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arhes l i g a z i n e

For players of Basic and Advanced


D U N G E O N S Se
Me MARVEL SUPER HEROEV Role-Playing Game will knock vs out!
4oWyou can bash heads with the best of them. SwH9 dvOu u
CAPTAINAMERICA1 Knock down
UPER entire buildings
HER0Er with
Role•Playing PIE
Gante THING"!
Bettie Piece
Book,with
cornett Campaignof cake!
Book,
everything you need to
Theauthentic MARVE
join the ranks of MARVELSUPERHEROES"'Characters:
introductorymodule, hikoku map, character cards, and 25pkwingpieces.
Atonablenow Mg Roetoy, hobby,asdbookstore&FromTSR,Mc., theproducers of
theworld-famousDUNGEONS&DRAGONS1FmdesyRoleRleyingGame

All Marvel Characters and the d&tinctive likenesses thereof are trademarks of the Marvel Comics Group. MARVELSUPERHEROES is a trademark of the Marvel Comics Group, 01984 Marvel Comics Group, a derision of Cadence Industries Corporation All Rights Reserved.
DUNGEONS& DRAGONS andPRODUCTS Of YOURIMAGINATION are trademarks owned by TSR, Inc..1984 TSR, Inc. All Rights Reserved.
M A G I C issue!
Magic — Miracle or Menace? by Mike Levvis Magic Users and Society ..................... 2
N e w M U S p e l l s by G a r y Gyga® Magic tricks you'll wonder how you managed without . . . . . . . . . 4
R h y m e n o r R e a s o n ? by I A RobertsolY Rationale for the D&W) games' magic system . . . . . . . 1 1
P E L 1 N O R E — IMAGINEm magazine's campaign world
MONTH:
THIS B u r g h a l t e r , by Chris Fe/ton . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 5

F a m i l i a r L i a b i l i t y, by M a r k D a v i e s H o w to secure a suitable familiar . . . . . . . . . . . . . . . . . . . . . . . . . 2 0


One Fine Day In The Middle Of The Night,...
A deadly secret in the City League . • • • .... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 3

and the S w a m p D e M O . . . . . . . . . . . . . . . . . . . . . . . . . 48
AlCein n S , L e t t e r S .......................
by Kevin Smith: Fiction for anti-heroes . . . . . . . . . . . . . . . . . . 3 4 V O P , by Ian Gibbs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 9
N o t i c e s : games viewed by independent reviewers . . . . . . . . 4 0 S t i r g e C o r n e r, b y R o g e r M u s s o n . . . . . . . . . . . . . . . . . . . . 5 1
I l l u m i n a t i o n s : news from the world of gaming . . . . . . . . . . . 4 3 S o a p b o x : the hobby forum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 2
D i s p e l C O M U S i O r i . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 4 p r e s s C u t t i n g s : fanzine coverage . . . . . . . . . . . . . . . . . . . . . . . 5 2
Game Company, dubs & events ....................... 44 Turnbull Talking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Rubic of Moggedon • . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 5 phalanx, by Robin Grenville-Evans . . . . . . . . . . . . . . . . . 55
...... .IMAGINE
Fantasy Media , by Colin Greenland . . . . . . . . . .magazine,
. . . . 4 7 BNo
a r27,
g eJune 1985L.N/01-1
by Pete ..... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . C o v e r

..... Published by TSR UK Ltd ....• Publisher D o n Tu r n b u l l ..... Editor K e i t h T h o m s o n .....


..... News
..... AssiSTallt EctitOT Paul Cockburn Doug Cowie
..... Editorial ..... FaCalOOS
Assistant Mike.....
Kim Daniel Lewis ..... Assistant Mike Brunton .....
Features

..... This month's contributing artists BobM GrenV1110 Evans, Ian Gibbs, Tim Sell, Keith Cooper, Pete Young .....

Editorial

Theie ate few things which upset the smooth twining Of 'a magazine mote
than the loss of one of the team. In out case, it's worse, since the running
bete is neve' smooth, and we've lost two people. One minute, they were
hoe, the nest— So, we wave a teat -stained hanky as ow Art Supervisor.,
Phil Kaye, and Advertising Supremo, Lesley liudson-jessop move On to
greater things. Sepavately, I might add. We wish them every success.
Inevitably, this will mean changes to the presentation of your magazine,
and we hope you will beat with us while we sort things out. We managed
to find Ian Williamson's address, so watch out lot the return of Auchter in
a new adventure. We've had dozens of new writers and artists writing in,
* Keith Thomson
and you will be seeing some of their work in due course. The Met is still
open — if you want to see your work in print, the first step is up to you.

Throughout this magazine, reference will be made to the I A D and A M I D games. Please note that all such references are to the
DUNGEONS & DRAGONS!' or the ADVANCED DUNGEONS & DRAGONS® fantasy adventure games, and that these and all
other titles marked with a ® are registered trade marks owned by TSR Inc in the USA.TM symbols indicate other Trade Marks owned by
TSR Inc.
IMAGINE. magazine is published monthly by TSR available, c a n b e b o u g h t directly f r o m t h e above days before t h e effective change t o e n s u r e u n - of s u ff i c i e n t s i r e and postage U n d e r n o circum,
UK Ltd, The Mill, Rathmore Road, CAMBRIDGE CB1 address for the price of f 1 ,00 chop p&p per order — interrupted delivery. stances will the publisher accept responsibility for
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Back issues o f IMAGINE magazine, w h e r e still address must be notified to the publisher at least 30 accompanied by a stamped, self • addressed envelope necessarily those held by the publisher,

I M A G I N E magazine, June 1985


1
The situation looked- hopeless. The party were The v e r y f a c t t h a t t h i s g i f t c a n b e
tmpped in a dead end all of their oil and detected and trained will put a control on
mo-6tov cocktad gone, and s&wly advancing the t a l e n t , e v e n b e f o r e t h e o w n e r
down the corridor were seventeen deadly attempts to use it. The training and use of
monsters. The ckric fell to his knees and kjan magic w i l l probably b e controlled b y a
guild, o r some sort of association o f like
mumbang a prayer; the fighter gripped his
individuals. T h i s g u i l d s h o u l d h a v e t h e
notched sword tightly, prepared tosell his lift majority o f the talented people w o r k i n g
dearly; the thief mazkone fast check for secret for it, enmeshed within its structure, and
doors, just in case. thus there w i l l be little time available to
'Wait a second guys,' said the magic user, those o f moderate skill t o go 'adventur-
leave this to me.' So saying, she waved her ing', except w h e r e t h e i n t e r e s t s o f t h e
Ilan& and muttered a few incantations. Guild are being served. I t depends very
Z Z Z Z AT T P I — a lOtrting bolt Misted its much o n h o w p o w e r f u l t h e G u i l d i s i n
way up the conidor, leaving izaf the monsters different locations, of course, but it would
be reasonable i f i t had control o v e r t h e
dead and the other hafrunningfor their lives_
supply of materials for magic, and would
Sound familiar? The overpowerful magic thus have some control over the 'illegal'
user, w h o i s j u s t u s e d a s a h e a v y — t h a t i s t o say, u n l i c e n s e d — u s e o f
weapons squad, i s a n a l l t o o c o m m o n magic, o r i t s u s e f o r i l l e g a l purposes.
fault in any frp game. But h o w do you do Hence, straight away w e have a legally-
anything about it? No, this isn't going to based c o n s t r a i n t u p o n m a g i c u s e r s —
be another of those How-To-Limit-MUs- enforceable b y a n o r g a n i s a t i o n w h i c h
And-Make-Them-Even-More-Useless- must reasonably be expected to be able to
Than-They-Are-Now articles; rather it is bring errant low- and medium-level MUs
to be an attempt to appraise the position back i n t o l i n e . T h e G u i l d w i l l p r e v e n t
of the MU in a fantasy environment, and magic users taking a selfish a t t i t u d e t o
to discover just how society might react to their art, learning it purely as a means of
the existence of the class. Then, instead blasting arcs and grabbing treasure. The
of reducing the scope of the MU further by Guild w i l l w a n t to k n o w ' w h a t ' s in i t for
reducing the class's power, w e might be us?', a n d t h i s m e a n s m o r e t h a n j u s t
able to explore new ways for spellcasters charging adventuring MUs large sums of
to be played. money for training.
The first point to consider is, just h o w The e x i s t e n c e o f t h e G u i l d a n d i t s
do people use magic? That is, what makes monopoly o r n e a r - m o n o p o l y o n t h e
the magic user so different from ordinary talented also presents the problem of its
people that the use of spells and magical presentation as an elite, and this in turn
paraphernalia becomes possible? To b e might l e a d t o j e a l o u s y a n d a l i e n a t i o n
able to manipulate magical energy must from the non-talented. Ordinary men and
take a v e r y special t y p e o f person, y e t women w i l l be prejudiced against things
most s y s t e m s s p e n d l i t t l e o r n o t i m e they cannot comprehend. The Guild must
considering this (after all, in strictly game balance i t s position o f privilege w i t h a n
terms a magic user can use magic simply awareness that it must protect its image
because the player chose a magic-using in t h e eyes o f t h e g o v e r n m e n t a n d t h e
character class!). common populace.
If w e s t a r t by accepting t h a t a m a g i c First, the Guild must be seen to support
user can manipulate and use magic due openly whichever government or control-
to a s p e c i a l ' t a l e n t ' w h i c h s e t s t h a t ling power has authority over the territory
character apart from the ordinary mortal, it occupies. I f support i s n o t given, t h e
w h a t does this imply? Let us say that this government is going t o feel threatened,
'talent' for magic will become apparent at aware o f t h e existence o f a s m a l l , b u t
some key point in the life of the character powerful minority interest. If the Guild is
— i t could be birth, i t could be puberty. so p o w e r f u l t h a t i t could easily dismiss
The 'talent' will initially manifest itself as the g o v e r n m e n t , t h i s m i g h t n o t b e a
a series o f uncontrolled magical effects problem, b u t i n m o s t cases t h e govern-
caused by the random mental wanderings ment i s going t o b e a b l e t o t a k e s o m e
of the youth a sort of poltergeist effect. action against the threat the magic users
It i s t h e recognition o f t h i s ' t a l e n t ' t h a t pose. This could stop short of an outright
might cause the individual to be separated ban. T h e g o v e r n m e n t m i g h t p u t h e a v y
from f e l l o w citizens to be trained in t h e taxes o n t h e m a t e r i a l s r e q u i r e d f o r
use of the 'gift'. Thus begins the appren- magical experimentation, o r maybe j u s t
ticeship t h a t w i l l eventually lead t o t h e harass and place surveillance upon Guild
new character, members. U n l e s s t h e G u i l d a c t u a l l y

2 I M A G I N E ma9adne, June 1985


7 h e 3 f r i g i c cliser J v c i e l y l y l e w i s

wants the burden of controlling an entire Of course, m o s t m a g i c u s e r s i n t h e


society, a g a i n s t t h e i n t e r e s t s o f o t h e r, D&DF, games concentrate on t h e attack
equally powerful interests — the clerical spells, researching more and more deadly
lobby, for example — it will have to steer a spells i n attempts t o slay anything t h e y
safe, central course. come up against. In most societies, these
The greatest threat to the Talent Guild 'experts' w o u l d quickly find themselves
will always be from the religious interest being asked to help the government of the
groups. The priesthood will see the Guild area a g a i n s t o p p o n e n t s w i t h o u t a n d
and its members as a threat to its position within. I n fact, t o p quality m a g i c users
and prestige amongst the ignorant mass- would f i n d themselves a s m o r e o r less
es. It's one thing for a religious group to permanent 'guests' of a local magnate.
squabble w i t h another, disputing whose
deity has the greater claim to an area or As y o u c a n s e e f r o m t h e above extra-
whatever; if the clerics feel challenged by polation of a few thoughts about society's
a secular grouping, with no ties to deities, reactions t o t h e m a g i c u s e r — and t h e
they w i l l probably unite in self-defence. adjustments both would have to make —
Possibly the magically-talented could be there is more to being a spellcaster than
seen as a threat to religious ceremonies just t h e adventuring w e a p o n s squad. I f
and i d e a l s — f o r what is a marvel brought you p u t some thought into the structure
about by the use of magic but a miracle of your campaign society and the place of
performed w i t h o u t r e l i g i o u s faith? T h e magic users in it, a much more interest-
clerics could ask: ' w h e r e does the power ing game can result. Consider the follow-
for these miracles come from?' It w o u l d ing three suggestions:
be a simple matter to play upon the ignor-
ance and superstition of the populace to 1) Talent Wars.
bring persecution down upon the magic- These w o u l d result as clashes between
using community. magic-using and non-magic-using states
Magic might be more acceptable to the in an area which differed over the place of
rulers o f a c o u n t r y, e d u c a t e d t o s o m e the s p e l i c a s t e r. E a c h f a c t i o n w o u l d
small understanding of its nature, but the struggle to place its own level of limitation
common citizens w i l l feel t h e opposite, on t h e talented. A p a r t y m o v i n g f r o m
particularly if i t is no use to them. They place t o place w o u l d encounter various
might be u n w i l l i n g t o help t h e talented, oppressions of magic use, and thus have
causing adventuring m a g i c u s e r s t o g o to adjust its actions accordingly.
w i t h o u t such everyday things as a bed for
the night. W o u l d an ignorant innkeeper 2) Revolt.
let someone spend the night at his inn if Perhaps the party could be contacted by
that p e r s o n h a s s t r a n g e a n d u n k n o w n an u n d e r g r o u n d g r o u p o f t a l e n t s w h o
powers? He might skip off without paying wish t o overthrow the non-talented and
the bill! If he sees the magic user create oppressive government. They cannot —or
light from n o w h e r e , o r levitate from the do not wish to — achieve their aim alone,
horse, t h e n m i s t r u s t i s s u r e t o f o l l o w. and need help. And, of course, this might
What o t h e r p o w e r s d o e s t h e s t r a n g e r cause rivalry in the party as the talented
have? Reading a person's mind, perhaps? members are treated as superior by the
Even the simplest, most ignorant peasant revolutionaries....
has secrets that would cause harm if they
were revealed. 3) Witch Hunt.
The open display of magic, and its use The situation could be reversed, of course,
to perform simple tasks that are normally and t h e p a r t y c o u l d b e h i r e d b y t h e
done b y h a n d , s h o u l d b e c u r b e d . T h e authorities to hunt down practitioners of
magic user will learn this necessity from outlawed m a g i c . L o t s o f f u n r e l i g i o u s
the G u i l d d u r i n g training, a n d f r o m t h e bigotry is available in this situation, and
school o f life i f the p o w e r is flaunted. I f clerics should have a field day!
the t a l e n t e d a r e t o b e accepted b y a
society, t h e y m u s t p r o v e t h e m s e l v e s These a r e j u s t a f e w ideas. T h e r e a r e
useful. T h e y m u s t m a k e a v a l u a b l e hundreds m o r e s i t u a t i o n s w h e r e t h e
contribution to community life. The Guild existing notions of the spell-battery magic
will feel that this is best done by providing user could be challenged. Whenever MUs
services l i k e p e s t c o n t r o l f o r f a r m e r s , in y o u r campaign s t a r t t o practise t h e i r
fertility d r u g s , e t c . I f n o t h i n g else, t h e art, consider the effect on those around
money charged for these services would them, a n d y o u ' l l f i n d i t c a n a d d a
provide a reasonable income for the Guild special.... o r. _ magic to your gaming.
and its members. 1010 Mike Lewis

Cr-
3
I M A G I N E ma9azine, June 1985
Editor's Note Grease
A grease spell covers an area w i t h a slippery substance o f a
It h a s b e e n q u i t e s o m e t i m e s i n c e t h e A D V A N C E D greasy, fatty nature. Any creature stepping upon it should make
D U N G E O N S & D R A G O N S R g a m e u n d e r w e n t development, a save vs petrification or slip. It can be cast on rope, ladder rungs,
but n o w t h a t t h e c o m p l e t i o n o f t h e D U N G E O N S & weapon grips, etc, but in these circumstances it will only work
D R A G O N S , g a m e is only one step away, t h e time is drawing automatically if the intended object is not being wielded or used;
close when Advanced players can expect to see some new ideas in other cases a saving t h r o w vs magic must fail for the spell to
coming through. F o r n o w, h e r e a r e a f e w n e w M U spells - be effective.
designed i n t h e d a y s b e f o r e A d v a n c e d w e n t i n t o a h o l d i n g The material component is a piece of pork rind, butter or some
pattern. Look them over, let us know what you think, and drop us other greasy material.
a line with any ideas you have which other readers might like to
see. Melt
By this spell, an MU raises the temperature in the area of effect.
This sudden increase will melt ice in one round. If used against
Spell Explanations snow, t h e s p e l l w i l l m e l t a n a r e a t w i c e t h e s i z e n o r m a l l y
obtained. Used against creatures, i t is n o t n o r m a l l y effective
Alarm against those n o t composed o f para-elemental cold o r w h i c h
When an alarm is cast, the MU causes a selected area to react to employ extreme cold. However, against such monsters as white
the presence of any living creature larger than a rat, ie anything dragons, w i n t e r wolves or yeti, the spell w i l l inflict 2 points of
larger than about half a cubic foot or 3lbs weight. The area of damage per level of the caster, halved if a saving throw vs magic
effect can be a portal, a section of floor or stairs, etc. As soon as a is made.
living creature touches t h e area, t h e alarm w i l l evoke a l o u d The material components are a few crystals of rock salt and a
ringing, audible up to 60' (reduced by 10' for interposing doors, pinch of soot.
20' f o r s u b s t a n t i a l w a l l s , etc). T h e s o u n d w i l l l a s t f o r o n e
Mount
segment. A l t h o u g h undead and ethereal o r astrally projected
creatures w i l l n o t c a u s e t h e a l a r m t o f u n c t i o n , i n v i s i b l e This spell allows the caster to call a normal animal to serve as a
creatures and those from other planes w h o can be considered mount. The animal will serve willingly and well, but at the expiry
alive will do so. of the spell it will seek to depart. Higher level MUs can attract a
Material components are a tiny bell and a piece of very fine greater variety of mounts, as follows:
silver wire. 0 1 0 11 - 3 r d level: m u l e or light horse
4-7th level: draft horse or warhorse
Armour 8-12th level: camel
Using this spell, the MU creates a field of force which serves as if 13th level plus: elephant
leather a r m o u r (AC 8). I f cast upon someone already wearing The s t a t i s t i c s o f t h e c r e a t u r e s u m m o n e d a r e t y p i c a l f o r
armour, the spell has no effect. However, if cast upon a creature creatures of that type. The material component of the spell is a
with an armour class normally better than 9 (due to size, speed, bit of hair or dung from the type of creature desired.
skin, etc), it will benefit that armour class by +1. It will not slow
the r e c i p i e n t o r h i n d e r m o v e m e n t , o r a d d t o w e i g h t o r Precipitation
encumbrance, o r p r e v e n t i n g s p e l l c a s t i n g . I t l a s t s u n t i l When this spell is cast, all water vapour in the atmosphere in the
dispelled, o r u n t i l t h e w e a r e r s u s t a i n s c u m u l a t i v e d a m a g e area of effect will fall as light rain. This will continue only for as
greater than 8 +1 p e r level of the caster hit points. many segments as the M U has levels. The spell w i l l have the
Note that the spell will not function in conjunction with other following effects (and it should be noted that low-level casters
magical p r o t e c t i o n d e v i c e s w i t h t h e e x c e p t i o n o f r i n g o f will certainly be w i t h i n the area of effect):
protection. M a t e r i a l c o m p o n e n t i s a p i e c e o f f i n e l y c u r e d
leather which has been blessed by a cleric. Thin, l i g h t m a t e r i a l w i l l b e c o m e d a m p i n 1 s e g m e n t a n d
thoroughly wet thereafter.
Twigs a n d h e a v y m a t e r i a l l i k e canvas w i l l b e d a m p i n 2
•7
. segments and thoroughly wet thereafter.
Flat, relatively non-porous surfaces will be damp in 1 segment
and filmed w i t h w a t e r thereafter.
Semi-porous s u r f a c e s w i l l b e d a m p i n 2 s e g m e n t s , a n d
thereafter t h e d a m p w i l l progress d o w n w a r d / i n w a r d ; a f t e r 5
segments the surface will stay wet.
Porous surfaces will absorb the rain to their entire capacity.
Small flames, s u c h a s candles, w i l l b e extinguished b y 1
segment of precipitation, and small fires will slow and become
smoky for 1 round after the precipitation has ceased. Large fires
will not be affected.

Note that where the temperature is above 90°F, the duration


of the spell w i l l be extended to double normal, except in areas
where conditions are normally arid. Where temperature is 31 -
33°F, it will fall as sleet, and at 30°F and below, the precipitation
will fall as rather thick snow, and most of the dampness effect
will only occur when this melts. If magical heat is applied to the
Firewater same area as covered by a p r e c i p i t a t i o n spell, a cloud of w a r m
This s p e l l c h a n g e s a v o l u m e o f w a t e r i n t o a v o l a t i l e , fog w i l l result, covering double the area of the normal spell. If
inflammable substance similar to alcohol. If exposed to a naked magical cold is applied to the spell or the resulting water, normal
flame, the substance will burst into flame, doing 2-12 points of ice will form. Very hot creatures such as salamanders will suffer
damage. The firewater will evaporate and be useless within one 1 p o i n t o f damage i n every s e g m e n t d u r i n g w h i c h t h e y a r e
round of its creation, even if securely contained and sealed, so it w i t h i n the area of effect, taking half damage if a save vs magic is
must be utilised w i t h i n 1 0 segments of creation. The material made.
components are a f e w grains of sugar and a raisin. The material component for the spell is a pinch of silver dust.
5
I M A G I N E rtta9a4ne, June I 8 5
A 6 t %wilt(

Run Flaming Sphere


A r u n spell enables t h e recipient to r u n a t full speed f o r 5 - 8 This spell causes a b u r n i n g globe of normal fire t o come into
hours without tiring. However, after thisthe individual must rest being up to 1 " distant from the caster, w h i c h w i l l then start to
for a like number of hours, as well as drinking plenty of liquids roll i n the direction t h e caster points, regardless of gravity, o r
and consuming a hearty meal. For every two levels of the caster, obstructions of less than 4 foot height. Flammable subjects will
another individual can be affected. The material component is be set ablaze by contact, and creature struck will take 2-8 points
an elixir m a d e f r o m t h e juice o f dried p l u m s boiled i n spring of damage. O t h e r creatures w i t h i n 5 ' radius o f t h e sphere's
water and the oil of 5-8 castor plant beans. centre m u s t save vs magic or take the indicated damage. The
sphere w i l l m o v e a t a r a t e o f 1 " p e r r o u n d w h i l e t h e caster
Ta u n t points; staying still otherwise. I t can b e extinguished b y any
This spell enables the caster to give real meaning to the words normal means.
and s o u n d s t h e n u t t e r e d , s o t h a t t h e y w i l l b e p a r t i c u l a r l y The m a t e r i a l s c o m p o n e n t s a r e a b i t o f t a l l o w, a p i n c h o f
insulting to the subject. If the object(s) of these jeers fail to save sulphur and a dusting of powdered iron.
vs magic, t h e t a u n t w i l l drive t h e m i n t o a fury, a n d t h e y w i l l
attack the caster if at all possible, seeking to use body weapons
or h a n d - h e l d weapons rather than missiles. O n l y one type of
creature can be affected in t h i s way, a n d t h e spell w i l l affect
those nearest to the caster first regardless of maximum range.

Wizard M a r k
When t h i s spell i s cast, t h e user is able to inscribe, visibly or
invisibly, a personal mark or rune, and up to 6 other characters
of smaller size, into metal, stone or any softer substance without
causing damage to the material. If an invisible mark is made,
d e t e c t m a g i c w i l l cause it to glow and be readable. Likewise, Irritation
detect invisibility, true seeing, true sight, a gem of seeing or a This spell affect the epidermis of the subject creature. It will not
robe o f e y e s w i l l n o t e a n i n v i s i b l e m a r k . T h e m a t e r i a l affect creatures with very thick or insensitive skins. There are
components for this spell are a pinch o f diamond dust (about two versions, e i t h e r o f w h i c h can be cast f r o m t h e standard
50gp worth) and pigment for the coloration of the mark. preparation:
Itching —This causes the subject to feel an instant itching
Bind sensation on some portion of the body. If 5-8 segments are
Using t h i s spell, t h e M U causes any rope-like object o f non- not i m m e d i a t e l y spent scratching t h e irritated area, t h e
living material to behave as ordered. A b o u t 50 feet + 5 feet per subject will begin to squirm and twist, effectively worsening
level of the caster of normal, one inch thick rope can be affected, the armour class by 4 and 'to hit' probabilities by 2.
and the length should be adjusted for thicker or thicker ropes, R a s h — T h i s has no effect for 1-4 rounds, but thereafter the
yarns, cables, etc. Possible commands are Coil; Coil and Knot; subject's skin will begin to break out in red welts which will
Loop; Loop and Knot; Tie and Knot and the reverse of each of the itch faintly. The rash will persist until cure disease or dispel
above. magic is cast on the subject, lowering charisma by 1 p o i n t
The rope m u s t be w i t h i n one foot of the object to be bound. per day for four days, and reducing the subject's dexterity by
The spell does n o t convey any other magical properties to its 1 after a week. Symptoms vanish once the rash is removed,
subject, so bound creatures may react to the spell as if the rope all statistics returning to normal.
were normal. The material component is powdered leaf from poison ivy, oak
or sumac.

Melt's Acid Arrow


With this spell an MU can create a magical 'arrow' which speeds
to its target as if propelled from the bow of a fighter of the same
level as the caster. The arrow is +1 f o r 'to hit' purposes. The hit
will inflict damage on a target, even if it would not normally be
damaged by a weapon of only +1 value, because of the acid. The
arrow itself does 2-5 points of damage, and then the acid gushes
forth to hit as the equal of 8-ounce volume (1' diameter area of
effect, 2 - 8 damage, i t e m saving throw). The effect of the acid
increases with the level of the caster, increasing by one round of
damage f o r every three levels above t h i r d o f the caster (so a
4-6th level MUs will cause double damage over two rounds, etc)
unless the acid can be neutralized.
The material c o m p o n e n t s of the spell are a dart, powdered
rhubarb leaf and an adder's stomach.

Deeppockets Preserve
This spell allows an MU to prepare a garment magically to hold A p r e s e r v e spell a l l o w s the caster to keep an i t e m fresh a n d
far m o r e t h a n normal. A f inely - m ade g o w n o r robe (worth a t whole u n t i l required later f o r a spell. I t w i l l b e ineffective i n
least 3 0 0 g p ) is fashioned w i t h a t least a dozen pockets, a n d retaining t h e potency of material such as mistletoe and holly
w h e n the spell is then cast, one of these will then be able to hold berries, and similar stuffs which must be gathered periodically.
1,000gp w e i g h t (5 cubic feet volume) as if it were only 100gp The sort of material which can be treated depends on the level of
weight. There will be no discernible bulge where the pocket is. the caster:
The effect of the spell can be spread over a greater number of Hard, relatively dry material — 2-4th level
pockets, provided t h a t t h e total capacity does n o t exceed t h e Soft, relatively dry material — 5-7th level
amount above. If the spell expires w h i l e the pocket is full, the Semi-liquid and liquid materials 8 t h level and above
contents will vanish — lost forever. In addition to the garment, a A container is only necessary where the material has a high
tiny golden n e e d l e a n d a M o b i u s s t r i p o f f i n e c l o t h w i l l b e degree of moisture. The material components for this spell are a
required as material components. pinch of dust, a bit of resin or amber, and a drop of brandy.
6 I M A G I N E magadne, June 1985
Tasha's Uncontrollable Hideous Laughter Item
This s p e l l c a u s e s t h e s u b j e c t t o p e r c e i v e e v e r y t h i n g a s By m e a n s o f t h i s spell, a n M U i s able t o t o u c h a n y n o r m a l ,
hilariously funny. The effect is not immediate, and the subject non-magical item of a size appropriate to the area of effect and
will only feel a slight tingling on the round in which the spell is cause it to shrink to one-twelfth its normal size. Optionally, the
cast. Thereafter, the feeling will increase — and the subject will caster can also change its now shrunken composition to a cloth-
start t o s m i l e , t h e n g i g g l e a n d f i n a l l y c o l l a p s e l a u g h i n g . like one. O n l y living t h i n g s are entitled t o a saving t h r o w vs
Although this hysteria w i l l only last for one round, the subject magic, made at +4. When cast on non-living material, the spell's
will spend the following round regaining its feet, and will be at duration should be quadrupled.
-2 from its strength for the next two. The saving t h r o w depends Objects changed by an i t e m spell c a n be r e t u r n e d t o t h e i r
upon the creature's intelligence; those with 3 or less are totally natural composition a n d size b y tossing t h e m o n t o a n y solid
unaffected, those w i t h intelligence 4 - 8 have no saving throw; surface or by word of command from the original caster.
those with 9 - 1 2 save at -4; those of 13-15 save at -2; and only
those with intelligence of 16+ save as normal. Material
The material components are a small feather, a t i n y wooden A material spell allows a n M U t o bring i n t o being certain
paddle and a m i n u t e tort. common things. There is no great difficulty in causing common
basic m a t e r i a l s s u c h a s s t o n e , e a r t h o r w o o d t o a p p e a r.
Whip Similarly, other inorganic or non-living materials such as water,
By m e a n s o f this spell, t h e M U creates a material, w h i p - l i k e air, dung, straw, etc can be conjured.
substance u p to 1 " distant. The caster can then w i e l d this by When simple plants are concerned, such as w h e n a caster
motions of the hand just as if a whip were held. The lash can be attempts to create an area of grass, there is a base 100% chance
used to make a whistling crack and an actual strike each round; of failure, modified d o w n w a r d by 1% per level o f t h e caster.
the sound alone is enough to keep normal animals at bay unless Animal life can never be affected by this spell. In no event can
they save vs magic. Any animal actually struck (as indicated by a worked, refined o r fabricated items be brought into being by a
normal 'to hit' roll) m u s t save vs magic at -1 t o -4, or else slink material spell.
away for a t least an h o u r. Note t h a t the w h i p does no actual
damage. Creatures w i t h intelligence above 3 are not affected, Melf's Minute Meteors
nor are animals bigger than bears, nor are fantastic beasts. This s p e l l i s u n u s u a l i n t w o respects. F i r s t , t h e d w e o m e r
The w h i p c a n a l s o b e u s e d i n c o m b a t t o w r a p a r o u n d a n enables the caster to create small globes of fire which burst into
opponent's weapon. A successful 'to hit' roll m u s t be made for a l f t diameter sphere on impact, inflicting 1-4 points of damage
the lash to have struck and wrapped itself around the weapon. If upon t h e target creature — or otherwise igniting combustible
the whip then saves vs crushing blow (13 or better) when used materials (even solid planks). This ability continues from round
against edged weapons, o r normal b l o w (6 o r better) against to round until the caster has fired off as many of these meteors
non-edged w e a p o n s , i t w i l l t e a r t h e w e a p o n f r o m t h e as he or she has levels of experience, until the caster decides to
opponent's h a n d u n l e s s a saving t h r o w v s m a g i c succeeds. forego casting any remaining meteors or until a dispel m a g i c is
Magic bonuses of affected weapons reduce die score to save vs successfully cast upon t h e M U . Second, once M e l f ' s m i n u t e
blows. meteors has been cast, the MU has the option to discharge the
The material component of the spell is a piece of braided silk. available missiles at the rate of one every two segments, or one
every round (beginning w i t h the initial round of casting).
Cloudburst In the first option, the caster must be pointing at the desired
By m e a n s o f t h i s spell, t h e caster causes t h e atmosphere t o target on the second segment after the spell is cast and a missile
instantly precipitate all of its water vapour in huge drops of rain, will be discharged. This process is repeated every two segments
the resulting condensation not only causing a true downburst of thereafter until all the missiles are released. Naturally, this will
rain but also sucking more vapour into the area to fall thereafter. mean that the spell actually carries over into the next round, at
This cloudburst will effectively drench everything within its area least.
of effect within 1 segment. All normal fires will be extinguished If t h e s e c o n d o p t i o n i s chosen, t h e M U c a n w i t h h o l d o r
— small ones instantly, m e d i u m ones in 3 - 5 segments, large discharge missiles as seems fit. This option also has the benefit
ones in 8 - 1 0 segments. Magical fires will also be extinguished of enabling t h e spellcaster t o actually discharge o n e o f t h e
— permanent magical fires w i l l relight after 1-2 rounds; small meteors and conjure some other spell as well. This additional
rekindlable fires such as that of a f l a m e t o n g u e sword w i l l be spell m u s t b e o f s u c h a n a t u r e a s t o n o t r e q u i r e t h e t h e
affected o n l y d u r i n g t h e a c t u a l c l o u d b u r s t ; s p e l l s s u c h a s continuing c o n c e n t r a t i o n o f t h e s p e l l c a s t e r, o r e l s e t h e
produce f i r e a n d b u r n i n g h a n d s w i l l b e negated. Large area remaining meteors are lost. However, considering that the MU
spells such as fireball, flame strike or wall o f fire will, in the will have been able to discharge a missile and cast another spell
course of being extinguished, vaporize the rain, creating a cloud in the same round is of such benefit that the potential loss is a
of steam of quadruple area of effect. The steam w i l l inflict 1 - 3 small concern.
points of damage on normal creatures, and double damage on The components necessary for the casting o f this spell are
cold-dwelling o r cold-using creatures. I t w i l l p e r s i s t f o r 2 - 5 nitre and s u l p h u r formed into a bead by the admixture of pine
rounds, or less if a w i n d is blowing. tar, a n d a s m a l l h o l l o w tube o f m i n u t e proportion, fashioned
In a r i d regions, t h e c l o u d b u r s t w i l l a c t o n l y a s a d o u b l e - from g o l d . T h i s t u b e s h o u l d c o s t n o l e s s t h a n 1 , 0 0 0 g p t o
strength p r e c i p i t a t i o n s p e l l . I n h o t a n d h u m i d a r e a s , t h e construct, with fine workmanship and magical engraving, but it
duration of the spell will be extended to 2 rounds. In areas with a will remain potent through repeated castings of the spell unless
temperature of 31-33°F, sleet rather than rain will fall, with ice damaged by accident or abuse.
and s l u s h f o r m i n g w h e r e i t accumulates. I n temperatures o f
30°F or lower, the cloudburst will be a snowburst, with one inch
of s n o w falling each segment. However it falls, the cloudburst
will cause very hot creatures to suffer 10 + 1 per segment points
of damage, unless a save vs magic is made.
The material components for t h e spell a r e powdered silver
and powdered iodine crystals.

Detect Illusion
This spell is exactly the same as the 1st level illusionist spell
d e t e c t i l l u s i o n ( P H p 9 4 ) except w i t h r e g a r d t o duration, a s
shown above.
I M A G I N E magazine, pate 1985 7
Secret Page Evard's Black Tentacles
When cast, a secret page spell alters the perceived contents of a By means of this spell, the caster creates many rubbery, black
page so that they appear to be entirely different. Thus, a map can tentacles in the area of effect. These waving members seem to
be changed to become a treatise on burnishing ebony walking spring forth from whatever surface is underfoot — even water.
sticks, and so on. The caster can reverse the spell by uttering a Each is 10' long, AC4 and takes as many points to destroy as the
command word, peruse the page's actual contents, and return it casting M U h a s levels. Furthermore, t h e r e w i l l b e o n e s u c h
to its altered f o r m thereafter. The caster can also remove the tentacle f o r each level. A n y creature w i t h i n t h e reach o f t h e
spell by a repetition o f the command word. Others noting t h e tentacles is subject to attack, and must make a saving t h r o w vs
dim magic of a page cloaked by this spell can attempt a dispel magic. If this succeeds, the victim takes 1 - 4 points of damage
magic, but if it fails the page will be destroyed. Otherwise, short from initial contact with the tentacle, but this is then destroyed.
of an alter reality or wish spell, only will-o-the-wisp essence If t h e saving t h r o w i s failed, t h i s indicates t h a t t h e d a m a g e
will reveal the true nature of a page. The material component for inflicted is 2 - 8 points, that the member is wrapped around its
the spell is powdered herring scales. victim, a n d t h a t damage w i l l b e 3 - 1 2 p o i n t s o n succeeding
rounds.
Sepia Snake Sighl As these tentacles have no intelligence to guide them, there is
There are three forms of this spell. Each eventually causes the the possibility that they w i l l e n t w i n e any object — a tree, f o r
conjuration o f a deep b r o w n snake-like force. T h i s so-called example — o r c o n t i n u e t o squeeze a d e a d opponent. O n c e
sepia snake springs into being and strikes at the nearest living grasped, a tentacle remains around its chosen target until the
creature, attacking as if it were a monster with hit dice equal to thing is destroyed by some form of attack or it disappears due to
the level of the caster. If successful, its strike engulfs the victim expiry of the spell.
in a s h i m m e r i n g a m b e r field o f force, frozen and immobilized The material component for this spell is a piece of tentacle
until the caster releases the dweomer, or until a dispel magic is from a giant octopus or squid.
cast. U n t i l t h e n , n o t h i n g c a n g e t a t t h e v i c t i m , m o v e t h e
shimmering force surrounding him or her, or otherwise affect Leomund's Secure Shelter
either the field or its victim. If the sepia snake misses its target, it This spell enables the M U to call into being a sturdy cottage or
dissipates in a flash of brown light, with a loud noise and a puff lodge, made of a material w h i c h is common in the area w h e r e
of dun-coloured smoke w h i c h is 1 " in diameter and lasts for 1 the spell is cast. The floor area will be 30 square feet per level of
round. the caster, and the surface will be clean, level and dry. While the
The t h r e e applications are: 1 ) as a g l o w i n g sigil i n t h e a i r lodging i s s e c u r e a g a i n s t w i n d s o f u p t o 7 0 m p h , i t h a s n o
drawn by the spellcaster and pointed at the intended target; 2) heating o r c o o l i n g s o u r c e o t h e r t h a n n a t u r a l i n s u l a t i o n
as a g l y p h o f u m b e r m a r k e d o n a surface; o r 3 ) a s a s m a l l properties of the materials.
character marked upon some magic work to protect it. The dwelling will provide considerable security, as it will be as
The components or the spell are 100gp w o r t h o f powdered strong as an equivalent stone building no matter of w h a t it is
amber, a s c a l e f r o m a n y snake, a n d a p i n c h o f m u s h r o o m made, it will resist fire as if it were stone, and be impervious to
spores. all m i s s i l e s except those cast by artillery or giants. The door,
shutters and chimney are secure against intrusion, the former
Dispel Illusion two being wizard locked and the latter secured by a top grate of
This spell i s t h e same as the 3rd-level i l l u s i o n i s t spell o f the iron and a narrow flue. In addition, all such areas will be covered
same name. However, the MU attempting to dispel the illusion by an alarm spell, and an unseen servant is called up to provide
is considered as t w o levels b e l o w his or h e r actual level w i t h service to the spell caster.
respect t o i l l u s i o n - p h a n t a s m t y p e s o f s p e l l s c a s t b y a n The i n s i d e o f t h e s h e l t e r w i l l c o n t a i n r u d e f u r n i s h i n g s a s
illusionist. desired by the spell caster made of a material c o m m o n t o the
area u p to 8 bunks, a trestle table and benches, as many as 4
chairs or 8 stools, and a w r i t i n g desk.
The material components are a square chip of stone, crushed
lime, a f e w grains o f sand, a sprinkling o f w a t e r and several
splinters o f w o o d , a n d t h e s e m u s t b e a u g m e n t e d b y t h e
components of the alarm and unseen servant spells.

Magic Mirror
By means of this spell, an M U changes a normal m i r r o r into a
(V scrying device similar t o a c r y s t a l ball. T h e details o f such a
scrying device a r e given i n t h e D M G , M i s c e l l a n e o u s M a g i c
Items section, under crystal ball.
The m i r r o r m u s t be o f finely w r o u g h t a n d h i g h l y polished
silver, of a m i n i m u m cost of at least 1,000gp. The mirror is not
harmed by the casting o f this spell as are the other materials
c o m p o n e n t s — t h e eye of a hawk, eagle or even a roc, nitric acid,
copper and zinc.

Otiluke's Resilient Sphere


When this spell is cast, the result is a globe of shimmering force
which encapsulates the subject, provided that it is small enough
Wind Wall to fit w i t h i n the diameter of the sphere and fails a saving t h r o w
This s p e l l b r i n g s i n t o b e i n g a n i n v i s i b l e c u r t a i n o f w i n d o f against magic.
considerable s t r e n g t h — sufficient t o b l o w birds as large as The resilient sphere will contain its subject for as long as the
crows u p w a r d , o r t o t e a r p a p e r s a n d l i k e m a t e r i a l s f r o m dweomer persists, and i t is not subject to damage o f any sort
unsuspecting h a n d s ( i f i n d o u b t , a s a v i n g t h r o w v s m a g i c except from a r o d o f cancellation, w a n d o f negation, o r a
determines grasp). Normal insects cannot pass through such a disintegrate o r d i s p e l m a g i c spell. T h e s e w i l l d e s t r o y t h e
barrier. Loose material, even garments, caught in a w i n d w a l l sphere w i t h o u t harming the occupant.
will fly upwards. The material components o f this spell a r e a hemispherical
The material components are a tiny fan and a feather of exotic piece o f diamond o r s i m i l a r hard, clear gem a n d a m a t c h i n g
origin. sphere of gum arabic.
8 I M A G I N E magazine, June 1)85
rThe Lost SIFipe of Kasar-litplp
Shout
When a s h o u t s p e l l i s c a s t , t h e M U i s e m p o w e r e d w i t h
tremendous vocal s t r e n g t h . T h e caster w i l l release a n e a r -
splitting n o i s e w h i c h h a s a principal effect i n a c o n e shape
radiating f r o m t h e m o u t h o f the caster to a 3 " terminus. A n y
creature within this range will be deafened for 2-12 rounds and
take a like amount of damage. A n y brittle or similar substance
subject to sonic vibrations will be shattered e v e n a wall of ice.
A s p e l l o f t h i s n a t u r e c a n b e employed b u t o n c e a day, f o r
otherwise the caster might be permanently deafened.
The material components are a drop of honey, a drop of citric
acid and a small cone made from a b u l l ' s or a ram's horn.

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50%. W h e r e more than six feet of earth or three feet of stone Tortured Souls! No. 8
interpose between the sky and the recipient, vison of only the
dimmest sort w i l l be possible i n a 3 - f o o t radius. Nearby light with F R E E f l o o r p l a n
tends to spoil ultravision. The material component is a crushed
amethyst of at least 500gp value. Land 1 on 1 module.
015 Gary Gygax
IMAGINE magazine, tune 1985 9
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As a referee of long standing (some ten learning languages. I u s e a s y s t e m o f


years), one of my major criticisms of the 'language levels' o n a scale o f 0 t o 15,
DUNGEONS & DRAGONS T) game is where 0 is a total lack of understanding of
the lack of a rationale — or any explan- any p a r t o f t h a t language, a n d 1 5 r e -
ation at all — of the Magic System defined presents a total m a s t e r y o f t h e tongue,
by Gary Gygax. A t first sight, there does along w i t h a c o m m a n d o f all t h e intric-
not appear to be a n y reason behind t h e acies and nuances of speech relating to
system, b u t over the years I have devel- the language. As can be seen from Table
oped one that may be of some use to other 1, learning any language can take a very
referees, b o t h a s a background t o t h e i r long time indeed.
world and as an open-ended system for Magic Use
the d e v e l o p m e n t o f n e w s p e l l s a n d
magical items. Table 1: Language levels During t h e early stages o f t h e i r career,
What I am not trying to do is to lay down magic users (MUs) learn spells by rote,
Language
any h a r d a n d f a s t r u l e s ; I a m m e r e l y from a mentor, or from 'teaching scrolls'
Level (LL) Time to learn N o t e s
describing m y system, and other people
are to feel free to take it, modify it, and use
0 No knowledge
(a non-magical type o f scroll containing
very precise instructions on h o w to cast a
such parts as suits them; it is up to DMs to spell — these would be very much m o r e
1 2 weeks Only very
take the game and to use it as they wish. 2 4 weeks
common t h a n ' c a s t i n g s c r o l l s ' , i e t h e
simple phrases scrolls as in the D M G .
3 8 weeks eg me hungry
As t h e i r e x p e r i e n c e o f s p e l l c a s t i n g
1. The Historical Background 4 3 months Recognisable increases, MUs begin to realise that there
At t h e t i m e o f creation, t h e r e w a s a n 5 6 months as foreign is a l a n g u a g e b e h i n d spell casting, t h e
utterance of a single, very complex name 6 1 year 'True Names' being u s e d become m o r e
by t h e p r i m e c r e a t i v e f o r c e w h i c h familiar and MUs begin to develop a basic
7 2 years Normal native
described i n absolute detail a l l t h a t t h e knowledge o f Tr u e Speech. I r e p r e s e n t
8 3 years fluency of speech
world w a s , c o n t a i n e d a n d e v e r w o u l d this by giving the MU LL1 i n True Speech
contain, t h e n o r a t a n y p o i n t i n t i m e 9 4 years ' B B C ' newsreader on reaching 4th level.
thereafter. 10 5 years c o m m a n d of tongue At t h i s s t a g e , M U s c a n f o l l o w t w o
Since that time, men have learnt that, INEIMPO,
11 V a r i a b l e as T u t o r must be at
paths; t h e y c a n e i t h e r d e v e l o p t h e i r
by using t h e various parts of that n a m e power a n d s t r e n g t h b y g a i n i n g e x p e r -
12 d e p e n d e n t on l e a s t 1 L L higher
which d e s c r i b e a n o b j e c t , i e i t s T r u e ience p o i n t s a n d i n c r e a s i n g c h a r a c t e r
13 t u t o r ' s ability t h a n the level
Name, t h a t o b j e c t c a n b e a ff e c t e d b y level, or they can develop their knowledge
14 b u t at least h e is tutoring
supernatural means (or magically, to use of True Speech which, although the level
15 5 years
a d i ff e r e n t word). T h e y also discovered stays lower, makes k n o w n spells, albeit
that the True Name of an object related to low level ones, vastly m o r e efficient ( i n
the complexity of that object, and that it Notes on Table 1 system t e r m s , t h e o p p o n e n t ' s s a v i n g
was unique for each object. t h r o w increases, a n d t h e M U ' s s a v i n g
1) The t i m e given assumes 3 h o u r s per throw decreases, w h i c h m e a n s t h a t
day spent learning the language, assum-
spells thrown at the MU are more difficult
2. System Requirements ing a reasonable tutor is available.
to 't a r g e t ' a n d h i s / h e r spells a r e m o r e
In o r d e r t o u s e t h e system, w h i c h w i l l 2) The times given are not cumulative; ie effective).
introduce t h e c o n c e p t o f a m a g i c a l it takes 3 months to go from LL3 to LL4, The modifiers I use are as described in
'tongue', it will help if there is a method of and then another 6 months to reach LL5. Table 2 (see over).

I M A Q I N E ntagane, _lime 1985 11


Table 2: Saving Throw Adjustments for True Speech Knowledge

True Speech LL of Caster 3) Rangers


My concept of a ranger is that of a fighter
O1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 w h o is more attuned to the nature deities
0 O -1 -2 -3 -4 -4 -5 -5 -5 -6 -6 -6 -6 -7 -7 -7 than m o s t n o r m a l fighters. B e c a u s e o f
1 +1 0 -1 -2 -3 -4 -4 -5 -5 -5 -6 -6 -6 -6 -7 -7 this, rangers are looked on with favour by
2 +2 + 1 0 -1 -2 -4 -4 -5 -5 -5 -6 -6 -6 -6 -7 these deities, who will occasionally grant
-3
-4 -4 -5 -5 -5 him the power to cast druidic type spells
3 +3 + 2 +1 0 -1 -2 -3 -6 -6 -6 -6
as a paladin will cast clerical spells
4 +4 + 3 +2 +1 0 -1 -2 -3 -4 -4 -5 -5 -5 -6 -6 -6
Owing t o t h e i r w a n d e r i n g s , r a n g e r s
Speech 5 +4 + 4 +3 +2 +1 0 -1 -2 -3 -4 -4 -5 -5 -5 -6 -6 will p i c k up odd snippets o f o t h e r lang-
LL 6 +5 + 4 +4 +3 +2 +1 0 -1 -2 -3 -4 -4 -5 -5 -5 -6 uages, and these m a y well include True
of 7 +5 + 5 +4 +4 +3 +2 +1 0 -1 -2 -3 -4 -4 -5 -5 -5 Speech, w h i c h w o u l d allow them to cast
Target 8 +5 + 5 +5 +4 +4 +3 +2 +1 0 -1 -2 -3 -4 -4 -5 -5 some low-level M U spells as well.
9 +6 + 5 +5 +5 +4 +4 +3 +2 +1 0 -1 -2 -3 -4 -4 -5
10 +6 + 6 +5 +5 +5 +4 +4 +3 +2 +1 0 -1 -2 -3 -4 -4 4) Illusionists
11 +6 + 6 +6 +5 +5 +5 +4 +4 +3 +2 +1 0 -1 -2 -3 -4 An illusionist is an MU who specialises in
12 +6 + 6 +6 +6 +6 +5 +4 +4 +3 +2 +1 0 -1 -2 -3 spells affecting the m i n d and can there-
+5
+4 +3 +2 +1 0 -1 -2 fore be treated exactly as any other magic
13 +7 + 6 +6 +6 +6 +5 +5 +5
user is treated.
14 +7 + 7 +6 +6 +6 +6 +5 +5 +5 +4 +4 +3 +2 +1 0 -1
15 +7 + 7 +7 +6 +6 +6 +6 +5 +5 +5 +4 +4 +3 +2 +1 0
Magical Items
Magical items can be considered in three
However, t h e r e i s a snag. N o h u m a n useful for an NPC magic user. (Under this parts, namely the creation of an item, its
teacher c a n e v e r e d u c a t e a h u m a n t o system I ' v e s e e n a s e v e n t e e n t h l e v e l use, a n d f i n a l l y t h e d e - a c t i v a t i o n o r
higher than 1_1_10 in True Speech, w h i c h illusionist tremble w h e n a fifth level M U destruction o f a n i t e m . I t h a s b e e n
means that the M U m u s t go out and find raised an e y e b r o w — the M U h a d L L 1 4 necessary t o i n c l u d e a n o t h e r s p e l l t o
creatures t o w h i c h T r u e S p e e c h i s a True Speech, the illusionist only LLB.) allow t h e c r e a t i o n o f a n i t e m b y t h e
natural tongue. It also allows the possibility of non-MU alteration o f i t s T r u e N a m e ( p r e p a r e
These creatures are the dragons, much characters learning o n e o r t w o spells i f enchantment).
more f o r m i d a b l e c r e a t u r e s t h a n u n d e r they w i s h t o , a n d c a n f i n d s o m e o n e
the standard rules because they have an prepared to teach them. 1) Creation of an Item
inherent L.L15 i n T r u e S p e e c h , w h i c h My notion of a magical item is an object
which has had its True Name altered by
means t h a t t h e i r spells a r e v e r y m u c h Clerics
more dangerous. So the MU must first of magical (or other) means. T h e r e q u i r e -
all f i n d a dragon, a n d t h e n see i f i t w i l l Clerics gets magic through the effects of ments to perform such an e n c h a n t m e n t
talk. Normally there are only two possible their deities. This is even more applicable are several.
outcomes to this; e i t h e r the dragon and as a c l e r i c s t a r t s c a s t i n g h i g h e r l e v e l The first is that the mage must find the
the M U c o n v e r s e , o r t h e M U g e t s a n magic. I t r e a t spells o f f i r s t a n d second True Name for the article that he desires
instant t r a n s f o r m a t i o n i n t o s o m e t h i n g level the same as for an MU, that is as the to create. Note that this name is unique
else (eg a large pile of ash) courtesy of the result of training and learning by rote the for each item; even t w o s w o r d s +1 w i l l
dragon. necessary rituals to cast the spells. have different True Names, although they
Even i f magic users f o l l o w the normal According t o t h e D M G , t h e c l e r i c a l may be related i n some w a y (this could
experience p o i n t s / l e v e l p a t h , t h e y w i l l spells of third level u p w a r d s are cast by make it easier to find the True Name for a
still have t o learn some True Speech as intervention o f t h e cleric's deity o r t h e subsequent item of the same type).
they g o along, i n o r d e r t h a t t h e h i g h e r deity's m i n i o n s (supernatural servants). This implies that a m a g e c a n n o t start
level spells may be cast: see Table 3. My concept o f t h i s i s t h a t t h e c l e r i c i s mass-producing magical items — a good
granted the p o w e r to 'speak in tongues' thing as it can imbalance a world terribly;
(specifically in True Speech) but w i t h o u t and t h a t t h e D M c a n regulate t h e t i m e
Table 3: L L of True Speech required needed to research the True Name (which
gaining t h e u n d e r s t a n d i n g o f w h a t i s
by M U to Cast Spell being s a i d . T h i s s u g g e s t s t h a t c l e r i c s becomes more complex as the item does
Minimum LL should n o t have to select spells prior to so) dependent on the mage's command of
Spell level
4 4 adventuring; t h e y o n l y need t o pray f o r True Speech, and h o w the item w o u l d fit
the ability to cast the spell. This clears the w i t h i n the game. As a guide, an M U w i t h
5 6
problem that the cleric's deity might allow access t o a g o o d l i b r a r y m i g h t t a k e a s
6 8 much a s six m o n t h s ' research t o f i n d a
the w r o n g spells for the adventure to be
7 10 selected (deities are supposed to be omni- true name for a sword +1, and maybe five
8 12 potent) and a l l o w s t h e D M t o modify or or t e n years t o f i n d a n a m e f o r a h o l y
9 14 even to refuse the spell should the cleric s w o r d +5 with flaming powers, telepathy
have upset or been unfaithful to the deity. and intelligence.
Thus t h i s concept explains w h y M U s The mage must then actually force this
must have a high intelligence — in order name o n t o t h e i t e m b e i n g e n c h a n t e d ,
to cast 7th, 8 t h o r 9 t h level spells, t h e y
Other Magic-Using Classes which m a y require rare and exotic mat-
must h a v e a g o o d c o m m a n d o f T r u e 1) Paladins erial components for the prepare enchant-
Speech. In many respects a paladin, when reach- m e n t spell, which the mage will obviously
One ramification o f this system is that ing a level high enough to cast spells, may have to find.
some s p e l l s c a n b e m o r e e a s i l y ( a n d be considered as a low-level cleric, w i t h Note that it is exceptionally difficult to
justifiably) r e s t r i c t e d i f t h e r e f e r e e s o the difference that he always 'speaks in enchant either cold iron or steel. I a l l o w
desires, f o r example sleep could i n o n e tongues'. magical w e a p o n s t o be m a d e o f bronze
version o n l y a ff e c t orcs, o r h u m a n o i d s (with -1 t o damage and a 1 0 % chance of
etc. 2) Druids breakage per use) or if the MU thinks of it,
It a l s o g i v e s comparatively l o w - l e v e l Again, d r u i d s c a n b e treated a s clerics either enchanted weapon or enchant an
MUs a w a y t o i m p r o v e c a s t i n g a n d w h o w o r s h i p a n a t u r e d e i t y, a n d c a n item m a y be cast o n t h e m e t a l first, i n
magical defence abilities such t h a t they therefore be considered as clerics under which case I treat it as 'natural material'
are rather more p o w e r f u l — particularly this system. in evaluating the spell's effect.
12 I M A G I N E magazine, June 1985
2) The Use of Magical Items
In my game, the command word(s), where NEW SPELL N E W SPELL
required, are included as part of the True
Name of the item, as can be the number of
charges on a wand or similar. Again, the Prepare Enchantment (Conjuration/Evocation)
more c h a n g e s , t h e m o r e c o m p l e x t h e Reversible
True Name w i l l become, as the item has Level: 6th for MU, 5th Cleric, Illusionist, Druid
to be more complex magically in order to Range: touch Components: V. S. M
store the power required. Duration: permanent Casting Time: Special
Area of Effect: special Saving Throw: See description
3) The Destruction of Magical Items
In order to destroy an item, the MU m u s t
discover i t s True N a m e a n d t h e n cast a Explanation/Description: This spell i s used t o e n c h a n t a n i t e m b y forcing t h e
destroy enchantment spell (the reverse alteration of its True Name. The caster must know the True Name of the item to be
of prepare enchantment). Various means created, w h i c h varies in complexity according to the complexity of the item.
can be used to discover the True Name of Immediately prior to casting the spell, he must ritually purify himself, by fasting,
an item, eg legend lore and identify etc. The ritual takes six days to prepare and one to cast, but the resultant drain on
spells, in addition to research. Note that the caster is such that it will be impossible for them to cast any other spell for the
all m a t e r i a l s are treated a s ' n a t u r a l ' f o r following d100 days, and in addition there is the chance of taking mental damage.
this spell. It is easier to destroy something After the spell has been cast there is a chance that the item w i l l have had its
than to create it! True Name altered. The base chance is 60% with the following modifiers:
-1% per l O g p weight of natural material (wood, leather)
1010 IA Robertson -1% per 3gp weight of other non-ferrous material
-1% per 1 gp weight of ferrous material
I would like to thank all those who have +1% per level of caster
aided m e i n t h e development o f this +1% per day of fasting prior to casting the spell.
rationale, and also Ursula K Le Guin for +1% per 10,000gp worth of material components
the original idea from her book Wizard of
Earthsea. After casting the spell the caster must save vs feeblemind (at +3 if the spell was
successful) or be feebleminded (see 5th level druidic or 6th level MU spell). If the
caster saves against feeblemind, s / h e is then magically drained for d l 00 days,
regardless of whether or not the spell w a s successful.
The material components will vary according to the item that is to be enchanted,
for their existence will be revealed to the caster as part of the True Name of the
item. However, they should be of at least 5,000gp value. The materials will be lost
if the spell fails, or will become a part of the item if it succeeds.

In EA RTHWOOD, twenty-five players compete to


be the ultimate ruler by controlling all the de-
veloped cities, either singularly or with an alliance.
A typical game will last about 18 months with the
first knockouts usually starting after six months.
HIWOQD
Each player is either a king of a fantasy race or
powerful charismatic character. Your character or
king controls several groups each of which is totally
independent of each other. You can recruit trolls,
wildmen and others into your armies, and even
control powerful creatures such as dragons. Your
characters will capture and control cities, upon
which you can spend gold to improve security, in-
crease yourworkshop's production, build defences
and maintain and enlarge your army. With gold
your wizards undertake magical research, learning
new spells. Spies search out enemy strongholds
and then attempt acts of sabotage, theft and
assasination. These are just a few options available to a
player in EARTHWOOD.
EARTHWOOD is computer moderated but the
turn sheets and replies are written in plain English
so that you can easily understand them. No need
to look through complex charts and code books to
understand this game.
To enrol in Earthwood send
E5.00 cheque/PO payable to
KJC Games. For this you re-
cieve the rulebook, setup and
first three turns. Future turns
are E1.50. Send to KJC Games,
5 Vicarage Avenue, Cleveleys,

GAMES Blackpool, Lancashire.


FY5 2BD.

13
I M A G I N E magazine, June 1985
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14 Please m e n t i o n I M A G I N E m a g a z i n e w h e n replying t o a d v e r t i s e m e n t s
PEL:N R E
The County oL CeTwym BURGHALTER
2 land cf adventure. About the City League there lies the County cf Ceruyn, a small island in the wilderness where peop1 scmtch a hying from the land
and where adventurers can rest between adventures. Each month IMAGINE magazine presents a town or village flow the County, describing the
location and its inhabitants, and *zing a few suggestions far fitrther adventure. 'This provides an ideal campaign bacfround for the GM who can collect
these articles and build them up into the most comprehensive campaign setting available. Copy them, or cut them out and store them in a ringbinder and
you need never be short of an idea for urban encounters again.

The Town o f

1,1Z o c A r n c a s t l e 5 miles
alrjh

••• A s t i b f r a l l ' 4,0111140Viovi111,A


4 0 1 1 1 1 1 r 1
O o b i " 0 9 0 4 :
CB8 4 1 7 4 4 : 4 1 : 4 ;

Black alp i c E 7 1 0 - -
/
Lygol C C E 1 A CB12
Gorge O r c6

For 9
1
CB 7
CkCB18
CB13

CB17
CB1 1

Limestone
Hills
Stone Road Gritstone
Great 12' l o g road Cliffs
Dwarven 5'-8' log road
Hall woodland
saplings
streams Vasarpath 10 miles •
,

by Musk Fe ton 7 years ago: Jelima's husband, Varlin, and his adventuring colleagues
destroyed t h e C u l t i n a m i s s i o n o f vengeance. T h e C u l t Te m p l e w a s
razed a n d t h e caverns cleared. Va r l i n decided t o s e t u p p e r m a n e n t
History residence here and re-named the village Jelima.

1 2 8 3 years ago: The valley was colonised by dwarves. Defensive walls 6 years ago: Va r l i n and a cleric named Solem consecrated the f o r m e r
were built and the dwarves began diggings in the hard gritstones. Great Hall o f the D w a r v e s as a temple. The c o m m u n i t y expanded a s
halfling f a r m e r s arrived, and a n e w inn was opened on the original site
1 3 7 years ago: The dwarves sold Burghalter to a human merchant after to replace the one w h i c h w a s destroyed. The old quarry w a s screened
a phyrric victory in the Sarpath M o u n t a i n s depleted their numbers. The from the rest of the valley by trees.
merchant sealed up the caverns and built an inn. The property changed
hands on five occasions in the next forty years. 3 years ago: A silvery mallorn sapling was found in the northern half of
the valley. 30 Elves, to whom the mallorn is sacred, leased the land from
9 6 y e a r s ago: T h e B u r g h a l t e r Inn w a s destroyed by giants, acting as Varlin and his adventuring colleagues.
mercenaries f o r a t h i r d p a r t y, w h o a l s o c u t o f f a l l t r a ff i c a l o n g t h e
Arncastle-Vasarpath r o a d . O n e y e a r l a t e r t h e g i a n t s ' c o n t r a c t w a s 6 m o n t h s ago: Va r l i n and Solem commenced w o r k on a n e w temple.
completed and they moved on, and at some stage in the next three or
four years, Burghalter was taken over by a dark and evil Rakshasa cult. D M ' s Notes: The n e w name of the village. Jelima, has not stuck among
They re-opened the caverns with h u m a n o i d slave labour and extended the population of Cerwyn as a whole; the D M should only describe the
them i n t o a m a j o r c o m p l e x o v e r t h e n e x t decade, f i n d i n g t r a c e s o f village thus w h e n the PCs are actually present there N o t e also that the
ancient workings below the surface of the valley. details of the Rakshasa Cult should not be m a d e k n o w n to the players,
who s h o u l d instead be i n f o r m e d o f the p o p u l a r b e l i e f that the giants
8 years ago: Jelima Ganz, a good priestess of A m a r a s in the County of were defeated by Varlin. T h e r e is ample opportunity for the players to
Bereduth, w a s kidnapped, transported to Burghalter and sacrificed. discover the remnants of this cult if they choose to explore the caverns.
15
I M A G I N E maganne, June 1985
The Valley C B 1 0 b F a___; Ili C h a m b e r m a i d
F; FO/NM, hp 3;
The valley lies among the foothills of the Sarpath Mountains, between Falli is attractive but very withdrawn. She alone knows all about Megart,
the Vasarpath-Arncastle road and the Black Lygol River gorge. The sides including his thefts, but she is in love with him and says nothing. As one
of the valley are steep b u t by n o m e a n s unclimbable by u n a r m o u r e d of o n l y t w o unattached w o m e n i n t h e valley (the o t h e r i s o n e o f t h e
characters. mercenary guards), Fain attracts plenty of attention from the guards and
The w o o d l a n d is mostly oak and ash, and the soil is well drained by a others, although she rejects them all
network of rivulets and the drainage schemes of the halfling farmers.
The r o a d s a r e log roads, 5 - 8 feet w i d e , except f o r t h e road f r o m t h e C B 1 1 T e m p l e u n d e r construction: The vaults and
entrance to the Rear Fort, w h i c h is 12 feet wide. foundations have been excavated and work is in progress on the walls.
This t e m p l e w i l l b e dedicated t o Ta r m e n e l . I t i s i m p r e s s i v e e n o u g h
C B 1 T h e W o o d s : T h e s e cover the valley on t h e w e s t e r n side. already to hint at great wealth.
Here live 3 0 adult Elves, tending the mallorn at the centre of the site.
C B 1 2 S t a b l e s : There is room for up to 40 horses, although only
CB1 a L_ a g o n i t u r e l ; Elven Priest; t w o berths w i l l be occupied. The standard charge is 4sp per night, but
M; C7; N / C G ; hp 2 7 / 3 4 ; Ch 1 6 Yarred can spot adventurers a mile off and hikes the price up to 2gp.
Lagoniturel is the only elf regularly seen by the rest of the c o m m u n i t y of
Burghalter, as he buys their food and arranges whatever else they need. C B 1 2 a ' N o - n o s e ' Y a r r e d ; Te a m s t e r, Stable Manager;
No-one o u t s i d e o f t h e elves k n o w s t h e s e t - u p i n t h e w o o d s ; i n f a c t M; Fr 1; N; hp 4
Lagoniturel and h i s fellows receive a regular secret donation of silver Wears leathers and carries a w h i p .
from an outside source to maintain the mallorn and to be ready to take Yarred is an old horseman w h o lost the tip of his nose to a warhorse. He
over the valley should the h u m a n s ever choose to leave. It w o u l d be a claims t o h a v e b e e n r a i s e d b y pegasi, t h o u g h m o s t p e o p l e s c o f f ;
matter of great concern to the elves if h u m a n habitation w e r e greatly however, he is very capable of raising and training pegasi, and would do
extended in the valley. so at a considerably cheaper price than some big-city trainer. Yarred is
normally out in the daytime taking stones f r o m the quarry to the n e w
C B 2 F a r m l a n d : T h e h a l f l i n g s h a v e cleared t h e w o o d l a n d a n d temple in an old wagon.
now have good, fertile soil producing abundant goods under their care.
C B 1 3 W o r k e r s ' H o u s e s : T h e large house in each group is a
C B 3 T h e L a k e : A dwarf-built dam pens the m a n y streams communal d w e l l i n g f o r u n m a r r i e d m e n . Va r t i n a n d t h e o t h e r s h a v e
through the valley and the resulting lake has been stocked w i t h fish. failed to recruit m a n y married workers; consequently, after being paid
the men often go off to Arncastle, where they are becoming k n o w n as a
C B 4 S e a l e d T u n n e l E n t r a n c e : Leads to the underground rowdy nuisance.
complex, but has been sealed by a solid stone wall.
C B 1 4 S o l e m ' s H o u s e : Endor and Castillo Solem's home is set
C B 5 N o r t h e r n Tunnel Entrance: The trees cut from the back amongst the trees. Endor is a central figure in Burghalter, and his
southern end of the valley are stored here, cut to mature for the roof of wife Castillo is a qualified e n g i n e e r w h o is supervising h i s grandiose
the n e w temple. Beyond, the tunnels are sealed w i t h stone walls. plans for the temple. She is, however, h o u s e - b o u n d after an accident
that has left her crippled, and is very unlikely to be encountered by PCs,
C B 6 Southern Tunnel Entrance: Many of the areas behind even if they call at the Solem household.
this e n t r a n c e w e r e i n u s e as dwelling placs w h i l e homes w e r e being
constructed. Two people still live here. Immediately behind the entrance CB1 4a E_ nd_ o rS_ o I_ e m ; Cleric adventurer (part-retired)
is t h e f o r m e r D w a r v e n G r e a t H a l l , n o w a t e m p l e t o Ta r m e n e l (see M; C10, N / C G ; hp 5 1 / 6 1 ; W 17, C 15, Ch 16
I M A G I N E magazine, 4 2 6 ) Wears strangely-cut, o l d g r e y s u i t — a u n i q u e m a g i c a l i t e m w h i c h
becomes p l a t e m a i l + 2 w h e n a c o m m a n d w o r d i s spoken. A l s o h a s
C B 6 a Reeni Tayar; Priestess; (Basic: ring o f p r o t e c t i o n +1; Advanced: c l o a k o f p r o t e c t i o n +1), Uses
F; C5; N / C G ; h p 2 1 / 2 7 flail +3 if expecting trouble, s t a ff +1 otherwise. Also owns (Basic: w a n d
Reeni looks after the underground temple and handles routine services of c o l d (20 charges), f l y i n g c a r p e t , o i n t m e n t o f s o o t h i n g ; Advanced:
w h i l e Solem sees to the building of the n e w temple. She is popular and w a n d o f m a g i c m i s s i l e s ( 3 4 charges), c a r p e t o f f l y i n g , 6 p o t s o f
w e l l - k n o w n t h r o u g h o u t B u r g h a l t e r, a n d i s m a r r i e d t o t h e q u a r r y Nolzur's M a r v e l l o u s Pigments), various scrolls and potions of his own
foreman, Late!. making, and a special salve that inhibits a person's scent for 2-8 hours.
Usually has curative, defensive a n d a t least o n e h i g h level o ff e n s i v e
C B 6 b L a t e ! T a y a r ; Quarry Foreman; spell memorised.
M; Fr2; N / N G ; h p 8 Endor Solem is aloof to strangers, allowing only his truest friends to see
Latel i s a B e r e d u t h a n , a n d d e e p l y s u s p i c i o u s o f t h o s e c i t i z e n s o f his s e n s i t i v e r e a l s e l f . S t i l l e n j o y s battle-practice, b u t h i s b u r n i n g
Burghalter w h o hail from o t h e r lands ambition is to see the temple completed — it has cost him nearly every
gp he ever had.

The Village C B 1 5 G a n z ' H o u s e : A n effusive house; open and cheerful to


suit the owner. Varlin still has some adventuring wealth about the place,
C B 7 G a t e h o u s e : Te n F1-2 mercenaries on long-term contracts although he spends it quickly. One secret panel contains his dead wife's
watch t h e m a i n e n t r a n c e t o t h e valley. T h e y w e a r c h a i n , a n d c a r r y jewels ( 1 0 pieces, t o t a l v a l u e 30,000gp), a n o t h e r c o n t a i n s a b a g o f
shields, s h o r t b o w s and broadswords. diamond d u s t (value 1 5 0 0 g p ) a n d B e r e d u t h a n c o i n t o t h e v a l u e o f
14,000gp. The panels are trapped w i t h (Basic: an explosive trap doing
C B 8 Q u a r r y B a r r a c k s : Five F1-2 mercenaries watch over the 1-8 damage; A d v a n c e d : g l y p h s o f w a r d i n g ) . Wa g e s f o r t h e t e m p l e
quarry. They can be alerted f r o m the Rear Fort in time of danger. They construction workers are kept in a locked chest, and consist of 1200gp in
are a r m e d as above (CB7). silver and gold coin. A book in t h e chest s h o w s t h a t t h e r e s h o u l d be
3200gp present, b u t 3 0 0 0 g p w a s stolen f r o m t h i s chest recently, and
C B 9 R e a r F o r t : F i v e F 1 - 2 m e r c e n a r i e s w a t c h t h e Black Lygol Varlin has been able to replace just 1000gp from his o w n resources.
gorge f r o m h e r e . T h e n a r r o w g a t e g u a r d s a f l i m s y d r a w b r i d g e . T h e
stream f r o m the valley flows t h r o u g h an iron grille. C B 1 5 a V a r l i n G a n z ; Cleric adventurer
M; C9; N / C G ; hp 3 7 / 4 4 ; W 16
C B 1 0 B u r g h a l t e r I n n : T h e Inn has high-quality rooms for Wears clerical robes or plate mail +1. Uses horseman's mace or c l u b +1.
merchants and other passers-by at 3gp per night, and c o m m o n rooms Also o w n s b o o t s o f l e v i t a t i o n , r o d o f cancellation, p o t i o n o f speed,
for guards, teamsters, etc at 5sp a night. scroll o f r e m o v e c u r s e , r a i s e d e a d , (Basic: p u r i f y f o o d a n d w a t e r,
cureall; Advanced: p u r i f y f o o d and drink, heal).
C B 1 O a M e g a r t Jonniker; Inn Manager; Normally has curative and offensive spells memorised.
M; Fr 3; N; h p 9 Although a s p e n d t h r i f t a n d a happy-go-lucky type, Va r l i n ' s n a t u r e i s
Megart is the third son of a noble w h o was implicated in a plot against clouded b y t h e o b s e s s i o n h e h a s w i t h t u r n i n g B u r g h a l t e r i n t o a
the Katar of the City League by the Knights Ocular, but who was lynched monument for his lost wife. He still goes out adventuring, and might join
by a mob before his trial. M e g a r t and his brothers were stripped of titles a suitable party of PCs if approached. However, he has something of a
and wealth and exiled. He came to Burghalter by chance, and agreed to hidden deathwish, and might prove to be as much of a liability as a help.
work for Varlin — purely because, as a Bereduthan, Varlin was unlikely Something w h i c h some people m i g h t find odd is that Varlin a n d not
to care a fig f o r the justice of the City League. He hopes to raise some Endor S o l e m — r u n s B u r g h a l t e r, despite t h e f a c t t h a t S o l e m i s o f a
money t o c l e a r h i s f a t h e r ' s n a m e — a n d i s f i d d l i n g t h e books. H i s higher rank in the church of Tarmanel. This is because Endor considers
birthright makes h i m rather aloof. 'civic' w o r k beneath him and has 'delegated' the responsibility.
16 I M A G I N E nta9azine, June 1985
C B 1 6 H a [ f l i n g H o m e s : These dwellings are burrowed into the 30 halflings, w i t h 1 4 children.
hillsides, and provide homes for the young halfling c o m m u n i t y who farm 3 Inn staif
the southern half of the valley. 4 house servants for the adventurers.

C B 1 6 a C h o l o r o d e n y ; Farmer (thief);
M; T4; N / C N ; I 17, hp 1 0 The Politics
Cholorodeny (pronounced 'Chordeny' around the village) is a member of
a Thieves' Guild based in the N e w City area of the City League, placed Nominally, B u r g h a l t e r o w e s allegiance t o t h e H i g h S t e w a r d o f t h e
here to report on events around the valley, particularly on the arrival of County of Cerwyn, Jeorge Fardwarm. However, the village is beyond the
religious relics for the n e w temple. He has one spectacular theft to his recognized boundaries of the County, and as such is m e r e l y a trading
credit — he recently removed 3 0 0 0 g p f r o m Va r l i n ' s h o m e w h i c h t h e partner covered by certain guarantees of military assistance. In return,
adventurer h a s n e v e r a n n o u n c e d a s stolen.... T h e m o n e y i s b u r i e d Varlin and Solem have paid a large sum of money to Fardwarm for the
behind his home. right to establish their temple here. Varlin is also secretly negotiating to
have Burghalter officially recognised as a part of Cerwyn and for at least
C B 1 7 B y l o f f ' s H o u s e ; a plain building w i t h a slender tower. half the garrison of Arncastle to be moved here, offering his services as a
Tobek and Lana's 6 children can normally be seen playing outside. mercenary to extend Cerwyn influence f u r t h e r south and east.
Because o f t h i s , e m p l o y m e n t w o u l d b e a v a i l a b l e t o a d v e n t u r e r s
C B I 7 a T o b e k B y l o f f ; Fighter adventurer willing to journey into the wilderness, although Varlin would not reveal
M; F8; N / C G ; S 15; hp 3 2 / 4 0 the full extent of his plans to just anyone.
Wears lots o f frills, lace a n d b r i g h t colours — o r g r i m p l a t e m a i l +2. Varlin's i m a g i n a t i v e a n d e x p a n s i o n i s t p l a n s w i l l i n e v i t a b l y c a u s e
Carries shield +1. N o r m a l l y armed w i t h b a s t a r d s w o r d +3, also o w n s problems as both t h e inhabitants of Burghalter and nearby t o w n s and
longbow +2. Has (Basic: ring of X-ray vision, boots of travelling and c o m m u n i t i e s realise the full implications of what he has in mind. He is
leaping; Advanced: ring of ultravision, boots of striding and leaping) quite a w a r e t h a t t h e m e r c h a n t s w h o use B u r g h a l t e r w i l l support h i s
and a r a r e magical i t e m fashioned f r o m a u n i c o r n ' s h o r n t h a t causes plans, a s t h e y c o u l d l o o k f o r w a r d t o t h e increase i n r e v e n u e s t h a t a
poisoned liquids to foam. garrison w o u l d bring.
Tobek is an optimistic dandy and w i n e connoisseur, w h o tends to r u n On the other hand, Varlin knows that the dwarves of Vasarpath will be
roughshod over o t h e r people w h e n involved in an adventure or w h e n concerned that the County's influence will be seen as approaching their
they are dealing w i t h his wife. He and Lana are virtually estranged. independent town. A l t h o u g h he has had little contact with the barbarian
tribes o f t h e Steppes (and those c u l t u r e s no-one k n o w s of, w h i c h lie
C B 1 7 b L a n a B y l o f f ; M a g i c i a n adventurer beyond), they are hardly likely to be pleased if they perceive even a small
F; M U 8; N / N G ; S 6 , 11 6 , D 7; hp 2 4 authority like C e r w y n extending its borders in their direction. Further,
Wears d a r k green c l o a k (Basic: d i s p l a c e r cloak; A d v a n c e d : c l o a k o f Varlin suspects, quite rightly, that the citizens of Arncastle will also be
p r o t e c t i o n +2) fastened w i t h silver spider-brooch w i t h water opal eyes upset i f t h e y l o s e a l l o r p a r t o f t h e r e v e n u e s t h a t t h e g a r r i s o n h a s
(Basic: t a l i s m a n o f e l e m e n t a l travel; Advanced p e r i a p t o f w o u n d brought, a l o n g w i t h t h e p r o t e c t i o n i t h a s a ff o r d e d t h e m a n d t h e i r
closure). Carries dagger f l . Also owns wand of fear, wand of illusion, prestigious p o s i t i o n a s a n h o n o u r e d o u t p o s t o f t h e C o u n t y. H e i s
bracers of defence A C 6 , (Basic: ring of water walking; Advanced: ring completely u n a w a r e of the fact that some of the bitterest rivals to his
of w a t e r breathing), rod o f cancellation, potion o f dimunition, and plans w i l l b e h i s f e l l o w adventurers, w h o h a v e h e l p e d establish h i s
several scrolls of her o w n devising. position of authority w i t h i n the town, and w h o use it as a base for their
Unless prepared, n o r m a l l y h a s f e w s p e l l s m e m o r i s e d e x c e p t t h o s e explorations into the m o u n t a i n s and steppes. They value the fact that
necessary for her researches. Burghalter owes real allegiance to no-one, and are keen to make sure
Lana has been w o r k i n g on various aspects of magical research, w h i c h that no outside power increases its grip on 'their' little town.
has estranged her from her family. On the last adventure she undertook Lastly, the elves have their own secret ambitions for the valley where
w i t h Varlin and the others, she was very nearly killed when c h a r m e d by the M a l l o r n grows, hoping that one day it will be a s h r i n e held by them
a vampire. Q u i t e w e a k herself, s h e h a s been t r y i n g to e n c h a n t some alone; Varlins's plans can hardly be said to tie in w i t h this hope.
gems s o t h a t t h e y w o u l d m a k e t h e b e a r e r i m p e r v i o u s t o a l l c h a r m
attempts, but has failed so far.
Plotlines
C B 1 8 T o r e a u ' s H o u s e : A small house compared to the other
adventurers', since Ardise and Ildros don't care m u c h for visitors. Apart from becoming involved in the high politics of Burghalter, PCs can
find p l e n t y o f o t h e r w a y s o f i n t e r f e r i n g i n t h e d a i l y l i v e s o f t h e s e
C B 1 8 a Ardise 'Red Hand' Toreau; Fighter adventurer interesting people:
F; F10; N / C G ; hp 5 3 / 6 4
Scruffy clothes or plate mail +1 a n d shield +2. Uses battleaxe +1 o r 1. Sooner or later, Megart (CB1 Oa) is bound either to make a mistake,
l o n g s w o r d +2. Also owns rings of (Basic: safety, quickness; Advanced: or t o decide that h e h a s enough m o n e y to r e t u r n t o t h e League, a n d
feather fall, warmth), djinni summoning and fire resistance (the first Varlin will discover that the Inn's books have been cooked. Perhaps Falli
t w o are n o r m a l l y w o r n , t h e others kept on a ' w a t c h c h a i n ' inside h e r will feel rejected once too often and give him away. But w h a t will Varlin
waistcoat o r armour), a n d (Basic: p o u c h o f s e c u r i t y ; Advanced: s i x do, given that he has also been robbed at home. J u s t to save face, the
packets of d u s t o f sneezing a n d choking). H e r fascination w i t h rings cleric might be looking for someone w h o could track M e g a r t down, and
extends to non-magical ones as well, and she wears as many as a dozen, exact some sort of punishment, w i t h o u t anyone else knowing.
worth 1 0 0 - 2 0 0 0 g p each.
Ardise is a n u n c o m p r o m i s i n g f i g h t e r, a n d a careless, insensitive and 2. A stranger arrives, and three days later M e g a r t is either dead, o r
abrasive comrade. She is normally both loyal and courageous— but her begging the PCs for help. Who is the stranger, and h o w does he threaten
passion for collecting rings has actually led her into a fight w i t h Tobek the Inn Manager? Megart's brothers or the Knights Ocular might be the
Byloff w h i c h — astonishly! — s h e lost. S h e i s s u l l e n l y w a i t i n g f o r a source of more trouble than anyone suspects....
rematch.
3. Va r l i n finds cash r u n n i n g low, and is desperate to find t h e m o n e y
C B 1 8 b Ildros Toreau, aka Thorn of Xir; Historian that was stolen before. W h o can he turn to but a party of outsiders?
M; Fr 5; N / C N ; I 18; hp 17
Ildros i s t h e s o n o f t h e m a g i c - u s e r u n d e r w h o m L a n a s e r v e d h e r 4. Tobek and Lana part company. No-one need get involved in t h e i r
apprenticeship. F o r m e r l y a n o t e d h i s t o r i a n i n X i r, h e n o w a c t s a s domestic quarrel, o f course, but a charismatic fighter m i g h t suddenly
Burghalter's record keeper. In his small office in the Inn, there is a huge find h i m s e l f the centre of h e r attentions. A n d Lana h a s s o m e t h i n g t o
map of all t h e surrounding wilderness, right up to the edge of the Steppe offer the right man — the gems of charm p r o t e c t i o n that have been the
country. He will make accurate, smaller copies for 50gp each. centre of her researches for the last year. A l l Lana w a n t s is protection,
but it is not unlikely that she m i g h t become infatuated w i t h a male PC
w h o paid her the right kind of compliments. W h a t e v e r the t r u t h o f the
The People matter, Tobek is going to fight back, and then Ardise is going to seize her
chance to get her revenge for that amazing defeat over the ring. Va r l i n
The other citizens of the village are: and Endor Solem will try to stop Ardise from getting involved, as well as
5 q u a r r y m e n , 1 0 m a s o n s a n d 1 0 builders; a f o r e m a n (Late' Ta y a r, dropping heavy hints to the erring (or totally innocent!) PC that it is time
CB6b), d r i v e r a n d c o o k . T h e s e w o r k u n d e r Va r l i n a n d S o l e m ' s to move o n . _ but Ardise has a terrible anger and the mercenaries on her
directions. side. Burghalter m i g h t erupt in civil w a r w i t h the PCs in the middle.
20 mercenaries under the command of Ardise Toreau (CB18a). One of
these i s t h e o n l y o t h e r u n m a r r i e d w o m a n i n t h e v i l l a g e (see Falb, And if that little lot doesn't convince you that Burghalter should become
CB10b). The guards are very protective of her. a tourist resort f o r y o u r w e a r y party, t h e n t u r n overleaf, a n d f i n d Out
30 elves under the guidance of Lagoniturel ( C B I a). what is happening under the surface....
17
I M A G I N E magazime, June 1985
Rakshasa Cult The Red Finger
For many years, Burghalter and its environs were dominated by the evil Hidden on the cliffs above the village is an outcrop of strangely-coloured
minions of a cult that worshipped the dreaded (and, some say, mythical) rock that juts into mid-air at an impossible angle, w h e r e it catches the
Rakshasa. These horrid beasts are rumoured to be able to appear in any rays o f t h e r i s i n g a n d s e t t i n g s u n . T h e s e m o r n i n g a n d evening r a y s
form in order to cause victims to relax for the fateful second which seals enhance the rock's rich red colour, so that it almost seems to glow.
their doom — and guarantees the Rakshasa a tasty meal. It is unclear This geological accident has stirred religious t h o u g h t s in m a n y and
w h y anyone should choose to honour and worship these evil creatures; various people, and it has become a site of some religious significance
although s u c h acolytes c a n b e o f u s e t o t h e Rakshasa, t h e m o n s t e r for groups of gnomes and dwarves, w h o have seen it as a representation
recognises allegiance to no-one and these same acolytes could one day of t h e p o w e r s t h a t control t h e earth. S i m i l a r l y, m a n y monsters have
follow the same path as the other unfortunate victims of the cult. seen some significance in it that might not be immediately clear to men.
It was an enormous relief, therefore, to all those who live in this part of Sages w h o h a v e s t u d i e d i t h a v e r e m a r k e d t h a t i t i s p r o b a b l y t h e
Cerwyn, w h e n t h e c u l t w a s vanquished a n d driven f r o m t h e district. remains of a seam of metal that yields its colour when exposed to the air.
Since t h e c o m i n g o f Va r l i n a n d h i s a d v e n t u r i n g colleagues, l i f e h a s These prosaic explanations have done nothing to diminish the awe and
returned to w h a t passes for normal in this part of the world — so much wonder in w h i c h it is held by those w h o consider it holy.
so t h a t even t h e occasional disappearance of a m e m b e r of a passing Today, t h e site i s seen as s o m e t h i n g o f a curiosity by the people o f
caravan has raised no m e m o r y of the cult. Burghalter, w h o pay i t little heed. I n a w a y, t h i s is m o r e t h a n a l i t t l e
These disappearances are signs that the time of the Rakshasa has not ironic, for it is the Red Finger w h i c h marks the furthest boundary of the
entirely passed. T h e r e m n a n t s o f t h e c u l t — w h i c h w a s c r u s h i n g l y raiding grounds of the barbarians from the Steppes. If it were not for this
defeated by Va r l i n — fled deep u n d e r g r o u n d into passages and caves marker, the w i l d horsemen from beyond the Sarpath M o u n t a i n s would
beneath t h e village t h a t even t h e d w a r v e s w o u l d n o t have k n o w n of have brought fire a n d ruin to the County of Cerwyn even m o r e often.
There t h e y wait, s l o w l y recovering t h e i r strength, u n t i l t h e day w h e n Pilgrims come from strange and far-off places to see the Red Finger,
they might once more threaten the security of the whole of the Domains. and the people of Burghalter will often direct strangers to it, assuming
that it is the cause of their visit, even though they pay it very little heed
themselves.
DM's Notes
There a r e n o m a p s o f t h e Rakshasa c u l t ' s lair, a s i t i s m a d e u p o f a DM's Notes
tortuous network of cracks, tunnels, caves and underground rivers, far
beneath t h e surface. A c c e s s t o t h i s n e t w o r k can be gained f r o m t h e The truth of the matter is that the rock is made of solid iron, and as such
backs of the caves in the Burghalter valley (assuming the obstructions will h a v e a v e r y p o w e r f u l e ff e c t o n a n y use o f materi al s nearby t h a t
can b e c l e a r e d w i t h o u t t h e i n t e r r u p t i o n o f investigating B u r g h a l t e r might be influenced by such a large source of ferrous metal. Of course, it
citizens), via unnoticed and unexplored passageways. There is even a is possible t h a t y o u r c a m p a i g n w o u l d n o t be i n f l u e n c e d b y s u c h a n
way down through the existing temple to Tarmenel. A fourth entry point artifact, in w h i c h case you should feel free to replace the material w i t h
exists beneath the n e w temple, being b u i l t in the middle of the village. whatever m i g h t have an effect on — say — spelicasters....
Only t h e s e n i o r engineer, Castillo Solem, a n d t h e t w o clerics, E n d o r It is naturally quite likely that r u m o u r s of this strange landmark will
Solem and Varlin Ganz, know that the temple is being built on the site of circulate to sites far away from Burghalter, and that it might be possible
a previous building — and even they do not k n o w that this was a shrine to use the Red Finger as a m e a n s for getting the players to this part of
of the Rakshasa cult. If PCs find t h e exremely well-hidden entry point Cerwyn in the first place.
(beneath a fake foundation stone), they will discover passage ways and
tunnels that lead ultimately to the maze that the cult still occupies. This C B 2 0 a F a r Sighted Gaspar; Hermit, lunatic
is the entry still used by cult acolytes on occasional forays into the night. M; M U 9 / I 1 0, C / C N ; AC 9 / 1 0 ; hp 20;118; w a n d of illusion (disguised as
And i n t h i s n e w centre o f evil, t h e y w i l l f i n d a n o t h e r shrine, b u i l t t o a clay pipe)
honour something even m o r e foul and horrid than the Rakshasal J u s t May use any illusion type spell in Basic
w h a t this thing is, the GM will have to think of p r e f e r a b l y in daylight._ The rock is guarded b y an o l d g n o m e i l l u s i o n i s t called Gaspar. H e is
As for the only mildly-terrorising members of the cult, there are listed highly i n t e l l i g e n t a n d c o m p l e t e l y i n s a n e , a l t h o u g h i n a p e r f e c t l y
below the acolytes and m e n - a t - a r m s that are the remains of the cult. harmless a n d p l e a s a n t w a y. H i s i n s a n i t y i s n o t e n t i r e l y d u e t o t h e
These are men and women of advancing years, long-starved of daylight. solitary existence he has led since first he came to sit at the foot of the
If desired, t h e G M c o u l d a r r a n g e f o r t h e p a r t y t o m e e t o n e o f t h e rock; he must have been at least mildly eccentric to have done so in the
Rakshasa themselves, in w h i c h case those playing in a D & D campaign first place.
should treat this monster as the equivalent of an 18th level fighter w i t h He will afford no danger to anyone who visits the rock, but he may trick
polymorph abilities, w h i c h can use M U and clerical spells (levels 1-3), or confuse them by minor illusions designed for his own amusement. He
can cast illusions at will, is i m m u n e to all spells of less than 7th level, will stop at nothing, however, if he feels that a visitor might have a mind
and takes no damage from any but the most magical of weapons.... to perpetrate serious harm upon this prized possession.
In addition t o t h e n o r m a l a c c o u t r e m e n t s of h i s l i f e as a h e r m i t , h e
C B1 9 a The Besotted One; ChiefAcolyte possesses a wonderful and peculiar instrument that has earned him his
M; F12, C / L E , A C 0; hp 8 0 / 1 0 0 ; ring o f regeneration, m a c e +4 nickname 'Far-sighted'. It is a long, h o l l o w tube w i t h pieces of glass in
This poor creature has long since forgotten his name, his past, w h y he each end, t h a t G a s p a r says a l l o w s h i m t o see t h i n g s t h a t c o u l d n o t
came to be here or indeed anything that is outside his total adoration of normally be seen. Not many people, w h e n given the opportunity to use
the Rakshasa. Wo r d s like 'depraved' o r 'evil' are almost meaningless this device, can make it perform in the way that Gaspar claims it does._
w h e n considering the complete control the monsters have over his mind
and actions. Suffice it to say that he is a tool of the beasts, and will stop at C B2013 Crothone Bear; Tribesman
nothing to lead the u n w a r y or the weak to be eaten by them. If that is not M; F 4 / B 4 ; N; A C 4; hp 2 8 / 4 0 ; S 18, shortbow, spear
possible, he will sacrifice his life to try and slay intruders — and it would Whenever t h e PCs a r e a t t h e rock, t h e y w i l l b e observed secretly b y
be preferable to be slain rather than be taken alive. Crothone and his f e l l o w Bear tribesmen and women. This unfortunate
group of barbarian horse-raiders have been 'exiled' here by the head of
CBI 913 R. . e e n a ; Acolyte/Servant another c l a n w i t h i n t h e i r t r i b a l g r o u p , a f t e r a m i s t a k e involving t h e
F; E l i ; C/LE; AC -4; hp 56/68; ring of invisibility, gauntlets of ogre ownership of some deer horns. Having taken issue with the tribal chief,
power the B e a r c l a n i s i n disgrace, a n d C r o t h o n e a n d h i s k i n h a v e b e e n
Reena has embraced the cult wholeheartedly since being captured. She stationed here to watch the rock. Their instructions are simple; they are
was once fair and attractive and her good looks w e r e the cause of the to remain at the rock until such time as the Red Finger shines no longer
demise of many a hot-blooded male, and thus she was most useful to the at D a y - e n d , w h e n t h e p e o p l e s o f h i s t r i b e w i l l l e a d t h e b a r b a r i a n
Rakshasa. In her later years, this has been replaced by a ruthless spite. invasion of Cerwyn.
A l t h o u g h she is as much of a cipher as the Besotted One —devoting her It has already been seven months, but Crothone has not neglected his
time to capturing innocents for her masters s h e is more likely to flee if duty for a m o m e n t . The t r i b e s m e n are masters of camouflage, and it is
confronted on her own. A m i d s t a mass of fellow cult members though, unlikely t h a t t h e P C s w i l l n o t i c e t h e m w h i l e t h e y a r e a t t h e rock.
she will be a formidable fighter. However, i f t h e y d o a n y t h i n g t h a t c a u s e s t h e r o c k ' s g l o w t o f a i l —
blowing i t t o a t o m s m i g h t h a v e t h e e ff e c t — t h e PCs w i l l h e a r t h e
C B 1 9 c - d Servants howling war-cry of the Bears, and Crothone and his fellows will be off to
c: M; F9; C / L E ; A C -4; hp 5 0 / 6 5 ; axe +3, ring o f p r o t e c t i o n +3 tell the tribe the good news. Alternatively, if the PCs w a n d e r around the
d: M; C6; C / L E ; A C 0; hp 2 5 / 3 5 ; flail + 2 mountains about the Red Finger, the Bears might attack them or spring a
These, t h e last of the servants, are a n o n y m o u s and mindless — save f e w traps, j u s t to w h i l e a w a y another day.
that they will prove to be potent defenders of the cult.
Crothone i s a c c o m p a n i e d b y 3 0 B e a r t r i b e s m e n a n d w o m e n (F1 - 4 /
There are a l s o l 0 men-at-arms (F3, AC 1, hp 2 0 / 2 5 , one has s w o r d +2) B1-4; AC 2-4; hp 7 - 2 1 / 11 - 4 0 ; bows, axes, daggers) w h o will f o l l o w his
w h o will fight t o the death to protect the Rakshasa or their acolytes. orders w i t h o u t fail unless they w o u l d offend the h o n o u r of the clan.
18 I M A G I N E magazine, June 1985
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have yet to m e e t (or role-play) a m a g i c


user w h o would be satisfied w i t h finding
a toad as a familiar. It lacks any sense of
style. S u c h a n o u t c o m e i s all t h e m o r e
unsatisfactory w h e n i t r elies t o t a l l y o n
random c h a n c e ; a n i n h e r e n t p r o b l e m
with a spell of find f a m i l i a r ' s description.
Of course, the choice of familiar should
not be open t o exact specifications, b u t
the process s h o u l d b e w e i g h t e d appro-
priately so that a wizard, for example, can
expect s o m e t h i n g b e t t e r, o n a v e r a g e ,
than t h e p i m p l e - f a c e d a p p r e n t i c e w h o
has just graduated from souring milk with
cantrips. Consequently, the chance of the
master being blessed w i t h a toad, w h i l e
the apprentice — with the first real spell
he has ever cast — manages to obtain an
imp, w o u l d be much less.
A similar point has been expressed, but
in a s l i g h t l y d i f f e r e n t s i t u a t i o n , b y
I M A G I N E " magazine's o w n Order o f
Heralds — k n o w n collectively under the
sagacious t i t l e o f D i s p e l Confusion. I n
issue 16 they state as part of an answer to
a reader's question: 'we tend to think that
a dragon's f a m i l i a r s h o u l d be o u t o f the
ordinary - after all, a toad is n o t going to
last long in the company of a red dragon
- a n d w e f i n d i t d i ff i c u l t t o t a k e s o m e
possible f a m i l i a r s s e r i o u s l y ( a g r e e n
dragon w i t h a weasel?). W e suggest that
a dragon w o u l d automatically have a
special familiar appropriate t o i t s align-
ment.'
What s e e m s t o b e s u g g e s t e d a s a
solution is: for PCs use the f i n d f a m i l i a r terms, t h e p r o b l e m s i n v o l v e d i n t h e The familiar is an integral p a r t o f t h e
spell, but for the NPCs (dragons) with any search for a familiar go beyond this spell cleric's s p i r i t u a l a c t i v i t i e s a n d a s p i r a t -
real clout, skip the mechanics of the spell alone, for the only spellcaster profession ions; n o w i t c h in h e r 'r i g h t' m i n d w o u l d
and simply choose a familiar. dealt with is the mage. However, accord- have t h o u g h t o f cavorting w i t h o u t h e r
I agree totally with the above statement ing to the description under the quasit in familiar spirit in attendance. To possess a
concerning a d r a g o n ' s s u i t a b i l i t y a s the M M , ' t h e q u a s i t i s t h e u n c h a n g e d familiar s h o u l d b e a g r e a t h o n o u r, a n
owner of a toad or weasel, but it does not form of the familiar of a chaotic evil magic indirect l i n k w i t h t h e i m m o r t a l b e i n g t o
go far enough! It's alright saying 'simply user o r c l e r i c . . . . ' A s i m i l a r s i t u a t i o n w h o m the spellcaster looks for guidance,
choose a f a m i l i a r ' , b u t s u c h c o s m e t i c applies w i t h the imp. But h o w do clerics assistance a n d h o p e f o r t h e f u t u r e .
solutions n e g l e c t a n i m p o r t a n t u n d e r - obtain such assistants? Consequently, as an act of faith, familiar
lying p r i n c i p l e i n g o o d p l a y, t h a t o f In the following sections, I aim first to and m a s t e r b e c o m e i n e x t r i c a b l y t i e d
consistency. S o where, o r m o r e import- deal w i t h h o w clerics g o a b o u t f i n d i n g together, t o t h e e x t e n t t h a t t h e r e i s
antly h o w , d o d r a g o n s a l o n e o b t a i n their familiars, which will eventually lead permanent s u ff e r i n g i f t h e f a m i l i a r i s
special familiars? If spell-casting w y r m s to a revision of the find f a m i l i a r spell. killed. T h i s s p i r i t u a l r e l a t i o n s h i p i s
— w i t h w h o m run-of-the-spell familiars already hinted at in the description of the
would n o t l a s t t w o s e g m e n t s — c a n CLERICS imp a n d q u a s i t . B o t h a r e s p e c i f i c a l l y
manage some degree of selection, surely 'created t o spread evil i n t h e f o r m o f a
so can any adventuring spellcaster. The traditional witch or tribal shaman did familiar' by t h e i r respective patrons, a n
At present, the f i n d f a m i l i a r spell fails not simply cast a spell of the find f a m i l i a r Arch-devil or Demon Lord.
to deal satisfactorily w i t h t h e stature o f variety i n a n a t t e m p t t o p o s s e s s a Those d e s i r i n g a f a m i l i a r m u s t f i r s t
the spellcaster, i t s d e f i n i t i o n b e i n g t o o familiar. I n s t e a d , i n c o n j u n c t i o n w i t h petition their patron deity. For clerics the
constrained a n d i n a d e q u a t e t o a c c o m - their o w n b l e n d o f m i n o r m a g i c , t h e y form t h e p e t i t i o n t a k e s i s a m o d i f i e d
modate such a potentially exciting facet enlisted t h e a i d o f t h e i r s u p e r n a t u r a l chant, w h i c h can be cast only on a holy
of r o l e - p l a y i n g a m a g i c u s e r. I n t h e s e patron. day and requires one hour to perform.
20 I M A G I N E magazine, June 1985
Such a petition can only be made once any kind o f supernatural sponsor. They are not an exhaustive list, but cover major
by a specific character — assuming i t is develop their magical skills directly. B u t factors t h a t m a y o f t e n i n f l u e n c e t h e
answered. A n a n s w e r arrived a t by t h e this personal c o n t r o l s e e m s t o fail a t a result. However, such variable-weighting
patron is final — the gods hate bickering most critical time when attempting to find should be specific to the character under
with mortals! Therefore, once a character a f a m i l i a r. U n l i k e clerics, m a g i c u s e r s consideration, a n d t h e D M ' s o w n c a m -
has been informed of the type of familiar cannot rely on a petition being suitably paign emphasis.
he i s d e s t i n e d t o receive, t h e r e s u l t i s weighted o n t h e i r b e h a l f b y a s u p e r - A c h a r a c t e r h a s c a s t t h e appropriate
unshakeable. T h e b o n d i s m e a n t t o b e natural benefactor. Instead, the essential spell, and waits to know what fate has in
permanent; a cleric can never replace a bond is formed through the mage's ability store. H o w should a D M begin?
lost familiar. to c h a n n e l t h e m a g i c — e v e n t u a l l y Regardless of the character's source of
Once the type has been specified by the forging t o g e t h e r t w o k i n d r e d spirits. I f power, t h e D M s h o u l d i n i t i a l l y obtain a
divine oracle, all is not over. Although the such a l i n k i s broken, a s a r e s u l t o f a base score b y rolling d 1 0 0 . T h i s i s t h e
petitioner n o w knows what kind of crea- familiar's death, magic users can attempt provisional result that chance has seen fit
ture is to be possessed, he still needs to to discover a n e w f a m i l i a r, b u t w i l l b e to allow, representative of the flux in the
seek out a representative individual so as limited in their success (see below). magical forces wielded, astrological con-
to effect the w o r d s of union (see below). Diverging from the traditional interpret- siderations, mysterious interference or a
If a character is especially favoured by a ation of the find familiar spell (conjuring/ number o f o t h e r u n c o n t r o l l a b l e o r u n -
patron being, then guidance may be given summoning), the n e w definition involves predictable forces. It is this score that will
in t h e form o f riddles, o m e n s or strange divination/enchantment/charm magic. be m o d i f i e d b y v a r y i n g d e g r e e s t o r e -
encounters, concerning h o w best to set The effects of casting the revised spell is present the character's stature.
about obtaining the familiar. similar t o t h e r e s u l t o f t h e c l e r i c ' s
An example of such familiar acquisition petitioning c h a n t . T h e i n f o r m a t i o n r e - Thus, A r c h - M a g e Salgo. He has reached
is the case of the Faithful Funk& of Frey. ceived concerns the type o f familiar the 22nd l e v e l a s a dedicated f o l l o w e r o f
As a result of a petition, Funkel has been mage i s destined t o befriend. H o w e v e r, Hecate, and is CE. This day, he casts his
informed b y Frey t h a t h i s fated f a m i l i a r this fateful i n f o r m a t i o n is dependent on find f a m i l i a r with the correct ingredients
attendant i s t o b e a g i a n t s k u n k (MM). the m a g e ' s stature, w h i c h i s s i m i l a r i n and the DM rolls a base score of 81 To. It
Consequently, the cleric must search out effect to the weighting process performed seems that Salgo chose the right moment.
such a creature. I f the search is fruitful, by the cleric's patron. That is, the greater Additionally, S a l g o i s n o a p p r e n t i c e
Funk& m u s t face t h e potential f a m i l i a r the s t a t u r e , t h e m o r e s u c c e s s f u l t h e mage, and so the base chance is improved
alone and speak the w o r d s of union (treat channelling of the magic. Once the spell by 1% for every 2 levels Salgo possesses;
as a n e w first level spell: casting time:1/3 has been cast the result is unchangeable, a m o d i f i e r o f +11%. H o w e v e r, t h e D M
segment; verbal c o m p o n e n t only). T h i s the channel formed i s analogous t o t h e considers h i s a l i g n m e n t p l a y h a s n o t
interaction between the two must be the magic u s e r ' s fingerprints; a p e r m a n e n t been true, a n d t h a t Hecate m i g h t h a v e
first ever. Needless to say it is best well manifestation of the link or potential link wanted to see a little more evil; thus the
planned — a witless intrusion could spoil between the familiar and its master. Only score i s modified b y -5%. Certain o t h e r
everything. if t h e f a m i l i a r d i e s d o e s t h e c h a n n e l episodes i n h i s p a s t c a u s e t h e D M t o
In t e r m s o f r e s i s t i n g t h e w o r d s o f dissipate. make other alterations. Salgo has forced
union, the creature has a saving throw vs Divining w h a t f o r m t h e f a m i l i a r w i l l his w a y through to become President of
spells, b u t f o r each level o f t h e cleric a take is only half the problem. A receptive his Guild; +5%. He has kept up his studies,
penalty o f -53/0/-1 i s incurred o n m a g i c individual of the type identified must nest but he did once fail to meet the challenge
resistance and saving throw respectively. be f o u n d s o t h a t t h e f i n a l p a r t o f t h e of a p a l a d i n w h o w a s c a u s i n g H e c a t e
This ceremonial binding can be attempted newly-defined spell can be accomplished. some difficulty; -2%. The A r c h - M a g e has
only once per year, since i f the creature The e n c h a n t m e n t / c h a r m aspects of the also called on Hecate t o intervene, i n a
makes its save, the petitioning cleric will spell relate to the magic user's ability to situation that certainly warranted such a
be treated w i t h disdain by a patron w h o bind the familiar. However, i t should be request, b u t which has used up some of
will see t h i s as a failed test o f will. The noted t h a t t h e m a g e is u n d e r t h e same his p a t r o n ' s g o o d w i l l ; - 1 % . H i s o v e r -
cleric will need to reassume worth in the sort o f restrictions a s t h e c l e r i c w h e n bearing ego leads h i m to believe he has
deity's eyes. preparing t o u s e w o r d s o f k i n s h i p powers beyond h i s m o r t a l status; - 5 % .
How beneficial a p e t i t i o n i n g c h a n t is (casting t i m e 1/3 segment; verbal c o m - Although aged, he is sound; +2'/0. Finally,
depends upon a n u m b e r of factors. It is ponent only). DM adds a f i n a l m o d i f i e r o f +5%, s i n c e
important to consider the predisposition
of the deity concerned. Compare Hecate,
who i s a goddess o f magic, l a w f u l a n d If a spell-casting wyrm — w i t h whom run-of-the-spell
considerate of her clerics, w i t h Loki, god familiars would not last two segments — can manage
of mischief and strife, definitely chaotic
and not especially thoughtful towards his some degree of selection, surely so can any adventuring
clerics and you c a n see there is a good spellcaster
chance t h a t t h e goddess w i l l listen and
act u p o n t h e r e q u e s t , w h i l e L o k i w i l l
probably masquerade as interested, b u t For both cleric and magic user, whether Salgo's reason for wanting a familiar are
via p a t r o n b e i n g o r focused magic, t h e harmonious with his other ambitions as a
cancel t h e p e t i t i o n w i t h o u t w a r n i n g .
However, in the latter case the request is process of obtaining a familiar has many mage — he seeks more personal power!
only forfeit until the next holy day - - the common factors. First, the type of familiar
gods m i g h t be j u s t as inclined t o act in is identified. In game terms this needs to A second example is the case of the High
their clerics' interests next time! involve a procedure where a base score is Priestess o f M a r d u k , To l e m e k . M a n y
modified b y a n u m b e r o f variables. situation that certainly demanded such a
Following t h i s , t h e r e i s t h e acquisition of the variables outlined for Salgo are also
MAGIC USERS phase that depends on the use of w o r d s request, but w h i c h has used up some of
As with clerics, the magic-user's relation- of binding/kinship. relevant f o r h e r , b u t — a s m i g h t b e
ship w i t h a familiar is extremely import- To h e l p D M s visualise t h e m a n n e r i n expected — the emphasis lies elsewhere.
ant — n o t something t o be entered i n t o which the familiar type is identified, what Tolemek appears to have chosen a time
follows are two illustrations. Throughout when the stars were not favourable to her
lightly. T h e ' c o n t r a c t ' i s m o r e b i n d i n g
than a legal piece of parchment, and the both these examples, a n u m b e r o f vari- petition t o M a r d u k , f o r h e r provisional
repercussions are severe if it is broken. In ables will be introduced that should have score i s 42'/0. B e i n g 1 2 t h l e v e l , s h e
the A D & D game, magic users are ultim- an i m p o r t a n t e f f e c t u p o n t h e t y p e o f automatically receives a bonus of 2'/0 for
ately t h e m o s t p o w e r f u l o f spellcasters, familiars characters as described w o u l d every t h r e e l e v e l s o f experience; +8%.
because they are largely independent of be destined t o possess. These variables She has been true to her alignment, b u t

I M A G I N E magathw, junv 1985


21
there has been a question m a r k against information c o u l d m a k e t h i s -10%). WHAT MAKES
her professionalism. M a r d u k d e m a n d s Furthermore, magic users who have lost
that h i s c l e r i c s p r e a c h h i s t e a c h i n g s , a previous familiar should suffer a - 2 0 % A FAMILIAR?
hopefully n u r t u r i n g h i s w o r s h i p i n t h e penalty.
process. To l e m e k ' s sole c o n c e r n i s h e r The f i n a l f i g u r e s h o u l d b e c o m p a r e d To cope with the flexibility of the reinter-
addiction to the written word; -5%. with the following table: pretation o f h o w one obtains a f a m i l i a r,
The temple at which Tolemek is second- the c o n s t i t u e n t characteristics o f e a c h
in-command h a s t h e s t r i c t r u l e t h a t a l l Die roll (d100) Familiar Type type o f f a m i l i a r n e e d t o b e i d e n t i f i e d .
chromatic dragons (offspring o f Tiamat) 01-10 None Consequently, a creature m u s t all given
are t o b e destroyed w i t h o u t exception. 11-60 Domestic criteria f o r a c e r t a i n t y p e o f f a m i l i a r
Unfortunately, Tolemek showed mercy to 61-85 Attendant before it can be considered as such. The
a young female red dragon as payment for 86-99 Special resultant c l a s s i f i c a t i o n o f 4 t y p e s o f
several o l d s c r o l l s d e t a i l i n g t h e r u d i - 00 Exceptional familiar w i t h t h e i r i d e n t i f i a b l e c r i t e r i a
mentary structure of the w y r m ' s tongue. allows liberal interpretation on the part of
A p e n a l t y o f - 3 % is incurred (not more, From the results of Salgo's and Tolemek's the D M , s o t h a t f a m i l i a r s c a n n o w b e
since i t w a s a t e m p l e l a w a n d n o t o f efforts, i t is obvious t h a t t h e m a g e h a s chosen to fit a specific campaign milieu.
Marduk). I n t e r m s o f sacrifice, To l e m e k been m o r e successful. H e has managed
has n e v e r f a i l e d t o o f f e r t h e b e s t s h e to fufil h i s immediate ambition, knowing Domestic Familiars: As a group, domestic
possibly could; +10%. Despite her youth, that he is destined t o possess a Special familiars include those already available
Tolemek's o n l y a m b i t i o n i s t o increase familiar. T h e c l e r i c h a s n o t b e e n s o by t h e old f i n d f a m i l i a r spell, excluding
her collection of books, the consequence fortunate, a n d k n o w s h e r s w i l l b e a the s p e c i a l f a m i l i a r s . O t h e r p o s s i b l e
of w h i c h i s a - 2 % penalty, a n d t h e D M domestic creature. examples are: bat, ordinary (MM2), jackal
adds a n o t h e r -3(2/3 s i n c e t h e c l e r i c ' s (MM) a n d r a t , o r d i n a r y ( M M 2 ) . T h e
reason f o r calling for a familiar is in t h e Now t h a t t h e type o f familiar is known, general characteristics of this group are
hope that she obtains one which can read w h a t of its specific identity? The limited that the familiars should n o t have m o r e
magic. selection o f 6 ordinary (domestic) and 4 than 1HD; they should not possess more
special familiars, a s outlined u n d e r t h e than animal intelligence prior to becoming
The t a b l e b e l o w s u m m a r i s e s h o w t h e traditional find f a m i l i a r spell description, a familiar, and be no taller than 4feet, nor
variables a ff e c t t h e basic r o l l f o r t h e s e can only serve as a rough estimate if the more t h a n 8 f e e t i n l e n g t h . T h e r u l e
characters: full potential o f t h i s reinterpretation o f concerning h i t d i c e , a l t h o u g h i t g o e s
against the Players' H a n d b o o k advice of
2-4hps, has been altered t o incorporate
FACTOR EFFECT TOLEMEK SALGO such animals as the domestic cat (MM2)
Deity's predisposition Accepts petition YES N/A and o w l ( M M 2 ) . I n a l l o t h e r respects,
Basic roll +42 +81 follow the details in the PH, but note that
Character's level +1/2 levels (MU) +11 a f e w things m a y vary. For example, an
+2/3 Ivis (CLERIC) +08 ordinary bat at times possesses a better
A l i g n m e n t play -5%/displacement 05 armour class than 7 and the rat has the
Professionalism +/- 1-5% -05 +05 ability to cause disease.
Miscreant Behaviour +/- 1-5% -03 -02
Calls for intervention - 1 % / - 1 0 % major -01 Attendant Familiars: S i m i l a r t o t h e
Ego +/- 1-5% N/A -05 domestic group, this category deals w i t h
Sacrifice +/- 1-10% +10 N/A non-fabulous beasts with intelligence no
Ambition + / - 1-5% -02 +02 greater t h a n 7 , p r i o r t o f a m i l i a r status.
Reasons +/- 1-5% -03 +05 Their hit dice should be at least 1+1, and
can r e a c h a s h i g h a s t h e r e c i p i e n t ' s
47% 89% l e v e l / h i t dice divided b y 2 (rounded up)
+2. They can be up to 6 foot tall and 1 2
Other modifications t o t h e roll could be familiar ownership is to be realised. B u t feet i n length. Thus, a f i f t h l e v e l m a g i c
instigated b y t h e D M o r a d i s c e r n i n g how c a n a n i n c r e a s e i n v a r i e t y b e user c a n possess a n a t t e n d a n t f a m i l i a r
player. F o r example, a P C m a g i c u s e r managed w i t h o u t merely constructing a with maximum hit dice of 5.
decides to take some precautions before longer l i s t o f s u i t a b l e c r e a t u r e s i n a n The beneficial effects of possessing an
casting the spell, and seeks advice from a attempt t o cover all contingencies? The attendant familiar are that for each hit die
sage concerning the stars. This could be answer l i e s i n w h a t m a k e s a f a m i l i a r, the f a m i l i a r has, i t s m a s t e r g a i n s 1 hp,
worth +10% (although deliberately false rather than in just what is. while a n y appropriate s e n s o r y abilities
are placed at the spellcaster's disposal. If
killed, t h e o w n e r w i l l s u ff e r t h e loss o f
double t h e h i t p o i n t s o r i g i n a l l y gained,
permanently.

Special Familiars: Members of the special


familiar's category are fabulous in nature,
with t h e i r h i t dice n o t exceeding 4 a n d
their i n t e l l i g e n c e b e t w e e n 5 a n d 1 4
initially. O b v i o u s l y t h e b r o w n i e , i m p ,
quasit a n d pseudo-dragon f a l l i n t o t h i s
group, along with other possibilities such
as mephits (FF), grigs (MM2) and scream-
ing devilkin (FF). A s with standard types,
no special familiar can be greater than 4
feet in height or 8 feet in length (when in
true form).
In terms of powers transferred, the only
general guidance that can be given is that
when a D M nominates a creature as a
specific familiar, the traditional examples
should b e u s e d a s pointers c o n c e r n i n g
22 I M A G I N E magazine, Pine 1985
the benefits accrued b y t h e spellcaster. would be little deliberation on the part of
The m o s t important consideration is the the s t y x devil concerning w h a t i t s n e x t
maintenance of game balance action would be; Geryon is always ready
Take, f o r e x a m p l e , C e l e , t h e e l v e n to be entertained at home.
mage, w h o has an e l f i n c a t ( M M 2 ) as a The simple conclusion to this section is
special f a m i l i a r. A s a r e s u l t o f t h e i r that t h e specific i d e n t i t y o f a f a m i l i a r,
special relationship, t h e y can c o m m u n - given its category, is dependent upon the
icate telepathically for over a mile; Cele DM's preference. I t c o u l d b e a r a n d o m
receives the cat's Magic Resistance when choice o r i t c o u l d b e i n t u n e w i t h a
within 1 " o f t h e f e l i n e a n d g a i n s i t s character's desires. F o r example, Salgo
alertness ( o n l y s u r p r i s e d 1 / 2 0 ) w h e n has a l w a y s c r a v e d f o r a q u a s i t . T h i s
within 3 " o f t h e o t h e r. H o w e v e r, i f t h e monster falls w i t h i n the restraints of the
familiar i s killed, t h e n Cele w i l l l o s e 1 special familiar category and thus would
point of constitution for every hit die the be an apt choice. The case of Tolemek is
familiar possessed, - 3 in Cele's case. somewhat different. She wanted a famil-
iar that could read magical script, but the
Exceptional Familiars: T h i s g r o u p holds outcome o f h e r p e t i t i o n w a s t h a t h e r
the e l i t e o f familiars. T h e i r intelligence destined c o m p a n i o n w a s t o b e o f t h e
ranges from 7-18, and obviously they are domestic type. N o n e o f t h e s e c a n r e a d
fabulous in nature. Their hit dice are not magical s c r i p t ! H o w e v e r, a c c o r d i n g t o
allowed t o exceed h a l f t h e spellcaster's Legends & L o r e , M a r d u k ( To l e m e k ' s
levels (rounded up) and in true form they patron) favours birds, and therefore she
are limited to 6 feet in height and 12 feet receives a c r o w — or at least she m u s t
in length. bind such a creature to herself, as Salgo
For example, Wizard (11th level) Galtrax must his quasit!
has been very fortunate in h i s call f o r a Although it is open for the DM to bypass
familiar and h a s obtained a r e d abishai the petition or magic channel and simply
(MM2). O t h e r possibilities w e r e a b l u e choose an appropriate familiar, it seems
abishai or duegar (MM2), to name just a more balanced, l o g i c a l a n d f l e x i b l e t o
couple. H o w e v e r, s u c h m o n s t e r s a s a involve forces of discrimination t h a t can
green abishai a n d bearded devil ( M M 2 ) be applied equally to a n u m b e r o f s i t u -
could n o t be considered because o f t h e ations. Because o f such i n t e r v e n t i o n i n
respective excess in hit dice and size. terms of a chance roll, a PC must carefully
It is more hazardous for the DM to work plan his single call for a familiar. He must
out the powers obtained by the master of continually w a t c h h i s role-playing even
an exceptional f a m i l i a r because o f t h e before a s p e l l i s cast, a l o n g w i t h a n y
lack of rulebook examples. To clarify the 1" o f the devil; its sensory abilities; and, ambitions. Thus the character begins not
position, consider the example of Tellec, while t h e d e v i l r e m a i n s o n t h e p r i m e only to exist in the present, but to a degree
cult worshipper of Geryon: material plane, Tellec's level is increased possesses a past and a future.
Tellec, an evil priest, has been a faithful by 2. However, t h e r e are conditions for Previously, a c h a r a c t e r w o u l d e i t h e r
Tellec, an evil priest, has been a faithful such favouritism; Te l l e c m u s t supply a decide to try for a familiar or w o u l d not,
and s u c c e s f u l s e r v a n t o f G e r y o n . O n human sacrifice once per month, donate regardless o f t h e s i t u a t i o n , s i n c e t h e
reaching 1 4 t h level, s h e petitioned t h e 1/4 o f h e r t r e a s u r e t o t h e devil (latter's outcome w a s b e y o n d t h e spellcaster's
devil for a f a m i l i a r to aid her ambition of choice) a n d f e e d t h e f a m i l i a r o n t h e control. W i t h the DM n o w weighting the
increasing Geryon's cult following, w h i l e cleric's own blood.... result a s a c o n s e q u e n c e o f c h a r a c t e r
simultaneously reducing those o f Belial There are also potential risks involved. performance, it should be an incentive for
and Moloch. S h e w a s 'blessed' w i t h a n If the devil 'dies', then Tellec would suffer improved role-playing — even for clerics.
exceptional familiar in the form of a styx the permanent loss of 1 point of constitu- With g o o d p l a y, n o m o r e t h e f a m i l i a r
devil (FF)! T h e p o w e r s Te l l e c r e c e i v e d tion for each h i t die the devil possessed liability, but rather an unfamiliar one!
were 50% Magic Resistance when within -7. Needless t o say, i f Tellec died there 41*5 M a r k Davies

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'MAR OROS ttiSOLINGAII

I M A G I N E ma9azine, Ilene 1985 23


TIJBFt 15ccipE
ADVENTURE HOLIDAYS

Peering through the coarse bracken


we view the only bridge across the
river. Alas, how do we deal with that
encampment of fearsome creatures
squatting and snarling their curses to
unknown ears! A fight breaks out,
giving our warriors an opportunity to
charge forward! To o late, the
creatures rally themselves for the
ensuing awesome fight, but being
overwhelmed they flee in confusion
— the bridge is ours!
Time for something to eat.

This may have been an episode in


any tabletop role-playing game in
the safety of your own home.
Imagine the personal glory of
defeating those fearsome creatures
during your real time role-playing
experience under the personal
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here at TIM ESCAPE.

AN ACTION PACKED WEEK OF ROLE-PLAYING ACTIVITIES, WHERE


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GOTHIC HORROR A D V E N T U R E P Y R A M I D S OF POWER
FUTURISTIC A D V E N T U R E OUTING TO A N HISTORIC LOCATION
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BANQUET and much more.

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Or telephone 0 2 5 5 5 5 3 3 1 2 for more details.
24 Please m e n t i o n I M A G I N E m a g a z i n e w h e n r e p l y i n g t o a d v e r t i s e m e n t s
Yiriv g l y y
ihe M a c & g v

by Paul Emsley
This m o d u l e i s s u i t a b l e f o r u s e w i t h e i t h e r t h e D U N G E O N S & Wherever alternatives are given for a particular piece of i n f o r m a t i o n (eg
DRAGONS" or ADVANCED DUNGEONS & DRAGONS Rgames. hp 8 / 11 )the D & D game statistics are shown before the slash and those
Set in the City League, part of I M A G I N E " magazine's campaign world for the A D & D game after.
of Pelinore, it can instead be placed in any city setting of the Dungeon
Masters's o w n devising. Minor Non-Player Characters
Less i m p o r t a n t NPCs w i l l b e described m e r e l y b y n a m e a n d a f e w
STATISTICS descriptive sentences. A l l s u c h c h a r a c t e r s a r e N M / F 0 , h p 4 u n l e s s
The format given below for statistics is the standard one used for all the otherwise defined. I t i s possible t h a t a n o t h e r w i s e u n i m p o r t a n t NPC
major City League non-player characters (NPCs) who have appeared in might become the centre of undue attention during the game, in w h i c h
I M A G I N E magazine. Permission is granted to reproduce this i n f o r m - case the D M should add whatever statistics are required.
ation for personal use for those players who wish to store the campaign
material. Abbreviations
In a d d i t i o n t o t h e u s u a l a b b r e v i a t i o n s u s e d i n N P C a n d c r e a t u r e
Major Non-Player Characters statistics, the following w i l l also be used:
W h e n e v e r important NPCs are described in the text they will be given in For t h e A D & D g a m e : A s s a s s i n ; A c r o b a t ; B a r b a r i a n ; B a r d ; C l e r i c ;
a standard format. W h i l e all the statistics are for the D & D and A D & D Cavalier; D r u i d ; F i g h t e r ; F r e e m a n ; I l l u s i o n i s t ; M o n k ; M a g i c U s e r ;
games, the general information about each character will allow referees Paladin; Ranger; Thief.
using o t h e r systems t o quickly extrapolate t h e i n f o r m a t i o n required. For t h e D & D g a m e ( w h e r e these are different): Av e n g e r ; D w a r f ; Elf;
Details of the characters will be presented as follows: 1/2Iing; Knight; N o r m a l M a n .
Races (where not covered by the above): 1/2Elf; Gnome; Human, 1/20rc.
Line 1: Identifying Number; Name; Gender; Class & Level; A l i g n m e n t .
Line 2: Weapon; A r m o u r class; hp Spellbooks
Line 3: Race (immediately below ID number)
Lines 4-10: A b i l i t y statistics in the form 'S 17', etc Magic-using NPCs' spellbooks s h o w level, followed in brackets by the
Lines 4-10: Indented f r o m the statistics — details of character spells as numbered in the relevant rule books. The spell will be marked
El appearance w i t h an asterisk if it is currently memorised; eg 1 (2, 3*) means that the
0 occupation MU has the first level spells numbered 2 and 3 in her spell book and that
El characterizations number 3 i s c u r r e n t l y m e m o r i s e d . F u l l s p e l l m e m o r y m a y n o t b e
0 contacts allocated to a l l o w the D M some flexibility in this regard.

I M A G I N E magazine, June 1985


25
DM's INTRODUCTION
The Freeman or Freewoman
Access t o copies of the relevant rule books is required and access to
In t h e P e l i n o r e campaign, a n o n - p l a y e r character class h a s been I M A G I N E m a g a z i n e s # 1 9 ( p l 0, L a w a n d O r d e r ) and 4 2 6 (p13 T h e
created for use in towns and cities. Rather than have these populated Gods o f Pelinore) w i l l prove useful, b u t n o t essential t o r u n n i n g t h e
by just a m i x t u r e of exotic adventurers and thousands of zero-level adventure. N o t e a l s o t h a t s o m e P C s m i g h t h a v e k n o w l e d g e o f t h e
fighters ( N M / E 0 ) , t h i s class allows for t h e development of a great general background to the struggle between Pharastus and Tarmenel, if
many people m e r c h a n t s , functionaries, clerks, bankers, guildsmen they played in the module The N e c k l a c e o f Lilith (IMAGINE magazine,
and others. Note that this is not intended to be a class available to 420), or, alternatively that O n e Fine D a y. . . . m i g h t make an interesting
player-characters and, after a quick look, very f e w players would be introduction to that adventure.
that keen to joins its ranks anyway. Unlike many adventures, characters in One Fine Day.... will succeed
or fail almost regardless of their level or numbers. It is quite possible that
a party of one, t w o or three, intelligently run, mid-level characters will
Character Abilities
have far greater success than a large group of all-powerful h i g h level
Abilities are rolled up as usual; these people are no more or less able types. T h e D u n g e o n M a s t e r ( D M ) s h o u l d r e a d t h r o u g h t h e m o d u l e
than t h e a v e r a g e a d v e n t u r e r. I n c e r t a i n circumstances, t h e D M before running it to decide w h e t h e r it is suitable for the characters and
should r e d u c e s o m e a b i l i t y s c o r e s t o a l l o w f o r t h e l e s s - t h a n - players in his or her campaign.
strenuous t r a i n i n g t h a t n o n - a d v e n t u r o u s Freemen o r F r e e w o m e n
may have had
Background
Bonuses due to character abilities 'Know then, 0 Prince, that in ages past the priests of Pharastus (may
their very shadows writhe in torment) hunted across the lands, slaying
Strength: No a t t a c k / d a m a g e and reaving the clerics of Tarmenel, and others of purity and goodness.
bonuses, others normal Pharastus (who should not be named in jest) exulted in the deeds of his
Intelligence: Normal language infidel followers, foul, unnatural and criminal as they were.
bonuses 'Know further, 0 Mighty Prince, that, at the last, men turned their
Wisdom: Normal Saving T h r o w hands and swords against the accursed ones. The hidden temples of
bonuses Pharastus were cast down into the dirt, their disgusting congregations
Dexterity: No missile bonuses, transported into mean slavery and the unclean priests slain. A n d
others normal henceforward the lands o f men knew peace and prospered mightly
Constitution: Ordinary (non- under the enlightened rule of your forefathers.
fighter) h i t point bonuses 'But also know, 0 Wise and Puissant Visitor, that still the foul worship
Charisma: Normal of Pharastus continues, hidden in darkness from the eyes of the just and
noble....'
Character class details
Hit die type: d 4 / d 6 Thus spoke lacub, 2 3 9 t h G u i l d m a s t e r o f L u m i n a r i e s , a n d h i s w o r d s
Max no of hit dice: 9 (+1 hp for were recorded i n t h e s t u p e n d o u s l y v o l u m i n o u s Wo r d s To A V i s i t i n g
each level above 9) Prince (a fi rst-edi ti on c o p y o f w h i c h exists in t h e Capitol library). The
Spell ability: n i l exact station o f lacub's listener a n d even h i s very existence h a s
Level limit: n o n e been a constant source of debate for scholars and scribes ever since the
Armour: any, but rarely w o r n book came to light, some seven centuries ago. lacub's words are often
Shield: possible quoted b y ecclesiastical a n d s e c u l a r a u t h o r i t i e s i n s u p p r e s s i n g t h e
Weapons: any, b u t only ever secret worship of Pharastus which continues to the present day in many
proficient i n one (-5 non- parts of Pelinore, including the City League.
proficiency penalty)
Combat table: attack as magic Rendoulf Breeks, the owner of Djon Radreasen's Apothecary in Piper's
users of equivalent level Corner is, by appearances, a normal shopkeeper. Like most of his fellow
Oil? yes traders in the Boroughs district of the City League, he seems w o r r i e d
Poison? yes about t h e f l u c t u a t i o n s o f trade, rising costs a n d lazy staff. H o w e v e r,
Racial restrictions: none u n k n o w n to anyone save his wife, Mosaiche, he is actually A n g s t e a r,
Beloved of Pharastus, a cleric of the murderous cult.
The l e v e l o f a F r e e m a n o f F r e e w o m a n i s n o t d e t e r m i n e d b y Rendoulf/Angstear a n d M o s a i c h e c a r e f u l l y m a i n t a i n a f a c a d e o f
experience p o i n t s b u t b y a c o m b i n a t i o n o f t h e i r w e a l t h , a g e a n d respectability, despite the fact that customers are occasionally aided in
influence. A t 10th level Freemen and Freewomen become members 'entering t h e a r m s of Pharastus' by judicious additions t o t h e i r u s u a l
of the nobility. T h u s a s i m p l e bureaucratic flunkey w o u l d be F r i . a preparations. I f his simples, potions, herbs and spice m i x t u r e s do n o t
j o u r n e y m a n of a guild Fr2, a wealthy trader Fr5, a courtier Fr8 and so seem as effective as they might be, or those who are ill take a turn for the
on. They may use any magical item that can be used by a fighter or worse, no blame is to Rendoulf Breeks, Senior M e m b e r of the Guild of
thief. Freemen and Freewomen save as fighters of the same level. Apothecaries and Herbalists. Cannot a cholic or quinsy kill a m a n w h o
does not take care of himself?
On t h e f o l l o w i n g table, s o m e o f t h o s e Freemen a n d w o m e n w h o Over recent months R e n d o u l f / A n g s t e a r has begun taking a variety of
have b e e n detailed s o f a r i n t h e magazine a r e s h o w n , w i t h t h e i r herb and drug preparations during ceremonies in honour of Pharastus.
profession and code number, to give an idea of how the various levels During the twitching trances induced by these drugs R e n d o u l f / A n g s t e a r
work: has been granted visions w h i c h have lead h i m to n e w foulness in the
service of his god. A t the urging of his hallucinations, he has hatched a
Fri M a r a t a r , Emanlia, Jasmina and Last Hope B u r w r i g h t (10d-g) scheme to corrupt a good man to the service of Pharastus, feeding the
Millers' daughters; Countess Elavia of Cerwyn (aged 15) unfortunate victim with a mind-altering preparation that induces violent
Fr2 H u r n a k e r S c a r d ( 4 a ) B r e w e r ; S a m u e l E v e n i n g ( 9 h ) Cook; amnesiac fits. The potion w a s brewed, and a victim sought...
Ja'n'it E v e n i n g ( 9 i ) S t o c k w o m a n ; M i l l i p y B u r w r i g h t ( 1 0 b ) Sir Rubin H e w d was u n f o r t u n a t e enough to come to the attention of
Seamstress; M e l o m (23b) Peasant Rendoulf at the opportune moment. Sir Rubin, a fighting soldier, suffers
Fr3 M y l i t i s Ep-Stein (2a) Apothecary; L i n k P i n t h r i p (3b) M o n e y from h e a d a c h e s w h e n r e q u i r e d t o t h i n k a b o u t i d e a s b e y o n d t h o s e
collector for Travellers' Shrine; Olivine Burwright (10c) Miller; normal to a soldier. Grown popular in the service of Nortus d'Erebia, the
Mailai Frith-Lorendar (15b) Clerk; Daliel (15c) Assistant Clerk; Count o f Bereduth, S i r Rubin h a s become a potential t h r e a t t o s o m e
Redbeam (15i) Cooper; i'Nimma, i ' N e m m a (19c-d) M u m m e r s minor m e m b e r s o f the family. Hence h i s presence i n t h e City League
Fr4 C e l i n e B u r w r i g h t (11 a) Ale-house o w n e r (with his clerk, Grame Merels), overseeing negotiations with the Guilds
Fr5 J a s p e r B u r w r i g h t (10a) Miller; A e t h e l r o n Verthill (21b) A s s t of Butchers, Millers and Sutlers, fixing the prices for Bereduth produce.
Arena manager; M a t r e x e s di Regines (CD5a) Landowner Sir Rubin developed a persistent pain b e h i n d h i s l e f t eye d u r i n g t h e
Fr6 L o n g e l f (19b) Tumbler negotiations and, as he happened t o be lodging a t the B l u e Piper, h e
Fr7 G i l a s Widgery (15a) Magistrate; Estorillian (15h) Silversmith; called at Djon Radrasen's Apothecary for a remedy. Rendou If s a w his
Sir Jeorge Fardwarm, High Steward of Cerwyn chance and added a f e w extra ingredients to Sir Rubin's tonic.
Fr8 M a l a c h i t e B u r w r i g h t ( 9 a ) M U S c h o o l S t e w a r d ; O n e - e y e d Three days later Sir Rubin w a s in the grip of a fever. M e r e l s sent for
Sadford (33k) M e r c h a n t Captain Rendoulf a s an old soldier he had seen physicians and surgeons in
Fr10 O h n e Parsite aka Lady Miralex, Duchess of Ealer (11 h); Pablo action. R e n d o u l f d i a g n o s e d S i r R u b i n a s c h o l e r i c a n d a t r i f l e
Fanquay (19a) S h o w m a n melancholic, and stipulated complete rest, a diet of beans and garlic and
regular doses of a potion of his own devising to cool the blood. The first
26 I M A G I N E nuipdtte, June 1985
t w o parts of the t r e a t m e n t could be dealt with
by the staff at the Blue Piper. Rendoulf agreed
to s e n d E l l u c a s i m , h i s apprentice, w i t h t h e
potion, each day at dusk. A f t e r giving Sir Rubin
a dose of the potion and charging h i m 200gp,
Rendoulf left.

That v e r y e v e n i n g t h e h i d e o u s l y d i s f i g u r e d
corpse of a young m a n w a s found in the alley
by Piper's Theatre. A t first i t was thought that
only a w i l d beast could have killed h i m i n so
savage a fashion, a n d B r e n d e s Feergarl, t h e
Bear-tamer, came under immediate suspicion
— o r a t l e a s t h i s b e a r did. S u c h s u s p i c i o n s
were q u i c k l y allayed w h e n B r e n d e s a n d h i s
bear were found similarly slain in the stables of
Piper's Theatre t w o nights later. Over the next
fortnight n i n e m o r e corpses t u r n e d u p in t h e
immediate vicinity of Piper's Corner, all brutally
murdered.
Sir Rubin, confined t o his sick bed, heard of
the m u r d e r s and the lack of progress that the
Borough D i s t r i c t M i l i t i a a n d G u i l d M i l i t i a s
were m a k i n g f r o m h i s clerk, M e r e ' s . A w a r e
that in his present weakened state he could not
extend h i s p r o t e c t i o n t o t h e terrorised c o m -
munity, h e ordered M e r e l s to sell h i s a r m o u r
and o f f e r t h e m o n e y, s o m e 2 0 0 0 g p , a s a
reward for the capture of the murderer.
The m u r d e r e r i s c l o s e r t h a n S i r R u b i n
realises, a s i t i s h e w h o i s c o m m i t t i n g t h e
crimes u n d e r t h e i n f l u e n c e o f R e n d o u l f ' s
potion. R e n d o u i f h a s s t a r t e d r e d u c i n g t h e
concentration of the potion he is giving to Sir
Rubin w i t h o u t r e d u c t i o n i n i t s effects. Every
other n i g h t after being dosed w i t h Rendoulf's
'cure', S i r R u b i n r i s e s f r o m h i s s i c k b e d ,
descends to the streets and stalks in search of
lone victims. A f t e r battering t h e u n f o r t u n a t e
person t o death S i r R u b i n r e t u r n s to h i s bed
and sleeps peacefully until morning. W h e n he
wakes h e i s u t t e r l y u n a w a r e of w h a t h e h a s
done.
The Victims
Time Scale of Events The v i c t i m s a r e a s o m e w h a t m i x e d b a g , s l a u g h t e r e d b y S i r R u b i n
4 years ago: Rendoulf/Angstear purchases a n equal share i n the because t h e y happened t o be in t h e neighbourhood o f Piper's Corner
business of Djon Radrasen & Son, Apothecary, from Luchas Radrasen. w h e n h e w a s under the influence o f the potion. A s such, t h e y do n o t
18 m o n t h s ago: L u c h a s Radrasen dies after mistaking blackcurrants have a n y t h i n g i n c o m m o n t o l i n k t h e m a s a g r o u p , a l t h o u g h
and deadly nightshade berries. A verdict of death by misadventure is appearances are deceptive....
returned by the District Court six m o n t h s later. Naturally, if the player characters decide to investigate any possible
5 m o n t h s ago: Rendoulf Breeks moves stock Out of the cellar and into c o m m o n factors among the victims in an attempt to trace the murderer,
the main part of the Apothecary. Rumours that this is due to subsidence the D M should let t h e m do so, a n d perhaps even t h r o w i n a f e w 'red
cause a d r o p i n p r o p e r t y v a l u e s i n t h e s u r r o u n d i n g b l o c k s . herrings'. They will receive no information at all from the District Militia.
R e n d o u l f / A n g s t e a r secretly constructs a small temple to Pharastus in The exact timescale of the killings is left to the DM, to fit i n w i t h the
his cellar. general f l o w of the campaign, but they occurred in the following order:
4 w e e k s ago: Sir Rubin Hewd and Grame Merels take up lodgings in the
Blue Piper w h i l e they conduct negotiations w i t h various Guilds. 1. Hurer Gardille, t h e son of a m i n o r official i n Borth, w a s a r a n d o m
3 w e e k s a g o : S i r R u b i n t a k e n i l l . T h e m u r d e r s begin. T h e k i l l i n g s killing. He was on his way back to his lodgings at the Ford Inn (5)from
continue a t s e m i - r a n d o m i n t e r v a l s a s doses o f R e n d o u l f / A n g s t e a r ' s the Theatre (74) w h e n Sir Rubin struck. Nobody at the Ford k n o w s
foul potion are administered to Sir Rubin. much about him, except that he was a 'nice young man'.
5 d a y s a g o : A d o u b l e killing. O n e i s a n o t h e r i n t h e series of savage 2. Brendes Feergarl a n d h i s bear w e r e i n t h e employ of A u g k u s t e e n
attacks, the other is caused by a a dagger wound in the back of the neck. Hammardius, the actor-manager of Piper's Theatre. Their job was to
entertain audiences before and after plays. They were both living in
the stables of the theatre and Brendes kept himself to himself.
Involving the Player Characters 3. J u u r a Feergarl ( n o relation) w a s t h e M a s t e r o f M u s i c a t P i p e r ' s
Exactly h o w the player characters become involved in One Fine D a y. _ Theatre. He lived at the Blue Piper and liked his drink — local opinion
is a m a t t e r for the D M to decide. It is quite possible that the reward of had it that he w a s due to d r o w n unless he fell f r o m t h e m i n s t r e l ' s
2000gp offered by Merels on behalf of Sir Rubin could bring the matter gallery of the theatre and brained himself first. Popular character, no
to their attention. B u t there are a n u m b e r of other methods for getting enemies.
players involved in (solving) the murders: 4. G u r r i t w a s a r a n d o m killing. A linkboy, he w a s w a i t i n g to l i g h t the
way h o m e for theatre-goers w h e n he w a s killed. S o m e t h i n g o f an
1. The PCs are walking back to their lodgings one foggy evening w h e n urchin, nobody in Piper's Corner knows where he lived.
they are unsuccessfully attacked by the murderer (Sir Rubin). In the 5 & 6. Breda and Shae were two dancers from Piper's Theatre, w h e r e
confusion and the fog, Sir Rubin escapes.... they w e r e c u r r e n t l y lodged. K i l l e d o n consecutive evenings, t h e
2. A n o t h e r m u r d e r i s c o m m i t t e d . T h e body i s discovered a n d i n t h e bodies were not discovered for two days, so it was assumed that the
subsequent h u e and cry for the Militia, suspicion falls on the o n l y girls w e r e o u t w i t h ' g e n t l e m e n friends'. None o f their ' g e n t l e m e n
outsiders present: t h e player characters. friends' has come forward since the girls were killed.
3. A previous contact, or a relative of a player character falls victim to 7. Dianel Oppes w a s another apparently random victim. A scribe and
the murderer, and his or her heirs ask the player characters for aid. occasional employee of Luchael Alluminor, the bookseller, he tended
4. I f the PCs are lodging at the Ford Inn in Westmeet Square, their first to spend many of his hours slumped over his cup at the Blue Piper or
knowledge of the murder will be a visit by the Borough District Militia working in the shop, w h e r e Luchael allowed h i m to sleep. A d r u n k
checking on t h e first victim, H u r e r Gardille. This course allows the and wastrel w i t h considerable (wasted) talent as a pen-man.
murders t o be i n t r o d u c e d a n d a s s u m e greater importance over a 8. Soe, a n o t h e r dancer f r o m Piper's Theatre, w a s killed a t t h e stage
period of weeks as Hurer's killer is not brought to book. door as she was going to fetch a jug of ale for Augkusteen.

I M A G I N E magazine, June 1985


27
9 B u r d o c k just happened to be in the w r o n g place at the wrong time. W h e n u s i n g t h e D & D game, t r e a t d r o w as
Ostensibly a street entertainer, playing the flute (very badly) for all the f u n c t i o n a l e q u i v a l e n t o f e l v e s i n m o s t
those w h o w o u l d not t h r o w h i m a copper or two, Burdock w a s the respects, s a v e t h a t t h e y a r e a s evil a s m o s t
eyes of the Borough District Militia in the Piper's Corner area, quietly ordinary e l v e s a r e good. P h y s i c a l l y t h e y a r e
watching the doings of all the inhabitants. little different, except for their black skins and
10 A y b h e w a s the fourth dancer from Piper's Theatre to lose h e r life; pale hair. Drow are extremely sensitive to light.
actually murdered on the stage of the theatre and left hanging from Mosaiche humiliated her clan by associating
the minstrel's gallery, the last victim (to date) of Sir Rubin. w i t h Rendoulf, a m e r e h u m a n , a n d t h e c l a n
11 T h e l a s t corpse t o b e f o u n d w a s t h a t o f Isbee, R e n d o u l f Breek's mothers exiled her. H o w e v e r, because o f the
journeyman. H e had been stabbed and t h e corpse t h e n beaten t o rivalry inherent in d r o w society, i t w a s inevit-
hide t h e w o u n d . I s b e e w a s k i l l e d o n t h e s a m e n i g h t a s A y b h e able t h a t exposure o f h e r indiscretion w o u l d
because the journeyman made a suggestive remark about Mosaiche, become the strategy of another clan. The drow
w h i c h deeply angered Ellucasim. So far everyone has assumed that at t h e B l u e P i p e r h a v e c o m e t o k i d n a p
this killing is just one more in the sequence of violence. Mosaiche, take her home and humiliate her —
and b y extension h e r c l a n — b y extracting a
The adventurers w i l l find i t very difficult to cast any raise spells on the public confession of her 'degradation'.
victims, a s t h e y have all been buried except for the t w o m o s t recent The d r e w k n o w she is m a r r i e d t o a h u m a n
victims. The temple authorities will object to any such behaviour on their w h o pretends to be a seller of herbs somewhere
premises, and the District Militia are operating in sufficient n u m b e r s in in the Borough. They do not yet know that their
the area to prevent the PCs indulging in excessive u n l a w f u l behaviour target is literally yards away, hampered as they
(but not in such numbers that will stop the sudden and brutal murders). are by their dislike of sunlight and difficulties of
If speak w i t h dead is cast, the results of any conversations with the dead fitting i n t o h u m a n society.
should be ambiguous and largely meaningless. None of the victims saw Their actions depend largely on those of the
Sir R u b i n d u r i n g t h e attacks, a n d t h e y a r e a l l m o r e c o n c e r n e d w i t h adventurers. T h e y w a n t t o k i d n a p Mosaiche,
finding c o m f o r t a b l e resting places than w o r r y i n g about the m u n d a n e not cause trouble with lesser breeds, so if dealt
concerns of the living. Isbee did recognise his killer, and will name him if w i t h openly they will be co-operative, but not 0 111 • 11 . 1 . 1 . .
asked. The DM should allow the players to interpret this piece of data in very imformative. They k n o w nothing of life in E r n i a t i l l a r
the League, and w i s h to k n o w even less, other 1
any m a n n e r they chose.
than w h e r e t h e y can f i n d M o s a i c h e . They do
k n o w that Angstear is a priest of Pharastus, so F4511.1111r
Rumours an e x c h a n g e o f i n f o r m a t i o n i s p o s s i b l e :
ilf4r4!!
16hoo
11–aanr
Violent death has become the (almost only)t o p i c of conversation among Mosaiche's w h e r e a b o u t s f o r R e n d o u l f /
the u s u a l l y g o s s i p y i n h a b i t a n t s o f P i p e r ' s C o r n e r, a n d t a p r o o m Angstear's true identity and evil beliefs. O.ogges.,
hl!
detectives have h e l d f o r t h a t great length o n all aspects o f the grisly Once t h e y f i n d M o s a i c h e ( t h e D M s h o u l d
matter. The Borough District Militia have been remarkably quiet about assume t h e y d o s o a f t e r 3 - 4 d a y s i f t h e
the whole affair, other than to say that the matter is 'in hand', which has adventurers have not dealt with them by then)
f u r t h e r f u e l e d i l l - i n f o r m e d and prejudiced speculation. T h e i r w o r k i n g they will break into the Apothecary and kidnap
hypothesis is that the murders are a vendetta against the Theatre, and her. The shop will then be fired and one of the
most o f t h e i r e f f o r t s a r e d i r e c t e d t h i s w a y. O t h e r t h a n g e n e r a l male d r o w killed a n d h i s b o d y b u r n t beyond
agreement that the killings are the work of a complete madman, and that recognition to provide the expected corpse.
n e w locks a r e t h e o r d e r o f t h e day, l i t t l e a g r e e m e n t exists a n d n e w The d r o w n e v e r u s e t h e i r n a m e s w h e n
suspicions have been added to old dislikes. outsiders are present, and always defer to the
In casual conversation and w h e n questioned, NPCs will k n o w 1-3 of authority of Coreniashe.
the f o l l o w i n g r u m o u r s a n d i t e m s o f m i s i n f o r m a t i o n w h i c h , i n m o s t
cases, they will be only too pleased to share w i t h the adventurers: The D&D game: 69 Tail(
Corenaishe: A C 7; Elf 7; hp 25 M V 150' (50'); Cloth Me
1. The victims visited the arena regularly and they all w o n a relatively AT 1; D b y w e a p o n ; Save as Elf +2; M L 12;
large s u m on a single chariot race (false). AL C; XP 1 2 5 0 ; T H A C O 1 5 ; S p e l l s — c h a r m
2. A l l the victims had blue eyes and fair hair (partially true, the theatre person, magic missile, sleep, continual dark-
dancers had dyed blonde hair and Diane' Oppes had w h i t e hair). ness, mirror image, f i r e ball, w a l l o f fire;
3. ' M o s a i c h e is a vampire. A f t e r all, she is never seen outside w i t h o u t armed w i t h dagger and one-handed crossbow (see below).
her veil....' (false). Doriade, h e r sister: A C 5 ; E l f 5; h p 1 8 ; M V 1 5 0 ' (50'); A T 1; D b y
4. Somebody in Piper's Corner is a w e r e w o l f (false, and the speaker will weapon; Save as Elf +2; M L 12; A L C; XP 425; THACO 17; Spells — (as
always refuse to name a specific somebody). CS) cause light wounds, cause fear, blight, hold person; armed with
5. 'It's those two from Bereduth.... never did trust outsiders....' (partially flail, Doriade keeps a black w i d o w spider (AC 9, h p 1, A T 1 D poison —
true, as S i r Rubin is t h e murderer, b u t the accusation i s based on save vs poison at -4 or die) in a finely w r o u g h t silver cage at her belt.
prejudice rather than reason). Borendene, Despene and Grene, the males: AC 5; Elf 2; hp 9; MV 120'
6. A l l the killings are the w o r k of the Thieves' Guild (false). (40'); . A T 1 o r 2; D b y weapon; Save as Elf +2; M L 12; A L C; X P 30;
7. A l l t h e killings are t h e w o r k of the K n i g h t s Ocular (false, a n d t h i s THACO 1 9 ; a r m e d w i t h d a g g e r s , s h o r t s w o r d s a n d o n e - h a n d e d
suspicion w i l l only be voiced by the very drunk or very stupid). crossbows, Grene has the abilities of a Thief 5.
8. 'Things have never been the same since Rendoulf Breeks and that All drow can cast faerie fire (see Companion rules), darkness, detect
foreign w i f e o f h i s b o u g h t D j o n ' s s h o p . . . . ' ( p a r t i a l l y t r u e , a s magic, k n o w a l i g n m e n t and levitate. In addition, the females can cast
Rendoulf/Angstear is the cause of all the mischief). clairvoyance, dispel magic and ESP.
9. 'There is something not quite right about that boy Ellucasim....' (true, When in bright light d r o w attack at -2, and suffer a -2 penalty to their
he murdered Isbee and is infatuated w i t h Mosaiche). saving t h r o w s against light-based spells.
10. I t m u s t be political. The Borough M i l i t i a have been w a r n e d off by a
high-and-mighty in the Punctilio (false). The AD&D game:
11. ' T h e r e are five s t r a n g e r s at the B l u e Piper, b u t they couldn't have Corenaishe: AC 7; M V 15'; HD 7; hp 30; . A T 1; D by weapon; SA spells
anything to do w i t h ( t r u e , see The P l o t Thickens below). (as MU 7) — affect normal fires, burning hands, feather fall, read
12. O r d o or Crenafer are the killers. They have shocking tempers (false, magic, darkness 1 5 ' radius, detect invisibility, invisibility, fireball,
although both are given to fits of rage). hold person, w a l l o f fire; Int High; A L CE; Size M x p 1140; THACO 13;
armed w i t h dagger and one-handed crossbow (see below).
Doriade, h e r sister: A C 5; M V 15'; HD 5; h p 25; A T 1; D by weapon;
The Plot Thickens SA Spells (as C5)— curse, cause light wounds, darkness, hold person,
obscure alignment, silence 1 5 ' radius, cause blindness; Int High;
Staying at the Blue Piper are five mysterious people, the source of some AL CE; Size M , x p 4 5 0 ; THACO 15; a r m e d w i t h flail; D o r i a d e keeps a
casual talk in the neighbourhood, a l t h o u g h everyone agrees that they black widow spider (AC 10, hp 1, . A T 1 SD poison s a v e vs poison at -4
are just eccentric foreigners, because they arrived only three days ago, or die) in a finely w r o u g h t silver cage at her belt.
after t h e m u r d e r s started. N e v e r appearing i n p u b l i c w i t h o u t heavy Borendene, Despene and Grene, the males: AC 5; MV 12'; HD 2; hp 17
cloaks a n d y a s h m a k s , k e e p i n g t o t h e i r r o o m s , s a y i n g l i t t l e a n d each; A T 1 o r 2; D by weapon; I n t High; A L CE; Size M; xp 9 9 each;
apparently never eating or drinking, their m o n e y is the right colour so THACO 1 6 ; a r m e d w i t h d a g g e r s , s h o r t s w o r d s a n d o n e h a n d e d
they are left to their o w n devices. crossbows; Grene has the abilities of a Thief 5.
So f a r, n o b o d y h a s connected t h e appearance a n d habits o f these All drew can cast dancing lights, faerie fire, darkness, detect magic,
strangers w i t h those of Mosaiche, Rendoulf's wife. The connection is know alignment, a n d levitate. I n addition t h e females c a n cast
quite valid, as she and they are drow, dark elves. clairvoyance, suggestion, dispel magic, detect lie.
28 I M A G I N E mug a..ine, jutu: 1985
// 11,11114' 61 Piper's Corner

ommalummow.,4 Riannalleenrinalwalar
avilliininastawAR, 111141%11111111111111111110N-
Letninounklairli
raallineveiv Iticeisitriarnmeglif
1152MEINIEIMPlanaltiig
wilavitelL 1461sENAMMIMMIlkii
-- •almontmlialeiDesai'l
71 Silversmiths

trough
maim

62 Djon Radrasen's
Apothecary
igammurnitilikkirestr4
tai
smommummak, "•4116'
72 Booksellers

ONOnallimenne
n Wa n 0
IrAllitlaminamg4
rotagnminannig,5f,
mannal-istimmolume,
smith piOrmorA'
assomp 6 7 The Bakery
imam/sue .........

66 The Ink Shop

.111111111111111111111111111111•1111=11W0
LIIIIIIIIIIIIIIIIIIIIEHIMIIIMIRWA
WOW*
P41
"wry
rEIMIIIIIIIIIIII.11111111111•11111110
rill11111111111111•1111111110111011Vgla
Al ' Instrument
1. Ea, Makers
7 0 Musical v i A5/0
li
lilor and
i, ,
ilerchants

Drow crossbows have a range of 6 ' and fire bolts (D1-3) coated with a
substance that causes those affected to fall unconscious. The weapons
61a Boroughward Kulig; M; F4; L/LN
shortsword, knobbed stick. AC 7; hp 1 8 / 2 2
and equipment belonging t o t h e s e d r o w h a s b e e n a w a y from t h e
radiations of their caverns for too long and has lost its special properties. 15 E3 Short, very smart in Borough livery
For t h e purposes o f this adventure d r o w magic resistance i s also 14 0 Investigator and patrol leader
assumed to be 'lost'. Finally, when in bright light drow attack at -2, and W 1 2 El Honest, j o v i a l , s h r e w d ' s t r e e t c o p ' , v e r y observant,
suffer a - 2 penalty to their saving throws against light-based spells. D 1 0 m e t h o d i c a l investigator
13 0 We l l k n o w n locally, b u t particularly friendly w i t h P i p
Ch 1 6 A l e k n i g h t ( 6 3 a ) a n d Flinn ( 6 1 b); having a n affair w i t h
61 PIPER'S CORNER Xinthea (63c)

All the identification numbers in the module are part of the City League Kulig's patrol is made up of 6 first level fighters (hp 7 / 9 ) , who normally
numbering system, and references to people and places not detailed in wear everyday clothes rather than District Militia livery.
this adventure can be found in previous issues of I M A G I N E magazine.

1 They are included so that the Piper's Corner area may be used by DMs as
a standard p a r t o f t h e C i t y L e a g u e before, during a n d a f t e r t h e
murderous events of One Fine D a y. . . . have run their course.
6 1 b F two
l i n daggers,
n ; F, T2,AC
N/N
5G/ 6 , hp 6 / 8

Piper's Corner, so named because (according to the locals) several 12 0 'Tomboy', scruffy jerkin over black leathers
ogres (the number varies depending upon the teller) were charmed to 14 E Pickpocket and Militia informant
sleep by the Piper, thus saving the area from a terrible fate. The statue of 10 0 Streetwise teenage punk, but with a heart of gold
the Piper and the Corner's well form the social centres of the area, 17 El Friendly rivalry/co-operation with Kulig (61a), who never
where neighbours meet to chew the fat, (occasionally) row with each 12 p u n i s h e s h e r w h e n h e catches h e r i n o t h e r people's
other and enjoy the irregular (but frequent) public holidays. Ch 15 p o c k e t s ; in return she passes on bits of tittle-tattle that she
Piper's Corner i s a tightly knit community i n t h e middle o f t h e has heard; knows everyone i n the a r e a (by sight), a n d
Boroughs. It is pleasantly sleepy for some of the day, but has a thriving friendly with Jooble (74b) and Netta (74d); hates Sivanus
afternoon and evening trade thanks to Piper's Theatre. The houses are (74c) because of his treatment of Netta
all spotless and well-maintained, w i t h a general air of self-satisfied
prosperity. Naturally, since the murders began the area has become
somewhat quieter after dark, with few people venturing out unless they 62 Djon Radrasen's Apothecary
absolutely have to do so.
Normally, apart from people going to performances at Piper's Theatre, Rendoulf Breeks stocks a w i d e r a n g e o f herbs, spices, preserves,
the most noticeable presence on the streets is that of Kulig (61a) and his simples, medicinal preparations, comfits, tonics and coloured waters in
Borough (District) Militia, who are there to discourage pickpockets and this pleasant building. The Apothecary also stocks small quantities of
other street criminals taking too close an interest in the audiences at the commoner herbs needed as spell components by wizards, as well as
Piper's Theatre (74) and — of course — to try and halt the run of killings. a discrete selection of so-called 'recreational' preparations.

IMAGINE magazine, June 1985 29


U n k n o w n to any in Piper's Corner, the cellar of the shop is no longer a The fact that Sir Rubin is ill is a clue that something is seriously wrong.
storeroom, b u t a t e m p l e t o P h a r a s t u s , w h e r e R e n d o u l f / A n g s t e a r D e t e c t lie and similar truth-finding spells w i l l yield misleading results
performs acts of illicit worship, w i t h the connivance of Mosaiche. because Sir Rubin does not k n o w that he is the killer (and it would be a
A t h o r o u g h search will reveal a blue potion (the mind-altering drug). harsh judge w h o condemned the man if all the facts w e r e known).
Rendoulf will claim it is a tonic for reducing the heat of blood, although if If the adventurers have no luck in establishing t h a t Sir Rubin is the
other apothecaries or herbalists are asked, they will not have heard of murderer w i t h i n t w o or three days, t h e D M should assume t h a t he is
such a preparation. A n y o n e w h o drinks the potion w i l l f i r s t collapse, given another dose of the potion and goes out h u n t i n g again. This time
then become violent for a period of 1-6 hours, then fall into a deep sleep. one of the NPCs sees a tall figure fleeing f r o m the scene back towards
Afterwards - most worrying of all - t h e imbiber will remember nothing the Blue Piper.
of w h a t occurred w h i l e under the influence o f the drug. The D M s h o u l d note t h a t the d r o w described i n T h e P l o t T h i c k e n s
R e n d o u l f / A n g s t e a r is willing to lay down his life, or anyone else's, for occupy t w o adjacent rooms on the top floor o f the Blue Piper Inn.
Pharastus. If anyone gets close to the truth about the murders, he will do
whatever is necessary to silence them or make good his escape.
6 3 h G r a m e M e r e l s is Fr2, hp 6 and a half-elf. A l t h o u g h giving

62a Rendoulf Breeks (Angstear); m, C9, C/CE


no weapon, A C 9 / 1 0 , hp 2 8 / 3 6
the impression of an absent minded (somewhat untidy) school master,
Grame is very sharp indeed. His only fault is that he tends to see the best
in people rather than the truth.
S 1 0 0 Wears normal working clothes, leather apron, green hose
I 1 6 L I Owner o f D j o n Radresen's Apothecary, s e c r e t a n d
W 1 8 f a n a t i c a l cleric of Pharastus
D 9 0 Appears kind and slow witted; sly, cautious, and ruthless
64 The Stockbrokers
C 1 2 0 Known by all inhabitants of Piper's Corner
Ch 1 1 6 4 a - c Y o n d Karryson and his son W i t s u l are both Fr4, hp 10
and dwarves. They make a handsome living Out of trading in shares in
62b M o s a i c h e ; F, E 8 / M U 8 - F 4 , C / C E
AC 9 / 1 0 , hp 2 8 / 2 6
various business ventures, specialising in high risk, high gain m a r i t i m e
projects. Customers buy shares in the various projects, speculating on
Brow the potential return from their investments w h i l e the Karrysons take a
S 1 7 L I Only appears in public wearing a black yashmack; deep red tithe as commission. J i m e s Panderly is Fr2, hp 7, their book keeper and
I 1 8 s i l k robes junior partner, and he looks after the simple business of betting on horse
W 9 0 Wife of Angstear, former drow noblewoman and c h a r i o t races, t h e A r e n a , G u i l d elections, t h e o u t c o m e o f c o u r t
D 1 2 0 Foolish, headstrong, very very violent cases, w h o t h e Piper's Corner m u r d e r e r m i g h t be, etc. I n fact, h e i s
C 1 4 0 None i n League, knows only Rendoulf/Angstear and willing to offer odds on absolutely anything.
Ch 1 7 E l l u c a s i m

Spells memorised..
65 Provisioners
DBLD: 1 ( 1 " , 2, 6*, 8, 9, 11 ) A D & D : 1 ( 1 , 3 , 6, 12, 1 6 , 22, 30)
2 (1", 5, 9, 1 0 " , 11 " ) 2 (3", 6, 14, 17*, 22, 2 3 " ) 6 5 a - b D u e s t i n e Scrannel sells every sort o f fresh a n d
3 (2", 3, 6, 11 " ) 3 ( 2 , 4 , 1 2 " , 18, 22) preserved foodstuff that can be imagined during t h e morning. D u r i n g
4 ( 1 , 6, 8 , 9, 1 0 " ) 4 (7", 16, 1 8 , 21) the afternoon and evening she and her apprentice M e l c o m sell cooling
drinks ( m u l l e d a l e a n d w i n e i n w i n t e r ) a n d s n a c k s t o t h o s e v i s i t i n g
6 2 c E l l u c a s i m is Rendoulf's apprentice and is infatuated w i t h Piper's Theatre. They also have what they regard as an amusing sideline
the m y s t e r i o u s M o s a i c h e , t o t h e p o i n t o f killing lsbee over a c h a n c e in that they supply old fruit and vegetables to theatre critics.
remark made about her. M o s a i c h e and Rendoulf k n o w of the m u r d e r,
but their devotion to Pharastus is such that they will say nothing about it.
66 The Ink Shop
63 The Blue Piper Inn 6 6 a - b T h i s rather small and less than imposing building is the
home a n d s h o p o f C o r v e l l a s o f X i r a n d G r e e r , h i s d w a r v e n
The Blue Piper is a h o m e l y and comfortable place, catering to theatre colourgrinder, (both a r e Fr2, h p 6). Corvellas o f X i r i s very p a r t i c u l a r
audiences a n d t h e l o c a l s alike. B e c a u s e o f i t s p o p u l a r i t y w i t h t h e about whom he sells to, but his wares are the finest inks for all purposes,
slightly-better-off, p r i c e s f o r drinks, f o o d a n d l o d g i n g s a r e b e t w e e n including m a n y rare and exotic ones h i g h l y prized by magic users for
150-200% of normal, w i t h noticeable price rises coming into effect as their u s e s o n scrolls and spell books. G r e e r i s a n expert o n a l l s u c h
Piper's Theatre (74) empties and the Inn takes over the custom. substances, a n d b o t h s h e a n d C o r v e l l a s w i l l p a y g o o d p r i c e s f o r
components of interesting magical inks.

63a 'Pip' Pere Aleknight; m; Fr 3; L/LN


knobbed stick; A C 9 / 1 0 ; hp 11
The DM s h o u l d note that Corvellas and G r e e r w i l l be w i l l i n g to talk
about inks and their compounds and they will n a m e drop shamelessly
1/2E about the clients t h e y have had (Sendrennial t h e Puissant, C e r w y n ' s
S 1 2 0 Very smart, spotless apron over blue and yellow chequered Master o f M a g i c s , f o r e x a m p l e ) i n c l u d i n g , o d d l y e n o u g h , R e n d o u l f
I 1 1 j e r k i n and hose Breeks (62a), w h o bought some very expensive ink used in spell books.
W 1 5 0 Innkeeper Neither of the two has any idea w h y an apothecary like Rendoulf should
D 1 3 0 Nauseatingly bluff and hearty, sees much, says little w a n t such an exotic substance.
C 1 4 L I Well known among League landlords for his upwardly
Ch 1 4 f l e x i b l e pricing policy; knows everyone except Mosaiche
(62b) in Piper's Corner; very friendly with Kulig (61a) and 67 Bakery
Angkusteen Hammardius (74a); dislikes Rendoulf Breeks
(62a) because the man is a quack. 6 7 a - d J o t h r e C r i m p and Ouphe are, by their own admission,
possibly the f i n e s t bakers and piemakers in t h e Boroughs. Helped b y
their teenage twin sons Pyclet and M o u p h i n , the couple have built up a
6 3 b - f M a e r i e , X i n t h e a a n d D e w n a r e t h e serving girls, thriving trade in m i d n i g h t snacks for h o m e w a r d - b o u n d theatre-goers.
professionally friendly, but vain creatures. Xinthea is very much in love Their m o s t f a m o u s m e a t - p i e , t h e ' C r i m p ' s S p e c i a l ' , i s u n i v e r s a l l y
w i t h Kulig (61a) and jealous of his friendship w i t h Flinn (61 b). P e r r i n regarded as unsurpassed in tastiness, although no-one has been able to
and N o r b e t are the cellarman and ostler respectively. Norbet was fond extract the exact recipe - or even details of w h a t meat is used....
of Soe, Sir Rubin's third victim, and he has taken to drinking too much Jothre and Ouphe are especially friendly w i t h A l e e (73a) and Hanar
since she w a s killed. (73b), the couples often dine together at the bakery.

Sir Rubin Hewd; m, P9, L/LG


63g l o n g s w o r d +2, A C 9 / 1 0 , hp 4 5 / 5 5
68 Blacksmith
D 1 3 LI Tall and distinguished, but weary, fevered and bedridden 6 8 a j c 'Iron' Ta r d y is a broad, handsome middle aged man w i t h
9 LI Liegeman to Count Nortus d'Erebia of Bereduth strong hNnds a n d a good eye f o r metal w o r k . I n a d d i t i o n t o s h o e i n g
W 1 3 0 Loyal, honest a n d noble, terribly worried about t h e horses, making tools and implements, and fine w r o u g h t iron work, he
D 1 4 murders also turns out the occasional swordblade, just to keep his skill in trim -
C 9 0 Friendly with all at the Blue Piper, particularly Grame nothing fancy, but good, honest steel. Bregan R e t v i s does not w a n t to
Ch 1 8 Merels(63h); friendly with Rendoulf (62a) and Ellucasim be a blacksmith, b u t has l i ttl e choice b u t to w o r k o u t h i s i n d e n t u r e d
(62c) in the mistaken belief that they are helping him apprenticeship. B r e g a n w o u l d l i k e t o be a n a c t o r, b u t w i l l s e t t l e f o r
30 I M A G I N E MagaZitle, June 1985
Crenafer keeps h i m s e l f to himself, e m e r g i n g
from the shop only to buy herbal preparations
and drugs from Rendoulf Breeks and food from
Duestine S c r a n n e l (65a). T h e s o u r c e o f h i s
money (in fact, his life savings) is a subject of
speculation a m o n g s t the o t h e r inhabitants of
Piper's Corner, as is his habit of spending most
nights p l a y i n g h i s l u t e w h i l e u n d e r t h e
influence o f the drugs from the Apothecary.

71 Silversmiths
7 1 a - c Mardic, C a r d n e a n d P o o r e i s
Doit are members of the Guild of Silverworkers,
despite p r o d u c i n g s i l v e r w o r k o n l y o n c o m -
mission and of a rather indifferent quality.
The t r u e skill o f the t h r e e b r o t h e r s (all a r e
Fr3, h p 5 ) l i e s i n t h e p r o d u c t i o n o f s i l v e r
payment tokens (not true coins) for use by the
journeymen and apprentices of various Guilds
t h r o u g h t the City. Most traders and merchants
will only accept tokens from their o w n Guilds,
w h i c h means that paying junior Guild members
in this fashion keeps them permanently out-of-
pocket and loyal to their Guild.

72 Booksellers
7 2 a - b A l t h o u g h the building is o u t -
wardly unprepossessing, L u c h a e l A l l u m i n o r
and h i s j o u r n e y m a n assistant M i c i f e r r u n a
well-organised a n d s o m e w h a t eclectic book-
shop. Theatrical s c r i p t s (especially w o r k s b y
Augkusteen H a m m a r d i u s ) a n d s h e e t m u s i c
form t h e m a i n stock o f the shop, b u t the t w o
also have an interest in historical w o r k s (they
have a complete edition of lacub's Words to A
Visiting Prince o f w h i c h i t h a s t a k e n M i c i f e r
t w o years to produce an illuminated copy), and
bestiaries. D e s p i t e t h e f a c t t h a t t h e y a r e
supposed t o b e r u n n i n g a shop, t h e t w o a r e
anything m o r e refined t h a n w o r k i n g in a s m i t h y. He is secretly in love inveterate collectors and will pay good prices for interesting works.
with Flinn (61 b), but believes (rightly) that she would have nothing to do
with him. O r d o is a pleasant, w e l l meaning, but very big clod, given to
fits o f terrible violence. H e d o e s n ' t k n o w a b o u t a n y t h i n g o t h e r t h a n 73 Barbers and Wigmakers
working t h e b e l l o w s , a n d i s h a p p y w i t h t h e t h o u g h t o f b e i n g a
blacksmith, providing somebody tells him w h a t to do. 7 3 a - c A l o e and H a n a r run a small hairdressers a n d w i g -
makers. A l e e is a gossip to those w h o are u n d e r h i s scissors (he w i l l
know 3-6 of the m u r d e r r u m o u r s given above), b u t is a r a t h e r sinister
69 Tailor and Cloth Merchant figure a t first s i g h t w i t h a long scar r u n n i n g d o w n h i s face. T h i s is a
legacy of his younger days as a horse mercenary (F4, hp 1 6 / 20).
6 9 a - d A l t h o u g h the business started by selling only pieces of Hanar and Nitily, the apprentice, make wigs from the good quality hair
finished w o o l l e n cloth from Cerwyn, Niarris di B o r t h has increased the from t h e shop, a n d h a v e a good sideline supplying c o s t u m e w i g s t o
range of his interests, w i t h the tacit approval o f the Cerwyn Clothiers theatricals s u c h a s A u g k u s t e e n H a m m a r d i u s ' c o m p a n y a n d , m o r e
Guild and the tacit disapproval of the City League Clothiers Guild. Niarris discreetly, to those who need a disguise —thieves, assassins, spies and,
is convinced that the League Guild is Out to 'get him', so, w h i l e polite, he so it is quietly rumoured, the Knights Ocular.
always maintains his distance. Niarris is a s h r e w d trader. Hanar often receives bundles of food f r o m h e r f a r m e r c o u s i n f r o m
His r e p u t a t i o n f o r quality clothes is based on t h e skill of To u b y the Hyrpum. She is in the habit of taking these to the bakery for Ouphe (676)
cutter, M a w m e t the seamstress and Bias, the finisher. These three live to cook, so there is some local speculation as to what might actually be in
to produce beautiful garments, a n d take n o interest in o t h e r matters. the sacks. T h e D M s h o u l d feel f r e e t o encourage t h e adventurers i n
They spend some spare time at Piper's Theatre (74) and the Blue Piper assuming that Alee, Hanar and the Crimps (67a-d) might be engaged in
Inn (63), on the look out for n e w styles and fashions. a S w e e n e y Todd-like enterprise, t u r n i n g visitors to the barber's s h o p
into a variety of tasty pies....

7 0 Musical Instrument Makers


7 4 Theatre
This building stands out from the others in Piper's Corner, not because it
is exactly delapidated, just uncared for; the w i n d o w s are unwashed and Piper's Theatre is nowhere near the biggest or most imposing in the City
some roof tiles have slipped. The main workroom is piled with musical League, b u t the quality of the dramatic productions p u t on u n d e r the
instruments o f a l l k i n d s . O n c e t h e c e n t r e o f a t h r i v i n g g r o u p o f auspices of A u g k u s t e e n H a m m a r d i u s is of the highest. L o w and h i g h
craftsmen, only Crenafer remains here. comedies and tragedies, concerts, farces and sheer extravagances such
as m a s q u e s h a v e a l l b e e n p r e s e n t e d a t o n e t i m e o r a n o t h e r, a n d
Crenafer; m, Fr 2; N/NG Augkusteen Hammardius' own Night of the Jewels, a comedy of errors
70a no weapon, A C 9 / 1 0 , hp 5 set i n a Thieves' Guild, i s still occasionally m e n t i o n e d a s o n e o f t h e
funniest plays in years.
S 7 0 Unkempt, scruffy, stained minstrel's garb Piper's T h e a t r e i s s m a l l a n d i n t i m a t e , w i t h s e a t i n g o n l y f o r t h e
I 1 4 0 Instrument maker, drug addict selected few in the upper gallery and at the back. The main pit in f r o n t of
W 9 E l Slow and slurred, violent temper when crossed, shy and the stage is an open area, where the most fashionable cliques go to see
D 1 3 a s h a m e d o f what he has become, proud o f his (still the latest productions (and well-loved favourites) and be seen.
C 1 4 e x c e l l e n t ) abilities with lyre and lute At the moment, performances are taking place to audiences of just a
Ch 6 D Afraid of Augkusteen Hammardius (74a), Kulig (61 a) and f e w dozen, the brave and the foolhardy — and the ghoulish who hope to
Rendoulf Breeks (62a) as the Apothecary might one day see s o m e t h i n g m o r e t r u e t o l i f e enacted i n t h e Theatre. Te n D i s t r i c t
refuse him drugs; friendly with no-one except his cat Militiamen w i l l be the most conspicuous members of the crowd.

I M A G I N E ma9at1ne, June 1985


31
7 4 A
a ul ogn k
g suwso rt de, e
ACn 9Hammardius;
/ 1 0 ; hp 13 m; Fr 4; N 74c Sivanus the Magnificent; F El /MU1 N/N(E)
dagger +1 A C 8 / 9 , h p 4

S 1 1 0 Smart, b u t cut o f his clothes is 20 years out of date S 1 0 El Tall, sinister, dresses in blacks a n d greys
I 16 El Thespian, actor-manager and dramatist, r u m o u r e d to be a I 16 El Fancymaster in charge o f magical and theatrical effects
W 9 spy f o r t h e K n i g h t s O c u l a r ( b u t w h o believes s u c h a n W 12 El Sulky, silent, unctiously polite, hates everyone, never uses
D 14 expansive ham w o u l d be employed for such purposes?) D 15 a kind word when a c r u e l one w i l l do; secretly approves of
C 12 El Speaks with a clear ringing tone (as though constantly on C 14 (and even admires) the m u r d e r e r
Ch 16 stage), s e n s i t i v e a n d v a i n , a p p a l l i n g h a m a c t o r b u t Ch 16 El K n o w s Florrantanis (9b) and Dispor the True (9c) as they
excellent administrator a n d writer, h o l d s t h e concept o f taught h i m magic; superficially f r i e n d l y w i t h the s t a ff at
Theatre above a l l else, d e v o t e e o f the Te m p l e o f Hrea, Piper's Theatre, c u r r e n t l y 'lives w i t h ' Netta ( 7 4 d ) a t the
deeply upset by killings, but still a w i t t y and amusing man theatre, b u t b e a t s h e r cruelly; f a s c i n a t e d b y M o s a i c h e
El K n o w s a n d is k n o w n by all in Piper's Corner; m e m b e r o f (62 b) but even he doesn't k n o w w h y _
the T h e s p i a n ' s G u i l d a n d t o l e r a t e d o n a n i n f o r m a l
associate b a s i s b y t h e G u i l d o f S c r i b e s a n d L e x i c o - Spells memorised.'
graphers; f r i e n d l y w i t h a l l h i s s t a f f ( 7 4 b - d ) a n d P i p D & D : 1 ( 8 , 9, 1 2 * ) A D & D 1 ( 1 , 5, 22, 2 9 * ) plus
A l e k n i g h t ( 6 3 a ) a n d thinks t h a t h e a n d Kulig ( 6 1 a ) a r e cantrips (see I M A G I N E
friends; dislikes Duestine Scrannel (65a); hates Crenafer magazines . 8 & 9)
(70a) enough to strike h i m in public on several occasions
for becoming an embarrassment to the 'profession'.
74d N e t t a ; F, F r i ; N / N G
no weapon; AC 9 / 1 0 , hp 2

74bJoo b l e+3;the
dagger A C Zany;
2 / 2 , hpm,
5 0K9/F9
/59 L/LN S 1 2 E l Very t a l l and very slender, w e a r s gauzy dresses a n d silk
9 scarfs
S 1 4 El Jester's motley over leather a r m o u r +2, bladder on a stick W 9 El Dancer
I 16 0 Slapstick clown, comic actor, agent for the Knights Ocular D 17 E A s u p e r b dancer, b u t a scared and nervous w o m a n in the
W 13 0 Professional b o u n c i n g f l i p p a n t i d i o t a n d archetypal s a d C 9 light o f the fate o f her f o u r companions. I n f a t u a t e d w i t h
D 18 clown, sees everything and says nothing Ch 15 Silvanus ( 7 4 c ) , b e l i e v e s h e w i l l p r o t e c t h e r f r o m t h e
C 15 0 Popular w i t h everyone in Piper's Corner except Rendoulf murderer, a n d that he w i l l take h e r f r o m t h i s m i s e r a b l e
Ch 11 Breeks (62a), Niarris di Borth (69a) and Luchael Alluminor place to dance for the Katar...
(72a); p a r t i c u l a r l y f r i e n d l y w i t h A n g k u s t e e n (74a), P I P El Her parents live in High Lygol, a n d she has no close kin in
A l e k n i g h t ( 6 3 a ) a n d F l i n n ( 6 1 b); dislikes a n d distrusts the League; lives with Silvanus; occasionally slips away to
Sivanus (74c) the Cornucopia to watch people arriving.

These t w o are t h e o n l y r e m a i n i n g actors in Piper's Theatre, w h i c h i s


causing p r o b l e m s o f a n a r t i s t i c n a t u r e t o a d d t o t h o s e o f t h e m o r e Ending the Adventure
physical s i d e . A u g k u s t e e n h a s q u i c k l y w r i t t e n a p l a y w i t h j u s t t w o
characters a b o u t a d a n c e r a n d t h e t w o m e n w h o p u r s u e h e r. O n l y The exact end of the adventure is left largely to the discretion of the DM.
Augusteen and Jooble actually speak — Netta is merely seen dancing in Should Sir Rubin, Rendoulf or Ellucasim be uncovered as killers the DM
the background. T h e i r o n y o f t h i s performance i s t h a t t h e Thespians can u s e t h e trial procedure decribed i n L a w a n d O r d e r in I M A G I N E
Guild is considering giving the play an award. magazine . 1 9 . Needless to say, a case of this complexity, and involving
a foreign national, will be heard at the Court of
Ten Thousand Ravens. It is also likely to be an
epic, s i n c e t h e C i t y L e a g u e l e g a l s y s t e m i s
unlikely to be able to find Sir Rubin innocent of
murder, nor Rendoulf guilty of anything much
beyond assault. Several of the City's religious
orders w i l l p r o b a b l y b e q u e u i n g u p t o t r y
Rendoulf f o r b l a s p h e m y h o w e v e r, a n d s i n c e
there i s a c h a n c e h e c o u l d f a c e a m u r d e r
charge on the strength of his conspiracy (being
a servant o f Pharastus c o u l d m a k e h i m
technically guilty), the whole thing will end up
in a h o p e l e s s legal spiral, like so m a n y other
cases, w h i l e Rendoulf and Sir Rubin languish
in jail. T h i s offers a n u m b e r of possibilities to
the PCs r e l e a s i n g Sir Rubin as a sign of their
good nature, or because of a healthy bribe from
Bereduth, or releasing Rendoulf into the hands
of the church of Tarmenel....
W h a t e v e r the outcome of his trial (should he
be caught) Sir Rubin, noble and true to the last,
will instruct Grame Merels to pay the reward to
his captors. R e n d o u l f / A n g s t e a r w i l l b e c o n -
siderably l e s s c h a r i t a b l e a b o u t t h e w h o l e
affair, swearing eternal vengeance upon every-
one involved. Whether this 'eternal vengeance'
has any tangible form is for the DM to decide....
As f o r Ellucasim, t h e poor devil w i l l probably
confess and end up facing banishment, slavery,
life i m p r i s o n m e n t o r p e r h a p s d e a t h i n t h e
Arena. His last gesture as a free man might be
to offer his life savings — at best 30-40gp — t o
anyone w h o w i l l l o o k a f t e r M o s a i c h e , o r
recover h e r f r o m t h e h a n d s o f h e r e n e m i e s
amongst the drow.

CREDITS
Design: Paul Emsley
Development: Mike Brunton
Cartography: Keith Cooper
Art: Tim Sell

32 I M A G I N E ma9azine, June 1985


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33
Please m e n t i o n I M A G I N E m a g a z i n e w h e n r e p l y i n g t o a d v e r t i s e m e n t s
SWAMP DEMONS• ,
by Kevin Smith 1111
;°1
1;;;Maill

Ihe elegant l o n g - s h i p sli( ed d u ough the si upid, a i t o f small warriors on the high sit me On mu..
waves a t h i g h speed, t h e w a r r i o r s a l l appeared f r o n t t h e bushes and formed a 'You are he of whom the legends speak.'
p u l l i n g w i t h immense skill and power on circle with h i m at the centre. Alcain was taken aback b y t h e harsh,
their oars. T h e i r chieftain, ,Mtain, stood in 'What do you reckon?' said one. quavering voice.
the stern directing their progress w i t h the 'Seems to fit,' said another. 'You're the H i g h Priestess?' T h e gloom
almighty steering oar. 'Certainly survived t h e Curse,' s a i d a seemed to be dispersing. T h e H i g h Priest-
•Laud ho! h e called out at last. third. ess was an old hag, clad in drab, dusty grey.
' f h e long-ship instantly grounded and, There w a s a n a m o u n t o f i n 'I was given t o understand that you were
such was its speed, shot thirty yards up the among the small men, and eventually the the Most Beautiful of A l l Women.'
beach. smallest was despatched into the forest. 'I was,' said the Priestess. 'Nowadays the
'There must be easier ways for him not to 'You w i l l please come with us,' they said title is more, as you m i g h t say, honorary,
get h i s feet wet,' muttered one exhausted to Alcain. more's the pity. Ninety years ago we could
warrior to another. 'Alcain does n o t h i n g he does n o t wish have had some f u n together.' She looked
to,' s i t i d A l c a i n , f o l d i n g h i s a r m s a n d wistfully into the distance.
They h a d marched i n l a n d a b o u t h a l f a sniffing pointedly. 'Ninety years ago?'
mile, A l c a i n leading the way, w h e n they Yo u w i l l please come w i t h its to where 'I w a s a b r i g h t y o u n g t h i n g o f one-
came across a deserted village. A t least, our H i g h Priestess, Most Beautiful o f A l l hundred-and-ten back then.'
Alcain presumed i t was deserted since he Women, awaits you.' Alcain hefted his axe. 'You mock me, old
could see no-one about. 'Well, as it happens I don't actually have woman.'
'Careful, m e n , ' s a i d A l c a i n . ' L o o k t o any other pressing engagements just at the 'Oh put that axe down and listen to what
your weapons. moment,' said Alcain. 'Lead on.' I have say. The legends speak of a tall, dim
The m e n bunched together, tightened He w a s l e d a l o n g a well-used p a t h — er f a i r stranger who shall survive the
their grips on sword and axe handles, and through the forest to a large stone building. Curse of this, the Isle of Doom! and deliver
stared at them intently. A l c a i n took a few It was a p i t y the path had only been well- it f r o m t h e E v i l o f the Swamp Demons.
more steps i n t o the settlement. Suddenly, used by the small men, and Alcain received Yo u are tall. Yo u are — er f a i r . Yo u are
there w a s a n i m m e n s e s i c k e n i n g t h u d several clouts across t h e head f r o m l o w stranger than most. And, you have survived
behind h i m . I l e whirled round. H i s men branches. He was pushed through the open the Curse.'
had been dropped on by a sixteen-ton I tunp doorway, and received another clout T h e r e 'That's w h a t the small men said, too,'
of cold porridge! were n o windows, and as his eyes became said Alcain. 'What is this Curse?'
As he stood there, bemused, bewildered accustomed t o the g l o o m he could make 'Any stranger setting foot on the Isle of
and shaken, b u t n o t a f r a i d , b e i n g t o o out the shadowy figure of a woman sitting Doom! b r i n g s d o w n u p o n h i s h e a d —
34 I M A G I N E ma9azine, Itme 1985
sixteen tons of cold pot t idge! I n i l l t h e Pt iestess surveyed his chot«'. 'When the tiniest (bop of this potion
'Alt, the longbow. It is magic, and can touches someone, no matter who or what,
years, you alone have sot yived. You alone
are the one to rid us of this terrible Evil!' shoot an arrow three times hit titer than any he, she or it will be filled with an insatiable
She paused. 'Plays hell w i t h o u r inter- other longbow i n existence. You merely craving for brown windsor soup.'
national trade, I can tell you.' have to pull i t three times as hard. The 'That's horrible, said Alcain. 'Brown
'If I rduse?' sword is wondrous also, and w i l l chop windsor soup hasn't been invented yet.'
'Porridge! And if you are going to refuse, down a tree wit It but a single blow... if you The Old Priestess cackled gleefully. 'Is
can you go outside and (I() it? It'd take ages swing it hard enough. The axe... the axe I that so? Sometimes I don't know my owls
to clear sixteen tons of the stuff from in don't lecognise.' fiendishness.' This amused her for several
here.' 'It is my own.' minutes. Then she said, 'Go in ov — no,
'Don't worry about that, oh no. I accept. 'You're quite sure you wouldn't like to hang on, come back. I haven't told you
I agree.' choose something else?' where yet.'
The High Pt iestess began to prepare him 'Quite sure.' Alcain turned back, looking slightly
for his task. The Mystic Halberd of Trommts, per- bemused; het oes normally had to find out
'You are permitted to take only three haps. O r Regana's Trident. There's a everything for themselves on these quests.
weapons, which you must choose yourself, cruise missile over there you could have...' 'Make your way East into the forest,' said
from the Armoury.' 'No, no, I'll take the axe.' the old hag. 'About a (lays join 'ley away
Site descended froin h e r throne and 'Suit yourself. Now, I am also permitted lies the Swamp o f the Demons o f the
hobbled across to a door. Alcain followed to give you one gift of my own making. Swamp. Destroy the Demons and return.'
her through, and immediately backed out This way.' Alcain was suddenly filled w i t h exist-
again, red-faced and holding his hand over She led hitn through the Armoury to a ential angst: did I the Swamp belong to the
his ear. door at the other end. Meant followed her, Demons, or the Demons to the Swamp?
'Can't an old woman have any privacy warily this time, and found himself its a Meanwhile, dot Mg this mere half hour of
nowadays? I ' v e been u p o n t h a t cold room stinking o f brimstone. F o r what cogitation, the old Priestess had vanished
draughty throne for hours. The Armoury's seemed like hours, and probably was, she into the gloom.
three doors along.' chanted spells and tossed unpleasant items This meant that his first problem was to
The Armoury was a vast chamber filled into a small cauldron. At length she turned get out of the stone building. He looked
with every weapon known to man. Alcain gleefully to him and said, 'Now the final around, a n d noticed o n t h e w a l l a n
looked carefully over them all and finally deadly ingredient — potassium cyanide!' illuminated green sign reading 'Exit'. He
decided on a longbow and arrows, a heavy Tire potion in the cauldron seethed and stared at i t with complete incomprehen-
two-handed sword, and his own axe. The bubbled. sion, since he couldn't read. When he saw
35
I M A G I N E mag mine, June 1985
the d o o r beneath, h e edged towards i t , back u n h a r m e d . H e s w u n g again, a n t i 'The old H i g h Priestess, I suppose.'
g r i p p i n g h i s axe f o r comfort. T h e d o o r again, anti again; and again. A n d again. The g n o m e w r o t e i t d o w n , a n d t h e n
swung open, a n d he rushed o u t i n t o the Anti againagainagaingaingainainainnim. spent ten minutes stamping the form w i t h
daylight. There was no-one in sight. When Exhausted, he remembered that his magic nearly every rubber stamp on his counter.
he had recovered from the b l i n d i n g glare of sword could slice through a tree with but a Alcain watched w i t h m o u n t i n g i m -
the sun there was still no-one in sight. single blow. He swung it at the wire, which patience, a n d f i n a l l y s l a m m e d h i s f i s t
'Hm, no-one i n sight,' h e mused, a n d gave way and returned exactly as before. down on the counter-top.
strode o f f i n t o the forest. T h e small men Trees the sword could handle; barbed wire 'Oh,' said t h e g n o m e f r o n t h i s m u s h -
appeared f r o m t h e i r h i d i n g places i n the — no. room. ' Yo u still 'ere? T h i s is just internal
hushes and watched him with admiration. He felt a tap on his shoulder. ' I say old admin- urgghh! N o w that,' said the gnome
'There goes a brave man,' said one. bean, what are you doing?' Itom the I loor, •won't do yer no good at all.'
'Yes,' agreed his neighbour. ' T h o u g h I'd Alcain t u r n e d h u r r i e d l y, a n d s a w a n
be more convinced i f he weren't going i n enormous green dragon looming over him, Shortly afterwards, Alcain stumbled upon
the wrong direction.' blue-grey smoke c u r l i n g ominously f r o m the Swamp. H e knew i t was the Swamp
its nostrils, anti a monocle in one eye. because of the foul stench of marsh gases,
Alcain marched on, his bow slung across 'Base v i l l a i n ! ' roared Alcain. ' I shall go the horrendous s t i n k o f brimstone, t h e
one shoulder, his quiver o f arrows across through this barrier by hook or by crook, unmistakeable odour of Evil, anti because
the other, his sword in its scabbard by his and n o t h i n g shall prevent me. Stand ye he was in it up to his navel. T h i n k i n g fast,
side, his trusty axe in his r i g h t hand, and back!' due t o a strong i n s t i n c t f o r self-preserv-
his lucky teddy bear in his left. He whistled 'My dear chap,' replied the dragon, ' I ation, h e w i s h i n g h i s b o w a n t i s h o t a n
as he went, anti t h o u g h t that i t w o u l d be have no intention of preventing you. But I arrow i n t o a nearby tree. 'Firen he tied a
easier if the string of the magic bow didn't would point out a gate, about thirty yards rope to another arrow and shot that i n t o
cut i n t o h i s c h e s t s o m u c h , a n d t h e yonder...' the tree. T h i n k i n g fast had never been his
scabbard of the magic SWOId didn't drag on In embarrassed confusion, Alcain headed strong p o i n t . H e a v i n g o n t h e rope, h e
the floor. There was always a catch to these towards t h e gate, m u t t e r i n g s o m e t h i n g slowly but surely pulled the arrow out o f
magic objects. He thought, also, that it was about k n o w - a l l upper-class dragons. H e the tree. T r y i n g again, h e managed t o
rather strange, the similarity in the clumps was about t o g o t h r o u g h w h e n a voice secure the rope anti save himself.
of r o c k a n d vegetation a l o n g t h e w a y. stopped him. He s t o o d b y t h e edge o f t h e Swamp,
When he passed a tall spiky outcrop for the 'Oi! Where dyer think you're going?' beginning t o get an i n k l i n g o f just h o w
fifth time, i t dawned on h i m that he was ' T h r o u g h here, varlet! I have a sacred Evil i t could be. Here he was, covered i n
walking in circles. As it was now becoming duty to perform.' stinking slime. H o w could he possibly be a
dark, he found a sheltered spot, built a fire, 'I d o n ' t care i f yer g o i n g t o y e r o w n hero, covered i n s t i n k i n g slime? A l i t t l e
and settled d o w n f o r the n i g h t , w i t h his funeral. There's a form to f i l l i n first.' filth h e d i d n ' t m i n d ; i t w a s , i n f a c t ,
weapons close to hand and his teddy bear The speaker was a small gnome squat- obligatory. B u t t h i s wasn't p l a y i n g f a i r.
tucked under his chin. ting o n a m u s h r o o m b e h i n d a counter What was he to do?
He awoke at dawn. From where he lay he covered w i t h bits o f paper, forms, pens, Casting his eyes around (a trick he had
could see s o m e r a b b i t s feeding nearby. pencils, r u b b e r s t a m p s a n d b o t t l e s o f learned f r o m t h e S o u t h e r n Mystics) h e
'Breakfast,' h e thought. S l o w l y he raised coloured ink. Cursing silently at the delay, spotted a small wooden hut. The sign over
himself t o a s i t t i n g position and reached Alcain went over to the counter. the d o o r s a i d , ' C h a r o l d H u C h i n e s e
towards his bow. From the bag it rested on 'Cursing silently w o n ' t get yer through Laundry'. Alcain went inside.
he drew a spoon, b o w l , b o t t l e o f m i l k , any q u i c k e r, ' s a i d t h e g n o m e . ' N o w , 'Nice t a l k i n g sign y o u have there,' h e
packet of sugar and box of cornflakes. name?' said.
'Alt, t h a n k you, salt,' said the oriental
behind the counter.
' H o w l o n g w i l l i t t a k e t o clean m y
Thinking fast, he unslung his bow and armour and weapons?'
'Four days.'
shot an arrow into a tree. Then he tied a 'I can't wait bum days!'
rope to another arrow and shot that into a 'No need t o w a i t , sah. Yo u g o away,
come back rater.'
tree. Thinking fast had never been his Alcain waved his axe threateningly. ' I
strong point.... want this armour clean in half an hour.'
'Half hour? Okay. But cost extla.'
Alcain removed his armour and weapons
anti handed them over. H a l f an hour later
After breakfast, h e b r o k e c a m p a n d 'Alcain,' said Alcain. he had them on again — resplendent and
followed the dawn sun to the East. He had ' M r A l Cain. Address?' gleaming, and d r i p p i n g wet.
gone t w o miles w h e n he realised he had 'No, not Al Cain. Alcain. A l l one word!' ' " C l e a n " y o u said,' said the oriental.
forgotten his lucky teddy bear, and instant- 'The g n o m e r a i s e d h i s eyes t o t h e ' N o t h i n g in contlact about " d l y " . '
ly turned back for it. T h u s he avoided the heavens, a n d precisely, deliberately, t o r e Alcain marched o ff , m u m b l i n g a b o u t
great boulder t h a t f e l l f r o m t h e sky a n d the form i n half. 'Let me guess. You're an smart-aleck l a u n d r y m e n . P r e s e n t l y h e
embedded i t s e l f i n t h e e a r t h w h e r e h e 'ero come ter destroy the Evil of the Swamp, came t o a s i g n o n w h i c h w a s w r i t t e n ,
would have been. O n his return w i t h the right?' 'Danger! Yo u are now entering the Swamp
teddy bear he noticed the boulder, since it 'Such is my task.' of the Demons of the Swamp. (If you can't
lay i n h i s p a t h , a n t i was puzzled b y i t . 'Gawd ' e l p us!' H e took another form, read, ask someone who can to read this to
Surely i t h a d n ' t been there before. ' Av a - edged in black. 'Name: Alcain. Address: no you.)'
lanche,' he decided. C l i m b i n g over it, he fixed abode, by any chance?' Alcain l o o k e d a r o u n d , f a i l e d t o see
carried on. 'Correct.' anyone w h o c o u l d read, a n t i therefore
Five miles later, he came to a barbed wire 'Occupation: 'ero.' ignored the notice contemptuously. T h e n
fence. He thought for only a moment, then 'And w a r r i o r c h i e f t a i n , ' s a i d A l c a i n he had a sudden p r e m o n i t i o n o f danger,
swung his m i g h t y axe i n a gleaming arc proudly. T h e g n o m e seemed s i n g u l a r l y which may have had something to do with
through the air. T h e shaft caught on the unimpressed as he wrote it down. the r o w o f skeletons i n a r m o u r h a n g i n g
end o f his bow, and t u m b l e d h i m t o the 'Reason for entry: destruction of Evil of from gallows. H e u n s l u n g h i s b o w a n d
ground. H e t h o u g h t f o r a f e w moments the Swamp. N o w, who do we notify when notched an arrow. There was a sudden blue
more, then removed his other weapons and yer fail to return?' flash and a black-clad figure appeared. She
swung the axe again. T h e wire gave way 'But I shall return!' said Alcain. gestured a t a bush, w h i c h blushed a n d
before that ferocious blow, and then swung 'Don't give me that! W h o do we notify?' burst into flames.
36 I M A G I N E magazine, June 0185
Jut ruder!' Yo u have entered t h e F o r -
bidden Swamp, and must pay. T h a t ' l l be
twelve gold bosons.'
'Twelve? Never!'
'Then you shall die!'
In a blur of tnotion, Alcain drew back the
bow-string a n d loosed t h e a r r o w. T h e
figure l a u g h e d s c o r n f u l l y a n d vanished
before the arrow had tiavelled a yard. 'Fast,
Init not fast enough, mortal,' she said from
out of the air. She reappeared six feet to the
right. •I'he arrow pierced her stomach.
Just m y I tick t o come u p against a n
incompetent b o w m a n , ' she groaned, and
fell forward — dead.
o u t d o w n , s a i d Alcain. 'I wonder how
many more there are.'
'Enough t o subdue y o u , m o r t a l f o o l ! '
•I'he harsh voice came f r o m behind, b u t
black-garbed f i g u r e s h a d a p p e a t e d a l l
around hint.
'With t h e simplest o f spells I d i s a r m
you.' T h e D e m o n gestured, genuflected,
gestured again. A l c a i n ' s b o w became too
hot to handle, so he dropped it. I us sword
and scabbard glowed led hot and burned
through his belt. They fell to the ground, as
did his n ()users. T h e figures vanished and
reappeared i n f r o n t o f a g a u n t a n g u l a r
castle. Alcain realised no-one was watching
him and made a break for the woods. H e
hadn't g o n e t w o yards w h e n h e I t ipped
over his trousers.
'Boiled or roast?' said one Demon.
'Roast,' said another.
'In Ins jacket,' added a t h i l d
A spell l i f t e d h i m u p and wafted h i n t
into t h e kitchen, s e t t i n g h i m t o rotate
slowly high over the kitchen fire, on which
sat a stew p o t c o n t a i n i n g t h e Demons'
lunch. ated a stool. His hand fell onto a battle-axe. substances, and a belt f o r his trousers. A t
do well tor supper, later on,' said a 'Good and sharp,' he thought, l i c k i n g the barbed w i r e fence be emphasized the
Demon, absent-mindedly s h a r p e n i n g a the blood from his cut lingers. He grasped fact o f h i s safe a n d successful r e t u r n b y
long carving knife. the h a n d l e a n d s w u n g t h e a x e i l l a knocking t h e g n o m e o f f h i s m u s h r o o m
Meant f e l t s o m e t h i n g w e t against h i s glittering arc, just missing the Demon. But again. I f k n o c k i n g h i m o f f the first t i m e
chest. I l e looked and saw drops of l i q u i d even so, the creature backed away. Alcain hadn't d o n e h i m a n y good, i t c e r t a i n l y
falling into the pot, and realised it must be shuffled forward, swinging the axe lustily hadn't done him any harm — and it just as
the Priestess's deadly potion. He lot innate- and never giving the Demon time to utter certainly made him feel good.
ly forgot i t affected everything it touched, more spells, a n d n e v e r f o r a n i n s t a n t At last he arrived at t h e temple o f the
and assumed he was i m m u n e . T h i s it was realising that this was what he was doing. H i g h Priestess, and recounted his adven-
that saved him. Soon h e h a d t h e D e m o n t r a p p e d i n a tures, adding the usual embellishments of a
The stew i n t h e p o t o b l i g i n g l y served corner, and drew back the axe lot the final, ten-fold i n f l a t i o n o f the enemy forces and
itself out f o r l u n c h , a n d t h e p o t washed fatal b l o w. H e paused at t h e t o p o f his the evident opposition o f b l i n d fate also.
itself and put itself away on the shelf. As the backswing for the traditional moment o f The Priestess began to look a little puzzled,
Demons ate, their eyes glazed over and they gloating, a n d t h e D e m o n seized h i s and then internipted, 'You said you felt the
started d r o o l i n g , ' S o u p . B r o w n w i n d s o r opportunity. moisture of the potion?'
soup. Brown windsor...' One by one, they Quickly, he muttered a spell. 'Yes.'
ran off into the distance. The spell holding Alcain s w u n g m i g h t i l y, s t e p p i n g f o r - 'But I t o l d you, that p o t i o n works o n
Alcain aloft became weaker and he slowly ward t o a d d extra force. A l s o t o b r i n g everything.'
descended, wishing he weren't still (wet the himself close enough to connect. 'Everything? B u t I t h o u g h t I w a s
fire. The D e m o n unleashed a spell o f immune. I mean...'
'Well, that's that, then,' he said. decapitation. The old woman shook her head. ' I ' m not
*Not q u i t e , m o r t a l . T h e r e i s s t i l l o n e Alcain tripped over his trousers. that clever, Alcain. A l t ain? Alcain!'
unaffected by your dastardly action.' T h e The spell sliced t h e head o f f t h e axe, But Alcain was by now far o ff i n t o the
leader of the Demons stood before him, his W hich continued i t s f o r w a r d f l i g h t a n d sunset, muttering to himself.
face con tot ted w i t h rage. ' Yo u are clever, buried itself in the Deinon's heart. 'Brown windsor soup. M u s t f i n d some
son of Adam. but you overlooked one vital Alcain s t o o d u p a g a i n , i n s t i n c t i v e l y brown windsor soup. I must. I've just got
fact. I a m a vegetarian. I (lid n o t eat the swinging t h e a x e handle. A f t e r several
stew.' minutes he realised the axe was headless.
L. Kevin Smith
Alcain gasped in amazement. What was ' I ' m doomed!' he thought, and tripped over
this 'son of Adam' rubbish? His father had the last Demon l y i n g dead at his feet.
Kevin Smith has been writing SF and fantasy
been T h o r g a y t i l t . B e r e s k e r. B u t t h i s 'Ha! T h a t showed him! N o w I must get
for about fifteen years. His first published story
thought h a d g i v e n t h e D e m o n t i m e t o back to the H i g h Priestess.'
was 'A Night on the Tiles' in Ad Astra in 1980;
chant a spell, a n d o n l y A l c a i n ' s b a t t l e this is his second. In the mid-70s he stumbled
instincts saved hint, bypassing, as they did, It was a mere ten days later that he began across the awesomely subtle game of Finchley
his brain. He dived to the left as l i g h t n i n g his r e t u r n journey, h a v i n g carefully ran- Central while waiting for an underground train
shot f r o m the Demon's nose and inciner- sacked the castle for gold, jewels, precious at Kings Cross, and told it to the world. 1
I M A G I N E magazine, June 1985 37
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00 M O W
too
through the 'impassable' Hadarna Mount-

1 PO00000100
ains. T h i s s e c t i o n o f t h e m o d u l e i s
extremely w e l l t h o u g h t o u t a n d v e r y
PO0 000000OS(
00
much h a s t h e feel o f exploring a n c i e n t

IS I OSOSOOSOO
ruins rather than a random collection o f
rooms filled w i t h m o n s t e r s and labelled
PO0 0000SOOS
ta,
'old'. I w o n ' t say w h a t lies on t h e other

IS 00•100,0(
oo
lo
side of the m o u n t a i n s except to mention

NO0 400000.00
that there are more tribesmen, this time
with a nicely worked out ecology as well

101 00•00•01
as the usual list of statistics.

100 040•••••
The party should consist o f 5 - 8 char-
acters of 5th to 7th level as stated on the

IS 00•••10(
sTr-,t'SO
attached sticker, not 3rd to 5th as printed

110 obOSIORol
on t h e cover; a L a k e Geneva e r r o r, I ' m
assured. I t is i m p o r t a n t to note t h a t the
?* 00000•Ow4w,
party m u s t contain a t least one Druid or

o Cleric, though this shouldn't be a problem

40 100010OOOCOOOO‘O-ow P S l a b **
for a n o r m a l b a l a n c e d p a r t y. A n o t h e r
important point to consider is that if the

looI 0 0 0 1 0 0 S e r e e 0 0 0 • 0 0 0 11 " 0 0 0 4
party all have some means of flying, they

410 0000000110110OOSSOOSSOOOOOR
could bypass the mountains and miss out

als,..i,,iu.d0b4d1h.4Ahddilha1habhidihddlhabliditablidilda
an e x t r e m e l y i n t e r e s t i n g p a r t o f t h e
104o adventure. A resourceful DM should soon
d C H I V A L R Y Se SORCERY: T h e
1 put a stop to that though!
IPI
If the module is to be used as part of a
Oto campaign y o u ' l l n e e d a n u n e x p l o r e d Lord is planned would back this up, as it is

itt) jungle area 'on the edge of civilisation' to 4 Tnapped h e P r i nbcye st sh eR o


Ewv iel nDar ahgaosn bTe
e er sno n
k ii ud s- presented m o r e a s a p l o t l i n e w i t h

; incorporate it. If you do, UK6 should make

4!
a w o r t h w h i l e a n d interesting excursion
! Vintrix. A gallant band o f Knights and
Adventurers is needed to rescue her from
background t h a n a s a r i g i d s e r i e s o f
encounters. T h e 2 0 - p a g e b o o k l e t i s

I for your players having as it does a good


balance between thinking and hacking. • t h e w o r m ' s foul clutches, for which deed
clearly laid out, and comes with a pull-out
colour map of the wilderness in which the
AU Chris Hunter I t hbestow whatever
e Princess's boonaitn dis Guardian
Uncle in his power w ito ll adventure takes place. The colour map is
booteco, I P I M P O
l give. a n i c e idea, c l e a r l y d i s t i n g u i s h i n g t h e

PI 0000 It is hard to believe that this is the first


1 1 0 0 0 4 1 scenario for Chivalry & Sorcery, despite
terrain types, though unfortunately it has
a rather messy appearance.
Moe* O S I O 1 ! t h e fact that the game has been around
The s c e n a r i o i s f i r m l y r o o t e d i n t h e

PI011011W ' I O W s i n cthat


e g1
a9r n7e7r.s Pwr ehsou mwaebrl e
y Fi nGcU
a pbelieved
able o f
ethos of Chivalry that pervades C&S, and
provides the bare bones of a campaign set
014 4 0 0 0 1 m a s t e r i n g t h e intricacies o f C & S w o u l d
also be able to write their own scenarios.
in a w o r l d w i t h the flavour of the Middle
Ages. O n e o f t h e disadvantages o f t h e
11 4 0 0 0 4 1 1 0 l A t 1 8 0 0 4 Certainly the way in which The Dragon scenario a r i s e s o u t o f t h i s — i t j u s t

•0 0I P
4 0A 0I 0N 0I .A 0 S 0 I 1 01
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0 a W e t W O W W O r e l i r t r e re I r S T O W S W O WO 0151 P O N I

1l e t A k e e l t e a P A t t e t t t PadOrli t l' M a fid A P A P P I A S P a i P l A it I


1ffeertfirelred Ia
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.REPTELISmNOTICES..GRITREP/EL/S.NOTICES... •04
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I I II L O R E M A S T E R : 1 04
I01 M E R P : Rangers of the North I 01
I , TEarth
h i s isc the
a m platest
aign mofo Iron
d u l e sC,r od w
e anl' isn g w i t h wI h
Middle t 'i cs h atl w
u rany s at hm
e elittle
d i o ctouches
r e p r o d uocf tdetail
into 1 T h e I r o n W i n d
01 P I
I t i l t h e Kingdom o f Arthedain i n n o r t h - w e s t s o m e t h i n g which justifies expenditure of T h i s (second edition) m o d u l e i s p a r t o f
1 e M i dThe
dle m o d u l where
Earth, e f o l l othe
w sDunedain
t h e s t a ndwell.
dard £n e1 v0 e. r Sboemused, e m i n o rwdhei ltea iol st hweirlsl sI1e
e o f t hoef scourse, o wan lEanr gt eer pc raIi m
r i ne sC r—
r o s t ei sr I I 10 0 4
s epsa' i gLno rwehmi ce h 1

i 0 I f o r m a t of the series, with a concentration will p l a y a n i m p o r t a n t part i n t h e c a m - I c o m p a r a b l e i n s i z e w i t h t h e s a m e I •

ants, p o l i tsection
F O o excellent
f information i c s ainn dthe
onp prominent
osections
w e r. T hon
e personal-
r einhabit-
is an Mpoainli igt ana .rpyA
oniorganisation
ndt m
oaf ni ny t referees
e r e of
s t Arthedain,
— seem
p e r h ato
p or
sseize
tthe
h e I1.I ccaa
onm
dp
m pt a
ahinigsyn'book
sisMset din
l e the
i ddetails worldi s l aofn d\fog
a n campaign.
Earth s y sMT
t euhm
r, II 1M• S
e 11
1 l a i t i e s , w h i c h i n c l u d e s G a n d a l f a n d s t o r y of Numenor — and make from that c a lbackground
l e d t h e Mi su rpredictably
Fostisyr. Tdominated
h e h i s t o r i cby
al 0 1
Aragorn, Frodo and Bilbo, and others. a n i n t r i g u i n g series o f adventures. T h i s
b i l 0 1
The eight centre pages are printed full- m o d u l e i s n o t as rich i n t h i s respect as t h e s t r u g g l e b e t w e e n G o o d a n d Evil...
lip I 0 1
1
I 0 4 r e m o v e these from the rest of the book to i s still a major strongpointproducts,
c o l o u r o n p a r c h m e n t — i t ' s e a s y t o s o m e of the Middle Earth but it I yongoing
of the module. f i g hone,
a w n . I, for t a gam
a i n ssick
t t h eand
U ntired
l i f e aof
n d'the
i t s 0 I1 )0 11

I • a
b lyl oside,
w reference.
s h o w t hFour
e a r of
e athem,
covered
placed
b y side
t h e RMa on gs et r so of
f tthe
h e Naodrvt h
e nare
t u r set
e s in
b uthe
i l t Third
i n t o t0w ai rset e
twisted?
d servants'.
FromHwohwado
t nw
o remk naor ew tthey
h e y /11 0 1
Ioi campaign, from Hobbiton in the south to A g e — around 1 6 4 0 . T h i s is before t h e i t w i s t e d ? Perhaps it is not the servants of / 0 1
1 a E r e d Luin in the west. The reverse of each e v e n t s of Lord of the Rings, though there gII t h e unlife that are twisted, but its oppon- i l 0 4
I DmI ausing
p sheet
d i f f e rise nprinted
t c o l o uwr ist ht ot o w
d ins tplans
i n g u i s—
h (i asl beeni o
t uon
g ha smaller
i n f o r m ascalerto
t i o n f o r be
c arun
mpaati gany
n s IeI nAt l sl ;t hand
i s gifoito were,
d - a n dh- o
ewv i lwould
s t u f fwe
i s know?
very / 0 1

110w
pbuildings. These maps can be confusing 1 1 0 1
at times, because it is well presented and the background is
I 0 4 between t A h e v a r i otuhse rfgeu ni sc tsuch
i o n s ao fewti hd ee tt ui m
r meo in
i l the
thatThird
adventure
follows
i s or
the war.Ages. Fourth 1 implausible.
Fourth
very appealing, i n t h e I n fairness to The Iron Wind, however, 1 0 1
[ 0 r a n g e o f c o l o u r s a n d s h a d i n g s ; i t i s A l l in all, then, a w o r t h w h i l e addition to g i v e n i n t h e f o r m o f a s t o r y, t o l d b y a b i 0 1

isomptiompoop....4pmerippipmeni
1 l i dexample. I
i ff i c u l t to tell a miller's l
from a stable, for t kh e Middle Earth
§ range. A ncd y Blakeman
e r t as u pi p lny i n Elor
g i n fOnce
o r m a tDark.
i o n i sTlaudable,
h i s m e t h oadnodf
while this example lacks refinement, it is
far s u p e r i o r t o ICE's s t a n d a r d s y s t e m .
ill •
k g 1041
rill

IpAtt
1 ossossossossessotej
g "'At oAtoppAttog ososLoA
m
o
And e a c h o f t h e a d v e n t u r e s i s w e l l - j e l
sbalanced
t r u c t u r e—
d a n d a pas
insofar p ethere
a r s t are
o b no
e wfatal
ell I I O i l

!1ir0
oIramPm,cmamFahmrimbmrdramarigi encounters.
1
Apart from the background, then, this is 1 1 0 1 1

a
forw o
a rntyh wr uhliel es campaign
system, I pack
migh— suitable
t add, and 1 •

1S P1 1 Kr 6 - A lo d
l T h a t Glitters uRathni
is
R o , ad Cna d i ' idge C B I 4 A D , p i i( e L4.95
me
a •LSRcmodulet lot t h einformation
A D * D game, available from T S R U K l a d , T h e M i l l ,
free-standing o f o t h e r Loremaster l i
1 1 products.
0 4

'
I
N
N O
C;antes of Liverpool, 89 Vi c t o t i a S u m , L i v e r p o o l L I . P r i ( v f4.45
T h e Dragon L o r d is a scenatio fot the C h i v a l r y & Sorcery game p r o d m e d 4 EGLI, distt Muted i n Bt itain by
I The Iron W i n d is a m o d u l e o r the Loremaster campaign, price L7.95, Rangers of the N o r t h , a module I ' , 1
1
i
.00 A n d y Blakeman 1 0 1

10 1
I 0 0 1 t h u M i d d l e27Earth
29 Sunbeam Road,game,
Role -Playing L o n d (pni ti,NcW

0 0 0 0 0 0 . eoII
0 I. O
9 5, .otB oUt nh wate
i n ICE
impel backs (tryavailable
produtts,

38 M i l l Faint Cicseent, I louslow T W. I 51'G. T h e set costs L6.50


y o u r total bookshop).
I win Games Wot kshop. 0 0 0 1 0 6 1 1 1 P o l r i e r r e l o g r e a g e
0 0 0 0 0 0 1 1 1 1 1

k g

I 0 T h i e v e s ' K i t ( hen is a set o f dungeon accessot ies from L i m i t e d E d i t i o n Castings, 'Shot TOWCT Studio%

1
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Dragon Lord 1
a l H I E V E S ' 1
K I T C H E N O P
01 a
w o u l d n ' t work if run in a standard sword- Ott L i m i t e d E d i t i o n C a s t i n g s p r o v i d e a n s e t t i n g will fit into your scenarios before
i I
and-sorcery environment. Another is that SI interesting selection o f dungeon acces- p a y i n g the £6.50 that the set sells for.

Of I
it requires ability on the part of the Game
041 s o r i e s i n 2 5 m m . W e s a m p l e d t h e i r T h e standard of sculpting and casting is
Thieves' K i t c h e n set, i n effect a w h i t e w e l l up to what's otherwise available on
i R obi
Master — t h i s i s n o t a scenario for t h e
beginner to rolegames. metal m i n i - d i o r a m a , c o n s i s t i n g o f a t h e market, however, and the firm offers a
Nevertheless, there is sufficient depth section o f double-faced w a l l , w i t h f l o o r n u m b e r of other interesting set-pieces; a

O
14N I
to the adventure to give several sessions
of play, a n d t h e plot is by n o m e a n s as VI base, a n d a c o o k i n g r a n g e w h i c h i s g r a v e y a r d set, for example, and a Shinto
hinged t o s w i n g o u t w a r d s t o reveal a s h r i n e set, a n d a l s o a large n u m b e r o f
simple and cliched as the brief outline I hidden door in the wall. Optional extras s i n g l e accessories a t t h e u s u a l prices,

P
iI 1
gave earlier m i g h t imply. Further, since
the adventure is in the form of a plotline, it 0 include tables a n d chairs, k i t c h e n f a r e i n c l u d i n g numerous animals, and various
such a s f o o d , g o b l e t s a n d c u t l e r y f o r c o r p s e s — a pile of 'stricken skeletons in a
means t h a t i f your campaign is close to III I
colour, and chests w i t h opening lids, h e a p ' for an encounter which w e n t well,
It's a n o r i g i n a l a n d i n g e n i o u s i d e a , a n d d e a d a d v e n t u r e r s f o r o n e w h i c h
04
the spirit of the Middle Ages, this scenario
could be converted to most game systems 101 1
though it should be said that the problem d i d n ' t ! I f y o u a r e l o o k i n g f o r i n s t a n t Ol
with ease. w i t h s u c h m e t a l i t e m s is cost, a n d you s e t t i n g s , check out their list.
04 Paul Mason OPI need to think carefully h o w often such a 11 1 6 0 Ian K n i g h t 01
r f f h e I t h e r d e X t e d stagretrd D I O N A - t e l k 0
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O l j : 0 1 0 1 a l a a A O O a r M A T O S I T e a r e d W O R L D S O F l

411'0Wg l i t ' T w i t it' tv v-"0 C1100 ' . 4 1 / 4 4 1 1 1 4 1 1 1 B tie-ins


As O R go,I SWorlds
V AofLBoris
L EVallejo
J O is I 1.4
somewhat unusual. Vallejo's work sug- h III
oi tio•flok
t t i 0 0 0 k

, 1

gests n o obvious design strategy for a p A

V 00001 • oil paintings to illustrate it. Effectively this 0 0


boardgame — o t h e r t h a n u s i n g h i s
P I S * O a 1 i s all M a y f a i r G a m e s have done. They 0 1 0 4
some w e l l - k n o w n fantasy artwork. 0 . -
to; 0 4 0 1 0 0 k 0 h a v e dressed up a poor strategy game in
0 0 * 0 0 • . , Aqi 1 1 T h e game comes in a sturdy box sport- I * 4
Inside are thirty 3)(4" tiles (the worlds,
OA 4 0 0 1 1 0 4 , 4 1 i n g a Va l l e j o p a i n t i n g o n t h e c o v e r. i h e

po
t
0 1 e a c h w i t h a n o t h e r f u l l - c o l o u r Va l l e j o 1 b 4
I t i 0 O a Ili , ostele rruessetlittets' pack o f W
1 0 4 pack
pictur f a Worlddl cards,ae s a i I
-, l b * o f third-rate plastic counters and a rules 0 A

100 Pi T W I L I G H T 2 0 0 0 i sheet. The tiles and cards come in die- I P e


h i c u t sheets, b u t t h e die-cutting i s h i g h 1 0 4
0 11 I T w i l i g h t 2 0 0 0 is GDW's game of World d e c i s i o n they make. This is against the PPR s t a n d a r d and they separate cleanly. The
i l l W a r III. S o far, t h e w a r has lasted five c u r r e n t trend i n rpgs, especially in t h e g a m e i s f o r t w o t o s i x players, a n d
elloe i l l years, there have been nuclear exchang- S t a t e s where parties tend to be steered k g M a y f a i r have t h r o w n i n a solo version 1

0 1 0. sP e
T sh ebut
players
not anare all-out
members
holocaust,
of the and US 5th
the bf ao cr k t-huep r e vf eerne ei f' si tosucceeds
w n ease. hAenr e d (like
i f a 1111
P I fTo rh geo ofirst
d mpart
e a s uofr ethe
. T hgame
e o b jconsists
e c t i s t in
o 11 1 0 0
ground
has j u s f i gb he tei n
t n gdecimated.
i s i n C e n tT
r ahl eEurope.
y m u s t g ua smh ied of a) i.bad
B l s i npoints:
r t h e eS t at ht eehs giat 'm
l lt eh as vuOeff enros b o control
a r d . Players
eight worlds
position
4 by conquest.
five t i l e s each,
i 0 Q
0 4 Os Division (or attached allied units) which 0 laying o u t the world tiles to form the I L I
1 0 I f a c e l o c a l w a r l o r d s , r o v i n g b a n d s o f f r o m i n itia I itis, w i t h a p l e t h o r a o f 0 1 according t o t h e i r w h i m . A refreshing I I
1010 p i deserters, organised Polish and Soviet p h r a s e s like DIFWVD; and guns used by l a t o u c h , this, since it means the board will
of
units, occasional radiation hazards, lack t hplay
e British gare not
British (Icharacters)
imagine most readers
listedwill . bTe hsubstantially
by 1111 e second partdifferent every
is about capture r * I l0 l
the game.
l e I a m m u n i t i o n , fuel, food...

IS 1
s o u F much
o r Ein2 the
5 , t hgame
e r e dbox:
o e s nt w
' t os ethin
three booklets, and several loose sheets,
e m books,
t o b e t h e names
A r m y ' s the
c u rBritish use.i sFor
r e n t rifle an example,
FLN, b u t 1l 1
e op fa enemy
w n ontoworlds. W h e nworld,
an enemy's players
everyone w h o uses i t calls i t a n SLR. P• I t r y to conquer it. T h i s involves beating
move
they a 0 i t o
must
P

0 0 1 b u t a p p e a r a n c e s a r e d e c e p t i v e — B o t h t h e s e a r e niggling p o i n t s — y o u 1 t h e defences concealed on t h a t world. 1 11


I I I_ t also the first. M o r e serious is a m a j o r error 0 1 Tallies, w h o collect
h e attacker a consolation
and defender if their
may ask for I;I e l i S
h e r ethe
' s a worst: a colour
lot here. map of Poland
The brightest item is c a n correct the second and get used to
0 0 1 w h i c h is too small. A bigger map in black o GDW n t h eassume
g u n t athat
b l e severyone
. B e i n g Ain
m ecombat
r i c a n , I 8b i A
s ind d
e ifw the
i n s conquest
(as i n C osucceeds,
s m i c E n cthe
o u nvictor
ter). a l
1 0 1 8 a n dCharacter set-up
w h i t e would be ismore
complex, but this
worthwhile. uses their weapons in burst, Sso they list PR m a y h a v e a s eCc o n d t r y ( a g a i n , l i k e
makes t h e g a m e r u n m o r e s m o o t h l y h o w many 'shots' (= bursts) you can get C o s m i c Encounter). The process of ac-

l e . a o n c e t h e y a r e r o l l e d u p . T h e r e i s a n o u t o f t h e m a g a z i n e . I n f a c t , m a n y b g q u i r i n g allies introduces some diplom-


p Mcinteresting
a o' i p, i1
n e w t w i s t : t h e h i g h e r t h e w e a p o n s can't fire bursts (including the a c y , w h i c h is definitely a plus.
h a r a c t e r ' s attributes, t h e less military S1L R ) s o o n e b u l l e t e q u a l s o n e s h o t , T h r o u g h o u t the game m u c h depends
1

0 experience (skills) h e has. This, G D W w h i c h gives about three times as many h i o n matching u p n u m b e r s on the w o r l d
l e p e d abut
d m it pi
i t ,works well.
is purely The game mechanics
a game-balance device, rs ehfoe tr se eper
must do a little
magazine. Toresearch (prefer-
correct this, the t1 i l Sei nsc ewti ht he tnhuom
s eb eor ns C
onh atrha ec t et irl ecsa radrse. r
l e I a r e simple and easy to run once you've a b l y i n J a n e ' s I n f a n t r y We a p o n s a t a 1111 p r i n t e d w h i t e o n grey, t h e y are barely
a i l bg found all the tables, and includes a nice l o0c a l library) unless GDW admit they're v i s i b l e , so this soon becomes tiresome.
i motivations y w r o n g and expand the errata sheet. A . n y decent group o f players w i l l quite
S
I Ic a r d s . ecl O v e r a l l , t h i s i s a 0g o o d g a m e , w e l l I I l i k e l y find the game runs into a protract-

F Pgi PA
k1g b7Tu.hi6l itnsi fn
o tg
rIoa m
itsedeci
s ydinsgt eNpremise.
basic m h a s i t sA dgroup
o w n f aof
ll w
b eol rot nhg cto
l uab group
b i n g tof
o gexperienced
e t h e r f o r iplayers
f y o u I aM reaches
e d stalemate
sevenonce oneSince
worlds. or more players
it is remark-
i i i i 4
l e l I s o l d i e r s b e h i n d e n e m y l i n e s n a d s - w h o like free-running games and whose P I a b l y easy to prevent someone from tak-

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Remember my name....
Advance to Mayfair
Some people are born to fame; some have changed their name to TM Games (some-
it thrust rudely upon them and yet others one had to do it!( and they have also taken Mayfair Games have been w i t h u s for a
storm t h e H a l l s o f Fame, k i c k o p e n i t s over Endless Plans. This leaves Endless while, but their products are not particularly
portals and force their way in, using their Plans' ex-proprietor, A l a n Hickling, free well known in Britain. They recently extend-
sharp l i t t l e e l b o w s t o consolidate t h e i r to use his creative talents to better effect. ed their representation here by appointing
It w i l l be interesting t o see h o w John another distributor, Games of Liverpool, so
position. I h a v e s e e n J o h n M a i t l a n d ' s
Maitland's b r a n d o f l i v e - w i r e m a n a g e - perhaps we can expect to see more of their
elbows, they are honed to stiletto points.
products i n t h e shops. I h a v e a s t a c k o f
In h i s F a meQuest h e i s n o t averse t o ment works at TM. Certainly if they want
goods to look at, so let's make a start n o w
ringing up honest columnists and asking to g e t noticed, t h e c h i r p y chappy f r o m and examine the balance next month.
them t o t e l l t h e w o r l d t h a t h e h a s l e f t Hemel Hempstead is the lad to do. Watch Mayfair h a v e a r a n g e o f s u p p l e m e n t s
Standard G a m e s a n d i s a v a i l a b l e f o r out for interesting developments emana- called Role A i d e ' , consisting of adventures
employment. H e even goes so f a r as t o ting from High Road, North Finchley. and source books. T h e a d v e n t u r e s I h a v e
dictate the copy as he would like to see it Whilst on the subject of reorganisation, are all designed w i t h t h e A D & D g a m e i n
Games Workshop have created four new mind a n d a r e described a s ' s u i t a b l e ' f o r
appear! Needless to say, your columnist
Directors, including the diminutive Peter Advanced. They also carry a n o t i c e to t h e
resisted s u c h a t t e m p t s t o u s e U n c l e
effect that their use of the trade mark is not
Don's sacred o r g a n a s a p e r s o n a l J o b Darvill-Evans, the well groomed Ian Bailey
sanctioned by TSB. H o w e v e r, l e t u s leave
Centre. H o w e v e r, t h e l i t t l e f e l l o w h a s (just a b o u t t h e o n l y person w o r k i n g a t such m a t t e r s to one side and concentrate
now settled i n t o fresh e m p l o y m e n t and Games Workshop who is not permanent- on w h a t is on offer.
his n e w berth is w o r t h y of our attention. ly sewn inside a company T-shirt) and the The K e e p is an adventure based on t h e
He is Sales Manager at Avalon Hill UK. It homely Brian Ansel!. This w i l l leave the Paramount m o v i e o f t h e s a m e n a m e .
looks a s t h o u g h t h i s o r g a n i s a t i o n i s original two co-Directors, Ian Livingstone Characters a r e c o n f r o n t e d b y a n e v i l f o e
making a push to be an all-rounder in the and Steve Jackson, w i t h m o r e t i m e t o which t h e y m u s t face i n t h r e e different
British games business rather than mere- concentrate o n t h e i r c r e a t i v e w o r k a s ages, from the Age of Magic to the Second
authors. World War. The Keep is for 3-6 characters
ly importing Avalon Hill games. They have
of levels 9 - 1 2 . In A n g r y Wizard the time-
travelling m a g i c u s e r ( h e m a i n t a i n s a n
More Illuminations on Page 5 4 - including TSR new releases apartment in our era in Illinois of all places)
sends t h e characters off to find a g e m big
enough t o encase a dragon's head, w h i l s t
in D e a d l y P o w e r they m u s t seek a Box of
The Citadel of ICE Seeds. A n g r y Wizard is for 3-6 characters
of levels 1 - 4 , w h i l s t D e a d l y P o w e r i s f o r
Citadel Miniatures, which is of course virtual- of the Troll S h a w & A s t u t e readers will note 4-8 c h a r a c t e r s . l e v e l s 6 - 9 . S h i p w r e c k e r
ly the private bailiwick of Brian Ansell, have that these are the same titles as t w o of Iron sees the players pitted against a desperate
released a Journal. This is intended to be an Crown E n t e r p r i s e s ' M i d d l e E a r t h s u p p l e - band of pirates, n o t to m e n t i o n an equally
update of their catalogue and further issues ments. The connection does not end there. desperate tribe of goblins. S h i p w r e c k e r is
will appear t h r o u g h o u t the year. A s w e l l a s The figure sets will utilise the same artwork for 3 - 6 c h a r a c t e r s o f l e v e l s 4 - 7 . S w o r d -
containing details of Citadel's latest releases, as appears on the respective booklets. thrust is for 3 - 6 characters of levels 3 - 7
it h a s i n t e r e s t i n g a r t i c l e s o n p a i n t i n g a n d Talking o f w h i c h , I C E ' s l a t e s t c a m p a i g n and wins my instant devotion by virtue of its
other aspects of figure modelling. There are module is Rangers of the North. It describes opening l i n e i n P l a y e r C h a r a c t e r I n t r o -
also s i g n s t h a t C i t a d e l ' s c o p y w r i t e r s a r e the N o r t h e r n K i n g d o m o f t h e D u n e d a i n i n duction — 'It is a dark and stormy night....'
improving w i t h a g e a n d e x p e r i e n c e . T h e great detail. The m a i n b u l k of the volume is 0, deathless prose, w h e r e w o u l d scenario
humour, whilst still derivative (they appear to set about the year TA 1 6 4 0 - the Witch King writers be w i t h o u t you?
be devotees of t h e " z a n y " school), i s m u c h of A n g m a r is very much in evidence and the Dark F o l k i s m o r e o f a s o f t cover b o o k
more polished than that wh ich we had to put Shire h a s b e e n r e c e n t l y s e t t l e d b y t h e than t h e s l i m v o l u m e w e a s s o c i a t e w i t h
up with in the early Wa r h a m m e r for example. civilised a n d c o m f o r t a b l e h o b b i t s . I n f o r m - most supplements. I t gives detailed back-
Spelling is still a w e a k point, however. ation is also given about other ages such as ground o n Trolls, O r c s , G o b l i n s , K o b o l d s
Amongst Citadel's m o s t p o p u l a r l i n e s a t the time of Bilbo and Frodo. Complete MERP and Gnolls and provides a suitable scenario
he m o m e n t , according to m a n y retailers, is stats are given for Aragorn and Ganda If and featuring e a c h o n e o f t h e s e c h a r m i n g
their M i d d l e Earth series. They are now to be 'many important hobbits'. Several adventure races. It also contains an essay by Robert L
launched in the US following their successful scenarios a r e p r o v i d e d , a s a r e s u i t a b l e Aspirin ( o f T h i e v e s W o r l d f a m e ) o n t h e
entry i n t o t h e h o m e m a r k e t . I t w i l l b e layouts and floor plans. A s ever, this product nature o f O r c i s h c u l t u r e , w h i c h i s m o s t
interesting to see h o w they fare in the States is of the highest standard. ICE have demon- illuminating. I t appears that Orcs are very
against the local team's products. By these, I strated t h a t t h e decision t o license t h e m t o bad indeed — sort of like traffic wardens but
mean G r e n a d i e r ' s M i d d l e E a r t h r a n g e . produce t h e O f f i c i a l g a m e m a t e r i a l f o r w i t h more charisma.
Interesting a l s o t o s e e h o w G r e n a d i e r ' s Tolkien's W o r l d w a s c o r r e c t . T h e y w e r e No p r i c e s y e t f o r a n y o f t h i s s tuff, b u t
range d o e s o v e r h e r e , w h e r e i t i s n o w virtually u n k n o w n a s a c o m p a n y w h e n t h e doubtless G a m e s o f L i v e r p o o l w i l l b e
available from Grenadier UK Ltd. Grenadier's licence was granted to them, but the decision, overjoyed to furnish you w i t h lists.
next M i d d l e E a r t h r e l e a s e s h a v e b e e n surprising a t t h e t i m e , h a s b e e n a m p l y Next m o n t h w e w i l l take a look at some
announced. Once again they are to be boxed vindicated. I C E ' s p r o d u c t s a r e c u r r e n t l y more M a y f a i r supplements as w e l l as one
sets. They will be S h e l o b ' s Lair and Hill M e n available in the UK from Games Workshop. or t w o of their boardgames,

43
I M A G I N E ma9anne June 1985
al0
11 8 W n
Role-playing games have rules which are to b e n d a n d break t h e r u l e s o f t h e cast a cure spell in the first place).
open to interpretation, a n d this some- game, and DMs often appear to have As f o r o t h e r possible effects, t h e
times causes problems when two garners little choice b u t t o give in. The f i r s t limited w i s h s p e l l s h o u l d b e c o n -
interpret t h i n g s d i ff e r e n t l y. D i s p e l and s i m p l e s t m e t h o d o f l i m i t i n g trolled by the DM. A character w h o
Confusion is a column intended to help player characters in using wishes is wishes that her opponents will miss
by providing answers to rules questions. not to let them get hold of either rings w h e n attacking in combat could have
At present we mainly answer questions o f w i s h e s or details of the spells in this limited w i s h fulfilled b y having
about TSR games; while the answers we the first place. opponents always m i s s h e r and h i t
give are n o t fully official w e do have The physical e ff e c t s o f casting a her companions, or by the DM apply-
contact w i t h the designers and a good wish o r l i m i t e d w i s h a r e clear ing a - 1 o r - 2 a d j u s t m e n t t o t h e
deal of playing and refereeing experience enough: the caster ages 3 years or 1 opponents' ' t o h i t ' r o l l s . N a t u r a l l y,
(among our other dubious abilities). year, depending upon which spell is the limited wish to this effect should
An answer column needs questions, so being cast. Using a w i s h from a r i n g come t o an e n d a t t h e f i n i s h o f t h e
send yours to: Dispel Confusion, TSR UK does n o t age t h e character, b u t the melee.
Ltd, The Mill, Rathmore Rd, CAMBRIDGE MU w h o f i r s t p u t t h e w i s h i n t o t h e Wishes are m u c h m o r e powerful,
CB1 4AD. I f you don't want to wait for ring is aged. and hence m u c h m o r e abused. The
your question to appear in the magazine, Limited wishes should be seen as only limit set upon them is that they
please enclose a 9"x 4" SSAE having minor, localised effects upon cannot be used to cancel the decrees
reality. T h e PHB gives examples o f of god-like beings. We think it is fairly
restoring 'some hit points' or increas- safe to assume that god-like beings
A D VA N C E D D U N G E O N S Sc ing t h e ' d u r a t i o n o f s o m e m a g i c a l decree t h e m s e l v e s t o b e a l i v e , s o
DRAGONS® and DUNGEONS effects'. As a rough guideline it is fair player characters w h o attempt 'dei-
to assume that a limited wish used as cide' b y w i s h i n g a g o d d e a d a r e
& DRAGONS® games an a d j u n c t t o s o m e p r o c e s s w i l l wasting their breath.
produce the best possible result that The main limit on the wishes of all
Q. W h a t are the exact limits of a wish? could have been statistically expect- types must be the ability of the DM to
(Advanced) ed. W h e n used t o 'restore some h i t deliberately 'misinterpret' w h a t t h e
points', for example, the limited wish characters are w i s h i n g for by being
A. The two spells most open to abuse by would have t h e equivalent effect of perversely literal. If character wishes
player characters are wish and limit- the best result of the most powerful that someone w e r e n o l o n g e r dead
ed w i s h . T h e v e r y n a t u r e o f t h e cure spell, w i t h o u t any of its random the DM should feel quite at liberty to
phrase 'I w i s h that....' invites players factors (otherwise, i t i s s i m p l e r t o have the deceased return as, say, a

GAME COMPANY
Mobbymeets• f l u b s & Events gionfirteets,. Cliths E v e n t s . Hobbylneets• C f u i s & E m t s So6bytneets C l u f i s

C tubs his area W r i t e t o G l e n a t 1 2 W i l l a n d Close, Events


Moss House Farm, BL2 6TO
Send details of your club/club requirements to First, more apologies, this time from Leics Poly
IMAGINE mat jazine, The Mitt, Rat/more R4 HANWELL, L o n d o n : T h e D a r k Riders Frpg Games S o c i e t y w h o c a n c e l l e d t h e i r c o n ,
Cambri4i3e CBI 4AD, for a free mention club meets every Friday night, 7-10pm, at the mentioned . 2 5 , b e c a u s e i t w a s s o c l o s e t o
in this column Community Centre, t o play a (bloody) A D & D Bradford's. We were right about M A N O R C O N
campaign, C o C , W a r h a m m e r a n d a n y t h i n g that issue though — t h i s D i p l o m a c y con really
First t h i s m o n t h m u s t be a c l u b advertised i n else w i t h e n o u g h i n t e r e s t e d p l a y e r s . F i r s t will t a k e p l a c e i n J u l y : 1 9 t h - 2 1 s t , a t
issue 23, in Fenham, N e w c a s t l e : this club has night free: ring David on 578 8122, or just drop Birmingham University. Accommodation avail-
been disbanded since we first mentioned it, so in. Everyone (12+) welcome able, a s at m o s t conventions. F u r t h e r details
someone else w i l l have to organise a c l u b i n from B i l l Wr i g h t , 4 3 Faroe Ad, L o n d o n W 1 4 .
this area. A p o l o g i e s t o G S K e t c h i n f o r t h e LEEDS: C l u b o r players s o u g h t i n R o t h w e l l , The same weekend sees A L B A C O N at Central
inconvenience caused. South Leeds area by gamer w h o plays mainly Hotel, G l a s g o w, w i t h c o n f i r m e d g u e s t s A n n e
AD&D, also D & D , MERP, RuneQuest and McCaffrey a n d H a r l a n E l l i s o n . W r i t e t o 2 0
Next, Jacob Andersson of Sweden wrote to tell S t o r m b r i n g e r, and is willing to try anything at Hillingdon Gdns, Cardonald, Glasgow.
us t h a t t h e m a g a z i n e i s r e a d ' o v e r h e r e ' . all. Robert Spavin, 94 North Lane, Woodlesiord, Backtracking a moment, R E A D I N G ' S R P G
Pleased to hear it, Jacob! His club, Spelnastet, LS26 8RW. Tel 8 2 2 3 9 8 D AY 2 is on 22 June at Ryeish Green School.
has 3 0 m e m b e r s w h o p l a y all k i n d s o f rpgs, No details available but write to M r M Holland,
boardgames a n d t a b l e t o p w a r g a m e s , a n d LONDON: Sigma G a m e s Club meets every 17 Brybur Close, W h i t l e y Wood, Reading.
some a l s o p l a y C r a s i m o f f ' s W o r l d . A n y o n e 2 n d / 4 t h / 5 t h S u n d a y in every month, 3 p m to Then there's C A M C O N , 1 3 - 1 5 September,
interested contact Jacob at: Krakbarsgatan 14, midnight, a d m i s s i o n E 1 . 5 0 i n c l u d i n g coffee. at N e w Hall College, Cambridge. N e i l Ta y l o r,
234 00 Lomma, Sweden. Tel 0 4 0 - 4 1 2 0 2 2 IVC, 3 The Piazza, Covent Garden Perspective Design, 9 Pembroke St, Cambridge
CB2 3 0 Y s h o u l d k n o w more. G A M E S D A Y
Now for the more regular mentions: NORTH LONDON: N e w A D & D campaign will be at the Royal Horticultural Hall, London,
seeks friendly, non-sexist adult players of any as usual: 2 8 - 2 9 September. Details i n f u t u r e
BASILDON, Essex: SEWARS games c l u b experience, w i l l i n g t o u s e b r a i n s a s w e l l a s issues.
meets e v e r y T u e s d a y 7 . 3 0 - 1 0 . 3 0 p m a t brawn i n u n p u b l i s h e d a d v e n t u r e s . P h o n e : October 11 - 1 3 t h sees M I D C O N t h e Star
Malyons M e e t i n g H a l l , M a l y o n s , B a s i l d o n . 809-1406 Trek v e r s i o n — a t L e i c e s t e r I n t e r n a t i o n a l
Contact Chris, 0 2 6 8 2 6 9 6 9 Hotel, c h e a p e r i f y o u b o o k b e f o r e 3 0 J u n e :
S H R E W S B U R Y, Salop: Adult beginner seeks Terry Elson, 8 Ennerdale Cl, Oadby, Leicester.
BECKENHAM, Kent: P l a y e r / D M s (16+) other adult players or club. A D & D , w i l l i n g to November 1 - 3 l o o k s l i k e b e i n g a b u s y
needed for small w e e k l y A D & D group w h i c h learn o t h e r games. S u e Jones, 5 5 Canon St, weekend. N O V A C O N w i l l be at t h e D e Ve r e
meets 2 - 7 p m S u n d a y s . R e l i a b i l i t y essential. Shrewsbury SY2 5HH. Tel 6 8 1 3 0 (evenings) Hotel, C o v e n t r y, w i t h g u e s t s D a v e L a n g f o r d
Other frp games considered. Russ, 6 5 0 4 7 1 3 and J a m e s White. Details f r o m 8 6 B e a r w o o d
YORK: Urgently needed: Aftermath, R Q Farm Road, W y l d e G r e e n , S u t t o n Coldfield,
BOLTON, Lancs: Glen Campbell plays AD&D! players. Please contact Russell Jackson, Tower Birmingham 8 7 2 1 A G . C Y M R U C O N w i l l be
He wants to meet other 14-year-old garners in House, Landing Lane, Riccall, York. Quickly!! at Centre Hotel, Cardiff; that's all w e know!
44 I M A G I N E magazine, June 1585
vampire ( w h i c h i s d e f i n i t e l y n o t regarded a s a s i n g l e w e a p o n , o n l y of interesting quests, a s t h e player
dead), t h i r s t i n g f o r t h e blood o f t h e the b o w i s actually magical i n t h i s characters may need to track down a
wisher, o r a s a , zombie, ( a n d t h e case. T h e b o w c a n f i r e t h e a r r o w really esoteric specialist at times.
social p r o b l e m s o f a z o m b i e f o r a straighter ('+1 t o hit') and harder ('-v1 There i s n o t h i n g t o s t o p p l a y e r
friend could be s o m e w h a t interest- damage'), b u t i t d o e s n o t a c t u a l l y characters setting themselves up as
ing, n o t to mention having to put up make i t magical i n any w a y. By the sages, b u t a s t h e y d o n o t (indeed,
with the understandable resentment same logic, a m a g i c a l a r r o w f i r e d should not) have access to the D M ' s
of the poor zombie). from an ordinary bow can hit such a campaign n o t e s o r a n y r u l e books,
The D M m u s t be prepared t o use monster. how can they give out anything more
Of course, you could always thump than t h e s k e t c h i e s t i n f o r m a t i o n ?
any and all loopholes that the players
leave, r u t h l e s s l y ; r e f u s e t o g r a n t the beastie over t h e h e a d w i t h t h e Sages s p e n d m o s t o f t h e i r t i m e
wishes w i t h c a u t i o u s s u b - c l a u s e s bow! researching i n d u s t y l i b r a r i e s a n d
and qualifiers; a n d generally m a k e t h i n k i n g — h a r d l y the stuff of exciting
the w h o l e b u s i n e s s o f s a y i n g ' I Q. Is it possible for a player character to adventures....
wish....' risky. Wishes should become become a sage? (Basic/Advanced)
something saved for a last when-all- Q Can a c l e r i c u s e a f l a m i n g s w o r d ,
else-has-failed resort, not something A. N o t really. In the A D & D game, sages where the burning causes damage?
used as a casual spell w h e n players are a formalised sub-variety o f that (Basic/Advanced)
cannot t h i n k o f a n y t h i n g m o r e useful creature, t h e Little O l d M a n
original. O f course, i f a player char- (or Little Old Lady), which gives DMs A No. If playing by the strict letter of the
acter is u n k n o w i n g l y wearing a ring the o p p o r t u n i t y t o pass o n i n f o r m - rules, c l e r i c s c a n n o t u s e e d g e d
of w i s h e s a n d h a p p e n s t o s t a r t a ation to the player characters without weapons, n o matter w h a t the o t h e r
sentence w i t h ' I w i s h that....' t h e n speaking as the DM. In other words, effects of the weapon; just because it
the DM is entitled to a little joke.... sages can give out information about is flaming, the edge is not blunted. It
the g a m e w o r l d w h i c h varies f r o m is a l s o w o r t h m e n t i o n i n g t h a t t h e
the entirely true (eg 'This sword you Pelinore material h a s differentiated
Q. I f a m a g i c b o w i s u s e d t o s h o o t a
normal a r r o w, c a n t h e a r r o w h i t a have s h o w n m e i s O r c N i b b l e r, a between religions by allowing some
creature w h i c h is only vulnerable to l o n g s w o r d +1, rumoured to slay orcs clerics t o c a r r y s w o r d s a n d o t h e r
magic weapons? (Basic/Advanced) w i t h a single b l o w and t o have t h e weapons out of the ordinary.
power o f f l i g h t ' ) t o t h e completely
A. The s h o r t a n s w e r i s n o , i t cannot. spurious ('Beware of skeletons with blue 3110 Jim Bambra, M i k e Brunton,
Although a b o w a n d a r r o w can b e noses'). They can also be the objects Phil Gallagher & Graeme Morris

DURING-THE NIGKTOF -THE T W E L F T H


DANI! oF ThE INActZli S U R G E tNIVE \IEAR
OF RUTTiNG- M A R m O S E T S , AGREAT
LAG-Kt s u e N e p iNTHE r G W S I c 1 . AN12
Acses OF ALL Ne,itoN\ P i z c A c H e p r r S
IMPORT„.

i l f , \ 7 7 . , n e l n W e r e / W . , / 1 1 1 r - M 9 : . , ".",,,,tarAIIM
Yo u ARE IN THE F o R E S To F NERry\S_
p),
1l o w E 5ANJEp you Fgom y o u R
SoRcERok_IS F o a m A N , T e n E y To
YOUR N o u N y S ANT) FoRMIZREp o u
Wrilt A R m s . p o NoT
t'sttE f3:NZ t 190A w N G t N C E GONE
my G-039 AN 9 vtoLy COKs-r.

45
I M A G I N E magazine, June 1985
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Onto #24, and a piece of information. playing T M ADgri); very much preferring Bushido

Letters Andrew Shenton, Stalybridge, Cheshire: In #24


and a g a m e y o u m a y h a v e h e a r d o f c a l l e d
Runequest.
you said you d i d n ' t k n o w wherc the new ideas And w h a t is the use of a news page i f D o u g
Just when I thought we had this whole two for the I N D I A N A JONESTM game come h o m ; Cowie r e v i e w s c o n v e n t i o n s b e f o r e h e v i s i t s
page spread to ourselves (and VOP, I suppose), they c o m e f r o m t h e I J c o m i c . T h e G o l d e n them? I thought 1984 was last year.
suddenly o u r advertising people have sold Goddess was in #10, i n it he battles against Ilsa
extra space, and we've got to put up with the To h t (sister of the baddy in Raiders). In #11, he M a r t i n Keel: I ' m afraid # 2 5 wasn't really m y
information about Next Issue. A n d here you steals a calender r i n g f r o m some aborigines — scene. Surely, Orientals shouting hat or corn mit-
are only just starting the best bit of this one. they chase h i m and he is saved b y some ninja- ing h a r i - k i r i w i t h t h e i r katanas o r whatever is
Still, there is plenty of room for you to air your like warriors. more part of Bushido? Don't get me wrong, I ' m
views on any subject which you feel would be f l o w a b o u t a review o f the new D C Heroes not against a Celtic, Norse or some other feel to a
of interest to your fellow gamer& Just write to: game f r o m M a y f a i r, as 1 w o u l d l i k e t o k n o w campaign and I actually use some o f the stuff
IMAGINE magazine (letters), The Mill, whit h game is best. you publish. •Uhe t h i n g that worries me is the
Rathmore Road, CAMBRIDGE CBI 4AD in a n d availability of so much m u l t i -
and we'll try and fit you in. Chris H u n t , Stockport, Cheshire: Belated con- cultural i n f o r m a t i o n marks a trend towards a
So popular is this part of the magazine that gratulations on #24. A l l the articles were well- totally flavourless g a m e w h i c h makes i t
one of my colleagues is trying to muscle in. written, especially t h e pickpockets' encounter irrelevant w h a t s y s t e m t h e D M s a y s h e i s
Mike Brunton, f o r all kinds o f reasons, has tables and the l o c k p i c k i n g article. H o w To Sell playing.
been the subject of a number of letters this The P o n t i B r i d g e w a s o n e o f t h e best s h o r t H a v i n g played a number of frp games, I finch it
month. stories you have ever published. is generally the rules w h i c h give them feel and
direction — the 'cults' i n R Q , t he simplicity of
Darren P a r k s , S t I v e s : I t h i n k P e l i n o r e i s Martin Peter Keel, Hungerford, Berks: I thought combat i n the Advanced game, and the extreme
excellent, but I've had a bit of d i ff i c u l t y f i t t i n g #24 was mega-super-brill. simplicity of Tunnels gc Trolls. I f a D M uses the
the Eastern special i n t o m y c a m p a i g n w o r l d . source material f r o m , say, # 2 5 i n one o f these
Still, the scenario Words of Keep-You-On-The- David Pearson, Stoke G o l d i n g , Wa r k s : I a m systems, w i t h the o h itre and language-specific
Go-Joe w a s w e l l c o n s n ucted a n d v e r y w e l l w r i t i n g to ionnnent on A l l That Glistens in #24. ideas, then the flavour o f the system is lost.
written. I n o w believe your magazine is second In a game that leans to back'n'slay, this article
only t o Dagon as the best g a i n i n g magazine on worked towards more interesting city encounters. A novel point. Most people have been arguing
the market. However, Chris' idea of conning the players as for the submerging of the system, so that the
well as the characters is ludicrous. I final ly chose rules are invisible and the players draw the
M A T r o y , Wa r r i n g t o n , Cheshire: L e t m e to use Chris' ideas in an attempt to add spice to 'feel' of their play from the milieu in which they
congratulate y o u o n A p r i l ' s e d i t i o n ; h i g h l y an adventure and to relieve the players of a few adventure. Any more votes for the individuality
infoimative and interesting. I especially l i k e d gold pieces. T h e best confidence tricks to run are of systems?
T h e Words of G o - G u j i . I w o u l d like to quibble those w i t h high-level NPCs. A g o o d example
about one detail though. Whoever drew the plan was t h e a d v e n t u r e J a c k o f A l l Tr a d e s t h a t Dave H a r p e r, To n b r i d g e , Kent: I n s u p p o r t o f
of K t n n o C a s t l e h a s m a d e o n e s l i g h t b u t appeared i n # 6 and t h e Special E d i t i o n . N o t David G r a y (Letters, # 2 5 ) — w h y n o t m o r e
significant error. The main gate of the castle is in only was it a h i g h l y enjoyable adventtne, but it material for t h e D R A G O N Q U E S T game? F o r
a north-easterly direction, and this point on the also taught tin' players a new respect for NPCs. TSR t o sit on this excellent system makes very
compass is considered to be extremely u n l u c k y, little sense. The D8cD games have their audience.
since it is the direction by w h i c h demons enter Yes, Jack was one of the finest of our early T h e market for D Q is very different, and w o u l d
and leave. I t even has a special name, K i t n a n , adventures, and/hope we can persuade Roger give T S R a g r i p o n t h e sector o f t h e m a r k e t
and there are n o exits o r entiances o n e i t h e r Hall to write again sometime. Generally, most which thc M D games are inherently unsuited
subways o r J N R s t a t i o n s w i t h t h a t n a m e people found #24 gave them some extra ideas for, i n c o m p e t i t i o n w i t h m o r e c o m p l e x a n d
anywhere in Japan. Of course, it could be argued for playing the Thief class; I hope the issue you realistic products of other companies. T h e D8cD
that the gate being there is symbolic o f Kin ln0 have just read managed the same for magic and D Q games c o m p l e m e n t e a c h o t h e r. S o
Ushil's d e m o n i c l i f e , b u t h e w a s n ' t l i k e t h a t users. Illusionists should be the next class to please, more material for D Q — and particularly
before he met G o - G u j i . get the treatment; there is still time for you to the Arcane Wisdom supplement, said ( #7) to be
get your ideas down on paper. ready for release when SPI were taken over.
Gareth Tu r n e r, Kingston, Surrey: I've just read ;;25 attracted more mixed mail, raising the
Mike B r u n t o n ' s r e p o r t o n L i m i t e d E d i t i o n s old question of 'cultures in frp, and a few other Gavin Cameron, Kenton, Middx: On the subject
work. I ' l l pulverise h i m w i t h a portent potion. I matters besides. of Special issues, I w o u l d like to say t h a t so far
am a devoted fan of this little firm — there isn't they have been very good, although the Far East
another company a r o u n d w h o w i l l p u t them- Ian Yates, Wa r r i n g t o n , Cheshire: A l t h o u g h I wasn't the best you've done. I look forward to the
selves out to make the unusual for garners who said I w o u l d be against the Far Eastern special, I Norse, and why don't you do a Belgeriad special?
like to spring surprises during an intense session must a d m i t I enjoyed i t and f o u n d parts o f i t In t h e Far Eastern Special, w h y d i d n ' t y o u
of gaming. useful. M o n s t e r s F r o m T h e F o l k l o r e o f t h e concentrate m o r e o n ' c h a t ' r a t h e r t h a n o n
Philippines was interesting; I hope to see more publishing 101 n e w w e a p o n s f o r t h e D & D
L i m i t e d E d i t i o n Castings, H o u n s l o w, M i d d x : articles on folklore from around the world, but games. S t i l l , i t was q u i t e w e l l done, a n d as a
\VIto is t h i s M i k e Br union? Does he t h i n k h i s especially British folklore! result one of my co-editors plans to buy a copy of
comments are m o r e w o r t h y t h a n those o f Joe I'm l o o k i n g forward to the Norse special — I Bushido.
Dever and Gary C h a l k of Lone Wo l f fame? O u r hope y o u g o i n t o d e t a i l a b o u t A s g a r d a n d
retailers are disgusted, a n d are i g n o r i n g h i m ; Jotunheim. Oh! — and no articles on V i k k i the Andy 'Scarface' Green, H i g h Wycombe, Bucks:
some shows are s i m i l a r l y scathed, yet go on to Viking! H a v i n g just ploughed my way through your far
w i n huge accolades. We shall do the same. Eastern Special, I have m i x e d feelings t h a t I
People w a n t o u r accessories. I assume M B Vikki the Viking?? thought I w o u l d share w i t h you.
hadn't been i n f o r m e d that all o u r work is hand I a m t h e Judge i n a GANGBUSTERS®
cast. A bit of healthy criticism never does anyone Simon Bartz, Cardiff: I t h i n k specials are a bad campaign, w i t h a g r o u p o f 2 n d - 3 r d l e v e l
any harm, but his words are as vitriolic, almost idea. I saw the Far Eastern one and didn't touch characters. I f you people can do an e d i t i o n f o r
as if he is conducting a personal vendetta. it as it wouldn't f i t i n t o my campaign. the B u s h i d o game, t h e n w h y n o t f o r GE? —
another campaign module, perhaps. The others,
There were a few more supporters for LEC, Chris Hunt: Was #25 really the best you could do especially GB3, are of excellent standard.
clearly grateful for the variety offered by this when w r i t i n g w i t h Bushido fans 'specially' i n
enterprising team. Still. Mike sticks by what he mind? A p a r t f r o m t h c scenario ( w h i c h looked An interesting collection of opinions. Frankly, I
said - he has no axe to grind, b u t he has very good, though I haven't played it yet), all the can't hold out a lot of hope for you DO and
different standards a n d t r i e s t o u s e h i s articles were for the D8cD games, GANGBUSTERS games fans. I think the days
experience to guess what the average reader This c a m e a s a g r e a t d i s a p p o i n t m e n t , a s when publishers could bring out a game on
would think. Maybe he's wrong, b u t he i s recently y o u r magazine has i m p r o v e d greatly just about any time period or setting and make
honest. He is also a twit - fancy not knowing from t h e T S R M o n t h l y i t u s e d t o be. T h e money are behind us. I t ' s fascinating (and
about Japanese demons never riding the tube discursive a r t i c l e s r e t a i n a g r e a t degree o f quite frightening!) just watching the market for
trains.... We can only offer the theory that the usefulness whatever game one plays. This is why Science Fiction rpgs recede, never mind that
gate was built after the meeting with Go-guji. I s t i l l b u y I M A G I N E magazine w h i l s t n o t for 1930s Chicago. B u t since t h e C a l l o f
48 I M A G I N E magazine, June 1985
letters.... letters l e t t e r s . _ letters._ letters.... letters.— letters.... letters..., letters.— letters.— letters.... letters.... letters.... letters.— letters.... letters.— letters.— letters.— letters..., letters..., letters..., letters.... letters....

Cthulhu game is now pretty popular, maybe your reviewet appeals to object to my name
you can pick up some ideas from that - and
next issue might be useful to you. With a bit of
being prominently displayed on the game and
its components. I f he has any knowledge of Letters
preparation, A N i c e N i g h t F o r S c r e a m i n g copy' ight law, he should appt cc jaw that my
could be just what you wanted. name, as the copyright holder, in b e displayed and i t was everything for me, but i t was for
But DO, well, what can I say? Whatever state on all the components, but more linportantly, he clet ics and that isn't a popular class for some
Arcane Wisdom was in three years ago, it is !mist be unaware that the Society of Inventors of people.
very unlikely that it will ever see the light of Games M a t h e m a t i c a l A t t r a c t i o n s ( S I G M A ) That's n o t w h a t I wanted t o say. Yo u r
day. I f you remember the very beginnings of has always argued that just as 110V clists' names modules are awesome — the U K set ies, your
this magazine, you'll recall that there was are prominently associated with their books, so magazine modules and all that jazz. There's no
considerable outcry about the cessation o f should games inventors be with their games. comparison; you] modules have more fantasy,
PAN, t h e newsletter o f the Players Assoc- This for two reasons: I ) the invention o f a more realism, and just plain better class. Maybe
iation, and a fine publication. Our argument professionally designed game is just as much a you'll start another British invasion: oh no, the
was, how could PAN and IMAGINE magazine creative achievement as the work of a novelist Red Coats are coming!!
compete f o r limited resources without u s and 2) if the consumer buys a game by X and
always being aware that every hour spent on enjoys it, he is much more likely to buy another I've checked around the office, and I can't find
the newsletter could have been spent on the of X's games. anyone who ever worked for Butlins. Thanks
larger a n d more demanding publication? I John, a n d w e l c o m e aboard. A n y o t h e r
think the same is true of the relationship of the Valid enough, although I'd be a sight more Americans out there reading this magazine -
D&D and DRAGONOUEST games. Designers impressed if JJ wasn't the founder of SIGMA. we'd love to hear from you. All those who write
might think they were being given 'secondary' The Americans seem to have a much higher to this magazine before the closing date o f
projects; sales staff might resent time wasted awareness of games' authors, and individual October 1st will win a free explanation of what
trying to point out the differences to retailers.... designers are accorded varying degrees o f But/ins is, and our undying gratitude. And tell
It goes on. I don't think it is a problem easily respect or loathing by the buying public. Maybe your stores to order more!!
resolved, but I appreciate what a disappoint- us Brits (cue: L a n d o f Hope a n d Glory) just Hmmm, still a couple of lines left. Tell you
ment t h e whole business must b e t o D O think a game should stand or fall on its merits what, we'll see what Robert Spavin has to say.
players. Maybe, just maybe, we can do our bit alone, n o t o n past glories, n o r o n pretty
to help, sometime. phrases, nor yet on the glossy media present- Robert Spavin, Leeds, W Yorks: I was reading
Oh, oh.... more trouble from another games ation of its author. Then again, maybe we just thomgh the Letters in #23, when 2 letters caught
producer. What have we done this time? don't notice. my eye. First, Matt Connell's letter about the
And while we're scoring points.... declining standard of TSR modules. I think....
Jack Jaffe, Games For Pleasure, London: I
welcome your layout able teview of in Save The John Lasker, Buffalo, New York: I just finished Ooops, sorry Matt.
President! game in your Apt il issue. Howevei, #20. Nice issue. This was my fruit Biitislt mag, Letters edited by Paul Cockburn

VOP by Ian Gibbs 1


f - j 5 4 : A r LY 11 9 A w 5 , s t r r 1.14Alt ONILY SECAO5E i415 Htcr
-,Ei-s(14l - r w o t t o IS 11,06r
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1trOviggle!....riottattle"sit&Irla,

- N e x t Issue
It might have been a mighty fine day
but it will be A Nice Night For

SCREAMING
A mini-module for Twentieth Century Heroes
- plus -
Lycanthropes in the D & D games; Endurance in C o a a British Daredevil
and a dynamic new Action Sequence system for combat in the ADIIID game.
49
IMAGINE stta9azine, June 11785
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50 Please m e n t i o n I M A G I N E m a g a z i n e w h e n r e p l y i n g t o a d v e r t i s e m e n t s
Culture affects the way
NPCs behave. For a Norse
the worst imaginable fate is
to die peacefully in bed. Far
better to die gloriously in
battle and go straight to
Valhalla!

It's o n e t h i n g t o t a l k a b o u t designing a
wilderness f o r role-playing adventures,
but wildernesses don't normally exist on
their own. Rather they are the wild areas
on t h e f r i n g e o f a civilisation, a n d i t i s
from t h i s c i v i l i s a t i o n t h a t t h e p l a y e r
characters will probably be drawn. So the
bad n e w s for you starting out as D M s is,
yes, you have to design a civilisation just
as m u c h a s a w i l d e r n e s s f o r y o u r
campaign!
This need n o t be such a hard job as it
sounds. For instance, you d o n ' t have t o
prepare character statistics for every one
of f i f t y m i l l i o n inhabitants, y o u w i l l b e
glad to hear. For most purposes, you will
only need fairly general details. You w i l l
certainly (as discussed last issue) need a
big map showing where all the towns are.
It is also n o bad t h i n g t o prepare a f e w
general purpose t o w n p l a n s — n o t a n y semi-medieval background, s o m e t i m e s land — perhaps whitewashed, flat-roofed
specific t o w n , a n d n o t t o o m u c h detail, not very well developed. But I have seen mud-brick houses in little villages clust-
other settings used effectively, notably an ered a r o u n d o a s e s . A m o u n t a i n o u s ,
just the general layout. These can then be
brought i n t o p l a y f o r a n y specific t o w n Arabic o n e . R e g u l a r r e a d e r s o f t h i s snowy l a n d — perhaps log c a b i n s w i t h
with a f e w m o d i f i c a t i o n s t o m e e t a n y magazine will be aware of the possibilit- sloping roofs in isolated settings. On the
ies of using Egyptian, Celtic and Japanese other hand, some of the social character-
particular g e o g r a p h i c a l r e q u i r e m e n t s .
Similarly, prepare a file o f sample build- settings— the last seem to be particularly istics will probably be entirely up to your
ings that you m i g h t need: inns, smithies popular, perhaps on account of images of imagination. W h a t sort o f religion? A r e
etc. These can be used again and again Bruce Lee kicking his way around. There they a very religious people or not? Does
with a f e w modifications. T h u s w i t h a are o t h e r distinctive settings o n e could your society l i v e t o a v e r y s t r i c t m o r a l
quick change of decor, the Three Tuns at employ in like manner — Norsemen and code, o r does everyone d o p r e t t y m u c h
Argonath can become the Jolly Sailor at Aztecs spring t o m i n d . O r h o w about a what they please?
Maelsport as needed. And so on. Obvious- campaign s e t in o n e o f the early Indian Answers t o questions l i k e t h e s e w i l l
ly, you will want to do the same with NPCs empires? Or a lost Roman city in the midst have an important bearing on h o w NPCs
— if you have a file of innkeepers, black- of the African jungle? There are plenty of will g e n e r a l l y t e n d t o a c t i n c e r t a i n
smiths, merchants, etc, y o u can quickly ideas to choose from. situations. I f a b a n d o f m a r a u d i n g o r c s
assign o n e o f t h e s e t o a n y p a r t i c u l a r Remember t h a t w h a t e v e r you pick, i t threatens a village, what will the villagers
location as needed. Just remember not to will affect far more things than just which most likely do? If they are f r o m a hardy,
use the same one t w i c e in t w o different gods g e t w o r s h i p p e d locally. S t y l e s o f s e l f - s u ff i c i e n t c u l t u r e t h e y w i l l t e n d
places — n o t w i t h t h e s a m e n a m e , architecture w i l l b e different; t y p e s o f towards grabbing axes and pitchforks and
anyway! farming w i l l vary (try marching across a attacking the orcs on their own account. If
You may find it useful to use buildings paddy field s o m e t i m e a n d y o u w i l l see from a s o f t e r society, t h e y w i l l s i m p l y
and c h a r a c t e r s f r o m P e l i n o r e o r s o m e that t h i s c a n b e important) a n d s o t h e send for help at the first sign of danger.
countryside will look different. And, vitally And some attitudes can influence t h e
similar source i n t h i s w a y. W i t h a little
adaptation to make them fit, this can save important, c u l t u r e w i l l a f f e c t t h e w a y flavour of a campaign strongly. In my own
a lot of time. Nevertheless, you may want NPCs behave (and, ideally, player char- fantasy campaign, for instance, the dom-
to design some areas w i t h i n the bounds acters as well, though it's hard to enforce inant religion is strongly opposed to t h e
• o f civilisation in m o r e detail; and I shall this). I n a n O r i e n t a l c a m p a i g n , f o r practice o f m a g i c ( m a n s h o u l d o n l y
return to this next issue. instance, etiquette will be very important, prosper through prayer). Thus any magic-
At the same time, as you p u t together and player characters w i l l be judged by ian foolish enough to go around casting
the country around which your campaign others according to how well they observe spells in public is likely to be set upon. On
will be based, one essential decision you elaborate s o c i a l c o n v e n t i o n s . N o n e o f the o t h e r hand, magic is hard t o simply
will have to make concerns the culture of that i n a N o r s e c a m p a i g n , w h e r e t h e stamp out, so many magicians flourish in
worst imaginable fate anyone can meet is secret, a n d t h e occasional b r i b e i n t h e
your fantasy civilisation. This w i l l affect
many things, n o t the least t h e sense o f to die peacefully in their bed. Far better to right place keeps them on the right side of
die gloriously in battle and go straight to the law.
background that you manage to convey to
your players. I f all y o u r NPCs go around Valhalla! How far you want to go towards making
behaving like ordinary 20th century Brits With t h i s i n mind, t h e r e is n o reason up your own culture is up to you, as long
in chainmail, then your campaign will not why y o u s h o u l d n ' t d e v i s e y o u r o w n as you have a basic feel for it that you can
have m u c h f l a v o u r t o it. S o you s h o u l d fantasy culture. S o m e features you m a y impart to the players. You don't have to do
have a clear idea of cultural setting to use be able to work out logically. For instance, a To l k i e n a n d even make u p languages
as a backdrop to the main events. factors l i k e s t y l e o f h o u s i n g a n d a g r i - and literature f o r it. B u t you c a n i f you
culture w i l l b e i n f l u e n c e d b y w h a t e v e r like!
Most campaigns that I h a v e played in
have tended to utilise a sort of Tolkienish climate you decide to have. A hot desert 11U Roger Musson
51
I M A G I N E magathte, June 1985
Ae Jim:re Were Ae ..Wmaieur [Press Jells g)ress Callings
ghe 1)rolessionals 71/Aere ghey're 9oing 744-ong This issue I'll start w i t h a look at some of the

p
multitude o f p o s t a l g a m i n g z i n e s available.
There really is a vast number of these, and they
cater for every taste in postal gaming, fanzine
style and chat you could possibly ever want!

M A D P O L I C Y i s one o f the l o n g e s t r u n n i n g
postal g a m i n g z i n e s , h a v i n g r e a c h e d t h e
This month's contributor: FOX. Creator of Redfox impressive t o t a l o f 1 0 5 i s s u e s . A d m i t t e d l y
Richard d i d take a ' r e s t ' f r o m t h e z i n e f o r a
while, b u t 1 0 0 issues is not s o m e t h i n g t o be
undertaken lightly. M P t e n d s t o f e a t u r e less

The Female Image in Fantasy chat nowadays, b u t t h e latest issue i n c l u d e s


the a n n u a l h o b b y report, w i t h d e t a i l s o f t h e
number o f f a n z i n e s s t a r t e d , f o l d e d a n d i n
circulation over the past year. The current total
Way back in t h e mists o f time, when the Superheroes always have the faithful stand- stands at 74 postal gaming zines s a i d there
infamous DragonLords was waging a great by invented by Stan Lee for the Fantastic were a l o t ! M a d Policy does n o t h a v e m a n y
debate on sexism, I tried to come up with a Four way back in the '60s — something called vacancies in the games it is r u n n i n g , b u t has
cover illustration of an appropriately 'over the 'unstable molecules'. I'm not sure what they standard Diplomacy as well as w o r d guessing
top' style to highlight the controversy. It can't are, but it means a costume made of the stuff games such as J o t t o . It runs to very accurate
be done, The area of women i n fantasy is is skin-tight, changes to any shape or size, is five-weekly deadlines.
already so over the top that no-one would temperature controlled, almost never gets VIENNA r u n s t o even shorter deadlines
notice the difference. torn, and disappears under ordinary clothing. than M P , a s R i c h a r d ( E g a n ) p r o d u c e s a n
A typical cover picture shows a beautiful Wonderful. Maybe that is what they use for intermediate g a m e s z i n e b e t w e e n t h e s i x -
maiden hacking away a t a huge dragon, those skin-tight spacesuits. It's also machine weekly issues of Vienna. The m a i n zine r u n s
protected o n l y b y a w i s p o f silk, w h i l e washable, and the colours never run! standard D i p l o m a c y, R a i l w a y R i v a l s a n d a
suspended several hundred feet in the air. vast range of Diplomacy variants. This trend in
One is given to wondering, 'even if she does The whole problem of the image of women in variants is shown in the main zine, as Richard
defeat it, how will she survive the drop?' fantasy, and how they should be portrayed in attempts t o p u b l i s h a n e w o n e e a c h i s s u e ,
It is true that this type of approach is backed role-playing games, i s o n e which should giving details of the n e w map and rules. There
up by a great fa ntasy/sf tradition dating back concern all GMs. It is not just the question of are also games reviews, and a n u m b e r of very
to the American pulp magazines of the 1920s. how a female character should dress — that's detailed, very interesting articles on strategy,
Let's take Conan as an example. The cover for only on the surface (if you'll pardon the pun!). h o w to play the different countries, etc. Vienna
'Black Colossus' i n We i r d Tales i n 1 9 3 3 There i s also t h e question o f a female is d e f i n i t e l y a z i n e t o c o n s i d e r i f y o u a r e
shows a naked girl at the foot of a jade statue, character's position in society, discrimination interested in playing a fast game of Diplomacy
looking somewhat distressed (the girl, not the within t h e game world, a n d s o on. T h e by post, or in the strategy behind the game.
statue) and no barbarians in sight! The same majority o f fantasy games take place i n a A n o t h e r zine w h i c h o ff e r s a w i d e r a n g e o f
magazine, in 1936, printed 'Red Nails'; this pseudo-medieval world, based on an idealised Diplomacy v a r i a n t s i s H A C K I N G T I M E S .
time t h e cover depicted a naked woman image of medieval society. The background Dylan h a s sent m e the results o f h i s variants
sprawled on an altar, held down by two more they d r a w o n places a n y w o m a n i n a poll, a n d a s a r e s u l t h e i s p l a n n i n g t o r u n
women, while a fourth prepared to stick a subservient role. H o w can anyone play a Mercator, Railway Rivals, Cline-9 (nine-player
knife into her. True, they were not all that female character in a world with this ideology? Diplomacy), Civilization and Ultra-Stab. He
extreme, some even have Conan himself in She will be discriminated against at every also promises to run M a c h i a v e l l i w h e n he can
the picture! Usually, there would b e t h e turn, being an extreme exception to the norm. get a copy of the game! Hacking Times already
inevitable scantily clad woman draped grace- Women's roles in other games do little to runs s t a n d a r d D i p l o m a c y ( w h o doesn't?),
fully around him, While he prepared to fight off relieve the stigma of sexism which is attached Executive ( D y l a n ' s o w n v a r i a n t g a m e ) a n d
some marauding beast with a free hand. to fantasy role-playing games. It is this image, M o r n i n g t o n Crescent (yes, that famous Radio
One facet of feminism allows women these I think, which puts a lot of women off FRP 4 game!). T h e m a j o r p a r t o f t h e m a g a z i n e i s
days to take more of an active role in the games as a source o f entertainment. Who chat, w i t h i s s u e 6 f e a t u r i n g a r t i c l e s o n
heroics, rather than their former roles as wants to play a game which places your sex fanzines, Diplomacy, S F, t h e Croydon Yo u n g
either prize (the damsel in distress type), or at on such a level? The prejudices are reinforced Liberals (I) a n d m u c h m o r e . H T h a s a l o t o f
best a sultry siren who lured our hero into by t h e images o n t h e covers o f games, vacancies for players, so you should be able to
another dastardly trap. Unfortunately, how- magazines and associated books. Until this is get involved in one of their games very easily.
ever, her costume hasn't kept up with her changed, few women will be attracted to FRP One f a n z i n e w h i c h d o e s n ' t r u n s t a n d a r d
career; It was with the introduction of FRP games. Diplomacy (except for a computer adjudicated
games that the discrepancy became obvious. One step forward in the battle to equalise version) is Alan Parr's H O P S C O T C H ; in fact it
Take the premise that, in fantasy, everybody the sexes can take place in your own game. runs no Diplomacy games at all. Instead, t h e
is larger than life, and has clothes to match. Why base your game world on an antiquated, raison d'être behind the zine is to promote and
This idea is fine, until it gets in the way of the highly biased, and uneven medieval society? provide openings i n n e w and u n u s u a l postal
game mechanics. I have met a lot of female This is a fantasy game we are talking about, games. T h u s , g a m e s i n c l u d e P l u t o n o m y ,
characters who walk around like tin cans, but after all, why be limited by the background you Railway Rivals, Mystic Wood, 221B Baker St,
very few in the traditional chainmail bikinis! initially receive? You a r e t h e only person K i n g m a k e r and U n i t e d (which Alan designed).
Take the cover of Rune Quest 2 —that woman responsible for the game you run, and the way There are, u n f o r t u n a t e l y, n o t m a n y openings
is going to be in big trouble if the monster it appears to outsiders. Wouldn't you rather be in these games but Hopscotch always contains
finishes climbing off her shield. Compare this represented by a game which treats all its news of games openings in o t h e r zines, p l u s
with the virtually identical American version; players and characters equally? offers from individuals to run games — such as
identical, except that she i s armoured for Fantasy role-playing games have grown Bob P a r k i n ' s o ff e r o f a f a n t a s y g a m e i n t h e
battle — and far more accurate to the rules and matured over the last ten years; there latest issue. So, i f you a r e looking t o p l a y an
system. have been some big advances in ideas and unusual g a m e s b y p o s t (Postal Ti d d l y w i n k s ,
Science Fiction i s somewhat different, systems. But the only way FRP is going to anyone?) Alan and Hopscotch are a very good
where you have the technology to keep the throw o f f t h e immature schoolboy image guide to just w h e r e you'll be able to do it.
temperature at any level — especially aboard which it still retains in many people's eyes is MOUSE P O L I C E i s a z i n e w h i c h h a s
ship, i t hardly matters whether you wear by accepting that the traditional female role in improved t r e m e n d o u s l y since i t s i n i t i a l 'odd,
anything o r nothing. I am a little dubious fantasy i s outdated a n d needs replacing. but p r o m i s i n g ' i s s u e s . T h e l a t e s t i s s u e s t i l l
about the skin-tight spacesuits, however, and Otherwise, we are going to be left with the contains p l e n t y o f c h a t a b o u t U n i v e r s i t y l i f e
the way in which they pick out every muscle chain-mail bikinis, and Frank Frazetta covers, and R o b ' s v i e w s o n s u c h m a t t e r s , b u t i t i s
on the women, but not the men. which offend half the population, at least. rather better organised than before. MoPo also
has a nice line in home designed games, w i t h

52
I M A G I N E magazine, June, 1985
Press Cuttings..., famine reviews.... Press Cuttings.... fanzine reviews.... Press Cuttings.... fanzine reviews.... Press Cuttings.... fanzine reviews.... Press Cuttings.... famine reviews.... Press Cuttings.... famine

Dodgems, Mouse Police, Robowars he h a s g o n e i n t o p r i n t h i m s e l f w i t h T H E


and D e a t h C y c l e s all o n offer. There is GR E E N G O B L I N 1 . J o h n i n t e n d s t o f e a t u r e
also The Song of the Night, a Diplomacy useful material in TGG, but to steer away from
variant, a n d t h e s l i g h t l y m o r e standard the c l i c h e d n e w monsters, m a g i c i t e m s a n d
games of Railway Rivals, J u d g e D r e d d , character classes. H e s u c c e e d s r e a s o n a b l y
Scrabble, En Garde!, King Arthur Role- well in this first issue w i t h a piece explaining
playing, Stab, Blind Diplomacy and the ecology behind the Measel, a n e w cult for
Two Board Diplomacy! Rob certainly RQ, a piece on religion, a n d a n A D & D g a m e
packs a l o t of games into a small space. scenario called We l c o m e t o Hell! T G G c o u l d
ZADRAGORZETTE i s a fairly n e w develop i n t o a g o o d z i n e a l o n g t h e l i n e s o f
games z i n e , w h i c h e x i s t s t o p u b l i s h Demon's Drawl, and is certainly worth w a t c h -
information a b o u t M i c h a e l Jacobs' ing. G R I M L O R D 1 i s another zine w h i c h w i l l
Zadragor f a n t a s y c a m p a i g n . I n m a n y be w o r t h w a t c h i n g ; t h i s f i r s t i s s u e i n c l u d e s
ways i t i s s i m i l a r t o R o b N o t t ' s 2 1 1 2 plenty o f c h a t , a n d a r t i c l e s o n R Q , g a m i n g
fantasy campaign, a n d i s based o n t h e accessories a n d p o s t a l g a m i n g . I t ' s w e l l
same rules system. Michael would like to produced, and cheap too!
increase t h e n u m b e r o f p l a y e r s i n
Zadragor, and he is also planning to start That leaves me just space before the addresses
a Science Fiction Roleplaying campaign, to m e n t i o n a f e w o f t h e c o m i c s zines w h i c h
and possibly a C a l l o f C t h u l h u game — have b e e n s e n t i n . R E D F O X 3 i s t h e l a t e s t
all t o b e r u n t h r o u g h Z a d r a g o r z e t t e . issue dealing with the adventures of that petite
Games like Zadragor are m o r e involved barbarian; the art is improving all the time, and
and m o r e t i m e - c o n s u m i n g t h a n m o s t this issue sees the scripting debut of a certain
postal games for their creators, and are Mike Lewis... E S C A P E is a semi-professional
usually a l a b o u r of love — you h a v e t o comics m a g a z i n e w h i c h a t t e m p t s t o c o v e r
work h a r d t o r u n a s u c c e s s f u l p o s t a l alternatives to the mainstream comics. Thus it
roleplaying c a m p a i g n . T h e y d o o f f e r a includes n e w s t r i p s b y t h e l i k e s o f H u n t
much c h e a p e r, a n d i n s o m e m u c h Emerson a n d E d d i e C a m p b e l l , a s w e l l a s
interviewing a r t i s t s a n d w r i t e r s . T h e l a t e s t

VIENNA
issue contains a f a s c i n a t i n g c h a t w i t h S tev e
Bell o f G u a r d i a n fame. Escape i s w e l l w o r t h
FASTER T H A N L I G H T 1 i s Alex looking at if you w a n t to find out w h a t is going
Zbyslaw's r e p l a c e m e n t f o r h i s z i n e on outside of the m a i n s t r e a m M a r v e l and DC
J AW Z ; at least it is a replacement for the comics. S H A D O W S a n d F U S I O N a r e b o t h
'SEVEN DAYS HARD games section, t h e c h a t i s g o i n g i n t o
another of A l e x ' s zines. A l e x intends to
well-written comics fanzines w h i c h provide
articles on n e w and old comics creators alike.
THE OEM I SE o r SUARRE D r a
run F I L to t h r e e w e e k l y deadlines, and Finally, F A N TA S Y A D V E R T I S E R provides a
he should be able to produce a very fast first-rate c o m i c s n e w s service a n d t h e latest
zine w h i c h o f f e r s D i p l o m a c y, R a i l w a y issue features Cerebus and an i n t e r v i e w w i t h
Rivals, Origins of WWII, and Empires of his creator Dave Sim.
the M i d d l e Ages. The zme is not only
produced o n a c o m p u t e r, e a c h c o p y i s 146 M i k e L e w i s
actually p r i n t e d o n t h e c o m p u t e r ! T h i s
NO means t h a t A l e x c a n p r o d u c e t h e z i n e
extremely c h e a p l y a n d c u t d o w n a n y Zine Addresses
printer delays. Ansible, Dave Langford, 9 4 London Rd, Reading, Berks RGI
Another n e w z i n e w h i c h t a k e s t h e 5AU (5 for f 2); British Science Fiction Association, Sandy
same approach t o production is V O O M Brown, 18 Gordon Terrace, Blantyre, Lanarkshire 072 9NA
(E7 per year); Crystal Ball, Duncan Harris, 2 St Mary's Park Rd,
VAT. This is edited by Mark Nelson, w h o Portishead, Bristol 13S20 BON (30p); Demon's Drawl, Jeremy
intends t o r u n s o m e p o s t a l g a m e s Nuttall, 49 Longdown Rd, Congleton, Cheshire (55p); Escape,
through the zine with Judge Dredd being Escape Publishing, 1 5 6 Munster Rd, London S W 6 5 R A
(f1.30); Fantasy Advertiser, Martin Skidmore, 25 Cornleaze,
the only one on offer initially. Most of this
Withywood, Bristol BS13 7SG (50p), Faster Than Light, Alex
issue is taken up by a n e w guild for RQ2, Zbyslaw, 197 Herbert Avenue, Poole. Dorset BH12 4HR (15p);
some n e w skills, and an ADSED. g a m e The Fiery Cross, Tom Stacey, The Mill House, Rays Hill,
article o n elves. M a r k c a l l s t h e z i n e a Hawndge, Nr Chesham, Bucks HP5 2UJ (60p), Fusion, Hugh
Campbell, 46 Kirkland Rd, Kilbirme, Ayrshire KA25 6HU (40p);
FanSheet r a t h e r t h a n Fanzine, a n d h e The Green Goblin, John Breakwell, 4 Balfour Rd, Northend,
promises t o p u b l i s h a n y interesting Portsmouth, H a n t s P 0 2 ODJ (40p) G r i m l o r d , Richard
articles anyone sends him on just about Sproston, 25 Margery Avenue, Scholar Green, Stoke-on-Trent
(35P); Hacking Times, Dylan Harris, 76 Haddo House, Haddo
' T H E D E T E C T I V E T O O K COPIOUS NOTES, anything s o here's your chance to see
AND S A I D T H A T H E H A D S E V E R A L St, Greenwich, London SE10 (40p), Hopscotch, Alan Parr, 6
CLUES." something of yours in print! Longfield Gardens, Tring, Herts HP23 4DN (50p), lmazine,
Paul Mason, 1 6 Corncrake Close, S u t t o n Coldfield, W
friendlier, a m a t e u r alternative t o commercial New FRP zines are still appearing, this month Midlands 872 1HY (50p); Journal of the Senseless Carnage
Society, Simon Hartley, 5 Burgh Heath Rd, Epsom, Surrey
games like Tribes of Crane or Crasimoff's seeing MONSTEROUS PERVERSION from KT17 4 LW (65p), M a d Policy, Richard Walkerdine, 1 4 4
World, and could be worth trying if you cannot Pete Blanchard. It is a terrible title, but the zine Stoughton Rd, Guildford, Surrey GU2 6PG (40p); Monsterous
afford the price of a commercial postal game. contains a lot of very interesting articles, such Perversion, P e t e Blanchard, 4 Holly Acre, P r e y Heath,
Mayford, Woking, Surrey GU22 OSL (85p), Mouse Police, Rob
TAU CETI PHOENIX: APOCRYPHA is an as Va m p i r e s , D i n o s a u r s , a n d a c o m p l e t e
Wilson, Penryn, 4 Camplon Rd, Leamington Spa, Warks CV32
Australian postal gaming and SF fanzine; h o w scenario for Toon. The major part of this issue 5X0 (40p); N e x t Stop Jupiter, Jez Keen, I Glenfield Rd,
it reached here, I ' m n o t a l t o g e t h e r sure! T h e is taken up by The Secret of the Shalhavishra Stockport SK4 20P (50p), Orc's Revenge, M Hanson, 66 East
a Call of Cthulhu scenario, presented in the Towers, Pinner, Middy HA5 ITN (50p): Redfox, A McGilvray,
Apocrypha p a r t o f t h e z i n e o ff e r s p i e c e s o n 78 Foxhall Rd, Nottingham NG7 6LJ (75p), Runestone, Bill
Science Fiction in Australia, a (fairly)complete form of a fictional account of the plot. All in all, Lucas, 26 Parker Close, Letchworth, Herts SG6 3RT (50p),
guide to fanspeak, comics and FRP games. The a very readable f irst issue; a shame that it is so Sewers, Chris Baylis, 12 The Fryth, Basildon, Essex SSI 4 3PN
Tau Ceti Phoenix section (the t w o magazines expensive. O R C ' S R E V E N G E 1 c o v e r s t h e (80P), Shadows, Pete Howard, 18 Anderson Crescent, Great
Barr, Birmingham (60p); Stardate, 17 Dale View. Grimsby,
are p u b l i s h e d back t o back) offers Diplomacy A D & D a n d M E R P games, providing a l o t o f
Humberside DN33 1RE (50p), Superhero UK, Simon Burley,
and D i p l o m a c y variants. I ' m n o t s u r e t h a t i t source material a s w e l l as a MERP scenario. 68 Falconhurst Rd. Selly Oak, Birmingham B29 650 (60p), Tau
would b e p a r t i c u l a r l y c h e a p t o p l a y a postal The standard o f w r i t i n g i s n o t all i t could be, Ceti Phoenix: Apocrypha, PO Box 111, Midland 6056. W
and the layout confuses the eye in places, but it Australia (?), Vienna, Richard Egan, 64 Rookery Rd, Knowle,
game in an Australian fanzine from the UK, but Bristol BS4 2DT (40p), Voom Vat, Mark Nelson, 67 Moor St,
the magazine does offer some insights into the is not a bad f irst issue of a hardware zine. John
Sponden, Derby DE2 7EB (40p); Zadragorzette, Michael
Australian e q u i v a l e n t o f o u r g a m i n g h o b b y. Breakwell h a s b e e n c o n t r i b u t i n g t o fanzines Jacobs, Elm Lodge, Sylvan Way, Bognor Regis, W Sussex
Only for the rich or the very curious, I think. such as D e m o n ' s D r a w l for a w h i l e n o w, and P021 2RS (40p)

53
IMAGINE magazine, June 1985
TURNBULL
• • .11 TA L K I N G
• . .pzotd.
A i d o t iI S
•SAN
MAA)4"L
As I write, TSR UK celebrates five years Or, contrariwise, i f TSR h a s done agrees with you or thinks you're in what
since it officially began in these Isles. Not nothing, o r n o t good enough, f o r the they call a self-delusion situation. I s
the DUNGEONS & DRAGONS Le game, hobby, we might as well cash in our chips GamesFair t o o l a r g e o r t o o s m a l l
mind you — that was around some six and g o home. W e emerged from t h e (measured in number of delegates)? Is it
years earlier (strewth, how old we're all primeval slime five years ago t o do a organised too much or not enough? Are
getting) — but what one might call the decent job — have we done it? or should the 'shops' too obtrusive or too remote?
official representation of Lake Are the competitions enjoyed?
Geneva a n d ( s o r t o f ) G a r y What other events would be
Gygax, the man who started it
TSR UK is 5 years old. we
all. Time to celebrate — or time to contemplate? And t h e r e ' s t h e Players
At times like these one can Association. We were as fond
get a bit maudlin (an emotion assisted, the slime have kept us in the first place? of the PA as were its stalwart member-
but I a m assured n o t caused, b y the And that's for you to decide. ship, but finally had to admit it wasn't
celebratory drink). One is apt to contem- This i s w h e r e y o u come i n . W h a t doing the job we set it to do — ie foster
plate the unsolved and unsolvable, t o follows, and a lot of what has gone before, strong links between TSR UK and the
mourn lost characters (Arethusa — poly- look statements, b u t t h e y a r e really hobby. From the resources point of view
morphed i n t o a m e a t p i e — I m u s t questions. For you, I hope, to answer — and t h e objective point o f view, t h e
remember n o t t o t e l l y o u about t h a t and don't pull any punches. Treat us, in decision to close it was the correct one.
disgrace) and to look back at people past your responses, as if you were the DM But could anything else take over i t s
and present; for a prime example, the and TSR UK the party of adventurers who, purpose? Are we doing enough for indivi-
unique Jeanette Blaaser, whose assoc- having somehow got through Dl and D2, dual players out there? For clubs? For the
iation with TSR UK is as long as my own, managed to turn SSE in search of the newcomer to the strange world of fantasy
and probably much more valued, whose final encounter in D3. role-playing?
capacity for Baileys has become legend- Well, let's start with this august public- In general, what else? How can we best
ary, and who has done the fruit machine ation. IMAGINE'm magazine is just over support and encourage the development
market no end of unexpected good. two years old. The Survey, conducted of the hobby?
And one begins to wonder what has recently — and with a good response: Let me have your ideas! They will be
been achieved. Measured in sterile things thanks s h o w e d pretty clearly what you considered carefully and, even though
like sales volume and leverage, it's easy think of it, and it's not all bad news, by any there are no bars of gold buried in our
to quantify. What isn't so easy — and I means. But you don't need a Survey — back garden, we will do what we sensibly
would have to write it on my character write and tell us what you like and what can.
sheet, g o o d o r b a d — i s w h a t h a s you don't like in the magazine. One word of apology, before I turn over
happened to the hobby because of TSR Then there's GamesFair. So far as the the rest of this page to news of the latest
during the last five years. hobbyists at TSR are concerned, that's products f r o m o u r cousins overseas.
The fact is that the hobby generated the best weekend of the year, and it seem Mervyn Lemon masqueraded last time
TSR, not the other way round. The hobby the delegates who attend like it. But it's under the name Mervyn Simon — an
is owed a debt by TSR, not the other way easy to be complacent about something error from the typesetting department,
round. The hobby is the whole raison you enjoy yourself — t h e trick i s t o honest!
d'être of TSR, not the other way round. discover w h e t h e r t h e majority v i e w * 0 D J Turnbull

I L L U M I N AT I O N S extra
In the shops now a s they say in the trade — game there are B8 Journey To The Rock, and has arrived: SFKH3 Face of the Enemy. All
are a host of exciting goodies from TSR Inc, the UK-written 02 Blade of Vengeance one- this plus the DRAGONLANCETTM Chronicles,
with the promise of more to come. Let's start on-one adventure. For the Advanced game Volume 1, Dragons of Autumn Twilight,
by looking at those products which arrived there are C3 The Lost Island of Castanamir the D&D Cartoon Showbooks, ENDLESS
this month. and C4 To Find A King; competition modules QUEST', books 24-26, =94-5 of DRAGON@
The b i g n e w s f o r t h e players o f t h e with pre-rolled characters and scoring systems. magazine and 9 9 of S W, " magazine are
DUNGEONS & DRAGONS@ game must be C3 is for levels 1-4 and C4 for levels 4-7. The waiting to be snapped up g o get 'ern.
AC4 The Book of Marvellous Magic. This DM's Screen returns as well, revamped, with It gets even better. Watch Out f o r t h e
compendium of miscellaneous magical items one of the screens now suitable for player use. ADVANCED DUNGEONS 84 DRAGONS
gathers together all those that have appeared Two more products for the MARVEL SUPER Battle SystemTM a n amazing package f o r
in the first three rules sets (Basic-Expert- HEROESTH game t h e adventure MH5 Cats mass combat, completely compatible with
Companion) and then adds 500 new items, Paw and the MHAC4 Pit of the Viper package, either the A D & D or D & D games. 800 die-
never seen before! A boon to all those DMs with 70 fold-up figures. cut counters, rules, scenarios, 2 m e t a l
who were finding themselves short of ideas. And the second part of the Eleanor Moraes miniatures, army roster sheets.... You'll love
Modules there are aplenty. For the D8a1:0,r) adventure for the STAR FRONTIERS® game it. Out Soon — watch this space.

54 I M A G I N E ma9azine, June 1985


GetsNiike-&onS

N-TVIE
LENEATIA:
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V N I E A 5 1 . . A N D CC7iz-'-(N D i S & U t e E . TREIAGEL\JES A S LOKI:, B A N S I L A Z & A D A N A Z A t ' S PALEs-xS, A N D M I N G L E V n 1 T h E f - L c C k \r,J1-UL


Bo'( I M L C o N D o c j s P0 u r N o k ) S CEREMONY WolcH M O O R L A ' S SPIRITUAL- A ) 1 - 1 1 - \ M I E R N \ A p s
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ASVCE51. H O W — t)

I M A G I N E magazine, June 1985


55
ThED R A & O N S O L L DESTBGN 0 l E r1.40,;.•,•-PrE
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STuPlo VILLA&ERS.! IN 11AE t4Ex-1- AND F A N , C441-44K !!!

56 I M A G I N E magazine, June 1985



DRUMSON FIRE MOUNITIN
In a dark cell, Rollo Bargmann,

this wretch cost a ship and 6 0


by Graeme Morris and Tom Kirby

merchant of Thyatis, turns away in


disgust from his prisoner; capturing

gallant men. Then his heart hardens


again, for he m u s t find an a n s w e r to
the question that haunts him.
What n e w evil is casting its shadow
over the storm-swept eastern
reaches of the Sea of Dread?

The trading routes are no longer


safe. The attacks of the green-
skinned "orcs of the sea" and the

X8 - Drums on Fire Mountain


mysterious "ship-bane" go
unchecked. The influence of some
unseen master has made them into
an organised menace. Soon the
questioning will be over; Rollo will
know enough to track the threat to
its l a i r _
1
I is for use with the DUNGEONS & DRAGONS®
Expert set and is for 5-8 characters of levels 5-8

TSR UK Ltd, The Mill, Rathmore Road, CAMBRIDGE CB1 4 A D . Tel: (0223) 2 1 2 5 1 7

DUNGEONS & DRAGONS is a trademark of TSR, Inc. USA

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