Dragon Publishing released Dragon #90 in October 1984. It is 100 pages long and has a cover price of $3.00. This issue features Norse mythology, the mysterious incantatrix, and lots of bats!

The cover, by Jeff Busch, depicts a shipwrecked sailor menaced by a harpy. It’s a dramatic scene, though I did not like the execution. Interior artists include Dave Trampier, Bob Walters, Denton Elliot, Dave LaForce, David Hutton, Jeff Butler, Joseph Pillsbury, Roger Raupp, Larry Elmore, and Jim Holloway.
This issue’s special attraction is “Aesirhamar” by Roger Moore, a high-level Norse-themed AD&D adventure. The scenario takes characters to the plane of Gladsheim, where they must aid the gods in recovering a missing artifact of great power. A short wilderness trek and a dungeon crawl beneath the mountains of Jotunheim follow, with many giants in the way. The caves all felt a bit same-ish, unfortunately. Groups that attempt diplomacy with the giants rather than immediately resorting to combat would find the adventure more rewarding.
“Plane Facts on Gladsheim,” also by Moore, supplies details about adventuring on the outer plane of Gladsheim (renamed Ysgard in later editions). It has some interesting, though brief, geographic descriptions, but most of the article is about spell alterations—one of my least favourite AD&D tropes. The cosmology is also quite confusing. For example, Moore describes Niflheim as simultaneously the third layer of Gladsheim and the first layer of Hades. Jeff Grubb later straightened this out in the Manual of the Planes.
Ed Greenwood returns with “The Enchanting Incantatrix,” which presents an unusual NPC class specializing in counter-magic and spell theft. There are only seven incantatrixes in the Forgotten Realms, all female humans or half-elves. Greenwood provides a level progression, a description of special abilities, and a spell list. He also shares several new spells unique to the class, including spell shield, spell reflection, and stealspell. These unusual abilities and the colourful lore make the incantatrix appealing as a magical antagonist or ally. And, no doubt, many people decided to play one themselves!
There is no new “ecology” article this month; instead, Ed Greenwood presents AD&D statistics for six new bats, from the cunning nighthunter to the fearsome gloomwing. The entries are brief but filled with flavorful details, making these creatures more than just random flying nuisances. Most of these monsters were reprinted in later books, which attests to their quality.
“Playing the Political Game” by Mike Beeman offers a break from dungeon-crawling with an article on incorporating political intrigue into campaigns. Beeman’s simple formula involves establishing a setting, plot, and characters, then unleashing them on the players. He gives some examples but admits they are “rather sketchy.” I don’t want to be too harsh, as the game sorely needed an article like this, but I wish it were a little more practical. Beeman had a handful of RPG article credits.
On to the regular offerings! Gary Gygax, currently based in Hollywood, makes a rare return to Dragon with “Hold That Person!” a comprehensive list of all the creatures affected by the spells charm person and hold person. Surprisingly, it includes fey creatures such as pixies, dryads, and sprites. Lists like this are a good argument for the monster typing system that became popular in later editions! Gygax appends the article with some gaming news: Second Edition AD&D is happening but is probably three years away. He also mentions a planned Player’s Handbook II which is (bizarrely) being first written in French and then translated into English before publication. TSR eventually split the material for that book into Unearthed Arcana and Oriental Adventures.
We also have the latest instalment in Len Lakofka’s “Gods of the Suel Pantheon” series, covering Phyton, Xerbo, and Osprem. Phyton is a chaotic good god of beauty and nature, Xerbo is a neutral sea god with ties to commerce, and Osprem is a lawful neutral deity of water voyages. As in previous entries, each god is thoroughly described, including their divine powers and the practices followed by their worshippers.
There is a single game review in this issue. Chill by Pacesetter is a modern horror RPG where players take on the roles of monster hunters in the secretive S.A.V.E. organization. The game was written by several TSR alums, including Mark Acres and Garry Spiegle. With simple mechanics and an engaging setting, it offers a fresh alternative to the omnipresent dungeon crawl. Reviewer Jerry Epperson concludes that Chill is “something you can really sink your teeth into.”
Finally, the ARES section returns with 16 pages of science-fiction and superhero content:
- “Skills for the Super Agent” by Gregg Sharp describes skill packages for Champions.
- “The Superworld Game, Expanded!” by Steve Perrin has new powers, advantages and handicaps for Superworld.
- “The Mega-Corporations of The Frontier” by Kim Eastland details more Star Frontiers companies.
And that’s a wrap! I enjoyed this issue, with my favourite article being Greenwood’s collection of bats. Next month, we have devilish questions, a treasure trove, and the Day of the Juggernaut!
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