Dragon Magazine Issue 148
Dragon Magazine Issue 148
Dragon Magazine Issue 148
Fiction editor
Barbara G. Young
Editorial assistant
Kimberly J. Walter
Art director
Lori Svikel
Production staff
Angelika Lokotz
Paul Hanchette
Kathleen C. MacDonald Gaye OKeefe
Subscriptions
Janet L. Winters
U.S. Advertising
Sheila Gailloreto
U.K. correspondent
Christopher Christou
U. K. advertising
Sue Lilley
Arcane Lore
Bruce Kvam
3 4 Wizards arent clerics,
but they, too, can cure wounds.
44
INSERT
Estvanik
5 4 The tactics of victory: the Steve
SNIPER! game comes to CompuServe.
Jim Bambra
6 0 Even monsters deserve respectand
heres how they get it.
Hartley, Patricia, and Kirk Lesser
6 8 Saving the world from evil: Prophecy
and The Magic Candle.
Jim
7 8 Adventures are for everyone in the D&D
games Known World
Bigelow
8 4 A bad day at Retirement Villageor,Robert
A giant troll never forgets.
Thomas M. Kane
9 0 A mine Your
is a terrible thing to waste in the TOP SECRET/S.I. game.
Role-playing Reviews
The Role of Computers
Bambra
5 Letters
6 Forum
10 Sage Advice
Step!
40 TSR Previews
74 Gamers Guide
94 Convention Calendar
100 Dragnnmirth
COVER
Ned Dameron (noting that art directors sometimes look at a painting and ask,
What is going on here?) sent a five-page description in screenplay format of the
action in his cover painting. Both warriors are searching for a mysterious itembut
they dont plan to share it. By the way, any similarities between this cover and last
months cover by Clyde Caldwell are coincidental (independent invention, as per this
months editorial).
4 AUGUST 1989
Duplicates
Dear Dragon:
I am writing about the cobra dragon in issue
#146. The cobra dragons venom reduces a
characters strength by half. Would that include
magical strength, such as from a girdle of giant
strength or strength spell?
Eric Moon
Fairport NY
Quick ones
Dear Dragon:
I really enjoyed The Marvel-Phile section in
DRAGON Magazine. It helps make the MARVEL
SUPER HEROES game more entertaining. I
have been disappointed at not seeing more
Marvel characters put into this section.
Craig Moore
Claymont DE
Jeff Grubb, who wrote most of the installments for that column, has moved on to other
projects at TSR. However, we are picking up
other material on the MARVEL SUPER HEROES
game for use in the magazine. Because so rnany
heroes and villains are scheduled for the
Gamers Handbook of the Marvel Universe
series, we will probably focus more on campaign information and suggested rules for the
game than on character statistics. Still, we may
have some surprises in store.
Dear Dragon:
In reading David E. Cates article on drakes in
issue #146 [Dragons Are Wizards Best
Friends], I noticed that it says there are five
types of drakes to be described; the article
describes only four. Also, there is a table labeled
Faerie Dragons Ages and Spells, and a reference to the color of a faerie dragons wing
markings. I assume that these references
should actually refer to faerie drakes.
Sean D. Reddy
Phoenix AZ
Dear Dragon:
Im pretty sure that I found an error in issue
#146. On page 26, in the statistics for the rainbow dragon, it says that an 11-12 HD dragon
would be worth 8,050 xp per hit point.
Now, if a 12-HD rainbow dragon with 96 hp
(maximum) came along and it was slain, it would
be worth 772,800 xp! Youd have to kill Asmodeus 11 times before you could match that!
Geoff Manaugh
Blue Bell PA
Dear Dragon:
Recently I got issue #144 and almost immediately found a big mistake. In the review of Ral
Parthas Regimental Command Lance [Through
the Looking Glass], you stated that the recon
Mech was an Ostscout. It isnt. Its a 60-ton
Ostsol. So offense.
Ben Zed Gillian
Garland TX
Continued on page 52
The experience-point value for the 11-12 HD
rainbow dragon should have read 8,050 + 16
per hit point. Sorry!
DRAGON 5
8 AUGUST 1989
can kill more enemies faster with chain lightning and magic missile spells? Even a 5th-level
magic-user is better at close range using a
fireball (5d6 hp damage vs. the 3d6 hp damage
from the two-handed sword the fighter might
be using).
Pertaining to method V character generation:
The last character I saw generated by this
system was a drow cavalier (in my campaign,
players use any system they want to make
characters) S 17, I 16, W 15, D 18, C 17, Ch
14, and Co 18. As you can see, the original rolls
were 17, 16, 15, 17, 18, 14, and 16. Only one 18
was rolled. Due to the race of this character
dexterity was raised to 18, constitution was
lowered to 17 and comeliness was raised to 16
(also partially due to the charisma roll).
Often, deep gnomes aren't taken seriously. I
believe that the ability to summon elementals is
to offset this. Besides, the character can do
nothing except command the elemental while it
is there or be attacked. Drow and svirfnebli are
limited as to how many levels they can obtain.
Finally, we come to the barbarian class. I
know that barbarians are great guys and all,
with their attacks on creatures that normally
can be hit only with magical weapons, their 12sided hit dice, and their saves vs. spells. But try
having a barbarian PC in the same party as a
magic-user PC; the barbarian will most likely kill
the magic-user, or at least try.
Last, but not least, I would like to say a few
things about saving throws. Don't a lot of you
DMs out there often hate how a high-level
character can guzzle down a large glass of
poison and still survive? I know I do. The spells
and poisons that petrify, paralyze, or kill people
often do no damage at all. These things should
at least do some damage. Even Hercules was in
great pain when poison was introduced into his
bloodstream, and he was the son of Zeus! My
solution to this problem is to double the experience level needed to improve a character's
chance of making the saving throw. This will
lower the chance, so that when a question like
"Does a 3 save?" to quote Gregg Sharp in "The
Last Word" (issue #129)comes up, the answer
will be no.
Eric Ehlers
Springfield, VA
Ive been playing the AD&D game for about
five years, and for the past three of those glorious gaming years Ive been the primary DM for
our campaign. In those years, I noticed that all
of the unique evil creatures who inhabit the
planes of existence, such as the Nine Hells,
Hades, and the Abyss, are cowering wimps! A
crack team of five solars could easily annihilate
all of those so-called lords of evil!
But Im not writing about their terribly low
hit-point totals, or their pitiful armor classes, or
their measly damage-per-attack abilities. I am
writing about their spell abilities-or, rather,
their lack of spell abilities. Arch-devils are
supposed to be far superior to mortals, but a
12th-level magic-user has more than twice the
spell ability of any arch-devil. Dont you think
that over the thousands (if not millions) of years
that theyve been in existence, the lords of evil
might have picked up some decent spells? For
this problem, Ive got a solution: Give each of
them the spell abilities of a cleric, druid, magicuser, and illusionist of levels equal to that beings
hit dice.
Bryan Penney
Superior WI
Continued on page 32
by Skip Williams
If you have any questions on the games
produced by TSR, Inc., Sage Advice will
answer them. In the United States and
Canada, write to: Sage Advice, DRAGON
Magazine, PO. Box 111, Lake Geneva WI
53147, U.S.A. In Europe, write to: Sage
Advice, DRAGON Magazine, TSR Ltd., 120
Church End, Cherry Hinton, Cambridge
CB1 3LD, United Kingdom.
And now, for a special edition of Sage
Advice! The AD&D 2nd Edition game has
arrived, and the sage is here with an indepth look at the 2nd Edition Players
Handbook. All page numbers herein refer
to the 2nd Edition text alone, unless otherwise stated.
Priests
How long does a produce flame
spell last? How many flames can the
caster hurl?
Rogues
Can a thief character take the
mountaineering proficiency and
improve his climbing chance?
10
AUGUST 1989
Warriors
According to page 13, any warrior
with a strength score of 16 or more
gets a 10% bonus to experience. But
later on, in the descriptions of the
paladin and ranger, the rules say
that members of these classes must
have other high ability scores to get
the bonus. Which is correct?
The text on page 13 is a misprint. Fighters get the 10% for a strength score of 16
or better; paladins and rangers must have
additional high ability scores.
What happened to the fighters
ability to double specialize with a
weapon?
Elven chain mail interferes with a rangers special abilities; refer to Table 29 (page
39) for a list of penalties. Elven chain mail
also negates the rangers ability to use two
weapons without penalty..
Wizards
With the large increase in the
number of wizard spells, why
wasnt there an increase in the minimum and maximum number of
spells a wizard can learn? A wizard
with an 18 intelligence can learn a
maximum of 18 spells a level; thats
less than half the number of firstlevel spells!
AUGUST
1989
Specialist wizards must have an intelligence score of at least 9, just like a normal
wizard.
What happened to the write spell?
There is no error in the spell's description, but you have made an erroneous
statement. The identify spell does not
detect magic or its strength; it reveals an
item's functions and charges. A ring of
three wishes has only three charges, so it
is faintly charged. Smart wizards use a
detect magic spell, which can determine
magical strength and type, before casting
identify.
Always Wear
Your Best Suit
Making armor and weapons
unique for all characters
by Gordon R. Menzies
Table 1
Decorations for Arms and Armor
Decoration
method
Enameling
Simple engraving
Complex engraving
Elaborate engraving
cost of
decoration *
Increase in
value of item*
10%
50%
100%
300-500%
5%
10%
50%
100%
Time
required
l-6 days
l-2 weeks
l-3 months
7-12 months
* Figure given is a percentage based on the normal price of the item decorated.
Table 2
Plating With Precious Metals
Usable
metals
Copper
Bronze
Silver
Electrum
Gold
Platinum
Mithral
Adamantite
cost of
plating *
100%
100%
100%
100%
100%
100%
100%
100%
Increase in
value of item*
+ 10%
+25%
+50%
+ 100%
+150%
+200%
+200%
+ 500%
Time
required
l-4
l-4
l-4
l-4
l-4
l-4
l-4
l-4
weeks
weeks
weeks
weeks
weeks
weeks
weeks
weeks
Table 3
Base Metals For Arms and Armor
Usable
metals
Copper
Bronze
cost of
item made Encumbrance Bonus or
from metal *
increase
penalty
75%
- 50%
90%
Meteorite iron
Special
+50%
Mithral
500%
1,000%
Adamantite
* Figure given is a percentage based on the normal price of the item made from
given new base metal.
* * May be enchanted up to + 3 value as weapons or armor.
* * * May be enchanted up to +4 value as weapons or armor.
* * * * May be enchanted up to + 5 value as weapons or armor.
(The last three footnotes were taken from the 1st Edition DMG, page 164.)
16 AUGUST 1989
Metal plating
New Metals
wise, they eventually turn blue from oxidation. For all their penalties and problems, copper items are beautiful when
polished and cared for.
Bronze: An alloy made from copper and
tin, bronze is an attractive metal but still
inferior to common iron and steel. Table 3
reveals the costs and penalties of using
bronze in making armor and weapons.
[The bronze plate mail in Unearthed Arcana, page 75, uses leather or padded
underarmor instead of chain mail, and it is
nor constructed like normal plate mail
back protection is worsened, and the
armor is very heavy,] Like copper, bronze
is beautiful when cared for properly.
Meteorite iron: This material is composed of iron and carbon, and is exceptionally good for the making of weapons
and armor. Divine intervention may warn
a character of a meteorite strike, even
allowing him time to set up a forge and
work the metal while the meteor is still
hot; Table 3 has details on this metals use
in weapons and armor. The weapons and
armor made from meteorite iron are often
considered holy and are frequently magicked into greater weapons still. Excalibur was one such weapon made by this
process.
Mithral: Coveted by elves, mithral is a
rare and beautiful silvery metal, quite
superior to iron and steel. Armor and
weapons forged from mithral-alloyed iron
CONCLUSION
These suggestions can put more variety
into a game, allowing the players to make
their characters unique. Aside from this
and the overall increase in value of common arms and armor, decoration allows
for many role-playing situations. An engraved, gold-plated suit of plate mail can
sweeten the pot in a joust in which the
armor is exchanged or ransomed at the
end. Perhaps the local king or lord will
present a beautifully crafted suit of mail
or an elaborately decorated sword to a
character who has performed some great
deed in service to the realm. Such items
will sometimes be found in treasure
hoards. The Dungeon Master can make
them available in many ways.
Remember: The mundane need never be
dull and boring.
Tracking
Down
the
Barbarian
Creating better
barbarians
for AD&D
1st Edition games
by David Howery
Slots
required
1
1
1
Barbarian types
The descriptions of barbarian types are
broken down as follows:
Proficiencies: These are the nonweapon
proficiencies from the DSG and WSG that
are given to barbarian characters of the
type in question. The proficiencies from
the table herein are also used. These replace all secondary and tertiary abilities
given to barbarians by Unearthed Arcana.
Preferred weapons: These are the weapons that the barbarian must take profi-
Appropriate
ability
Dexterity
Intelligence
Intelligence
Die roll
modifier
0
0
0
Foot Nomads
Cavemen
Tribes
Proficiencies: alertness, animal lore, endurance, fire building, foraging, hunting, long-distance signaling, running,
Mounted Nomads
Desert Nomads
22 AUGUST 1989
Steppe Nomads
Northmen
Forest Clans
Tropical Natives
Jungle Tribes
Natives
Conclusion
It is hoped that this article will turn the
1st Edition barbarian into a more viable
class. The barbarian given in Unearthed
Arcana has some interesting features but
also has some unnecessary powers.
How powerful is the class now? Its
weaker than before but still equal to any
other fighter or cavalier, class. Some abilities were removed but others remain. The
barbarians high hit points and many nonweapon proficiencies are balanced by his
distrust of magic and inability to specialize
in a weapon. True, he starts out with a
large number of abilities, but many might
not be used in a typical dungeon adventure. The revised barbarian is a balanced,
viable character.
Highland Clans
Good
Does Not Mean
Boring
Paladins are far more complicated
than you might think
by Scott Bennie
Of all the character classes in the AD&D 1st Edition game, the
paladin is one of the most misunderstood. When comparing
campaigns, you will find people role-playing paladins in radically
different ways. Some paladins treat anyone who isnt of their
social class and heroic standing as vermin. There are also those
paladins who drink nothing but milk and spend most of their
time helping little old ladies across the street. Will the real
paladin please stand up?
Complicating matters is the Unearthed Arcana tome, which
unearthed paladins but reburied them as part of the cavalier
class. The cavalier class, however, is based on certain medieval
knighthood orders that did a lot of foolish and unpaladinlike
things (such as at the Battle of Agincourt, where the cavaliers
mowed down their own troops in pursuit of the glory of battle,
only to be used as pincushions by sturdy peasant bowmen). How
can paladins be categorized as a part of this class?
To understand paladins, you have to look at the reasons
paladins exist and view their attitudes and actions from a variety
of perspectives.
24 AUGUST 1989
Paladins exist to combat evil. Their primary abilities are most effective against
evil; thus, whatever powers created paladins and gave them their abilities had the
destruction of evil as the main objective.
Paladins also exist to protect and heal.
They have been given powers to aid the
sick (e.g., by curing disease) and heal minor wounds (e.g., laying on hands). Thus,
paladins, who are destroyers, are also
healers. Their healing abilities are obviously not meant for evil beings; it would
be most natural to heal those who are true
and virtuous, especially if such people
could not help themselves. Therefore, the
powers that created paladins want them to
protect the innocent.
Another characteristic of paladins is
their ability to turn undead and to cast
clerical spells. Obviously, in addition to
their formidable fighting skills, a paladin
needs the wisdom and piety of a cleric.
Therefore, paladins were created to serve
the gods. They form religious orders of
knighthood; in fact, they are the fighting
champions of their religions.
Because paladins have different abilities
and purposes, each one probably differs in
his individual emphasis on which goal is
most important. The pursuit of these
ideals leads to four different types of
paladinhood which, while lawful good to
the core, provide players and DMs alike
with different ways of playing this class.
Paladins of justice
Paladins of war
Paladins of glory
Paladins of defense
0-3,500
3,501-7,000
7,001-15,000
15,001-30,000
30,001-60,000
60,001-120,000
120,001-250,000
250,001-500,000
500,001-1,000,000
Level
1
2
3
4
5
6
7
8
9
1
2
3
4
5
6
7
8
9
DRAGON
29
The cavalier, based on the knights of medieval Europe, has the potential to be a unique and interesting fighter. Unfortunately, the cavalier described in Unearthed Arcana is complicated to play and overly powerful. Some players say the
class should be eliminated, but the cavalier can be revised to be a unique and viable class. This article redefines the cavalier in AD&D 1st Edition games.
Cavaliers are warriors with a background of nobility. Their training emphasizes mounted and personal combat as well
as the leadership of military units. They have a strict code of conduct, although nonlawful cavaliers tend to ignore it.
Not all noble warriors are necessarily cavaliers; some are paladins, rangers, or ordinary fighters who come from the
noble classes. Like barbarians, cavaliers cannot be multiclassed characters. In addition, cavaliers cannot be reduced to
fighter status for their actions, as their skills are not linked to alignment.
The new cavalier
The following rules regarding the cavalier are unchanged from those given in
Unearthed Arcana:
Experience points and hit dice per level,
including level titles (Unearthed Arcana, page 15);
Ability to estimate the worth of horses;
Bonuses to lance damage, whether
mounted or on foot;
Immunity to fear;
Parrying ability with shield or hand weapons; and
Henchmen restrictions (Unearthed
Arcana, page 75).
The following rules from Unearthed
Arcana for the cavalier are removed from
the class:
Alignment restrictions: Cavaliers may be
of any alignment at 1st level and have the
usual penalties for switching alignments.
Why would all cavaliers begin their careers as good-aligned? To use the WORLD
OF GREYHAWK setting as an example,
the knights of Iuz or the Great Kingdom
would be evil from the start. Also, the idea
of characters switching alignments without penalty, as given in Unearthed Arcana
and DRAGON Magazine supplements to
that book, should be discouraged.
Zero-level Horseman and Lancer levels:
These are weak and unnecessary; it would
be simpler to require the cavalier to be at
least Upper Middle Class.
+3 hp bonus at 1st level: This is an unfair advantage that is not logically justified.
Ability to increase strength, constitution,
and dexterity scores.- This is an unfair
idea. The other fighter classes could easily
claim that they also spend every nonadventuring hour training hard and increasing their ability scores. Cavaliers are now
subject to all limitations by race and sex
on ability scores.
Protection from fear aura: This is a semimagical power that is completely beyond a
cavaliers training. Cavaliers are not favored beings like paladins.
90% resistance to mind attacks: Of all
the cavaliers powers, this one most unbalances the class. Once again, a cavaliers
training does not cover this, and the
power should be dropped.
+2 bonus on save vs. illusions: A cavalier is trained in combat, not magic. If
anything, a cavalier should be more sus-
ceptible to illusions due to a lack of familiarity with spells. However, if this power is
simply dropped, the cavalier will again be
equal to the other fighter classes in this
regard.
Ability to function at negative hit points:
This is another idea that is hard to justify.
Why would this power be linked to alignment? Cavaliers will be unconscious at 0 to
- 9 hp and dead at - 10 hp, as with other
classes. Healing is at normal rates.
Charge at all opponents in sight: This is a
foolish and unrealistic notion. Even prideful historical knights would retreat when
they absolutely couldnt win. Knights are
sometimes reckless, but they are not stupid. They are trained to lead armies, and
would not immediately charge the enemy.
These rules from Unearthed Arcana are
modified:
Class type: Cavaliers are now a subclass
of fighter and use the fighters combat and
saving-throws tables.
Ability score requirements: Cavaliers
must have a minimum strength, constitution, and charisma of 13. Cavaliers have no
prime requisite and cannot gain bonus
experience points.
Social class: Cavaliers must have a minimum social class of 56, as Upper Middle
Class. This roll will determine their starting money (see Unearthed Arcana, page
82, and Starting money section elsewhere in this article).
Racial limits: Only humans, elves, and
half-elves can be cavaliers. Among elves
and half-elves, only those of gray, high,
and valley elf stock can be cavaliers. Drow
cannot become cavaliers, since horses are
not used underground.
Preferred weapons: Cavaliers prefer to
use any sort of lance, any sword (except
short and khopesh), scimitar, horsemans
mace, horsemans flail, horsemans pick,
dagger, hand, axe, javelin, and bec de corbin. Elves and half-elves add either a short
bow or short composite bow to the list.
These weapons must be taken as weapons
of proficiency before any others can be
learned.
Mounted combat bonuses with weapons
of choice: Delete all the Unearthed Arcana
rules on this subject. Instead, at 1st level,
the cavalier has three weapon-proficiency
slots. These must be used to gain proficiency with: a lance (any); a sword (any
except short, khopesh, or two-handed) or
scimitar; and a horsemans weapon (mace,
56-87
88-96
97-99
00
Funds
50-200 gp (5d4 X 10)
FOruM
Continued from page 8
I am writing to disagree with two letters
printed in issue #137: Bahman Rabbis letter
complaining about nonweapon proficiencies,
and David Howerys comments about the plain
old fighter.
To the former: I would say nonweapon proficiencies allow players to develop the personalities of their characters and offer opportunities
for role-playing. Im in a campaign that playtested the AD&D 2nd Edition game. I think you
may like some of the changes and new proficiencies presented in this game. It should be up
to the DM to mitigate imbalances in his campaign. A DM able to think on his feet wouldnt
allow his players to run rampant over his welllaid plans simply because one character has a
blind-fighting proficiency.
As to the second letter commenting on the
fact that other warrior classes are more interesting than the fighter class, I say Come on! Its
up to the player to make his character interesting. For example, my 3rd-level fighter is highborn, cultured, and a gentleman well versed in
the courtly skills of etiquette, dancing, and the
singing and playing of musical instruments. He
has high charisma and comeliness.
Recently, while spending a few weeks in a
32 AUGUST 1989
Miscellaneous notes
Conclusion
Continued on page 58
Arcane Lore
Can a wizard cure your
light wounds? No, but . . .
by Bruce Kvam
Villem was dying. His breathing became ragged and irregular, and his
eyes glazed over as he muttered a prayer to Tyr. His grasp on Renfrews
forearm loosened.
Can you do something to heal him? Renfrew cried, turning on
Fratakara.
The mage took a step back, stroking his chin slowly. His eyes were
hooded by shadow, and the others could not read his expression. He
shook his head.
Renfrew knelt over Villem, checking the bandages with which he had
crudely bound his brothers wounds. He cursed himself for not listening to
Villems lessons, being more interested in the arts of combat than the arts
of healing. The young priest had taken the brunt of the dragons attacks,
holding the monster off so that the others could pull Renfrew from
beneath its claws. Now Villem was paying for his bravery with his life.
As the last breath slipped from Villems slim body, a rage grew within
Renfrew, a senseless rage that he could not hold back. Damn you,
Fratakara! he shouted. All your books, all your knowledge, all your
spells, and you can do nothing to save my brothers life! Your magic is
worthless!
What is healing?
death (deaths door). Other forms of clerical healing include a full-spectrum immunity energizer (heroes feast) and your
basic snake-oil (Keoghtoms ointment).
One could argue that magic-users can
already heal, because they (along with
alchemists and other spell-casters) are the
manufacturers of potionsand potions
are, after all, spells in a bottle. This begs
the question, though, because mages cannot carry their laboratories when they go
adventuring. But it does point out that
magic-users can heal. Why, then, can they
not cast spells that have the same effects
as the clerical healing spells?
Why no healing?
Magic-user healing
Magic-user healing sounds like a contradiction in terms, but magic-users (including illusionists) do indeed have
rudimentary healing powers, though it
may not seem that way at first glance.
Heres the rundown by spell level:
36 AUGUST 1989
(Conjuration/Summoning)
Components: V,S,M
Level: 4
Range: Touch
CT 1 round
Duration: 6 turns/lvl. ST: None
AE: Creature touched
Explanation/Description: When Arnvids
unseen limb is cast, the magic-user causes
an invisible limb (arm, hand, leg, or foot)
to come into being. This limb may replace
a missing limb, or it may be used to create
an extra one. The invisible limb functions
exactly as a normal limb, except that, at
the option of the recipient of the spell,
parts of it may become immaterial so as to
pass through solid objects. For example,
the limb could be used to uncork a potion
inside a closed chest and dump the bottle
out, but it could not remove the potion
from the chest. The limb has normal touch
sensations. It may be used to wield a
weapon only if the limb is replacing a
missing arm or hand. The limb bestows no
extra senses other than touch, so it cannot
be used, for example, to add a second
shield arm in the middle of the recipients
back. The invisible limb has no hit points
or armor class as such, and it cannot be
harmed unless it is dispelled.
The material component of the spell is
the tail of a lizard (any type that regenerates lost body parts). This is touched to the
place on the body where the limb is to be
restored.
Empath (Necromantic/Alteration)
Level: 4
Components: V,S,M
CT: 5 rounds
Range: Touch
Duration: Permanent ST: None
AE: Creature touched
Explanation/Description: The empath
spell enables the caster to transfer a certain loss in hit points from another creature to himself, thus curing the recipient.
Up to 2 hp per level of the spell-caster may
be transferred, so a 10th-level magic-user
could cure his friend of a 20-hp wound
(but the magic-user will then take 20 hp in
damage himself). The hit-point loss could
have originally resulted from physical
attacks, certain poisons, spell effects,
diseases, or curses (except those that cannot be removed by remove curse). This
spell cannot restore amputated limbs,
drained life levels, or death. It also cannot
undo any continuously acting poison or
disease, so the spell only temporarily
reverses such harm, which will then con-
turn must be allowed, otherwise exhaustion results and no healing is possible. The
other seven rounds per turn must be
spent eating and drinking a days rations.
The recipient regains 1 hp/turn for the
first seven turns (minus any penalty due to
poor constitution). In subsequent multiples
bf seven turns, characters with constitution bonuses additionally receive their
constitution bonus score. In any case, 28
turns of accelerated metabolism heal a
character completely.
Components: V,S,M
Level: 4
CT: 4 segments
Range: 12
Duration: Instant.
ST: None
AE: One creature
Explanation/Description: This spell
allows the caster to transfer some of his
life-force to another creature. When cast,
the spell transfers 1 hp/level of the caster
to the target creature, plus an additional
1-4 hp. The hit points are added to the
targets current hit-point total and deducted from the spell-caster's. Thus, a 7thlevel magic-user can transfer 8-11 hp from
himself to another creature. The caster
can transfer only as many hit points as he
currently has; if he purposefully or accidentally transfers more, his current hitpoint total plus 1-4 hp are transferred to
the target, while that amount is subtracted
from the casters total (and the caster
begins to die). The target creature cannot
gain more hit points than its full normal
total; such extra hit points are merely lost.
The magic-users hit-point losses can be
regained by normal healing or magic.
After the transfer is complete, the
magic-user loses four points of constitution temporarily; each point may be recovered by six turns of rest. If the casters
constitution drops below 3, unconsciousness results and full constitution is not
regained for 24 hours. The material component of this spell is a glass tube filled
with the casters blood, which disappears
when the spell is cast.
Dispel Exhaustion (Illusion/Phantasm)
Components: V,S
Level: 5
Range: Touch
CT: 5 segments
Duration: 2 turns/lvl. ST: None
AE: 1-3 persons
Explanation/Description: Except as
noted above, this spell is the same as the
4th-level illusionist spell of the same name.
Accelerated Metabolism (Alteration)
Components: V,S,M
Level: 6
CT: 6 segments
Range: Touch
Duration: 1 turn/lvl. ST: None
+ 1-6 turns
AE: One creature
Explanation/Description: This spell
speeds up the life processes of the recipient at a rate of 1 day/turn for the duration
of the spell. All life processes (sleeping,
eating, healing, etc.) progress at this accelerated pace. If insufficient nourishment is
provided, the recipient suffers from thirst
and starvation. Three rounds of rest per
Level: 6
Components: V,S,M
Range: 0
CT: 6 segments
Duration: 1 rnd./lvl.
ST: Neg.
AE: Personal
Explanation/Description: By casting this
spell on a specially prepared nonmagical
dagger, the magic-user is able to drain hit
points from other creatures that he strikes
with it and bestow those hit points on
himself. The magic-user must attack the
creature normally with the dagger. If the
hit is successful, the creature takes normal
damage from the dagger (l-4 for smalland man-sized creatures, l-3 for largesized creatures, plus any strength bonus),
plus bonus damage of 1 hp for every two
levels the spell-caster has. The magic-user
in turn gains this bonus damage as curaDRAGON 37
Level: 8
Components: V,S,M
Range: Touch
CT: 5 rounds
Duration: Permanent ST: Neg.
AE: Two creatures
Explanation/Description: This spell is
similar to the empath spell, except that it
allows the caster to transfer a hit-point
disability (of up to 2 hp/level of the caster)
between any two creatures, excluding the
$20,00/13.60*
The forces of evil are very close to discovering the portal that leads to the palace of the
Celestial Dragon of Neutrality, the keeper of the
balance between Good and Evil. If the player
characters dont do something about it, the
Celestial Dragon might dieand the forces of
Good will soon follow.
Your heroes have been arrested for the murder of Elminster, the sage. Now they face execution for the crimeunless they can escape from
the Twisted Tower. This sequel to FREl Shadowdale sends the PCs to Tantras, where the first
Tablet of Fate rests. This module is based on the
exciting Avatar Trilogy, by Richard Awlinson.
Suggested Retail Price: $6.95/3.95
Product No.: 9248
B11 Kings Festival
D&D module
by Carl Sargent
Someone has borrowed a cleric, and without him, the fabled Kings Festival cannot go on.
Unfortunately, it looks like the orcs have him.
And you have to go find him. This adventure
and its sequel (B12 Queens Harvest) are designed to lead novice characters through the
basics of role-playing. They are also compatible
with GAZ1 The Grand Duchy of Karameikos.
Suggested Retail Price: $5.95/3.95
Product No.: 9260
40 AUGUST 1989
Tantras
FORGOTTEN REALMS Avatar Trilogy,
Book #2
by Richard Awlinson
Jared yawned.
DRAGON 45
46 AUGUST 1989
about six or seven times, and he was obscenely lucky. It was staggering. While
watching him, we discovered that once a
card is pulled from the deck and its effects
have occurred, often instantaneously, the
card goes blank. The card must then be
returned to the deck in order for the pack
to continue working its enchantment. If
the card is not returned to the pack, the
deck is useless; any cards pulled from that
point on are blank and nonmagical.
We feared for Vanels life, and in a
moment of stupidity, we hid his deck. In
turn, that night, he broke into our mages
backpack and stole another deck, one of
the two complete ivory sets. We found
later that he then pulled the Donjon card.
According to records found by Tomas, our
mage, the Donjon card signifies imprisonment by some spell or creature.
And is this not the case?
Well, it depends on the kind of deck
found. I'll explain the difference between
the decks in a moment. Anyway, when we
arose the next morning, we found Vanel
gone. At first we assumed that some creature had attacked him during the night.
Later, however, we, discovered the ivory
deck was missing. We then assumed that
his card-pulling greed was to blame, but
we had no way of checkingthat is, until
later. We had usually limited ourselves to
drawing only one card from any deck per
day; this we did with greater rigor follow,
DRAGON
49
Sun
Moon
Star
Throne
Key
Knight
The Void
Flames
Skull
Ruin
Euryale
Rogue
Jester
Result
1
It is believed by some that the most
powerful deck of many things (the 22-card
ivory deck) has a special, magical allure. A
character looking for the first time at a
deck of this nature must make a wisdom
check on ld20 or be entranced by the
deck for l-4 rounds. In addition, characters so affected are more likely to draw
from the deck. (DMs should use discretion;
it is never advisable to force a character to
do something his player would rather not
have him do.)
The deck of many things is known to
many races by many names. For example,
the leprechauns (the distributors of many
decks) refer to it as the Deck of Fools.
Dwarves, who generally avoid such random magicks (in spite of Vergadains involvement), refer to it as the Deck of
Curses. To many lawful religious orders, it
52 AUGUST 1989
is known as the Deck of Chaosa misnomer, since the deck is the product of
true Neutrality. Nevertheless, clerics,
paladins, and other devotees of these
religious orders avoid these items unless
allured by the deck (see note 1). But not all
names for the deck of many things are
disparaging. Gnomes, who are noted for
their love of gambling, refer to it as the
Deck of Fate or the Deck of Luck.
3
Either type of wood might be used to
make a case for a deck of many things;
both hold magical dweomers quite well.
Cases made of other unusual woods are
possible.
4
If an attempt is made to pull cards
without first announcing a number, the
cards turn up blank and powerless. Once
the number of cards to be drawn is announced, other characters may pull from
the deck in place of the initial character,
thereby assuming the number of pulls
initially announced. Any character who
announces his intention to pull a new
number of cards from a deck erases any
previous number announced, so long as
that previous number of draws was not
completed; this makes it possible for one
deck to pass through many hands. As
stated on page 167 of the AD&D 2nd
Edition Dungeon Masters Guide, the deck
disappears once a number of pulls equal to
the currently announced number is
reached. Note that elective and mandatory
draws (as with the Jester, Fool, or Idiot
cards) may not be transferred to other
characters. Any attempt by another character to draw during this elective or mandatory period turns up blank, powerless
cards. The deck remains in this state until
the previous card holder makes his mandatory draws or relinquishes his right to
his elective draws.
When a deck disappears, it goes back to
the god who made it, who then places the
deck into circulation again by distributing
it to an appropriate agent (leprechaun,
thief, gambler, monster, etc.) If a Balance
card is drawn, the deck does not disappear, although the deck must be forfeited
either given to another character, sold,
or left behind. Until the deck is given up,
any card drawn from the deck is blank
and powerless.
If someone announces that he will draw
all of the cards from a deck, he is immediately compelled to do exactly that. Nothing
will break this compulsion, and the character is obviously doomed. No wish will
ever reverse the effects of the deck in this
event.
5
The gods of luck need not be entirely
Neutral themselves; but they all encourage
risk-taking. See the deities in Legends &
Lore for details.
6
This lesser deck offers results that
differ from those listed on page 166 of the
AD&D 2nd Edition DMG for the deck of
many things. See the Lesser 13-Card Deck
Results Table for details.
Editorial
Continued from page 5
work well together (see DRAGON
issue #103, The Centaur Papers,
and DRAGON issue #115, The Ecology of the Harpy), but more often
we just pick out the best such item
and return or discard the others.
Sometimes we discard all duplicates
to avoid overkill on a particular
topic or to avoid dealing with the
situation. (We rejected all samurai
and ninja classes sent to us for years
before the AD&D Oriental Adventures tome came out simply because
we knew no one would be pleased
with anything other than an official version of either class.)
We have a very healthy respect
for proper usage and fairness, and
we believe the majority of our readers share the same respect. Everyone takes pride in creating something entirely on his ownwell,
almost everyone.
The extreme was reached by the
writer who sent a short story to
AMAZING Stories a few years ago.
The story was quite good and was
on its third or fourth reading when
it was discovered that the story was
a plagiarized copy of Arthur C.
Clarkes The Nine Billion Names of
God. One word had been changed
early in the tale, but otherwise it
was identical to the original. We
wont discuss the legal horrors that
befell the author of the story, nor
the academic horrors that befell the
student who plagiarized The Ecology of the Minotaur from DRAGON
issue #116 and turned it in to his
high-school teacher for an assignment. His teacher was already familiar with the AD&D game and called
our offices to ask about the story.
Borrowing, independent invention, and copying will always be
around, but steps can be taken to
reduce their effects. Writers can
consult the appropriate legal
sources to protect their rights to
their materials, and well keep our
records in order and count on our
readers to look for things we might
miss. With a little effort, we can
share the best of our readers creative works to benefit the entire roleplaying hobby.
But please, dont send any more
brown, gray, rainbow, stone, rock,
or purple dragons to us. We have
lots, thanks.
Christmas comes to the Ardennes. Your tiny squad steals warmth from sputtering fires amidst the
ruined cloisters of a small abbey Then the soothing crackle of the fire is interrupted by one of your
two forward spotters, returning with word of a German attempt to infiltrate your position. Shortly
thereafter, firing breaks out. You move your squad forward to investigate, arriving to find the other
sentry wounded and pinned by heavy weapons fire from the vicinity of a small hut. Deploying the rest
of the squad, you start the tedious and dangerous game of crawling through the abbeys gardens. The
deadly hide-and-seek game ends abruptly when a figure rises from the hedges and breaks away Your
best rifleman tracks, aims, fires, and brings the figure crashing down in the brush.
The wounded German somehow regains the gardens safety and slips into its dark embrace. You split
your team, sending two men to track the wounded man while the rest of your squad turns its attention
to the Germans firing from the cover of the gardeners hut. You send your machine gunner forward,
covered by a crossfire from the rest of the squad. Once hes in position to provide support for the
squad, you send in the squad. Your grunts crash into the hutbut find only one wounded German.
This wasnt the main group! Where are the other infiltrators? As you search for the rest of the German
patrol, you hear new firing breaking out from the area where your lone sentry watches in the orchard
to the south. . . .
The Saloon
You start as a recruit in the Sniper Saloon & Salad Bar, a friendly place where
you can pick up the local gossip, brag
about your wins, and explain your defeats.
Here you can also challenge other players
from around the country to a SNIPER!
game. If no one else is available, you can
play the computerized opponent to hone
your skills or try some new tactics. For the
raw recruit, a friendly drill instructor
waits in Bootcamp to show you how the
game is played. In addition, you can check
to see if anyone has beaten your best
scores by examining the Halls of Fame.
Finally, extensive keyworded help is available to answer your questions about the
game.
The game was designed to be easy to
play. Even if its your first time, you can
play a game and try the commands. If you
make a mistake, the program will show
you what your command should have
been. This is a big advantage over board
games, as you dont have to read through
pages and pages of rules before beginning
play. As you become more proficient, you
can try the less-used commands or learn
the subtleties of the commands you already know.
Legend
&
n
#
+
= trees
(arrows indicate individual facing)
1 sights A, B, D, F, G
= hedges
2 sights B
= building wall
= interior wall
3 sights E, G
4 sights all, but can shoot at none of them
. = clear outdoor space (period)
' = interior space (apostrophe)
- = window (hyphen)
; = border (semicolon)
1 - - - - - - - -
6 - - - - -
K
L
M
N
O
P
Q
R
S
T
U
V
1 1 - - - - - - - -
1 6 - - - .
.
.
#
'
+
+
#
.
.
.
.
.
.
.
'
'
'
#
.
.
.
.
New features
The online SNIPER! game has real hidden units. No longer will you be able to
watch what your opponent is doing with
his counters. You dont even know where
he starts on the map; you only know his
men are somewhere in front of you. This
is especially nerve-wracking in the Infiltrate scenarios, in which the entire Alpha
squad can exit the map without ever coming into contact with Bravo.
Its easy to coordinate movement on a
gameboard, where you can see all the
units at once. In online SNIPER! games,
though, your view is limited; so you face
another tough choice. You can keep your
squad together and see everything thats
going on, but you risk getting flanked or
even taken from behind. Or you can
spread. out, perhaps forming two or three
fire teamsbut while youre giving orders
to one team, another may be ambushed.
The game becomes a balancing act as you
seek to keep all teams active and healthy.
The successful leaders achieve this balance. For the successful ones, there are
fame and promotions. For the others,
theres the Eastern Front!
Another area that received treatment
different from that in the board game is
the concept of sighting. Now, any soldier
Coming attractions
Signing up
For more information about the CompuServe Information Service, call toll-free:
(800) 848-8199. You can also write to:
CompuServe, 5000 Arlington Centre Blvd.,
PO. Box 20212, Columbus OH 43220.
58 AUGUST 1989
Forum
Continued from page 32
This is in response to Karen S. Garvins A
Horse of a Different Color article tissue #141).
As a miniatures painter, I find Through the
Looking Glass invaluable. Karens discussion of
the color of horses is no exception.
There are, however, a few points she seems to
have overlooked. There is a sixth group of horse
coloration: the albino. True albinism (pink eyes
and a total absence of pigmentation) doesnt
occur in horses, but any horse that is born
white or almost white is called an albino. The
most common form of albino is a cream-colored
horse. These cream-colored albinos tend to
breed true (they pass their color on to their
offspring), while many white albinos do not.
The eyes of albino horses may be dark brown,
light brown, or blue glass! Another coloration
is dun, which is yellowish-brown to mouse-gray,
with a dark or black mane and tail, dark points,
and an eel stripe down the spine. (Buckskins are
a subgroup of duns.)
Likewise, under the category of gray horses,
Karen left out perhaps the most striking colorationone that is relatively easy to duplicate on a
miniature. A gray horse is born black or dark
brown and gets lighter with age. Dapple-grays
are lightly spotted in gray and white patterns,
giving them a mottled appearance. These dapples may be thought of as white spots with illdefined edges on a gray background, or as gray
rings on a white background. Some dapplegrays are almost uniformly dappled from head
to toe; others are lightly dappled on the neck
and shoulders, with a blanket of darker dapples
on the rump. Dapple-grays may have light or
dark manes and tails and might have dark
points on their legs and muzzles.
To get this effect on a miniature, start out
with a coat of white paint on the entire horse.
For a lightly dappled horse, merely dab all over
with light gray paint, in a random but fairly
even pattern. This will give the horse a subtle
mottled appearance. For a more striking and
darker dapple-gray, start with a slightly darker
gray. Mottle the face and neck with light stabs
of gray paint on the white coat. As you work
toward the rear of the horse, continually but
gradually darken the shade of gray. When you
get to the haunches, begin carefully painting
tiny rings, leaving small white spots showing
through. This will give the horse a distinctly
dappled appearance. Continue the dapples
down the legs, letting the dapples blend into a
solid gray on the lower halves. Dark dapple-gray
horses are likely to have dark gray manes and
tails and dark or black points. Light dapple-gray
horses are more likely to have light manes and
tails. Most dappled horses will have dark brown
eyes, although blue is possible.
Other horses may be dappled as well. While a
grays dapples are its normal coloring and will
change only as it gets older and the gray slowly
turns white, dapples on other horses may come
and go with the seasons. Bay horses, for instance, often get dappled coats during the early
summer. These dapples are a sign of a healthy
coat and may disappear later in the summer as
the horses skin becomes sunburned. Chestnuts,
buckskins, and cream albinos may also get
dapples. For a dappling of any color, use the
same techniques as for a gray; simply darken
the color of paint you used for the main body
and dab it on as dapples. Lightly dappled solidcolored horses tend to have most of their dapples on their haunches. Some horses may be
heavily dappled over the entire body.
When putting markings on horses, remember
this: The pigmentation that causes white hairs
may also cause blue eyes and light-colored
hooves. One horse I know has a small streak of
white jutting out from his blaze to cover one
eye; it looks like a tear, and the eye is a startling
blue. The horses other eye is brown. Horses
with white markings on their legs will often
have light hooves; the hooves of horses with
dark points will be dark. Some hooves will be
streaked light and dark in correspondence to
white spots on their otherwise dark legs. (In her
discussion of Appaloosas, Karen mentioned that
Appaloosas usually have pink and black vertical
stripes. I assume shes referring to their hooves.
Some buckskin or dun horses, however, have
horizontal black stripes on their upper legs,
much like a zebra has.) Most horses hooves
arent black, unless polished or painted to look
that way. They tend to be horn-colored, ranging
from a creamy pinkish color to a dark grayish
brown. Karens advice to use coral pink or a
very dark gray to paint the hooves works for
any color horse.
Pinto coloring will also affect mane and tail.
Where white patches meet the mane or tail, the
white coloration will be continued. Manes and
even tails can thus be light and dark in patches
as well as the main coat. Appaloosas will often
have streaked tails and even manes to match
their spots.
Another color type thats relatively easy to
render in a miniature is the roan. A roan has a
uniform sprinkling of individual white hairs on
a brown, reddish, or black coat. Some roans
have white mixed in with their entire coat;
others have patches of roan on a solid-colored
coat. Dry-brushing with white can be used to
turn an otherwise dull horse into a roan. Care
must be taken not to put the white on in spots
or streaks, however.
As for the specific merits of horses of certain
colors, its all a matter of fashion. The Spaniards
bred many spotted horses (the ancestors of the
Appaloosas were bred by the Nez Perc Amerindians), which were much sought after in Europe
until fashion dictated that riding such showy
horses was vulgar. Cowboys thought that duncolored (buckskin) horses were the hardiest, so
they bred for that color as well as for stamina
and hardiness. This produced many dun horses
of high quality. Napoleon never rode a horse
that wasnt gray. But the truth of the matter is
that color is not a reliable indication of quality.
One of the chestnuts I know is the complete
opposite of the high-spirited and temperamental creatures Karen mentioned. But thats not to
say that color doesnt affect riders choices of
mounts!
My advice to painters who wish to have truly
extraordinary horse miniatures is this: Find a
book or calendar with color photographs of
horses and take your inspiration from that. The
range of coloration and markings is inexhaustible and can turn a plain old, boring brown
into a truly outstanding miniature.
Ann Dupuis
Brighton MA
now an established part of most companies new releases. The majority of products
focus on humans and demi-humans, providing background on how people live in
the various fantasy worlds. Over the
years, a few products have taken a similar
look at the cultures of some of our favorite monsters. Gone are the days when a
paragraph or two on each monster would
cover all our gaming needs. Now we look
for details on how these creatures live and
breed, and why they act as they do.
This month, we look at some products
that feature monsters of one sort or another. Each of the products approaches its
subject from a different angle, showing
some ways monsters can be portrayed
within fantasy role-playing games.
Ents of Fangorn
62 AUGUST 1989
DRAGON 63
65
1989 by Hartley,
Patricia, and Kirk Less&
eviews
Computer-game ratings
X
*
**
***
****
*****
Not recommended
Poor
Fair
Good
Excellent
Superb
Activision
(distributed by Mediagenic)
P.O. Box 3048
3885 Bohannon Drive
Menlo Park CA 94025
(415) 329-0800
Prophecy
***
MS-DOS version
$39.95
Employing a marvelously effective magic
system, Prophecy is one of the latest fantasy role-playing games to arrive for PC/
MS-DOS computers. We reviewed the
game in its EGA mode and are delighted
with its on-screen color, animation, and
graphics. Prophecy is bound to please
most gamers, despite one or two minor
68 AUGUST 1989
Prophecy: A true
hero never gets a
break.
Prophecy: Lovely
scenery may hide
terrible foes.
70
AUGUST 1989
***
MS-DOS version
$49.95
As if by magic, here is another excellent
PC/MS-DOS adventure game for IBM micros or compatibles. The Magic Candle
exemplifies a new approach to an otherwise overpopulated genre of computer
gaming and is well worth investigation by
any PC/MS-DOS user. Available in formats
for PC/MS-DOS machines and the Apple II
family for $49.95, and the Commodore 64/
128 computer for $39.95, The Magic Candle is an enormous adventure that spans
the entire continent of Deruvia. Not copy
protected, the game uses a common
method of ensuring that only authorized
owners play the game (a word must be
entered from a specified page number and
column from the users manual).
The forces of darkness have gained
footholds in Deruvia. The players goal is
to somehow halt a magic candle from
burning out. Once the candle is extinguished, an evil being named Dreax will
escape from the candle to wreak havoc on
Deruvia. You have accepted King Rebnards call for a hero, and its up to you
and five stalwart companions to prevent
the influx of peril into the lands.
The game initially places you in the role
of Lucas, but you can rename this character as you wish. You must select five companions from many volunteers. All have
various skills and talents, and only after
careful selection will you be able to adventure forth with some degree of competence. The list of volunteers includes elves,
humans, dwarves, mages, halflings, rangers., and more, all with interesting personalities, possessions, and talents. Note that
Ziyx, the final volunteer, is probably the
greatest wizard who ever lived in Deruvia;
he has the Book of Sabano.
For our initial adventuring party, we
selected Lucas (who owns a short sword),
Nehar, Sakar, Ziyx, Eflun, and Alhan. With
two wizards able to cast two varieties of
spells, and with Nehar and Alhan able to
fire arrows at the opposition, both Lucas
and Sakar can then handle hand-to-hand
combat with those who penetrate our
wilting fire and magic blasts. However, all
action in The Magic Candle requires energy. Youll be quite surprised at how
quickly ones energy can dissipate, especially in combat.
Fortunately, there are two major methods by which you can increase a characters energy. The first is by having a mage
cast an Energy spell on each character
(but only after hes cast it upon himself
first), and the second is by eating the
Sermin mushroom., Other goodies that can
enhance a characters capabilities include
potions, dried leaves, and seed pastes.
Other items that youll find handy range
from rope (to help you get through those
mountains) to pearls (quite useful as a
trading item). Lockpicks, boots, shovels, a
lens (for reading scrolls), and blankets are
all available at stores.
Another goodie packaged with the game
This command allows you to repair weapons and hone them to a near-perfect state.
FLEE: One heck of a way to escape from
particularly obnoxious monsters. Unfortunately, it eats up energy levels.
FORMATN: Short for formation, this
command rearranges the members of
your party. Highly useful for putting fighters up front and spell-casters in back.
LEARN: Your wizards need this command to learn the available spells.
MAGIC: How you cast an active spell
that has been RECALLed.
RECALL: A magic-users must RECALL a
spell before it can be cast.
VIEW: A bird's-eye view of your quarter
of Deruvia, with a blinking dot showing
where your party is currently located.
The Information section is in the upper
right hand corner of the screen and has
six subsections. Here, youll read the current date and time and see whether it is
light or dark outside. Every five minutes,
the time changes. This is called a click:
Data regarding your partys current position is next. If youre inside an edifice,
youre notified of your current level; if
you are outdoors, longitude and latitude
are shown. Also revealed are the number
of days remaining before the magic candle
has melted away, leaving the land at the
mercy of Dreax. A party formation box
shows you the current positions of each of
the the six members of the party.
The last graphic box is the Status Summary area, where the current action direction is always highlighted. Also within this
area is a description of the partys current
location. This is always helpful, since your
party can not only travel on foot, but by
ship or through teleportation.
If you want to check out the current
statistics for any party member, you simply enter the number of the character you
wish to investigate. Be sure to remain
aware of the health indicator, since your
characters can become tired or exhausted
if they dont obtain enough rest or food
while traveling and fighting. The second
screen for each character reveals his
inventory, including coins, food, and up to
23 different objects. Also shown are any
spell books in that characters possession.
The Magic Candle contains dwarves,
elves, halflings, men, and wizards. Professions include carpenter, fighter, gemcutter, knight, mage, mercenary, metal
smith, ranger, and tailor. Several towns
offer employment for those who possess
certain skills.
The Magic Candle is a very harmonious
adventure that requires the player to
control every movement of the characters.
You can divide your party for additional
investigations, question many nonplayer
characters, and become embroiled in an
adventure that will require many hours to
complete. Despite graphics that are less
than state-of-the-art (even in EGA mode),
The Magic Candle is an addictive game and
will provide PC/MS-DOS gamers with
weeks of exciting entertainment. Mind-
17 Paul Drive
San Rafael CA 94963-2101
(415) 492-3200
Broderbund Software has released Wibarm for PC/MS-DOS computers. Pronounced WE-barm, this is Broderbunds
first entry into the category of action roleplaying games. While very popular in
Japan, this genre is relatively new to
North America.
The game features high-speed arcade
action combined with puzzle-solving
depth. In the game, the player must recapture Government Citys orbiting power
plant before it explodes and pulverizes the
planet. The Minister of Power, Dr. Bester,
has suddenly disappeared and malignant
monsters have seized control of the plant.
More than 30 monsters will be encountered. To be successful, the player must
master Wibarms three-phase form, complex dual-level weapon system, and
psychol-link amplification. The player
must race through one mazelike city after
another and go far into space, constantly
battling a menacing menagerie of loathsome monsters while using 10 different
weapons of increasing power. The program is priced at $39.95 and supports EGA
and CGA graphics. Wibarm is packed with
one 5.25 disk and one 3.5 disk.
Cinemaware
Corporation
lue corner
Pool of Radiance (SSI)
been eliminated.
There is an Ankh hidden in Cove.
If you wait by a Moon Gate until it sinks
into the ground, search the area. There
will be a moonstone there that corresponds to the Moon Gate. Get the moonstone and bury it (by using it); when it
comes time for the Moon Gate to rise, it
will rise in the spot where you buried the
stone.
Sometimes the armorer in the Buccaneers Den is in a good mood; when you
sell him items, he gives you triple normal
price.
Find a sextant with Pirate Dave in a
lighthouse.
Amanda Gupta
Pasadena CA
That wraps it up for this issue. Our
thanks for your interest in this column,
and we hope we are reviewing the games
you wish covered. If not, let us know.
Until next time, game on!
Most product names mentioned in this column are
trademarks owned or licensed by the companies that
produce those products. Use of the name of any
product without mention of trademark status should not
be construed as a challenge to such status.
by Jim Bambra
Around The
World In
3 6
Levels
The Gazetteers
80 AUGUST 1989
Characterization
Room
to
grow
throughout the Known World. The characters can discover the existence of this plot
and then travel around the world dealing
with the Fire Worshipers. Adventures can
revolve around attempting to prevent the
opening of the gates and to close any that
have already been opened.
Fifth column: Thyatian agents are
engaged in fomenting unrest in a number
of countries. They plan to destabilize the
countries in question, giving Thyatis an
excuse to invade. The adventurers can
learn of this plot by various means and
then seek to expose the agents schemes.
Murder most foul: A murder has been
committed and the murderer, or a witness
to the murder, has recently left the country. The PCs must track down the murderer or witness and bring him back (or at
least interview him). This may prove to be
a delicate task, especially if the person is
of high rank in his own country.
Choosing a setting
Conclusion
The Gazetteers are a long overdue addition to the D&D game. They greatly
increase the role-playing potential and add
great depth to any campaigns background. There are plenty of good ideas in
the Gazetteers, making them great assets
to any fantasy campaign. Whether you
play the AD&D game, the D&D game, or
another fantasy system entirely, the Gazetteers have something to offer for every
one. Your adventures need never again
take place against a vaguely defined fantasy background. The world is now rich,
diverse, and above all, fun.
DRAGON 83
round out the town. We picked Greenfields products because they are well
made and light, as well as easy to paint.
The village should be set up in the
northwest corner of the board, with the
woods to the east exactly two movement
turns away. The adventurers start in the
buildings in town, and the monsters start
on the edge of the eastern woods. Reinforcements for the adventurers should
start just behind the woods to the south,
only five and a half turns away from Retirement Village.
The figures we used included those
from Minifigs, Heritage, Ral Partha, and
Grenadier; many of the figures are no
longer in production. The figures can be
in either 15mm or 25mm scale. See your
local hobby store for assistance. You can
substitute new monsters or characters,
but balance the new figures powers to fit
the scenario.
Forces of good
Army lHeavy lancers (16): AC 2
front ranks. Laughing uproariously, Namor yelled at the defenders. Hey, you got
one! Then from the corner of his eye,
Namor noticed a small, red streak hurtling
down on his group from the second-story
window of the towns dilapidated inn. He
jumped quickly to the right and flattened
himself to the ground as the world exploded in a flash of fire and light.
The forces of good surveyed the scene
with satisfaction. Against all odds, the
fireball had worked. Their satisfaction,
however, was short-lived. One after another, the monsters somehow managed to
avoid the blast. Only a small number of
the attackers were struck. With a sigh of
regret, John pulled his figures back from
the city wall, leaving only Dula the Dwarf
to stem the onslaught. The forces of evil,
as John had hoped, mistook this as a sign
of weakness and pressed the attack, glee
fully anticipating bloodshed. Seeing this,
John concealed his mirth. Let them gloat,
he thought; we have a plan. . . .
Namor stood up and dusted himself off.
So, the enemy had magic! Still, the effects
had not been that bad. All of the kobolds
had been fried, and just about everyone
had gotten a little roasted, but the marauders were, for the most part, intact. Namor
would simply use a little more strategy.
Motioning for the gnoll troops to come
forward with their bows, Namor glanced
over to the town wall to examine the
strength of the defense. Unbelievably, the
defenders were deserting the wall, leaving
the town undefended! One gnarled old
dwarf was now the remaining obstacle
between Namors army and their prize.
Shouting orders for the gnolls to provide
covering archery fire, he bellowed a shout
of victory and ordered his troops to
charge. Now was the time to bring on the
card games played by the light of flickering lamps that usedthere they were!
flasks of oil! Grabbing an armload of flasks
and several cleaning rags, Skyle sped from
the tavern across the street to the towns
inn. Moose, following suit, grabbed some
flasks and hurried after him.
But a figure stood at the door to the inn,
holding a vicious-looking 6 spear. Startled
at first, Skyle then recognized his friend,
Amana the Raider.
Ill hold them at the door! Amana cried.
See if you can help Bartholomew. Hes
looking for other surprises in his bag of
tricks. Motioning for Moose to follow,
Skyle took the stairs two at a time while
rapidly stuffing cleaning rags into his oil
flasks. If he could get to a window on the
second floor.
Linda regarded the figure of Bartholomew with hope. Once again, she rolled a
die. Once again, against all odds, the result
indicated success. . . .
Bartholomew was ready to tear out his
hair. He had found another scroll in his
belongings and had rushed to the window,
certain he could vanquish the invading
army. To his dismay, he found that he
couldnt even make out the title on this
scroll. Suddenly the magic came back to
himhe remembered how the spell
worked! Concentrating on the open area
just outside the town wall, he intoned the
arcane passages of the scroll. With a thun-
DRAGON 87
DRAGON 89
Watch
Your
Step!
by Thomas M. Kane
90 AUGUST 1989
DANGER!
MIDPOINT OF MINEFIELD!
Edwin closed his eyes and
gripped his pistol until his hand
turned white. There was no
point in turning back now.
When he opened his eyes again,
he crouched down and stared
hard at the ground in the dim
morning light. Then, with
infinite caution, he continued
his journey toward the plane
wreck. He had come a long
way. He had a long way to go.
Table 1
Fuse
Soviet
MUV
MV-5
VPF
5
3.5
3
0%
+l0%
+25%
2-lb. pull*
26-lb. pressure
2 -lb. pull
3'
3 "
5"
6"/6"
0%
0%
+25%**
+15%**
3- to 5-lb. pull
l0-lb. pressure
6- to l0-lb. pull
special
American
Ml
MlAl
M3
M5
* The tripwire pulls off a cap, releasing the striker. It is possible to remove this
cap and attach the fuse to a line so that relaxing the pressure detonates the mine.
* * A character needs tools, such as a lockpick set, to disarm this type of fuse.
Table 2
Weight (lbs.)
Explosive equivalent
(lbs. plastique)
Complexity
Soviet
TM-38
TM-41
TMB-2
TMB-8
YaM-5
American
Ml4
Ml5
Ml6
Ml8Al
Ml9
M21
M-23
M24
M25
M49Al
11.4
12
15.4
17.6
14.5
3.5
30
8.25
3.5
28
18
11
special
3.5
3.5
6.5
8.6
11
13
11
l o z .
22
special
special
21
10.5
special
special
special
special
- 50%
- 20%
0%
0%
- 10%
0%
+ 25%
+ 10%
+ 20%
0%/30%
0%
special
0%
+ 10%
Triggered by:
500-lb. pressure
400-lb. pressure
26-lb. pressure
26-lb. pressure
300-lb. pressure
20- to 35-lb. pressure
300- to 400-lb. pressure
special
remote control
350- to 500-lb. pressure
special
special
special
14- to 26-lb. pressure
l-lb. pull
DRAGON 91
wounds. Claymores are rectangular, metallic, and appear slightly bent. Most are
painted blue and labeled front towards
enemy! Each stands on four wire legs. In
Vietnam, the Viet Cong were known to
reverse M18A1 mines so that they sprayed
the operator.
M19: An M19 cannot be armed or disarmed without a special safety fork. The
U.S. Army packages M19 devices with the
fork attached. If an agent attempts to
operate an M19 without a fork, its Complexity score is - 40%. This mine is plastic
and shaped like a square box.
M21: This round mine has no arming
dial; a fuse is simply screwed into the
metallic mine itself. Two fuses are available, one which goes off under 290 lbs. of
pressure, and the other (an upright rod)
which fires the mine when brushed. The
latter tilt-rod fuse will also detonate if the
mine tilts 20, which makes it perilous to
disarm the mine. When the tilt-rod is
employed, use the second Complexity
figure in Table 2.
M-23: The M-23 is a highly restricted
chemical-warfare device. It and its cousin,
the Ml, can be set for pressure detonation
or remote control. Any of the poisons in
the TOP SECRET rules can be used with
an M-23. The M-23 is a round disc of thin
metal with a raised lid in the center, having three stripes on one side.
M24: An M24 does not explode; it fires a
missile. To use it, one camouflages a missile launcher near the area to be trapped
and places a discriminator where the
victim will pass. The discriminator looks
like a loop of wire and is attached to the
missile launcher by a cable. It can be set to
fire at either tracked or wheeled vehicles.
The effects of the missile are as per the
descriptions of personal missile launchers
in the TOP SECRET/S.I. games Equipment
Inventory (page 5), in the TOP SECRET
Companion (page 61), or in Desmond P.
Varadays article, Now, Thats Firepower!
in DRAGON issue #102. The missile
always hits. It is simple to dismantle an
M-24, the act requiring no Deactivation
check.
M25: These mines are sometimes nicknamed Elsies. They cause 1 point of
damage when stepped on and can penetrate a tire. An Elsie is a pointed metal
device with a wire handle and no arming
dial. One simply pushes the M25 into the
ground to set it. The wire handle makes it
easy to pull up.
M49A1: This is an automatic flare, not a
weapon. It is attached to a post. The
M49A1 illuminates an area 330 yards in
radius. Characters who look directly at the
flare will be blinded for 1-10 seconds.
Anybody within 20 of the M49A1 must
roll below his Willpower score to avoid
looking at it.
Other traps
DRAGON 93
94 AUGUST 1989
CAPITOL-CON V, August 5
The Denver Gamers Association and Worldwide Wargamers present TACTIKHAN 89, held
at the Ramada Hotel, Westminster, Colo., on
September l-3, Labor Day Weekend, 1989.
Gaming of all hinds, official RPGA Network
tournaments, the Puffing Billy tournament, and
an auction will be offered Miniature events will
be staged by the Colorado Military Historians.
Registration is $14 for the weekend until August
25, and $17 thereafter. Write to: Denver Gamers
Association, P.O. Box 11369, Denver, CO 80211.
AMERICAN GAMES FAIR, September 8-10
This science-fiction, fantasy, and comics convention will be held at the Days Inn Conference
Center at 600 30th Street South in Moorhead,
Minn. Activities will include video rooms, an art
show and auction, a hucksters room, panels
and demonstrations, a banquet, and many
gaming events, including STAR TREK*, RUNEQUEST*, ROLEMASTER*, SPACEMASTER*,
STAR WARS*, DR. WHO*, CALL OF CTHULHU*,
and AD&D games. Send an SASE to: VALLEY
CON 14, P.O. Box 7202, Fargo ND 58108; or call:
(701)232-1954.
KETTERING GAME
September 10
CONVENTION
Hosted by the Schenectady Wargamers Association, this convention will be held at the Ramada Inn in Schenectady, N.Y. A number of
RPGA Network events are planned, including a
Masters Level AD&D tournament. There will
also be several other AD&D game tournaments
and single-round events. Other events will
include BATTLETECH*, STAR FLEET BATTLES*,
CIVILIZATION*, DIPLOMACY* (Youngstown 10player variant), CHAMPIONS*, CAR WARS*,
RUNEQUEST*, and various other role-playing,
board, and miniatures games. The convention
will also feature a miniatures-painting contest
and games auction. Advance registration will be
$10 for the weekend, or $15 at the door. To
receive a preregistration booklet (mailed in
August), send an SASE to: Eric Paperman, Con
Director, 418 Vliet Boulevard, Cohoes, NY 12047.
The RiverBend Gamers Association will sponsor QUAD CON 89 at Palmer Auditorium, 1000
Brady St., Davenport, Iowa. Special room rates
are available at the Best Western Riverview Inn
by calling l-800-528-1234 or (319) 324-1921.
Games will include AD&D, D&D, BATTLETECH*, RECON*, STAR FLEET BATTLES*, CAR
WARS*, STAR TREK*, MARVEL SUPER HEROES,
GURPS*, GAMMA WORLD, TRAVELLER 2300*,
TWILIGHT 2000*, TEENAGE MUTANT NINJA
TURTLES *, MERP*, CALL OF CTHULHU*, DR.
WHO*, DC HEROES*, ADVANCED SQUAD
LEADER*, CIVILIZATION*, DIPLOMACY*, and
AIR SORTIE* games. Other events will include
microarmor, a painting contest, multievent
ancients-to-future combat tournament, and a
costume contest (no weapons, please). Preregistration is available August 1 ($7 weekend, $3
per day) but must be received by October 1. AtDRAGON 97
NECRONOMICON 89, a science-fiction, fantasy, and horror convention, will be held at the
Ashley Plaza Holiday Inn in Tampa, Fla. Guests
of honor will be George Alec Effinger (author of
When Gravity Fails) and artist Tom Kidd. Other
guests include Richard Byers (author of Fright
Line) and Richard Louis Newman (author of On
Wings of Evil). Membership rates are $15 until
September 15, and $20 at the door. One-day
memberships are available at the door only.
Hotel room rates are $50 for single to quad
occupancy. Activities will include author and
artist panels, a fan cabaret, a masquerade, a
Batman 50th Anniversary Trivia Quiz, autograph sessions, an art auction, a late-night
dance, an Ygor party, and whatever else we can
come up with by convention time. Write to:
NECRONOMICON 89, P.O. Box 2076, Riverview,
FL 33569; or call: (813) 677-6347.
NOTJUSTANOTHER CON, October 20-22
AU GAMERS CONVENTION
November 10-12
This role-playing and strategy gaming convention will take place in the Michigan Union at the
University of Michigan in Ann Arbor. Events
will include: live role-playing; dealers tables; a
movie room; a costume contest; an AD&D
tournament; and CIVILIZATION*, STAR FLEET
BATTLES*, DIPLOMACY*, and THIRD REICH*
games. Write to: The Michigan Wargaming Club,
PO. Box 4491, Ann Arbor MI 48106.
DALLAS FANTASY FAIR, November 24-26
CHATTACON XV will be held at The Chattanooga Choo-Choo, Chattanooga, Tenn. Accommodations are $60 flat, $85 for sleeper car
suites. Guests will include Michael P. KubeMcDowell, Robert E. Vardeman, David Cherry,
Danny Gill, Wilson Bob Tucker, Stan Bruns,
and Dick and Nicki Lynch. Registration: $18
until Dec. 1, 1989; $25 thereafter and at the
door. Send an SASE to: CHATTACON XV, Box
23908, Chattanooga TN 37422; or call: (404) 5919322 (no collect calls).
JACKSONVILLE SKIRMISHES 90
February 9-11, 1990
DRAGON 101