (see spell description).

The PLAYER’s OPTION™: Spells & Magicbook allows wizards to choose priestspell spheres as schools. If a wizardchooses the priest sphere of necro-mancy as a school of magic, does hereceive animate dead as a third-levelspell or a fifth-level one? Also, is thelimit of hit dice that can be animated the

number that may be animated at onecasting or the total number that themage can have animated at one time?

The wizard gains the priest version ofanimate dead as a third-level spell. If thewizard also has access to the wizardlyschool of necromancy, he also can learnanimate dead as a fifth-level spell. Thelimits given in the spell descriptions arefor each casting of the spell, not for thetotal number of creatures the charactercan have animated at once. (DMs usual-ly find various clever ways of makingplayers regret collecting too many ani-mated allies for their characters). Finally,both the priest and wizard versions ofthe spell use total hit dice of the animat-ed creatures to determine how manycreatures one spell can animate. In bothcases, the caster can animate one hit dieworth of skeletons or zombies per casterlevel. The description for the priest ver-sion implies that priests can animate onezombie per caster level, but that’s anerror. Both versions of the spell work justas described under the wizard version.

What would a dragon do if affectedby the fourth-level priest spell invertedethics? Would the dragon freely handout its treasure, slaughtering those whodonated to the hoard, or merely permitadventurers to rob it blind?

A dragon under the effects of aninverted ethics spell would temporarilylose its desire to hoard treasure andprobably would become less jealous ofwhat it had. Unlike the shopkeeper usedas an example in the spell description, adragon wouldn’t allow people just totake treasure from its horde, because it’snot in the habit of letting treasure leavethe hoard. On the other hand, an invert-ed ethics spell also would temporarilytransform an evil dragon from a suspi-cious, haughty, and violent creature intoa trusting, humble, and mild one. Thetransformation might just allow a partyto exchange a few pleasantries with thedragon and hit the road with their skinsstill intact. If anyone was foolish enoughto take an item from the hoard while thedragon wasn’t itself is most likely in fora heap of trouble when the spell wearsoff and the dragon comes looking for itsmissing trinkets.

The description of the delayed magicmissile spell seems to contradict itself.First, it says “The missile causes 1d6 hpdamage for every three levels of thecaster.” The next paragraph, however,says that “the initial impact deals 1d6

OCTOBER 1997

hp damage to the target.” Whatamount of damage does the first blowactually cause? Also, please clarify theline, “the staggered attacks prevent atargeted spellcaster from concentrat-ing on a spell.” Does the continuedattack interfere with spellcasting evenif the target makes his or her save andtakes no damage?

No contradiction. The spell deals 1d6hp damage per three levels of the caster,but no more than 1d6 hp damage eachround. Although the description in theWizard’s Spell Compendium, Volume 1 liststhe duration as 1 round per caster level,the spell ends out when it delivers its fullallotment of damage or when its durationexpires, whichever comes first. If the tar-get is a spellcaster, any spell he attemptsis ruined if he fails his saving throw dur-ing a round when delayed magic missile isin effect, but the spell works if the targetmakes his saving throw (provided noth-ing else distracts him).

detect evil magic and dispel evil magic.What, exactly, is evil magic? Is anymagic cast by an evil character “evil?”Does that mean that if my characterencounters a long sword +1, he candestroy the sword if an evil wizard cre-ated it? What about other types ofspells? The inquisitor’s dispel evil magicability has a base success chance of100% making it very potent indeed.

In this case “evil magic” is any magiccast by an evil creature. However, themagic must be a spell or spell-like abilitystill operating. For example, an inquisitorcannot detect or dispel a cure light woundsspell an evil character has cast becausethe magic is only fleeting; only its effectsare permanent. Nor could an inquisitordispel a flesh fo stone spell an evil creaturehas cast. (Exactly which spells haveinstantaneous durations but permanenteffects is subject to some debate, and anylisting of such spells can vary from cam-paign to campaign.) The inquisitor could

Can a priest resurrect a charactereven if his head is missing?

Can a priest resurrect a charactereven if his head is missing?

I’d say a priest would have a hardtime casting any spells at all without hishead, much less less dead or resurrection.If the spell recipient is missing his head,raise dead won’t help, but resurrectionworks fine.

I am playing an inquisitor paladinfrom The Complete Paladin’s Handbook.My question pertains to two of the kit’sspecial benefits, namely the ability to

detect and dispel an evil caster’s charmperson or curse spell, however.

Certain spells, such as permanency,quest, and geas either cannot be dis-pelled at all or can be dispelled only bycharacters of higher level than the origi-nal caster-check the individual spelldescriptions to be sure.

Magical items don’t qualify, as theyare not spells or spell-like effects.However, if an evil creature uses a mag-ical item to create a spell-like effect, aninquisitor can detect and dispel it.

Likewise, magically created or animatedcreatures, such as zombies and golems,cannot simply be dispelled.

The description for the sixth-levelwizard spell death spell gives a chartwhich indicates that the maximumnumber of hit dice for affected creaturesis 8+3. Can we assume from the forego-ing that characters and NPCs of 9th leveland higher are totally unaffected by thedeath spell? Does the death ray of abeholder have the same limitation on hitdice (understanding that it only affectsjust one creature per round, assumingthe beholder can keep using the eye thatproduces the death ray)?

Level equals hit dice in this case, socharacters of 9th level or higher needn’tfear death spells. Technically, the beholdereye ability duplicates a death spellexcept that it affects only one creatureat a time, just as you point out. If you’refollowing the rules to the letter, thatmeans a beholder’s death ray slayscreatures of 8+3 hit dice or less withouta saving throw. Such creatures cannotbe raised or resurrected (see the open-ing lines of the spell description). I havealways preferred to treat the beholderdeath ray as a ranged slay living effect(reverse of the fifth-level priest spell raisedead), which allows a saving throw vs.death magic but also inflicts 2d8+1 hpdamage if the saving throw succeeds.

Skip Williams has been killing playercharacters with kindness since 1975 in acampaign world of his own devising and inconvention scenarios too numerous tocount.

16 OCTOBER 1997

ired of dragon-bashing? Try a mystery for a change ofpace. Since the early 1990s, the number of Medieval

mystery stories has been growing steadily. Collectively, theyare an excellent source of interesting characters and intriguingplots. A certain amount of brainwork for the players can makea pleasant change from more typical AD&D® game adventur-ing fare. The fictional sleuths. can make fascinating models forplayer characters.

Thus, this brief survey of the literature. No organized attemptwill be made to suggest how to integrate these into a gamingsession. (The DM might introduce some campaign-specific waysto greatly reduce the effectiveness of such divination magics asspeak with dead. Also steps should be taken to discourage theeasy revivification of NPC victims—a device such as theMorganti weapons in Steven Brust’s Vlad Taltos books,weapons that inflict a true and final death, raise the dramatictension of the situation considerably). Instead, this article willlook at some short story collections, individual books, andseries that describe the adventures of some of the morefamous medieval sleuths of fiction.

Who Goes There?The original medieval sleuth is Ellis Peters’ monk and

herbalist, Brother Cadfael. The series runs over 20 books andhas been made into a series of televised dramas starring DerekJacobi. The most prolific writer in the field is probably Paul C.Doherty, with several series and a number of independentbooks. Umberto Eco has written the most widely knownmedieval mystery, The Name of the Rose, which has been madeinto a visually striking movie starring Sean Connery as theFranciscan clergyman William of Baskerville. The case for cler-ical investigations of murder is well put by Prior Geoffrey in thesecond chapter of Through the Valley of Death by E.M.A. Allison:“So, I will put to you my case. Primus, we know not who did thedeed. Secundus, if we did know, the malefactor would morelikely confess. Tertius, unless he confesses, his soul will be lost.Quartus, we are men of God, and in his service it is ourprovince to save souls in peril. Ergo, I put it to you that in orderto save this soul, we must seek him out.”

While Cadfael and William of Baskerville are members of theclergy, this is not the only model for the medieval sleuth. Ourfirst step, then, is a brief look at the types of medieval sleuths.There follows, in order of historical chronology, a brief charac-ter-by-character description of the principal fictional detectives.A special section then introduces some sleuths from relatedperiods of interest to roleplayers. Finally, our short survey con-cludes with a bibliographical list of stories and series of interestto the reader.

ArchetypesSo far, several main models for the medieval detective have

appeared: the monk or nun sleuth, the alchemist/herbalist, thelawyer/clerk, and the traveling rogue. Some medieval sleuthsof fiction combine these.

The first category, clergy, includes William of Baskerville,Brother Cadfael, Brother Athelstan, and nun-sleuths such as SisterFidelma, Catherine LeVendeur, and Sister Frevisse. A clerical back-ground might provide skills in reading, writing and possibly num-bers. In a historical campaign, knowledge of Latin may help tobreak language barriers for a traveling sleuth. Other, non-clericalsleuths might have some church education in theirbackground, such as Kate Sedley’s peddler, RogerChapman.

A Short Guide toMedieval Mystery Fiction

by Jon Pickensillustrated by Tom Baxa

The alchemist/herbalist knows the heal properties of herbs,can prepare healing draughts and set bones, and can recog-nize the symptoms of disease and poisoning. Brother Cadfaelis the herbalist at his abbey; C.L. Grace’s sleuth KathrynSwinbrooke is a physician in Canterbury; Candace Robb’sWelsh ex-soldier, Owen Archer, received some such trainingwhile recovering from a wound, to become an apprenticeapothecary in the first book of that series.

The lawyer-clerk sleuth is usually in the employ of a greatnoble or even royalty. Thus, he prowls a fertile field for politicaland international intrigue, assassination plots, tangled diploma-cy, and the uncovering of the official corruption in high places.As with the religious sleuth, the lawyer-clerk is literate, intelli-gent, and a keen observer. Examples are P.C. Doherty’s HughCorbett, Gervase Bret of Edward Marston’s Domesday series,and Ian Morson’s William Falconer, a regent master at Oxford.

The traveling rogue often comes from a somewhat laterperiod: Tudor London, for example. Usually from the lowerclasses of society, or at best a gentleman rake and adventurer,a rogue has the freedom to wander into almost any area andbe virtually invisible to the powerful. He also rubs shoulderswith the dregs of society, which can serve as the basis for ahost of investigations. Kate Sedley’s wandering peddler RogerChapman is a forerunner of the type (however, he has fewrogue-like traits other than his profession, and clerical novitiatetraining as well!). Michael Clyne’s Richard Shallot, and the trav-eling players of Edward Marston’s stories of the ex-sailorNicholas Bracewell are typical of the type.

Finally, other historical mysteries may be of interest to thoseusing specific campaign settings. These include mysteries set in

ancient Egypt, Rome, China, Japan, RenaissanceEurope, and Elizabethan England.

D R A G O N #240 19

The following section identifies someof the more prominent medieval seriessleuths, presented in order of historicalchronology.

Medieval SleuthsSister Fidelma(Northumbria, 660s)

Peter Tremayne’s work is set consider-ably earlier than most other medievalmysteries. Dark Age Ireland was a centerof learning and culture, early Christianbefore later councils of Rome imposedtheir modern strictures on the priesthood.Equality of the sexes here was withoutprecedent or equal in Western civiliza-tion. Sister Fidelma, a young talentedpriest, is both literate and legally trained.

The setting of the first of the SisterFidelma novels, Absolution by Death, is acouncil that will decide the course of theearly Church in northern Britain. Under acloud of dire omens, the patriarchal fac-tion of Rome passionately opposes thelocal Celtic faction, which argues its casewith equal passion. When the leadingspeaker for the Celtic faction is foundslain, the turmoil comes dangerouslyclose to triggering a civil war. SisterFidelma is teamed with a brilliant youngmonk of the Roman faction, BrotherEadulf, and they must overcome theirdifferences to carry the investigation toa successful conclusion.

In addition to the novels, short storiesfeaturing Sister Fidelma can be found inGreat Irish Detective Stories, in TheMammoth Book of Historical Whodunnits,and in some issues of Ellery Queen’sMystery Magazine.

Ralph Delchard/ Gervase Bret(Domesday series; England 1080s)

Ralph Delchard is a Norman warrior;his friend Gervase Bret is a lawyer- clerk ofSaxon origin. Their mysteries are set at thetime of the Norman conquest and pacifi-cation of England in the late 11th Century.They are part of the Kings commission:Following the inventory of the country’sresources recorded in The DomesdayBook ordered by William the Conqueror,they investigate fraud, theft, and othercrimes revealed by the assessments.Delchard, a hard-bitten, experienced war-lord in his prime, leads the royal commis-sion and commands the escort, while hisyounger friend Gervase applies his talentsto the legal end of the business and drawsout Saxon locals who won’t talk to aNorman lord. Their partnership is bothcunningly crafted and effective.

In The Wolves of Suvernake, an infor-mant has sent word of an irregularity inthe affairs of the Abbey of Bedwyn.Before the commission arrives, he isfound slain, apparently by a huge wolf.The two sleuths find a complex tangle ofland fraud, forgery, ancient religion, oldhates, and murder.

One central theme of these stories isthe clash of Norman and Saxon culturesin a much-conquered land. The author,Edward Marson, has also written a seriesset in the Elizabethan period (see “OtherPeriods...”).

Brother Cadfael(England, 1130s)

The foremost of all medieval sleuthswas created by Ellis Peters. BrotherCadfael is an ex-crusader, now in his latefifties and retired to the Abbey of St.Peter and St. Paul near Shrewsbury, onthe Welsh border. Half-Welsh himself,Brother Cadfael serves as the abbey’sherbalist and healer.

Cadfael’s England is torn by civil war.The series starts in 1138. King Stevenhas seized the crown from Queen Maud,leaving the country in turmoil and fami-lies divided. In the series timeline, thestories follow the seasons of the year,starting in Spring 1138 with A MorbidTaste For Bones.

In this story, an ambitious Englishprelate, anxious for the Abbey toacquire the relics of a saint of its own,leads an expedition into Wales to recov-er the remains of St. Winifred, an earlymartyr. Cadfael goes because he speaksthe language. Naturally, the locals don’twant to lose their saint. When the locallord most opposed to the embassy ismurdered, things start to get ugly.

The later plots are equally intriguing.In One Corpse Too Many, in the summerof 1138, Shrewsbury is taken in the warand the defending garrison is executed.However, a count of the bodies revealsan extra corpse; someone has hidden aprivate act of murder in the general tideof war.

The series is driven by a number ofdramatic tensions: the laws of God andthe laws of men, the contrasting culturesof England and Wales, the sanctuary ofmonastic life against the tumult of civilwar. The perils and passions of younglovers caught in these events, assistedby the wisdom and experience ofCadfael, provide another continuingtheme. (Tales don’t get much better thanthese.)

Catherine LeVendeur(France 1130s)

Sharan Newman’s heroine is anexample of a medieval nun-sleuth. Theyoung Catherine is a brilliant scholarand novice at the Convent of theParaclete. The abbess there is the fabledHeloise, of the famous pair of lovers,Abelard and Heloise.

In Death Comes as Epiphany, a manu-script copied at the convent for theAbbot Suger, prelate of France, has beensubtly altered. Worse, rumors aboundthat it contains sacrilegious passages,and that it will be used in Church dis-putes to condemn Abelard. To saveAbelard, her abbess, and her order, the18-year-old Catherine must leave theconvent, go to the church library at St.Denis, examine the text, and bring anend to the plot.

Her mission is urgent and secret; fur-ther, for her safety, Catherine must leavethe convent in apparent disgrace,returning to a wrathful family. In Paris,she meets Edgar, a young apprenticestonemason, who is much more than heseems. The young man, to whom she ismuch attracted, is destined to play acrucial role in the resolution of her firstdangerous mission.

William Falconer(Oxford University 1260s)

William Falconer is a regent master atOxford during the reign of Henry Ill. Anamateur sleuth, he has an active, inquir-ing mind trained in Aristotelian logic.England, at this time, is a place ofdivided loyalties, as the baronial factionunder Simon de Montfort challenges theauthority of the king. A complex net-work of political alliances has placed theuniversity in authority over the town,even though among the faculty there iswidespread support for the barons.Further, the townspeople resent the uni-versity and relations between them tendto explode into riot.

In Falconer’s Crusade, a student newlyarrived from the country, ThomasSymon, stumbles across a murder. Hebarely escapes death at the hands of anenraged mob of townspeople. Thisdraws Falconer into the case. He soonfinds himself searching for the murdererand also for a mysterious book thatseems to be at the center of a tangledweb of violence, heresy, magic, andsudden death.

20 OCTOBER 1997

Hugh Corbett(England 1280s)

P.C. Doherty is perhaps the mostprolific of the medieval mystery writers.His principal character, Hugh Corbett, isa Chancery clerk, reporting to RobertBurnell, Bishop of Bath and Chancellorof England in the reign of Edward I.Bereft of both wife and child in a plague,Hugh has no life other than his work.

A fine example of the lawyer-clerk assleuth, Hugh’s keen powers of observa-tion and tenacity in carrying out hisassignments take him into the seamierside of medieval London life and poli-tics. While many of his investigationsare domestic intrigues, the HundredYears War is also raging.

In Satan in St. Mary’s, a member of theGoldsmith’s Guild is found hanged in thechurch of St. Mary Le Bow. Is it a suicide,or are more sinister forces at work?Step-by-step, Hugh interviews those whoknew the dead man, piecing togetherthe details of a hidden plot of murder,assassination, rebellion, and revenge.His work is deadly dangerous, for Hughsoon becomes known to the Pentacle, ashadowy cult whose existence is all butunprovable and whose members wishto remain unknown.

P.C. Doherty has also written severalmysteries based on Chaucer’s CanterburyTales, as well other single books set in themedieval period, especially during theWars of the Roses (1455-1485). Underthe pseudonyms of C.L. Grace and PaulHarding, he has created new series aswell (see Brother Athelstan, 1370s andKathryn Swinbrooke, 1480s).

Owen Archer(England, 1370s)

Candace Robb’s sleuth, Owen Archer,was a Welsh captain of archers duringthe Hundred Years War. Half-blinded inthe service of his lord, Henry Duke ofLancaster, and unwilling to have hisinjury put others at risk, Owen hasretired from military life while still in hisprime, though he has remained anagent for his liege.

In The Apothecary Rose, following thedeath of the Duke of Lancaster, Owentakes service with John Thoresby, LordChancellor of England and Archbishop ofYork. The Chancellor’s ward, Sir OswaldFitzwilliam, has died mysteriously inYork. Owen Archer is sent there to dis-cover the circumstances. He finds thatthere has been not one death, but two,and that the mystery centers around an

ailing apothecary, one John Wilton, andhis wife Lucie. Finding work as theirapprentice, he finds himself falling inlove with Lucie even as he realizes she isa strong suspect in the deaths. As thepieces of the puzzle are painstakinglyunearthed by a reluctant agent some-what out of his depth, true justice liesremains in doubt to the final chapter.

Brother Athelstan(England 1370s)

Paul Harding’s young Dominican friar,Brother Athelstan, operates after the reignof Edward III, in the regency of JohnGaunt (about the same time as OwenArcher but in old London town ratherthan in York). Appointed scribner andclerk to the coroner of London, Sir JohnCranston, the quiet and thoughtfulBrother Athelstan is a marked contrast tothe Falstaffian Cranston, who drinks toomuch, speaks too coarsely, and observesmuch more than those around him credit.

In The Nightingale Gallery, a mastergoldsmith is apparently poisoned by aservant who later hangs himself. Thedeath is too neat, and too small a thingto merit the attention of John Gaunt,Duke of Lancaster and regent for youngKing Richard. From London Bridge toNewgate prison, Brother Athelstan andSir John Cranston find themselves on thetrail of a secret and deadly conspiracy.

Sister Frevisse(England, 1400s)

Margaret Frazer has written a seriesof books detailing the adventures of anun- sleuth, Sister Frevisse. She lives atthe priory of St. Frideswides during thereign of the pious, weak, and mentallyunbalanced Henry VI. Though a maturewoman, Frevisse is by no means old.She is also relentlessly sensible, quietlytaking a no-nonsense approach towhatever task falls to hand.

In The Novice’s Tale, the task concerns ayoung novice, Thomasine. Shy, but with adedication bordering on fanaticism, thenovice is but a few weeks short of herfinal vows. Then, the novice’s loud andobnoxious aunt descends upon thepriory. After declaring the girl would bebetter off in an arranged marriage (which,incidently, would cement the aunt’s ownheirs’ claim to the family lands) the aunthas a seizure and dies raving, almost cer-tainly poisoned. Thomasine brought thefatal cup. A second poisoning follows,after which Thomasine pours out thecup’s remaining contents, rendering the

Historical AD&D® CampaignSourcebook Series

The following AD&D game cam-paign sourcebooks are useful to thosewho wish to play in an historical mys-tery campaign.

#9322 HR1, Vikings. David “Zeb”Cook. TSR, Inc. 1991.

#9323 HR2, Charlemagne’s Paladins.Ken Rolston. TSR, Inc. 1992.

#9376 HR3, Celts. Graeme Davis.TSR, Inc. 1992.

#I9370 HR4, A Mighty Fortress. SteveWinter. TSR, Inc. 1992.

#9425 HR5, The Glory of Rome.David Pulver. TSR, Inc. 1993.

#9408 Age of Heroes. [ClassicalGreece] Nicky Rea. TSR, Inc. 1994.

#9469 The Crusades. Steve Kurtz.TSR, Inc. 1994.

deadly poison untraceable. Now theangry clan has come to St. Frideswides,unwilling to wait for justice, and pressur-ing the royal warden, who would be con-tent with the easy solution. Yet secretundercurrents of intrigue flow here; thereare far too many suspects, and the prioryitself is not above suspicion. It is up toSister Frevisse to put matters right beforetime runs out.

Roger Chapman(England 1450s)

Kate Sedley’s engaging characterRoger Chapman is an itinerant peddler.Before he became a peddler, Roger was anovice at a monastery, which he left forthe freedom of the open road. A largeyouth, with more forthright honesty thanexperience, Chapman’s uncanny powersof observation are supplemented byflashes of premonition and second sight.The series finds him embroiled in theaffairs of the mighty during the Wars ofthe Roses.

Roger has no great skill with horses orweapons of war, though he can hold hisown with a stout cudgel if the need arises. His gaining experience in the waysof his world is a major theme of theseries. Interestingly, Chapman’s tales arenarrated in first person, as an older manrecounting the adventures of his youth.

In the second book, The PlymouthCloak, Chapman must accompany andguard a most unpleasant fellow. EnterPhilip Underdown, rake, ex-ship captain,slaver, and spy. The mission is of vitalimportance, with a hostile fleet hoveringoff England’s shore. Yet at every turn, hischarge’s past confronts them. Are they

DRAGON #240 21

Best PHBR Kits for SleuthingWhile a character with any kit might do a bit of sleuthing, the kits listed here are closest to the major fictional detectives.

Key: F-Fighter, T=Thief, Pr=Priest/Cleric, M=Mage/Wizard, Bd=Bard, Rn=Ranger, Pa=PaladinKit Class SourcePeasant Hero

PageF 2110 Complete Fighter’s Handbook 29

Investigator T 2111 Complete Thief‘s Handbook 37Pacifist Priest Pr 2113 Complete Priest’s Handbook 104Scholar Priest Pr 2113 Complete Priest’s Handbook 108Academician M 2115 Complete Wizard’s Handbook 35Diplomat T 2124 Complete Book of Dwarves 67Blade Bd 2127 Complete Bard’s Handbook 18Skald Bd 2127 Complete Bard’s Handbook 47Gnome Professor Bd 2127 Complete Bard’s Handbook 58Herbalist Pr 2131 Complete Book of Elves 83Stalker Gnome F/T 2134 Complete Book of Gnomes & Halflings 53Sheriff Halfling F 2134 Complete Book of Gnomes & Halflings 99Healer Pr 2134 Complete Book of Gnomes & Halflings 118Hedge Wizard M 2135 Complete Book of Humanoids 74Humanoid Scholar M 2135 Complete Book of Humanoids 75Shadow T 2135 Complete Book of Humanoids 87Justifier Rn 2136 Complete Ranger’s Handbook 63Stalker Ranger Rn 2136 Complete Ranger’s Handbook 73Inquisitor Pa 2147 Complete Paladin’s Handbook 57Medician Pa 2147 Complete Paladin’s Handbook 58Advisor Druid Dr 2150 Complete Druid’s Handbook 25

TSR Fantasy Mysteries

Other Periods . . .

In this time, the insanity of thePharoah Ahkenaten, who would havecast down the gods themselves, is justfive years past. Tutankhamen, the boygod-king, has ascended to rule themightiest empire of ancient times. Theyoung king is surrounded by enemieswithin and without: Nubian andBedouin raiders, the rapacious Hittiteempire, a disaffected priesthood, a hos-tile and scheming queen. The nobleLord Meren is the Eyes and Ears of thePharoah, sworn to stand between theboy-king and all enemies.

Lord Meren(Ancient Egypt)

In 1996, TSR Inc. launched a series ofmurder mysteries set in its popular fan-tasy worlds: the FORGOTTEN REALMS®, andDRAGONLANCE® settings. For the curious,these books are also listed in thebibliography.

pursued by Lancastrian assassins? Do Kathryn has been receiving mysterious . . . Other SleuthsYorkist agents stalk them as well, in thebelief that Philip is a double agent? Is thebellicose sailor who dogs their trail onlywhat he seems? Roger the Chapmanmust untangle the knots of this intriguewith only his native wits, honesty, andcourage, which, fortunately for him andus, are considerable.

blackmail letters from someone whoknows more about her past than shedoes. Can she save the lives of herfriends? Can she save her own?

Kathryn Swinbrooke(England 1480s)

Kathryn Swinbrooke is a physician/herbalist in Canterbury at the end of theWars of the Roses. Trained by her father,she works in the Worthgate Ward of thattown. She lives there with Thomasina,her housekeeper, and Agnes, a youngscullery maid. Kathryn is haunted byghosts from her past. For example, on hisdeathbed, her father confessed that hepoisoned her brutal husband, though thelatter’s body was never found.

These mysteries, besides being ofgeneral interest, are especially useful tothose playing or running a campaign ina similar setting. Ancient Egypt is the set-ting for the Lord Meren stories. Thoseusing the Glory of Rome setting will findthe stories of Marcus Didius Falco, DeciusCaecilius Metellus, and Gordianus theFinder full of relevant detail. Likewise,those using the Kara-Tur™ setting shouldtake a look at the stories of Judge Dee,Magistrate Pao, and Sano Ichiro.

In the first adventure, A Shrine ofMurders, pilgrims to the shrine of ThomasBeckett are being mysteriously poisoned,with mocking doggerel nailed to the doorof the shrine. It is the work of anunknown serial killer, likely a physician.The key to the deaths lies somewhere inthe works of Chaucer. Approached by thetown council as the only physician who isnot a man (and thus not suspect), Kathrynis joined by Colum Murtagh, a rough Irishmercenary in the service of the king, whohas dark secrets of his own. Meanwhile,

Those using the Renaissance setting, AMighty Fortress —or the RED STEEL™ setting-might find especially useful the stories ofNicholas Bracewell, Sigismondo, Matthewand Joan Stock, and Richard Shallot.Finally, and not to be forgotten, are theMammoth Book anthologies by MikeAshley which have a plethora of storiesfrom different historical periods.

In Murder in the Place of Anubis, thebody of a chief scribe is found in a holyplace, slain with a sacrificial dagger—adouble desecration. The scribe washated by all who knew him: his family anest of vipers, his concubine a lyingwanton. And yet, are there deeperthreads to be followed? The crime mustbe solved, and quickly, for the jealouspriesthood would use any means toundermine the young Pharoah andregain their lost power. The series servesup a unique blend of investigation andhigh policy. The sleuth’s role as a highlyplaced minister creates a narrow linebetween the search for truth and the dic-tates of expedience.

22 OCTOBER 1997

Gordianus the Finder(Rome, 80s-70s B.C.)

Steven Saylor has given us the mostdarkly poetic of the Roman detectiveseries (q.v., the Marcus Falco and SPQRseries). Here, the Rome of Gordianus, tee-tering in 80 B.C. between the ailingRepublic and despotism of the Caesars, isa very grim place indeed. Gordianus, aprofessional “finder,” sees the seamyunderbelly of the Roman civilization atfirst hand. The crimes are starkly heinous.

The first book, Roman Blood, findsGordianus working for a young, callow,country-bumpkin lawyer, one Cicero(yes, that Cicero), who is defending a manaccused of one of the most horrificcrimes in Roman culture, patricide. If con-victed, the accused will be flayed byscourge, then sewn into a skin alongwith a dog, a rooster, a snake, and amonkey, and the whole thrown into theTiber River, to be carried living to the sea.Carefully threading his way between thecaprious, the greedy, and the powerful,Gordianus tries to bring the true culprit towhat justice is possible in the dark andcorrupt society of Rome. “My Rome,Cicero. A Rome that breeds in shadow,that moves at night, that breathes thevery air of vice without the disguises ofpolitics or wealth. After all, that’s whyyou’ve called me here, isn’t it? To takeyou into that world, or to enter it myselfand bring back to you whatever it isyou’re seeking. That’s what I can offeryou, if you’re seeking the truth.”

Decius Caecilius Metellus(Rome 70s-60s B.C.)

The SPQR Mysteries offers anotherdetective of ancient Rome. DeciusCaecilius Metellus the Younger, createdby John Maddox Roberts, is a low-rank-ing official in Rome at the time ofPompey and Julius Caesar. As the scionof a poor branch of a large and noblefamily, his hopes for political advance-ment are uncertain at best—for theRoman Republic is dying. Indeed, DeciusMetellus desires not advancement, butstability. Yet, he cannot resist trying tountangle plots that cross his path. (Hehas a gift for snooping.) The seriesfollows his career in the rough-and-tum-ble world of Roman politics. Like MarcusFalco, Decius Metellus is a keen critic ofhis society, but his point of view is decid-edly that of the traditional elite.

In The Catiline Conspiracy, Decius is aminor official early in his career, thequaestor in charge of the treasury located

at the Temple of Saturn. It is a deadly dulljob—until he finds a cache of illegalweapons stored in an unused chamber.The trail leads to conspiracy, multiplemurder, and a plot to overthrow theRepublic itself. Cicero is the premier con-sul, considered by many patricians to bean outsider and despised by them forthat. The city itself is divided betweenpatricians, the new nobility, and theplebes, factionalized into hostile campssupporting different Circus Maximus rac-ing teams, and corrupted by the intriguesof rich men like Crassus, arch-conserva-tives like Cato, ambitious social climberslike Julius Caesar, and vain military com-manders like Pompey. Decius knows thatfor a revolutionary conspiracy to succeed,it must have powerful secret backers-and such knowledge can be mortallydangerous. The period detail is well exe-cuted, and a glossary of Roman terms isprovided. The political intrigue is excel-lent, and DMs should note especially theeffective use of supporting characterconnections such as Titus Annio Milo(chapter II) and the physician Asklepiodes(chapter VII), who appear briefly buthave key roles in the action.

Marcus Didius Falco(Rome 80 A.D.)

Lindsey Davis was the first to trans-plant the traditional “gumshoe” detec-tive novel to ancient Rome. Her first per-son narrator, one Marcus Didius Falco, isa most likable hero. Late of the Romanarmy, and scraping out a fairly miser-able living in the heart of Rome, world-weary Marcus Falco does it for themoney, and not very much of that,

With the patronage (mostly verbal) ofthe bluff and hearty Emperor Vespasian,the dubious Falco tries to eke out a liv-ing as a “public informer.” He conductshis investigations while balancing a pre-carious love-life and dealing as best hecan with raucous relatives, irritatingneighbors, a bug-ridden apartment overa public laundry, and other joys ofancient metropolitan living.

Not only is Falco a keen observer ofclues, Roman politics, and the humancondition, but his acerbic wit is put togood use skewering the overly officious,the bureaucratically small-minded, andthe just plain obnoxious populi aroundhim, much to the reader’s delight.

In The Silver Pigs, a murder leads Falcoto a plot that threatens to destroy theeconomy of the Roman Empire. The“pigs” of the title are actually bars of sil-ver mined in England and transported to

Rome to fill the Imperial coffers. To saymore would spoil the fun for the uniniti-ated. Overall, the historical detail is top-notch and the characters very well done.

Judge Dee(China 7th Century)

The cases of the celebrated JudgeDee, a Chinese magistrate in T’angChina are a combination of novels andshort stories, much in the manner ofSherlock Holmes stories.

Most of these books by Robert VanGulik contain additional information onthe sources of the stories, the differencesbetween Chinese and Western law, andthe differences between Chinese crimestories and Western mysteries. Thesehighly interesting notations help toestablish the proper context and atmos-phere for the cases.

Judge Dee is a powerful and successfulmagistrate in the Imperial bureaucracy. Inhis late 50s, he is responsible for main-taining civil order. The very model of agreat and enlightened man, Judge Dee isoften faced with complex and bafflingcases, which he must solve within theconfines of the authority of his position.For example, while torture is an acceptedmethod to gain a confession in this set-ting, its order is subject to Imperial review.If the review finds the torture unjust, thejudge who ordered its use is subjected toit in turn! Thus, Judge Dee must walk afine line, balancing law and penalty,authority and responsibility, all while serv-ing the Imperial Bureaucracy. This series,written earlier than the other books cov-ered here, is a fascinating look into a verydifferent world.

Sigismondo(Renaissance Italy)

Elizabeth Eyre has taken Italy in theRenaissance as the hunting ground forher unusual detective, Sigismondo.Shorn bald and black-caped, Sigismondocuts a singular figure. He belongs to nopolitical faction but is his own man—amercenary soldier and courtier. A masterof disguise when he wishes to be, andarmed with a Machiavellian mind of thefirst order, Sigismondo negotiates thetreacherous politics and labyrinthineintrigues of princes and power brokers,accompanied by his half-witted servantBenno and the small dog Biondello.

In Death of the Duchess, Sigismondoinvestigates the kidnapping of a youngnoblewoman. This has occurred a mereweek before the maiden’s marriage was

DRAGON #240 23

to have ended a Montague-Capulet-style feud. However before the inquirycan be brought to a conclusion, the wifeof Duke Rocco, who has ordered peacebetween the houses, is most foully mur-dered. A hapless dupe, scion of thesecond feuding family, now lies in theducal dungeon. As the duchess’s owndwarf flees, and the mystery of themissing maiden continues, Sigismondoobserves—and hunts. Time is runningout, for the Duke is beset by hidden ene-mies within and known enemies with-out. Failure to maintain the illusion ofjustice, even at the cost of the executionof an innocent, will bring disorder, riot,and invasion. And the whisper in thestreet is that the Duke himself orderedthe death of the Duchess . . .

Roger Shallot(Tudor England)

Roger Shallot is a most excellentrogue, and his adventures, written byP.C. Doherty under the pseudonymMichael Clynes, are a racy romp throughthe world of King Henry VIII, with a“hero” reminiscent of Harry Flashman ofthe Flashman books by GeorgeMacDonald Frazier. In brief, Shallot is anunregenerate rogue, secretary and com-panion to Benjamin Daunbey, nephewof Cardinal Thomas Wolsey, Archbishopof York and Chancellor of England. Alow-born skulker with “the fastest legs inChristendom,” Shallot plays a cowardlyWatson to Daunbey’s Holmes, whileregaling the reader with some of themost unbelievable and scurrilous tidbitsof gossip of his time (such as the lines acertain Bard cribbed from him—withoutso much as a proper attribution!).

In The White Rose Murders, it is 1518,about five years after the Battle ofFlodden, where the English broke thearmy of Scotland and slew King JamesIV. Yet the ghosts of Flodden linger.Margaret, Queen of Scats, who marriedGavin Douglas, Earl of Angus, far toosoon after the king’s death to beseemly, later fled from him to England,leaving a regency and two children inher wake. Now she wishes to go back.Assigned to ease her return, RogerShallot and Benjamin Daunbey findthemselves drawn into a macabre danceof intrigue and sudden death. Not onebut two locked-room murders, a madScot, a cryptic poem, journeys toScotland and Paris, and more than oneassassination attempt lie on their pathto the truth. And even then it may notbe over . . .

Shallot himself tells these stories fromthe ripe old age of 93! He breaks into hisnarrative from time to time to commenton earlier or later events, or to chide hisrecorder, an unworldly churchman, forthe latter’s impatience at his digressions.All in all, these are saucy tales, outra-geously told.

Nicholas Bracewell(Elizabethan England)

As the stage manager of a troupe oftraveling Shakespearean players whosepatron is Lord Westfield, the burly, ex-sailor-turned-stage-manager NicholasBracewell finds more than his share ofmystery. Well able to take care of himselfin a brawl, Nicholas is the “book holder”for the company, the only person with acomplete text of a play (the actors haveonly their own parts, as a precautionagainst plagiarism and theft). Althoughhe is not a “sharer” in the company,Nicholas is vital to its smooth operation.He often comes between the egotisticalprincipal actors, their perpetually gloomylandlord (keeper of the Queen’s Headtavern, where the troupe is based),rabidly anti-theater Puritans, and the var-ious cutthroats, thieves, murderers, andprofessional rivals who cross their path.

The first story, The Queen’s Head, is setin 1588, at the time of the SpanishArmada. The tale begins with the death ofa hot-headed actor in a seemingly mean-ingless brawl; Nicholas promises thedying man that he will find the killer. As aseries of accidents, bad luck, and rob-beries follow the troupe, his suspicions ofa wider conspiracy grow. This series hasmuch period detail and well captures theatmosphere, the hurly-burly, and theephemeral nature of living theater.

Matthew and Joan Stock(Elizabethan England)

The solidly middle-class clothier andcounty constable Matthew Stock and hispractical wife Joan make a formidableteam. In this entertaining series ofElizabethan mysteries crafted byLawrence Tourney, the pair of sleuthslive in Chelmsford, though many of thestories take place in London. Matthew’sdogged persistence and steady patienceplays off well against his wife’s curiosityand occasional psychic “glimmerings.”

In Old Saxon Blood, the pair are calledbefore Queen Elizabeth, in recognitionof their previous service (in TheBartholomew Fair Murders). A knight, SirJohn Challoner of Thorncombe, has diedby misadventure. It could be murder,

however: What man drowns, thenclimbs back into his own boat? The deadknight’s young heiress, a ward of QueenBess, is soon to be wed and moved toCastle Thorncombe. Thus, Matthew andJoan have but 30 days to solve a mys-tery that is nearly a year old. Operatingundercover as the new steward andhousekeeper of the estate, they arrive atthe forbidding castle. The servants aresullen and secretive, the local gentrygrasping and unpleasant, and the oldsteward and housekeeper try to workthem ill at every turn. And then they findthe headless maid in their closet . . .

Ichiro Sano(Japan, 1690s)

In the time of the Tokugawa regime,the old samurai ways are changing. TheShogun has imposed strict order on theunruly daimyos. Laura Joh Rowland’shero, young lchiro Sano, of no promi-nent family, is fortunate enough to havereceived an appointment as a yoriki, asenior officer of police in the city of Edo.Trained in the ways and steeped in thetraditions of the warrior caste, the inex-perienced Sano must find his own wayin learning the unfamiliar skills of theinvestigator. Further, while serving abureaucracy more concerned with expe-dience than truth, he must find both jus-tice and personal harmony.

In Shinju, lchiro Sano is assigned toinvestigate a lovers’ ritual suicide, a dou-ble drowning. The suicide does not ringtrue. Nettled by evidence uncovered bythe disgraced Doctor Ito, Sano cannotabandon the case, even in the face ofthe direct orders of his superior. Instead,what he discovers is beyond belief, andmortally dangerous as well. With timerunning out, and with the obstacles inhis path seemingly insurmountable,Sano is caught up in a headlong rush ofevents that could cost him more thanlife itself, or lead him to a most unex-pected fate. The insoluble opposites ofduty and desire, conformity and self-expression, dominate this most unusualseries set in a most alien culture.

The bibliography for this article citeshardback publication where possible.Many of these series have been carriedby more than one publisher, and manyhave been published in paperback edi-tions. The latter include Avon, Ballentine,Berkley Prime Crime, St. Martin’s Press,and others.

24 OCTOBER 1997

Select BibliographyShort Story Collection’s

Ashley, Michael. Classical Whodunnits.Carroll & Graf. 1996.

-. The Mammoth Book of HistoricalWhodunnits. Carroll & Graf. 1993.

-. The Mammoth Book of HistoricalDetectives. Carroll & Graf. 1993. Theseare well-chosen, with great backgroundinformation. The latter two are availableas a boxed set.

Haining, Peter. Great lrish DetectiveStories. Souvenir Press. 1993.

Hutchings, Janet. Once Upon a Crime.St. Martin’s Press. 1994.

-. Once Upon a Crime //. St. Martin’sPress. 1996.

Mathieson, Theodore. The GreatDetectives. Simon & Schuster. 1960. Shortstories featuring historical figures asdetectives: Leonardo da Vinci, Cervantes,and so on. Most have appeared in ElleryQueens Mystery Magazine.

Single BooksAllison, E.M.A. Through the Valley of

Death. Garden City. 1983.Crowley, Duane. Riddle Me a Murder.

Blue Boar Press. 1986.Eco, Umberto. The Name of the Rose.

Warner Books. 1986. Made into a 1986movie starring Sean Connery.

Penman, Sharon Kay. The QueensMan: a medieval mystery. Holt. 1996. Thismight be the first of a new series.

Unsworth, Barry. Morality Play. N.A.Talese. 1995.

SeriesDoherty, Paul C. (A.K.A. C.L. Grace, Paul

T. Harding, and Michael Clynes)HUGH CORBETT (1280s London),

Publisher: St. Martin’s Press.1. Satan in St. Mary’s (1986)2. The Crown in Darkness (1988)3. Spy in Chancery (1988)4. The Angel of Death (1990)5. The Prince of Darkness (1993)6. Murder Wears a Cowl (1994)7. TheAssassin of the Greenwood (1994)8. Song of a Dark Angel (1995)9. Satan’s Fire (1996)CHAUCER TALES1. An Ancient Evil (Knights Tale. 1995)2. A Tapestry of Murders (Lawyers Tale.

1996)HISTORICAL MYSTERIESDeath of a King (Edward II. 1988)The Whyte Hurt (Wars of the Roses.

1988)The Serpent Amongst the Lilies (Joan of

Arc. 1990)The Fate of Princes (Richard Ill. 1991)

Frazer, Margaret (pseud. Mary Pulverand Gail Bacon), Publisher: BerkleyPrime Crime

SISTER FREVISSE (1400s)1. The Novice’s Tale (1993)2. The Servant’s Tale (1993)3. The Outlaws Tale (1994)4. The Bishops Tale (1994)5. The Boy’s Tale (1995)6. The Murderer’s Tale (1996)7. The Prioress’s Tale (forthcoming)

Grace, C.L. (pseud. P.C. Doherty),Publisher: St. Martin’s Press

KATHRYN SWINBROOKE (England 1480s)1. A Shrine of Murders (1993)2. The Eye of God (1994)3. The Merchant of Death (1995)4. The Book of Shadows (1996)

Harding Paul T. (pseud. P.C. Doherty),Publisher: William Morrow (paperbacksby Avon)

BROTHER ATHELSTAN (London 1370s)1. The Nightingale Gallery (19 91)2. The Red Slayer (1992) (A.K.A. The

House of the Red Slayer)3. Murder Most Holy4. The Anger of God5. By Murders Bright Light

Marston, Edward, Publisher: St.Martin’s Press.

Domesday series RALPH DELCHARD/GERVASE BRET (England 1080s)

1. The Wolves of Savernake (1993)2. The Ravens of Blackwater (1994)3. The Dragons of Archenfield (1995)4. The Lions of the North (1996)

Morson, Ian, Publisher: St. Martin’sPress.

WILLIAM FALCONER (Oxford 1260s)1. Falconer's Crusude (1994)2. Falconer's Judgement (1995)3. Falconer and the Face of God (1996)

Newman, Sharan, Publisher: Tor Books.CATHERINE LEVENDEUR (France, 1130s)1. Death Comes us Epiphany (1994)2. The Devils Door (1995)3. The Wandering Arm (1995)4. Strong us Death (1996)

Peters, Ellis, (pseud. Edith Pargeter)Publisher: W. Morrow through 1986(Mysterious Press after 1987).

BROTHER CADFAEL (England 1130s)Prequel0. A Rare Benedictine (1989)Main Series1. A Morbid Taste for Bones (1977)2. One Corpse Too Many (1979)3. Monkshood (1981)4. St. Peter’s Fair (1981)5. The Leper of St. Giles (1981)

6. The Virgin in the Ice (1983)7. The Sanctuary Sparrow (1983)8. The Devils Novice (1984)9. Dead Mans Ransom (1985)10. The Pilgrim of Hate (1984)11. An Excellent Mystery (1985)12. The Raven in the Foregate (1986)13. The Rose Rent (1986)14. The Hermit of Eyton Forest (1988)15. The Confession of Brother Haluin (1989)16. The Heretics Apprentice (1990)17. The Potters Field (1990)18. The Summer of the Dunes (1991)19. The Holy Thief (1993)20. Brother Cadfuel‘s Penance (1994)OTHERThe Benediction of Brother Cadfael.

Fawcett-Crest, 1992. Omnibus version ofthe first two books.

A number of the Cadfael stories havebeen made for television, starring DerekJacobi as Brother Cadfael. The mostextensive audio book series is that ofRecorded Books, read by Patrick Tull.

Robb, Candace M., Publishers: St.Martin’s Press.

OWEN ARCHER (England 1370s)1. The Apothecary Rose (1993)

2. The Lady Chapel (1994)3. The Nuns Tale (1995)4. The Kings Bishop (1996)

Sedley, Kate (pseud. Brenda Clarke),Publisher: St. Martin’s Press.

ROGER CHAPMAN (England 1450s)1. Death and the Chapman (1992)2. The Plymouth Cloak (1993)3. The Weavers Tale (1994)4. The Holy Innocent (1995)5. The Eve of St. Hyacinth (1995)The author also writes historical nov-

els set in the Medieval period under thename Brenda Honeyman.

Tremayne, Peter (pseud. PeterBerresford Ellis), Publisher: St. Martin’sPress.

SISTER FIDELMA (Northumbria 660s)1. Absolution by Murder (1994)2. Shroud for the Archbishop (1995)3. Suffer Little Children (forthcoming)Sister Fidelma short stories also

appear in Great Irish Detective Stories byPeter Haining and The Mammoth Book ofHistorical Whodunnits by Michael Ashley.

TSR Fantasy MysteriesMurder in Cormyr. Chet Williamson. 1996.Murder in Tarsis. John Maddox

Roberts. 1996:Murder in Halruaa. Richard Meyers. 1996.

DRAGON #240 25

Other Period BooksSingle Books

Buckley, Fiona (Tudor England). ToShield the Queen. Scribner (forthcoming).

Comber, Leon (12th Century China).The Strange Cases of Magistrate Pao. Tuttle,1964.

Cooney, Eleanor and Daniel Altieri(7th Century China). Deception. Avon1993.

Davidson, Diane (16th Century).Feversham. Crown Publishing. 1969.Based on an actual murder and the playArden of Feversham.

Doody, Margaret (Ancient Greece).Aristotle, Detective. Harper & Row. 1978.

Hambly, Barbara (Ancient Rome). TheQuirinal Hill Affair St. Martin’s Press. 1983.(A.K.A. Search the Seven Hills. Ballentine.1987).

Haney, Lauren (Ancient Egypt). TheRight Hand of Amon. Avon (forthcoming).

Uncollected Short StoriesLloyd, Allen (A.K.A. Keith Heller). “Judge

Ti” stories. Set in 7th Century China, “Ti”is an alternative spelling of “Dee” (seeRobert Van Gulik, below). Currently,these stories are uncollected.

Pierce, J.F. A series of short stories fea-turing William Shakespeare as a detec-tive that has appeared thus far in ElleryQueens Mystery Magazine. A story alsoappears in The Mammoth Book ofHistorical Detectives.

SeriesClynes, Michael (A.K.A. P.C. Doherty)

(Tudor England, 1500s) Publisher: St.Martin’s Press (those published by O.Penzler are marked*).

ROGER SHALLOT1. The White Rose Murders (1993)2. The Poisoned Chalice (1994)*3. The Grail Murders (1993)*4. A Brood of Vipers (1996)5. The Gallows Murders (1996)

Davis, Lindsey (Rome 69-80 A.D.)

Publisher: Crown Books to 1994, thenMysterious Press.

MARCUS DIDIUS FALCO

1. The Silver Pigs (1989)2. Shadows in Bronze (1990)3. Venus in Copper (1991)4. The Iron Hand of Mars (1993)5. Poseidon’s Gold (1994)6. Last Act in Palmyra (1996)Some of these have been produced

by Recorded Books, read by DonalDonelly.

Eyre, Elizabeth (pseud. Jill Staynesand Margaret Storey) (Renaissance Italy),Publisher: Harcourt, Brace, & Jovanovichthrough 1994, then St. Martin’s Press.

SIGISMONDO

1. Death of the Duchess (1992)2. Curtains for the Cardinal (1993)3. Poison for the Prince (1994)4. Bravo for the Bride (1995)5. Axe for an Abbot (1996)6. Dirge for a Doge (1997)

Marston, Edward (ElizabethanEngland), Publisher: St. Martin’s Press.

NICHOLAS BRACEWELL

1. The Queens Head (1989)2. The Merry Devils (1990)3. The Trip to Jerusalem (1990) 4. The Nine Giants (1991)5. The Mad Courtesan (1992)6. The Silent Woman (1994)7. The Roaring Boy (1995)8. The Laughing Hangman (1996)

Roberts, John Maddox (Rome, 70s-60s B.C.), Publisher: Avon.

SPQR SERIES

1. SPQR (1990)2. The Catilina Conspiracy (1991)3. The Sacrilege (19924. Temple of the Muses (1992)5. Saturnalia (1993)

Robinson, Lynda S. (Ancient Egypt),Publisher: Ballantine.

LORD MEREN

1. Murder in the Place of Anubis (1994)2. Murder at the God’s Gate (1995)3. Murder at the Feast of Rejoicing (1996)4. Eater of Souls (1997)

Rowland, Laura Joh (Japan 1690s),Publisher: Villiard.

SANO ICHIRO

1. Shinju (1994)2. Bundori (1996)3. The Way of a Traitor (forthcoming)

Saylor, Steven, Publisher: St. Martin’sPress.

GORDIANUS THE FINDER (Rome 80s-70sB.C.)

1. Roman Blood (1991)2. Arms of Nemesis (1992)3. Catilina’s Riddle (1993)4. The Venus Throw (1995)5. Murder on the Appian Way (1996)6. House of the Vestals (forthcoming)

Tourney, Leonard (ElizabethanEngland), Publisher: St. Martin’s Press,except as noted.

CONSTABLE/CLOTHIER MATTHEW STOCK1. The Bartholomew Fair Murders(1986)2. The Player’s Boy is Dead (Harper&

Row, ‘80)

3. Low Treason (Dutton, ’82)4. Familiar Spirits (1984)5. Old Saxon Blood (1988)6. Knave’s Templar (1991)7. Witness of Bones (1992)8. Frobisher’s Savage (1994)

Van Gulik, Robert (China, 7thCentury), Publisher: Harper to 1962,then Scribner from 1964 (others asnoted).

JUDGE DEE

1. The Chinese Bell Murders (1959)2. The Chinese Lake Murders (1960)3. The Chinese Gold Murders (1961)4. The Chinese Maze Murders (1962)5. The Chinese Nail Murders (1962)THE CELEBRATED CASES OF JUDGE DEE

(Dover 1976; A.K.A. DEE GOONG AN, Arno1976)

1. The Emperors Pearl (1964)2. The Willow Pattern (1965)3. The Phantom of the Temple (1966)4. The Monkey and the Tiger (1967)5. Murder in Canton (1967)6. The Red Pavilion (1968)7. The Haunted Monastery (1969)8. The Laquer Screen (1970)9. Necklace and Calabash (1971)10. Poets and Murder (1972) A.K.A. The

Fox-Magic Murders, (Panther 1973)11. Judge Dee at Work (1973)A made-for-television movie of The

Haunted Monastery titled “Judge Dee andthe Monastery Murders” was aired in1974, starring Khigh Alx Dhiegh (withMako, James Wong, and Keye Luke).Many of the Judge Dee books havebeen re-issued in paperback (starting in1992) by the University of ChicagoPress; the first of these (Judge Dee atWork) has a chronology of Judge Deecases.

Jon Pickens likes books and history, aswell as historical miniatures gaming. He hasdone yeoman service in ferreting outresource materials for various TSR products,and notably for the Oriental Adventures andAL-QADIM settings. He wishes to thank JeanRabe, John Rateliff and Roger West for theirsuggestions and support.

26 OCTOBER 1997

Beyond the Atlasof Gothic Earth

by James Wyattillustrated by Brad McDevitt

he Masque of the Red Death RAVENLOFT® campaign expansiondescribes the world of Gothic Earth—a world very much like

our own in the 1890s but tainted with the power of a super-natural evil known as the Red Death. “An Atlas of Gothic Earth”in the main rulebook provides summary descriptions of someof the major or most interesting cities of Gothic Earth, fromAtlanta and Alexandria to Vancouver and Vienna. Each city’shistory is outlined, and the mysterious “Forbidden Lore” of thecity or region is provided as well.

The following pages expand “An Atlas of Gothic Earth” bydescribing 11 additional cities in the same format. Gothic Earthadventurers may explore Chicago during the World’sColumbian Exposition of 1893 or battle opium dealers in HongKong. The power of the Red Death extends wherever humanityis found, and even into the unexplored regions of the poles.Adventure awaits!

North AmericaSeveral cities of North America (Canada and the United

States of America) are described in the Masque of the Red Deathrulebook. Atlanta, Boston, New Orleans, San Francisco, andVancouver represent a variety of cultural regions within NorthAmerica. The addition of Chicago, Montreal, and Sitka (Alaska)fills in some of the gaps, providing unique adventure opportu-nities and more mysteries to explore.

ChicagoLocated at the southern tip of Lake Michigan, Chicago is

growing to be one of the major industrial and business centersof North America. With the Erie Canal having opened tradefrom the East Coast to the Midwest, Chicago has been growingrapidly for over half a century.

History: The origins of the city of Chicago can be traced backto a trading post established in the 1770s between the IllinoisRiver and Lake Michigan. Fort Dearborn was established on thesite in 1803, and it was the site of a battle between

The city of Chicago was laid out around the rebuilt FortDearborn beginning around 1830, when the digging of the ErieCanal brought increased trade and growth to the Midwest. Thegreat fire of 1871 ravaged the prosperous city, but from theashes grew one of the great industrial and cultural centers ofNorth America.

On May 4, 1886, a labor demonstration in HaymarketSquare in Chicago erupted into violence. After a bomb explodedin the crowded square, 11 people were killed and over 100wounded in the ensuing violence. Four anarchist leaders werehanged as a result of their part in the riots.

The 1890s were an exciting decade in Chicago. The estab-lishment of the Chicago Symphony Orchestra (1891), theUniversity of Chicago (opened 1892), and the Field Museum ofNatural History (1894) demonstrate both the cultural and theeconomic growth in that period. The strike of Pullman CarCompany workers in Chicago in 1894 had far-reaching effects,including a railroad strike in the west.

The World’s Columbian Exposition, celebrating the 400thanniversary of Columbus’ arrival in the New World, was heldfrom May 1 to October 30, 1893. The Exposition brought over27 million people from 47 nations through its gates and had aprofound impact on American architecture. The World’sParliament of Religions, held during the Exposition, providedordinary Americans with their first opportunity to hear mem-bers of other religions explain their own faiths. The ferris wheelalso made its debut on the Midway Plaisance at the Exposition,and the hootchy-kootchy dancer “Little Egypt” gained notoriety.

Forbidden Lore: The anarchist leaders who were hangedfollowing the Haymarket Square riot in 1886. They were, in fact,no mere political revolutionaries, but in fact agents of the qabalknown as the Six-Fingered Hand (described in detail in The GothicEarth Gazetteer). The qabal is still active in Chicago, despite thissetback. The local leader is a chaotic evil 6th-level adept (qabal-ist) named Mark Travers, a scheming genius who lives in a con-

stant state of frustration over the “lunatic morons”U.S. soldiers and Shawnee troops fighting on theBritish side during the War of 1812.

28 OCTOBER 1997

hat make up his cell of the qabal. Travers’ mostprized possession is an enchanted stone

dagger made by the Illinois Indians whodwelt in the area before the arrival ofEuropeans. The dagger, which Traverscalls Spiritrender has a +1 enchantment,but it lends a +3 bonus when battling“spirit creatures” (including noncorporealundead, ethereal beings, rakshasas,fiends, and the like). In addition, woundsinflicted by the dagger cannot be healedby non-magical means.

Restless ghosts of Shawnee and U.S.soldiers are said to haunt the area of oldFort Dearborn, while lingering reports of“fire spirits” of some sort persist in thewake of the great fire. Rumors are alsocirculating of a mysterious creature dis-covered in the wilderness of (dependingon the source of the tale) the AmericanSouthwest, the jungles of the AmazonRiver basin, or the savannahs of Africa,and subsequently locked in the base-ment of the new Field Museum ofNatural History. (At the DM’s option, thiscreature could be any suitable monsterlisted on the inside back cover of TheGothic Earth Gazetteer, or the rumorscould be red herrings concealing a moreinsidious evil that lurks in the museum.)

The most interesting Forbidden Loreconcerning Chicago surrounds theColumbian Exposition. The Exposition,as mentioned, brought people from 47world nations to Chicago, and undoubt-edly it brought minions of the Red Deathas well. All sorts of shape-shifters andillusionists might be discovered millingthrough the crowds on the MidwayPlaisance or sitting unobtrusively nearthe back at one of the Exposition’snearly 6,000 addresses. These minionsof evil could include dopplegangers,lycanthropes and antherions, rakshasas,vampyres, paka, kizoku, perhaps even alich—as well as evil human qabalists andordinary criminals.

Montreal, located on an island in themiddle of the St. Lawrence River, isCanada’s largest city. It is a thriving

The main organizer of the World’sParliament of Religions, a congregation-alist minister named John HenryBarrows, is rumored to be a member ofDie Wächtern. It is also whispered thathe is using the pretext of the Parliamentto gather qabal leaders from around theworld. If this is true, it could be thelargest assembly of qabals since Merlin’stime. Certainly such a gathering wouldattract the attention of the most power-ful minions of the Red Death, possiblyeven a fiend.

Montréal

seaport that boasts a truly internationalflavor, with citizens of both British andFrench origin mingling with the world’ssailors and laborers.

History: The site of Montreal was vis-ited by the French explorers Cartier(1535) and Champlain (1603) before itwas settled by Europeans in 1642 as acenter of the French North American furtrade. The town was fortified in 1725 butwas nevertheless captured by the Britishin 1760 during the French and IndianWar, which ended with Britain’s controlof Canada in 1763. The fort was brieflyheld by colonial forces during the War ofIndependence in 1775, but it soonreturned to British Canadian control.

Thanks to its location along the St.Lawrence river (with easy access to theAtlantic) and the Canadian Northern rail-way, Montreal grew to be the largest cityin the new Canadian Federation by 1867.

Forbidden Lore: Montreal’s seaport ishaunted by rumors of disappearancesand grisly murders, thought by someinvestigators to be the work of a largepack of seawolves (MONSTROUS MANUAL™tome, p. 232). These creatures haunt theshanties and warehouses along the St.Lawrence, sometimes stealing aboardships on foggy nights, at other times

finding their victims among the humanrefuse that fill any large seaport. Theleader of this lycanthopic pack is a hugeman (a greater seawoif) by the name ofArthur Copleston, standing nearly 7’ tall,with muscles befitting his bestial nature.A half-dozen greater seawolves, allequally imposing in human form, followCopleston, and three times that manylesser seawolves fill out the pack. Thecreatures wander freely along the lengthof the city, staying near the seaway andoperating in smaller groups to avoidundue attention from the authorities.They have no fixed lair or meeting place,functioning as a loose criminal networkwhose sole activity is murder.

The bustling trade that brings somany sailors to Montreal also attractsminions of the Red Death from aroundthe world, and there are even tales of along-running feud between the (mostlyBritish-born) seawolves and a Parisianclan of wererats in the city’s sewers.

SitkaSituated on an island in the far south-

east of Alaska, one of the thousand orso islands that constitute the AlexanderArchipelago, Sitka is the capital of theterritory of Alaska.

DRAGON #240 29

History: The city of Sitka was foundedas St. Archangel Michael in 1799 byAlexander Baranov (1746-1819), a traderwho led the Russian colonies in NorthAmerica. Sitka offered both abundanttimber for shipbuilding and a conve-nient location for trade to the east(Hawaii and Asia) and the south(California). Unfortunately, Sitka wasalso the ancestral home of the TlingitIndians. After negotiating with theTlingits for the right to build a smallwooden fort in the area, Baranovmoved his cadre of Russian and Aleutfur traders to the island. The Tlingits,angry with the expansion of Baranov’sactivities, burned down the fort in 1802.Baranov was away during the attack,but he returned two years later with mil-itary strength, driving the Tlingits to theother side of the island and rebuildinghis fort (now called New Archangel) andtrading operations. During the followingyears, the town boomed, supporting notonly the fur and shipbuilding trades butalso salmon and ice, which was shippedto a lucrative market in San Francisco.

In 1867, the Secretary of State of theUnited States, William H. Seward, negoti-ated the purchase of Alaska from Russia.Most Americans could not fathom whyAlaska should be worth anything at all,and the acquisition of Alaska wasknown as “Seward’s Folly.” Sitka was thesite of the ceremony transferring controlof Alaska from Russia to the UnitedStates on October 18, 1867, and itremained the capital of Alaska throughthe 19th century.

The years following the transfer weremarked by brutality. United States sol-diers, perhaps resentful of being con-signed to “Seward’s Icebox,” lashed out inviolence against the remaining Russiansas well as the native Tlingits. When theTlingits responded to this violence withviolence, the soldiers burned entire vil-lages of the natives. Part of the problemwas the U.S. governments refusal to insti-tute any kind of local government inAlaska beyond the troops holding theland. Alaska was not granted the statusof a territory until 1884, when gold wasdiscovered near Juneau.

Forbidden Lore: Several mysteriousevents have occurred in and aroundSitka since the arrival of Europeans. Thedesecration of the Cathedral of St.Michael shortly after the U.S. tookpossession, commonly attributed to U.S.soldiers or Tlingits, might have haddarker origins. Likewise, the fire thatdestroyed “Baranov’s Castle” in 1894

holds elements of mystery. Some specu-late that shamans or spirits of the Tlingitpeople are still waging the ancient waragainst the European colonizers of thissacred land.

In fact, much of the trouble that occursin Sitka is the work of an odem (seethe RAVENLOFT MONSTROUS COMPENDIUM®Appendix III). In life, this evil undead spiritwas a Russian woman named PraskoviaVoronov. Voronov was murdered by U.S.soldiers shortly after the colony passedinto American hands, and her husbanddrowned in the bay while trying to gainhelp from a docked French vessel.Praskovia continues stirring up troublenot just for revenge but also to feed onthe emotions of hatred and fear that heractions generate.

South AmericaBuenos Aires and Lima are described

in “An Atlas of Gothic Earth.” The addi-tion of Rio de Janeiro introduces PCs toone of the most colorful cities in theworld.

Rio de JaneiroLocated in the southeast of Brazil on

an excellent harbor, Rio de Janeiro issurrounded by majestic mountains andbeautiful beaches. The city is the capitalof the newly-formed Republic of Brazil.

History: The site of Rio de Janeirowas visited by Portuguese explorers inJanuary of 1502, which gave the placeits name: “January River.” French tradersin search of brazilwood formed a colonythere in 1555, which was expelled bythe Portuguese in 1567 after manybloody battles. The Brazilian governor,Mem de Sá, built a medieval-style castlesomewhat inland of the French colony’slocation, and Rio de Janeiro was born.

Rio became the capital of thePortuguese colony of Brazil in 1763.When Napoleon invaded Portugal in1807-1808, the Portuguese king John Ifled to Rio, making this Brazilian city thecapital of the Portuguese Empire. WhenNapoleon was defeated, King Johnreturned to Portugal, leaving his son,Pedro I, as the vassal-king of the colony.During this period, Brazil’s coffee pro-duction helped to make Rio de Janeiro awealthy and well-populated city.

In 1822, Pedro I demanded andreceived a constitution for an indepen-dent Brazilian Empire, making Brazil theonly South American country to win itsindependence peacefully. It was not untilPedro II (reigned 1831-1889) abolishedslavery that war arrived in Brazil, as

plantation owners rose in revolt andreplaced the Empire with a federal repub-lic. This republic is quite new during thedecade of adventures on Gothic Earth.

Forbidden lore: Rio de Janeiro is per-haps best known for Carnival—theextensive celebration leading up to Lent,lasting at least three days in theory butin practice often much longer. Evolvingout of a tradition of merrymaking andprank-playing during the nights prior toAsh Wednesday, in 1840 the obser-vance was transformed when the Italianwife of a Rio hotel owner sent out invi-tations to an elaborate masked ball.Within a few years, the masked ball wasthe fashion for Carnival celebration.

Still, Carnival is the occasion for rau-cous festivity and noisy revelry. ThoughCarnival is frequently condemned bychurch leaders as a time for promiscuityand abandon, one suspects that theseecclesiastics actually have little idea towhat depths of depravity the celebrationoften sinks. This is a time when the peo-ple of Rio (and those who come to Riofrom around the world to join in the cel-ebration) are most vulnerable—not justto pickpockets and thugs, but to themonstrous evil of the Red Death.

The powerful emotions that fill thestreets of Rio during carnival every yearhave, over time, created a number offeyrs (MONSTROUS MANUAL tome, p. 116),mostly of the short-lived ordinary vari-ety. However, with the ever-increasingintensity of the celebration and theincreasing power of the Red Death inthe area, the more powerful great feyrshave appeared among the revelers alltoo often. These creatures wreak chaosand mayhem in the festive atmosphere,often unchallenged unless a powerfulmystic or adept arrives to confront theevil creature.

As in any place where large numbersof unsuspecting humans gather, min-ions of the Red Death move subtlyamong them to feed. Any creature capa-ble of assuming human guise, includingall those mentioned in the ForbiddenLore entry for Chicago, above, might befound during Carnival in Rio. In addition,necromancers practice their black arts inand near the city, so even commonundead such as skeletons and zombiesmay threaten revelers at times. For inspi-ration in creating such necromancers(suitable for use in such regions as Haitior Jamaica as well as Rio), the DMshould consult the entry under “Human,Voodan (Chicken Bone)” in the RAVENLOFTMonstrous Compendium Appendix II.

30 OCTOBER 1997

AfricaParts of the north and south of Africa

are described in “An Atlas of Gothic Earth.”The rest of the continent, during the1890s, is involved in a mad scramble fordominion among the colonial Europeanpowers. This imperialist drive beganaround 1880, with increased worldwidetrade and the rapid growth of industrycreating a need for more naturalresources. Britain took control of Egypt in1882 but could not solidify its hold overthe Sudan until 1898. The west Africanempire of Samory was not crushed by theFrench until 1898; the Sultanate of Sokotoin Northern Nigeria did not fall to theBritish until 1903. Of these capsules ofresistance to European domination, per-haps the greatest and certainly thelongest-lasting is Ethiopia. (For more infor-mation on the process of African colo-nization, as well as associated ForbiddenLore, consult The Gothic Earth Gazetteer,pages 24-25.)

Addis AbabaThomas Pakenham, in The Scramble

for Africa, offers this description ofEthiopia’s capital:

A European traveler could ride into AddisAbaba, the “New Flower“ founded by

Menelik without realizing he had arrived.There were no streets and only a handful ofstone buildings. The capital had sprung intolife ten years earlier from the sprawling campsites of Menelik’s rases [princes]. It was nowlike 100 African villages thrown together:10,000 mud huts sprawling below the south-ern rim of the Shoan tableland in a green val-ley dotted with flowering mimosa trees andgashed with rust-red streams. The heart ofthe capital was a great open bazaar swarm-ing with white-cloaked traders and theirdonkeys. There were no public buildingsother than five conical, thatched churches-Raphael, Mary, Trinity Oriel, and St. George-modem reminders that Ethiopia had been aChristian kingdom since the fourth century.There was also the Adderach, a huge, gabledbanqueting hall, and a group of incongru-ously Indian pavilions, designed by a Swissengineer. These formed Meneliks palace inthe heart of the imperial compound, guardedby a pair of mangy lions in a cage, symbols ofthe Emperor’s biblical style as Lion of Judah.(Thomas Pakenham, The Scramble forAfrica: The White Man’s Conquest of theDark Continent from 1876- 1912 [New York:Random House, 1991], p. 475.)

History: Addis Ababa is a new city,founded in 1887 to be the capital of theempire of Ethiopia (also known asAbyssinia). Emperor Menelik II used it as

a base during his campaign to unify thewarring factions of Ethiopia under hisrule, with help from Italy. A treaty signedin 1889 made Ethiopia a protectorate ofItaly, but dispute over this relationshipled to an Italian invasion in 1895-96.Ethiopia forced the Italians back at thedecisive battle of Aduwa in 1896.

Though surrounded by growing colo-nial powers-the Italians in Eritrea andItalian Somalia, British in the British EastAfrica and British Somalia, and theFrench in tiny French Somalia (the Sudanremained independent until 1898)—Ethiopia retained a tight hold on its inde-pendence until the 20th century.

Addis Ababa, young as it is, is thecenter of a unique African culture andthe heir to 19 centuries of rich history.The Ethiopian Coptic Church preservesancient Christian traditions dating back,according to legend, to the Ethiopianeunuch converted to Christianity by theapostle Philip.

Forbidden Lore: Ethiopia, situated soclose to Egypt, shares that nation’s her-itage of both great evil and powerfulresistance to that evil. Remaining independent of European colonial powers,Ethiopia still harbors adepts who tracetheir practice of the necromantic artsback to the sorcerers of Egypt. However,

DRAGON #240 31

capital of the Duchy of Württemburg. Itbecame an important industrial centerin the late nineteenth century, with bothtextile and engineering industries.

Forbidden Lore: The dense, darkpine forests that cover the mountains ofthe Black Forest are said to be home toail sorts of creatures, from mountainloup-garou to the trolls of Grimm’s “fairytales.” Tiny villages that surround andeven invade the forest most often fallprey to these monsters, but even metro-politan Stuttgart has seen its share ofsuch horrors. Not all of the Red Death’sminions are subtle, and even lumberingogres sometimes pillage a small villageor a house on the outskirts of a largecity and escape unharmed.

In addition to these creatures, theBlack Forest region is known for itsclock- and toy-making industries. A 7th-level adept residing in Stuttgart, one JanKneisel, has developed a technique forimbuing his clockwork creations withspell-casting abilities. These complexdevices are controlled by Kneisel, andhis purposes are not always lofty.Examples these “mechanicals” include:

❖ A small silver bird, with an AC of 3and 3 HD (16 hp), that hops about witha MV of 3 but can fly magically at a rateof 18 (B). In addition to its flight, the birdcan use wizard eye, clairaudience, detectinvisibility, ESP, detect magic, and detectundead on its masters behalf.

❖ A comical-seeming dog made ofwood and fur, AC 7, HD 2 (9 hp), thatwaddles on stiff legs at a movement rateof 6. The dogs bark is quite fearsome,acting as a shout spell cast at 7th level.

❖ A large insect-shaped creation ofsteel and gems, AC 0, HD 6 (34 hp). Thistick-like thing scurries quickly on its sixlong legs (MV 15), and its bite acts as avampiric touch spell.

Other “mechanicals” can be devisedby the DM, using (but freely bending) theguidelines in The Complete Sha’ir’sHandbook. The automata described in theMonstrous Compendium Annual VolumeTwo could be adapted into creations ofJan Kneisel as well.

Ethiopia is also home to a great manybenevolent souls who seek to combatthe power of the Red Death. It is believedthat several agents of the Lost Kingdomqabal (see The Gothic Earth Gazetteeroperate in and around Addis Ababa.

Addis Ababa is also home to a uniquecult of mystics known as the Enochites.Deriving their theosophical doctrinesfrom the ancient writing known as theapocalypse of Enoch (written betweenthe 2nd century B.C. and the 1st centuryA.D.), the Enochites are dedicated toachieving physical immortality anddivine revelation. Though their objec-tives are not evil in themselves, theEnochites have fallen thoroughly underthe sway of the Red Death in their mysti-cal devotion. Members of the cult are allmystics (no kit), averaging 1st-3rd level.They have a special affinity for necro-mantic magic and learn that sphere earlyin their careers, sometimes at theexpense of gaining major access to thesphere of All. Some members of the cult,particularly those of lower level, aregood-intentioned and relatively harm-less, but those who have progressed intothe circles of the initiated are uniformlybent toward evil. In fact, the leader of theEnochites is an Ethiopian vampire,created by a Portuguese vampire (long

since destroyed) in the 16th century. LordBelachew, as he is called, is thought tobe living by his followers, and he main-tains their loyalty by promising them thesecrets of his longevity. As a very oldvampire, Belachew has 11+1 HD (69 hp),and he retains the spellcasting ability ofa 9th-level mystic. Belachew can createand command undead, and undead min-ions under his control are turned as ifthey were Belachew himself.

EuropeSome of the most important cities in

Europe-London, Paris, Rome, Vienna, aswell as Dublin and Bucharest—aredescribed in A Guide to Gothic Earth.Germany and Spain are representedhere with Stuttgart and Seville.

StuttgartDistinguished primarily by its location

near the Black Forest, Stuttgart is an oldGerman city in the process of beingreborn into an important industrial center.

History: The city of Stuttgart waschartered in the 13th century, located onthe Neckar River near the mountainrange known as the Black Forest. It wasnot an important city during the warsand politicking of medieval andNapoleonic Europe, though it was the

SevilleLocated in the south of Spain, along

the Guadalquivir River, Seville is animportant city with a rich past.

History: While the inland regions ofSpain were settled by Ibero-Celts, thesouthern coast was colonized byPhoenician sailors in the 8th century B.C.The Phoenician city of Gades (modernCádiz), located on the coast, became an

32 OCTOBER 1997

important outpost of the empire ofCarthage, but the expansion of Romeled to conflict between these two greatMediterranean powers. Gades was cap-tured by the Romans in the Punic War in206 B.C. and soon was overshadowed bythe Roman city of Hispalis upriver.

In the early 8th century A.D., Seville(as Hispalis was now called) was con-quered by the Muslim UmayyadCaliphate, and it was the seat of an inde-pendent emirate between 1023 and1091. A long, drawn-out campaignbrought Christianity back to power inSpain by the mid-13th century, and thelast Muslim kingdom in Western Europe,Granada, was annexed into Spain in1492. Seville held a monopoly on tradewith the Spanish territories in the NewWorld until 1718, bringing the city toheights of prosperity.

Forbidden Lore: In 1478, Ferdinandand Isabella, with their confessor Tomásde Torquemada, instituted the SpanishInquisition, which tortured and killedcountless people as heretics or insincereconverts. The Inquisition was not abol-ished in Spain until 1820, and its ghostsstill haunt Spain.

Christopher Columbus, the Italianwho opened North and South Americato Spanish conquest, died penniless inSpain in 1508. His tomb lies in Seville’sgreat Gothic cathedral, which was builtbetween 1401 and 1519. Though he isalmost certainly not among the restlessdead, it is equally certain that some lin-gering curse hovers around his grave.

The Colombina library in Seville con-tains some of Columbus’ manuscripts.Researchers and qabalists have latelybeen poring over these manuscriptssearching for some hidden clue about apowerful evil on the island of Hispaniola,where Columbus served as governor (tohis humiliation) between 1498 and 1500.

The mysterious evil on Hispaniola isalso the source of the curse on Columbus’grave: an ancient aboriginal mummy thatwas awakened during Columbus’ ill-fatedtime as governor of a colony on thatisland. The opening of the ancient chief-tain’s tomb brought doom uponColumbus and the whole colony, a cursethat drove Columbus into ruin and lingersaround his tomb even after 400 years.The curse manifested itself in the appear-ance of chaos imps (see the Planes ofChaos Monstrous Supplement) infestingequipment throughout the colony,spreading chaos and entropy. Some ofthese perverse creatures remain in thearea of Columbus’ tomb—2d6 of them

hounding anyone who touches thetomb-infesting objects carried by theinterlopers and generally making theirlives miserable. These creatures canmerge themselves with any nonlivingobject, so long as it is not already imbuedwith intelligence or a spirit (as an intelli-gent sword or a golem). Magical itemsreceive a saving throw to avoid beinginfested by an imp, with a base save of 14,modified by one for every plus or powerof the item. Weapons used to strike at theimps may be infested too, but their basesaving throw number is 10. Infested itemsdo not radiate magic (unless they aremagical in themselves) and are generallyindistinguishable from their previousappearance—that is, until the imp beginsto make its presence known. Chaos impscan alter the physical appearance andproperties of their host objects at will,maintaining roughly the same mass, andcan also speak from within the object.

Chaos Imp: INT Average; AL CN; AC3; MV 12; HD 3; THAC0 17; #AT 1; DmgNil; SA Chaos; SZ T (2’ tall); ML Fearless(19); XP 175; Planes of Chaos MonstrousSupplement/10.

Western AsiaWestern Asia includes not only

Turkey and Russia, represented in “AnAtlas of Gothic Earth” by Constantinopleand Saint Petersburg, but also the regionknown as the Middle or Near East-Persia, Arabia, and the lands of theOttoman Empire. Baghdad is one of themost vital and interesting cities of thisrichly diverse and historic region.

BaghdadPart of the sprawling Ottoman

Empire, the city of Baghdad is locatedalong the Tigris River northwest of thePersian Gulf. The splendid city is heir tothe ancient civilizations of Mesopotamiaand a cultural center of the Islamic world.

History: When lmhotep brought theRed Death into the world around 2700B.C., the region known as Mesopotamia,“the land between the rivers,” was a scat-tered collection of Sumerian city-states.Baghdad did not rise to importance untilthe 8th century A.D., but it was heir to thehistory of the ancient empires ofSumeria, Assyria, Babylon, and Persia.

Sargon (2371-16 B.C.) was the first tounite the Sumerian city-states into oneempire, ruling from his capital at Agade. Asuccession of kingdoms followed Sargon’sempire, climaxing in the unified empire ofthe Babylonian Hammurabi (1792-50B.C.), which remained the major political

power in the region until Babylon wassacked by the Hittite kingdom of Turkey in1595 B.C. Assyria arose as an empirearound 1380 B.C., succeeded by Babyloniaand then, in 550 B.C., Persia. By 525 B.C.

the Persian empire reached from Egypt tothe frontiers of India, but it too wasdestroyed by Alexander the Great in themid-4th century B.C. The Parthian empiregrew into the vacuum left by Alexander’sdeath, holding Mesopotamia against theexpansion of Rome, but it was itselfreplaced by a new Persian dynasty, theSasanians, in 224 A.D.

This Persian empire was overrun bythe religio-political movement of Islamin the 7th century A.D. After the expan-sionism of the Umayyad caliphs, theAbbasid dynasty after 750 settled in to amore peaceful period of cultural andintellectual development. The newAbbasid capital was Baghdad, the centerof the Muslim world.

Baghdad fell to a Mongol invasion in1258. A new golden age of Persia beganunder the Safavid dynasty, establishedby lsmail Safavi in 1501. The Safavidspromoted the Shi’ite branch of theIslamic faith. However, Baghdad and thesurrounding region were annexed by theOttoman Suleiman the Magnificent in1534; the Ottomans practiced SunniIslam. Baghdad remains a provincial cap-ital in the Ottoman Empire to this day.

Forbidden Lore: Legend holds thatSargon, the founder of the firstMesopotamian nation, was a sorcerer oftremendous power. His ancestry wasAkkadian, but it is said that he studiedmagic with an Egyptian necromancer. Thesearch for his capital, Agade, is one of thepuzzles of contemporary archeology—butarcheologists searching for the city, andSargon’s tomb in particular, have a ten-dency to meet with disaster. Some qabalmembers whisper that Sargon still standsguard over the lands he ruled over fourthousand years ago. He is a mighty lich(MONSTROUS MANUAL tome, page 222—seealso Van Richten’s Guide to the Lich), sus-taining himself through three millennia ofunlife through rituals and sheer force ofwill. Perhaps the most terrible rumorswhispered about Sargon, however, arethose that claim Sultan Abdul Hamid II,ruler of the Ottoman Empire, is a merepuppet of this enormously powerful lich.The massacres of Armenians ordered bythis “Red Sultan,” as he is called, in1894-96, are said to be part of themighty lich’s never-ending quest forgreater magical and political power.

DRAGON #240 33

South AsiaSouth Asia (present-day Pakistan,

India, and Bangladesh) was in the 1890sa bubbling cauldron of mixing cultures.British colonists and Indian natives,expatriate Theosophists and colonialAnglicans from Europe with nativeHindus, Muslims, Sikhs, and Parsis—theoccult, ancient religions, and modernpolitics seethe in volatile combination.

The English East India Company con-trolled most of India by the early 19th cen-tury. After 1858, the British governmenttook control from the trading companyand began building roads and railwaysthat helped the economy of India boom.

MadrasMadras, in southeast India, is capital

of Madras Tamilnad) province and amain port in India. The region is popu-lated by the Dravidian people, a distinctrace and culture who speak languagesnot related to the Indo-Iranian tongues(including Hindi and other Sanskritdescendants) used in northern India.The Tamils, in particular, are known fortheir religious poetry.

History:The southern part of theIndian subcontinent was colonized bythe Portuguese in the 16th century, andby the Dutch, French, and British in the17th century. By the mid-18th century,the British East India Company hadestablished its monopoly, controlling thetea, rice, and cotton trade of the area.

The city of Madras was founded by theBritish in 1639. From its East IndiaCompany roots, it has remained animportant port, exporting metals, tobacco,machinery, and chemicals for the BritishEmpire.

Forbidden Lore: Of course, the rak-shasas of India thrive in the bustlingmetropolis of Madras. A more insidiousoccult force resides there as well,however. The Theosophical Society,founded in New York in 1875 by MadameHelena Petrovna Blavatsky (1831-91) andColonel H.S. Olcott (1832-1907), movedits headquarters to Madras in 1877 There,Olcott continues in the leadership of thesociety since the death of Blavatsky.

The Society teaches meditation andmysticism, drawing heavily on Hinduand Buddhist beliefs and practices, andpromotes cooperation and fellowshipamong all people by its teaching that allreligions are versions of one universaltruth that is available only to the enlight-ened. Blavatsky herself was a clairvoy-ant, and the Society continues to teach

the mastery of psychic powers (see“Psychic Proficiencies,” in DRAGONMagazine #212 for suggestions on inte-grating psychic powers into Masque ofthe Red Death campaigns). A secret soci-ety of Masters (Mahatmas) dwellingsomewhere in Tibet supposedly moni-tors the spiritual progress of each indi-vidual. This society and its several splin-ter groups certainly qualify as qabals,though how their goals and methodsrelate to the Red Death is unclear.

Far EastBy the 1890s, trade with the great

Asian powers was a fact of life, and, as inAfrica, the European powers competedto establish footholds in these lands. Theempires of China and Japan have longerhistories than the European nations, andcultures fully as elaborate and diverse.

HongKongThe British colony of Hong Kong is

the most important mercantile city inChina-at least as far as the Europeanworld is concerned. Hong Kong consistsof an island just off the southern coast ofChina (Hong Kong proper), the tinyKowloon peninsula, and the much largerNew Territories on the mainland.

History: The modern history of HongKong begins with the Opium War, thatresulted from China’s attempt to keepthe British from importing opium fromIndia. When the Chinese CommissionerLin destroyed stores of British opium inCanton in 1839. Britain responded bydeclaring war and soundly defeatingChina by 1842. The Treaty of Nanking,which ended the Opium War, grantedHong Kong island to Britain, as well asgiving Britain a large sum of money forthe seized opium and opening fiveChinese cities to unrestricted British trade(and granting foreign citizens in thesecities immunity to Chinese law). A secondOpium War (called the Arrow War), from1856-60, involved France as well andresulted in the opening of more Chinesesports as well as the cession of theKowloon peninsula to the British.

In the 1890s, China is caught in afierce tension between forces of modern-ization, including the European presence,and more conservative, traditional forces(most notably the Chinese gentry andthe empress Tzu-hsi. Hong Kong, ofcourse, represents the course of modern-ization. Besides being a British colonyand a major trade port, it also boasts asmall British railway (running to Canton).

The New Territories, a larger region

on the mainland across from Hong Kongisland, were leased from China by theBritish in 1898 for a period of 100 years.

Forbidden Lore: The opium trade stillthrives in Hong Kong bringing incalcula-ble fortunes to Britain and British mer-chants. British motives for pursuing thistrade are not entirely financial, however.Apparently, there is something living inHong Kong which has a vested interestin poisoning the minds and bodies of asmany Chinese (and Europeans) as possi-ble. Some say it is a monstrous creaturethat feeds on the brains of humans, andthat opium transforms the human braininto a rare delicacy for this beast. Otherssay it is a master of mental powers whichfinds drugged humans vastly easier tobend to its will. Whether this creature isa mind flayer (MONSTROUS MANUAL tome,page 251), a psionic lich (RAVENLOFTMONSTROUS COMPENDIUM Appendix III), orsomething far worse, it is in a position ofgreat power in Hong Kong, with enor-mous financial and political resources tosupport it.

TokyoThe imperial capital of Japan, Tokyo is

located on the island of Honshu, thelargest of Japan’s four main islands.Though its history dates back to the 12thcentury, it is in many ways a very modemcity, being the capital of a new govern-ment bent on the modernization of Japan.

History:Tokyo was founded as thecity of Edo (or Yedo) in the 12th century,and became the center of the Tokugawashogunate in 1603. While the emperorof Japan retained titular authority, truepower rested in the hands of leyasu, theshogun, who united the warringdaimyos under his authority and mili-tary strength. The families of thedaimyos were held at the shogun’s courtin Edo as potential hostages if a daimyoproved disloyal to the shogun.

After 200 years of peace under theTokugawa shoguns, internal tensionsand external pressures combined tobring Japan into the modern age. Unrestamong both the peasantry and thesamurai whose wealth and prestige werediminished by the development of amoney economy was a serious enoughproblem. In addition, the European andAmerican powers were pressuring Japanto open itself to foreign trade. A period ofintrigue ended in 1868 with the over-throw of the shogunate and the estab-lishment of a new imperial government.

Emperor Mutsuhito moved his capitalfrom Kyoto (where it had remained

34 OCTOBER 1997

through the period of the shogunate) toEdo, which he renamed Tokyo (“the east-ern capital”). The emperor took the nameMeiji (“enlightened government”), whichhas become the theme of his reign.

Under the reign of “enlightened gov-ernment,” the emperor’s administration

SourcesBarraclough, Geoffrey, ed. The Times

Concise Atlas of World History.Bridgwater, William, editor-in-chief.

The Columbia-Viking Desk Encyclopedia.Coye, Molly Joel, Jon Livingston,

and Jean Highland. China Yesterdayand Today.

Davidson, Basil. Africa in History.The Encyclopaedia Brittanica.The Guiness Encyclopedia.Hinnels, John R., ed. The Penguin

Dictionary of Religions.Mitchener, James. Alaska.Pakenham, Thomas. The Scramble

for Africa: The White Man’s Conquest ofthe Dark Continent from 1876 to 1912.

Unterman, Alan. Dictionary of JewishLore & Legend.

Washington, Peter. MadameBlavatsky’s Baboon: A History of theMystics, Mediums, and Misfits WhoBrought Spiritualism to America.

has begun the modernization (andWesternization) of Japan in full force.The feudal structure of daimyos, samu-rai landholders, and landless peasantshas been abolished, and the agriculturallaborers now own the land they work(albeit with heavy taxes). A Western-style parliament was established in1889, education is progressing rapidly,and economic development is booming.The first railroad line was opened in1872; four universities were founded inTokyo between 1867 and 1883. Japanstill struggles to overcome the lingeringeffects of unequal trade agreementswith the Western powers negotiated inthe 1850s, and only in the wake of theSino-Japanese War of 1894-95 didthese inequalities begin to be removed.

Forbidden Lore: Japan has a richmythological tradition and at least itsshare of horrific creatures haunting itslands. The bustling city of Tokyo ishaunted by ancient horrors such as ori-ental vampires, kizoku, hebi-no-onna,and akikage from the RAVENLOFTMONSTROUS COMPENDIUM Appendix Ill, aswell as buso, gaki, oni, and other crea-tures from the Kara-Tur MonstrousCompendium appendix. Alongside thesenative Japanese monsters, newer

arrivals from Europe, America, and colo-nial lands hunt as well—creatures suchas werebeasts, dopplegangers, and rak-shasas. It should be noted that the talesof Tokyo often speak of vampiric cats,though whether these are unique crea-tures or simply Oriental vampires inpolymorphed guise is unclear.

Tokyo is also said to be haunted. Thefamily members of at least one rebelliousdaimyo were executed by the shogun inmedieval Edo, and their restless spiritsare said to still haunt the modern city,hurting or killing those who abandon thetraditional ways. Foreigners are oftentheir peculiar targets. These ghosts maybe considered as standard spectres,wraiths, or ghosts, or else constructedusing the guidelines in Van Richten’sGuide to Ghosts, at the DM’s option.

James Wyatt has only been to one of thecities described in this article, and he had nosupernatural experiences there. Most of theForbidden Lore he faces in daily life involvesthe mysteries of infant psychology andthe arcane secrets of Microsoft operatingsystems.

36 OCTOBER 1997

Éla�s Quick Fingers Temple and Guildby Sue Weinlein Cook and slade

illustrated by Bob Klasnich

veryone knows that rogues can liven up a campaign. Theother player characters never quite know what to expect

when a member of the local thieves guild joins the party.But what happens when the thieves guild in question is alsosecretly linked to a powerful temple?

Dungeon Masters can expect some interesting results whenthey link the worship of a god or goddess of thieves to thelocal Criminal network in their campaigns. One such combina-tion thrives in the BIRTHRIGHT® campaign setting, in whichthieves and other denizens of the night worship Éla, goddessof shadow. In Muden, a cosmopolitan, trade-oriented domain, in the land of Brechtür, the predominant thieving brotherhoodwalks hand in hand with a legitimate church to form the guildand temple known as Éla’s Quick Fingers.

This article offers some background on this cooperativeorganization, which DMs can adapt to their own campaigns.Plenty of information is provided for PCs wishing to join eitherguild or temple.

The Sister of ThievesÉla, better known throughout the land of Cerilia as Eloéle, is

a Chaotic Neutral (Evil) goddess of the night, the sister ofthieves. While not a cruel goddess, Éla is deceitful, selfish, andmanipulative. Considering this last trait, it should be no surprisethat this goddess tends to involve herself in Cerilia’s currentevents more than most deities. Legends say that one cannotwhisper a secret without her divine ears catching every word.Rogues across the continent seek the favor of thissubtle goddess, who prefers trickery over vio-lence.

misfortunes in their own lives and business

The temple of Éla is the only visible portion of Éla’s QuickFingers at work in Müden. This group of devotees worships theGoddess of Night and the Sister of Thieves. It is not a dogma-heavy faith, but it has several layers of beliefs. On the surface,the faithful praise this goddess of shadows for her control overthe passages between Cerilia and the Shadow World, hopingtheir attentions will convince the goddess to stay the insidiousdoorways between the worlds. However, the true but unstatedmotivation behind most of this adulation is quite different:Worshippers acknowledge Éla’s influence over thieves and

rogues and offer her obeisance to stave off

dealings.

DRAGON #240 39

Éla’s church has a greater presence in Brechtür than in anyother nation of Cerilia. As described in the BIRTHRIGHT accessoryHavens of the Great Bay, the Brechts are not a highly religiouspeople. Instead, they prefer to dwell on more practical, every-day matters. The fact that the Brechts are, by and large, a raceof guilders and merchants makes Éla a perfect choice for citi-zens who have no qualms about straying from the straight-and-narrow in order to turn a profit. Many who pledge theirsupport to her church and guild, in fact, often rise to the envi-able ranks of guildmaster in Müden. Guildmasters, in turn,enjoy more political clout than any other sector of the popula-tion, so it’s easy to see how many of the domain’s positions ofpower are held by high-ranking members of Éla’s Quick Fingerschurch and guild. Every member of the Quick Fingers knowsthat those who control the money control the domain.

The Church

Éla’s Quick Fingers HoldingsProvince (Level) Temple HoldingAllesrecht (6/1) (1)Cohrtab (7/0) (2)Golbrag (6/1) (2)Hauptrehr (7/0) (4)Wesbralen (7/0) (4)

Guild Holding(1)--

(3)(2)

The strictest devotees of Éla-her know who she is, issuing her orderspriests and clerics—earn a darker doc- through mysterious contacts who don’ttrine. Éla’s teachings instruct them in know her name. No one is ever allowedlying as an art form. Violence has its direct eye contact with her. Even thoseplace in helping one achieve one’s who are aware of the guild—including itsgoals, they are taught, but one should members—have no idea that Genevievelearn to savor the pleasures of finding merely serves as an intermediary for themore subtle solutions to dilemmas, such organization’s true regent: Éla’s highas thievery and deceit. priestess, Fulda Spiritwalker.

Müden sees more money changehands daily than almost any other realmin Cerilia. Failing to placate the Sister ofThieves could mean bankruptcy for anegligent guilder—a fate worse thandeath for many merchant masters.Therefore, the most respectable (andsuccessful) guilders and merchants-including those who regularly worshipNeira, goddess of the sea, Müden’s othermajor faith—never fail to leave offeringsat the temple of Éla. This widespreadpractice allows Éla’s church to bring inmore money than its guild in someprovinces. The goddess’s temple hold-ings, found only in the most cosmopoli-tan areas of Müden (see the holdingchart sidebar on this page), are ablyguided by Fulda Spiritwalker (FhIf Pr6Éla; Ma, major, 32).

Quick Fingers MembershipMembership prerequisites and duties

for Éla’s Quick Fingers guild differ fromthose for Éla’s church. Very few individu-als belong to both, as Fulda seeks tominimize the risk of exposing her con-nection with the thieves guild. The DM isstrongly discouraged from letting PCsjoin both organizations, even multi-classed or dual-class priest/thieves. Onlyin the rarest of circumstances, such as aregent designated Fulda’s chosen heir,would such an allowance be made.

The GuildÉla’s entire temple organization is

actually owned by the goddess’s power-ful but secret guildwork. Éla’s QuickFingers controls the illegal commerce ofMüden and specializes in illicit businessopportunities not available through thedomain’s legal channels. What thismeans is that Éla’s Quick Fingers is afront for stolen goods, a black market forillegal or banned material such as prod-ucts most members of society considerindecent, and a vehicle for conductingbusinesses around activities likewiseconsidered immoral. While other localguilds are aware of Éla’s organization,they can do nothing about it, for it pro-vides services for which the folk ofMüden seem willing enough to pay.

The guild is managed by a mostsecretive individual named GenevieveStreicher (F½e; F5/T5; AZ, major, 18). Thishalf-elf doesn’t permit the public to

Members of the two groups do sharea few commonalities. All Quick Fingersmembers, both of the church and theguild, must have the disguise proficiency.Members gain the appraising proficiencyas a bonus at 5th level. Those of eitherorganization who perform their duties tothe satisfaction of the goddess report-edly are rewarded with a sign of herfavor: In the night, their weapons(usually daggers or similar small blades)mysteriously turn black, supposedlythrough the goddess’s divine interven-tion. These night blades carry several tem-porary enchantments that work only atnight. They allow their wielders a 20 per-cent chance to hide in shadows (orincrease a thief’s Hide in Shadows abilityby 20 percent). In addition, a night bladecarries a +1 bonus to attack rolls anddamage, and it is impervious to normalmeans of destruction (nonmagical fire,breakage, etc.). The enchantments andblack color last for only 1d8 weeks,although the DM may increase the nightblade’s enchantment by 1d8 more weeksif he or she deems that the character hasused the magical weapon in a fashionthat has further pleased the Goddess ofthe Night.

Church MembershipTo become a priest or priestess of Éla,

a player character needs a Wisdom scoreof 9 and a Dexterity score of 12. Anychaotic-aligned character who meetsthese requirements may join the priest-hood by applying at one of Éla’s temples;promising candidates who appear beforethe keepers of one of the shrines aredirected to the temples in either Saarmenor Brechlen. Applicants are brought to aspecial chamber within the temple that issubject to several permanent darkness, 15’radius spells. There, they must navigatethe Maze of Night, a labyrinth fraughtwith traps and other hazards designed toweed out those who fail to offer properrespect to the Goddess of Night’s pre-ferred environment.

After a short training period toinstruct the candidate in the ways of Éla,the character can take his or her vowsof fealty and secrecy and becomepriests of the faith. However, new mem-bers of the clergy are not taught thesecret of the church’s connection to theQuick Fingers guild until after they haverisen one experience level while a mem-ber of the priesthood.

Daggers, darts, crossbows, slings, andshort swords are permitted to membersof the clergy, as is leather armor, but notshields. In addition, priests of Éla gainthe special abilities of a thief of half theirown level (rounded up), as well asinfravision to 30 feet. They can castdarkness, 15’ radius once a day as agranted power and can commandundead. Priests of Éla receive the reli-gion (Éla) nonweapon proficiency as abonus at 1st level and may select otherthief nonweapon proficiencies as if theywere thieves. (See The Book of Priestcraftfor more details on these abilities.)

Priests of Éla can cast spells from theAnimal and Chaos spheres (see Tome ofMagic), as well as Charm, Divination, andSun as major spheres. Such priests alsohave minor access to the All, Healing,and Necromantic spheres. Éla’s QuickFingers priests all favor illusion and dis-guise spells to aid their subtle trickery.They also favor the following spellsintroduced in The Book of Priestcraft: circleof secrets, imbue with blood ability (third-level spells); magical tithe, consecrate relic(realm spells); and daythief (quest spell).

The priests of Éla’s Quick Fingers areentrusted with a special spell that allowsthem to enforce strict codes of secrecyupon guild members and others whomay have stumbled onto somethingFulda considers “sensitive information.”

40 OCTOBER 1997

Code of Secrecy(Enchantment/Charm)Sphere: CharmLevel: 5Range: TouchComponents: V, S, MDuration: VariesCasting time: 1 roundArea of effect: One creatureSaving throw: Neg.

In order to safeguard some of thebest-kept secrets of the Quick Fingersguild and church, its priests make itphysically impossible for a target crea-ture to speak of a specific subject forbid-den by the spell. A successful castingprevents any communication whatso-ever about the forbidden topic: speech,writing, hand signals, painting or othersymbology, etc. Should the affectedcreature attempt to break the secret, heor she ends up talking about (or com-municating in another manner) a com-pletely unrelated matter: the menu atlunch, his or her opinion of the mayor’srecent speech, and so on, as the DMdecides. Not only can the target notreveal the secret, he or she cannot evenspeak of the forbidden topic.

During the casting, the priest exhortsthe target creature to remain silent abouta certain fact. It’s in the caster’s best inter-ests to be as specific as possible, for themore general the forbidden topic is, theshorter the spell’s duration. For example,consider the various degrees of secrecy:

❖ A General Secret: “A guild calledÉla’s Quick Fingers exists in Müden.”Duration: 1 day/caster level.

❖ A Specific Secret: “Éla’s QuickFingers guild works in conjunction withthe temple of Éla.” Duration: 1week/caster level.

❖ A Very Specific Secret: “FuldaSpiritwalker leads both Éla’s QuickFingers guild and the temple of Éla.”Duration: 1 month/caster level.

❖ An Explicit Secret: “Behind aplaque of a black dagger in the east hallof the Basilica’s basement level lies asecret door that will open up onto astaircase leading down into the QuickFingers guild’s headquarters if onespeaks the password correctly.”Duration: 1 year/caster level.

Each secret to be enforced requires aseparate spellcasting.

This spell can be cast only uponintelligent targets (i.e., those with anIntelligence of at least 3). Wisdombonuses apply to the target creature’ssaving throw.

The spells material component is apiece of animal tongue.

Éla’s priests, once they have achieveda level of experience while servants ofthe church, also have at their disposal aspell that offers them some useful skills:

Éla's Blessings(Enchantment/Charm)Sphere: CharmLevel: 3Range: 0Components: V, S, MDuration: 1 hour/levelCasting time: 1 roundArea of effect: CasterSaving throw: N/A

Once a priest has spent enough timein the faith of Éla’s Quick Fingers, he orshe learns that the church embracessome of the thieving habits of thedenizens of the night, whom the god-dess protects. This spell gives the priestthe special thieving skills of a thief of hisor her level for its duration. For example,a 5th-level priest, after casting this spell,gains the base thieving skill scores (PP15%, OL 10%, F/RT 5%, MS 10%, HS 5%,DN 15%, CW 60%, RL 0%), plus racial,armor, and Dexterity adjustments andthe 180 discretionary points the priestwould have as a 5th-level thief. Thepriest can allocate the points differentlyeach time the spell is cast, but playersare encouraged to adopt a standard setof scores for their character when underthe effect of this spell, to speed play. Thenormal restrictions to point allocationdescribed for the thief class in thePlayer’s Handbook apply.

The priest can cast this enchantmentonly on himself or herself. Its materialcomponent is the symbol of Éla.

If a PC of at least 5th level becomesthe regent of Éla’s Quick Fingers faith (orfounds a new arm of the church outsideMüden), the PC can cast the followingreversed version of the honest dealingsrealm spell:

Dishonest DealingsSpheres: Charm, LawRegency: 3/province levelReq’d holding: 3Character level: 5Gold: 2 GBDuration: 1 domain turn +1 month/level

This realm spell creates a charm effectthat guides citizens of affected provinces

toward deceit in all negotiations andbusiness practices. It allows most agitateand espionage actions to succeed auto-matically, pursuant to the DM’sapproval; this spell does not allow PCsto assassinate the Gorgon, for example!The DM should feel free to assessbonuses to agitate and espionageactions where it seems inappropriate toallow them automatic success.

Dishonest dealings also gives diplomacyactions a +4 bonus and improves guildholdings two levels for collection pur-poses in affected provinces. Lawenforcement officials and anyone elsewho intentionally tries to foil some crim-inal activity (for no personal gain) mustmake a saving throw vs. spell todetermine whether their crime-fightingattempt succeeds.

Priests may affect one province at 5thlevel, two at 7th, three at 9th, etc.

Customs & Dutiesof the Priesthood

Most members of Éla’s priesthoodclothe themselves in the style theybelieve the goddess herself favors whenshe walks the land: Loose clothing andcapes of dark colors that allow theirwearers to fade into the background orshadowy corners. (Of course, they wearfiner-quality clothing for rituals.) At theirceremony of ordination, they earn theprivilege of carrying a black dagger, thesymbol of the goddess. At the DM’s dis-cretion, high-ranking priests of Éla’sQuick Fingers may wear vestments ofdefense, a magical item introduced in TheBook of Priestcraft.

Éla’s clergy takes care of her templesand her far-flung shrines and partici-pates in the thrice-weekly public servicesin honor of their patron goddess (as wellas the rites held daily one hour afterdusk for Quick Fingers guild members).Perhaps these priests’ most importantduty, however, is the least visible one.

Fulda Spiritwalker has instructed herclergy members to keep accounts of theassets of everyone of import in thecommunities they serve. The priests ofÉla make it their business to know thefinancial status of all members of vari-ous local guilds and all political players.It’s important for them to know every-body’s business, Fulda says—especiallythe financial side of their affairs—so theycan determine whether donors to thetemple have given sufficiently of theirwealth to insure success in their future

DRAGON #240 41

ventures. The records are kept in a vastrepository in the temples of Brechlenand Saarmen.

To assist in this venture, Éla’s priest-hood commands the power of the fol-lowing enchantment, a more special-ized version of the charm person ormammal spell:

Éla’s Accounts(Enchantment/Charm)Sphere: AnimalLevel: 2Range: TouchComponents: V, SDuration: 1 hourCasting time: 5Area of effect: 1 personSaving throw: Special

When the time comes for Éla’s churchto update its financial records, herpriests must each take a turn visitinglocal merchants and other business folk,usually in pairs. While the subject is con-versing with one of the priests, the othercan casually approach and cast Éla'saccounts. When the priests then ask thecharmed subject for details of his cur-rent financial situation, the victim ismagically compelled to recount hisproperties, income, and holdings to thebest of his knowledge. The caster canask to see various items the subjectmentions in particular, allowing theother priest to use his appraising profi-ciency to calculate the objects approxi-mate value. The subject finds himselfunable and unwilling to lie or withholdinformation requested specifically.

When the priests depart, the subjecthas no memory of having divulgedthese details, only that he or she had aconversation with a couple of priestsfrom the Quick Fingers temple. The spelldoes not affect the subjects attitudetoward the caster in any way (thoughthe church usually sends representativeswho have a good rapport with the sub-ject), nor does it give the caster controlover the subject beyond the compulsionto reveal his or her financial secrets.

Only other priests of Éla’s QuickFingers can attempt a saving throwagainst this spell. If successful, the savenegates the spell’s effects, and the sub-ject knows that a fellow priest hasattempted to charm him. It is consideredinappropriate to cast this spell on com-rades of the faith, however, unlessunder orders from a superior.

Accounting calls, as described in the

“Quick Fingers Adventures” sidebar, canprovide adventure opportunities forpriests of Éla’s Quick Fingers who findthe call of wealth too strong to resist.More than one priest has been knownto accompany a group of acquaintancesfrom the Quick Fingers guild on “unoffi-cial” missions to relieve wealthy citizensof particularly fine items. Of course, thechurch frowns on such behavior—unlessit receives at least half of the item’svalue in tithe, of course.

As Éla’s guild activity increasesthroughout the domain of Müden, exist-ing shrines to the goddess will becometemples, and new shrines and templeswill appear in other provinces—perhapseven in neighboring realms. This growthpotential offers a blooded PC QuickFingers priest an opportunity to becomea regent of a new branch of the faith.Anyone taking up regency of a holdingwithin Müden must serve as a vassal toFulda Spiritwalker, the high priestess,offering at least a quarter of all GB gen-erated each domain turn to the temple inBrechlen. Those who expand the faith toother realms, however, operate beyondFulda’s sphere of influence at presentand need offer her no such fealty.

Guild MembershipUnlike PCs seeking to join Éla’s Quick

Fingers faith, those wishing to becomemembers of the guild of the Sister ofThieves need meet no specific abilityscore requirements nor face weapons orother restrictions. The wide range ofduties the guild oversees means that theorganization needs members of all tal-ents and abilities.

That’s the good news. The bad newsis that joining the guild is no easy matter,for the organization does not openlyacknowledge its existence. PCs mightconceivably find out about the guild afterlistening to the word on the street inSaarmen or Brechlen. However, no mem-ber of the guild will acknowledge its exis-tence to a PC seeking to join. If the char-acter visits one of Éla’s temples orshrines seeing guild membership, he orshe receives the same response; espe-cially difficult customers will be usheredoff the premises.

PCs can’t find the guild. However, theguild can find them, once its had anopportunity to see them in action. Thosewho practice any type of illegal activitywithout guild sanction soon receive avisit from a representative, who explainsthat such conduct isn’t allowed. Evenbefore this contact, however, the Quick

Fingers operative will have watched thePC long enough to determine whetherhe or she has the proper skills andcharacter for the guild’s needs. If the PCpasses this discreet inspection, the guildmember follows up his warning with aninvitation for the character to meet “afriend of mine” at a guild-run establish-ment: a tavern, a shop, but never thetemple. At that meeting, the PC isoffered a circumspect invitation and toldthe bounds of permitted behavior. ThePC is also given a hint of what mighthappen should he or she choose to gobeyond those bounds.

The guild continues watching newmembers for a few weeks or months—until they have proven themselves trust-worthy. At first, PCs might think that, inexchange for their hefty annual dues(100 gp), all they receive in return is per-mission to practice their own con gameor mode of thievery. Bit by bit, however,members learn more information aboutthe group they have joined. It can takeyears before PCs begin to understandthe scope of the Quick Fingers guild, buteventually they learn that the paltry 100gp (plus a percentage of earned income)is nothing compared to the kind ofwealth one can earn as a member of theQuick Fingers. Some of the things PCscan learn:

❖ The guild’s membership numbersare not widely known, but most mem-bers are given to believe that 75 percentof its members are street-level workers(beggars, pickpockets, etc.). Another 20percent are mid-level operatives, whoperform enforcement duties and operatethe guild’s black market efforts (see nextpage). The final 5 percent are the elite ofthe Quick Fingers: the most specializedof its members and the “bosses” of itsmany ongoing projects. These elitereceive their orders straight from the top.

❖ PCs generally have a guild assign-ment at all times, whether a specific mis-sion or merely orders to continue in hisor her normal line of criminal activity.More unusual members, like couriers orassassins, can enjoy some “off time”between assignments and might need tokeep a normal job to help pay the bills orstave off suspicion.

❖ A PC must check in monthly withhis superior (at the beginning, the“friend” who recruited the PC) at a desig-nated meeting place or, after he or shehas spent some time with the guild (i.e.,gone up one level while a member) atthe local headquarters. At these meet-ings, the member discusses his recent

42 OCTOBER 1997

activities on the guild’s behalf, handsover the guild’s cut of his or her profits(50%) or receives pay for a recent “job,”and is expected to mention anything outof the ordinary he or she might havewitnessed lately. After one missedappointment, the errant guild member isreminded that if you don’t come to theguild, the guild comes to you (see“Behavior Modification,” below).

❖ The guild can offer its members anumber of “deals,” such as a discountedrate of interest on loans (see below), thebest mission training available for thosechosen to undertake special jobs (offersPCs a bonus of +10 percentage points tothieving skills appropriate to the missionfor the duration of the job only), gifts ofequipment or cash bonuses for thosewho surpass their superiors’ expecta-tions, and so on. In addition, if a memberin good standing is caught performingillegal guild duties through unforesee-able circumstances, the Quick Fingersnetwork ensures that the member goesfree or at least receives the minimumsentencing. Important guild figures caneven count on their comrades breakingthem out of jail, if the need arises.

❖ No one can reveal the guildssecrets and get away with it. On the firstmeeting with his or her superior in theguild, a character meets a priest of Éla aswell and has a taste of the code of silencespell described earlier, just so the charac-ter sees firsthand the power of his or hernew organization.

❖ Once you join, you’re a memberfor life. The guild has been known toextend leaves of absence to exemplarymembers under unusual circumstances,but on the whole, there’s no leaving theQuick Fingers. PCs allowed to leaveMüden are subjected to the code ofsilence spell. Members who attempt toescape the guild’s sphere of influencewithout permission, however, are hunteddown by multi- or dual-classed fighter-thieves (two experience levels higherthan the highest-level renegade mem-ber) and quietly “removed.”

Guild ServicesThe guild offers a bewildering array

of duties for its members, from messen-gers and fences to more straightforwardthieves. Below is a small sampling of thetypes of duties player characters mightreceive as part of the Quick Fingersoperation. The DM might also use these“services” as a way to bring a party ofPCs into contact with the guild for thefirst time.

❖ Behavior Modification: One canhire the guild to “convince” a target tothink or act a certain way through thepower of suggestion (read: threats) at acost of 100 gp per level of the target(minimum 100 gp cost). The guilddoubles the price for council members,multiplies it by five for a mayor or equiv-alent, and increases it by a factor of tenfor a regents lieutenant. The price ofbehavior modification for a regent is10,000 gp per level. The fee must bepaid whether the modification attemptsucceeds or not.

❖ Bonebreaking: Any kind of bodilyharm against a target is considered partof this service. Once the “job” is done,immediate medical attention and theimmobilization of a limb is generallynecessary. If the target bribes the bone-breakers, the severity of the harm canbe lessened to, say, only a weeks med-ical care. The price of this service is dou-ble that of behavior modification.

❖ Elimination Services: This serviceinvolves one simple fact: death. Theguild’s assassins will take bribes fromthe target to employ a painless method.Murder, being an expensive business, isthree times the price of the behaviormodification.

❖ Loans: The Quick Fingers guild is agood source for a fast pocketful of coins.A surcharge of 50 percent per month (20percent for guild members) is added untilthe client pays the balance. If the bor-rower doesn’t make payments sufficientto chip away at the original amount ofthe loan within three months, refer to“behavior modification.” After four and ahalf months, the guild sends out its bone-breakers. After six months, refer to “elim-ination services.” All the negligent bor-rower’s possessions are then processedthrough “resale fronts” (see next page).

❖ Black Market: The “black marketis a pretty loose category. Without get-ting too explicit, this arm of the QuickFingers guild buys and sells anythingillegal and immoral (except stolengoods, covered in “resale fronts”).Objects, creatures, humanoids, food,and information all can be bought andsold to the guild through this depart-ment. Characters should expect to payfive times the price listed in the Player’sHandbook for the goods in question. Forliving creatures, the purchaser must payat least 1 gp per experience point.

❖ Resale Fronts: This service sellsproducts of questionable ownership atprices that range from 0 to 45 percent

DRAGON #240 43

Quick Fingers AdventuresThe following examples are only a

sampling of the Quick Fingers’ ongoingconcerns. DMs should feel free to adaptthem to suit their own campaigns or touse the information from the Havens ofthe Great Bay accessory to extrapolateother ideas. These ideas suit both situa-tions in which the PCs are working forthe Quick Fingers cooperative andthose in which they work against it.

A Family AffairÉla’s Quick Fingers’ guildmaster has

learned that Brecht Seelundkaufen isrunning illegal logging operations in thedomain of Treucht southwest of Müden.The loggers have engaged in this activitywithout the knowledge of the guildmas-ter or the bureau lieutenants. Shouldthey be caught in the act, a political con-frontation could break out betweenMüden and Treucht. The loggers’ illegalguild actions bring in about 2 GB perdomain turn of pure profit—“pure” in thatthe loggers pay no taxes or guild shares.

Right now, Fulda Spiritwalker is stillpondering what action the QuickFingers should take. Should she seek ashare of the cut in exchange for silence?Should she just ignore the activity out ofher commitment to staying out of theaffairs of her uncle, who runs the BrechtSeelundkaufen? Or, should she reportthe logging to the authorities to avoid apossibly explosive situation when thegovernment of Treucht finds out aboutthe illegal operation?

Accounting CallA pair of PC priests of Éla are sent to

Allesrecht on an “accounting call”(described elsewhere in this article). A

number of thieves faithful to the goddessaccompany them, planning to make con-tact with a guild member trying tostrengthen the Quick Fingers’ holding inthat province. As it turns out, the guildmember has been arrested for peddlingstolen goods, a crime he didn’t commit-but which the subject of the call did! If thePCs don’t break the guild member out ofjail and expose the truth, the guild maylose its foothold in the province entirely.

Project Stake and DaggerMelisande Reaversbane, captain of

Müden’s Royal Fleet, fears that theCount of the realm has concentrated fartoo little on the actions of the Vampire,whose domain lies west of Müden.Rumors of the awnshegh’s involvementwith the Swordhawk of Massenmarch,Müden’s longtime enemy, have led herto believe that the two have formed apact to conquer Brechtür and share itsspoils. She believes the awnsheghlientoo dangerous to ignore—therefore, shehas taken matters into her own hands.

With the help of Éla’s Quick Fingersguild, she has specially trained sevenwarriors under a program Melisandecalls Project Stake and Dagger. Onceher team of swordsmen, assassins,thieves, and propaganda artists wasshaped to perfection, they wereunleashed onto an unsuspectingVampire’s Hold. Meanwhile, the QuickFingers guild did its part to spread theword that the Vampire was collectingan army of darkness—a mob of crea-tures of shadow and myth to avengeevery wrong ever committed againsthim, be it fact or fiction. During thisapocalypse, the story goes, nightmareswill become tangible, and reality will bedistorted to horrific hallucinations.

In the two years since Project Stakeand Dagger infiltrated the awnshegh’srealm, the team has succeeded in creat-ing dissension in the Vampire’s popula-tion, but their presence has been seenand felt. The awnshegh knows theycame from Müden, and he seeksrevenge through his experimentsdesigned to tap in to the subliminalaspects of the Shadow World. Theseinsidious attacks have also caused him,ironically, to meet with the Swordhawkto discuss plans to nullify the threatfrom Müden.

Turf WarsBrutal Vos criminals are moving in on

the territory belonging to Entractengild,a group of thieves working the highwaysof Allesrecht, Cohrtab, and Golbrag forthe Quick Fingers organization. Its illu-sionist leader, Kirsten Windhaufen (FBr;W4; CN) tells the guild that these indis-criminate murderers commit the mostunsavory crimes in the name of theftand asks for assistance in quashingthem. This small clan of thugs, whichfled to Müden from the realm of Rzhlevto the north, actually serves a Vos war-priest of Belenik, who is trying to estab-lish a temple foothold in Müden.

ShadowsA rift leading to the Shadow World

opens suddenly in the province ofUbalmulen, and undead pour into Cerilia.Éla, more interested than other deities ininterfering in the affairs of mortals, tellsthe PCs in a vision that the creatures seekto destroy Genevieve Streicher, the half-elf leader of the Quick Fingers guild. Thegoddess will not close the shadowy pas-sage until the PCs learn why.

(5d10 - 5) of the Player’s Handbook price.Guild members under the guise of legiti-mate merchants and storekeepers willbuy property no questions asked—unlessit’s irrefutably property stolen from theguild itself (then see “Bonebreaking”).

continuing offender becomes subject tothe “bonebreaking” services described

simply join the guild. Thereafter, the

above (starting with fingers and toes).

Conducting the above undergroundactivities without belonging to the guildwill create one “friendly” confrontationalreminder between a character and aQuick Fingers guild member. The erringPC should consider this meeting a verystrong warning to either cease anddesist all illicit activities immediately, or

It should be noted that Éla’s priestskeep accounts of the assets of QuickFingers guild members as well as thoseof other local guilds and organizations.Should the priests ever discover a QuickFingers guild member who has swindledthe guild or temple in any way, theyimmediately report the news to Fulda.She makes certain that such perpetra-tors are lauded for their ingenuity atdeceiving the deceivers—then finds asuitable punishment. If Éla favors thevictim, she’ll find a way to save him.

The church’s center of power lies inBrechlen, Müden’s capital city in theprovince of Wesbralen. There, FuldaSpiritwalker conducts services in theGrotto of the Evening Star, the largest

Quick Fingers at Work

temple complex devoted to the goddessin all of Cerilia. This magnificent struc-ture is built atop natural hot springs andconceals a grand cave complex withtunnels that lead to many secret locales.(For more details on the worship of Élain Brechlen, see Eloéle’s section in TheBook of Priestcraft.)

However, the combined church andguild enjoy their greatest sway in the

44 OCTOBER 1997

province of Hauptrehr, home ofSaarmen—the domain’s second largestcity and its major outgoing port.Saarmen’s temple, the Basilica of Éla’sSuppression of Shadows, is the largestsynagogue in Saarmen. According toÉla’s clergy, its name evokes the god-dess’s ability to control the ShadowWorld. Services are held for the generalpublic three times a week, but daily forthe clergy themselves, as well as mem-bers of the Quick Fingers guild.

The temple’s holdings in smallerprovinces consist only of small shrinesto the goddess, where the faithful maycome to pray or leave offerings. Theseshrines are administered by low-rankingpriests; this can be an excellent assign-ment for low-level PC priests of Éla whoare not attached to either of Müden’slarge cities.

City-dwellers notice plenty of move-ment in and around Éla’s two majortemples at all times—day or night. Somepeople think “funny business” goes onthere, while others believe the church isinvolved in some sort of undergroundbusiness dealings. If only they knew thatthe Quick Fingers guild operates fromout of those very temples! The guild’sheadquarters lie hidden away in thedeepest sublevels beneath the temples,behind numerous secret doors andwards. These headquarters serve asadministrative centers, meeting places,and treasuries (not as barracks for guildmembers). So great is the skill of QuickFingers guild members that no connec-tion between Éla’s temple and criminalactivity has ever been proven.

The internal politics of local govern-ing councils can be messy at times-especially with Éla’s Quick Fingers inattendance. For instance, of the 41 mem-bers of the Saarmen council, five servethe greedy needs of ha’s Quick Fingersguild (even though anyone would behard pressed to determine which fivethey are, for no one admits to being inleague with the secret group), whileanother three envoys represent Éla’sSuppression of Shadows. The situation ismuch the same in Brechlen (basically,each temple and guild has one represen-tative per point of holding strength).

These delegates, like those represent-ing other special interest groups, have agreat deal of power in local councils.They have been known to “buy” votesand even purchase voting rights by rent-ing a council members signet ring for aday and using it to stamp official docu-ments that serve their own purposes.

Usually such misuse of power is notbrought to the publics view—exceptwhen it aids one special interest groupto do so. For example, the BrechtSeelundkaufen guild recently informedthe public of the passage of a law thatwould allow the sale of stolen goods 90days after the property was reportedmissing. The law allegedly was throwninto the council by representatives fromÉla’s Quick Fingers guild, and 8,000 gpwere “donated” to 27 other councilmembers to purchase one days use oftheir signet rings. That day, the councilpassed the law 32 votes to 3 (includingsix absentees or no votes). Of course,those 27 council members were eitheron vacation or home with a case of theflu and denied voting or renting theirrings to other council members to makethe all-important voting stamps.

Count Richard Talbehr (MBr; F4; Br,major, 30), official regent of Müden,knows that the existence of the QuickFingers guild is more than just idle specu-lation, although he has no idea of its con-nection to the high priestess of the localtemple. The count disapproves of theguild’s presence, but his chief ally,Melisande Reaversbane (FBr; F9; Br, minor19) keeps his attention focused on threats

to Müden fromoutside its borders,

s u c h a s n e i g h b o r i n g awnsheglien and the pirate king ofGrabentod to the north. Despite thecounts predilection toward law andorder, the guild network has managed toremain just outside of his attentions.

And the church of Éla has managedto remain above suspicion, for the mostpart. After all, the more tithes Müdenitesdonate, the less likely they are to berobbed—what more proof of the god-dess’s power could one want? asksFulda Spiritwalker. (Of course, its easierto have people give you money than itis to steal it.) Even the poor of the realmremain strong supporters of the church,for they find that even their meager con-tributions keep them fairly safe from thedenizens of the night. True, the QuickFingers do tend to target wealthycitizens more than the lower classes, butnot due to any feeling of charity—theygo where the money is.

Quick Fingers AlliesEight known bands of thieves and

murderers work in Müden. Éla’s QuickFingers church and guild has contactswith most of them and receives a small

DRAGON #240 45

cut from the profits in return for the trav-el vouchers of merchant houses. PCsmight find themselves sent to offerinstructions to one of these groups, trainthem for a new assignment, or lead thegroup in a mission vital to the guild.

❖ The Commercial Recreants (adozen Brecht fighters of 1st and 2ndlevel) are a bit totalitarian and violentwith their victims. They tend to over-react and hurt (or even kill) people whenthey believe they’ve been provoked.Luckily their realm of influence is small,polluting only the provinces of Nodarchand Ruelshegh.

❖ The Quick Fingers have givenEntractengild (20 Brecht thieves of 2ndand 3rd level, led by a 4th-level illusion-ist) exclusive rights to work the high-ways of the provinces of Allesrecht,Cohrtab, and Golbrag.

❖ The Highwaymen (more than twodozen Brecht and Khinasi fighters of 2ndlevel on the average), a vicious mass ofmurderers, prowl the provinces ofCohrtab, Golbrag, Trestahlen, andWesbralen.

❖ Kliegclan (a handful of Brechtthieves of 3rd level on the average) is analmost unknown group that robs mer-chant trains in secret when they stop forthe evening. This gang runs in theAllesrecht and Wesbralen provinces andin the neighboring domain of Treucht.

❖ The Journeymen (about a dozenBrecht bards of 4th level) work in theprovinces of Marchbehr, Ruelshegh, andUbalmulen, as well as in the Banshegh’sdomain and the realm of Rhuelgard.They’re known for enticing wealthy trav-elers with their songs and stories beforemaking off with their valuables.

❖ The Road Wolves (15 Rjurik fightersand thieves of about 2nd level) workwith some success in Hauptrehr,Kostwode, and Nodarch provinces.

❖ Robengild (30 halfling and Brechtthieves of 4th level or higher) is the rich-est and most influential band in Müden.Working Hauptrehr, Kostwode,Marchbehr, and places in the domain ofBerhagen, they’re known for theirpatience, calm manners, and politedemands. Some merchants and otherfrequent travelers consider it a point ofpride to be robbed by Robengild.

❖ The Toll Trolls (about a half-dozengoblins) work the Trestahlen andUbalmulen provinces with little prosperity.

In addition to these bands, Éla’s QuickFingers enjoy good relations with variousleading citizens of Müden, including:

❖ Elsa Darindorf (FBr; W3; Br, minor,24), daughter of one of Saarmen’s lead-ing businessmen, enjoys her life of priv-ilege. Often, this erstwhile mage’s new-found (and rich) friends in Brechlen askher to deliver small packages or mes-sages to protect themselves from pos-sible indictment or jail time. She happilydelivers all of them, and so far, she’snever been arrested or even approachedby the constabulary (almost as thoughthe authorities consider her too foolishto be guilty of any crime). These pack-ages, of course, are part of the QuickFingers illicit courier network. The DMmight choose to make a PC an unwittingaccessory to the Quick Fingers in muchthe same way Elsa is.

❖ Melisande Reaversbane, men-tioned earlier, is Captain of Müden’sRoyal Fleet and a lieutenant to thecount. She is well loved in the bayshoreprovinces and well feared by Müden’senemies for her military know-how. Shemaintains ties with the Quick Fingersguild in order to finance the training ofcandidates for secret military projects(see Project Stake and Dagger in the“Quick Fingers Adventures” sidebar). Thistraining involved such behaviors assneaking about in the shadows, ways tolacerate the neck so the victim can’tscream, and ways to break into a housesilently without leaving a trace.However, if the captain harbors assassi-nation plans, she has not offered theguild any details.

Foes of the Guild and TempleNot surprisingly, the Quick Fingers

have few public enemies, as those whovocalize their discontent with eithertemple or guild have the habit of disap-pearing. In general, Éla’s faith opposesthe activities of the churches of Haelyn,god of noble war; Avani, goddess of thesun and reason; and Laerme, goddess offire, beauty, and art. However, none ofthese churches maintain a presence inMüden (perhaps that fact explains itself).

A number of guilds and public figuresdo attempt to foil the activities of theQuick Fingers from time to time, how-ever, and a PC guild member might beassigned to surveillance duty involvingone of them (or be hunted by theiragents). These enemies include:

❖ The Brecht Seelundkaufen, themost powerful guild in Müden, consistsof several bureaus that each specialize ina particular profession. A small samplingof the bureaus include the Blacksmiths’Weld, the Butchers’ Block, the Dock-hands’ Quay, the Lightsmithies’ Weld, theLumberjacks Board, the Miners’ Well, theRanchers’ Stall, the Sailors’ Jaunt, theShippers’ Dispatch, and the Shipwrights’Founding, to name only a few. Together,they pose a great force throughoutMüden, for all bureaus are willing tostrike against an employer or businessthat treats a single bureau unjustly. Suchsolidarity can easily run a target out ofbusiness.

The guild, whose main interests lie inthe lumber and shipping industry, is con-trolled by Theofold (MHIf; T9; Mu, minor,18), a lieutenant to the Count of Müden.This old halfling knows of the existenceof Éla’s Quick Fingers guild and despisesits activities. He has said, however, thathe’s willing to leave the guild alone, aslong as the Quick Fingers do not preyupon the Seelundkaufen’s bureaus.Theofold even attends services at thetemples of Éla every now and then, andhe is very proud of his niece, FuldaSpiritwalker, for attaining the post ofhigh priestess. He has no inkling of herinvolvement with the hated QuickFingers guild—and Fulda intends to keepit that way.

❖ Stefen Negus (MBr; W3), the silentmayor of Saarmen, remembers what itslike to be “one of the little guys,” and hehas vowed to protect the rights of theindividual over the interests of those whoown businesses. Since he entered office,several business owners have foundthemselves working hard labor in prisonsin the Hauptrehr province. Idle tongues inSaarmen speculate as to how long it willbe before a consortium of local business-men hires the Quick Fingers guild to dothe mayor in. The one thing that mayhave saved him until now is that herarely makes it into the public eye.

Sue Weinlein Cook and slade would liketo extend special thanks to Duane Maxwell,Monte Cook, and Ed Starkfor their input onthis article.

46 OC T O B E R 1997

Using the SAGA� System in the RAVENLOFT® Setting

by Matthew L. Martinillustrated by Terry Dykstra

lthough the SAGA™ System was created for the new era ofthe DRAGONLANCE®: FIFTH AGE™ campaign setting, with a little

You need the SAGA System rules to make use of this article.

work, it can be translated to any campaign world. Here is one

A deck of Tarokka cards, available in the Forbidden Lore and

such conversion, bringing the SAGA rules into the RAVENLOFT®setting. The mysterious Demiplane of Dread differs greatly

Ravenloft Campaign Setting boxed sets, is also useful. Other

from the war-torn realms of Krynn, and the changes necessaryto fit the SAGA rules to the RAVENLOFT atmosphere are both sub-

RAVENLOFT and DRAGONLANCE supplements can be helpful but are

tle and startling. The conversion is worthwhile, because theSAGA System’s emphasis on plot and character perfectly match-

not essential.

es the mood and style of a RAVENLOFT campaign.

It's all in the CardsYou can use the standard FIFTH AGE deck in a RAVENLOFT SAGA

game; if you want to use it, simply incorporate the changesmade here for Reason and Spirit, and the new rules for magicand miscellaneous elements. The characters featured on theFIFTH AGE deck, however, belong to the history and legends ofKtynn. The Tarokka deck of the Vistani is far better suited tothe flavor of the Dark Domains. This mysterious deck of cards,found in the Forbidden Lore campaign expansion set or theRAVENLOFT Campaign Setting revised boxed set, is similar to thedeck used in the FIFTH AGE game, but there are some differ-ences to consider when using these cards with the SAGA rules.

The Tarokka deck contains five suits. The first four suits, col-lectively known as the Lesser Deck, are divided into twogroups of two suits each. The Mortal cards are those of theSwords and Coins suits, which represent things of the materialworld and are tied to the Physical abilities of Physique and

representing things beyond the physical realm of being, corre-spond to the respective Mental abilities of Intellect andEssence.

These four suits are treated as normal SAGA System cards forpurposes of action resolution. Most exceptions are noted

Each suit in the Tarokka deck has an opposing suit, based onthe nature of the archetypes. The two opposing pairs areSwords and Stars (physical might as opposed to magical power),

below, but if a conflict arises between the cards and the core

and Coins and Glyphs (materialism vs. spirituality). These oppo-sition suits come into play mostly during character creation (see

SAGA rules, the Narrator should resolve it using the guidelines

the section on Ability Codes below), but they may also be rele-vant during play.

given here and in the SAGA rules.The Lesser Deck’s suits have nine numbered cards, just as

the DRAGONLANCE cards, but the Tarokka cards also include atenth card, referred to as the Master card. This card representsthe basic archetype of the corresponding suit. Though notnumbered, it has a value of 9.

The fifth suit is the suit of Crowns, also known as the HighDeck. This suit, like the FIFTH AGE deck’s Suit of Dragons, repre-sents powers and forces beyond mortal knowledge. ThoughCrown cards show no numeric value, each has a value of 6during character creation and in play. When a High Deck cardis played for important actions, however, archetype-based res-olution methods are better, since these cards are importantsymbols of the powers and concepts behind Ravenloft.

Character CreationWhen building a SAGA System hero in the RAVENLOFT setting,

the player should draw eight cards from the Tarokka and assignthem to the hero’s ability scores and other attributes. The rest of

the process also differs somewhat from FIFTH AGEcharacter generation.

Coordination, respectively. The Mystery cards,encompassing the Stars and Glyphs suits and

DRAGON #240 49

Table 1: Tarokka Card Attributes

SwordsNumberMaster

123456789

CoinsMaster

123456789

StarsMaster

123456789

GlyphsMaster

123456789

Crowns

DescriptionThe WarriorThe AvengerThe PaladinThe SoldierThe MercenaryThe MyrmidonThe BerserkerThe Hooded ManThe DictatorThe Torturer

The RogueThe SwashbucklerThe PhilanthropistThe TraderThe MerchantThe GuildsmanThe BeggarThe ThiefThe Tax CollectorThe Miser

The WizardThe TransmuterThe DivinerThe EnchanterThe AbjurerThe ElementalistThe InvokerThe IllusionistThe NecromancerThe Conjurer

The PriestThe MonkThe MissionaryThe HealerThe ShepherdThe DruidThe AnarchistThe CharlatanThe BishopThe Traitor

AlignmentNoneChaotic GoodLawful GoodNeutral GoodLawful NeutralNeutralChaotic NeutralNeutral EvilLawful EvilChaotic Evil

NoneChaotic GoodLawful GoodNeutral GoodLawful NeutralNeutralChaotic NeutralNeutral EvilLawful EvilChaotic Evil

NoneChaotic GoodLawful GoodNeutral GoodLawful NeutralNeutralChaotic NeutralNeutral EvilLawful EvilChaotic Evil

NoneChaotic GoodLawful GoodNeutral GoodLawful NeutralNeutralChaotic NeutralNeutral EvilLawful EvilChaotic Evil

Devout and PassionateResourceful and IndependentFervent and OutspokenCompassionate and GentleLoyal and VigilantReclusive and Nature-LovingFrenzied and PiousFriendly and DeceitfulControlling and RigidTreacherous and Hateful

Nature/DemeanorViolent and PowerfulCourageous and VengefulPious and HonorableMotivated and HopefulProfessional and GreedyMysterious and IndependentRash and BloodthirstyCommanding and BigotedOppressive and CommandingSadistic and Selfish

Enigmatic and GreedyAltruistic and DramaticGenerous and PrudentScrupulous and PreciseTaciturn and ConnivingCooperative and PrudentBitter and CarelessGreedy and CunningHarsh and CorruptGreedy and Obsessive

Mystical and RationalInquisitive and AloofHelpful and WiseHopeful and DiligentCareful and MethodicalPatient and ControllingRash and InquisitiveDeceptive and ManipulativeObsessive and SchemingArrogant and Power-Hungry

❖❖❖❖❖❖❖❖❖❖❖❖❖❖

The ArtifactThe BeastThe Broken OneThe DarklordThe DonjonThe EsperThe GhostThe HangmanThe HorsemanThe InnocentThe MarionetteThe MistsThe RavenThe Temptress

Neutral Arrogant and MaterialisticChaotic Evil Violent and RashNeutral Evil Emotionless and MelancholyLawful Evil Malevolent and Power-HungryLawful Evil Rigid and IsolatedNeutral Contemplative and DisciplinedNeutral Evil Nostalgic and MysteriousLawful Neutral Harsh and InquisitiveChaotic Evil Cruel and DestructiveLawful Good Naive and PureLawful Evil Meek and SubmissiveChaotic Neutral Enigmatic and UnpredictableNeutral Good Wise and BenevolentChaotic Evil Seductive and Amoral

Reputation and WealthThese two abilities remain the same.

Characters are often more homogenousthan usual in these two categoriesbecause of the presence of Crowncards. If the Narrator finds this factordisruptive, adjust these scores slightly.Players may also wish to change suchscores to fit in with their character con-ception, with the Narrator’s approval.

Nature and DemeanorNature or Demeanor descriptions do

not appear on the Tarokka cards. Forthese elements, refer to Table 1, whichlists the Tarokka cards’ alignment, suit,and descriptive characteristics, Thismethod is identical to that used in theoriginal SAGA rules and is recommendedfor new players or for those who enjoy“playing what they are dealt.”

The second option is to allow playersto discard two cards from their handand choose whatever cards from the listthey consider appropriate to the hero.This works best for players with a strongcharacter concept.

In either case, consider more than justthe Nature and Demeanor listings whenassigning cards. A card’s alignment, suit,and general interpretation all help fleshout a character. Combining some ofthese various elements leads to a Natureor Demeanor customized to the hero.

Example: The Necromancer (8 of Stars)has an alignment of Lawful Evil, is describedas “Obsessive and Scheming,” and representsobsession with unnatural powers, a use ofnatural gifts for supernatural or malevolentends, and often a connection with theundead. It makes a good Nature card forStrahd von Zarovich, whose obsession withTatyana, combined with his fear of death, ledhim to embrace the curse of vampirism. If thealignment is ignored and the “Obsessive”element is played up, the card also works wellin representing a hero who spends his lifestudying undead in order to wipe their foulkind from the land. Similarly The Monk, theChaotic Good card of the Suit of Glyphs withthe attributes “Resourceful and Independent”works perfectly for a cloistered hermit in alonely cave or a wandering pilgrim in searchof enlightenment.

Ability ScoresAs stated above, heroes and charac-

ters in a RAVENLOFT SAGA game use onlythe four related ability categories fromthe core rules—Physique, Coordination,Intellect, and Essence. Narrators andplayers who wish to use all eight abili-ties may do so, but such a system will

50 OCTOBER 1997

prove redundant and complex, due tothe limited number of suits and theresulting overlap in terms of trump cardsand other bonuses.

Ability CodesThe assignment of ability codes

under RAVENLOFT SAGA rules is more suit-specific than in a DRAGONLANCE game. If acard from the suit corresponding to theability is used, then just as in the coreSAGA rules, the hero has an ability codeof A. If the card comes from the otherhalf of the card group (any Mortal cardfor either of the Physical abilities, or anyMystery card for the two Mental abili-ties), the code is a B. Cards from theother group that are not part of the suitopposing the ability grant ability codesof C, while those cards that are part ofthe opposing suit give codes of D. If ahero assigns a Crown card to any ability,the ability has a code of X.

The definitions of each code value arealso changed slightly. For the Physicalabilities, each code encompasses the twocodes in the original SAGA rules. Thus, ahero with an A code in Physique can useany melee weapon and wear any type ofarmor, while a hero who has a D inCoordination can only use light or verylight missile weapons and shields. Mentalabilities function under an “either/or” sys-tem. For all Intellect and Essence codesup through and including C, the hero suf-fers the negative effects of a low code inone of the two abilities chosen by theplayer. Codes of A or B, require the heroto pick one benefit from the two codescontained in the new ability. Additionally,an A code allows the hero to split thecode, gaining the B benefits from bothsuch codes. Heroes who choose magicalpowers receive three schools or sphereswith a B code or its equivalent under asplit A code, and those with A codes haveaccess to five groups of magic. For exam-ple, a character with an A code in Essencecould choose to have great leadershipabilities, five spheres of miracles, or bothgood leadership skills and three spheres.

Character RacesFor the most part, Ravenloft’s native

heroes are humans who follow thedescription of the civilized humans inthe FIFTH AGE rulebook. The descriptionof barbaric humans suits heroes with arural background, or nomadic groupslike the Abber nomads that wander theNightmare Lands. The Narrator candecide whether to allow a human char-acter to increase a chosen ability by 1

point, as stated under the core SAGArules for humans.

Elves, dwarves, and half-elves areeasily converted, and gnomes can betreated as tinker or thinker gnomes,depending on the desires of theNarrator and the player.

The only major race in Ravenloft thatis not present on Krynn is halfling. Thisproblem is easily fixed, for while role-playing a halfling is vastly different fromplaying a kender, the mechanics forkender work well for halflings.

Event ResolutionThe event resolution rules for

RAVENLOFT SAGA campaigns are almostidentical to those used in the core SAGA

rules, but the Tarokka deck introduces afew new wrinkles into the mechanics.

Card AurasLike the FIFTH AGE cards, the Tarokka

cards are aligned with Good, Neutrality,or Evil. The cards in the Tarokka deck aresplit along these lines in the same fash-ion as those in the FIFTH AGE deck. Cardswith values of 1, 2 and 3 are good, whilethe neutral cards cover values 4, 5, and6, and the 7, 8, and 9 cards representdarkness and evil. However, the Tarokkacards include a second axis of Law,Neutrality, or Chaos. Cards with values of2, 4, and 8 are considered lawful, whilechaos favors those cards with values of1, 6, and 9, and the 3, 5, and 7 cards areneutral regarding those two forces.These two elements combine to givemost cards auras corresponding to oneof the nine alignments of the AD&D®game. Full alignments for all cardsappear on Table 1, including suggestedalignments for the High Deck cards.

If an action is better characterizedalong the lines of law and chaos, thatside of the card’s alignment should beread instead of the good or evil aspect. Inaddition, the Law and Chaos elementscan be used to add to a traditional align-ment reading. Lawful cards indicate thatan event affects the entire group ofheroes, while Chaotic cards mean thatonly a single hero is affected, and Neutralcards limit things to part of the group.

A special note must be made regard-ing Master cards and the cards of theHigh Deck. The Master cards have noalignment; their aura is assumed to beidentical to the suit, encompassing allelements of the suit’s ability and arche-type. If such a card comes up during anaura reading, the Narrator should con-sider the typical influence of the suit on

the situation. If the Master of Swords(the Warrior) were to come up whenreading for a character’s reaction, a vio-lent or hostile response might be calledfor, while the Master of Stars (TheWizard) might indicate a more curious,intellectual, or mysterious reaction.

The Crown cards, meanwhile, have noexplicit alignment, so Table 1 gives a sug-gested alignment for each card. Thepower of these cards derives primarilyfrom the symbols they use and the forcesthey represent, so add an archetype-based element to the reading if possible.

Example 1: A hero tries to raise a mob ofpeasants for a revolt against a baron. TheNarrator asks for an action, and the heroplays the One of Swords (the Avenger).However, the Narrator is looking primarily atthe aura of the card. While the card’s value islow, its alignment is Chaotic Good, and rais-ing a revolutionary mob is a chaotic action.Therefore, while the action total is low, theaura matches the action, and the hero findshimself leading a group of farmers and mer-chants against the corrupt nobleman.

Example 2: A group of heroes spends thenight at Castle Ravenloft, “guests” of CountStrahd von Zarovich. To determine whathappens during the night, the Narrator drawsa card from the Tarokka deck. The cardcomes up a 1 (Chaotic Good), and theNarrator decides that one of the heroes suf-fers from insomnia and notices a mysteriouswhitefigure out of his window late at night. Ifthe card had been a 2 (Lawful Good), thewhole group may have been awakened byhowling wolves in time to notice the shape.An 8 (Lawful Evil) might mean that a vampireslave drained a slight, almost imperceptibleamount of blood from each hero, while a 7(Neutral Evil) would mean that she suppedon only two or three of the heroes. If TheTemptress is drawn, the results would matcha Chaotic Evil draw, but considering thearchetype, the vampire might awaken thehero and try to charm him into submission.

Trumps and MishapsThe reduction of suits in the Tarokka

deck causes some difficulties for trumpcard rules. Using the FIFTH AGE deck, anycard has a 1-in-9 chance of being atrump or mishap card. However, if suitsare the only element taken into accountwhen using trump or mishap rules withthe Tarokka deck, the situation changesremarkably. Any given card has approx-imately a 2-in-11 chance of being trumpfor an action, while nearly 25% of thecards will carry the risk of a mishap.

Unaltered, spectacular successes anddrastic failures become the norm, which

DRAGON #240 51

Table 2: Extended SpellDurationThis table provides the spell point costand difficulty modifiers for creatingspells with a duration beyond thosegiven in the core SAGA rules.

DurationInstant

1 minute15 minutes30 minutes

1 hour4 hours8 hours1 day3 days1 week2 weeks1 month3 months6 months

1 yearPermanent*

Difficulty12345678910111213141520

* When weaving a permanent spell, a non-mag-ical escape clause must be included that will, iftriggered, negate the spell.

does not suit Ravenloft’s mood at all. Tobalance the scales, only cards with thevalues 1-5 and the Master card of thesuit should be considered trump. TheMaster’s trump bonus derives from itsintense tie to the suit’s archetype, whilethe other cards receive the trump bonusdue to their alignment-cards of Lawful,Good or Neutral auras represent charac-ter types that are more selfless and coop-erative than the characters representedby Chaotic or Evil cards. For mishaps, useThe Darklord, The Temptress, TheHorseman, The Beast, The Marionette,and The Donjon, six of the darkest andmost sinister cards in the suit.

Magic in the MistsRavenloft’s magic is quite different

from that of the Fifth Age of Krynn,reflecting different sources of power.While Krynnish magic is now primal andelemental, the spells of Ravenloft aresubtle and indirect. Conjuring balls offire or walls of stone is uncommon;magic tends to be more along the linesof laying and lifting curses, controllingthoughts or dreams, and conjuring orbanishing fiends and undead.

Due to these differences and thenature of the setting, Ravenloft’s spell-casters use schools and spheres that dif-fer considerably from those used by the

sorcerers and mystics of Krynn, and theycan learn more such fields of magic.Similarly, they are not constrained bythe duration limits currently imposed onKrynnish spellcasters; Table 2 providesthe details. Note that all permanentspells have an escape clause that allowsthe spell to be negated through a sim-ple, non-magical action, such as beingkissed by a princess, confessing one’ssins, carrying a rose beneath a cursedarchway, or the like.

Magic in Ravenloft is divided into twofields. Wizardry is the art developedthrough study of arcane lore and forgot-ten tomes, and closely mirrors Krynnishsorcery, although it’s much broader thanthat art. Miracles resemble mysticism toa degree, and those who use them claimthat their powers are granted by divinebeings, although in Ravenloft the truth isunknown and perhaps best left thatway. The schools of wizardry are tied tothe Intellect ability, while priests, druids,and other miracle users receive powerbased on their Essence scores.

WizardryWizardry is divided into nine schools,

one for each card in the suit of Stars,excluding the Master card (The Wizard).These nine schools are identical to theAD&D schools of wizardry. The school ofelementalism is detailed in the Tome ofMagic, while the other eight are coveredin the Player’s Handbook (PHB). Briefdescriptions of the nine schools are pro-vided here for convenience.

Abjuration: This school deals in pro-tection from physical, mental, and mag-ical dangers. It specializes in creatingbarriers, driving away threats, and dis-rupting magical effects, as well as ban-ishing summoned or enchanted crea-tures. Although it offers no protectionagainst the powers of the land, it provesvery useful when facing the horrors thatwalk the Realm of Terror.

Alteration: This school deals withtransforming objects or beings into some-thing else. The difficulty of the spelldepends on the degree of the transfor-mation. Changing silver into gold is onlya slight challenge, while transforminglead into gold is much more difficult, andturning water to gold is all but impossible.This school can be used to turn a humaninto a goblin, or to force a doppelgangerinto shifting shape. In addition, thisschool can be used to grant extra bene-fits or hindrances to heroes, characters oritems. Note that this school covers onlyphysical changes, and a wizard needs the

school of Enchantment to twist andreshape the mind.

Conjuration: This school is used formagically transporting an item or beingacross great distances, ranging fromsummoning a sword from across theroom to conjuring a fiend from theLower Planes. Note that this school canbring things from other worlds intoRavenloft, but it is not useable forescape. Any creature that is called by aconjuration spell but does not wish tocome can use their Intellect score toresist the magic. Also, though thissphere can cross many barriers, it can-not breach the wall between life anddeath, so resurrection and undead cre-ation are beyond the limits of this school

When summoning matter or items,this school can often overlap with theschool of Invocation, so restrictionsmust be made regarding the specificuses of the two schools. When casting aconjuration spell, the spellcaster musteither specify the exact item being con-jured or risk a “blind” summoning.Summoning creatures should be han-dled in the same way; the conjurer musteither speak the true name of thedesired creature or be forced to pull arandom being from the targeted realminto his presence. The latter attempts arevery dangerous, for the Mists are rarelykind in choosing what to let through thegates opened by this school.

Divination: This school of magic isused for revealing information. A herousing this school can read minds, viewdistant lands, detect magic, or uncoverlong-forgotten lore. Ravenloft masks allattempts to discover evil or to glimpsethe future, though, and divination spellsof all types usually go awry when thecaster attempts to pierce sealed domainborders or to see through the Mists.

Elementalism: An elementalist iscapable of manipulating the elements ofAir, Earth, Fire, and Water in a fashionsimilar to the elemental schools of thecore SAGA rules, creating, detecting, mov-ing, reshaping, or destroying them at will.This may appear to grant this schoolmore flexibility than its counterparts, butthe elements are usually rather blunt andobvious. In addition, there will cometimes when no pure elements are usefulor even available for casting, and unlikethe DRAGONLANCE schools, this school can-not affect “quasi-elements” such as light-ning, ice, or metal.

Enchantment: This is the school ofthe mind. Enchanters are capable ofreshaping emotions, reading thoughts,

52 OCTOBER 1997

and even creating or destroying memo-ries. The minds of some creatures areimmune to this school, though, and inother cases, enchanters wish that theynever crossed the mental threshold ofRavenloft’s darkest horrors.

Illusion: While enchanters affect themind, illusionists deal in fooling thesenses, causing people to see or hearthings that do not really exist. Thepower of belief allows an illusionistsspells to cause illusory effects, some-times even wounding their victims.While illusion magic is often detecteddue to the absence of details that marka thing as real, in some cases, theillusionist is so skilled that even the wis-est and most intelligent have difficultytelling where the illusion ends andreality takes over.

Invocation: One of the most raw andpowerful schools of magic, Invocationdeals with the creation of raw matter orenergy. This school can create potenteffects, but the objects or forces that itbrings into being are raw and unshaped.Alteration magic will be useful for invok-ers who wish to shape their createdmaterials into more sophisticatedobjects or forces.

Necromancy: The darkest school ofwizardry, this foul art blurs the bordersbetween life and death. Necromancerschannel negative energy to drain life orabilities, and can raise the dead in a palemockery of life. Creating undead is astrenuous task, and it becomes evenmore difficult if the necromancer desiresto create a powerful creature. Allundead-creating magic is treated asresisted magic, with the resistance valuethe total of the creation’s intendedPhysique and Essence scores.

MiraclesLike wizardry, miracles are divided

into one sphere for each card in the suitof Glyphs, corresponding to the varyingnatures and duties of Ravenloft’s clergy.However, these spheres do not match upwith the priestly spheres of the AD&Dgame. Therefore, in addition to the briefdescriptions, a brief list of possible spelleffects has been included for eachsphere. Many of these are priest spellsfrom the PHB, while others are wizardspells, psionic abilities, or similar powers.In all cases, these are examples of whatthe sphere can do, and do not representthe only possibilities available to a priest:

Sphere of the Priest: This sphere cov-ers basic priestly duties, such as bless-ings, confession, creation and divinationmagic, and the like. Any spell that dealswith spiritual matters, or that coverswhat could be considered the essentialduties of a priest, falls under the aus-pices of this sphere. This sphere is rec-ommended for all priests. Sample Spells:bless, atonement, light, create food andwater, detect magic, true seeing, commune.

Sphere of the Monk: The monasticemphasis on physical and spiritual disci-pline allows characters using this sphereto increase their abilities. Like the mysticspheres of channeling and meditation inthe core SAGA rules, one spell must beused for each specific ability or effect.The effects of this sphere are not limitedto the monk but can be used on anycharacter. This sphere can also increaseskills other than the four basic abilities,such as a hero’s resistance to magic orthe damage that a character inflicts incombat. Sample Spells: increase strength,increase speed, magic resistance.

Sphere of the Missionary: Thissphere represents the missionary, thecrusader, and all priests who would usetheir power to strike against evil.

DRAGON #240 53

Although no spell in Ravenloft candetect malicious intent, these spellsallow the user to dispel “evil” magic andstrike down the undead, fiends, and sim-ilar monstrosities. Like the Sphere of thePriest, the definition of evil dependsupon the caster’s religion. Sample Spells:dispel magic, remove curse, dispel evil, holyword.

Sphere of the Healer: Wielders of thissphere are masters of healing wounds,diseases, and similar afflictions. Themost powerful magic of this sphere canundo supernatural afflictions such as therotting touch of the mummy or the viledisease of lycanthropy. A few of themost powerful healers may, at graverisk and the Narrator’s discretion, beable to raise the dead. Sample Spells:cure wounds, cure disease, neutralize poi-son, restoration, regeneration, raise dead.

Sphere of the Shepherd: While theMissionary takes an active role in thefight against evil, those who wield theSphere of the Shepherd are more pas-sive, choosing to defend themselves andtheir flock from danger. The spells of thissphere are capable of granting physical,magical, and spiritual defense to thepriest or those under his protection.Sample Spells: Protectionfrom evil, removefear shield, anti-magic shell, binding.

Sphere of the Druid: Plants, animals,weather, sunlight, and the elementsthemselves fall under the dominion ofdruidic spellcasters. This sphere is not asoffensive or blatantly powerful as thewizardry school of elementalism, butdruids are more flexible and inclined towork with nature, rather than to domi-nate it. Sample Spells: charm mammal,sticks to snakes, sunray, flame blade, lowerwater, commune with nature,

Sphere of the Anarchist: Clerics ofanarchy value chaos and instability. Thissphere deals with transformation andinstability, and while it can be used forcreation, it more often finds expression indestruction, as the spells of an anarchistcan break down any ordered thing, suchas a buildings foundation, a sane mind,or even the boundaries between theworlds. Many anarchist spells are unpre-dictable. The caster can specify the inten-sity and the general nature of the effect,but the specifics of the spell are often ran-dom or determined by the Narrator.Sample Spells: earthquake, confusion, poly-morph, transmutation, disintegrate, gate.

Sphere of the Charlatan: Those whowield this sphere specialize in deceit andespionage, gathering information andsowing mistrust. This sphere also mimics

other spells—the charlatan pays spellpoints for duration, range, and the like,but pays for only one point of effect.This school can mimic any school orsphere, even those that the charlatan isunable to use, but only those spells thatdirectly affect intelligent beings. Thespell looks and feels real, but the effectsare phantasmal and transitory—a factthat is revealed when the spell’s dura-tion expires. A hero “healed” of a 1-cardwound by a charlatan feels no pain, andthe wound appears healed, but the herofalls unconscious with one card left inthe player’s hand. Similarly, someonewho believes he has been enchantedbut has been affected by a spell of thissphere feels powerless to resist the cast-er’s will, but could actually shake off theorders with no effort. Sample Spells:change self charm person, undetectable lie,suggestion, mind read.

Sphere of the Bishop: This is thesphere of those who demand order andloyalty. While sometimes used by goodand noble priests, it is more often thetrademark sphere of the inquisitor andothers who value blind and unquestion-ing obedience above all else. Thissphere can allow a caster to protect him-self or his allies from other magical con-trols, or to keep them from succumbingto temptation, but it is also useful toforce fanatical loyalty and punish ‘dis-obedience’. It also includes necromanticaffects, for in the view of this sphere, thebishop’s dominion covers the living andthe dead alike. Sample Spells: mind read,hold person, suggestion, domination, inflictpain, animate dead, control undead.

Sphere of the Traitor: The most vileand hated of all Ravenloft’s miraculousspheres, evil priests use the sphere ofthe Traitor to undo all that their benevo-lent brethren have worked to create.This sphere is associated with manyforms of wrongdoing, ranging from sim-ple wounds and diseases to curses orinsanity. This sphere also allows evilpriests to conjure fiends into Ravenloft,for such an action is one of the worstbetrayals that a cleric can ever commitagainst humanity. Sample Spells: causewounds, cause disease, poison, curse, sug-gestion, mindshatter, summon fiend.

Stuff of Shadows:Miscellaneous Elements ofRavenloft & the S AGA System

A few other game elements are com-monplace in Ravenloft but are not cov-ered in the FIFTH AGE rulebook

Fear, Horror, and MadnessIdeally, these events should be han-

dled by roleplaying. However, if theNarrator must deal with players whoseheroes refuse to react appropriately tohorrifying situations, he may call for anEssence action (usually of average orchallenging difficulty). Typical situationsthat call for a fear check include a con-frontation with a being of incrediblepower, while horror checks are used inthe face of atrocities or violations of thenatural order, such as an encounter withundead creatures or dark magic.Madness checks work for mental probesof the foulest creatures, or other caseswhere the victim is forced to come faceto face with pure evil or chaos on a men-tal or spiritual level. Failure causes one ofthe results listed in the Ravenloft rules,while a mishap may cause two or morepenalties, or even a result typically asso-ciated with the next level of danger.

Ravenloft Powers ChecksOnly passionate evil or dark magic

attracts the attention of the mysteriousforces that control Ravenloft. Accidentsthat have evil effects are ignored, as aremost “gray areas,” such as white lies orjustifiable killings.

If the Narrator feels that a powerscheck is necessary, he or she shoulddecide on a card appropriate to theaction. Many of the evil-aligned cardswork well, as do several of the cardsfrom the High Deck. The Darklord makesa good default card. Lesser Deck cardscan be chosen based on their alignmentsand descriptions, and some guidelinesfor using the High Deck are given in thesidebar Crown Cards and PowersChecks. After deciding, the Narratorshould draw 1-5 cards from the deck,based on the severity of the action.Narrators with access to the “Oaths ofEvil” book of the Forbidden Lore expan-sion or the Realm of Terror book in theRavenloft Campaign Setting can use thetable for powers checks provided inthose supplements, drawing one card forevery 2% chance of failure. If theseproducts are not available for reference,then the following guidelines workappropriately. One card is sufficient foracts that only cause minor harm to oth-ers, such as spreading malicious rumorsor beating a peasant. Two or three cardsshould be drawn for cases like stealingeverything a poor family owns, settingup a friend to be imprisoned or floggedfor the hero’s own crimes, or breaking a

54 OCTOBER 1997

minor vow. Four and five-card drawsshould be used for the most foul acts,where the hero causes severe harm andsuffering to innocents or friends, orbetraying all that he believes in for self-ish gain. The Acts of Ultimate Darknessmay require up to 10 or 20 draws for agiven act, or the Narrator may skip thedraw and assign the results of failure. Forspellcasting, draw one card for every 5spell points used. If any one of the cardsdrawn matches the card selected by theNarrator, the hero has failed a powerscheck and suffers the appropriate results.

Example 1: A cabal approaches aclerical hero for permission to use the shrineunder his protection for a fiend-summoningritual. Although this is a severe violation of hisorders principles, the cabals promises ofgold and magic convince the priest to leavethe shrine unlocked that night. Such ablatant dereliction of duty is cause for a pow-ers check. The Narrator decides that the Nineof Glyphs (The Traitor) is the most appropri-ate for this failing, then draws three cardsfrom the Tarokka deck. The Nine of Glyphsturns up as the second card. The Narratordecides that the priest, who has not failed anyprevious powers checks, cannot detect anymagic cast in his presence. Unfortunately forour young cleric, all holy symbols he carriesbecome dull and tarnished in the space of afew days, and any vestments he wears fadeto an unsettling shade of gray.

Example 2: A wizard hero has beenstudying the school of Enchantment andrecently bound half a dozen townsfolk to hiswill. While this act by itself was too “gray” toexcite a powers check, the situation changedwhen the enchanter began tormenting hisvictims “to test the limits of the spell.” Formost magic-related powers checks, theappropriate card is usually the card of theschool or sphere; in this case, that would beThe Three of Stars (The Enchanter). Lookingover the sidebar on Crown cards, though, theNarrator decides that since this is a crime ofmanipulation, The Marionette is most fitting.The spell cost 22 spell points, so five cardsare drawn. Luckily for the wizard, none ofthe cards matches the chosen card. Evenpassed powers checks have their conse-quences, though, so that night the wizarddreams of being a marionette himself; with atruly wicked puppeteer pulling the strings.

Turning UndeadHeroes of pure heart and passionate

spirit may be able to repel the undead ofRavenloft through use of a holy object.The difficulty of such an action is basedon the hero’s faith. Characters who havechosen a good religion and who follow

Crown Cards as the experiments of the vampire ‘psy-and Powers Checks chiatrist’ Dr. Dominiani.

While the alignment and descriptions The Ghost: Dredging up secrets orof the cards of the Lesser Deck make it knowledge from a character’s past forsimpIe to determine which of them to injury or blackmail, or acting onuse in Powers Checks, the High Deck is wrongs that should be long forgotten.more enigmatic. Here is a list of the The Hangman: Making false accu-crimes that each Crown card would fit: sations or otherwise tampering with

the machinery of justice (as opposed toThe Artifact: Theft of valued objects, law, which can be altogether different

often those necessary to survive or to in Ravenloft).complete an important act. The Horseman: Acts of malicious

The Beast: Acts born of passion and destruction, usually committed in coldanger, usually connected to a hero’s blood (The Beast should be used for‘bestial side.’ more passionate crimes).

The Broken One: Sins causing heart- The Innocent: Any act intended tobreak or mental anguish. destroy kindness or innocence.

The Darklord: Sins committed in the The Marionette: Manipulating andquest for power, especially power of an controlling a character through evilevil nature. means or for dark ends.

The Donjon: Harsh imprisonment or The Mists: Abduction or kidnapping.forced isolation, ranging from know- The Raven: Spreading false wisdomingly keeping an innocent man in or silencing sources of wisdom, truth,prison for 40 years to a father who and vital knowledge.refuses to let his daughter marry. The Temptress: Convincing another

The Esper: Intentionally causing person to evil for pleasure, riches, orinsanity or psychological trauma, such other gains.

it in almost all cases despite travail mustsucceed at a challenging Essence action,while those who merely hold to such afaith’s teachings fairly often find such anaction daunting. For atheists and thosewho simply pay lip service to the faith,meanwhile, the action is impossible. Theundead creature uses its Essence scoreto resist a turning attempt, and theaction’s difficulty increases by one stepfor those without a physical holy symbolfocusing their faith (daunting for truebelievers, desperate for those of averagefaith, and impossible for unbelievers).

The Red Death and Saga RulesThe SAGA rules also work well in the

shadowed realms of Gothic Earth. Theguidelines given here suffice for mostchanges, but firearms and magicdeserve special mention.

To convert guns from Masque of the RedDeath to SAGA System, calculate the dam-age by taking the minimum and maxi-mum possible damage (assuming no re-rolls) for a given gun under AD&D rulesand adding them together. This yieldshigh damage figures, reflecting the dan-ger of firearms, but remember that noability scores are added to this damage. Aweapon’s weight category can be foundby taking its AD&D size category, movingthe smallest weapons into very light andthe largest into very heavy, and convert-

ing the rest over directly. For example, aderringer is a very light weapon andinflicts 7 points of damage, while a shot-gun, a medium weapon, causes 21 points.

Spellcasting rules change slightly tosuit the low-magic environs of GothicEarth. First of all, spellcasting codes forMental abilities fall back to their originalSaga versions— A B code grants access toone school or sphere, while someonewith an A code is capable of masteringthree fields of magic. In addition, castingtime costs are increased by one—it costs6 points to cast a spell instantly, whilean hour-long ritual adds 2 points to thespell’s cost and difficulty. Finally, all spell-casting in the Masque campaign settingrequires a Powers Check. To speed play,wait until the end of the session, thenchoose the check card and draw onecard for every 10 spell points used by ahero during the game. Spells used forevil or selfish purposes should bechecked both during the game and inthe post-game “point pool.”

Matthew Martin would like to thankJeremy Biwer and Christopher Butler forplaytesting and proofreading these rules,David Goehrig for inspiration and guidance,and the members of the Ravenloft MailingList for their advice and support.

DRAGON #240 55

by Monte Cookillustrated by Michael Sutfin

eep in the void that is the AstralPlane, beyond the outer githyanki

fortress-cities, deeper than the psurlonstrongholds, and more distant than thesecret berbalang covens, there lie thedead gods. These massive beings areoften called “husks,” because that isreally all they are: mere shells of theirformer selves.

When one refers to a dead god of theAstral, what’s really meant is the god’scorpse—or as near as a power can cometo having a corpse. When a god dies—asrare event as that is—its power fadesaway. All that is left of it is the idea of itsexistence. Each power has a focus, likewar, nature, famine, or motherhood. Thisfocus or idea becomes the remainder ofits essence, which then appears on theAstral Plane, a place where all thoughts,emotions, and ideas eventually end up.

On the Astral, the power’s essencetakes the form of a large mass of rock-or a rock-like substance. The mass (or,as it’s sometimes called, the “rockyisland”) vaguely resembles the mostcommonly perceived appearance of thepower. Powers can take many shapesand have no true bodies as such, butalmost all have an appearance that theirworshippers can relate to and depict inart. This is the appearance that therocky island takes. The features are usu-ally so indistinct, however, that onlyextremely close examination, includingentering the memory aura (see below),can identify the power.

The following information is useful increating continuing adventures afterplaying through Dead Gods, a mammothPLANESCAPE® adventure out this month.Dead Gods isn’t necessary to use theinformation in this article, but the twocomplement each other well.

Traveling to the Astral PlaneAdventurers who wish to travel to the

Astral Plane to explore the dead godshave a number of options. The first andmost obvious is the astral spell. Both wiz-ards and priests can cast this spell,which allows an entire group of charac-ters to travel into the Astral Plane. DMsare encouraged to read through thatspell carefully to be aware of therequirements and restrictions that itplaces upon the travelers and what theycan bring with them.

5 6 OCTOBER 1997

One interesting note about the astralspell is the phenomenon of the silver cord.When the spell is cast, those affected by itgain astral bodies that leave their nor-mal, physical bodies. The silver cord is amagical link that ties the two bodiestogether. It is visible only on the AstralPlane, and even there it is difficult to see,as it extends away like a wispy tetherfrom the astral-traveler and fades fromview after only 10-20 feet.

But the astral spell is a high-level spell,probably not accessible to most adven-turers unless they have a powerful wiz-ard or priest as an ally. An alternativemode of transportation accessible toanyone is a planar portal. These magicaldoorways lead from plane to plane andcan be found leading to the Astral Plane.The portal’s advantage over the astralspell is not just its ease of use but alsothat there are no restrictions as to whatsorts of equipment the travelers can takewith them. The drawback is that portalsare difficult to find, and the key thatactivates them must then also be found(see the PLANESCAPE campaign setting,Planewalker’s Handbook, or “A Handful ofKeys” in DRAGON Magazine Annual #1 formore information about portals).

Lastly, a number of magical items,including the cubic gate, the amulet of theplanes, and a staff of the magi, can poten-tially bring a group of PCs to the AstralPlane.

AnubisBefore a blood’s going to talk about

poking around the corpses of deadgods, he’s got to think about the dan-gers. One of the greatest potential dan-gers is the Guardian of the Dead Gods, abeing that was once a power itself. Itsname was Anubis.

Anubis was a power belonging to theEgyptian pantheon. Then he was apower devoted to escorting the spirits ofdead mortals to their final rest. Now itwatches over dead powers. Why thechange? Good question.

Fact is, no one knows the dark of thetale, or at least not all of it. One versionsays that another power named Osirustook over Anubis’ portfolio as the wardenof the dead, and that Anubis began todie. As he faded into the Astral Plane,something-either the living gods afraidof what happens when they die, or thealready dead powers, aware of his intru-sion on some level and needing assis-tance-empowered him and charged himwith the protection of the fallen gods.Another tale says that Anubis took the

duty upon himself willingly, after spend-ing much time in the Astral and seeingthe desecration of the corpses.

No matter what the reason, however,Anubis has become something whollydifferent. No longer a power but certainlynot a mortal, the Guardian of the DeadGods is a mysterious being unique in themultiverse. Chant is, it sits upon a hugethrone among the god-isles and recordsthe events that occur on or to the deadgods.

Now, as Guardian of the Dead Gods,Anubis watches over its charges andkeeps them from being harmed, exploitedor desecrated. ‘Course, it’s possible thatits duty is much more than that. Perhapsit’s something to do with the nature ofdivine power and its eternal rest on theAstral Plane. More than likely, suchthings are far beyond the grasp of mor-tal minds. For example, the githyankibuild fortresses on the dead godcorpses, and most of the time theGuardian doesn’t seem to care. At othertimes, even touching a particular corpseat a particular time draws its ire.

In any event, the presence of theGuardian of the Dead Gods is not onethat an explorer can overlook. There’salways a chance that a basher’s activitiesconflict with the Guardian’s mysteriousmotives. What the Guardian allows andwhat disturbs it isn’t always clear. If anexplorer does run afoul of the Guardian,most likely its through its proxy, BetitaKhab (see sidebar). Otherwise, it means adirect confrontation with the formerpower-a situation so dangerous that abasher’s only hope is fast talking andluck. Needless to say, the Guardian can-not be harmed by mortal attacks and candestroy with a thought.

If such dire circumstances occur,assume that Anubis can destroy onecharacter each round (generous DMswill allow a PC a saving throw vs. deathat -6). Canny bashers’ll try to escape, inwhich case the Guardian will most likely(80% of the time) allow the offenders togo. Its duty is to defend and guard, notto chase intruders down. Should it fol-low, the Guardian of the Dead Gods cantravel anywhere in the Astral in thespace of one round. It never leaves theAstral Plane.

Luckily, the Guardian ignores mortalsmost (95%) of the time, unless theyattempt to do something particularlyheinous, such as completely destroyingthe body of a dead god or somethingequally foolish—in which case Anubis’sintervention is almost guaranteed.

Betita KhabProxy of the Guardianof the Dead Gods

Anubis has no more specialtypriests. It is thought that those few stillworshipping him draw their powerfrom Anubis’s old pantheon or somehow from the dead gods themselves,In any event, they are clerics, not specialty priests. The Guardian of the DeadGods also does not have an avatar. It iswhat it is—but its still far beyond anypower measurable by mortals.

The only real vestige of Anubis’sformer divine status is its proxy. BetitaKhab served Anubis while it was stillpart of the Egyptian Pantheon, and heserves it in its new role as well. Betitamonitors the god-isles and those thatlive on or around them. All heobserves he reports to his master.Occasionally, he is sent on a specificmission to observe or even to inter-vene. When someone commits an acton a dead god that the Guardianjudges as improper, Betita is often sentto deal with the offender.

Betita is known to the githyanki,and he has their respect. Despite theirdifferences in alignment, they will notharm or cross him.

Betita Khab, human male, M14: AC5 (Dexterity and ring); MV 12; hp 31;THAC0 16 (13 with staff); #AT 1; Dmg1d6+3 (staff of striking); MR 30%; SZM (6’3” tall); ML Fearless (20); AL LG.

Notes: Betita’s magic resistance is agift from Anubis.

S 14, D 17, C 13, I 18, W 16, Ch 15.Personality: Noble and just but

severeSpecial Equipment: Staff of striking

(22 charges), ring of protection +2, ringof chameleon power, gem of insight, robeof eyes

Spells (5/5/5/4/4/2/1): alarm, colorspray, comprehend languages, magicmissile, shield; blur, detect evil, ESP, knowalignment, strength; dispel magic, fireball,hold person, nondetection, suggestion;emotion, fire shield, polymorph self wallof fire; feeblemind, dismissal, telekinesis,wall of force; chain lightning, true seeing;spell turning.

Conditions on a God IsleMost folks call the corpses of dead

gods god isles. Though “space” is a diffi-cult concept to cope with in the AstralPlane, most of the god isles are fairlyclose together, and sometimes anexplorer can just see one or two while

DRAGON #240 57

standing on a third. Most of the time,however, they’re not quite that closetogether.

These rocky husks are generally1d100 × 50 feet long and about a quar-ter that distance wide. Further, each godisle has an area of influence of aboutone-tenth of the length surrounding it.Within this area, the unique conditionsof the individual god, as opposed tothose of the Astral Plane, hold sway.

Some conditions within this area canbe very strange, yet others can be tan-talizingly familiar. Unlike most areas inthe Astral Plane, many (40%) of the godisles have local gravity. Gravity is usuallyfocused at the dead god’s center, so abasher can walk around all sides of theisle as if it were a tiny planet all to itself.Rarely (10%), though, the gravity workson only one side of the god, with a body“falling off” if he goes over the edge.

Another aspect distinguishing the godisles from the rest of the Astral is that afew (5%) have a field around them inwhich time passes normally. Some (10%)have other unique conditions:

1d10001-30

31-40

41-45

46-55

56-60

61-70

71-7374-7576-77

78-80

81-83

84-85

86-87

88-89

ResultExtremely hot (50%) orExtremely cold (50%)Surface obscured by cloudcoverSurrounded by clouds ofpoisonous gasTerrestrial-like storms (rain,snow, etc.) move over thesurfaceReverse gravity field forcesobjects away from thesurfaceOne school of magic isuselessAll magic is uselessPsionics are uselessMagical items lose allpower (30% chance of per-manent loss)Time flows twice as quickly(50%) or time flows twiceas slowly (50%)One material (wood, metal,cloth, etc.) is 100 times asheavy as normalCertain actions DM’schoice, based on the natureof the god) are impossibleor result in a 6d6 electricalattack (no save)Newcomers are immediatelyteleported to a specific areaCharacters of a specificalignment are teleported toanother spot on Astral

90-91

92-93

94-95

96-97

98-99

00

Surrounded by impenetra-ble, permanent darknessOne school of magic istwice as potent as usualwith respect to range,duration, area of effect,and damageRandom monsters aregenerated from the deadgod’s fleshRoll again twice ignoringresults above 95Roll again three timesignoring results above 95DM’s Option

Exploring a Dead GodAside from the guardian, there are

other hazards to exploring the deadgods. Still there are those who do it-forthere are surprisingly large rewards tobe found.

Since the husks are the bodies offallen powers, energy, matter, and evenliving things on or around them are of asort unlike those found anywhere elsein the multiverse. Some are valuable;others are downright deadly.

When determining what can be foundwhen a dead god is explored, use the fol-lowing table. The DM should make 1d4rolls for any particular god isle.

Dead God Encounter Table1d100 Result01-65 Nothing66-75 Githyanki party (2d8 indi-

viduals)76-80 Githyanki fortress (10d10 ×

5 individuals)81-89 Planar explorers/adventur-

ers (1d12 individuals)90-93 Other Astral creature (DM’s

option—see Guide to theAstral Plane or choose)

94-95 Mysterious energy field96-97 Mysterious mineral

98 Mysterious plant99 Mysterious liquid00 Godquake

Mysterious Energy FieldsMany dead gods radiate mental or

physical energies unknown anywhereelse. These energies often play over thegod-isle in waves or flashes. Other times,they exist as steady, limited-radius fields.

One such energy field that most deadgods exhibit is that of the memory aura.These are residual memories that werepossessed by the power. Some areinconsequential and meaningless, whileothers reveal a great deal of informa-

tion. As these events vary from power topower, the DM is left to determine theexact affects of these auras. Most simplybestow some of the god’s memories toanyone coming near, but others take ona more tangible effects—even so muchas conjuring up physical representationsof people, monsters, places, and eventsfrom the deity’s past.

Energy fields vary in size. Some (10%)surround the entire corpse to a distanceof 10d10 × 5’, while others (80%) exist ina 10d10’ radius somewhere on the body.The remainder pass over the body aswaves of energy, moving at a rate of1d100’ per round.

The duration of the fields can alsovary. A few are only microseconds induration (10%), while others (85%) lastfor 6d12 hours, with the remaining fieldsbeing permanent.

Energy fields are distinguished pri-marily by effect. They affect anyonewithin them in these ways:

1d10001-3031-5556-60

61-63

64-66

67-68

69-70

71-72

73-74

75-76

77-78

79-80

81-82

83-84

85

ResultNo effectMemory aura (see above)Inflicts 3d6 hp electricaldamage (save vs. spell forhalf damage)Inorganic materials mustsave successfully or be dis-integratedInflicts a random type ofinsanity (save vs. spell toavoid)Causes confusion for 1d10roundsActs as a heat metal spell foras long as metal remainswithin the fieldRestores any memoriesever lost (through spells,magical attacks, encounterswith the River Styx, etc.)Permanently alters the colorof everything within (blackto white, red to green, blueto orange, yellow to purpleand vice versa)Dispels all magic within asa 20th level casterHeals all wounds com-pletely (works once)Drains all memory (savevs. spell to avoid)Reverses alignment for1d4daysForces beings to re-livetheir most harrowingmoment, paralyzing themwith fear for 1d4 hoursPermanently feebleminds

58 OCTOBER 1997

86

87

88-89

90

91-92

93

94

95

96-98

99

00

anyone failing a savingthrow vs. spellPermanently drains awayall emotionsPermanently adds onepoint of Strength, Constitu-tion, or Dexterity (worksonce)Temporarily adds onepoint of Strength, Constitu-tion, or Dexterity (lasts 2d6days)Permanently adds onepoint of Intelligence orWisdom (works once)Temporarily adds onepoint of Intelligence orWisdom (lasts 2d6 days)Acts as a death spell, butanyone not slain is filledwith power enough tomake a wishPermanently drains awayall psionic powersBestows a psionic ability(treat as a wild talent)Roll twice again, ignoringresults over 95Roll three times again,ignoring results over 95DM Option

Mysterious MineralsThe substance that composes the

body of a dead god is usually describedas “rocky,” but it isn’t truly stone. Instead,it is a unique substance that possessesqualities similar to common terrestrialminerals. This substance, in itself, is aninteresting curiosity worth a fair bit ofjink (1d6 gp per pound) in a Sigiliantrade market.

Of much greater interest, however,are the rarer minerals that sometimesexist within the corpses of powers. Richdeposits of diamonds, emeralds, silver,gold and other valuable minerals aren’tuncommon. Further, an explorer occa-sionally comes upon a small quantity ofsome wholly unique stone or metal.These usually have some special prop-erty that makes them valuable.

Unlike some of the mysterious ener-gies, liquids or plants, most of the min-erals found on dead gods pose littlethreat to an explorer. On the other hand,extracting them is a lengthy process andis more likely to attract the attention ofnearby monsters, and even the Guardianitself.

Note: The mysterious minerals arealways found in tiny quantities—usuallyonly a few pounds of ore at a time. The

DM should be very careful in how avail-able he or she makes these substances.

1d10001-5051-70

71-80

81-85

86-90

Result91

Normal stone or metal orePrecious stones or metals(use the Gem Table inAppendix 1 of the DungeonMaster® Guide if gems(50%) or, if metals (50%),determine which type:copper (30%)/silver (30%)/gold (30%)/platinum (10%);assume that there exists10d100 gp worth of themetal, no matter whichtype)

92

93

Mineral is twice as durableas normal (and thus twiceas hard to extract) andworth three times as muchA metal that can be usedto easily forge weapons orarmor of +1 enchantment(worth 10 gp per pound)A metal that can be usedto forge weapons or armorof -1 enchantment, butwhich are virtually weight-less (treat as no armorfor spell casting or thief

94

95

96-97

abilities); worth 10 gp perpoundA material that can beformed into a golem forhalf the cost and time nor-mally required (50% stone/40% clay/10% iron) (worthten times as much asnormal)A material that can beformed into a double-strength golem (50%stone/40% clay/10% iron)(worth 100 times as muchas normal)A material that absorbspsionic energy, up to 200PSPs per pound (worth1,000 gp per pound)A material that absorbsmagical energy. Up to 20spell levels per pound(worth 1,000 gp per pound)Roll again, but mineral istainted so that anyonewithin 10’ must make asaving throw each day orfall prey to a rotting diseasethat is fatal in 1d4 weeksRoll twice again, ignoringresults over 95

DRAGON #240 59

98-99 Roll three times again,ignoring results over 95

00 DM Option

Mysterious PlantsThriving amid the strange energies

and nourished by the rare soils, a fewdead gods have unusual plants growingon their bodies. The growths on godisles range from green, leafy plants(including trees and shrubs), floweringvegetation, and even various types offungi. They can also include completelyunique plants, never seen anywhereelse in the multiverse.

When a plant is found that haseffects produced by ingesting, imbibingor in any way consuming it, enough isfound to produce 1d10 doses or uses.

1d10001-4041-50

51-60

61-70

71-72

73-74

75-76

77-78

79-80

81-8283-84

85-86

ResultNormal plantNormal plant with oneinnocuous unusual quality(odd color, glows brightly,strange odor, hums musi-cally, etc.)Has the affect of a randompotion if eatenPoisonous (save vs. poisonor die if eaten), but if boiledwith water makes a ran-dom potionProduces a mind-control-ling odor that forces any-one within 15’ who fails asaving throw vs. spell toinsist on remaining on thedead god permanentlyCan be spun into fibers thatcan be woven into clothwhich acts as virtuallyweightless leather armor(treat as wearing no armorin regard to spellcastingand thief’s abilities)Causes euphoria if eaten orsmoked like tobacco (savevs. poison or becomeaddicted—addicts die aslow rotting death over thecourse of 3d4 monthsunless a cure disease spell iscast upon them)Can move and attack as achoke creeperCan move and attack as aviolet fungusPoisonous to touchSecretes a fluid that can beused to make ink for anyprotection scrollSecretes a fluid that can beused to make an ink which

87-88

89-90

91-92

93-94

95

96-98

99

00

is visible only to elves(30%), humans (10%),dwarves (10%), halflings(5%), gnomes (5%), fiends-including tieflings (5%),bariaur (5%), githzerai(5%), or other (25%)Produces an odor thatdrives away fiends 25% ofthe timeCan be powdered andmixed with a normalpoison to enable it to affectfiendsPossesses intelligence andgreat wisdom, is able tospeak telepathically, andhas a Neutral alignmentRestores all memorizedspells if eatenCan be powdered andmixed with godsblood (seebelow) to double the num-ber of doses availableRoll twice, ignoring resultsover 95Roll three times, ignoringresults over 95DM Option

Mysterious LiquidsBubbling up from the heart of a god

isle, the purest waters and the vilest bileslie in pools on some dead gods. Many ofthese liquids are dangerous, but a fewhave beneficial effects.

Planewalkers frequently come to thegod isles specifically hunting for a sub-stance called godsblood. This rare, valu-able syrup is the very essence of divinelife and can be used to heal any wound,cure any disease, and even restore life.Any character so much as touching thissubstance is healed up to his maximumnumber of hit points, is free of disease,poison, curses, insanities, etc. Even scarsdisappear, and lost tissue (like severedlimbs) grows back in 1d6 turns. Deadcharacters are restored to life. Only onedose of this extraordinary liquid is everfound at one time—and only a cannyblood can think of how to transport itwithout touching (and therefore con-suming) it.

Most other mysterious liquids arefound in amounts consisting of 1d12doses, when applicable.

1d100 Result01-60 Water (Stagnant 70%/

Fresh 30%)61-65 Milk (Sour 80%/Fresh 20%)66-70 Blood/bile/etc.

71-78

79-83

84-89

90

9192

93

94

95

96-9798-99

00

Godquake

Poison (save vs. poison ordie if drunk)Disease-ridden (save vs.poison or become infected)Acid (inflicts 1d6 hp dam-age per round if touched)Sentient liquid (treat as aminor water elemental)Equal to a random potionWater that never vaporizesno matter what the tem-peratureWater that never freezesno matter what the tem-peratureThick syrupy liquid thatdries and hardens into afire-proof coatingMolten mineral (use themysterious mineral table,above)Godsblood (see above)Roll twice, ignoring resultsabove 97DM Option

A “godquake” is a period when thedead god stirs. All of them experiencethese shudders from time to time,although they are rare. Treat this effectas a normal earthquake, with after-shocks occurring for 1d4 days after-ward. After a godquake, however, thereis a 20% chance for an encounter withan energy field or mysterious mineral,and a 10% chance for an encounter witha mysterious liquid, as these things areoften brought up or produced by thestirring.

AdventuresThe dead gods of the Astral Plane

suggest their own adventures. Playercharacters, when hearing of the valu-able resources to be found there, willoften travel there on their own with nofurther motivation. Beside generalexploration, however, there are otherscenarios that the DM can incorporateusing the fallen powers.

Sacrilegious SabotageThe Athar is a faction dedicated to

the opposition of the powers and thosethat worship them. They have a citadelin the Astral Plane, among and over-looking the god isles, for they believethe dead powers to be proof that thereis nothing “divine” about the known“divinities.”

Most of the Athar know to leave thedead gods alone, however, for they

60 OCTOBER 1997

have a healthy respect for the power ofthe Guardian. A few, however, are will-ing to pay handsomely to daredevilsand thrillseekers willing to commitminor acts of “vandalism” upon thefallen bodies of the powers. These actsinclude marring the outer surfaces, chip-ping away substantial portions, andeven painting anti-power slogans uponthe bodies. ‘Course, those barmyenough to carry out such acts risk thewrath of the Guardian, his proxy, andthose who still might revere the fallengods.

Interested adventurers should speakwith Dimal Huves (Pl/male human/F6/Athar/CN), a minor official in the Athar’sAthar Citadel.

The Astral AdvisorAmong the githyanki there are indi-

viduals known as hr’a’cknir that are ableto perceive and identify the strangeenergies found among the dead gods.An aged planar explorer named FarisEssil (Pr/female half-elf/F6, W5/FreeLeague/NC) is in need of a hr’a’cknir,and she’s willing to pay some youngeradventurers to find one.

Faris has come upon a particularenergy field on the body of a dead godthat seems to knit wounds and stopbleeding. However, those who spendmuch time within the field sometimesrun screaming out of it, their mindssnapped like twigs. She knows that onlya hr’a’cknir can truly identify what’sgoing on and why the field is sometimesdangerous.

The PCs, should they accept thismission, must explore the god isles for agithyanki settlement that has an experi-enced hr’a’cknir willing to help them.Since the githyanki are very insular andunfriendly (not to mention evil), this is atask for a group of good negotiators aswell as those who can protect them-selves against githyanki psionics, magic,and other attacks.

The energy field in question is 20’ indiameter and is layered so that the outerfour feet produce a healing effect (heal-ing 1d8 hp to anyone within), but theinner 12’ have a negative effect on anyminds within, causing them to go hope-lessly insane (save vs. spells to avoid).

Home on the StrangeA barmy old basher named Barvac

Poite (Pl/male tiefling/F8/Bleak Cabal/N) has decided that he wants to live ona dead god. He’s looking for able-bodiedplanewalkers willing to explore the

god-isles to find a safe spot and thenwatch over things while his home is built.

Not only must the PCs contend withthe normal hazards of exploring thedead gods but they must also deal withthe githyanki again. This time, though,the Astral warriors are on the offensive-they don’t twig to the idea of someoutsider tiefling calling kip in their terri-tory. Raids by the gith warriors arenumerous, as are some magical trapsthat the githyanki have set to wardaway trespassers.

The Last PilgrimageEndryt Fallow (Pr/male human/C10-

no spells—/LG), the last worshipper of apower named Graessomar, has come tothe Astral Plane to pay his last respectsto his fallen deity. He needs help in find-ing the dead god and protection on hisjourney. He’s never been off the PrimeMaterial Plane and is woefully ignorantof the ways of the Astral.

Viggs (123): AC 6; MV 18, Br 6; HD1+2; hp 8 each; THAC0 19; #AT 1; Dmg1d4; SA burrowing under foes; SW purewater inflicts 1d8 hp damage; SZ S (1‘-2’diameter); ML Steady (12); Int Low (5-7);AL NE; XP 65.

Notes: When the viggs burrow undera foe, there is a 1 in 4 chance that theground under the victim collapses inflict-ing 1d6 hp falling damage.

Worse, once Graessomar is found,Endryt discovers that his power has beenoverrun by horrible parasites that feedon the corpses of gods. These creatures,called Viggs, are numerous and nasty-and Endryt wants them destroyed. He’lloffer his escorts a handsome payment

Monte Cook is neither dead nor a god,and working for TSR is bringing him closerto one of those states.

and his undying gratitude if they’ll helphim rid his deity of these beasts.

Unfortunately, the viggs are surpris-ingly intelligent and crafty. They soonorganize themselves and form a strongresistance to the exterminating charac-ters. The creatures use their incredibleburrowing capabilities to cause theground under characters to collapse,hoping to trap or kill them. The viggsenjoy swarming over fallen characters.

DRAGON #240 61

62 OCTOBER 1997

Ron Collins

Artwork by Michael Sutfin

eldrin, the, time has come for youto develop your true power.”Attruic-eb spoke in a low, coarsevoice. A bronze brazier smol-dered at the center of the table,its embers simmering, reekingsourly and casting an eerie pale

on Attruic-eb’s wrinkled face and graying beard.Teldrin forced his heart to calm and hoped the

smile he felt rising to his lips was not too visible.His gaze met that of Attruic-eb. Despite his age, theelder wizard’s eyes glittered. “I am honored, LordSuperior.”

“I’m sure honor has nothing to do with it,”Attruic-eb replied. “For months I have watched youplace barriers in your opposition’s path, deliberatelyimpeding my other apprentices and using theirfailures as stepping stones for your own advance-ment.” He paused. “It has been . . . entertaining.”

“It was you who taught me the advantages ofproper preparation, Lord Superior.”

“Apparently I have taught you well.”An awkward silence hung for several moments

during which Teldrin could hear only the hiss ofburning embers. He stood before Attruic-eb’sthrone-like chair and stared at his own feet. Thiswas it. Three years of work was about to pay off.“How do I do that, Lord Superior? How do I developmy true power?”

“Do not be coy with me, mageling. I am awareyou have spent considerable time studying theorder’s bylaws. You understand there is only somuch power in this world. In order to claim yourown, another’s must be freed.”

“What is your will, Lord Superior? For I am alsoaware that only a master can cast the spell thattriggers my talent. You hold the key to myprogress. What duty am I to be assigned beforeyou will make me a wizard?”

Attruic-eb tilted his head back and stared downhis nose at Teldrin. “I have discovered the where-abouts of a ring of power. If you bring it to me, Iwill grant you status.”

“What is this ring?”The Lord Superior smirked. “Some magics are

too strong to be tampered with by one of yourexperience. Suffice to say its retrieval will ensureyou a healthy start toward your mastery.”

“Where is it?”Attruic-eb brought his hands together and rested

his chin upon his fingertips. “On the hand of aLectodinian mage.”

Teldrin contemplated this situation for amoment. Lectodinian activity was always at oddswith Koradictine, but direct confrontation was

D R A G O N # 2 4 0 63

to be avoided — wars between the Orders wereoften bloody. “So I must steal it.”

“Obtain it however you will. But I seriously doubtyou can take it while the mage lives.”

Teldrin peered into Attruic-eb’s eyes, trying to dis-cern a hint of humor but finding none. “Surely, youdo not mean that my task includes killing a man.”

“Of course not,” Attruic-eb replied, enunciatingeach word with sharpness normally reserved forberating poor performance. “The Lectodinian magewho wears this ring is a woman named Raevyn.”

“Such an action will surely spark a war.”“Is this actually what concerns you, Teldrin? Or

are you merely hiding a fear of killing?”Teldrin thought on this. He let his stare wander

to the brazier and lose itself in the embers that laysmoldering there. He would steal for power, therewas no doubt about that. He would cheat, maim,lie — whatever it took. And he would kill. He wassurprised at this realization, at how easily thedecision had come. There really was no decision.

It had always been there — the fact that hewould take another’s life to lift himself to a positionof power, to dominate a piece of the world. It hadbeen there since his father had governed his home-town of Twillen, proving himself to be weak andunwilling to take advantage of his position, wastingthe opportunity to wrest control for himself when itwas there for the taking.

“Obviously, I will require aid to defeat anestablished sorceress.”

Attruic-eb nodded. “Place your dagger on thetable.”

Teldrin did. The blade had been his father’s, anoffering from the leader of a neighboring village.He almost grimaced, remembering how his fatherrefused to use the blade to broaden his control.How sweet, he thought, that a symbol of hisfather’s weakness would serve to establish Teldrin’sown true power.

Attruic-eb’s fingers shook slightly as he heldthem over the blade. He spoke a few words ofmagic, and his fingertips glowed. A luminescentpink mist enveloped the dagger, bringing a gleamto its edge.

Finally, Attruic-eb looked at Teldrin. “The daggerwill thwart magical protections. It should provideyou entrance to Raevyn’s lair. Use it well.”

“I am ready, Lord Superior. I will let nothing standbetween me and the power that is rightfully mine.”

Attruic-eb sat back in his chair. “I never doubtedyou would.”

64 OCTOBER1997

The ring on Raevyn’s finger grew warm. Sheturned her gaze away from the volume she wasreading and stared at her hand.

Someone is asking about us, my dear.The voice was familiar, gentle and seductive,

with a silent edge that should have warned ofdanger back when it was not too late but insteadhad lured her deeper into its clutches.

“Yes,” she said out loud.Excellent . . . it has been too long since we last had a

caller.Raevyn stood up and walked to a floor-length

mirror. She brushed hair from her cheeks andstared into the hollow pits of her own eyes.Familiar anxiety washed over her — fresh longingmixed with dread. Her stomach churned with anodd mix of questions. Was he a good man? Wouldshe drain him slowly, watching him wither as hislife seeped away? Would she take him quickly andsee the morbid shock on his face? Did he havefamily?

How long could she continue like this?Don’t get sentimental again.“Be quiet, please. I need to be alone.”But, Raevyn. You will never be alone. I am yours, and

I am always here for you. Together, you and I areinvincible — a perfect pair bonded for eternity, just asyou always dreamed.

Raevyn’s jaw clenched. Yes, she had alwaysbeen afraid of being alone.

Raevyn sighed and stared deeper into the mirror.Men’s faces flashed at her. Ten. Fifty. A hundred.Who could remember after centuries? Kayelwyn,pure and powerful — she had nearly smothered inhis intense energy. Fraydon, who had almost livedthrough their encounter. Danlim, the Prince fromTawntor who had stolen her heart, but who hadsuffered more from her curse than any of theothers. Everyone she touched was dead by herhand.

It was tiring this life. And trying. She might liveforever. She performed any magic she desired. Butwhat good was immortality if all she could seewere faces of men she had killed? What good wasunlimited ability when there was no one to share itwith, when she chose to live in a hollowed-outcave just to keep her sanity?

She gazed forlornly around the room.Candlelight flickered, illuminating velvet-coveredfurniture and marble sculpture. A flowing fountaingurgled in the distant corner. Paintings of openlandscapes adorned the walls, lifeless in the dimshadows.

Raevyn thought about the man who would soonarrive. She wondered what his dreams were, and

she was saddened to know he would neverachieve them. Perhaps he wouldn’t come. Perhapshe could resist temptation. But Raevyn knew betterthan to put credence to these hopes. The ringwould find a way to provide for her.

It always did.

Teldrin stood in the midnight shadows of amoonless night, tucked into the darkest corner of aback alley, waiting for a man named Varga, asmall-time thief and big-time snitch. If anyoneknew where Raevyn’s hideaway could be found, itwould be someone like this.

The night air was cool and wet. Teldrin leanedagainst a decrepit tavern made of mudbrick andrough lumber. A coarse scent leaked throughcracks in the walls, seeping into the streets to becarried off by a slow breeze. Inside were addictsand gamblers, men who smelled of garbage andspoke their guttural language in whispers thatsounded like rats scampering through sewer drains.Teldrin despised them. They had no vision. Theywere weak and despicable, the lowest form of life.

He had been in Daggertooth for three long days.It was a small town, a prospecting city built onmountain gold and filled with pickpockets andmurderers, all of them spineless, afraid to talkabout a lone sorceress. Teldrin touched the pom-mel of his dagger and smiled. Before he could stealthe ring, he had to know Raevyn’s exact location.What money apparently could not buy, the bladewould surely discover.

Varga stepped out of the tavern. He was shortand thin, scrawny, with greasy hair pulled back bya knotted headband. He walked down the alleytoward Teldrin’s position, swaying slightly with eachstride.

Teldrin waited. Once Varga passed him, Teldrinstepped forward and wrapped his arm aroundVarga’s chest. The thief struggled for a moment butcalmed considerably when Teldrin held his daggeragainst his neck. “We need to talk,” Teldrin said,“and I won’t take no for an answer.”

Varga hesitated, considering the situation. “Then Iwon’t give it,” he replied at last. His breath was fetid.

“I’m looking for a woman.”‘Aren’t we all,” Varga snorted.“Where can I find Raevyn?”“You’re talking to the wrong man.”Teldrin applied more pressure to the dagger,

drawing a thin line upon Varga’s neck. This bladecarries my magic, Varga. I would enjoy testing itsedge this evening.”

Varga grunted, a sarcastic sound — almost alaugh. “You are a fool if you think a simple piece ofenchanted steel will protect you from Raevyn.”

Teldrin said nothing, merely increased pressureupon the blade. Blood beaded at the weapon’sedge, and a thin dark line ran down Varga’s neck.

Varga’s voice dropped to a whisper. “She lives inthe mountains, halfway up the north face ofHammond’s Peak. Look for three rocks that sit atopeach other, and follow the mountain up anotherhundred paces. But, I’m serious. There’s nothing butdeath with this sorceress.”

Teldrin grinned. The home of a feared sorceressshould have a grander entranceway. This would beeasier than he thought. “I am no schoolboy,”Teldrin said with more confidence than necessary.He pulled the dagger away from Varga as hereleased him, pushing him farther into the alley’sshadows.

Varga collected himself and peered through thedarkness, as if studying Teldrin’s face. “You are afool. Raevyn has lived in these parts for as long asmost can remember. She comes to town now andthen. And every time she comes, men die. Listen tome. You’re best served leaving Raevyn alone. Shedevours souls. She’ll use what you give her, andshe’ll take what you don’t.”

Teldrin merely nodded his head and turned towalk away. Suddenly, he stopped and craned hisneck toward Varga. “Thank you for the advice. I’llremember it when I rule this land.”

He spat, then continued up the road.

All that Raevyn ever really wanted was to beloved. At least that’s what she had thought whenshe was a child.

But that was before magic entered her life,before she felt electric energy dance along herarms and before she brought a flower to life. Thatwas before the ring.

It had promised to fulfill her dreams.And it did. Once she slipped it on her finger, she

became the person she always wanted to be.Awkward as a girl, Raevyn grew beautiful as she

aged. Shy at first, she began to draw men withouteffort. These men would stay with her for varyingperiods of time — weeks, or even months. Buteventually she would become bored with them, orthey would slip away. As each relationship flour-ished, the ring fed her with sorcerous power thatwas stronger than any before.

As her stature grew, she drew more attention.And with each champion, her sorcery became evengreater.

DRAGON #240 65

She should have known where the power wascoming from. Perhaps, somewhere inside her mind,she had known but was afraid to face the truth.

Once she finally understood that her growingpowers came at the expense of these men, thatthey were left hollow and lifeless — eventuallydying — once she understood this horror, it was toolate. Like a haggard drunkard who curses life’sunfair evils as he buys another tankard, Raevynwas addicted, willing to do anything.

Suddenly, she realized she was nothing morethan a slave and would be for the rest of her life.

Teldrin slipped the pack off his shoulder. It hadtaken him a full day to get here, standingbefore three rocks lying one atop another.

His muscles ached. His lungs screamed for a fullbreath. Walking in high altitude was taking its toll.A thin sheen of sweat covered his forehead, bring-ing a cool sting from the mountain air. He lookedover his shoulder and watched the sun edge closerto the horizon.

The thin air carried the heavy aroma of freshpine — and another odor also, one that perhapsonly Teldrin could sense. Power. Energy. It washere, ready for the taking.

Rested, Teldrin hefted his pack to his shoulder.He breathed deeply and strode farther up themountain.

He came upon an opening, a simple cave morethan anything else. His hand brushed against thepommel of his father’s dagger, and he stopped towithdraw it. The blade glowed pink. Holding theweapon before him, he entered, walking softly. Theair was damp and smelled of mildew. After a fewsteps the cavern grew dark, and the dagger’s thinlight was all that lit his way.

The walls were rough-hewn, scarred by the picksand chisels that had gouged out the cave. The floorsloped upward and curved back upon itself,making a slowly spiraling helix. There was nosound. Teldrin moved as if in a dream. The wallsbecame smooth and unblemished, a texture thatno craftsman could achieve alone.

He paused.What power could carve these walls? How

would he manage to steal such power from itswielder? His heart pounded, the cave’s stillnessmaking the rush of blood throb in his ears. Heshook his head to clear these thoughts. Self-doubtwould ruin his quest. He would be victorious. Hehad to. There was no other possibility.

With a final shake of the head, Teldrin beganwalking, progressing unheeded until he came to adoor.

Raevyn sat on her couch and stared into thewater-filled bowl on the table before her, watchingas the young man climbed the path to her door.

He draws nearer, my love. Are we prepared?What would this one bring? Would he be sweet

and tender? Or would he be primal and instinc-tive — like so many of the others, direct and bold inhis questioning but limited in his ability to under-stand the answers?

The ring grew warm on her finger and blazed inRaevyn’s mind. It tugged and pulled at her soul.Fresh blood. Energy. It is ours. Take it. let it flow throughyou. He wants you, Raevyn, Iike all the rest. It is rightthat he be ours.

Raevyn struggled against these urges only briefly.She had tried to fight them before, but found theeffort futile. The ring always won, and the more shefought, the greater sorrow she felt later.

Teldrin paused before the door. It was carvedfrom oak and inset with silver sigils and oddlyasymmetrical glyphs. His muscles quivered as hepressed against the door, his throat suddenly dry.Power was behind this door — his power. Hesensed this in a fashion that he could neverdescribe, an aura that hung invisibly in the air, asurety that this was his destiny.

Gripping his dagger, Teldrin pushed gently. Thedoor moved. Swirling fragrances filled his senses.Jasmine, patchouli, clover, persimmon — the odorscame and went, but there was no breeze as heslipped through the doorway.

“You won’t need the blade,” a feminine voice said.Teldrin looked toward the voice. Raevyn lay

seductively on her couch, her long hair fallingdarkly, black with subtle highlights of reddishbrown. Her face was smooth, with gently curvingcheekbones and full lips. She wore a dark dress,midnight blue with silver lace at the waist andhigh-collared throat.

At first, Teldrin thought she was beautiful. Thenhe stared into her eyes. There was pain anddarkness in them, anxiety and internal struggle, aharsh reality that burned through him.

He straightened. “Perhaps I won’t,” he said,annoyed at having lost the element of surprise soearly in the encounter. Teldrin slipped the daggerinto its sheath but kept his hand in close proximity.

66 OCTOBER 1997

Raevyn’s lips quivered. Energy crackled in thespace between them.

Suddenly she was standing before him, so closeher breath moistened his face. Her smell engulfedhim, fresh and vital, the smell of a mountain water-fall. She leaned forward and their lips met. Soft.Velvet.

Her power scorched his mouth. Her kiss tastedtangy and wicked, dangerous. Energy and emotionsmixed inside his mind, flowing through his body,seeping outward as if the force of Raevyn’s kisspulled upon them. By the time he realized his handscould no longer reach his dagger he no longer cared.

Raevyn stood over her visitor as he slept. Hisface was slim, its muscles relaxed in slumber. Sheran a finger along his cheek. It was smooth andtender. How long would he last? How long beforethis cheek would be cold and stiff? How longbefore she would take him to the burying place inthe heart of the mountain?

Raevyn grew warm and her thoughts jumbled.Come, my love, while his energy rages. It is time to

prepare new magics.Raevyn nodded her head silently and turned

away.

Teldrin awoke to find himself on a large downmattress covered in thin silk sheets of blue andpink. He gazed around the room, peering throughhalf-lidded eyes that felt swollen and bloated. Asingle tallow candle sputtered from a stand acrossthe room. His robe was thrown across a chair. Hisdagger lay on the ground. He tried to rememberwhy he was here. He tried to remember wherehere was. But his mind was hazy, his thoughtshollow and slow to come. His head hurt.

He slid off the bed and was surprised to see hewas naked. Then he remembered Raevyn, the bed,and sensations he had never thought possible. Heremembered the ring.

The last thought brought some reason to hissenses. He ambled to his robes and slipped intothem. He slid his dagger into his belt and lookedaround. Darkness and confusion limited his abilityto see far, but a door-shaped area of blacknessstood out across the room.

He went to it, and soon found himself peeringdown a long hall. Golden light came from an opendoorway. Teldrin thought he heard a voice, lyricaland steady. But it was so soft, and so thin, hecouldn’t be sure.

As he drew closer to the doorway, the air grewcharged and thick. The floor was cold against hisbare feet. His muscles ached and his headthrobbed. But the exertion had cleared histhoughts. He clenched the dagger and pressed hisback against the wall outside the doorway.Raevyn’s voice rose and fell in cadence, singingalmost, but not quite. The light inside the roomvaried in intensity with her melody. Teldrin edgedcloser and peered into the room.

Raevyn stood with her back to him, her armsoutstretched and her head tilted slightly upward.She was dressed in flowing aqua that whirledgently about her, floating on an arcane breeze. Herhair hung freely, twisting and turning on the samebreeze.

The ring on her finger pulsed gold.Teldrin slipped quietly into the room. Here, raw

energy was almost a separate presence. Thick andsharp, Teldrin nearly choked on it. He looked at hisdagger and saw that it, too, pulsed, joining in theflow of sorcerous power and shedding a pink lightthat combined with that of the ring to create flash-ing orange rays.

The ring.It commanded all of his attention. Nothing else

in the room existed. Nothing else mattered. Teldrinstepped closer, moving as if in a trance. This washis power. It was proper that it be his.

He shifted the dagger in his hand. Another stepand the ring would be his.

Raevyn floated on the astral breeze. The ringwas a presence here. It ran a hand over her shoul-der and kissed her, leaving her lips tingling withraw energy. Its heat warmed her, flowing into her,traveling through her skin and into her body.

It had been months since they had fed. Sheached for more but the ring toyed with her, with-holding most of the energy, letting it waft in the airaround her while she digested the few droplets itallowed to pass through.

Even as her heart pounded and adrenalinecarried her further into trance-state, even as hermuscles quivered and soaked in warmth, even asher mind begged for more, Raevyn hated herself. Itwas like this every time. She could not control it,and she was afraid. Yet despite her fear, and despitethe knowledge of the energy’s source, something inRaevyn did not want to break free — could neverbring herself to part with the ring.

D R A G O N#240 67

Teldrin slashed, slicing through Raevyn’s ringfinger and her small finger. The room grewsuddenly dark, and Raevyn’s scream filled the air.

Pain shot through Raevyn’s entire being, stab-bing and exploding in every direction at once.Synapses fired. Her nerves ran with pain likemolten steel. Emptiness — a hollow vacuum likeshe had never felt before.

Her muscles would not respond, and Raevyncould not catch herself. She fell, screaming, voiceechoing inside her head, reverberating along astrallines.

Then, mercifully, everything went black.

Teldrin heard Raevyn slump to the ground, andthe metallic sound of a coin rolling on the stone floor.

Then silence, nothing but his own breathing. Hisdagger glowed dimly in the darkness, revealingRaevyn’s body, two fingers missing from one hand.Oddly, there was no blood, and both stumps werehealed over.

The ring lay in a corner of the room, a band ofgold with jade inlay. Teldrin walked to it and pickedit up. It was warm. He put it in his pocket andmoved to examine Raevyn.

He knelt over her. She was alive, her breathingshallow but regular. Teldrin hefted his dagger; itglinted in the darkness, urging him on. But killing aLectodinian would surely result in a mage war, andTeldrin had studied enough history to know thatyounger wizards were always the first to die inbattles between the Orders, the stronger gatheringpower from the weaker in preparation for majorconflicts.

Teldrin already had his quarry. He stood,sheathed his dagger, and left the room.

Teldrin returned to the clearing where threerocks were formed atop one another. It was darkand cold. His breath floated around his head like awreath.

I can give you strength, Teldrin. I can make you theman your father never was. The voice was soft andseductive. Teldrin looked around before realizing itcame from inside his own head. He reached into hispocket and pulled out the ring. It glowed blue-greenin the darkness. I will give you strength — and power.Power greater than you have dreamed.

“You belong to my superior,” Teldrin said aloud.“If I do not give it to him, I cannot become amage.”

Attruic-eb? it is not appropriate that he should beyour superior. indeed, he is nothing. We shall be hissuperior. I, too, am a master, Teldrin. I can grant yourwizardry. Wear me, and we will hunt down Attruic-eb.His power will serve to bring you what is properly yours.

Teldrin held the ring between his fingers andthumb.

You are special, Teldrin. I will make you more so. Youwill be held in awe by your people. And why shouldn’tyou be? You will control anything you desire.

He studied the ring, feeling its warmth, letting itspread through his fingers and up his arms. In hismind, Teldrin saw his father, and he saw Attruic-eb.

It was everything he ever wanted. He hardly felthimself slip the ring onto his finger.

True power was his.

Raevyn breathed deeply, soaking in the cleanmountain air for the first time in as long as shecould remember. The sky was littered with ablanket of stars, each twinkling as if to welcomeher. Cricketsong filled her ears.

She flexed her fingers, still unused to her missingdigits. A smile crossed her face. It was worth it.

Raevyn had once been able to move this moun-tain if she so desired. She had been able to fly. Shehad made powerful men weep at her feet. But nowthat power was gone, and she walked down themountain.

She was free. Free to make her own choices.Free to live her life in her own fashion. Free toshow people who she really was and to choosewho that person might be.

She finally had true power.

Ron Collins lives in Columbus, Indiana. His fiction hasappeared in DRAGON Magazine and Marion ZimmerBradley’s Fantasy Magazine, among others. His futurepublications include stories in original anthologiesThe Return of the Dinosaurs and 365 Scary Stories— A Horror a Day.

68 OC T O B E R 1997

reelix pounded the gavel threetimes on the table and said those

magical words of power, the words thatsilenced the conversations of thosearound him and brought all eyes facinghis way. These were quite easily his tenfavorite words in all the languagesknown to man:

“This meeting of the Monster HuntersAssociation is hereby opened.”

Satisfied that his colleagues were giv-ing him their undivided attention,Dreelix continued. “Tonight Zantoullioswill debrief us on the results of our littleforest expedition. Grindle will report thestatus of our current funds and will becollecting dues from those of you whofailed to pay last month. Let me remindyou all, here and now, about the ten-percent late fee! Finally, Willowquisp hascome across a formula for a potion oflongevity; he’ll describe the necessaryingredients, and we’ll start planning aHunt accordingly.”

Suddenly, the door to the meeting-hall swung open, and into the roomstepped a beautiful young woman.“Mister President,” she said in a huskyvoice, closing the door behind her, “Ihave a point of order: I seek admissioninto your illustrious organization.”

Dreelix, irritated by the interruptionof his meeting, was further annoyed tosee that he was no longer the center ofattention; all eyes were upon the youngwoman. Scowling, he opened his mouthto rebuke her, but then he got a goodlook at her himself.

By the gods, she was beautiful! Dreelixwas never one to let his emotions runwild, but he felt his heart actually skip abeat as he looked upon her. Brown hairflowed-no, cascaded-over her shoul-ders, framing the most angelic face he’dever seen. Large brown eyes, slightlyalmond-shaped and not a little mysteri-ous, managed to project sensuality, aloof-ness, and mystique all at the same time.Her lips, her radiant skin, her sleek figure,her—were they? yes!—dimpled cheeks.... Dreelix’s eyes didn’t know where to focusas he tried to absorb the totality of thisintense creature.

A small hmmph! caught Dreelix’sattention, dragging him from his reverie.It was the Conjurer Ablasta, sitting at hisright, who was frowning in jealousy atthe young woman. Lady Ablasta enjoyedthe position of being the only femalemember of the Monster HuntersAssociation, and she apparently didn’tthink much of sharing the role with a gor-geous young woman at least thirty years

by Johnathan M. Richardsillustrated by David Kooharian

her junior. As she stared at the newcom-er, she wore an expression of distasteusually mastered only by spinsterly headlibrarians when confronting a youngpatron with several overdue books.

Realizing his mouth was still hangingopen, Dreelix snapped it shut and swal-lowed, his throat suddenly dry. He hadlost control. How had this happened?Blast it all, he was in charge here!

“Look here, Miss . . . ?” he managed toblurt out, before realizing he didn’tknow her name.

“Azurielle,” the young woman supplied.“Azurielle, thank you. There is a cer-

tain protocol about these things. First ofall, to gain admittance, you must be ableto provide information on a specificcreature that can be used in the fash-ioning of magical spells, items, and thelike. There is the matter of the admit-tance fee, of course, and you must besponsored by a current member. Untilyou can provide those ...”

“I believe I have the entrance feeright here,” the young woman replied,reaching to untie a small sack from herbelt. Dreelix couldn’t help but noticehow the simple movement accentuatedthe curves of her body, and he swal-lowed hard again. “As for a sponsor, per-haps one of you kind gentlemen ...”

She couldn’t finish her sentence.Immediately, Grindle the Coin-Counterleapt to his feet, blurting out “I’ll sponsorher!” He wasn’t the only one to rise tothe occasion. With a scraping of chairs,both Zantoullios and Buntleby jumpedup as well, voicing their willingness toserve as sponsor, the former bumpinghis table as he did so, knocking over hisdrink.

“Well, it appears that we have noshortage of sponsors,” admitted Dreelix.“But what about a monster? Do youhave information on a specific monsteruseful to the Association?”

“I do indeed,” replied Azurielle. “Ihave detailed information on thenymph.”

Dreelix smiled. “You’re a little late, I’mafraid. We only just last week returnedfrom a successful nymph Hunt. In fact,Zantoullios was just about to brief us allon the results.”

“Perhaps I might listen in, then?”asked Azurielle. “My knowledge is quiteconsiderable; I might be able to add toyour list of useful nymph by-products.”

“By all means,” replied Dreelix with asmile.

Looking upon Azurielle, Buntlebythought it seemed almost as if she waseven more beautiful than when she first

DRAGON #240 71

entered the meeting hall. He was fortu-nate enough to have an empty chairnext to him, and with a grand flourishand a beaming smile he ushered her intoit. As she took a seat, he detected a scentlike wild flowers about her.

“Now then, Zantoullios, if you’re quitefinished there ...?” Dreelix asked with araised eyebrow.

Zantoullios had a sopping wet clothnapkin in his hand, with which he hadbeen mopping up his spilled drink.“Certainly,” he replied, dropping thenapkin on the table and approachingthe lectern on Dreelix’s left.

Zantoullios cleared his throat, lookedat Azurielle, smiled, and began his brief-ing. “Last week, after hearing of the pres-ence of a nymph in the forest nearby,three of us went out in search of her. Wehad, of course, studied up a bit on themagical abilities of nymphs and prettymuch knew what to expect.”

“If I may ask, what magical abilitieswere you aware of, and how did you planon counteracting them?” asked Azurielle.

“First of all, it is well known that evena glimpse of a nymph can cause blind-ness.¹ We countered that by wearingblack gauze blindfolds. These allowedus to make out figures around us, butnot in any detail. Thus, the nymphappeared as no more than a silhouetteand could cause our vision no harm.”

“Very clever,” commented Azurielle.“Next, we knew nymphs can cast the

dimension door spell once per day.2 Notwishing her to escape so easily, weassigned Grindle the task of keeping herin one place. As you can well see,Grindle easily weighs more than adimension door spell can transport; oncehe got his arms around her, she wasunable to teleport away.”

Looking at Grindle, Azurielle couldindeed see how the man’s weight wouldprevent the use of the spell. Sensing hereyes upon him, Grindle beamed, flexed,and added “It’s all muscle,” a statementbelied by the folds of flesh wobblingunder his upper arm.

“But how did you approach her unde-tected?” asked Azurielle. “Surely thenymph would have seen you stumblingup to her, wearing gauze blindfolds andwaving your arms about in the air?”

“Not so,” replied Zantoullios. “It wasonly necessary for us to get Grindlewithin striking distance. While the rest ofus stayed well out of sight, Grindle poly-morphed himself into a mole. Thus, hewas able to walk right up to her —nymphs often pet forest creatures thatapproach, and she certainly wasn’tgoing to suspect a mole of being a manjust because he kept his eyes closed.

“Once Grindle felt the nymph strokinghis mole-pelt, it was simplicity itself tocancel the spell and overpower her.When Grindle called out that he had thenymph, the rest of us approached, and ashe held her steady, it was easy enoughfor us to cut off a few locks of her hair-useful in the production of sleepingpotions³—and coax a few tears out of her.”

“Oh? And how did you manage that?”asked the young woman.

“It was simple, really, she was veryobliging. In fact, she began leaking tearsas we began cutting her hair—somethingabout diminishing her beauty, I think.Dreelix kept the tears flowing bydescribing what would happen if shetried to escape—you know, burningdown the forest, stomping on baby bun-nies, that sort of thing. He’s really verygood at it, you know.”

“I have always had the gift of elo-quence,” admitted Dreelix.

At his seat next to the beautiful new-comer, Buntleby frowned. A quick lookat his friend Willowquisp the Zoophile,seated across the room from him, con-firmed that neither man thought muchof their leader’s tactics. Apparently, nei-ther did Azurielle, for Buntleby thoughthe could sense repressed anger buildingbeneath the calm exterior of her lovelyyoung face.

“How much did we acquire?” askedOld Gumphrey, the oldest of the MonsterHunters and a sage of well renown.

“I’d estimate enough hair for a gooddozen or so sleeping potions, ” repliedDreelix. “I haven’t begun distilling thetears into philters of love yet, but I’d guesswe should have enough for at least four,maybe five. I’ll keep you posted.”

“Well, Azurielle, as you can see, I’dsay that we did our homework on thenymph. Thank you, Zantoullios, youmay step down.” Returning his gaze tothe young woman seated by Buntleby,Dreelix asked, “Is there anything you’dcare to add?

“There certainly is,” replied Azurielle,standing up and approaching thelectern. All eyes were upon her as shewalked, including those of Zantoullios,who nearly tripped over his chair as heattempted to take his seat.

“First of all, your study and researchof the nymph seems a bit one-sided: itseems you bothered to study only howto capture and use a nymph to yourown benefit. And, I must say, even thatlist is not all-inclusive. I know of at leastone other use to which you can putthose locks of nymph’s hair.”4

“By all means, let’s hear more!” saidDreelix, always eager to learn of moreways to plunder magical creatures oftheir properties. He nodded to theConjurer Ablasta, who began her spell ofrecording. Instantly, a feather quill poiseditself over a book of blank pages, readyto copy down the words that would leadthe Monster Hunters Association intonew avenues of exploitation.

“Before I take up those matters, Iwould like to say a few words in generalabout the nymph,” said Azurielle. Dreelixrather grumpily agreed; he was eager toget to the important facts, but found ithard to say “no” to such a beauty.Besides, he could always just daydreamthrough the boring parts.

“Nymphs are not normal, flesh-and-blood creatures of the ordinary world.They are spirits of nature, the physicalembodiments of loveliness. They appearas perfectly formed human or elvenwomen; there are no male nymphs. Nor,

1. Not only men but also women are susceptibleto being blinded by looking at a nymph, as aredemihumans of either sex. Furthermore, one neednot look directly at a nymph in order to be blinded:viewing one through a scrying device like a crystalball or reflecting pool has the same effect. The imageof a nymph in a simple mirror can cause blindness;even seeing a nymph’s reflection in a pool of watercan do the job (although a saving throw at +4 isprobably in order due the distortion caused by rip-ples on the water).

Perhaps because satyrs are thought to be linkedto dryads (who in turn are nature spirits), they cangaze upon a nymph with no danger of losing theirsight. In fact, chasing wood nymphs is one of a

satyr’s favorite pastimes. For their part, nymphs arefond of satyrs because of their musical ability —nymphs greatly enjoy music and dancing. It shouldbe noted that nymphs are immune to the magicaleffects of a satyr’s piping.

2. Although the MONSTROUS MANUAL™ tome indi-cates that nymphs can cast dimension door spells, itdoes not state at what level the spell is cast. Treatnymphs as 12th-level wizards when casting dimen-sion door; this value gives them a spell range of 360yards. This range is comparable to the distancedryads (who are able to use dimension door to tele-port back to their trees, and to whom nymphs areclosely related) will stray from their tree homes,

3. A sleeping potion made from—among otherthings—a lock of nymph’s hair will cause imbibers tosave vs. poison at-2 or fall into a deep sleep last-ing 2d4 hours.

4. If the nymphs hair is enchanted, woven into acloth and sewn into a garment, the wearer adds 1 tohis or her Charisma. Creating such a garment requiresthe use of an enchant an item spell but no furtherspells—the Charisma boost is powered by the magicfrom the nymphs hair and works as long as the gar-ment is worn. At least 20 strands of hair from a sin-gle nymph are required to create such a garment. Thetypes of such magical vestments are many, but pop-ular ones include robes, capes, and shirts or blouses.

72 OCTOBER 1997

I should say, need there be, for nymphsdo not reproduce as you understand it.Wherever there is a place of exceptionalnatural beauty, there you will find anymph. They are, I suppose you wouldsay, ‘spontaneously generated’ by thebeauty of the natural world. Similarly,when a place of great beauty is marred,when an ancient grove of trees ischopped down for firewood, or an oceangrotto is used as a dumping-ground forwaste, then the nymph inhabiting thatplace fades away and dies.

“Nymphs, being nature spirits, neednot eat, sleep, or even breathe.5 They willnot fight, seeking instead to flee fromdanger by using their dimension door abil-ity and by use of druidical magic.6

“Since they are so closely tied to withthe forces of nature, nymphs are notcreatures to be trifled with. True, theydisdain physical combat, but that doesnot make them powerless. Nature’s wayis not always the gale force of a hurri-cane; often it is the stealthy, patientencroachment of a tiny plant growingbetween the cracks of a rock.”

Dreelix cleared his throat to interruptwith a question, but the young womancut him off at once.

“In a minute,” snapped Azurielle,which gave Dreelix pause: he was notused to being spoken to in that fashion.Before he could open his mouth toobject, though, the young woman hadcontinued.

“Nymphs despise evil and will oftengo to great lengths to defeat it. And Imust say, Dreelix,” and here she lookedat the President of the Monster HuntersAssociation with a look of intense per-sonal hatred, “I am not pleased with thisAssociation of yours.”

Buntleby saw in his mind what wasabout to happen next and tried to shoutout a warning, but he was a fraction ofa second too late. He got out the words“She’s a—” before everything went crazy.

The young woman removed a ribbonfrom her hair, and immediately her fea-tures altered. Like a serpent sloughingoff a skin to reveal its glistening newscales, Azurielle’s human features werecast off and replaced with those of anymph-as perfect a physical specimen

as any assembled in the room had everseen or could ever hope to see. The rib-bon, now in the form of a hat, slippedfrom her fingers to the floor.

The results were instantaneous. OldGumphrey the sage cried out in rapture,7

his nearly-toothless mouth held droop-ing open as tears streamed down hisface from eyes that saw no more. LadyAblasta, jealous enough at Azurielle’shuman disguise, could not handle thisnext step up in beauty, and her visionshut itself down almost as a defensemechanism. No one can be that beautiful!she thought to herself as her world wentblack. Willowquisp, eyes bugging outfrom their sockets, fell over backward inhis chair and sat staring sightlessly up atthe ceiling.

“—nymph,” ended Buntleby quietly,for it was too late, and the damage wasdone.

Looking around the room, Buntlebytook a quick damage assessment. Overhalf of their ranks had gone blind, fromthe looks of it. Dreelix, remarkably, wasunaffected—perhaps because he doesn’tplace as great a value on beauty as hedoes on personal power, thoughtBuntleby.

But Azurielle was not finished withthe Association yet. While Buntleby wasscanning the room to see who had sur-vived the visual onslaught, the youngnymph had been loosening her robes.As her single garment slid to the floor,Buntleby had a quick glimpse out of thecorner of his eye, felt his heart explodein his chest, and fell over backward inshock.

He felt his head crash against thehardwood floor and thought to himselfthat this was a good thing. I can’t be deadif my head hurts, he reasoned.

5. Indeed, nymphs are immune to the sleep spelland similar magic, as well as to spells altering the abil-ity to breathe (such as water breathing). Nymphs areoccasionally found underwater in places of exception-al beauty, and they are not discomfited by the lack ofair or the pressure exerted by the waters of the deep.

6. The MONSTROUS MANUAL® tome (and both theMONSTROUS COMPENDIUM® and 1st-Edition Monster

Manual book before it) states that nymphs “canemploy druidical priest spells at 7th ability level,”then errs on the number of spells available tonymphs. Like normal 7th-level druids, nymphs cancast three 1st, three 2nd, two 3rd, and one 4th levelspell each day. Unlike human druids, however, theydo not require material components for their spells,and their magical nature also gives them a 50%resistance to all magic.

7. Those blinded by a nymph are often caughtup in a magical, rapturous condition in which thebrain becomes overloaded by the beauty it has justbeheld and is unable to process any other inputs.This state lasts anywhere from 2-20 minutes, dur-ing which time the victim is completely unaware ofhis surroundings. A successful saving throw vs. par-alyzation indicates that the victim’s mind is strongenough to avoid entering such a state.

DRAGON #240 7 3

“You care only for your own selfishdesires,” continued Azurielle. “It mattersnot who is hurt in the process, so long asyou collect your precious magical items.You took your nymph’s hair all right,Dreelix. I ask you, was it worth the price?”

Dreelix, however, didn’t answer. Hestood staring straight ahead, as inshock, and then slowly, slowly, startedtipping over to his right, landing in aheap on the floor. His eyes remainedwide open, but he saw nothing, for hewas stone cold dead.

Cautiously, Buntleby rose to his feet.He dared a quick look around.Zantoullios lay slumped over at his table,his face in the wine-soaked napkin hehad used to clean up his spill. Severalothers lay dead on the floor, includingmighty Grindle. In the middle of the cir-cle of tables stood Azurielle, wrappingher robe back around her and tying it inplace. “It is done,” was all she had to say.

“Indeed it is,” remarked Buntleby. “Butwas it necessary?”

“Necessary?” shrieked the nymph, run-ning her hand through her hair, exposingseveral different lengths, where it hadbeen haphazardly hacked away. “Theyassaulted me! They threatened me! Theycut my hair!”8

“And you are no less beautiful becauseof it. Azurielle, I agree with you, whatthey did was wrong and it shames me tobe associated with their actions, but yourvengeance was equally wrong. You killedthe three that did you harm, but at thesame time you killed several people whohad nothing to do with it, as well as blind-ing quite a few innocent bystanders.”

“Think nothing of it,” piped upWillowquisp from his perch on his over-turned chair on the floor. “It was wellworth the blindness to see such beautyjust once in my lifetime.”

Azurielle stared at her surroundingsas if seeing them for the first time.“Perhaps you are right,” she admitted.“But nature can be very unforgiving attimes. I was overcome by disgust for thegreed inherent in your Association. Thethings Dreelix said to me, just to forcemy tears!”

“True, there are those who are in itjust for the greed, and I’m sure Dreelixhimself heads that list. But that’s not trueof all of us. Willowquisp and I enjoylearning about the creatures around us;my friend and mentor Spontayne sharesour views. And, greed or no, thisAssociation does have its uses: the reddragon armor worn by Sir Parnifax,Paladin of the Order of the BleedingRose, was fashioned from the hide of awyrm we slew for its blood, and thatarmor has saved his life on many anoccasion. Zantoullios, when he isn’tblowing up his lab in untested experi-ments, does sometimes come up withsomething new; just last month, heincreased the efficacy of a potion of heal-ing by altering the amount of powderedtroll’s blood used, and his troglodytebladder tests proved conclusively—”

“All right,” conceded the nymph. “I seeyour point. I must admit, I acted impul-sively. Perhaps I should go.”

“Perhaps that would be for the best,”agreed Buntleby quietly. “But before youdo, I want to say that on behalf of theMonster Hunters Association, I’m sorryfor what was done to you. I’m afraidthat’s the only apology you’ll get;Dreelix won’t likely have much to sayon the subject.”

Azurielle’s eyes narrowed. “You’llhave him returned from death?”

“Yes, I’m afraid I must. It’s the rightthing to do. Besides,” Buntleby addedwith a chuckle, “the money will comeout of the Association’s coffers. Afterpaying to have everyone here raised ortheir sight restored, we’ll be close tobroke. And that is a much betterrevenge on Dreelix than just killing him.”He gave her a quick wink. “This will gethim even madder.”

Azurielle smiled a sweet smile. “Youare a remarkable man,” she noted. “Inotice that you’re the only one able toface me in my true form. Not many cando so. The human mind is such a frailthing; it cannot often stand up toabsolutes. You should be proud.”

“Alas, I must say that I wish it werenot so. Seeing you will always be one of

my most treasured memories; I justhope that your unearthly beauty hasn’tspoiled the appeal of the women I shallencounter hereafter.”

“Let us hope not,” replied the nymph,picking up her hat from the floor andplacing it on her head. Instantly, her fea-tures altered to those of the lovely youngwoman who had entered the meeting-hall and caused such a disturbance, sucha short time ago. The hat resumed itsprevious form of a hair ribbon.

“A hat of disguise,” remarked Buntlebywith appreciation.

“Yes, a gift from an admirer.”9 Azurielleapproached the Conjurer Ablasta, staringstraight ahead at nothing. Grabbing thefeather quill even now writing downevery word spoken, the nymph broke itin half and tossed it to the floor. Thenshe approached Buntleby, and whis-pered in his ear.

“Off the record, I’d like you to do mea favor, if you would.”

Buntleby beamed. “Certainly.”“See to it that your Association does

not bother me again. It is for their owngood; I have alerted Moonsilver of theirdeeds, and he will be keeping a watchout for them.”

“Moonsilver?”“The unicorn who guards that part of

the forest.”10

“Of course, Azurielle. But then, on sec-ond thought, I don’t think I’d bettermention Moonsilver specifically. Younever know, Dreelix might want to trysome experiments with a unicorn horn.”

Azurielle nodded toward the brokenquill on the floor. “I thought as much.”

“Still, I’ll make sure that they don’ttrouble you further.”

“You’re a dear.” She blew him a kiss,said a single word in her own musicallanguage, and disappeared.

Johnathan Richards has recently movedfrom California to Nebraska, where he andhis sons, Stuart and Logan, have resumedtheir AD&D® game campaign.

8. Nymphs, being physical manifestations ofloveliness, care a great deal for their looks. Theytake special care to present themselves in the mostappealing fashion, often weaving fragrant flowersinto their hair. This is not all vanity and pride. how-ever, as they are intimately entwined with the areasof natural beauty which gave them life. If a nymphis attacked and suffers damage, the area with whichshe is associated is likewise diminished in beauty.Killing a nymph is a sure way to cause her specialarea to become despoiled, and possibly evencursed. Specific curses are left to the DM, but thoseseeking inspiration should check out “Defiled and

Cursed Groves” on pages 115-116 of The CompleteDruid’sHandbook.

These potions are administered to those in need,most often the animals living in the immediatevicinity.

9. Most of a nymph’s treasure consist of objectsgiven to her by lovesick admirers. A great deal ofthese gifts are gemstones; a nymph will typicallyhave 10-40 such gems stored in a safe place some-where in her domain. Stored in the same locationwill usually be several potions, which the nymphmakes herself using only natural ingredients fromher domain. These potions are usually restorativein nature, such as potions of healing ,sweet water,and vitality, as well as antitoxins and elixirs of health.

10. Those nymphs living in sylvan forests sharea special relationship with unicorns. As the nymphsare nature spirits and do not normally fight. andunicorns are self-appointed guardians of theirforests, unicorns go to great lengths to protect anynymphs inhabiting their woodlands, often fightingto the death. They are each able to speak theother’s language.

74 OC T O B E R 1997

he investigations of Volo continuethis time with GaulaUntyr “Glory-

tongue.” First mentioned in the SwordCoast Curiosities, Gaulauntyr is a matureadult topaz dragon of sinuous appear-ance. She has haunted the Sword Coastfrom Baldur’s Gate to Luskan for the lastcentury, moving about often to avoidother dragons, whom she has no interestin fighting. She prefers a life of stealth inand about human cities to the more typ-ical—for wyrms—slumbering in a lair inthe heart of a territory one dominates.

Authorities unanimously refer to thisdragon as female and solitary. If she’sever taken a mate, history knows noth-ing of him or of his fate.

Gaulauntyr is one of the most intelli-gent and paranoid dragons of the North.She almost always cloaks herself in illu-sory disguises, and hides in forestglades, abandoned warehouses or ruins,or just under cover of darkness whenev-er possible. She’s quite adept at landingsoftly atop the palaces and mansions ofnobles, cautiously testing the roofs tosee whether they’ll bear her weight,then draping herself over them to be ashidden as possible from eyes watchingeither from below or from windows inthe building itself. She then employs wiz-ard eye and unseen servant spells, plus herglorytongue spell, to pluck gems andmagical items out of the building.

Gaulauntyr is sometimes called “theThief Dragon” because of her hunger forgems and the manner in which she hasused spells, human hirelings, and stealthto steal gems from humans—notablyWaterdhavian nobles, but also jewelersand gem-merchants in Luskan and otherplaces up and down the Sword Coast.Gaulauntyr’s more familiar nickname,“Glorytongue,” comes from her habit ofdelivering touch spells with her tongueafter employing a 1st-level spell, glory-tongue, to make it a long, precise ribbonof flesh that can enter rooms via open-ings as small as a keyhole.

Gaulantyr’s true success, however,comes from an enchanted item and herown sly wits. The item, Jharakkan’s Talon,is a little-known draconic artifact ofFaerûn. More importantly, her shrewdmind allows Gaulantyr to understand thesocieties of Luskan, Neverwinter,Waterdeep, Baldur’s Gate, and CaerCallidyr, thus learning where gems andwealth may be found, and when they’llbe most poorly guarded. She has learnedthe way both dragons and humans tendto think, allowing her to misdirect thosefolk of both races time and time again.

The Thief Dragon

by Ed Greenwoodillustrated by Storn Cook

Gaulauntyr often uses spells to lureor misdirect humans, employing suchdevices as the illusion of a beautifulhuman girl to give sobbing evidence orto distract pursuers. On one occasion,the Thief Dragon was lying in a stable-yard, magically cloaked to appear as afresh and steaming pile of manure, withher elongated glorytongue runningthrough a cellar and up a heating-ventinto a great bedchamber in an adjacentmansion. Guards were pounding on thedoor of the room, trying to reach itsrightful occupant-a noble lady whomGaulauntyr was keeping bound, gagged,and stuffed above the canopy of herown bed with the dragon’s glorytongue.The lady had managed to strike analarm-gong before being thus trapped,and the guards gave the dragon only afew minutes to think of somethingbefore they brought the door down,

When they burst into the room atlast, the astonished guards saw naked

women diving out every window of thebedchamber, clutching their lady’s gemsand finery. When the men gave chase tothe illusory thieves and the stolen trea-sure, Gaulauntyr stuffed the lady head-first down her own garderobe to keepher quiet for a while, used an unseen ser-vant spell to tie up the best gems insome bed-linens, and rolled the bundleout a window.

The guard whom the falling gemsalmost hit had a few moments to stareat them before the dragon’s tongue,emerging from the cellar, dealt him aspell that toppled him into slumber. Thedragon snatched up the gems and tookwing—in the suddenly—glowing guise of ared dragon with a certain and recogniz-able wizard riding a high saddle on itsback, so that the crime would be blamedon someone else.

Gaulauntyr spends her days watching(farscrying, in most cases) human life upand down the Sword Coast, devising

D R A G O N#240 77

new ways to steal gems or, sometimes,food. She loves exotic cheeses andsauces made from them, even thoughhuman portions give her only fleetingtastes of such delicacies.

Glorytongue’s relationships with otherdragons have been, in the words of thehuman sage Velsaert of Baldur’s Gate,“one long series of hurried escapes andmisdirections.”

The key to Gaulauntyt’s charactercould be said to be her wry grasp ofhuman and draconic nature, and theskill born of this that always keeps herthinking three steps ahead of oppo-nents. She always has an escape route,a scheme to disappear or adopt a dis-guise, or a secondary plan for seizure ofgems or goods if the first one fails. Oftenending a secondary crime with a spec-tacular occurrence, such as pulling downa building, creates enough confusionthat Gaulauntyr can pursue her originalplan once more.

Gaulauntyr is said to be an accom-plished mimic of human voices, verygood at improvising interesting small-talk to put in the mouth of one of herspell-images. Many dragons are said tobe half-heartedly seeking her to recoverthe gems she has stolen, but Gaulauntyrseems to have no strong and persistentfoes. The Cult of the Dragon wouldprobably be deadly enemies to her ifthey knew just who was behind many ofthe thefts from their agents and trea-suries that have occurred up and downthe Sword Coast.

Gaulauntyr’s LairGlorytongue makes her true lair in a

many-armed tidewater cavern on thewestern face of a tiny island known asAlsapir’s Rock, named for a long-agofisherman who died when his boat wasdashed apart against it during a storm.The Rock is so close to Mount Sar that itis ignored by most maps and charts.

Here she keeps the gems she steals,as well as a captive deepspawn, whosecreatures can’t escape from the cavernsthanks to its watery entry. The monstersget include rothé, deer, and boars,among other prey sui table forGaulauntyr’s appetite. The cavern lacksany food for these beasts, butGaulauntyr usually devours them longbefore they have any chance to escape.

The lair has no known traps ornotable features, but Gaulauntyr usuallydevours any humans who see its interior.She keeps her treasures hidden increvices and on ledges behind large

boulders that she rolls up to form a falsewall. Thus, most intruders think the cav-em ends where her heaped bouldersbegin. The Thief Dragon has no knownservants or habitual accomplices or allies.

Gaulauntyr’s DomainFrom Alsapir’s Rock, Gaulauntyr

roams up and down the coast, usuallykeeping to the outward islets of theMoonshaes or the vicinity of Waterdeep,but sometimes working as far south asthe Nelanther. Glorytongue is findingthe City of Splendors and its environsincreasingly crowded with various dis-guised dragons and other formidablespies and creatures of stealth. Shemakes fewer and less bold forays into itsrange than she once did.

The Deeds of GaulauntyrAlthough she customarily dines on

what her captive deepspawn produces,Gaulauntyr favors wyvern, giant squid,and—when she dares to attack them—dragon turtles. She has almost diedseveral times trying to slay dragon tur-tles. Once, during a storm, she succeed-ed in beaching one too far out of waterfor it to return, and she had a feast.

Gaulauntyr spends most days morelazily, using spells to spy on events upand down the coast. She has thestrength to dive in and clamber out ofthe submerged mouth of her cavern inall but the worst storm weather or win-ter ice, and she is known to have somehigh meadows and desolate tors to restupon when she can’t return to her lair ordoesn’t want to lead pursuers to it.

Gaulauntyr�s MagicOne spell devised by Gaulauntyr

appears hereafter, but her mightiestmagic is Jharakkan’s Talon, a draconicartifact she has grafted to herself.

Jhamkkan's TalonThe Talon is really a talon-sheath: a

hollow cone of black horn from someunknown creature. It is very hard andtough, so most blows don’t even mark it.The Talon is large enough to fit over theend of a dragon’s own talon, and it hasa pierced end, so the real talon pro-trudes through it, causing normal clawdamage on a successful attack.

The Talon is named for Jharakkan, adragon-sorcerer who created it longago. (No one alive is sure where orwhen.) Old legends recorded in bookskept at Candlekeep say that Jharakkanwas a black wyrm who lived for over

4,000 years and devised many magicalitems. There is no other evidence to sup-port these tales, however, one of whichmay be an exaggerated retelling ofanother, and so on.

The Talon is known to have beenfound about 60 summers ago byGaulauntyr, on the skeleton of adrowned dragon that lay just off the endof the island of Highport in theMoonshaes. The skeleton might havebeen the remains of the red dragonknown as Ualintharghar the DevouringFlame, of whom the Ffolk tell wild tales.

A human could employ the Talon,either lying within it as if it were a bed,or placing it point-uppermost and plac-ing a stool or platform within it, so as tostand within it as a sort of skirt, and callupon its powers to augment his or herown spells (in the defense of a fortress,perhaps, or to monitor events in a build-ing in which the Talon was placed).

Certain organizations (such as theZhentarim, the Red Wizards, the ArcaneBrotherhood, and the Cult of theDragon) would be very interested inacquiring the Talon to see whether itsenchantments could be unraveled andadapted to the creation of items thatwould temporarily allow underlings tocast a few minor spells so as to aid inattacks, probably draining the lives ofthose unfortunates in the process.

Powers of the TalonConstant. Continual contact with the

Talon allows any dragon or humanspellcaster to memorize and cast sixadditional wizard spells, one each of thefirst six spell levels, daily. The beingemploying the Talon must be touching itduring study and spellcasting, but notnecessarily during the time between; theTalon stores the spells, rather than keep-ing them in the mind of a user. Note thatmultiple beings may use the Talon insuccession, so that it stores the spells ofmore than one being at the same time.Only one being can actually memorizeor unleash spells at once. If two beings,both touching the Talon, try to call on itspowers at once, the one possessing thehigher total of Intelligence and Wisdomprevails. If their totals are equal, eachmust roll 2d6; the higher total wins, butonly for the same number of rounds asthe winning dice total. After that time,the Talon ceases to work for that beingonly, for twice the number of rounds asthe winning dice total.

The Talon does not make any spells(including those it may be storing for

78 OCTOBER 1997

other beings) available to any users; itmerely empowers them to memorizeand cast spells they glean from othersources, even spells of levels they can’tnormally use (which is the situation withGaulauntyr; at her age, she can’t usewizard spells beyond 1st level withoutthe Talon’s help).

Invoked. None known (though one ormore might exist).

Curse. Each spell cast from the rosterprovided by the Talon drains 1d3 hpfrom a user. This hit-point-loss can beregained by healing or rest and doesn’tharm the casting or operation of spellscast with the aid of the Talon.

Suggested means of destruction:❖ The Talon must be immersed in the

blood of at least a dozen species of truedragons, within the same month.

❖ The Talon must be struck by awand of negation while it is in contactwith six rings of wizardry, which aredestroyed along with the Talon.

Glorytongue(Alteration)Level: 1Range: 30 yardsComponents: VDuration: 1 round/levelCasting Time: 1Area of Effect: The caster’s tongueSaving Throw: None

This spell transforms the caster’stongue into a long thin, flattened cylin-der of flesh that retains all of its normalfunctions but also gains the ability to“float” in air and respond with deft preci-sion to the caster's existing tongue mus-cles. It can thus be used to deliver touch-related spells or to perform such activitiesas turning keys, toppling small objects, ormoving items about from a distance.

The possessor of a glorytongue canretract it completely into his or hermouth in a coil or stretch it out to the lim-its of the spell range. The tip of thetongue can even “see” in a hazy manner;that is, it can sense the presence, out-lines, and distance of all solid objects orbodies within a radius of 3’. It can clingto surfaces, allowing it to climb along arope, for example) or become very slip-pery, as desired by the possessor. Suchslipperiness can’t win free of magicaleffects such as a web spell or specializedentrapments such as roper strands orcave fisher filaments, but it can allow thetongue to escape natural effects, such asclinging spider webs and sap or gum.

A glorytongue can wrap aroundobjects to move them, but it can’t pull

something forcibly away from the graspof a creature or hang on to carry theweight of its possessor. It can’t carryobjects heavier than 1 lb.

GIorytongues are AC 6, MV Fly 9 (A),and can suffer only 12 hp damagebefore collapsing into dust. If such a fail-ure occurs due to wounding, the posses-sor of the glorytongue suffers 1d4 hpdamage and suffers bleeding from his orher own real tongue. A glorytongue hassurprisingly little taste sensation (as itdoesn’t supply a sense of smell), but itcan distinguish bitter, salty, spicy; andthe like, and can recognize specifictastes its possessor has sampled before(a particular wine, for example).

The caster of a glorytongue can makeit vanish before spell expiration. This isthe typical response if a foe grabs theelongated tongue or if the glorytonguebecomes trapped. Despite its length, itscaster can still speak clearly and canchoose to have such speech be emittedfrom the distant tip of the tongue, ifdesired.

Gaulauntyr�s FateGlorytongue is not likely to have a

long and uneventful life. Sooner or later,

one of the wizards who dwell in theSword Coast North will catch up with her.Alternatively, an attempted theft mightgo seriously wrong. The topaz dragoncan be a fearsome foe in any battle, butif she’s caught overextended, she couldwell be slain.

At least one elven mage of Evermeetis considering how Gaulauntyt’s psionicpowers could be manipulated so as tomake her steal things upon command,thus providing the elven realm with anadditional line of defense. In such acase, Gaulauntyr could deprive explor-ers bent on reaching the fable Far Isle ofmagic they need, or of masts and keepsfor their boats, or she might merely dis-tract them with the apparent rise of apersistent personal foe.

Ed Greenwood is the creator of theFORGOTTEN REALMS® setting and sometimesappears at conventions dressed as the wiseold sage Elminster. He's worn other cos-tumes, too. As a result, he was oncedescribed as “quite a fetching taverndancer—except for the beard and the belly.”

DRAGON #240 81

101 Little Mysteries

by Steve Berman

hat is more unnerving than theunknown? And what is more sat-

isfying than revealing the truth behindan enigma? Here is a list of 101 incidentsand objects that can add a little spice toany campaign world. Any of them canoccur or appear in a campaign evenbefore the DM has decided what theymean.

Many of these little mysteries aremagical (and well should be in a fantasycampaign) and may well be developedfurther as notable arcane adventuringrewards. Some might be consideredomens, while others could simply beinstances in which an individual’s imag-ination makes something forebodingout of a coincidence.

Mysteries and OmensMany of these mysteries are perfect

for use as omens. A DM should try toenforce an omen without denying thePCs’ free will. For example, assume theDM decides to use Mystery #23 as anomen that the PCs will soon face a reddragon. The PCs have no desire to chal-lenge the beast and decide to headnorth, where red dragons are unlikely tolair. To keep the omen “true,” the DMmust come up with believable ways toensure the prophesied dragon and the

PCs eventually meet. Perhaps an ancientwhite dragon knows of the prophecyand sends word of the PCs’ where-abouts to its crimson cousin. Perhaps aslumbering red dragon lurks in a hotsprings just past the next ice-cappedmountain. ln the latter case, the PC hasinadvertently fulfilled the omen in theattempt to avoid it.

Building a MysteryInstead of developing an entire

adventure before introducing one ofthese mysteries, the DM can add one toan ongoing adventure before develop-ing its solution fully. While this choice isa perfectly good way. to liven a gamesession, it requires extra work and aneye toward fairness from the DM.

Perhaps the simplest way to let amystery unfold is to determine severallayers of truth that the PCs can discover.Each layer, once revealed, might posemore questions than it answers. Thesimplest mysteries can be solved with asingle inquiry or investigation. The mostelaborate could take several game ses-sions to unravel. For instance, for aquick resolution, Mystery # 73 might besolved when a clever PC decides toredesign the shield to show an opendoor. Alternatively, the mystery might

require that the PCs first learn how toopen the door on the shield, then enterthe new world to which it leads, thenfind the missing apprentice’s trail eitherby tracking or by asking questions, andso on. Each of these mysteries can bejust the first step in a much longer story.

Remember that mysteries are madeto be solved. When the PCs have spenta great deal of time and effort trying tosolve a mystery, nothing is more frus-trating than learning it was only a redherring. While the occasional red her-ring can add spice and fun to a game,like their namesake, they begin to stinkafter a while. If the PCs latch onto a mys-tery that was originally intended as ared herring, a good DM might considerbuilding a mystery behind it after all. Inthis case, the DM has the advantage ofknowing what the PCs expect the mys-tery to be, judging by the players’ ques-tions and the actions of the characters. Itis important that the DM keep surprisingthe PCs with new clues and revelationsabout earlier leads, but it is often a mis-take to change the truth behind a mys-tery merely to frustrate the PCs. The DMwho gives the players a challenging butsolvable mystery is far better than theone who sees the situation as an oppor-tunity to outsmart the players.

82 OC T O B E R 1997

101 Mysteries1. A successful Intelligence check by

any PC examining the drinking horn thePCs have just discovered reveals that thebrass tip of the horn unscrews to reveal asmall glass vial filled with glowing liquid.

2. Stopping to drink at a river, a PCsees something dark and ominousappear behind his reflection, raising asword as if to strike the PC. When the PCturns, he sees nothing there. This eventcan recur several times before thesource of the mystery is revealed.

3. A traveling mountebank is sellinghealing elixirs to the locals. He offers afree bottle to one of the characters.Though the bottle appears empty, it stillmakes a sloshing sound when shaken,as if it contained liquid. The mounte-bank disappears before the PCs caninquire further.

4. A goblet, when filled with clear liq-uid, reveals at the bottom of the cup animage of a sea floor with a treasurechest overflowing with gold coins.

5. Lately, a PC has been hearing theword “sernath” mentioned in every con-versation she has with another person;but when she questions people, nonerecall using the term.

6. A game animal brought in by acharacter hunting has an old wound withan elaborately carved elven arrowheadstill embedded in the animal’s flesh. Anysage or elf the PCs consult knows thatsuch arrowheads have supposedly notbeen used in over five centuries.

7. The black glass of a discovered bot-tle becomes transparent when the fullmoon shines on it. The moonlightreveals fine etchings that form a piratetreasure map.

8. On a little-traveled path appear aseries of tracks, seeming as if somegreat procession traveled that way.When followed, the tracks lead to animmense oak and stop at the roots.

9. During a royal feast at which thecharacters are present, each dignitary ispresented with a pie that is cut open torelease a flight of live birds. All of the fowlfly above one character, circling twicebefore seeking the nearest open windowin a particular direction.

10. A character hears someone callhis old childhood nickname and turns tosee a decrepit old woman standingnearby, staring at him. Then the croneturns and hobbles off toward the worstsection of town.

11. A comely bard sings at an inn.One PC looks around to see that every-one present is saddened; even his com-rades are close to tears. But the wordsthat reach the character’s ears are alight, merry tune.

12. Burning incense changes inscents, beginning with the rich odor offine cooked victuals and then slowlysouring to the stink of decay.

13. The label on a potion flask reads“elixir,” but when the label becomes wet,a second label underneath is revealed. Itreads: “To hold the Waters of Life.”

14. The PCs discover a crude rockthat, when handled, seems to crumblealong the edges until it is worn down toa perfect resemblance of a human heart.When set down, it immediately returnsto its original, featureless state.

15. The scabbard found beside anaked short blade obviously belongswith another sword, as it is much toolong. However, both the short swordand the scabbard share the same mark-ings, and with every dawn, the shortsword appears within the scabbard, nomatter where it was left earlier.

16. A weirdly crafted lantern of col-ored glass and brass casts shadows ofthings not visible. Most often seen is theshadow of another person holding on tothe ring atop the lantern and pointingalways east.

17. In the gullet of some creature slainby the PCs is a locket that holds a minia-ture painting of one PC’s lost love or dis-tant relative.

18. The ink on a parchment runswhen wet, forming a cryptic poem thatmentions one of the PCs by description.

19. Blood leaking from a PC’swrapped wound seeps into the ban-dages and causes words that describe ahorrendous injury that has not (yet)befallen the victim.

DRAGON #240 83

20. At the bottom of a small chest isan odd stain in the shape of a crudehand. Any thief worth his picks can tellthe bottom sounds hollow, but theredoes not seem to be sufficient space fora false compartment.

21. The PCs find an hourglass that hassomething golden hidden in the sands,but before the object is revealed, thedevice always turns itself over to hidethe treasure beneath more pouringsand. Smashing the hourglass revealsonly sand within, but perhaps the PCscan find a different way to find the hid-den object.

22. One of the PCs notices an NPCaccidentally cut himself. The PC sees notblood but sawdust pour from the wound.

23. When a torch is lit, a PC lookingat the flames has a vision of a dragonbreathing fire.

24. The PCs find a mummified handclenched into a tight fist. Divinationreveals that it holds something magical,but normal and arcane means to openthe grip are ineffective. The only clue isa faded tattoo of a well on the mummy’swrist.

25. After finding an ancient gold cointhat has been defaced with the symbolfor an evil god of greed, the characternotices that any coin he seems toacquire or find is similarly marred.

26. The PCs find a strange insectcaught in a piece of amber. When thePCs catch a glance of the insect out ofthe corner of their eyes, the insect seemsto crawl.

27. A heavy tome opens by itself toerudite passages in a language one ofthe PCs can read. The time at which thebook opens and the nature of the pas-sages seem almost—but not quite—tohave some bearing on the PCs’ currentsituation.

28. A black cat follows one of theadventurers about but can never becaught. The animal seems unnatural, forinstead of normal cat eyes, it has thesame type of eyes as one of the PCs.

29. When a PC draws a finely-crafteddagger, she can hear the blade murmurbut cannot quite make out words otherthan her own name.

30. During a joust, a stranger enlistswearing the armor of a distant realm. Helasts nearly the entire tourney, downingseveral foes before he himself falls. Hedoes not rise, and squires nearly faintwhen they lift the helm to find an emptysuit of armor.

31. At a roadside inn, the sign bearsno name (as most of the locals cannotread) but the odd design of a mangydog. When the characters leave the inn,such an animal follows them for severaldays, howling at odd instances.

32. Heavy rainfall drenches all thecharacters to the bone—except for one,a warrior who seems oddly untouchedby the dismal weather. Even his clothesare dry, his boots unmuddied.

33. A well-crafted mace is found tohave the design of a horrid face set in agrimace atop the haft. When it is swung,a bystander notices that the featurestwist until the mouth appears open, per-haps ready to speak.

34. A corpse hangs from a tree at acrossroads. It appears to have beenkilled weeks ago, and crows pick at theremains. To one of the PCs, the birds’cries sound like distorted human voices,debating the dead man’s guilt.

35. On a windy day, one of the over-head clouds watched by an idle charac-ter seems to take the shape of a rearingstallion. Carried on the breeze is thesound of a horse’s whinny.

36. While walking throw the streets, aflower is thrown down to one of thecharacters from an open window. Theblossom is so delicate that it crumbles inthe hand. The only room that faces outto the street is found to be empty whenexplored, though the rich scent of theflower lingers in the air.

37. While camping off the roadway, acharacter seeking firewood comesacross a ring of toadstools. Leaningdown to pick up a fallen branch, shehears the sound of many small feet run-ning about behind her, but when shelooks up the woods are empty.

38. While memorizing a spell, a magedrifts off into a trance and views himselfbattered and harried by many unseenfoes, using the incantation in a last-ditched effort to survive.

39. In the bottom of a cork stopper ina potion or wine bottle is discovered asmall silver key.

40. Floating in the air inches from theceiling is a small spinning bauble. Itappears to be crafted from silver andblackened so as to appear much like arevolving moon that waxes and wanes.The bauble quickens its turns whenapproached and easily dodges out ofanyone’s grasp.

41. When staring at an unusual pat-tern of lines in a tapestry, a PC enters atrance and sees the lines form into treetrunks in some massive dark forest.

42. During a priests ceremony, abored PC’s attention drifts toward someof the other layfolk. Suddenly sheglances her sworn enemy sitting placidlyamong them. When the PC tries toapproach her enemy, she finds that he isgone. Perhaps he was never there.

43. Sunk into the earth is a small hole,smooth as silk on the sides as if unnatu-rally dug. At the bottom is a keyhole, butthere seem to be no cracks or edges, sowhat is unlocked can only be guessed.

44. Just outside some ruins is discov-ered a massive pair of manacles, fit forwrists twice the size of a man’s andforged from rune-etched iron. Thechains that link them have been broken,the metal notched as if gnawed and bit-ten through.

45. Inside a scroll case that appearsto have been crafted from a giants arm-bone is a small strip of vellum thatwould seem to tie a scroll shut. Along itsscarlet-dyed length are markings like amap, but most are faded away.

46. Monks, traveling in line towardsome distant shrine, pass by the charac-ters on the road. One turns to the partyand in the hood is seen the noble visageof one of the local gods.

47. At a small monastery by the road-side, an event has drawn a mass of peo-ple from the surrounding area. Claiminga miracle, they all speak in hush whis-pers about a gigantic hand that poursdown copper coins for all to share thewealth. One of the PCs witnesses theevent, but upon examining the coinssees the along the edges are symbols ofgreed and deceit.

84 OCTOBER 1997

48. The party finds the torn coverfrom a tome on courtly love with acrudely drawn map on the other side.The destination is the known tomb of aprincess who died the night before herwedding day.

49. The very end of a fine-craftedrapier has been notched to resemble akey. Engraved on the protective hand-guard is the phrase “the last stab doneby me / shall be the one sets them free.”

50. An animated skeleton cradles inits hands the swaddling cloth of aninfant. It slowly approaches the partyand lays down the cloth. It points to theeast once, then crumbles to dust.

51. Into town stumbles an old warveteran, wearing a uniform the PCshave never seen before. He claims tohave taken part in a bitter campaignthat lasted over 10 years. When askedof the combatants, he mentions landsthat are currently at peace. Nothing candissuade him from the truth of his story.

52. Roasting fresh game on thecampfire spit, one of the PCs’ compan-ions (preferably a local guide) mentionshow the smell of cooked food attractsspirits. While eating his portion, thecharacter feels a presence but sees noth-ing. A bone is tossed into the dying fire,and in the sparks and smoke that result,the PC thinks he sees two burning eyesstarting down upon him.

53. A thief encounters a lock that hasbeen obviously tampered with but notforced. Scratched on the wood to eitherside of the lock are two words in cant:on the left is written “poison,” on theright “dead-end.” The tumblers havebeen broken so that the key will turn tothe left or right but once.

54. Lying discarded is a stout staff ofwood, bearing along its length charredmarks that resemble the tracks of claws.When picked up, the bearer suddenlyfeels the staff being tugged, as if to wrestit from his grip. Then comes a sound, thebarest of whispers: “Soon.”

55. While traversing a fetid swamp,one of the PCs’ steeds is swallowed by agigantic serpentine beast. When thecreature is finally dispatched, its remainsopen wide, a tunnel leading down intothe water. Cries for help can be heardechoing from the depths.

56. The jester of the lord’s court isentertaining the party at the eveningmeal when a crazed look suddenlypasses over his face. He turns to a PC,leveling his madcap bauble at his or herchest, and cackles “One last jest for you,I see. Best keep your sword in hand.”Then the jester faints dead away.

57. At a feast, one of the cupbearersspills drink all over the character’s lap.While helping to clean the mess, theservant leaves behind a piece of parch-ment warning that the drink had beenpoisoned.

58. A rosebush, its blossoms the colorof blood, is an odd site in the barrenwilderness. Nestled in the roots is some-thing pale and round. Perhaps the skullof someone foolish enough to pluck arose? Or the curve of an ivory bowl?

59. On the outskirts of town is an oldbronze sundial. The solar engravings arestill legible through the verdigris. Whenone of the PCs reaches out to touch thesundial, his hand passing over the dialcoincides with the light suddenly dim-ming around them.

60. While enjoying a relaxing day ata rustic fair, one of the PCs enters intoan archery contest. He outperforms allof the locals and is ready to take thepurse when suddenly another shaftstrikes the target, hitting closer to themark than the PCs’ shot—yet nonecomes forth to claim the winning arrow.

61. A letter, bearing a royal seal, isfound on the remains of a stablehand,perhaps a thief who stole it from somecourier’s pack. Reading the letter mightsurprise the PCs, since in it they arenamed as the couriers.

62. When a character takes his handto his purse, he feels that it has beenreplaced with another. At a glance, thepouch he now bears is far more grand,colorful with embroidery and tassels.The strings are tied tightly shut, and thepurse feels full of coins.

63. One of the PCs buys a horse thatbears a brand that no one can identify.Months later, far from the lands theyknow, the PCs encounter the bodies oftwo foreign paladins and one horse thatbears the same brand.

DRAGON #240 85

64. A reflecting pool shows thosewho look into it not their own faces butthose of their distant ancestors at theviewer’s own age.

65. A bronze statue of a huntresswith dogs at her feet is the only object ofnote in a chamber. While some PCsexamine the room’s walls for secretdoors, those looking over the statuenotice that one eye socket is vacant andthe other contains a glimmering opal.Touching the statue makes the PC seestrange lands with his left eye as thestatue’s mouth opens and closes.

66. A doomsayer has drawn a crowd,extolling them with prophecies that theend of the world is nearly at hand. Asone of the PC watches, the haggard mangrows horns, and his tongue turns longand forked. He turns to regard the PCand leers, yet none but the PC see suchchanges in the man’s appearance.

67. Along a deserted stretch of road, aPC encounters an old friend on horse-back. The friend seems distracted andtaciturn, but the two have a conversa-tion in which the friend mentions afabled treasure in the mountains to theSouth. Waking the next day, the PC seesthe tracks left where his friend rode off.Weeks later, he once more encountershis comrade, who claims to have nevermet the PC on that night and who haswitnesses to prove he was in anotherlocale altogether.

68. While the PCs walk through thecity streets at night, a mist rises from theground. Slowly, each PC is surroundedby the cool whiteness and cannot see orhear the others. From ahead come thesounds of some great war. The shapesof soldiers can just be discerned. With afew more steps, the PCs leave the mistand find themselves on an immensefield. Has the battle just happened? Or isit yet to come?

69. In a cavern, the PCs discover thatnon-dwarven voices cannot cause anecho, but dwarven voices return accom-panied by a constant chant of manyother dwarven voices.

70. Come morning, the PC finds thesmall hand mirror in her room has shat-tered. Curiously, the shards of glass arearranged in a pattern that resembles ahand grasping the handle. The back ofthe mirror is charred.

71. The PCs are attacked by brigands,one of whom wears a bejeweled eye-patch. Oddly, the man is not missing aneye, nor does his eye look diseased. Thepatch’s gem is flawed upon closerinspection, but it catches the light as ifan exquisite jewel.

72. The hilt of a dagger is found, theblade broken off where it met the brasscrossguard. Everyone who sees the dag-ger speaks of an infamous local piratewho buried a chest of gold and brokethe blade in the lock. Her spirit is said tohaunt the coast. The next morning a PCawakens with the broken dagger inhand, as if to ward off an attacker.

73. A falling star strikes the land witha great explosion. Arriving on the scene,the PCs discover what look like humantracks around the site, but only leavingthe area.

74. A ranger finds the tracks of hissworn enemy and follows the trail. As hemoves along, he notices more and moreof their number until it seems that anentire war band of the creatures is stalk-ing the woods. Other than the trail,however, there are no marks of pas-sage: no broken branches, no signs ofcampfire or slaughtered game.

75. A druid harvesting sacred mistle-toe with a sickle passed down from hisfather’s father finds the edge suddenlydulled. The air thickens until soundsresound like a drumbeat, and he hearsdull voices mutter that the sickle mustbe sharpened and that “only the firstflint can earn the edge.”

76. On a crisp autumn day, the PCssee some of the fallen dead leavesbegin to dance and rise, though thereseems to be no wind. The spectacle lastsfor several minutes, then ends with eachof the PCs left with a leaf sticking to hisor her chest, over the heart.

77. While throwing dice, one of thePCs rolls incredibly well—so well that theother gamblers protest he is cheating. Astempers begin to flare, the PC notices inthe corner of the room a hunched figuremaking gestures toward the PC, mimick-ing dice-rolling.

78. The candles in a particular roomburn well enough, but the wax does notmelt away, and the wicks are not con-sumed by the flame.

79. After buying a new leather pouch,a PC opens it to discover an unsignednote requesting a meeting at a locallandmark. The date for the rendezvoushas not yet arrived.

80. A PC discovers a strange stylus (orpen). Whenever she uses it, the PC findsherself writing in an unknown language.If she tries to draw a map with the stylus,she produces a map to a distant realm,perhaps the home of the language.

81. A package arrives at the PCs’ resi-dence, though it is addressed to some-one else. Should the PCs deliver thepackage to the correct person, the oldman thanks them and rewards themwith a few coins. If they open the pack-age, they find nothing inside except agreen smoke, which quickly dissipates.

82. A PC has recovered a batteredshield that bears an insignia of a door shefinds oddly appealing. The smith whoagrees to repair the shield soon discoversthat one of his apprentices is missing-and the shield is found repaired.

83. A stone tablet, broken at one end,is filled with odd writing that defies bothscholars and mages. Each night of thefull moon, the writing glows, and dogs inthe area begin to bark. Some say thetablet is cursed, but many want to pos-sess it in hopes the script translates intopower.

84. The pet or animal companion (butnot familiar) of one of the PCs returnsafter running off for several days. Thecreature now wimpers and cowers by itsmaster whenever night falls.

85. In a wealthy spice merchantshousehold, the wares are slowly andinexplicably replaced by sawdust.Guards have run away in fright claimingthat an irate household faerie is toblame, but the merchant firmly believesin a mortal answer to the mystery.

86. A PC meets a childhood friendwhom she knows died young, yet nowthe friend is fully grown and thinks thePC is delusional.

87. All of the children born on thenight of the most recent new moonhave six fingers on each hand. Theirparents are in an uproar, and the localchurch declares that something fiendishis the cause.

86 OCTOBER 1997

88. When reaching for his lockpicks,a thief notices that several of the choicepicks have been replaced with cheapimitations. One is wrapped with a ribbonof the same deep blue color that tied aserving girl’s hair at the tavern where hehad stopped earlier.

89. A PC awakes to find that the previ-ously full wash-basin is now empty—andthat all containers of liquid, from water tooil, have been emptied without trace.

90. A priestly PC has finished herevening prayers and is preparing toretire for the evening when she thinksshe hears a call from one of her superi-ors. The halls of the temple are quiet atsuch a late hour, however. Passing bythe altar, the PC notices a small bagspilling grain lying on the stone.

91. The PCs return to a town or villagewhere they have been local heroesbefore. They are astonished to find thatno one remembers ever meeting them,even though the PCs themselves recog-nize many NPCs with whom they haveinteracted before.

92. For months, the city has huntedfor a strangler who leaves the holy sym-bol of a PC’s faith on the chest of eachof his victims. One night, the PC findsthat his holy symbol has been stolen.

93. A PC receives a letter informinghim of the death of a relative. Uponarriving for the funeral, the PC discoversthat his supposedly dead relative is aliveand well. The letter-writer denies sendingthe message, though the handwritingand/or seal matches.

94. Receiving change in silver or cop-per for a purchase, the PC unknowinglyaccepts rare coins, which a third partywishes to recover.

95. While practicing with his blade, awarrior notices that his shadow has van-ished. Unsettled by such a weird occur-rence, he is even more disturbed whenhe hears word that local toughs arebeing challenged by a dark stranger.

96. An unknown admirer sends smallgifts to one of the PCs, always through apaid messenger who never sees hisemployer’s face. No matter what mes-sages the PC sends back, the admirerrefuses to reveal his or her identity or tomeet with the PC.

97. On the road, a seemingly madstranger offers to buy all of the PCs’footwear for a good price. If the PCsrefuse his offer, he meets them later, thistime seeming more sinister than insane.He remains insistent on buying the PCsboots and shoes—but refusing to saywhy. The stranger stops short of vio-lence, but he might hire others to stealwhat he wants.

98. While studying her spellbook, aPC suddenly notices a line in one of theincantations she would swear does notbelong. Stranger still, the line is in herown handwriting, though she does notrecall writing it. Dare she cast the spellnow and see what transpires?

99. Near a small town or village, oneformerly healthy tree dies during thenight, thoroughly rotted in a matter ofmoments between dark and dawn. Atownsperson also died that night. Thepattern continues with the death of asingle tree for each dead villager untilthe mystery is solved.

100. The PC is just beginning to enjoya hot bowl of stew at the tavern, whensuddenly the barmaid takes up the bowland puts down another full dish withoutsaying a word. As the PC finishes hismeal, he discovers that a message hasbeen carved into the soft wood hiddenby the food.

101. The PCs return to their rooms tofind that someone has stolen all of theirbelongings and replaced them withclose, but not exact, duplicates. Themost notable difference is a small markresembling a mountain burnt or etchedinto each item.

Steve Berman’s work was first publishedin DRAGON® Magazine issue #210, and hehas had at least once piece printed everyyear since. Thirty issues later, he still has notsolved all of life’s mysteries.

DRAGON #240 87

eig Starsmont was an enterprisingwizard. Born the son of a successful

merchant, Reig knew the value of a goldpiece. Perhaps more importantly, heknew the value of many gold pieces.

Starsmont had also learned, early inlife, that for the really heavy purses,thievery was the way to pursue his goalof many gold pieces. Unfortunately, at6’4” and 200 Ibs., Reig wasn’t built forthe role of pickpocket or cat burglar.Luckily, there was something else Reighad learned in the days of his youth,when he was apprenticed in his father’sshop: Magic sells.

Adventurers were always looking forbetter and stronger magical items, andanyone capable of providing them couldturn a pretty copper. Armed with thiscredo and a newly acquired spellbook,Reig set out to make his fortune.

It became quickly apparent, however,that magical items weren’t quite theeasy sell Reig had imagined they wouldbe. While some warriors were willing topay for their enchanted arsenals, typicaladventurers didn’t like to buy magicalitems; they wanted to find them, winthem, or confiscate them from some evilcreature. More than once Reig foundhimself accused of black sorcery or ofcursing the townsfolk by some deviousparty of fighters eyeing his collection ofvorpal swords.

Add to this problem that the marketfor magical items was glutted. Any citylarge enough to draw adventurers wasalso drawing dealers of all thingsarcane, and nowhere Reig traveled hadfewer than two other magic shops with-in the city walls. Refusing to be outdone,Reig had tried to change the interest ofhis wares to appeal to the commonersof the land, but he found too few farm-ers with enough gold to pay for a heavyplow of speed. Soon he was destitute,wandering the land and giving awaymagical daggers as payment for a mealand a room for the night.

Then, Reig stumbled upon Sea Breeze.Sea Breeze was a port for every pirate,buccaneer, and scurvy dog in the land.On any given day the streets were full ofswarthy sea men—peg legged, patch-eyed, and hook-handed, limping aroundwith poor eyesight and a rusty clawwhere a proper limb should be. Theselast details were what caught Reig’sattention and set his salesman’s instinctsinto motion. Here was a need, he real-ized, a niche in the marketplace. Peoplehe could help. People who would needwhat he could offer. And so it was born:

Ye Olde Body Shoppe

by Brian P. Hudsonillustrated by David Day

STARSMONT’SWHOLE BODY SHOPPE:

GIVING SAILORSA HELPING HANNDE

Welcome to Starsmont’s Whole BodyShoppe, the worlds first—and only—sourcefor total limb replacement. Lost a hand to acrocodile or an eye to a well-throwndagger? Tired of hopping around on a pegleg, exiled to the galley as cooks assistant?Let our artisans help! Starsmonts wholeBody Shoppe specializes in finely craftedhands, arms, legs, and eyes, altered byarcane magicks not only to resemble butactually to work like real limbs! In fact, ourstaff can surpass the appendages you had

before, with magical features that will makeyou the envy of friends and family. Eachlimb is lovingly crafted from the finest rawmaterials, then meticulously hexed to lookand feel like the extremity you left behind.Simply strap on a Starsmont Whole BodyLimb and wear it around as you would anyother wooden leg or glass eye. Within threedays, the Whole Body Limb will become apart of you, gradually tuning into your bodyand becoming a part of it. And should youeverfeel the need to remove your StarsmontWhole Body Limb, simply loosen the leatherstraps and pull . . . but once you’re walking,seeing, and working like your old self again,you'lI never want to take it off! Satisfactionguaranteed!

88 OCTOBER 1997

EyesSeeing is truly believing with a Sfarsmonf

Whole Body Eye! Fashioned from smokedglass and set with a variety of stones andgems, Starsmont Whole Body Eyes areguaranteed to bring you perfect—or, insome cases, more-than-perfect-vision. Wecan match your Whole Body Eye to thecolor of your current organ of sight or fityou with an orb of the perfect complement-ing color to give yourself just the right lookof menace as you brood in the seaside tav-ern or fix your subordinates with an icyglare. So cast off your patches and leave thename “One-Eye“ to the Cyclopes! Purchasea Whole Body Eye today!

The Seeing EyeThese are the “typical” Starsmont eyes.

Made in a variety of colors, the seeing eyesimply replaces the lost eye and performsthe same function: vision. Once insertedinto the socket, a seeing eye takes roughlya week to familiarize itself with its owner,at which point it begins to function as anormal eye. Once functioning however,the seeing eye does have its limitations.Not only does it work like a real eye butalso it feels like a normal eye, as doall of the eyes described hereafter.Consequently, trying to remove one onceit has been inserted and activated—orhaving one accidentally or forciblyremoved—can be an extremely painfulexperience. Starsmont realized this earlyon and has since added a commandword to all of the eyes he makes. Theword, usually gah-behn (the goblin wordfor “blindness”), immediately renders aneye dormant and ready for removal.

XP Value: 2,000 CP Value: 3,500

The True Seeing EyeAs well as performing the function of

a normal seeing eye, the true seeing eyehas been glamoured to see through anyand all illusions, charms, and invisibilityspells cast at 9th level or lower. The trueseeing eye is continuously active—the eyeautomatically detects the presence ofany sort of illusion and immediately trig-gers the power. A side effect of this givesthe owner the power to detect magic,allowing him to “see” magic as per thespell of the same name. The true seeingeye needs not be recharged.

XP Value: 3,500 GP Value: 4,500

The Dim-Seeing EyeThe first of Starsmont’s “custom-built”

eyes, the dim-seeing eye imbues itsowner not only with normal vision but

also with limited infravision, to a dis-tance of 30’ The power is automatic,and it functions as normal infravision,i.e., only working in dim or completelydark places. Also, at the uttering of thecommand word “illumine,” the dim-seeing eye flares and sheds light equal tothat produced by a right spell; the lightlasts for the same duration as the spell,as if cast at 6th level of ability, or untilthe command word is repeated. The eyeneed not be recharged.

XP Value: 2,500 CP Value: 3,800

The All-Seeing EyeA variety of clairvoyance and farseeing

spells combine in this eye to give theowner the ability to see aroundcorners, through walls, and—given anunobstructed view—up to 130 yardsaway as clearly as if he were standingbeside the object of his vision. A differentcommand word—“espy,” “pry,” and“scope,” respectively—governs each ofthe three functions. Seeing around cor-ners can function anywhere within 30’ ofthe corner in question; seeing throughwalls anywhere within 20’ of said wall,ceiling, or floor; and telescopic vision up

to 130 yards, given an unobstructedview. The three powers cannot functiontogether (one can’t look around a corner,then 50’ down the corridor and througha wall at the end of it) and all the powersare limited to “normal” sight, i.e., some-one looking through a wall cannot shifthis point of view around the room unlesshe can physically walk to the new posi-tion, and there is no sound, smell, etc.,accompanying the enhanced vision. Anall-seeing eye typically holds 50 chargesand can be recharged only if one knowsthe proper combination of spells (ReigStarsmont knows the combination, ofcourse, and uses this knowledge toassure himself repeat business).

XP Value: 5,000 GP Value: 5,500

The Eye That BindsOnly three of these potent eyes have

been made by Starsmont. Each one car-ries the power of a holdperson spell, withline-of-sight range and only two spellcomponents: verbal (an uttering of thecommand word, “bind”) and somatic(one must have eye contact with the tar-get of the spell). Once cast, the spell func-tions as a normal hold person spell. Theeye must be charged and can hold up to20 charges at a time. Each of these eyeswas set with an amethyst and thus iseasily recognizable.

XP Value: 6,500 GP Value: 8,000

The Look That KillsThere has only been one eye of this

type made, and Starsmont regrets everhaving created it. Set with a ruby, the eyewas commissioned by a wealthy seacaptain who wanted to inspire perfectawe and fear into his crew. It uses aunique form of the power word:stun spell,so that, simply by glaring at the personand uttering the proper command word(which Starsmont will no longer reveal),the owner can strike down his targetwith a powerful magical “slap” that caus-es only 1 hp damage, but which is sopainful that it leaves the victim stunnedfor 1d8 rounds. The captain who com-missioned it used it well—too well, in fact,for he once became so angry with asailor that he literally beat the man todeath with it. The rest of the crew, bothangry and afraid, mutinied, and the cap-tain was murdered . . . but not before oneof the sailors plucked out the eye andhid it away. The sailor—and the eye-disappeared in the next port, and neitherhas been seen since.

XP Value: 10,000 GP Value: N/A(Starsmont refuses ever to make one

again, for any price.)

90 OCTOBER 1997

Hands & Arms The Tricky HandYou’re on the deck of your ship, doing

your job and earning your pay. You grab acoil of rope and start to tug, but the windpicks up, and the sails pull harder. The nextthing you know, your hand is in the crow’snest, and you’re being fitted for a cold ironhook. Well, as long as you’re being sized,why not come in to Starsmonts WholeBody Shoppe and fit youself into one of ourhands instead? We carry a variety of shapesand sizes, fit for either the left or right hand,and each one works just like the hand youhad before. Don’t get hooked on hooks!Come on in to the Whole Body Shoppe, andlet us give you a hand. You’ll be soimpressed that you’ll want to give us a handaferward!

Much as the gripping hand above, thetricky hand gives its wearer a +2Dexterity bonus only to the arm onwhich the hand is worn. This bonusextends to thieving skills, and thus it ishighly prized by rogues. As with the grip-ping hand, whole-arm versions exist, butthe bonus to Dexterity remains +2. In allother respects, the tricky hand works justas a helping hand.

XPValue: 5,000 GPValue: 7,200

The Hidden Hand

The Helping HandLike the seeing eye, this is the “basic”

model of the Starsmont hand. It beginsas a wooden hand covered by a leathergauntlet, fixed with a number of strapsgoing up the forearm. The owner simplystraps the gauntlet to his arm, andimmediately the hand becomes amobile limb. At first it is slow and stiff,able to grip and point but unable to per-form any exacting movements like writ-ing or wielding a sword. It takes a fort-night for the hand to adapt itself to thebody, at which point it becomes almostindistinguishable from a real hand. Theonly difference is a single leather strap,wrapped around the wrist like abracelet. This strap is the release, shouldthe owner ever want to remove thehand for any reason. Like the seeing eyes,any damage inflicted on the handcauses its owner pain, just as if the dam-age were done to a real limb, and theloss of any digits—or the whole hand-ruins the item. In addition, whole-armversions of the helping hand exist, andthey perform in the same manner.

For those who always hated theinconvenience of losing a hand but whoalways liked the touch of menace ahook could bring, Starsmont created thishand. The hidden hand functions as ahelping hand and grants the same bene-fits. In addition, upon uttering the word“shift,” the owner can cause the hiddenhand to polymorph into a steel hook,roughly the size of a gaffing hook. Thishook can be employed as a weapon,causing 1d4+1 hp damage per hit, andthe wielder does not suffer non-profi-ciency penalties—a person can use it ashe would his own fist.

XPValue: 5,000 GPValue: 7,500

The Casting HandSought actively by wizards, the casting

hand has the capacity to store up to 25levels’ worth of spells. Specifically, it canstore one-and only one-spell of level 5or lower in each finger. To cast, the ownermerely need point the proper finger andutter the command word (usually thespell name and the digit its stored in-“ring,” “index,” “thumb,” etc.). The fingermust be fully extended for the spell to bereleased. The hand works in all otherrespects as a normal helping hand.

XPValue: 8,500 GPValue: 10,000

XPValue: 4,000 CPValue: 6,000 The Hand of Justice

The Gripping HandThis hand is much like the helping

hand, giving the owner all the benefits ofsuch. In addition, its use grants the owneran added Strength bonus. The wearergains a +2 to his Strength only on thearm on which the hand is worn. Thus, aright-handed swordsman wearing a grip-ping hand on his left arm does not gainany bonus to his attack (though one hadbest be wary of his shield thrust). Whole-arm versions of this hand exist, grantingthe user a +3 Strength bonus.

XPValue: 5,000 GPValue: 7,200

OCTOBER 1997

This hand is unique and is possessedby Sea Breeze’s Head Constable. It canbe worn only by characters of lawfulgood alignment, and its powers arethreefold. First, it imbues its owner withthe +2 Strength bonus of the grippinghand; second, it can cast a detect liespell three times per day at 6th level ofability; finally, upon touching a creature,the owner of the hand can command thetarget as per the priest spell of the samename-a short, one word order such as“sleep” or “freeze,” the kind of powerperfect for a lawman trying to appre-hend a fleeing crook or break up a

92

DRAGON #240 93

bar fight. The hand also functionsnormally, as a helping hand.

XPValue: 10,000 GPValue: N/A

LegsWe here at the Whole Body Shoppe

know what a travesty it is for a sailor to losehis leg. While a lost eye is but an annoyance,and a missing hand merely impedes, anamputated leg can mean the end of asailor’s career—packed off to some seedyseaside town, selling fish for a few copperand spending the nights drunk and alone ina rowdy tavern, a chunk of wood strappedunceremoniously to the stump that used tobe his knee. So we make an extra effort tosee that our Whole Body Legs are craftedand enchanted to the highest standards, togive you the look and feel you’re longingfor. Starsmont Whole Body Legs: a stand-alone product that's one step ahead of thecompetition!

The Walking LegThe standard model of the Whole

Body Leg, the walking leg performs asthe seeing eye or the helping hand, replac-ing the lost limb and performing thesame function. The leg begins as awooden limb placed inside a leatherhose with straps for fastening, and ittakes a fortnight to familiarize itself withthe owner. It begins as a stiff, ratherclumsy appendage (causing its owner towalk with a severe limp) and eventuallyturns into a fully functioning extremityindistinguishable from a real leg. Likethe helping hand, the walking leg has aleather strap release should the ownerneed to remove it. Also as with its handand eye counterparts, damage to the legcauses pain to the owner, and severedamage can render the walking leg non-functioning. Walking legs can be found inboth full-leg (thigh to foot) and half-leg(knee to foot) forms.

XPValue: 4,000 GPValue: 6,500

The Leaping LegThis magical leg gives its owner the

ability to leap great distances, providedhe uses the leg to jump. The powersemulate those of the first-level wizardspell jump— a 30’ leap forward or straightup, or a 10’ leap backward, once perround. The leg does not require a com-mand word, nor does it need to berecharged. Only full versions of this legexist.

XPValue: 4,500 GPValue: 7,000

The Hidden LegLike the hidden hand, the hidden leg

has the ability to appear as either a realleg or as a wooden peg-leg. The com-mand word “shift” controls the change.The leg also functions as a walking leg.

XPValue: 5,000 GPValue: 7,700

The Swimming LegThis unique leg gives its owner the

ability to swim underwater by polymorph-ing the lower half of the owner into a pairof fins, akin to those of a merman. Thefins allow the owner to maneuverunderwater in the same fashion as themer, though it confers no other abilities(such as water breathing). The commandline “swim like the mer” controls thechange, which lasts until the line “walklike a man” is uttered. On land, the legfunctions as if it were a walking leg. Onlyfull-leg versions of the swimming leg exist.

XPValue: 6,000 GPValue: 9,000

The Hollow LegThis leg has quickly become popular

with thieves and smugglers, so much sothat some rogues have reportedly sacri-ficed a leg of their own to use one. Thehollow leg functions normally, like awalking leg, but it has two leather strapsinstead of one. The second strap wrapsaround either the knee or the ankle, andloosening it causes the lower leg (orfoot) to come off, revealing a hollowarea ideal for smuggling goods. Whatmakes this hollow area special is that itis extra-dimensional: it is, indeed, aportable hole, although the opening issmaller in diameter, and it functionsexactly as the portable hole described inthe DUNGEON MASTER® Guide. While leeryat first of the criminal uses of such a leg,the large amounts of gold some menwere willing to pay convinced Starsmontthat the leg was worthwhile. He hassince made quite a number of them, tothe point where more hollow legs existthan almost all other Starsmont WholeBody legs combined.

XPValue: 6,000 GPValue: 9,000

Brian P Hudson lives in Mount Pleasant,MI, where he will be a graduate teachingassistant in English this fall. His favoritegame setting is the RAVENLOFT® campaign, inwhich he has yet to see a group of playerssuccessfully leave Strahd’s castle.

9 4 OCTOBER 1997

Cons & ProsPolicies

This column is a service to our read-ers worldwide. Anyone may place afree listing for a game conventionhere, but the following guidelinesmust be observed.

In order to ensure that all conven-tion listings contain accurate andtimely information, all material shouldbe either typed double-spaced orprinted legibly on standard manu-script paper. The contents of each list-ing must be short and succinct.

The information given in the listingmust include the following, in thisorder:1. Convention title and dates held2. Site and location3. Guests of honor (if applicable)4. Special events offered5. Registration fees or attendance

requirements, and,6. Address where additional infor-

mation and confirmation can beobtained.

Convention flyers, newsletters, andother mass-mailed announcementswill not be considered for use in thiscolumn; we prefer to see a cover letterwith the announcement as well. Nocall-in listings are accepted. Unlessstated otherwise, all dollar valuesgiven for U.S. and Canadian conven-tions are in U.S. currency.

WARNING: We are not respon-sible for incorrect information sent tous by convention staff members.Please check your convention listingcarefully! Our wide circulationensures that over a quarter of a mil-lion readers worldwide see eachissue. Accurate information is yourresponsibility.

Copy deadlines are the firstMonday of each month, four monthsprior to the on sale date of an issue.Thus, the copy deadline for theDecember issue is the first Monday ofSeptember. Announcements for NorthAmerican and Pacific conventionsmust be mailed to: ConventionCalendar, DRAGON® Magazine,1801 Lind Avenue S.W., Renton, WA,98055, U.S.A..

If a convention listing must bechanged because the convention hasbeen cancelled, the dates havechanged, or incorrect information hasbeen printed, please contact usimmediately. Most questionsor changes should be direct-ed to the magazine editors at(425) 204-7226 (U.S.A.).

❖ Australian convention❊ Canadian convention❁ European convention* indicates a product produced by a com-

pany other than TSR, Inc. Most productnames are trademarks owned by the com-panies publishing those products. The useof the name of any product without mentionof its trademark status should not be con-strued as a challenge to such status.

Quad Con ’97

OCTOBER

October 3-5

CONVENTIONS

IARamada Inn, Davenport.

Events: role-playing, card,board, and miniaturesgames. Other activities: anauction and dealers area.Registration: varies. TheGame Emporium, 3213 23rdAve., Moline, IL 61265. Email:[email protected].

game auction, dealers area,

card, board, and miniatures

and a miniature painting con-test. Registration: varies.

games. Other activities: a

Adventure Games Northwest,6517 NE Alberta, Portland,OR 97218.

Grand Game ConOctober 17-19 MI

Cascade Commons, GrandRapids. Events: role-playing,card, board, and miniatures

Necronomicon ’97October 10-12 FL

Camberly Inn, Tampa.

games. Registration: varies.John Edelman, 331 CarltonSE, Grand Rapids, Ml 49506.

Guests: Joseph Green, Kevin J.and Rebecca Anderson.Events: role-playing, card,board, and miniatures games.Other activities: author andartist panels, art show, auc-tion, a dance and much more.Registration: $18/preregis-tered, $25/on site. Ann Morris,P.O. Box 2076, Riverview, FL33568. Email: [email protected] or to [email protected].

Novacon ’97October 24-26 TX

On the campus of TexasA&M University, CollegeStation. Events: role-playing,card, board, and miniaturesgames. Other activities: RPGANetwork tournaments, and ananime room. Registration: $10.MSC NOVA, Memorial StudentCenter, Box J-1, Texas A&MUniversity, College Station,TX 77844-9081. Email:

Totally Tubular Con VOctober 10-12 CA

[email protected] orhttp://novacon.tamu.edu/.

Days Inn, Fullerton, CA.Events: RPGA® Network gamesincluding Living City events.Write: Totally Tubular Con,P.O. Box 111, Brea, CA 92822.Email: [email protected].

Conline XXVIIOctober 25-26 Online

The Games RoundTableon the Genie online service.Events: AD&D® game LIVINGCITY™ Procampur, LIVING

Adventure Gamefest ’97October 17-19 OR

Portland Convention Center,Portland. Events: role-playing,

DEATH™, Call of Cthulhu, andRAVENLOFT® tournaments.Email [email protected] [email protected].

IMPORTANT

DRAGON® Magazine does not publish phone numbers for conventions. Be certain thatany address you send us is complete and correct.

To ensure that your convention listing makes it into our files, enclose a self-addressed stamped postcard with your first convention notice; we will return thecard to show that it was received. You also might send a second notice one weekafter mailing the first. Mail your listing as early as possible, and always keep usinformed of any changes. Please do not send convention notices by fax, as thismethod has not proven reliable.

International CamarillaConclave ’97October 30-2 MO

Kansas City AirportMarriott, Kansas City. Events:role-playing, card, board,and miniatures games. Otheractivities: costume contest,charity auction, a dealers area,and seminars. Registration:varies. Dark Heartland, c/o812 NE 100th Terrace, KansasCity, MO 64155.

UmfCon 21October 31-2 ME

University of Maine,Farmington. Guests: ThomasKane and Sharyn McCrumb.Events: role-playing, card,board, and miniatures games.Other activities: Magic* tour-naments and a flea market.Registration: varies, TableGaming Club, 5 South Street,Farmington, Maine 04938.

NOVEMBERCONVENTIONS

Sci-Con 19November 7-9 VA

Holiday Inn ExecutiveCenter, Virginia Beach.Guests: James Patrick Kelley,Lubov, and Steve Luminati.Events: role-playing, card,board, and miniatures games.Other activities: panels, read-ings a dance, and more!Registration: varies. Send anSASE to Sci-Con 19, P.O. Box9434, Hampton, VA 23670.Email: [email protected] orhttp://scicon.org.

MACE ’97November 7-9 NC

Hol iday Inn MarketSquare, Greensboro, NC.Events: card, board, and role-playing games. Other activi-ties: dealers’ room, charityauction, and live-action role-

96 OCTOBER 1997

playing. Registration: $15pre-registered, $20 on site.JustUs Productions/MACE,P.O. Box 38001, Greensboro,NC 27438-8001 or email:[email protected]. Website: justus.iw.org.

Pentacon XIINovember 15-17 IN

Grand Wayne Center, FortWayne. Events: role-playing,card, board, and miniaturesgames. Other activities: deal-ers area, an auction, and apainting contest. Registration:varies. NIGA/Pentacon, P.O.Box 11174, Fort Wayne, IN46856. Email: [email protected].

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D R A G O N # 2 4 0 107

A Guide toTransylvania

DRAGONS gamesupple-ADVANCED DUNGEONS &

ment for the RAVENLOFT campaign

For my birthday, my wonderful wifepresented me with a sleazy horrorvideo, the perfect gift for a guy with aninsatiable appetite for all things sinister,including, of course, role-playing games.So this month, in honor of my approach-ing old age, I’m gonna grab a scalpeland dissect some supplements for threeof my favorite horror RPGs. Oh, thevideo? Three on a Meathook. What a gal!

Role-playing games’ rating

Not recommended

May be useful

Fair

Good

Excellent

The BEST!

Johnson, Jonatha Ariadne Caspian, andSteve Miller

Editing: Carol L. Johnson and JonathaAriadne Caspian

Illustrations: Jason BurrowsCover: Daniel Horne

96-page softcover book

Requiem:the Grim Harvest

ADVANCED DUNGEONS & DRAGONS® game supplementfor the RAVENLOFT® campaign setting

One 96-page softcover book, one 64-page softcover book, one 32-page soft-cover book, one double-sided 21” × 32”map sheet, boxed

TSR, Inc. $30Design: William W. Connors and Lisa

SmedmanEditing: Steven BrownIllustrutions: Val Mayerik, Andrew

Goldhawk, and Paul CarrickCover: Fred Fields

Children of the Night:Vampires

ADVANCED DUNGEONS & DRAGONS game Supplement for the RAVENLOFT campaign setting

96-page softcover bookTSR, Inc. $16Design: Paul Culotta with Carol L.

TSR, Inc.Design: Nicky ReaEditing: Steve Miller

$13

Illustrations: Val MayerikCover: Dawn Murin

Of all the AD&D® campaign worlds -with the possible exception of theFORGOTTEN REALMS® setting — theRAVENLOFT campaign remains the mostuser-friendly. It’s light on new concepts.There’s not a whole lot of backgroundmaterial to digest. And as horror gamesgo, it’s pretty tame. Heavy on atmos-phere and easy on the gore, theRAVENLOFT campaign has more in com-mon with Dark Shadows than Three on aMeathook — good news for the faint ofstomach.

It’s also remarkably flexible. Case inpoint: the latest RAVENLOFT box, Requiem:the Grim Harvest, which takes ordinaryplayer characters and transforms theminto undead. That’s right — we’re talkingPCs with crumbling flesh, skin-rendingclaws, and an appetite for innocent

108 OCTOBER 1997

bystanders. How this transformationoccurs is not only one of the set’scleverest features but also an eyebrow-raising surprise (which is why I’ll keepquiet about the details). In any event,Requiem breathes new, er, life into theRAVENLOFT setting. Believe me, youhaven’t, er, lived until you’ve played arogue zombie gnome.

In the introduction to Book One,designer Bill Connors proclaims,“Congratulations! You already knowhow to play the Requiem game!” Heexaggerates, but not by much. Forinstance, Requiem utilizes the standardAD&D character creation rules, tweakedhere and there to make the PCs suitablygrotesque. Because undead PCs tend tobe stronger than normal folk, Strengthscores can be as high as 19. Likewise,undead PCs inflict more damage, hittheir targets more frequently, and shrugoff the effects of fatigue and poison.Racial advantages, too, are ratcheted upa notch; undead dwarves benefit from a100% immunity to one school of magic,undead elves receive a +1 Charismabonus. (That last one doesn’t make awhole lot of sense to me either, but ithas something to do with their “alluringaura of mystery.” Go figure.)

With his attributes computed, theplayer then selects an undead characterkit, essentially a collection of modifiers,advantages, and disadvantages. Thezombie kit, for example, grants aConstitution bonus but reduces Charismaby -2 (no alluring aura for this guy). Forthe most part, the kits treat abilities asproficiencies. Therefore, when you wantto use an ability, you make a proficiencycheck; it’s a simple, logical method forresolving actions. Not only are theability/proficiency options pretty cool —I’m partial to drain intelligence and odorof corruption — so are the physical con-sequences; choose the ghoul kit, andyou get a tongue “covered with raspybumps designed for scraping marrowfrom bones.” Yum!

Once you get your raspy-tonguedalter ego off the slab, you can send himstumbling into Necropolis, the Requiemhome base described in the 32-pageBook Two. Il Aluk, the capital ofNecropolis, is a dead guys dream, as it’sbeen swept clean of all living things -no plants, no animals, not even a para-mecium. The tour itinerary also includesthe Boglands, the Mountains of Misery,and Neblus, a city made of gravestones.But because the descriptions lackspecifics — the Neblus entry comprises

just three paragraphs — the book hasdubious value as a reference. Consider itan introduction; maybe someday we’llget a Necropolis boxed set.

Book Three, titled Death Triumphunt, isa scrumptious 96-page adventure, thethird volume of a trilogy that began withDeath Unchained and Death AscendantIt’s a smart, action-intensive nail-biterbursting with bad guys; I haven’t seen somany inhuman creeps since lastsummer’s political conventions. Theunpredictable plot concludes with adeadly showdown that only the hardiest— or luckiest — PCs are likely to survive.If you didn’t get around to purchasing

the previous two volumes, worry not;Death Triumphunt plays fine by itself.

I have no major complaints withRequiem, but I have a few grumbles.Fighters and rogues can become skele-tons, ghouls, zombies, shadows, ghasts,wights, wraiths, specters, ghosts, andvampires. Priests and wizards, however,can become only mummies and liches. (Iknow, I know, we gotta preserve theintegrity of the AD&D system — mum-mies and liches are the only types ofundead automatically capable of castingspells — but still ...) You’d think that anAD&D variant this unusual would beripe for a slew of new spells, butRequiem offers not a one. And theproficiency list could’ve used a trim, assome of the options are just plain goofy.I mean, a blacksmithing ghoul? Ajuggling vampire?

Players not up to the demands ofRequiem are directed to Children of theNight: Vampires, a supplement that

purports to be a collection of blood-sucker biographies but is, in fact, ananthology of short adventures. Eachadventure, which can be inserted intoany RAVENLOFT campaign, features anundead antagonist, an off-beat setting,and an obstacle course of blood-curdlingencounters. Though a few adventuressuffer from underdevelopment, overallit’s a solid collection, featuring memo-rable appearances by a were-octopusand a cad named Scabby. Two notes: (1)RAVENLOFT setting vampires are by nomeans carbon copies of Bela Lugosi;they’re unique creations with their ownabilities and behavior. If you’re a sticklerfor accuracy, you’ll want to consult therelevant entries in the MONSTROUSCOMPENDIUM®: RAVENLOFT Appendix III. (2)Although the Children of the Nightvamps are bad guys, there’s no reasonyou can’t fiddle with their alignmentsand use them as PCs in Requiem.

Fang enthusiasts should also checkout A Guide to Transylvania, an exami-nation of the vampire’s traditionalstomping grounds, configured to theVictorian era setting described in theMasque of the Red Death boxed set.Drawing on accounts from folklore andliterature, Transylvania focuses on theregion’s culture, geography, and person-alities, with special attention paid to VladTepes, the 19th-century serial killer whoserved as the model for Count Dracula.Despite the impressive research, role-players may feel shortchanged by theabsence of adventure hooks and thelack of concrete advice for incorporatingthe material into a campaign. This one’smainly for scholars.

Evaluation: Veteran RAVENLOFT play-ers, those at home in the Demiplane ofDread and know their way around afear check, should get a kick out of allthree of these supplements. But new-comers, those who own the originalcampaign box and little else, might firstwant get their feet wet with theForbidden Lore box (expanded rules withan emphasis on creepy magic) and theMasque of the Red Death set (the bestRAVENLOFT box to date, mandatory for AGuide to Transylvania). And before tack-ling the ambitious Death Triumphant,newcomers might want to warm up witha more manageable adventure likeNight of the Walking Dead or The Created.Finally, I urge players of all persuasionsto investigate House of Strahd. Many afi-cionados consider it to be not only thebest-ever RAVENLOFT adventure but alsothe best-ever TSR adventure, period.

DRAGON #240 109

A World of Darkness(Second Edition)

Vampire: The Masquerade*game supplement

160-page softcover bookWhite Wolf Game Studio $18Design: Mark Cenczyk, Ben Chessell,

Richard Dansky, Graeme Davis, JamesEstes, Alex Hammond, Angel McCoy,Deena McKinney, James Moore, LucienSoulban, Richard Watts, and RobertHatch

Editing: Ronni RadnerIllustrations: Jason Brubaker, Pia

Guerra, Eric Lacombe, Ron Spencer,Michael Gaydos, E. Allen Smith, DennisCalero, Larry MacDougal, AnthonyHightower, and Heather McKinney

Cover: John Matson and MattMilberger

Constantinople byNight

Vampire: The Dark Ages*game supplement

128-page softcover bookWhite Wolf Game Studio $15Design: Philippe Boulle, Joshua

Mosqueira-Asheim, and Lucien SoulbanEditing: Ken CliffeIllustrations: Michael Gaydos, Eric

Lacombe, Chuck Regan, Andrew Ritchie,and Andrew Trabbold

Cover: William O’Conner and MattMilberger

Chicago Chronicles:Volume One

Vampire: The Masqueradegame supplement

336-page softcover bookWhite Wolf Game Studio

Design: Mark Rein•Hagen, GraemeDavis, Bill Bridges, Lisa Stevens, NigelFindley, Andrew Greenberg, Steve Crow,Josh Timbrook, Travis Lamar Williams,Chris McDonough, and Stewart Wieck

Editing: Graeme Davis and AndrewGreenberg

Illustrations: Janet Aulisio, Dave Miller,Gail Van Voorhis, Bill Bridges, JohnCobb, Tony Santo, Tim Bradstreet, JoshTimbrook, Richard Thomas, RonSpencer, and Craig Cartwright

Cover: Clark Mitchel

The difference between a supplementlike A Guide to Transylvania and a gamelike Vampire: The Masquerade is the differ-ence between a wading pool and thePacific Ocean. Which is to say, anyonewith a serious interest in bloodsuckers

should dive into V:tM without further ado(the hardcover second edition is the oneto get). Me, I’ve never been a big Draculafan, so I’ve been less forgiving of V:TM'sflaws. I’ve had a tough time untanglingthe mechanics, many of which are lessthan crystal clear. And I’ve never beerable to cobble together a satisfactorycampaign; solid, well-developed V:TMadventures are notoriously hard to comeby. But I’m second to no one in my admiration of the setting. Indeed, V:TM featurewhat may be the most richly imaginedworld in all of role-playing, breathtakingin scope and as close to a work of art athe industry has ever coughed up.

A good place to begin your tour is AWorld of Darkness, a fascinating continent-by-continent survey of Kindredactivity. Each of the 10 entries feature

historical summaries, personality profiles,and traveler’s tips geared specially tovampires; the “Eating Well in Kingston”section doesn’t have much to do withcheeseburgers, if you get my drift.

The avalanche of information shouldgive players and gamemasters alikeplenty to chew on. “Dumpster Diving” is apastime enjoyed by the Kindred of NewYork; two luckless vampires are tossed offa bridge while their compatriots bet onwho will survive. Because it’s hard tobreathe at high altitudes, the natives ofBolivia have more than the usual numberof red corpuscles; naturally, Kindred con-sider Bolivians extra tasty. And it turnsout that Ross Perot wasn’t alone in hisopposition to the North American FreeTrade Agreement; so were the CentralAmerican Kindred. It’s great fun, spoiledin part by an inconsistent format. TheEuropean and Arabian chapters, forexample, have adventure ideas, but theNorth America and South America chap-ter don’t. The South America chapter has

a clan-by-clan breakdown of Kindredactivity; the North America chapterdoesn’t. Further, without an index or acomprehensive table of contents, locat-ing specific information is a pain.

Constantinople By Night provides aclose-up of a single locale. The first sup-plement for the Vampire: The Dark Ages*game (itself an offspring of Vampire: TheMasquerade), it’s a humdinger, a dazzlingtreatise on ancient Byzantine society asseen through the eyes of a psychopath.Mixing actual history with fanciful leg-ends, the book centers on the powerstruggles among Constantinople’sdebauched Trinity of the Undead. With

1 1 0 OCTOBER 1997

civilization, the Trinity families engage ina never-ending series of political conflictsand outright wars, all of it fodder for agrand and bloody role-playing cam-paign. On the downside, like A World ofDarkness, Constantinople makes life diffi-cult for the gamemaster, as it neglects toinclude either an index or a serviceabletable of contents. And the brief scenariotacked on at the end doesn’t do justice tothe material that precedes it.

But Constantinople’s vivid prosemakes the glitches easy to overlook.Here’s a sample, taken from a descrip-tion of an animal duel staged in theKynegion Amphitheater:

Hollers and jeers could be heard asa black mastiff — the favored beast of theBaron’s Gangrel — maimed a grosslymutated amalgamation of cats . . .Suddenly the cat beast, bloody and hiss-ing through multiple mouths, split intoseven distinct felines, one of which wasalready dead . . . They swarmed the poordog . . .

White Wolf recommends Constantinoplefor mature readers. They aren’t kidding.

Archeologists might amuse them-selves with Chicago Chronicles, a compi-lation of two prehistoric V:TM supple-ments. The first, Chicago By Night, cata-logues the hangouts favored by theWindy City Kindred. The second,Succubus Club, features seven grisly sce-narios set in a seedy nightspot. What’sshocking about Chicago Chronicles isn’tthe gore — though enough blood isspilled to fill an Olympic pool — but thecrude presentation. Compared to thestate-of-the-art visuals in Constantinople,the look of Chicago Chronicles is border-line amateur. The writing, too, could’vebeen crisper, though even in theseembryonic efforts, the text radiatesimagination. White Wolf has come along way; Chicago Chronicles showshow far.

Evaluation: Because A World ofDarkness functions as sort of a Kindredalmanac, it’s essential reading. (Old-timers should note that Darknessupdates information from earlier V:TMsupplements, hence the “second edition”designation.) Constantinople, though thebetter book, is more complex and hencemore demanding; novices might pre-pare by studying the excellent VampirePlayer’s Guide (and, of course, theVampire: The Dark Ages game).

Those with an appetite for artifactsshould search out Volumes Two andThree of Chicago Chronicles, both offer-ing intriguing peeks into White Wolf’s

formative years. Volume Two containsChicago by Night Second Edition (a bitbloated) and Under a Blood Red Moon (anexciting crossover with the Werewolf:The Apocalypse* game, but baffling ifyou’re not familiar with Werewolf).Volume Three features Blood Bond (acomplex, somewhat romantic scenariobased on an age-old feud), Milwaukee byNight (more midwestern mayhem, simi-lar to Chicago by Night), and Ashes toAshes (the best of the early V:TM

Horror’s HeartCall of Cthulhu

supplement80-page softcover bookChaosium Inc. $13Design: Sheldon Gillett with Lynn

Willis and Scott David AniolowskiEditing: Lynn WillisIllustrations: Jason EckhardtCover: Eric Vogt

Ye Booke ofMonstres II

Call of Cthulhu gamesupplement

58-page softcover bookChaosium Inc. $12Design: Scott Davis AniolowskiEditing: Janice SellersIllustrations: Earl GeierCover: Eric Vogt

The Comlete Masksof Nyarlathotep

Call of Cthulhu gamesupplement

224-page softcover book

Chaosium Inc. $23Design: Larry DiTillio and Lynn Willis

with Geoff Gillan, Kevin A. Ross, ThomasW. Phinney, Michael MacDonald, SandyPetersen, and Penelope Love

Editing: Lynn WillisIllustrations: Lee Gibbons, Nick Smith,

Tom Sullivan, and Jason EckhardtCover: Shannon Appel

Here’s where objectivity goes out thewindow. Call of Cthulhu is my favoriteRPG, has been for a decade, and proba-bly will be when I’m rocking away in theold folks’ home. Winner of every awardthe industry has to offer, the gameboasts a spellbinding setting (based onthe nightmare universe of H.P. Lovecraft),brilliant mechanics, and a shelf full offirst-class supplements. As far as I’m con-cerned, not liking Call of Cthulhu is tanta-mount to not liking Christmas or theBeatles.

Horror’s Heart, a series of linked sce-narios set in Montreal, showcases all theelements that make Call of Cthulhu soelectrifying. First, there’s the compellingplot, stemming from the abduction of apriest and the discovery of a tomb in achurch basement. Second, there’s theroster of eerie locales: a gloomy man-sion haunted by a ghostly bear, a citymorgue that reverberates with heart-beats, a book store that doubles as aslaughterhouse. Third, there are themind-boggling adversaries: a fang-linedmouth in the palm of a human hand,the supernatural lackeys that resembleinside-out elephants. With their well-staged encounters and surplus ofgamemastering tips, the scenarios are asnap to run. Only the limp finale, disap-pointing after such a provocative build-up, prevents Horror’s Heart from achiev-ing classic status.

What distinguishes Ye Booke ofMonstres II from the zillions of othermonster encyclopedias? Why, the mon-sters themselves, a menagerie of skin-crawlers so abominable that they makethe Kindred look like refugees fromMother Goose. Some samples: BaohtZ’uqqa-Mogg, a scorpion monstrositywith “scampering, squirming, andbuzzing contagion-laden vermin, worms,and insects that ceaselessly burrow,crawl, and dart into, around, and over[its] bulk”; and the Black Sphinx, “a hugeand lumbering beast, its eyeless facesdotted with snapping maws which con-stantly drool the blood and bones of itsprevious victims.” As good as it is, itcould’ve been better with bigger pictures;

112 OCTOBER 1997

I’d like a closer look at the maws of theBlack Sphinx. And why didn’t Chaosiumcombine this with the equally slim YeBooke of Monstres I and make it a singlevolume?

The Complete Masks of Nyarlathotep,an expanded edition of the epic cam-paign first published in 1984, is amarvel. Detailing Lovecraftian demigodNyarlathotep’s plot to crush mankind,it’s a work of staggering power, expertlycrafted and unforgettable. Part murdermystery, part splatter film, part IndianaJones extravaganza, the plot unfolds inan ever-widening circle of intrigue as theplayer characters engage in what seemsto be an increasingly futile effort torestore order to the cosmos. It’d be a dis-service to reveal the details, but a fewimages will suggest what’s in store: anAfrican mask that absorbs the pupilsfrom the wearer’s eyes; a hotel roomoccupied by a horde of unblinking,unmoving black cats; a giant flame-eyedbat that spews smoky trails of proto-plasmic bubbles. The story twists, unpre-dictable and jaw-dropping, lead to ashattering conclusion; the effect is likestuffing your brain into a blender andturning it up all the way. Absorbing, dis-turbing and astonishingly adept, Masksof Nyarlathotep is the definition of arole-playing masterpiece.

Evaluation: All of the aforementionedtomes belong in your library, right nextto your copy of the Fifth Edition rules. Asfor additional supplements, you almostcan’t go wrong; Chaosium has publishedonly a handful of flops. I could rattle offa couple dozen recommendations, butI’ll settle for three: Horror on the OrientExpress (an epic campaign that rivalsMasks of Nyarlathotep for ingenuity),Encyclopedia Cthulhuana (everything—and I mean everything— you need toknow about the Lovecraft mythos), andEscape from lnnsmouth (two hair-whiteningscenarios set in a gruesome coastalcommunity). And keep an eye out forDreamlands, a revised edition of aCthulhu classic originally published in1986, containing background materialand several ready-to-play scenarios setin the world of dreams.

Short and sweetWizard's Spell Compendium, Volume

One compiled and developed by MarkMiddleton, Jon Pickens, and RichardBaker. TSR, inc., $25.

Are you on the prowl for spells?Here’s a few hundred of ’em, gleanedfrom 20 years worth of TSR rule books,

supplements, and magazines. They’reupdated, revised, and clarified, so you’llknow exactly what’s happening whenyou whip out Darsson’s eye in the sky orcorpse link Covering spells beginning withthe letters A—D, this is the first volume ofa promising series, one I suspect AD&Dgame players will find indispensable.

GURPS Vehicles, Second Edition, byDavid Pulver. Steve Jackson Games, $20.

if you can drive it, fly it, or hitch it toa donkey, you’ll find it in GURPSVehicles, a staggeringly complete collec-tion of conveyances for the GURPS*game (but adaptable to other gamesystems with a little effort). New to thisedition are the plethora of starships, aslew of new accessories, and all the nipsand tucks necessary to ensure compati-bility with GURPS Robots (also by Pulver).But the main attraction remains thesame: easy-to-follow guidelines for build-ing game-ready versions of everythingfrom skateboards to time machines.

BattleTech* trading card game, byRichard Garfield. Wizards of the Coast.$9 (60-card starter deck).

Can a card game simulate a convinc-ing battle between giant walking tanks?Well, sure, as this adaptation of FASA’sclassic BattleTech* board game so ele-gantly demonstrates. Players assumethe roles of Clan generals and Houseleaders, then unleash their Vindicatorand Banshee ’Mechs for a 31st-Centurydemolition derby. it’s simple (mucheasier, in fact, than the Magic: TheGathering* game, designed by the sameguy) and addictive (which means youbetter start saving up for the boosters).

Fractal Spectrum magazine; edited byDonald A. Redick and Kathleen D.Seymour. Fractal Dimensions Publishing,$3 per single issue, $10 per four-issuesubscription.

Forget the so-so artwork and the too-specialized-for-their-own-good articles(“New Medicinal Rules for Gurps”). Whatputs this quarterly publication on themust-read list is the comprehensive newssection. The latest issue (#13) offers closeto 125(!) reports covering every aspect ofgame-related publishing. If you’re aPreviews of Coming Attractions junkie,this mag's made to order. (information:Fractal Dimensions, 17-29 Main St., Suite316, Cortland, NY 13045.)

Sick LittIe Sagas, by Greg Farshtey,Even Jamieson, and Richard Meyer.

West End Games, $15.After a shaky start, the Tales from the

Crypt* game (itself a spin-off of theMasterbook* game) hits its stride wlththis four-scenario anthology, a perfectblend of gore and giggles. Highlightsinclude “Bad Day at Hanging Hill” (oldwest weirdness featuring reanimatedcowhands) and “Track of My Fears” (anout-of-control commuter train en routeto the Palace of Pitchforks). is the text aspun-riddled as the TV series? Of corpse!

Inferno* game, by Marco Pecota.Global Games, $30.

in this elaborate board game, playerschoose their favorite Archfiends, add afew profane Lieutenants, then fight it outfor control of the Abyss. Fiends armthemselves with spells (like lightningstrike and sphere of annihilation) as well asphysical weapons (ripper claws, sickles,and fire axes). Defeated enemies aren’tmerely destroyed; they’re eaten, too.The attractive components include twocolorful hex maps, four sheets of heavycardboard cut-outs, and the “Tome ofthe Abyss,” a 64-page summary ofFiendish history. The *game itself is asinvolving — and demanding — as a mili-tary simulation. Think Buffle of the Bulge,only with four-armed soldiers wieldingmeat cleavers. (information: GlobalGames, 76 Jane Street, Toronto, Ontario,M6S 3Y5, Canada.)

Rick Swan is the author of TheComplete Guide to Role-Playing Games(St. Martin’s Press). You can write to him at2620 30th Street, Des Moines, IA 50310.Enclose a self-addressed envelope if you’dlike a reply.

* indicates a product produced by a companyother than TSR, Inc. Most product names are trade-marks owned by the companies publishing thoseproducts. The use of the name of any product with-out mention of its trademark status should not beconstrued as a challenge to such status.

114 OCTOBER 1997

NEW FOR OCTOBER

Fistandantilus RebornA DRAGONLANCE® Saga Lost Gods

Series, novel #2by Douglas NilesLoyal followers of the powerful, long

dead mage hatch a fiendish plot torestore the evil Fistandantilus to power.

$5.99 U.S./$6.99 CAN./£4.99 U.K.TSR Product No.: 8384ISBN: 0-7869-0708-8

DUNGEON Adventures #65Cover by Rebecca Guay

A SAGA® System adventure for theheroes of the FIFTH AGE™ setting, com-plete with AD&D® game conversionnotes throughout. Silvanesti elveschallenge the might of the Ice Tyrant,Gellidus on the frigid plains ofErgoth—only the heroes can makethe difference between defeat andvictory.

❖ The Ice Tyrantby Chris Perkins

❖ Knight of the Scarlet Swordby Jeff CrookSomething is rotten in the town of

Bechlaughter, but by the time theheroes discover their true foes, itmight be far too late.

❖ The Unkindness of Ravensby Jason KuhlThe legend warns not to kill the

ravens that roost in the manor. Pitysomeone already has slain one . . .

Plus two SideTrek adventures forthe AD&D game!

$4.95 U.S./$5.95 CAN./£2.95 U.K.TSR Product No. 8114-11

FrostwingsDRAGON DICE™ kicker pack #6by Bill OlmesdahlWarriors of Air and Death, the

Frostwings join the struggle for domina-tion of Esfah—but are they on the side ofgood or evil?

$6.95 U.S./$10.95 CAN./£4.99 U.K.TSR Product No.: 1507ISBN: 0-7869-0662-6

The Great Modron MarchA PLANESCAPE® adventure anthologyby Monte Cook and Colin McCombThe great Modron Procession has

begun, and soon thousands of clickingand whirring little modrons will marchoff Mechanus and begin a tour of theOuter Planes.

$24.95 U.S./$32.95 CAN./£14.99 U.K.TSR Product No.: 2628ISBN: 0-7869-0648-0

Lord of the NecropolisA RAVENLOFT® novelby Gene DeWeeseLord Azalin, Master of Darkon, con-

cocts a grim scheme to escape the con-fines of the Demiplane of Dread forever.

$5.99 U.S./$6.99 CAN./£4.99 U.K.TSR Product No.: 8073ISBN: 0-7869-0660-X

The Simbul’s GiftA FORGOTTEN REALMS® novelby Lynn AbbeyThe most wild and willful of the

famous Seven Sisters of Faerun, in herfirst novel.

$5.99 U.S./$6.99 CAN./£4.99 U.K.TSR Product No.: 8581ISBN: 0-7869-0763-0

Wizard’s Spell Compendium, Vol. 2An AD&D accessoryThe Wizard’s Spell Compendium contin-

ues the monumental collection of everyofficial wizard spell for the AD&D game.

$24.95 U.S./$32.95 CAN./£14.99 U.K.TSR Product No.: 2168ISBN: 0-7869-0664-2

NEW FOR NOVEMBER

The Book of PriestcraftA BIRTHRIGHT® campaign settingby Rich Baker, Dale Donovan,

Duane Maxwell, and Ed StarkThe Book of Priestcraft presents the

unique, mysterious priests of Cerilia,whose temples and religions move andshape the world. This book is perfect forpriest heroes, players of Rjurik druidsand Anuirean clerics. All character levels.

$20.00 U.S./$27.00 CAN./£11.99 U.K.TSR Product No.: 3126ISBN: 0-7869-0655-3

Dead GodsA PLANESCAPE deluxe adventureby Monte CookWhen greed masquerades as faith,

and the faithful discover the secrets ofresurrection, not even Sigil is safe. Thisdeluxe adventure presents an explosiveplot that’s sure to send shock wavesthrough the entire multiverse.

$29.95 U.S./$39.95 CAN./£18.50 U.K.TSR Product No.: 2631ISBN: 0-7869-0711-8

Elminster in Myth DrannorA FORGOTTEN REALMS novelby Ed GreenwoodThe eagerly awaited sequel to the

best selling EIminster: The Making of aM a g e .

$19.99 U.S./$25.99 CAN./£13.99 U.K.TSR Product No.: 8575ISBN: 0-7869-0661-8

Four From CormyrA FORGOTTEN REALMS adventureby John TerraFour From Cormyr consists of four

unrelated adventures for player charac-ters, all set in the kingdom of Cormyr.Each of these adventures provides theDM will all the information needed for avariety of adventures in the same gen-eral setting.

$20.00 U.S./$27.00 CAN./£11.99 U.K.TSR Product No.: 9531ISBN: 0-7869-0646-4

The Last Tower:The Legacy of Raistlin

A DRAGONLANCE: FIFTH AGE dramaticsupplement

by Skip Williams

116 OCTOBER 1997

This addition to the DRAGONLANCE:FIFTH AGE game explores the mysteries ofWayreth Tower, where Raistlin faced themystical ordeal of the Soul Forge.

$20.00 U.S./$26.00 CAN./£11.99 U.K.TSR Product No.: 1149ISBN: 0-7869-0538-7

Night of the SharkAn AD&D M ONSTROUS ARCANA™

adventureby Bruce R. CordellThe fury of the evil sahuagin is

greater than anyone imagined, and theirraids of terror threaten to destroy a king-dom. This adventure is the second ofthree parts that can be played alone oras part of the MONSTROUS ARCANA trilogy.

$9.95 U.S./$12.95 CAN./£5.95 U.K.TSR Product No.: 9550ISBN: 0-7869-0718-5

Tales of Uncle TrapspringerA DRAGONLANCE novelby Dixie Lee McKeoneUncle Trapspringer, the most famous

and legendary kender of them all, in hisfirst novel length exploit.

$5.99 U.S./$6.99 CAN./£4.99 U.K.TSR Product No.: 8387ISBN: 0-7869-0775-4

NEW FOR DECEMBER

The Dragons of ChaosA DRAGONLANCE Classics anthologyEdited by Margaret Weis and Tracy

HickmanFor fans of The Dragons of Krynn and

The Dragons at War, this new short storyanthology features brave heroes, darkvillains, differing races, and all varietiesof dragons from TSR’s most popular fan-tasy world—Krynn. Edited by MargaretWeis and Tracy Hickman, this volumehighlights familiar and beloved charac-ters and fills in some intriguing gaps oflost history in the DRAGONLANCE Saga.

TSR Product No.: 8382$5.99;CAN $6.99;£4.99 U.K.ISBN 0-7869-0681-2

Pages of PainA PLANESCAPE novelby Troy DenningThe innermost thoughts and musings

of the most famous denizen of thePLANESCAPE multiverse are now availablein paperback. Here, for the first time, isthe story of the ever-silent and mysteri-ous Lady of Pain, the matron of Sigil.Interspersed with her own words is a

story that takes place within perhapsher greatest tool—the Maze, wherethreats to Sigil are incarcerated for alleternity.

$5.99;CAN $6.99;£4.99 U.K.TSR Product No.: 2627ISBN 0-7869-0671-5

ScaldersDRAGON DICE kicker pack #7by Bill OlmsdahlArmies of terrifying Scalders use their

knowledge of fire and water to shift thebalance of power in the DRAGON DICE™game toward neutrality. These red andgreen “Steam Dancers” add a scorchingtouch to the fray! Each pack contains 8randomly assorted dice of varying raritydrawn from an entirely new set of dicefound only in this release, plus expandedrules.

$6.95/CAN $10.95/£4.99 U.K.TSR Product No.: 1510ISBN 0-7869-0687-1

Sea of BIoodAn AD&D M ONSTROUS ARCANA™

adventureby Bruce R. CordellThe evil of the sea-devils knows no

bounds. Their trail of death and destruc-tion leads beneath the waves and intothe heart of their watery kingdom. Thisadventure is the last of three parts—itcan be played alone, or as the conclu-sion of a trilogy that began with Evil Tideand Night of the Shark. It also ties directlyto The Sea Devils MONSTROUS ARCANAaccessory.

TSR Product No.: 9560$12.95;CAN $16.95;£7.99 U.K.ISBN 0-7869-0772-X

Tribes of the Heartless WastesA BIRTHRIGHT campaign expansionby Ed StarkThe savage lands of the brutal Vos,

laid open at last! This campaign expan-sion is the last of the five to flesh out thecontinent of Cerilia, first described in theBIRTHRIGHT boxed set and continuedthrough Cities of the Sun, The RjurikHighlands, and Havens of the Great Bay. Itcontains new rules, new spells, anddetails about the cultures of the frozentundra!

$20.00;CAN $27.00;£11.99 U.K.TSR Product No.: 3147ISBN 0-7869-0773-8

DRAGON® Magazine #241Ancient Empires

Cover by Randy Post

❖ Great Excavationsby Steve BermanIndiana Jones look out! New kits,

spells, and proficiencies for makingyour next dungeon crawl a journeythrough time.

❖ Chronicle of Ceriliaby Carrie A. Bebris and Ed StarkA timeline of the BIRTHRIGHT® cam-

paign setting, complete with newgame information on the ancientlore of Cerilia.

❖ Legacies of the Suel Imperiumby Roger E. MooreFive new PC races spawned by

the most wicked ancient sorcerers ofthe GREYHAWK® setting, suitable forany campaign world.

Plus “DragonMirth,” “DungeonMastery,” “Campaign Classics,”“Wyrms of the North,” “Role-PlayingReviews,” “Sage Advice,” “Knights ofthe Dinner Table,” new fiction, andmore!

$4.95 U.S./$5.95 CAN./£2.95 U.K.TSR Product No. 8114-11

Tymora’s LuckA FORGOTTEN REALMS Setting Lost

Gods series, novel #3by Kate Novak and Jeff GrubbFinder’s Bane was set in the FORGOTTEN

REALMS® universe. Fistandantilus Rebornwas set on Krynn, the world of theDRAGONLANCE® saga. Now, in the conclu-sion to the Lost Gods trilogy, the intrepidadventurers from these vastly differentworlds join forces on the planes to res-cue a god, and return their worlds to sta-bility once and for all.

TSR Product No.: 8583$5.99;CAN $6.99;£4.99 U.K.ISBN 0-7869-0726-6

Unless otherwise noted:® designates registered trademarks owned by

TSR, Inc.™ designates trademarks owned by TSR, Inc.© 1997 TSR, Inc. All Rights Reserved.

DRAGON #240 117

Clack continued from page 120

modern-day settings,” they explain.([email protected])

Shadowrun Update: By now you’veprobably seen the fine new Shadowruntrading card game based on the cyber-punk/magic RPG from FASA Corporation(Chicago). FASA plans a third edition ofthe RPG for August 1998, but don’tpanic: “There won’t be any major ruleschanges,” line developer Mike Mulvihillsays, except that a third-edition Magicsupplement will replace the 1991 secondedition’s Grimoire and Awakenings books.The new edition gives the game agraphic overhaul and updates its setting.

FASA’s sister computer company,FASA Interactive, plans an SR computergame, a roleplaying adventure with astoryline by Mulvihill and FASA presidentJordan Weisman. No release date yet.

Shadowrun has been translated intoseven languages, and foreign licenseessometimes produce SR supplements oftheir own. In one case this led to a kindof cultural warfare: The German transla-tor did a Germany sourcebook for thegame’s future setting that turned Franceinto a nuclear wasteland. The Frenchlicensee apparently took offense and,according to rumor, has prepared aFrance sourcebook that does equallynasty things to Germany. ([email protected];www.fasa.com)

Silent Death Goes Traveller: DonDennis, Silent Death line editor at IronCrown Enterprises (Charlottesville, VA),said that the popular space-combatminiatures game will become the newship-to-ship space combat system forImperium Games’ Traveller. “We’ve beentalking for almost a year,” says Dennis.“We plan to sculpt a version of the gameappropriate for Traveller, using themechanics we already have and addingadditional Traveller skills.” Again, norelease date. ([email protected];www.ironcrown.com)

Wizards Gets Xena: Tight-lippeddesigners at Wizards of the Coast spokeonly in broad, evasive terms about thecompany’s next licensed product, a trad-ing card game based on the syndicatedHercules and Xena TV shows. “If we wereto do some kind of game based onGreek mythology,” said smiling designerMike Elliott, “we’d probably use a simpli-fied version of the Magic design, andwe’d play up the humor a bit more thanin Magic.” Other staffers allowed that

(speaking hypothetically, cough, cough)they’d theoretically like to coordinatethe details supposedly presented in sucha conjectural card game with nextspring’s Hercules & Xena RoleplayingGame from West End Games.

Atlas On the Edge Giveaway: Themost audacious offer at both cons wasAtlas Games’ giveaway of its criticallyacclaimed but struggling On the Edgetrading card game. Everyone whowalked up to the Atlas booth got a freeOnTE starter deck, and everyone whosat in on a demo got an entire 840-card“Burger Box” of cards from the basicgame and all three expansions. Atlas(Roseville, MN) has also announced newlow pricing on the whole OnTE productline to distributors. A similar promotionjump-started the highly successfulLegend of the Five Rings last year. By thetime you read this, we’ll know whetherfortune once again favored the bold.([email protected])

Great New Games: No point listingthe many major summer releases thathave already hit your local store, butyou might have missed a few gems.

Blue Planet from Biohazard Games(Columbia, MO) is a terrific science-fiction game set on the richly detailedocean world of Poseidon. Designed byoceanography teacher Jeffrey Barber andripe with both world-shaking intriguesand deep (literally!) mysteries, Poseidon isDune with oceans. It’s 348 pages, hard(scientifically accurate) science fiction, andeasily adaptable to most SF rules systems.It needs more art and a better index, butwhere else can you play an intelligentkiller whale? ([email protected];www.biohazardgames.com)

The boardgame Kill Dr. Lucky, fromthe aptly named Cheapass Games(Seattle, WA), is James Ernest’s laudableeffort to resurrect the dirt-cheap,low-rules, fast-playing minigame. Luckyis like the pre-game warmup for Clue.Each player stalks the elusive Dr. Luckythrough his huge mansion, then tries tocorner him in the Drawing Room orWine Cellar and murder him withweapons like Garden Trowel or CivilWar Cannon. One hour, 2-8 players,bring your own game pawns, sixbucks. Cheapass also offers a dozenother gracefully hilarious games pricedfrom $3 to an exorbitant $750.(www.cheapass.com)

Probably the best new trading cardgames demoed at both shows wereHarperPrism’s gripping Aliens/Predatorand FASA’s Shadowrun. The dark-horsechoice is Iron Crown’s Warlords, anabsorbing fantasy game licensed fromthe computer strategy game series ofheroes, armies, and conquests.

Best non-game item at the showswas, as always, Flying Buffalo’s latest set(#4) of Famous Game Designer TradingCurds. Glory in these seven cards, eachhandsomely adorned with a designer’sphoto and backed with his credits. FBIpresident Rick Loomis should get aMacArthur Fellowship! (Flying BuffaloInc., Box 1467, Scottsdale, AZ 85252;www.fbinc.com)

Origins AwardsAward winners at the Origins gaming

convention included Pinnacle’s Deadlands(Best RPG, Best Graphic Presentation-Roleplaying); Chaosium’s Complete Musksof Nyarlathotep (Best Adventure) andCthulhu Cycle (Best Game-Related Fiction);and R. Talsorian’s Six-Guns and Sorcery forCastle Falkenstein (Best Supplement).Warhammer Fantasy Buffles from GamesWorkshop won Best Miniatures Rules,Master of Orion II (Microprose) andWooden Ships & Iron Men (Avalon Hill) tookthe computer game awards, Mayfair’sEnglish-language edition of KlausTeuber’s Settlers of Catan won BestBoardgame, and Shadis was a first-timewinner in Best Professional Magazine.

Best Card Game was shared by threewinners (out of five nominees): FiveRings’ Battle of Beiden Puss starter forLegend of the Five Rings, Chaosium’sMythos, and Lunch Money from AtlasGames. Best Graphic Presentation for acard game went to Iron Crown’sMiddle-Earth: The Dragons.

Adventure Gaming Hall of Fameawards this year went to Mayfair Gamesco-founder Darwin Bromley and to threeproducts: the AD&D game, Traveller andCosmic Encounter.

As usual, the real awards at Originswere the Game Critic Awards, recogniz-ing “the most heinous things we do toget product out and get money fromcustomers,” as voted by a skulkinghorde of industry insiders who main-tained a determined anonymity.

The Game Critic Award categoriesincluded Worst Roleplaying Game,

118 OCTOBER 1997

Caesarean Section (for products rippedfrom development before their time),Dumb as a Box of Rocks, WessonHandshake (for sleaziest sales rep), andthe ever-popular Maggot UpchuckAward For Most Revolting Person/Place/Thing in the Industry. Our lifelong repu-tation for tact forbids listing this year’swinners.

Chaosium�s Glorantha SpinoffDRAGON® Magazine issue #235 reported

Chaosium’s big new plans for presidentGreg Stafford‘s RuneQuest setting,Glorantha, including a miniatures gamefrom the Italian publisher Stratelibri, anew fiction line, and a new GloranthanRPG. That’s all changed. Stratelibri isbusy coping with an Italian gaming mar-ket even tougher than today’s Americanscene. The miniatures game has beencancelled, the fiction line postponed. ButStafford, nothing daunted, is spinningoff a new company to publish aGlorantha RPG.

The lssaries Corporation (Oakland,CA), named for the Gloranthan god oftrade and communication, is selling athird of its stock, 1,000 shares, toGlorantha fans and gamers for $100 ashare. Stafford, who incorporated thecompany in August, expects to sell atleast 600 shares by autumn. RobHeinsoo, previously hired as Chaosium’sGIorantha line editor, will becomeIssaries’s sole employee, and majorityshareholder Chaosium will handle busi-ness details. Thus, according to a pressrelease, “Issaries Inc. shall be a designhouse whose paper game products willbe licensed to Chaosium.”

The first lssaries releases will be threethick Gloranthan reference books, begin-ning with a long-needed lntroduction toGlorantha published 10 months after thecompany gets rolling. In its second year,lssaries will publish the Gloranthan RPG,to be designed by freelancer Robin Laws(Feng Shui, Shadowfist). The first supple-ment follows two months after thegame, and more products should appearbimonthly.

For the first three years of operation,lssaries shareholders don’t get cash div-idends, but they do get products: theIntroduction in Year 1, the RPG in Year 2,and for Year 3 a book still undeter-mined. After the third year, assumingthe company is profitable, the share-holders will vote their own dividends.

“We’re really confident it’ll be a suc-cess,” says Stafford. “We’re happy to dothis with the Gloranthan ‘tribe’s’ help.

We’ve always tried to make the fans feelthey’re a part of us.” ([email protected]; serious inquiries only, please.)

Notes from the fieldR. Talsorian Games (Berkeley, CA) is

starting a new “AnimechaniX” imprintthat encompasses its strong-selling RPGslicensed from Japanese anime, includingBubblegum Crisis and the new ArmoredTrooper VOTOMS. With these booksTalsorian has tapped into a largenon-gaming market of anime fans, andthe response has been enthusiastic. As astaffer said at Origins, These fans aren’tused to seeing these books in English.” Allthe AnimechaniX games will use the“Fuzion” system seen in Crisis and therecent Champions: The New Millennium.Future directions for ANimechaniX willinclude anime -themed apparel, posters,anime goods, and possibly limitedrelease figures and garage kit models.The AnimechaniX imprint will alsoinclude Talsorian’s imminent reissue of its1986 Teenagers From Outer Space comedyRPG and, later, its entire Mekton RPG line.

Daedalus Entertainment (Etobicoke,Ontario), publisher of Feng Shui and theShadowfist card game, filed for Chapter11 bankruptcy in July, giving presidentJose Garcia a chance to pull thingstogether. This winter Ronin Publishing(Cambridge, MA), which has finally pro-duced its long-delayed Book of Huntssupplement for the Whispering Vault RPG,plans to publish a licensed Guiding Handsourcebook for Feng Shui. The author isRonin vice-president Chris Pramas, whowrote the book for Daedalus a year ago.([email protected]; [email protected])

Meanwhile, Mike Nystul, WhisperingVault designer (and creator of such AD&Dspells as Nystul's magic aura), has createda new fantasy RPG, Crusade, to be pub-lished this winter by ArchangelEntertainment (Lake Geneva, WI). Set in aNordic-Celtic world two centuries afterthe Maelstrom, a Ragnarokian apoca-lypse that destroyed the gods, Crusadecasts players as Changelings, mysterioussuperhumans who fight hideous giants,the unholy Banes and Unfettered, andthe intolerant Church of Dain. It’s apost-apocalypse fantasy of grand heroes,nefarious villains, and endless legions ofundead. ([email protected])

New Millennium Entertainment(Albany, NY) has sold all rights to itsConspiracy X alien-hunting RPG to its for-mer art director, George Vasilakos.Vasilakos has started a new company,

Eden Productions, to reprint early ConXsupplements and bring out new products,including the Cryptozoology bestiary andthe Aegis Handbook. ([email protected])

lnQuest magazine, from Wizard Press(Congers, NY), recently expanded its trad-ing-card game coverage to encompassboard and roleplaying games as well.Buoyed by a popular price guide, sharpgraphics, and a Beavis-and-Buttheadattitude (viz. “Games That Suck,” issue#29), InQuest's circulation has reached150,000, by far the largest in the gamingfield today. ([email protected])

Best Game Fair Party Invitation

THIS IS NOT ANI N V I T A T I O N(FROM PAGAN PUBLISHING AND

STEVE JACKSON GAMES)

THERE IS NODELTA GREEN/

ILLUMINATIPLAUSIBLE-DENlABILITY

PARTY.

IT IS NOT ON SATURDAYNIGHT FROM 8PM TO

MIDNIGHT.

THERE IS NO MILWAUKEE HILTONON THE CORNER OF

WISCONSIN AND 5TH.

RUMORS OF A SO-CALLED �OAKROOM� ON THE FIFTH FLOOR

ARE PURE FICTION.

YOU ARE NOT INVITED.

DO NOT BRING A GUEST.

DESTROY THIS DOCUMENT.

Freelancer Allen Varney's latest credit isOrder of Hermes for White Wolf’s Mage:The Ascension. Send news to [email protected].

* indicates a product produced by a companyother than TSR, Inc. Most product names are trade-marks owned by the companies publishing thoseproducts. The use of the name of any product with-out mention of its trademark status should not beconstrued as a challenge to such status.

DRAGON #240 119

© 1997 Allen Varney

The 1997 Origins Conventionand GEN CON® Game Fair

Once again, this year’s Origins ’97International Game Expo 8 Fair, July17-20 in Columbus, OH, showed stronggrowth over last year. With well over5,000 attendees, up 8% from 1996,Origins is regaining the health it enjoyedin the 1980s. Organizer AndonUnlimited, a subsidiary of Wizards of theCoast (Renton, WA), has booked thesame location, the Greater ColumbusConvention Center, for the next fiveyears. Next year’s dates: July 2-5, 1998.([email protected])

The 30th annual GEN CON Game Fairin Milwaukee, WI, August 7-10, drew27,000 gamers, almost exactly the samenumber as last year. Sponsored by TSR,the Game Fair remains the largest gameconvention in the Western Hemisphere,surpassed only by Germany’s annualEssen show. According to the MilwaukeeConvention & Visitors Bureau, the GENCON show brings over $10 million intothe city economy annually. The cityshowed its appreciation this year byblocking off an entire city block in frontof the Mecca Convention Center for aparty sponsored by TSR’s new owner,Wizards of the Coast, featuring the rockgroup the Violent Femmes.

Wizards president Peter Adkison saysthat despite continuing shortages ofhotel space, the Game Fair will continuein Milwaukee for the foreseeable future.Next year’s Game Fair is scheduled forAugust 6-9. ([email protected])

Rebuilding BridgesAfter Wizards bought TSR, the com-

pany re-established contact with severalkey creators who had, for various rea-sons, broken with the previous regime.This year’s GEN CON Game Fair featuredthe results of that effort.

Gary Gygax and Dave Arneson,co-creators of the D&D® game, returnedto the Game Fair as TSR guests after

long absences. In addition to seminarsand signings, the designers participatedin a two-hour discussion session, “RPGs:Past, Present, and Future.” Excerptsappear on the Wizards web site(www.wizards.com).

In a press release distributed at theshow, TSR announced an amicable set-tlement with Dave Arneson on all out-standing legal and financial claims relat-ing to the D&D game and trademark.Since the game’s original publication in1974 Arneson has had disputes with TSRover royalty obligations as well as deriv-ative works. TSR positioned the AD&Dgame as separate from the D&D RPG inorder to distance itself from these com-plexities. Future AD&D game productswill credit both designers.

Arneson commented, “This settle-ment gives TSR several options: positionD&D products as proper lead-ins to theAD&D line, call everything D&D and getrid of AD&D altogether, or do somethingentirely different. Regardless, TSR willhave an opportunity to make the prop-erty more streamlined, particularly tonew players.”

Another Game Fair press releaseannounced that author R.A. Salvatorehas returned to writing for the FORGOTTEN

REALMS® setting. Salvatore, author of thelcewind Dale and Dark Elf trilogies, theCleric Quintet, and many others, willstart next year on a new novel featuringhis signature character, Drizzt Do’Urden.Salvatore attended the Game Fair to signbooks at the Waldenbooks booth.

Elmore HospitalizedOn August 6, while driving with his

children to the GEN CON Game Fair, artistLarry Elmore suffered a heart attack. Hehad an angioplasty at St. Vincent’sHospital, spent two days in the CoronaryCritical Care unit, and was releasedAugust 10. Daughter Jennifer Elmoresaid the 49-year-old artist is expected tomake a full recovery.

Elmore, whose covers have gracedmany AD&D products, suffered a strokein 1991. After that he stopped smokingand started exercising, but his daughtersays he resumed smoking earlier thisyear. He had been working heavily onpaintings for Sovereign Stone, ashared-world project he devised withMargaret Weis and Don Perrin. (1314Sunbeam Rd., Leitchfield, KY 42754;[email protected])

Other Convention NewsExile out, Aeon in at White Wolf:

Though not officially bought out yet,White Wolf Game Studio’s co-owner,Vampire designer Mark Rein•Hagen, isno longer directly involved with thecompany. His planned Exile RPG and theNull Foundation that would support it(see issue #235) are both dead. WhiteWolf line editors at a Game Fair seminarsaid (forcefully) that Rein•Hagen has hadlittle involvement with the company’sStoryteller RPGs since Changeling’s firstedition.

Aeon, White Wolf’s new SF RPG (unre-lated to Exile or the Storyteller games),appears in November. Designed byAndrew Bates, Aeon is set in 2120 duringan extended war against the Aberrants,psionically gifted mutant invaders.Players are psions who belong to one ofsix fractious orders, all supervised by theshadowy Aeon Trinity. The ambitious1998 support schedule includes foursupplements, an adventure trilogy, andtwo novels by Hugo-winning SF writerGeorge Alec Effinger.

The new batch of historical StorytellerRPGs, such as the recent Werewolf: TheWild West* (set in the 1870s) and nextsummer’s Mage: The Sorcerers’ Crusude*(1450-1550), has prompted fans to pro-pose future-era versions of these games.But White Wolf developers say theywon’t happen: “Showing a future Worldof Darkness would take the edge off the

Continued on page 118

120 OCTOBER 1997