Imagine 10
Imagine 10
Imagine 10
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One mistake and you're just
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AGNE
Editorial
No. 1 0 January 1 9 8 4
Published b y Considering t h a t getting u p i n t h e m o r n i n g i s usually t h e extent o f m y f o r w a r d
TSR U K Ltd planning, i t s e e m s v e r y s t r a n g e t o b e s i t t i n g h e r e w r i t i n g a b o u t o u r p l a n s f o r
IMAGINE TM magazine over the next few months. But, then again, I am also notorious
Publisher D o n Tu r n b u l l
for my inability to keep good n e w s to myself, so — no sympathy for post-Christmas
Editor K e i t h Thomson
readers — here goes.
Assistant Editor P a u l Cockburn
Editorial Assistant K i m Daniel You'll have noticed a few changes sneaking in already, for example, the new look Nic
Features Assistant M i k e Brunton Novice, t h e arrival o f D i a l o g a n d t h e overall f u l l e r look t o t h e magazine. These
Art P h i l Kaye alterations are paving t h e w a y for a m a j o r initiative, that, i n the spring, w i l l make
News D o u g Cowie I M A G I N E magazine the widest circulation UK gaming magazine. You'll find u s all
over the place, i n W H S m i t h s , i n your corner newsagent, and o f course, i n y o u r
This m o n t h ' s c o n t r i b u t i n g artists: nearest hobby shop. We're lining up some pretty amazing issues to give you, and all
the n e w readers, plenty of top-quality reading matter. Wa n t a f e w details? OKI
Bob Lazell P a u l Ruiz E d Dovey
Shoo Rayner P e t e Young ' 11 O u r micro coverage goes monthly and on to two pages — Imagination M a c h i n e
Runic Press International will bring out all the latest news and reviews on computer gaming. A n d look out for
Ian Williamson two important additions to the AD&DTM game, the Cavalier sub-class, and the Social
Status tables.
Photos by Wendy Graham 4'12 A n o t h e r story from one of Britain's rising stars of SE — Dave Langford — called
& Ian Knight Lost Event Horizon, a free mini-game, plus two scenarios and lots of features.
A' 1 3 Superstitious? Not an issue for the faint-at-heart, with a feature and scenario
IMAGINET" magazine i s published monthly by
TSR UK Ltd, The Mill, Rathmore Road, CAM- from the Call o f C t h u l h u game; a grim, gothic scenario for the A D & D game; eerie
BRIDGE CB1 4AD. Telephone: (0223) 212517 fiction and an article on the master of terror, H P Lovecraft.
Telex: 818761,
IMAGINE magazine is available from all good 1 4 F r o m peril on earth, to adventure in space! Bryan Talbot, author of the brilliant
hobby shops and newsagents. It is also available Luther A r k w r i g h t comic strip, brings his hero to life in an exciting adventure for the
direct f r o m t h e publisher b y individual sub- Traveller game.
scription. The subscription rate is £12 for twelve
issues. And later on, w e hope to bring you a Superheroes special, and issues featuring the
Back issues of IMAGINE magazine, where still work of Michael Moorcock and Joy Chant. Make no mistake, not only is I M A G I N E
available, can be bought directly from the pub-
lisher for the price of £1.00 (plus sup postage and
magazine going to be No. 1 — it's going to stay there! 1 1 1 4 : Paul C o c k b u r n
packing). Payment must accompany all orders. If
one or more issues in an order are Out of print, a
credit note w i l l be substituted which may be
Contents
exchanged f o r cash o r merchandise from the The A d v e n t u r e s o f Nic Novice,
publisher.
The issue of expiration for each subscription our feature for the n e w player, by Jim Bambra and Paul Ruiz 2
will be printed on the subscriber's mailing label. A s t r a l W i n d s , b y Garfield M a r k 4
Changes o f address m u s t b e notified t o t h e 5
publisher at least 30 days before the effective S t i r g e C o r n e r , b y Roger Musson, a guide for the inexperienced player
change to ensure uninterrupted delivery. Phantasmal Forces, by Chris Felton
All material published in IMAGINE magazine advice for DMs and players on the use of the P h a n t a s m a l Force spell 6
becomes the exclusive property of the publisher
T h e P h i l o s o p h e r ' s S t o n e , P a r t Ill of our prize competition, w i t h results of part II 9
prior to publication, unless special arrangements
are made to the contrary in writing. S t a r w i n g a n d E n t e r , a thought-provoking story by Hilary Robinson 13
IMAGINE magazine welcomes unsolicited sub- I l l u m i n a t i o n s , n e w s from the world of games 19
missions of written material and artwork at all
times. However, no submissions will be returned T h u n d e r C r a g , a n adventure for 5 - 7 t h level players of the A D M ) game 21
unless accompanied by a stamped, self-addressed Players Association News,
envelope of sufficient size and postage. Written
material should be typed, double-spaced, on one a magazine w i t h i n a magazine, edited by Mike Brunton
side only o f numbered A 4 pages. Under n o PAN Pipings 31
circumstances will the publisher accept respons- Dispel Confusion 32
ibility f o r a n y such submissions. Published 32
material will be paid for. Turnbull Talking
IMAGINE is a trade mark owned by TSR Inc. All D i a l o g , by L e w Pulsipher 33
rights on the publication o f this magazine are Rubio o f M o g g e d o n 34
reserved, a n d nothing m a y be reproduced i n
whole or in part without the written consent of the C h a i n M a i l , B r i a n Creese continues his tour of postal games w i t h R a i l w a y Rivals 35
publisher. Copyright ' ' 1 9 8 4 by TSR UK Ltd. F i l m R e v i e w , b y Colin Greenland 37
T a v e r n Ta l k , b y Pete Tamlyn 38
I M A G I N E magazine g r a t e f u l l y a c k n o w - Fanzine Reviews 38
ledges t h e s u p p o r t o f f e r e d b y i t s s i s t e r
S n o o k e r i n t h e A D & D g a m e , b y Ian Birkle. No, really, snooker 40
publication, D R A G O N m a g a z i n e , p u b -
lished b y o u r p a r e n t c o m p a n y T S R I n c , Games Day Report, C l u b N e w s and F o r t h c o m i n g Events 41
PO B o x 7 5 6 , L a k e G e n e v a , W i s c o n s i n G a m e R e v i e w s , a d v e n t u r e games under the spotlight 42
53147, U S A . Articles appearing i n The S w o r d o f Alabron, Cartoon Adventure by Ian Williamson 46
I M A G I N E m a g a z i n e m a y have previously
appeared in t h a t p u b l i c a t i o n . I n S p e c 3 6 , b y Bob Lazed c o v e r
1
figure of fun. She also sees it as a way o r i c " h d a suggests t h a t Sarak u s e s h i s
encounter, tells the players what they can Lemmy to get back at B r u m h o l d f o r t-is sleep spell, so they can deal with the orcs
see: 'Ahead in the clearing you see three disparaging r e m a r k s h e m a d e e a ' quickly
ugly h u m a n - l i k e c r e a t u r e s w i t h p i g s about thieves. A friendly argument breaKs
faces. They are wearing leather a r m o u r out between the two. Sarak — 'No, I w a n t to save it. Once I've
and c a r r y s h i e l d s w h i c h h a v e p u r p l e cast i t I d o n ' t g e t a n o t h e r o n e u n t i l
heads crudely painted o n t h e m . O n e o f Lemmy — ' We l l , m u s c l e head. T h e r e ' s tomorrow. Besides, there's only three of
the o r c s h a s p i n n e d a s m a l l e r dog-like the helpless victim you wanted to save. A them. You and the fighters should be able
humanoid against a tree with a spear. The mangy koboldl• to handle it. I'll keep my spell in case w e
creature is screaming in fear and pain'. meet more later.'
Brum hold — 'You talking to me, thief?'
Sarak, recognising the creature from the Having p u t a s i d e t h e - for
description, t e l l s t h e o t h e r s t h a t i t i s a Lemmy — 'Yeah! W h a t are you w a i t i n g now, t h e players w o r - - plan o f
kobold. for? Get in there and rescue it.' action.
rDELTAIR
AID ME!
Brumhold, Norva and Jolinda move quick- From t h e c o m b a t table, S u e s e e s t h a t Sue ---- 'The orc staggers as you hit it but it
ly into the clearing with Lemmy following Terry needs to roll over 13 on a d20 to hit does not die.' Norva has taken on an orc
behind t h e m . S a r a k s t a y s b a c k i n t h e AC6 — t h e a r c ' s l e a t h e r a r m o u r a n d with 8 h i t points so even a f t e r taking 7
trees w i t h h i s sleep spell ready, i n case shield. hits it is still alive with 1 hp remaining.
any more ores appear.
Terry — 'I've rolled a 1 2 , p l u s 2 f o r m y Brumhold is more successful; he kills his
Sue has decided that because the players high dexterity, 1 4 all together. D o I g e t weakened opponent. Jolinda misses hers.
have taken such a long time to come to a any adds for the range?' As t h e arcs have taken a casualty, S u e
decision, their original surprise has been makes a m o r a l e c h e c k f o r t h e m . T h e y
lost. A s t h e y r u n i n t o t h e clearing, t h e Sue ' N o , you are at m e d i u m range so need an 8 or less t h r o w n on 2d6 to stay
orcs s e e t h e m a n d prepare t o fight: ' A s you only add your dexterity. You still hit.' and fight: a 5 is rolled so they stand their
you come into the clearing the orcs spot ground. U n f o r t u n a t e l y f o r t h e ores t h e y
you. The one w i t h t h e spear snatches a Terry rolls for damage and gets a 2. Sue both miss.
handaxe f r o m i t s b e l t a n d prepares t o takes L e m m y ' s damage o ff t h e arc's h i t
throw i t w h i l e t h e o t h e r t w o grab t h e i r points. It now has 3 left, so Sue tells Terry At t h e b e g i n n i n g o f t h e n e x t r o u n d ,
weapons. Yo u a r e s t i l l o u t o f h a n d - t o - that i t is w o u n d e d b u t still able to fight. initiative i s r o l l e d a n d t h e players w i n .
hand range.' Lemmy cannot resist taunting Brumhold. Between them they quickly kill the arcs.
'I've softened it up for you, muscle head.
Lemmy — ' I ' m stopping a n d t h r o w i n g a Even you should be able to kill it n o w Sue tells the players that it is n o w dark.
dagger at the one w i t h the spear.' Sarak joins the others in the clearing as
Next round Norva, Brumhold and Jolinda Jolinda l i g h t s a torch. L e m m y starts t o
The other three decide to keep moving so are c l o s e e n o u g h t o a t t a c k . L e m m y, search the bodies, w a t c h e d carefully by
they will be close enough t o attack next rather than joining the combat, elects to Brumhold w h o fears that she will pocket
round. try and sneak behind the orcs so she can most of what she finds.
be in a position to stab one of them in the
Sue rolls initiative to see w h o goes first. back. Sue rolls initiative and gets a 3. Norva w a t c h e s t h e s u r r o u n d i n g woods,
She g e t s a 5, Te r r y rolls a 1 , so t h e orc wary of more arcs. Nic is n o w getting an
gets to t h r o w its handaxe first. The other Nic — 'I'll roll. A 5! We w o n ! ' idea o f w h a t t o expect. J u s t a s t h e y
players groan w i t h despair. jumped the arcs, something could easily
Sue — 'Okay, n o w roll " t o h i t " . ' jump t h e m . T h e w o o d s , d a r k a n d f o r -
Sue's e n c o u n t e r d e s c r i p t i o n l i s t s t h e bidding b y d a y, t o o k o n a n e v e n m o r e
arcs' statistics. B r u m h o l d i s r u n n i n g a t Nic — '11, plus 3 for my Strength of 18.. oppressive atmosphere by night. Well, let
the arc so it throws the axe at him. Being a them come. He had won his first fight and
1 H i t Dice m o n s t e r, i t needs a 1 7 t o h i t Sue — 'You hit easily. Throw for damage.' was confident t h a t h e w o u l d w i n m a n y
AC2 B r u m h o l d ' s p l a t e a r m o u r a n d more. The forces of chaos would learn to
shield. Sue, rolling for the arc, gets a 2. A Nic — ' A 4 , p l u s 3 f o r m y S t r e n g t h , tremble at the mention of Norva tronarms.
clear miss. making 7. It must be dead!' Next month - The prisoner
POST CODE V I 0
—-
When one comes to design a dungeon The best solution, I think, i s that, given treasures will have a higher proportion of
for the first time, one of the hardest you have produced a m a p of a dungeon copper and silver, w h i c h w i l l drop out as
level, decide on everything that is going to one g o e s d e e p e r, w h e n g o l d , s i l v e r,
things t o w o r k o u t i s exactly h o w be p l a c e d o n t h e e n t i r e l e v e l , b e f o r e expensive artifacts, g e m s a n d j e w e l l e r y
much to put in rt. How much treasure allocating a n y t h i n g t o a n y r o o m . W h a t will p r e d o m i n a t e ( p l a t i n u m t o o , i f i t
is e n o u g h ? H o w m u c h i s o v e r - sorts o f monsters, h o w m a n y o f each, appears in your campaign). Magic is over
generous? H o w m a n y m o n s t e r s how many rooms will they occupy in all, and above this, with more numerous and
should there be? the total value of all t h e treasure on the more powerful items on deeper levels.
level, h o w i t w i l l b e d i v i d e d a m o n g s t
In the original D&D!--'',' rules, there w a s a copper, silver, gold, gems etc, and exactly This is probably fairly generous, w i t h an
section devoted to providing an answer to what magic items there will be. Then start average t r e a s u r e size o f 6 0 0 g p o n f i r s t
these questions. This answer was, basic- distributing t h e s t u f f t o specific rooms, level — t h o u g h c l e a r l y t h e d i s t r i b u t i o n
ally, to populate any special areas in the
dungeon by hand, and then deal w i t h the
rest according to a set of random tables,
which gave any room a one third chance A page for the
of being occupied, and a 5 0 % chance of
containing treasure if it was. Unoccupied not-so-experienced
rooms had a one in six chance of treasure,
and there were tables giving the approx- adventurer
.mate chance of each sort of treasure, and
the a m o u n t p r e s e n t , a c c o r d i n g t o t h e
dungeon level. by Roger Musson
This a p p r o a c h w a s d r o p p e d w h e n t h e
transition t o t h e A D & D r m g a m e w a s
made. I t h i n k the reason for this was the ticking it off as you go. This way you not will n o t be 2 8 treasures, each o f 6 0 0 g p
fact that leaving dungeon construction to only keep a check on the exact wealth of value, b u t s o m e s m a l l treasures, s o m e
chance gives no guarantee of quality — each level, but you allocate everything so moderate, a n d a f e w really big o n e s o f
one could 'roll up' a whole string of boring that t h e m o s t i n t e r e s t i n g r o o m s h a v e 2-5,000gp or more, carefully guarded.
empty rooms at one side of the dungeon, appropriate m o n s t e r s , m o n s t e r s h a v e
while s o m e o t h e r areas m i g h t be laden appropriate treasures, and so on. In a l l o c a t i n g m o n s t e r s , c o n s i d e r t h e
with poorly guarded riches. The Advanced strength of the parties you are likely to be
rules a r e s l a n t e d m u c h m o r e t o w a r d s One a l s o c o n t r o l s t h e p r o p o r t i o n o f playing w i t h . R e m e m b e r t h a t a f i g h t
careful, balanced construction. inhabited r o o m s t h i s w a y. I a m o f t h e between a one hit-dice monster, a r m o u r
opinion that the original ratios in the D&D class 4 , d o i n g 1 - 8 damage, a n d a f i r s t
However, t h e r e is one advantage to t h e game w e r e good ones, and these can be level f i g h t e r w i t h chainmail, s h i e l d a n d
c!d s y s t e m o f r a n d o m m o n s t e r a n d preserved exactly. For instance: sword, is approximately even. The fighter
-.-easure a l l o c a t i o n ; d e s p i t e l o c a l is as likely to be killed as the monster. The
irregularities in distribution, given a large Suppose we have a prospective first level great a d v a n t a g e t h e p l a y e r h a s i s a
enough n u m b e r o f r o o m s , t h e t o t a l with 1 0 0 rooms. One third of these are to friendly magician casting sleep....
amount o f t r e a s u r e p l a c e d s h o u l d b e be inhabited — 33 rooms. Of these, half
about r i g h t . T h e a v e r a g e a m o u n t o f contain treasure. S o w e have 1 7 rooms After a f e w fights, y o u should see w h a t
-.-easure p e r r o o m i s controlled b y t h e with monsters and treasure, 16 with just your players are capable o f despatching
7-easure allocation tables — so just follow monsters, a n d o f t h e r e m a i n i n g 6 7 easily, and what they can't tackle without
:--ze dice and one would end up with about rooms, 1 1 h a v e u n g u a r d e d t r e a s u r e , loss. T h e n c o n s i d e r y o u r m o n s t e r
right amount per level for a balanced perhaps protected by traps. We can n o w populations. a r e t h e y s o s m a l l t h a t t h e
game n o t so little that the players never start marking on t h e map w h i c h w i l l be characters walked all over them? Go back
progress, not so much that they progress which, m a k i n g s u r e t h a t t h e r o o m s to t h e r o o m s t h e y h a v e n ' t reached a n d
too rapidly. containing t r e a s u r e a r e f a i r l y e v e n l y beef the monsters up! We r e t h e players
scattered about the level. incapable o f f i g h t i n g t h e i r w a y t o a n y
The r u l e s o f t h e A D & D g a m e give very treasure a t all? G o back a n d t h i n t h e m
little guidance on this particular problem. How m u c h t r e a s u r e i n t o t a l ? T h i s i s down (perhaps 20 ghouls in a room on the
I certainly d o n ' t advocate going back t o difficult, a n d l i k e l y t o p r o m o t e g r e a t l y first level was too much after all — don't
the old random tables. One problem with differing answers from different dungeon- gibe! I ' v e s e e n i t ! ) . D o n ' t b e a f r a i d t o
rigid adherence to them was that a room masters. M y o w n inclination i s towards adjust things in order to get the balance
zomplex t h a t o n e h a d mapped i n s o m e about 2 0 , 0 0 0 g p t o t a l v a l u e p e r 1 0 0 right. Balance determines w h e t h e r your
carticularly i n t e r e s t i n g a r r a n g e m e n t rooms, adjusted for dungeon level. So, a campaign will be a satisfying challenge to
—,ght t u r n o u t t o b e u n i n h a b i t e d a n d 100 room first level would have sufficient your p l a y e r s , a g i v e - a w a y w i t h n o
t7easureless w h e n t h e dice w e r e rolled. treasure to put ten first-level fighters u p challenge, or just sheer impossibility.
On the other hand, if one simply attempt- to s e c o n d o n i t s o w n . I n a s e c o n d fk)Roger Musson
ed to go through a w h o l e dungeon level, dungeon level o f the same size, I w o u l d
-3om b y room, p u t t i n g i n treasures and put 40,000gp value, continuing to double Previous S t i r g e C o r n e r features can be
—onsters as the w h i m took one, it would for e a c h l o w e r l e v e l . T h e w a y t h i s found i n b a c k i s s u e s o f I M A G I N E T m
ze easy to be too stingy or too generous, treasure is made up o f various treasure magazine; E l (+50p P&P) f r o m TSR UK,
cepending upon one's tendencies. types will also vary by level. Shallow-level The Mill, Rathmore Road, Cambridge.
IMAGINE: ntaquzinv, januarr 1984 5
hantasmat"FOlteS
byChris ream,
said you shouldn't have kilted that Orc
W1' • •
Prince' complainetitlamia as she 6anda9edthe
wounded fi9fiter. 'Now look at all the trouble
you've j o t us into.' The thousand scremnin9
ores swarmin9 up the dead-end canyon added
emphasis to her words.
'Fear Not!' proclaimed Gorteall the Grubby.
'My powerfitt masks will defeat those minions
It
of MC
Tat chance!' commented Wee Kwan as he
secured Nedos' 6arifm9 a n d Rovos' spiked
7 : 0 1
collar. 'You'll only 9et twenty OT thirty o f them
with your firefiali. Or are you plannin9 to feign
death and hope they don't notice you?' The only ./ •
response w a s a contemptfid snort a s t h e /7/ -
Yes, p h a n t a s m a l force is a very useful will notice nothing unusual. Programmed though they were. Magical and strength
spell, a n d i t i s s o poorly w o r d e d i n t h e and P e r m a n e n t i l l u s i o n s c a n n o t f i g h t bonuses apply, but not the special powers
Players H a n d b o o k t h a t i t i s o p e n t o because their actions m u s t be predeter- of t h e w e a p o n . T h u s a 1 7 - s t r o n g M U
abuses l i k e t h a t a b o v e . S o m e D M s , mined a t t h e t i m e o f c a s t i n g a n d t h e could, i f carrying a s t a f f o f s t r i k i n g , do
fearing t h a t s o r t o f situation, h a v e r e - caster c a n n o t t e l l i n a d v a n c e w h e r e damage o f 1 - 6 f o r t h e s t a f f , + 1 f o r
moved it from the list of available spells, opponents will be or what they are doing. strength, +9, as if three charges had been
while others suffer fireball, cloudkills, (4) I l l u s i o n s are very subject to disrupt- expended. T h e s a m e character, w i t h a
elemental summoning, etc. A l l from a ion by missiles since any missile will pass s t a ff o f w i t h e r i n g , could only do 1 - 6 +1
first level spell! straight t h r o u g h t h e i l l u s i o n . I f t h e (strength) +1 (it's a +1 weapon). Likewise,
Because o f these problems, t h e spell opposition can only see the illusion from a fighter/ illusionist o r F / M U w i t h a
needs a b e t t e r d e f i n i t i o n o f i t s l i m i t s , the front, the caster may (if not surprised vorpal b l a d e could do 1 - 8 o r 1 - 1 2 , plus
which is the aim of this article. The spell is on a 1 - 4 on d6) leave a n illusory a r r o w strength, +3 f o r the blade, b u t could not
the same w i t h respect to range, area o f sticking out of the illusory fighter's shield. decapitate, a n d t h e w i e l d e r o f a f l a m e
effect, and so on, b u t here are the rules An illusion should register damage when t o n g u e could not use the +2 vs regenerat-
governing the possible range of illusions] the opponent hits an armour class better ing o r + 3 v s a v i a n s b o n u s , e v e n i f t h e
(1) T h e caster must have spent at least than t h e apparent a r m o u r type w o r n by illusion w a s actually flaming, b u t would
two d a y s i n t h e s t u d y o f a n y t h i n g h e the i l l u s i o n w i t h t h e c a s t e r ' s d e x t e r i t y get t h e n o r m a l + 1 o f t h e s w o r d . I n
wishes to produce an illusion of, so that bonus a f f e c t i n g t h e i l l u s i o n ' s a r m o u r addition, if the spell used is an i m p r o v e d
the muscular movements are correct (this class. phantasmal force, the illusion is at +2 to
is n o t necessary f o r i m m o b i l e i l l u s i o n s (5) Spell effects cannot be duplicated hit, +3 damage, and spectral forces are at
such a s w a l l s a n d f l o o r s ) , a n d t h e but their visible manifestations can; thus +3 to hit, +6 damage.
observation must be of the subject moving illusionists cannot wander around giving Damage cannot be caused t o n o n - i n -
across a l l t y p e s o f s u r f a c e s , r u n n i n g , out healing, but a phantasmal l i g h t spell telligent creatures (golems, slimes,
jumping, etc. on the eyes will blind someone as long as zombies a n d others), s i n c e t h e y c a n n o t
(2) Physical movement cannot be pre- the concentration lasts. 'believe' the damage. If they possess eyes
vented by t h e spell, a n d n o illusion o f a (6) T h e spell c a n c a u s e damage, b u t they will see the illusion and react to it in
bridge a c r o s s t h e d r e a d e d b o t t o m l e s s the a m o u n t is limited t o that w h i c h t h e whatever way they would react to the real
chasm i s going t o bear w e i g h t ; b u t t h e caster could do in normal melee combat. item. I f t h e r e s p o n s e i s t o attack, t h e
spell will obscure tactile differences, so if An illusionist could thus choose to project creature will not suffer the psychosomatic
a person l e a n s against a n i l l u s o r y w a l l an ogre, with one attack a round, damage 'slowing' effect, t h u s a n y h i t v s A C 1 0
she o r h e w i l l f a l l over u n l e s s a p a i r o f as staff, or a ghoul w i t h three attacks per (-dexterity bonus of the caster) will cause
hands (or some o t h e r support) is there, round d o i n g d a m a g e a s darts. I n b o t h them to ignore the illusion as something
but w i l l n o t feel t h e difference between cases the hit probability is the same as if beyond their capacity to deal with.
hands and a wall. the i l l u s i o n i s t w a s a c t u a l l y u s i n g t h e However m a n y i l l u s o r y m o n s t e r s ,
(3) S i m i l a r l y, a person h i t t i n g a n i l l u - weapon concerned. A l t h o u g h the caster fighters e t c t h e c a s t e r p r o j e c t s , t h e
sion in combat will subconsciously s l o w must b e i n possession o f t h e w e a p o n number o f a t t a c k s p e r r o u n d c a n n o t
the b l o w as the weapon ' h i t s ' the victim being imitated, no charges are used, even exceed the n u m b e r of attacks the caster
so that, as long as the caster causes the where the weapon would normally do so, can perform per round in 'real' combat (1
illusion to react appropriately, the attacker although d a m a g e w o u l d b e a p p l i e d a s for staff, 2 for dagger, 3 for darts, 3 / 2 for
6 I M A G I N E mu9azifu,lalulary 1984
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8 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
by Anne Hamill
A prize competition based on
the AD&DTM and D&D® games
The Philosopher's Stone. Restless, changul, it was sought by those who wished
to step sideways out of time to where the Stone splayed out events of other tittles,
other worlds.. Like all oracles, the meaning of the events displayed wa.soften
obscure. But an adept, reading the story, looking deep into the picture overleaf
The Thief m h t seemore than mere scatteredimages in the facets of the Stone....
11
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M A G I N m a 9 1 n c , J a n u a r y 1984 11
C O M P E T I T I O N RESULTS
The Philosopher's Stone: The Magic User
Oh dear.... Did I say w e made part 1 t o o
easy? I think the results of the second part
can best be s u m m e d up i f I t e l l you t h a t
high-scoring entrants to part 1 probably
still stand a f a i r chance o f w i n n i n g t h e
overall prize!
No-one, b u t n o - o n e , g o t a l l t h e o t h e r
messages w e w e r e looking f o r and t h e
w i n n e r w a s selected w i t h o u t using t h e
tie-breaker. T h i s is M . P r o b e r t o f Sam-
borne i n Wa r w i c k s h i r e , w h o receives a
voucher for L 4 0 - w o r t h o f TSR products.
The three runners up are C o l m O'Beara
of Dublin, Les A r n o l d of Hockley in Essex,
and R o b e r t W h i t e l e y of Shipley in West
Yorkshire. T h e b e s t d e s c r i p t i o n o f t h e around the MU (2ii) to discover: M y name (f) N o t h i n g ( n u m b e r o f d o t s ) o n t h e
spell, t h e tie-break a n s w e r, c a m e f r o m is w h a t you call m e . I have none f o r m y mask
someone w h o m i g h t w e l l have w o n b u t true n a m e w a s t a k e n b y m y g o d .
for an a m b i g u o u s a n s w e r to question 2 (Actually, i t r e a d ' . . m y t r h e n a m e . . ' , (g) S O R R Y on the wall at the top of the
(see below), and we have decided to send because the Scorpio was white instead of peg ladder
a consolation prize t o t h a t entrant, I a n black: no prizes for spotting this month's
Harding of Cambridge. deliberate mistake!) Obviously, t h i s l e f t (h) A N A G R A M — a n a g r a m o n t h e
the w a y open f o r all kinds of w e i r d and MU's scarf
Congratulations to all five, and well done wonderful names — but you had to solve
to the f e w others w h o dared to enter. the p u z z l e a n d m a k e i t c l e a r t h a t y o u (i) W h a t f u n i n r o m a n n u m e r a l s o n
understood there was no 'right' answer. MU's leg
So, if you w a n t to know the answers and
how these star adventurers found them, 3. W o r k i n g out the price set on the book (j) S U C K E R S on rock face
read on. was a doddle after all that! Yo u r pointer
on t h i s o n e l a y i n t h e m e s s a g e i n (k) F A R TO O E A S Y in raised letters on
1. T h e n a m e o f t h e m a g e i s M A R S . semaphore created by t h e 'Heiroglyphs' scroll
There was a textual clue to the source of (b), w h i c h reads: P o m p o u s a m I? Yo u ' l l
this answer: ' t h e spread (of tarot cards) get y o u r s r a t b a g . I f y o u ' d r e a d m o r e Our favourite description o f t h e m a g e ' s
had, a f t e r all, t o l d h e r something... A t carefully y o u ' d k n o w w h a t I w a n t f o r spell read as follows:
least it had given her a name'. Then, the my spell. 'Pompous' should alert you to
tarot book i n t h e picture (1i) s h o w s t h e the importance of the inscription to which Automatic defences against ordinary
order in w h i c h the cards would be dealt, this w a s t h e M U ' s response. Taking t h e spell, M i g h t (the raging lion), Fear (the
and s a y s , ' N o t e t h e Omissions.., i n . . . last word of each line, w e learn, For this protecting flames) and Intelligence (the
order t h e s e t h e N a m e o f the... book ten years o f thine life. hiding ape) are obsolete against the new
Master of Arts'. 'The Omissions' are the spell, w h i c h c o n c e n t r a t e s o n G r e e d .
numbers w h i c h n o r m a l l y appear i n t h e 4. T h e m a g i c u s e r ' s a l i g n m e n t w a s Vi c t i m s o f t h e spell w i l l f a l l t o l o o t i n g
cards (1 ii), le 13,1,18,19, w h i c h relate to another e a s y o n e . T h e p o i n t e r, o n t h e and pillaging o f any bearing w e a l t h , so
the letters M,A,R,S. Cleopatra's Needle (c), s h o w s in i n c o m - only b y a c c e p t i n g p o v e r t y, w h i c h t h e
plete letters, N o t b y s i g h t o r sound b u t mage and m a g i c user do (the passage-
2. T h e n a m e o f t h e m a g i c u s e r w a s a t o u c h w i l l m y allegiances b e f o u n d . I f w a y guardians are e m p t y - h a n d e d , a n d
difficult one. First, t h e zodiac spiral (2i) you read the braille message on the peg the o l d e r m a g i c u s e r w e a r s o n l y a
shows t h e s i g n s o f t h e zodiac p l u s a n ladder (4), you f i n d t h e a n s w e r C h a o t i c simple b l a c k c l o t h ) , c a n t h i s s p e l l b e
extra o n e , o m e g a . T h e s a n d b a g s ( a ) Neutral. countered. T h e m a t e r i a l c o m p o n e n t
placed i n o r d e r r e a d ' A z o d i a c w i t h (seen b e i n g synthesised) r e q u i r e s o n l y
thirteen signs?', pointing t o t h e signifi- 5. T h e o t h e r m e s s a g e s t o b e f o u n d grains o f valuable m e t a l s t o m a k e , and
cance o f t h e s e s y m b o l s . W i t h a l i t t l e include (a), (b) and (c) above, and: m u s t be discarded w i t h o u t r e m o r s e t o
imagination you realise that the symbols activate the effect.
for t h e second h a l f o f t h e alphabet are (d) To u g h l u c k o n t h e M U ' s a r m i n
provided b y t h e s a m e symbols i n black. morse That's it. Why not try Philosopher's Stone
Once you know this, you can simply piece - 3? If nothing else, it keeps the editorial
together t h e f r a g m e n t s o f t h e c i r c l e (e) N O T HERE (split letters) and staff amused for a m o n t h or so.
12 I M A Q I N E m a g a z i n r, J a n u a r y 1984
Starwing
and Enler
by Hilary Robinson
Enier slogged t h r o u g h t h e clinging don't know, Lord.' 'We're out of the mud, Lord.'
-nud, terrified o f losing s i g h t o f the 'He Sent us here.' There was no reply. Starwing hung like
:etch o f colour ahead o f him i n the Enler nodded. 'Yes.' a dead weight against him.
For h o u r a f t e r h o u r h e h a d 'Then it is nowhere. We will walk until 'Who's there?' said a voice right in front
owed Starwing through the gloom, we die. We will never get out.' of them. Enler nearly died of shock.
silthering a n d s l i p p i n g , f a l l i n g f r e - 'There m u s t b e a n e n d t o t h i s m u d , 'Who said that?!'
zJently. S o m e t i m e s S t a r w i n g f e l l , Lord,' Enler said reasonably. 'I did,' and a green light began to glow.
:-en Enter would halt and wait for him 'Why?' Starwing said dully. ' I t may be It s h o w e d a g r e e n f a c e w i t h t e r r i b l e
:o regain his feet. It was beginning to an enchantment, an illusion. There may craggy shadows, a very old face.
be no mud at all.' 'Who are you?' Enler whispered.
:ake him longer each time he fell.
'No mud?' Enler repeated. He touched The face smiled. 'Ye've naught to fear,
T - e Tetrin w a s unused t o footslogging, it. It was cold and wet, and sticky. It was stranger. Need you shelter for the night, I
-: - was he dressed for it. He w o r e court mud. 'Lord, are you hurt?' can p r o v i d e i t . W h a t a i l s y o u r c o m -
:-ess, s o f t t u n i c and breeches and t h i n 'I have broken m y ankle. There w a s a panion?'
ed slippers. Enler, on t h e other hand, rock.... it went over when I stood on it.' 'He has an injured leg.'
:-e, a h e a v y t u n i c a n d cuirass, b l a c k 'May I h e l p y o u , L o r d ? ' E n l e r k n e w 'Follow m e . ' T h e g r e e n l i g h t bobbed
--:_sers a n d l o n g b l a c k boots. H e w a s better t h a n t o t o u c h t h e Te t r i n w i t h o u t ahead, and Enler stooped, took Starwing
::-.-eheaded a n d h i s s h o r t b r o w n h a i r permission. S t a r w i n g raised h i m s e l f on over his shoulder and followed, too tired
: _ng w e t l y t o h i s f o r e h e a d . S t a r w i n g one hand and twisted round to see where to exercise any caution.
.%ent down again and this time didn't get his f o o t w a s . I t w a s o b v i o u s f r o m t h e
- E n l e r waited the prescribed distance angle of it that the ankle was broken. T h e old man led them into a cave where
a . a y until i t became obvious t h a t Star- 'Straighten it,' Starwing said abruptly. a fire glowed with an amber light.
... - g could not get up of his own accord. He r o l l e d o v e r o n h i s b a c k a n d l a y 'That's no welcome,' the old man said
Enler moved nearer. The Tetrin prince perfectly still. Enler eased out the twisted and t h e f i r e i m m e d i a t e l y blazed w i t h a
a• a w k w a r d l y, o n e l e g t w i s t e d u n d e r foot as gently as he could. There was no yellow flame. T h e cave w a s q u i t e large
- — h i s beautiful face in the mud. Enler sound from the prince. and s u r p r i s i n g l y w e l l f u r n i s h e d . T h e r e
...as horrified. Starwing was filthy, his red 'It needs to be tightly bound,' Enler said, was a table, several log stools and a bed
7_7:c and blue breeches black with mud, looking at his o w n uniform, but he wore against the wall with furs on it. There was
- . o n g pale hands engrained with it, and no sash or anything that might be of use. also a large number of boxes and chests.
.en h i s w o n d e r f u l h a l o o f d a r k h a i r A swordbelt would be too hard. He looked 'Lay him over there and I'll have a look
ste red with it. Enler feared the Tetrin's at t h e s o f t s h i m m e r i n g m a t e r i a l o f t h e shortly. W h a t be your name, son?'
-eaction t o a n y o n e s e e i n g h i m i n t h a t Tetrin's tunic. W h e n h e glanced u p h e
z--.Ere, especially a C o r a n i n s o l d i e r. H e found the almond eyes on him. 'Coranin name,' the old man said.
waited, b u t t h e Te t r i n d i d n o t m o v e . 'Rip the tunic,' S t a r w i n g said through 'Yes. I'm Coranin.'
E-•entually he approached t o w i t h i n t w o stiff lips. Enler took the dagger from his 'Ah, but he be not, I see.' He peered at
ze:es of the Tetrin and knelt in the mud. boot and slit the precious material. It cost Starwing. 'What be ye doin' with the likes
Lord?' more than he was paid in a year. He tore of him?'
Slowly the Te t r i n raised his head and the red cloth upwards. Starwing had the 'Who are you?' Enler asked again.
-_.ned h i s v i o l e t e y e s o n t h e y o u n g warm c o ff e e coloured s k i n o f h i s race. 'They call me Solitude.'
dier. T h e r e w a s a dullness about h i s Enler slit and ripped again, and cut off a Enler sat d o w n w e a r i l y on o n e o f t h e
ekpression, a despair. long strip. He bound t h e ankle tightly. It stools. 'Do you have any water?'
Who are you?' Even in the desolation had b e g u n t o s w e l l a n d w a s becoming 'Of course.' Solitude shuffled off to the
77e words were soft and melodious. discoloured. H e f i n i s h e d o f f a n d looked back o f t h e cave a n d E n l e r c o u l d h e a r
Enler, Lord.' up. The prince's face was deathly white. water b e i n g p o u r e d . A m o m e n t l a t e r
Are you the guard w h o came between Enler stood up and nervously extended a Solitude w a s s t a n d i n g i n f r o n t o f h i m
hand. Starwing reached up and took it in a holding out a wooden bowl. Enler took it
- Ye s , Lord.' firm g r a s p . E n l e r p u l l e d h i m u p a n d and stood up, turning towards the bed.
3rave,' the Tetrin said softly. 'Stupid.' caught him as he staggered off balance. 'It be for you,' Solitude said.
E- e r had n o t h a d t i m e t o consider. H e Enler's heart hammered. No one stood so 'He needs it.'
-eg stepped b e t w e e n t h e Prince a n d a close to the Tetrin, especially one of the 'Aye, so do you. Maybe more. You first,
:.:ssible assassin. That was what he was royal house. then him.'
- 7.7e palace for. Enler looked a t t h e w a t e r. I t h a d n o t
You h a v e b e e n w i t h m e . . . s i n c e i t A s darkness came, t h e m u d s u d d e n l y crossed his mind to drink first. The ache in
nappen ed?' ended. E n l e r c o u l d n o t s e e i t , b u t t h e his t h r o a t b e c a m e u n b e a r a b l e a n d h e
'Yes, Lord.' ground became first f i r m a n d then hard. drank. The water was ice cold.
'Where are we?' He staggered on a few paces and stopped. 'How long be you in the softlands?'
311AGINE magad.nc, lantuuy 1984 13
'Softlands? You mean the mud? I don't vancing i n t o t h e cave. H e r o l l e d t o h i s 'How d o you t h i n k t h e y control you?'
know. Eight hours? Longer? It w a s m i d - feet, snatching up the sword. The stranger Solitude snapped.
morning w h e n w e — when w e left.' stopped w h e n h e s a w t h e s w o r d , h i s 'Not by sorcery!'
'And w h a t b e y e d o i n ' w i t h o n e o ' hands going to his belt where a battle axe 'Oh? Tell t h e n t h e secret of t h e i r hold
them?' The tone spoke volumes. hung. He w o r e a rough home spun shirt over you.'
Enler indicated his uniform, although it and a sheepskin waistcoat and his baggy 'Respect,' Enler said, somewhat defens-
was b a r e l y recognisable u n d e r a l l t h e trousers w e r e bound to his lower leg by ively. ' A n d gratitude.'
mud. 'I'm a soldier.' thongs. He had a beard and his hair hung 'Gratitude! For what?'
'Gagh,' S o l i t u d e m u t t e r e d , a l m o s t wild about his shoulders. He was native 'The Tetrin have reared me since I was
snatching the bowl. W h e n he came back Coranin. a child.'
with it filled, he held it out to Enler. 'Here, 'Who are you?' he demanded. 'Where's 'Since they adopted you.'
you do it. I'm goin' nowhere next nor near Solitude?' 'That's right.'
him.' 'Must ye make so much noise, \Jester?' 'Do y o u c o n s i d e r y o u r s e l f t o b e a
Enler t o o k t h e b o w l o v e r t o t h e bed. Solitude said irritably, ambling from t h e Tetrin?'
Starwing opened his eyes at the sound of back of the cave, yawning. 'Ah n o . T h e A d o p t e d d o n o t b e c o m e
Enler's voice, a n d E n l e r supported h i m 'Who's t h i s ? ' Ve s t e r indicated E n l e r, Tetrin. They stay Coranin. We are separ-
while he drank a little of the water. w h o had straightened n o w and lowered ate races.'
'Where are we?' he asked softly, puzzled the sword a fraction. 'Then you have more in c o m m o n w i t h
by the rock wall. 'This be Enler. He and another sought Vester than with h i m . '
'We h a v e s h e l t e r f o r t h e n i g h t , Lord. shelter with me last night.' 'Vester?' Enler said in disgust.
There is nothing to fear.' Vester looked a r o u n d a n d s a w S t a r - 'Yes. Haven't you?'
'So t i r e d . . . . ' S t a r w i n g w h i s p e r e d . ' I wing, p u s h i n g h i m s e l f u p i n t o a s i t t i n g Enler glanced at his strong broad hand
envy you your strength.... Enler.' position on the bed. His angular face and holding the sword and thought of the thin
It w a s t h e f i r s t t i m e E n l e r h a d e v e r almond eyes gave instant identification. pale h a n d s o f t h e Te t r i n w i t h t h e i r oval
heard h i s n a m e spoken b y a Te t r i n . H e 'A Te t r i n ! ' Ve s t e r breathed a n d d r e w nails. 'Only physically.'
was ridiculously pleased. the battle axe out of the loop on his belt. 'Only physically? L e t m e g i v e y o u a
'Food,' Solitude called. Enler m o v e d b e t w e e n t h e m a n d t h e test.' S o l i t u d e r e a c h e d i n s i d e h i s s h i r t
'Thank you.' There was a platter of cold sword n o w pointed at Vester's throat. and brought out a silver medallion. 'Tell
meat and a c h u n k of bread on the table. 'Stop there.' me w h a t this is.' M e m o r y stirred deep in
Enler sat down and Solitude sat opposite, 'That's a Tetrin!' Enler. O n t h e d i s c w a s e n g r a v e d a
watching him. After a time, Solitude said, 'I know that,' Enler said evenly. shooting star w i t h a f i e r y tail. H e spoke
'How came ye to the Softlands?' 'Kill him then!' slowly, t h i n k i n g i t o u t . ' T h e s t a r r e -
'I t h i n k w e were.... Sent. There w a s a 'No one is going to kill him.' presents the Coranin. Legend says that....
disagreement between My Lord and a tall 'I will!' Vester said, gripping the axe. one day we._ they.... will rise again, like a
man w h o came to see him. I don't k n o w 'Not before you've killed me,' Enler said star.'
w h a t about. I h e a r d r a i s e d voices, a n d grimly. 'Very g o o d , E n l e r. T h e Te t r i n d i d n ' t
teach you that.'
'It's upside-down,' Enler said.
Solitude f r o w n e d a n d t u r n e d t h e
'You have the sense to fear sorcery. You would not medallion. N o w the star w a s falling. He
glared at Enler. 'Suppose,' he said, 'I told
have angered the warlock as your companion appears you that this object would confer on you
to have done.' luck and good fortune. Would you believe
me?'
'No.'
'Why not?'
went in, and s a w the man raise his arm. 'That's enough,' Solitude said. 'Nobody 'That's superstition.'
He h a d s o m e t h i n g i n h i s h a n d that.... is going t o get killed. P u t your weapons 'That's Tetrin teaching! But you w o u l d
crackled. I got between them.' down.' It w a s m o r e t h a n a request. The not refuse to wear it if I gave it to you?'
'Sacrificed y o u r s e l f f o r y o u r m a s t e r, tone o f v o i c e h a d a l t e r e d s u b t l y ; t h e 'I suppose not.'
like y o u w e r e t r a i n e d t o d o , ' S o l i t u d e dialect and most of the accent had gone. Solitude s l i p p e d t h e t h o n g o v e r h i s
sneered. 'You be one of the Adopted, all Enler f e l t h i s s w o r d become heavy, b u t head. ' N o w suppose I t e l l y o u t h a t t h i s
right.' Enler did not deny it. 'Well, i f this was content enough that Vester seemed charm, instead of being benevolent, was
floor be n o t too h u m b l e for ye n o w, you to be experiencing the same trouble with made by a Coranin warlock and is cursed,
can sleep here.' the axe. that t h e w e a r i n g o f i t w i l l b r i n g plague
Enler l o o k e d a t t h e e a r t h f l o o r. I t Vester n e v e r took h i s eyes o f f Enler. and fevered dreams. N o w put it on!' and
seemed as inviting as any feather matt- 'You're o n e o f the Adopted, a r e n ' t you? he t h r u s t i t t o w a r d s Enler w h o took an
ress. 'Thank you.' We don't need you.' involuntary step backwards.
'We can talk in t h e morning. Sleep ye 'Vester. Leave.' Solitude used the same 'No!'
well. Goodnight.' tone again. Vester appeared t o struggle 'Why not? Isn't it all superstition? Or do
'Goodnight,' Enler replied, although he against the c o m m a n d b u t in the end he you feel something deeper? You have the
had t h e oddest feeling that Solitude had turned and left without a word. sense to fear sorcery. You would not have
addressed the last word to the fire. To his angered the warlock as your.... compan-
astonishment, t h e fire s l o w l y died d o w n ' H e ' l l I b e back. W i t h others. Yo u M u s t ion.... appears to have done. Your culture
to a red glow. Solitude retired to the back leave soon. A t least, h e must.' Solitude is still strong in you.'
of the cave, out of sight. jerked h i s head i n S t a r w i n g ' s direction. 'Culture?' said Enler. 'Are you referring
Enler sighed and began to unbuckle his Starwing b e g a n t o s a y s o m e t h i n g b u t to a f e w f o l k t a l e s a n d a h a n d f u l o f
armour. H e laid i t carefully t o o n e side, Solitude t u r n e d o n h i m . ' Yo u w i l l n o t mournful, depressing songs?'
took off the heavy damp tunic and spread speak without my permission.' 'What i f I s u g g e s t e d y o u ' d f o r g o t t e n
it before the fire. Then he unfastened the Enler was horrified. 'You mustn't speak most of your culture?'
swordbelt and d r e w the sword w h i c h he to him like that!' 'I'd say there w a s n ' t much to forget.'
placed on the ground and lay down beside 'Why not? W h y not, Coranin soldier of 'Do t h e A d o p t e d e v e r w e a r C o r a n i n
it. W i t h i n minutes he was asleep. the Tetrin? Look at him. He cannot speak dress?'
now.' 'Rags, you mean?' Enler said coldly.
' S o l i t u d e ? Yo u awake? H o u n d ' s teeth! Starwing became completely m o t i o n - Solitude s i g h e d . ' I w a s a f r a i d t h i s
Who's this?' less as Solitude made a pattern in the air. would happen. It was a risk I had to take.'
Enler c a m e a w a k e seeing a m a n a d - Enler swung back. ' M o r e sorcery!' 'What was?'
14 I M A G I N E maga,.thle, latulaTy 1384
Come and sit down. We have to talk.'
Enter g l a n c e d u n e a s i l y a t S t a r w i n g ,
s:alcling exactly as he was before.
Forget y o u r d u t y t o t h e a l i e n l o n g
e-ough t o l i s t e n t o o n e o f y o u r o w n
:sople, Enter. He'll come to no harm there
a while.'
Hilary R o b i n s o n i s j u s t o n e o f m a n y
talented, u n p u b l i s h e d w r i t e r s t o h a v e
sent u s h i g h q u a l i t y fiction. I n - ' 1 1 o f
IMAGINE magazine, w e h a v e a n o t h e r
tale o f a f a n t a s y w o r l d w h i c h c o n t a i n s
echoes o f o u r o w n , I n t h e T i m e o f
M e l t i n g Ice, by A n d r e w Darlington.
16 I M A G I N E magazine', Itutuary 1984
OR 1 Great O r c w i t h s c i m i t a r 500 OR 15 Orc Wa r r i o r w i t h b o w 30p OR 28 Wo l f Rider w i t h b o w 80p
OR 2 Great O r c Guard, Spearman 50p OR 16 Oro Wa r r i o r w i t h w h i p 30p OR 29 Black O r c a d v a n c i n g 40p
OR 3 Great Oro Berserker 50p OR 17 Soldier Orc w i t h s h o r t s w o r d 40p OR 30 Black O r c H e a v y spearman 40p
OR 4 Great O r c Chieftain 50p OR 18 Soldier O r c S p e a r m a n 40p OR 31 Armoured Black Orc 40p
OR 5 Orc Tr a c k e r w i t h b o w 30p OR 19 Soldier O r c O ff i c e r 40p OR 32 Black OrC, C a p t a i n 40p
OR 6 A r m o u r e d Tr a c k e r 30p OR 20 Soldier O r c w i t h axe 40p OR 33 Slave O r o w i t h s c i m i t a r 30p
OR 7 Orc Tr a c k e r w i t h spear 30p OR 21 Horde Oro w i t h javelins 30p OR 34 Slave O r c w i t h spear 30p
OR 8 Oro S c o u t 30p OR 22 Horde O r c w i t h l o n g s p e a r 30p OR 35 Slave Oro A r c h e r 30p
OR 9 Small Cave Orc 30p OR 23 Horde O r c w i t h s c i m i t a r 30p OR 36 Orc W a r s lave 30p
OR 10 Cave O r c A r c h e r 30p OR 24 Horde O r c A r c h e r 30p OR 37 Orc C l a n s m e n 30p
OR 11 Cave O r c Guard 30p OR 25 Wo l f Rider w i t h l a n c e 80p OR 38 Orc C l a n s m a n w i t h c l u b 30p
OR 12 Cave O r c w i t h s c i m i t a r 30p OR 26 Wo l f Rider w i t h s c i m i t a r 80p OR 39 Orc C l a n s m a n B o d y g u a r d 30p
OR 13 Orc Wa r r i o r a t t a c k i n g 30p OR 27 Wo l f Rider Chieftan 80p OR 40 Orc Clan S h a m a n 30p
OR 14 Orc Wa r r i o r w i t h s c i m i t a r 30p
CATALOGUE A N D (Minimum E1.00) FRANCE please contact:- please contact:- W a r g a m e Productions, §sav4
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ESPIONAGI:
EtINTRIGUE
, 4 1 0 I N i t a p p ,
*ORITLab 08.
POSTAL GAME
Crasimofrs World is a fantasy game of exploration and adventure. As a player you assume the
role of chieftain in a band of brave adventurers set on gaining knowledge and power. You must
create a party of nine fellow travellers, from three character classes (fighter, mage and priest) to
assist your chieftain.
Your party will set out from a small town, knowing nothing about the world apart from a few rumours. As
you travel you will learn more about the land and its secrets, encountering other parties, races and
creatures. There are tokens detailing magic items, spells, creatures, gods, money and many more things
that you will discover later in the game.
A M C A . " MA PLAYMACAWotat ote womovvriks,omcs It ToAouvr.
•KJC Games has been running Crasimofis W o r l d for over a year now,
and the effort the gamesmaster puts into each turn never ceases to amaze
me. Most players find themselves offered a different scenario each turn, or
find that a new twist has happened to an existing adventure.' START
as reviewed in
Ask your local games retailer for TO
SECRET game or contact:
N' 37
I f you wish to enrol in Crasimof s world send a .f.5 cheque/P.O. payable to K..I.C.
Games. For this you will receive a rulebook, set up material, and the first four rounds. TSR UK Limited.
Future rounds are £1.25 each. Copies of the White Dwarf review are available free o f The Mill, Rathmore Road,
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L14-AGINE m a g a d r w, J a n u a r v 1984 19
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It 1
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41111101151")14111
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' 911,1,11•11/1)1/1•1111/1/01(U
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ti%111,/)11:111111(1111;1 114111111 i \i i\ \I l i t l / i n "/ 1plifill ' dill/111i
I l Il I
=E-7 2 i s t h e d e t a i l e d a d v e n t u r e k e y. A l l t h e i n f o r m a t i o n
r..-s,sary to run the mini-module is provided in a series of area If you plan to play in this adventure, please
room keys.
stop reading here. The information in the
maps, one s h o w i n g both levels o f the workings beneath rest o f t h i s m i n i - m o d u l e i s f o r y o u r
..- .'der Crag, t h e o t h e r s h o w i n g d e t a i l s o f t h e c o n j u r a t i o n Dungeon Master (DM) only.
:-E.•---der on Level Two, are provided.
IMAGINE mafiane, January 1984 21
THUNDER CRAG
Mines are owned by individuals or small consortia, and the silver is sold Of the Archmage Famulus
in the Silver Mart. The miners are divided into two camps; humans, and
d w a r v e s / g n o m e s . On the whole the demi-humans are more successful, Five c e n t u r i e s and more past, w h e n A r u n w a s king i n Dontaldor, the
resulting in friction between the races. A n y m i n e r of one race walking Archmage Famulus was High Priest of Asmodeus, Grand Chancellor c'
into an area n o r m a l l y f r e q u e n t e d by m e m b e r s of a n o t h e r h a s a 9 5 % the Realm and served the Kingdom well.
chance of being assaulted. The demi-humans use the Two Stoats public
house, the h u m a n s the Rat and Bucket Inn. These are just around the That was a troubled time, an age of new beliefs and religious strife. The
corner from each other and trouble is frequent. The authorities do not memory of Cuthbert was still fresh in the minds of the people, and in the
interfere i n t h e s e q u a r r e l s provided t h e y are c o n f i n e d t o t h e m i n i n g time after his revelations and martyrdom, the devotees of Evil and Chaos
precinct and do not affect silver production. were bloodily persecuted, and t h e i r w o r s h i p driven into secret. To the
King and his advisors, t h e Gods a m a n chose to w o r s h i p w e r e of little
On t h e e a s t s i d e i s t h e m a r k e t place, a r o u n d w h i c h a r e shops, t h e account so long as he served the Kingdom well, but such was the mooc
Council Hall, the Silver Mart, the Jail and the Royal Garrison barracks. of the people that even Fa mulus was dismissed from his high office and
There are two inns on this side of town, the Hop Poles, w h o r e the locals the King embraced the faith of Asura. In truth, the fall of Famulus was
drink, and the Golden Lion Inn, an excellent, expensive establishment contrived as much by jealousy as by zeal for the Bright Order, for
favoured by the upper echelons of Blackridge and by wealthy visitors. joined the A s u r i t e s the better to advance themselves.
Balbo Sackbelly (AC 8; M V 12"; Th 1 0 ; hp 40;4- AT 1; D by weapon type; Silent in his disgrace, yet afire w i t h bitter rage, Famulus passed into the
S 15, 11 7 , W 16, C 14, D 16, Ch 16, 1 9 1 0 x p , A L LE, S M), h o s t of the north and Out of h u m a n knowledge. W i t h h i m w e n t the great w a r r i c -
Golden Lion, is M a s t e r of the Blackridge Thieves' Guild, and is ideally Anguisel, and other proud, able men who chose exile rather than subm
placed to gather i n f o r m a t i o n about likely victims. He normally informs to the rabble. A s they left the city, Famulus stopped his horse b e n e a t -
the three ogre brigands at Thunder Crag (see Level One, Room 1). The the balcony f r o m w h i c h t h e King w a t c h e d and spoke to h i m i n voice
information i s carried b y H u m b o l d t (AC 6 ; M V 1 2 " ; H D 3+1; h p 16; scarcely louder than a whisper, yet it carried to all w h o listened.
AT 1; D 1 - 8 ; S A surprises on 1-4, SD need silver or +1 w e a p o n s to hit;
214xp; A L LE; S M ) , Sackbelly's g n o m i s h w e r e r a t cellarman, w h o s e 'I w i l l return,' he said. ' A n d m y vengeance w i l l be terrible.'
Lycanthropy allows him to move s w i f t l y and discreetly after dark.
The King fell back at these words, as though bitten by a serpent; that the
crowd, come to jeer, dispersed in silent terror; that no man dared hinder
the exiles. This much is known: A r u n died before the year was out and.
he b e i n g c h i l d l e s s , t h e t h r o n e p a s s e d t o h i s s i s t e r ' s s o n , S a r d
Strombrow.
Thunder Crag
Fa mulus d i e d s u m m o n i n g Te l k r o t h ( a Ty p e V I D e m o n ) , w h o m h e
believed to be sympathetic t o w a r d s the a i m s of L a w f u l Evil. A n g u i s e l
perished at the entrance to the stronghold w h i l e covering the f l i g h t of
Fa mulus's followers, m o s t o f w h o m escaped i n t o t h e w i l d e r n e s s . So
great was the conflict that it seemed as though the sky itself had cracked
apart, and so to this day the place is k n o w n as T h u n d e r Crag, t h o u g h
none c a n n o w s a y w h y . Te l k r o t h , s o r e l y h u r t b y A n g u i s e l , w a s
diminished and haunted the place as a spirit of evil, until he regained his
strength. This gave rise to the legends of The Soulcatcher.
For m a n y years the stronghold was a lair for those dark and evil things
that a r e d e n i z e n s o f t h e w i l d e r n e s s . T h e n , w i t h t h e e x p a n s i o n o f
Dontaldor and the discovery of silver in t h e m o u n t a i n s , t h e area w a s
opened to settlement, the Barony of lronfist established and the town of
Bron and Rovis Akkor Blackridge built.
Bron Akkor, a Blackridge Councillor, is offering a r e w a r d of 5000gp for Hill farmers soon learned of the old workings beneath Thunder Crag, but
the safe return of his son Rovis. Rovis set Out to spend the n i g h t at the also heard r u m o u r s of their grim past. From the beginning of organised
base of Thunder Crag on a d r u n k e n w a g e r t w o weeks ago and has not settlement the Crag has been shunned, and has had a dark place in local
been heard of since. tales.
22 I M A G I N E magazine, January 1984
THUNDER CRAG
2'atis and His Companions to the bottom of the pit, each suffering 5-30 points of damage. The
effects o f being h i t by the cube operate for every round during a
- • • • weeks before the disappearance of Rovis Akkor, a small party of character is in contact with it, starting at the moment of impact.
▪ n : u r e r s passed unnoticed through Blackridge and entered the
ngs beneath Thunder Crag. They were led by Angbor, a fighter. He The gelatinous cube contains a coat of mail, a longsword and a helmet.
i : 7 Trap A on Level One. The party's cleric, Ferdinand, was petrified These are a l l t h a t remain o f Angbor, erstwhile leader o f Glatis'
- a- the survivors encountered Hermione, a medusa. Glatis, a magic expedition, whose remains were found and consumed by the cube
-E- s e e Room 11, Level One), took over the leadership of the party. during its sojourn in the pit.
s considered the ogres a useful front, but he and his companions On the west wall of the passage at D is another magic mouth set by
-.0 destroy them one week from now. Glatis. It has identical instructions to that at C, save that it will shout
'Intruders!' continually, rather than yodel.
General Points Glatis will seek to renew the magic mouths as soon as possible after
they have been discharged.
--ne construction of the stronghold is uniform, and conforms to the
-:• :wing specifications, unless otherwise stated:
The Entrance
s and ceilings are of fine mortared masonry, floors are stone
- A rough-hewn archway in the cliff-face, 10 feet wide x 8 feet high, leads
onto a flight of stone steps which descend at an angle of 45 degrees. The
- -E• Nails of any room will be 7 feet high, and the ceiling will be a single northernmost 10 foot section of the stairway has been quarried to the
rising from the angles of the room to an apex 12 feet above the level of the floor of Room 1, leaving a 10 foot drop from the level of the
of the floor. surviving stairs to the level of the floor. The rubble obtained has been
used to construct a dry-stone wall 5 feet high and 5 feet thick, across the
dor walls are 6 feet high. Corridor ceilings are arched to a height of 10 feet wide by 8 feet high archway leading to Room 1.
: 'set.
Close inspection of the ground outside the entrance, and of the stairway,
E.-a-v 10 foot long section of steps by a ranger will reveal that the entrance has been used regularly by not
ascend/descend 5 feet. more than ten humanoids in the recent past.
0 , 11 / 6 / 1 4 . 11 r ( c gr."
V/
: :-ways are arched, 3 feet wide x
- 'eet high. Doors are o f brass III /7A, AgIPP1711111111k111
M I M I M I N E 1 6 . z,
gw-- "PION. Room 1
oak 3 inches thick. y Awn 1,11 , ,m i n k - This chamber is the lair of three ogres, Enog, Pogo and Grunt (AC 5;
,ir A m k ,iI 11111w"
,NIMINAI mcna' 1- MV 9"; HD 4+1; hp 20 each,-, AT 1; D 1-10; xp 190 each; AL CE; S L).
,• In 41
doors are rectangular, 2
-a-e: wide x 6 feet high. irrarelliP),,IA.KA They are identical triplets, who have an empathy which manifests itself
in a tendency to finish each others' sentences. It also allows them an
--azdoors comprise 4 spring loaded rItioromvlotA,-;:opo instinctive understanding and co-ordination (the DM must decide how
this will affect combat). Each carries a large club (D 1-10); only Enog
- a-gular panels hinged along one
:a and meeting at their apices to 1'Linn11_$
: a 10 foot square. They will be a / m i l l i : 4 3 M M ' L i g
,,,,,,get\-111/
AnNommli,''/71,,I in A, INVII carries anything else: the key to the lead strongbox on a brass chain
around his neck.
I
.ated by a pressure of 251bs or There is a 75% chance that the ogres will be encountered in their lair, in
- : --a on any of the panels and will a t y p i c a l d o o r c o m p a r e d t o a 510" which case they will be sitting around the fire roasting an elf, with their
shut after activation. fighter clubs to hand. If they are absent, warm ashes and a smoke blackened
ceiling will confirm that the hearth has been used recently.
The ogres work in association with Balbo Sackbelly, who provides them
:ART 2: THE W O R K I N G S BENEATH with information o n likely victims, then uses h i s Thieves' Guild
THUNDER C R A G connections to dispose of stolen goods far from Blackridge. The ogres
have operated from Thunder Crag for some eight months but have
explored no farther than this room, being content to have made their lair
_EVEL ONE secure by constructing a dry-stone wall and by barring the doors. They
are unaware of the presence of Glatis and his companions, and of the
-7a p A spyhole and hatch which have been cut through the northern door (see
-- S 2assage north from Room 1 leads to a false door. The trapdoor at A below).
:a--s onto a stone-lined pit 10 feet square and 60 feet deep. The last
--, o f this trap w a s a gelatinous cube (AC 8; M V 6 " ; HD 4 ; The ogres are fond of human flesh, but value their own safety and are
_ 7 , - AT 1; D 2-8; SA paralyzation; SD immune to some attacks; amenable t o intimidation o r bribery unless t h e i r opponents a r e
AL N; S L)which has been making its way back up the shaft and is obviously a 'soft touch'. Pogo is suffering from toothache, which makes
.•• 10 feet from the top. him highly irascible, and due to their empathy Enog and Grunt are
suffering too. They will all be well disposed, at least temporarily, to
a-laracter falling into the pit will hit the gelatinous cube, doing 1-6 anyone who cures Pogo of his toothache. They are unlikely to agree to let
-:s of damage to it and dislodging it. Both character and cube will fall anyone close enough to yank it out....
-14.AGINE mailadtte, January 1984
23
THUNDER CRAG
Room 3
Both doors open into the chamber. They are not locked, but both are st --
The chamber is quite empty.
Room 4
The door opens outwards, and is locked but not trapped.
THUNDER
C R A G 0 2 0 40 6 0
1111111 FEET
Level 1
14
WIM
Door
Secret Door
False Door
Rock
oom 8 Room 9
- - a was Famulus' private chamber. The walls are panelled with oak and This was Famulus l i b r a r y, and all the walls, except the eastern one, are
- s floor is paved with glazed tiles. There is a fireplace in the north wall, covered w i t h bookcases to their full height. The secret door in the north
:ked w i t h r u b b l e f r o m a r o c k f a l l t h a t h a s destroyed i t s c h i m n e y. wall is in fact a hinged bookcase.
conceal the secret doors in the south and west walls. There is
: : u c h in the north-west corner and a chair and desk in the south west In the centre of the room stands a blackened lectern w i t h an area of fire
--ner of the room. Some of the original furnishings survive in the main damage 2 0 f e e t i n d i a m e t e r a r o u n d i t . F r a g m e n t s o f b o o k s a n d
: a m b e r, but they are very fragile. parchment are spread about the room, but most are in a sorry state, and
quite illegible. A careful search through the debris, however, will reveal
-- t h e desk is a dagger, its h i l t of ebony and its blade of untarnished eight intact scrolls.
-se!. I t is a d a g g e r +1 w i t h an Evil alignment. A n y creature of Good
znment touching or being touched by the dagger will take 1-10 points These are rolled up, but their labels identify them as each bearing one
- damage, a n d m u s t make a System Shock survival r o l l o r die. spell: wall of fire, prismatic spray, passwall, flame strike, hypnotic
:-satures of Neutral alignment take normal damage from the weapon. It pattern, spider climb, rope trick and leomund's trap. Unfortunately,
:.s.-inot be used to inflict a n y damage on beings of Evil alignment. the f i r s t f i v e m e n t i o n e d o f t h e s e scrolls a r e s o fragile t h a t t h e y w i l l
crumble to dust as soon as any attempt is made to unroll them. The last
Es-eath a rug in the south east corner of the chamber is a trapdoor four three scrolls, h o w e v e r, a r e u s a b l e i f u n r o l l e d b y a c h a r a c t e r w i t h a
square. This is concealed by a p e r m a n e n t illusion of solid floor. Dexterity of 14 or more. If handled by a character with a Dexterity of 13
or below they will also crumble into dust.
:-.e trapdoor is discovered, it will be seen to have no handle or visible
::ening mechanism. D e t e c t invisibility w i l l reveal a Rune o n t h e The fire d a m a g e w a s caused by Glatis. H i s excitement at discovering
--aodoor, and read m a g i c w i l l a l l o w it to be read as •Durath'. If this is Famulus• Spell Book caused him to forget basic precautions. He set off
E::ken t h e t r a p d o o r w i l l o p e n u p w a r d s , r e v e a l i n g a f l i g h t o f s t e p s the exploding runes left by Famulus, destroying the priceless grimoire
:sscending to the east. It will remain open for one minute before closing and m a n y other books and parchments.
::?.in. The rune will only cause the trapdoor to operate from above t h e
i,s:ret of operating it from b e l o w died w i t h Famulus. No other magical The D M s h o u l d note t h a t Glatis is u n a w a r e of the secret door i n t h e
—sans will open the trapdoor. northern wall.
- - e door in the east wall opens towards the main chamber. Behind it is a
t—all chamber which contains a privy and a basin of marble set into the Room 10
ei a F r o m t h e s h a f t o f t h e p r i v y c a n b e h e a r d t h e m u r m u r o f t h e
_ - : e r g r o u n d stream into w h i c h it empties. The unlocked door opens towards the passage. The chamber is empty.
25
.11.1-WINE ma9athte, Jcuutarv 1984
THUNDER CRAG
The chest is 2 feet by 2 feet by 2 feet. It is locked, and the lock is trapped
w i t h a poisoned needle. W i t h i n i t are t w o sets o f grey robes, a s m a l l Room 1 4
leather bag c o n t a i n i n g incense, s e v e n l e a t h e r bags e a c h c o n t a i n i n g Both doors open towards the chamber, and are unlocked but stiff.
500gp (total value 3500gp) — 2 0 0 0 g p of w h i c h belonged to Herm ione
the medusa, Glatis' Spell Book and two ivory tubes. One contains Glatis' In the centre of the chamber is a 1 0 foot square fireplace f r o m w h i c h E.
wand ( w h i c h i s non-magical), m a d e o f e b o n y a n d w o r t h 1 5 0 g p . T h e 10foot square chimney rises to the centre of the ceiling. The chimne
other contains a scroll bearing the spell fireball. supported by a pillars at each corner of the fireplace, and above the leve
of t h e ceiling t w i s t s a f u r t h e r 1 5 0 ' u p w a r d s t o a v e n t i n t h e face c '
There is a secret door in t h e south w a l l (of w h i c h Glatis is unaware), Thunder Crag.
behind w h i c h a s t o n e - l i n e d shaft 1 0 feet square falls 7 0 feet to Level
Two. Brass rungs are set into the face of the shaft at one foot intervals. Just above the level of the ceiling the chimney (inks eastwards, leavirc E
10 foot square stone platform. This is the lair of t w o g a r g o y l e s (AC E
This w a s o r i g i n a l l y t h e c h a m b e r o f A n g u i s e l , a n d w a s i n h a b i t e d b y MV 9 " / 1 5 " ; HD 4+4; hp 23, 26; - AT 4; D 1 - 3 / 1 - 3 / 1 - 6 / 1 - 4 ; SD +1 : -
Hermione u n t i l s h e w a s tricked by Glatis and trapped on t h e second better w e a p o n s t o hit; x p 2 8 0 , 2 9 5 ; A L CE; S M ) w h o f o r a y i n t o the
level. Glatis n o w uses it as a private chamber for study, meditation and outside w o r l d at night by way of the chimney.
recuperation after magic-use.
Among t h e f i l t h i n t h e i r l a i r i s a h u m a n skeleton, w h o s e c o n d i t c h
suggests recent death. The only treasure on the body is a gold ring Ee:
Room 1 2 with a n o n y x intaglio depicting a boar's head. Inside t h e r i n g 5
All three doors open into the chamber. Those in the east wall are locked. engraving w h i c h reads 'Happy Birthday, Son, Love Dad'. These are the
mortal r e m a i n s o f Rovis A k k o r, c a u g h t b y t h e gargoyles o u t s i d e t h e
In the centre of the room three men sit around a low table, smoking pipes stronghold and tortured to death. The ring is w o r t h 100gp.
and playing dice. T h e y w e a r coats o f m a i l a s t h o u g h a c c u s t o m e d t o
them, and their shields and longswords are at hand. These are Gratis'
companions, D i r k (AC 3; M V 9"; F4; hp 32; - AT 1; D by weapon type; Room 1 5
SA +1 t o hit, +1 t o damage; 290xp; S 1 7 , 11 4 , W 13, C 15, D 15, Ch 17; The door opens towards the chamber. Inside the room is empty, but the
AL CN; S M), H a y o (AC 4; M V 9"; F4; hp 43; A T 1; D by weapon type; floor is covered in a half-inch deep layer of harmless g e y dust
SA +1 t o hit; 345xp; 5 1 6 , 11 2 , W 12, C 17, D 14, Ch 14; A L CN; S M) and
Egil (AC 1; M V 9"; F4; hp 33;+- AT 1; D by weapon type; SA +1 damage,
+2 to h i t w i t h missile weapons; 295xp; S 16, 11 6 , W 15, C 15, D 17,
Ch 14; Al CN; S M), all professional warriors. If Glatis is not in his private 1 111111111111111111111111
DARLING!
chamber (see Room 11 o n Level One) he w i l l also be present. SUPPER'S
READY!
Dirk, H a y o a n d E g i l , l i k e Glatis, w i l l g r e e t a l l b u t t h e m o s t h o s t i l e
approaches w i t h f r i e n d l i n e s s , s e e k i n g t o g a i n t h e i r o p p o n e nts t r u s t
iboU
,// %/,'71 , / , 17.;•••/A' , 7 0
7 / 5 f , 5/, o o aaa
/AV / , 4 7 / 0 • / /
j
/ / / 0A
I f f i l l f f i l l i i l l i k l a d l i b i l l f f i f f i l M 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 / 1 1 1 1 1 1 1 i 1 1 1 1 1 1 I f f i l l i l l 1 1 1 1 1 1 1 1 0 1 1 0 1 1 1 1 1 6 1 1 1 0 1 1 1 1 1 1 1 1 • 0 1 1 L
Room 16
All three doors open towards the chamber, and are unlocked but stiff. LEVEL TWO
This chamber was clearly a kitchen. The remains of a great oven range Trap A
and fireplace run the length of the west wall, giving onto a chimney now Immediately t o t h e w e s t o f t h e secret d o o r a c o c k a t r i c e ( A C 6 ;
blocked by a rock fall. In the north east corner is a w e l l , 1 0 0 feet deep. MV 6 / 1 8 " , HD 5; hp 20; - AT 1; D 1-3; SA touch turns to stone; 415xp,
The bucket and winding gear have long since disappeared and the water AL N; S S) is suspended by its feet from a 5 foot long rope tied to a hook in
s fouled with algae and green slime (AC 9, MVO"; HD 2; hp 13; •' AT nil; the ceiling of the corridor. The cockatrice is in temporal stasis, and thus
special; SD i m m u n i t y to attack; 636 xp; A L N; S S), w h i c h also lives on still alive, and both it and the rope are invisible,
side of the well shaft. Anyone foolish enough to drink the water will
suffer the terrible effects of the green slime internally. The cockatrice w a s h u n g u p by its feet, and then t h e spells t e m p o r a l
stasis, i n v i s i b i l i t y and p e r m a n e n c e were cast upon it and the rope. A n y
creature touching the cockatrice w i l l suffer the petrifying effects of its
Room 17 touch, subject to the usual saving t h r o w.
This chamber is a m i r r o r - i m a g e of Room 2 on Level One and is identical
7D it in all other respects, save that it is empty.
Secret Door at B
This opens t o w a r d s t h e passage, a n d can o n l y be operated f r o m t h i s
Room 18 side. Behind it is the base of the pit trap underlying Room 4 on Level One.
This chamber is empty.
Glyph at C
Room 19 An area 1 0 feet square directly east of the secret door is protected by a
- d o o r opens towards the chamber and is unlocked. glyph o f insanity. To determine the type of insanity, refer to the D M G
p13, and roll d 1 2. If result is 1-8, ignore it and roll again. If the victim
chamber is empty save for a block of stone two feet square and three saves vs. death m a g i c t h e effect of the glyph is temporary (1-6 days),
-act high in the centre of the floor. I f touched, t h i s w i l l reveal itself as otherwise the effect is permanent.
mimic (AC 7; M V 3"; HD 7; h p 32; A T 1, D 3-12; S A glue;
SD camouflage; 1 3 2 0 x p , A L N; S L). This creature has discovered the
secret panel i n the south w a l l and the chest behind it, but is suffering
--om a mental disturbance brought about by loneliness and is convinced GOING DOWN,
--at the chest is its 'friend'. Consequently the mimic will seek to guide
-zruclers away from the secret chamber with all the guile it can muster.
• the secret panel is opened and the chest discovered, t h e m i m i c w i l l
GOOD SIRS?
:iht to the death in defence of its 'friend'.
Room 20
- - e door opens towards the passageway. Within the apse in the eastern
e-.clof the room an idol sits atop a cubic stone plinth 3 feet high. The idol
:epicts a plump, benevolent-looking deity in h u m a n f o r m sitting cross
egged w i t h his cupped hands resting upon his pot belly. The idol is life
ze. Upon the face of the plinth is graven the name 'Urizen'.
Room 21
- - e chamber is empty. However, a secret panel in the north wall gives
: -:o a small niche in w h i c h hangs a c h i m e o f opening.
-- ] s chime will open the secret door in the west wall, which is otherwise
- -detectable from this side, but will operate upon no other object.
27
a t A G I N E maga•*te,),muary 1984
THUNDER CRAG
Note that the floor of the chamber, and everything upon it, is covered in a
fine l a y e r o f b l a c k soot, w h i c h m a k e s e v e r y t h i n g a p p e a r d u l l b l a c k
Details such as t h e i n l a i d pentacle w i l l be noticed o n l y i f t h e soot is
brushed aside. T h e s o o t i s a l l t h a t r e m a i n s o f F a m u l u s , w h o w a s
destroyed b y t h e D e m o n Te l k r o t h w h e n a c a c o d e m o n s p e l l w e n :
completely wrong.
0111011111,
mood. He wields the equivalent of a t w o - h a n d e d s w o r d +2, Nine Lives
Stealer. There are seven chests of iron around the walls of the chamber
Upon the lid of each is graven a pentacle. A l l are locked.
Stairs at D C H E S T 2 has a poison needle trap in the lock (save vs. poison or die in
Upon t h e steps at D l u r k s an o c h r e j e l l y (AC 8; M V 3"; H D 6; h p 34; 1-10 rounds). W i t h i n t h e chest, w r a p p e d i n b l a c k silk, a r e 3 0 black
4- AT 1; D 3-12; SD i m m u n e to some attacks; 354xp; A L N; S M). candles. There are also 5 ivory boxes containing bat's hair, sulphur, lard
soot, mercuric-nitric acid crystals and mandrake-root powder (this las:
is worth 150gp). There is also a small glass bottle of pure alcohol. These
Room 1 are t h e material components of the spell c a c o d e m o n .
This was Famulus' workshop.
C H E S T 3 is not trapped. It contains 3 vials of unholy water, an incense
In the centre stands a flesh g o l e m (AC 9; M V 8"; HD 4 0 hit points; 4- AT 2; burner and some incense.
D 2-16;2-16; SD need magical weapons to hit; 2380xp; AL N; S L), which
has b e e n o r d e r e d t o d e s t r o y a l l w h o e n t e r, u n l e s s accompanied b y CHESTS 4 and 5 are not trapped and empty.
Famulus, and to pursue and destroy them if they should remove material
from the room. The golem has been taught to operate the secret doors. C H E S T 6 has a fire trap cast upon it. If this is set off the contents of the
chest must save vs magical fires, or be destroyed. The chest contains 3
A stone bench, m a r b l e topped and 3 feet wide, r u n s the length of the ivory tubes, e a c h c o n t a i n i n g scroll b e a r i n g t h e spell s p i r i t w r a c k f c -
eastern wall. On this are many glass flasks, alembics, tubing, crucibles Telkroth. E a c h s c r o l l i s w o r t h 6 , 0 0 0 g p t o a n i n t e r e s t e d m a g i c u s e r
and other paraphernalia of a magician or alchemist. There are also two capable of 6th level spells, and the name of the Demon, contained in the
ceramic flasks, o n e c o n t a i n i n g a r e d l i q u i d ( a d o s e o f a p o t i o n o f scrolls, is w o r t h a n o t h e r 10,000gp. (Thus, if the three scrolls w e r e all
healing), t h e o t h e r a n a m b e r l i q u i d (a d o s e o f a p o t i o n o f h i l l g i a n t sold to different magic users the sellers could realise up to 48,000gp,
strength). Three small cedarwood boxes also lie on the bench. The first but if all were sold to one the price would be n o higher than 2 8 , 0 0 0 g p
contains black opal and diamond dust (the material components of the
spell s y m b o l , w o r t h 5000gp), the second contains a miniature sword of C H E S T 7 is not trapped, but m i s d i r e c t i o n spell cast upon it indicates a
platinum, c o p p e r a n d z i n c ( t h e m a t e r i a l c o m p o n e n t o f t h e s p e l l gas trap. W i t h i n the chest are three robes of black linen. The chest has a
M o r d e n k a i n e n ' s s w o r d , w o r t h 5 0 0 g p ) and the third contains a small false bottom, but this is empty.
flat ivory statue inlaid w i t h gold and studded w i t h g e m s (the material
component of the spell d u o - d i m e n s i o n , w o r t h 7,500gp).
The Ring
All three secret doors open into the room. This is a plain gold band, and belonged to Famulus. It is h i g h l y magical.
acting as a r i n g o f p r o t e c t i o n + 2 and conferring u p o n i t s w e a r e r the
power t o t e l e p o r t w i t h o u t e r r o r t w i c e p e r d a y a n d c a u s e s e r i o u s
Room 2 w o u n d s by t o u c h o n c e p e r day. H o w e v e r, t h e r i n g ' s side effects w i l l
This was the stronghold's dungeon. Rusted fetters and gyves hang from pollute any holy w a t e r w i t h i n 1 0 feet, and the touch of its w e a r e r kills
the walls, and the floor is strewn w i t h the skeletal remains of prisoners. green plants.
Hermione the medusa (AC 5; M V 9"; HD 6 h p 34;# AT 1; D 1-4; SA gaze The ring is cursed, and once put on cannot be removed except with the
turns to stone plus poison; 929xp; A L LE; S M) is trapped in here. aid of a wish or a remove curse from a cleric of the 18th Level or above.
She h a s b e e n brooding o n G l a t i s ' treachery; h e r o n e desire i s t o be Anyone putting on the ring will immediately become aware of its useful
revenged upon him. She will try to persuade any character she meets to powers, but not of its side effects or of the curse.
assist her in this aim, offering half the gold that Glatis stole from her as
an inducement (see Room 11 on Level One). If this fails, she will employ There is a 1 % chance every day that the ring is w o r n t h a t the D e m o n
her single dose o f a p o t i o n o f h u m a n c o n t r o l i n a f u r t h e r attempt at Telkroth, destroyer of Famulus, will become aware that Famulus' ring is
persuasion. If this also fails she will become hostile. being used again, in which case he will materialise before the wearer of
the ring and seek to destroy him. Likewise, there is a 1% chance every
The extent to w h i c h Hermione is familiar with the stronghold is up to the time the teleport or cause serious wounds power are used that Telkroth
DM t o d e t e r m i n e , b u t s h e s h o u l d k n o w o f n o s e c r e t doors. S i n c e will notice.
Hermione is of Lawful Evil alignment, she will adhere rigidly to the letter
of any bargain struck, though she may twist the spirit. The DM should note that if Telkroth becomes aware of the ring w h i l e its
teleport p o w e r i s b e i n g u s e d , t h e r i n g w e a r e r w i l l f i n d t h a t h e h a s
teleported t o Te l k r o t h ' s a b o d e i n t h e D e m o n i c A b y s s , t h e r e t o b e
Room 3 confronted by Telkroth.
This w a s F a m u l u s ' c o n j u r a t i o n c h a m b e r. T h e s h a t t e r e d d o o r o f t h i s
room lies in the corridor, as though some terrific force from w i t h i n the
room has burst it from its hinges. Credits
Walls, floor and ceiling of this room are constructed of black marble. The Text Ralph P Ingrams
apex of the ceiling v a u l t is 2 0 ' above t h e floor. A b u r n e d o u t brazier Art & Lunacy Runic Press International
stands in the centre of the room, w i t h i n a pentacle of white marble inlaid Crocodile Tears Steve D o d d
in t h e f l o o r. A r o u n d t h e b r a z i e r l i e f i v e e b o n y candlesticks, e a c h A leavening of sanity Mike Brunton & Paul Cockburn
containing the s t u m p of a black candle. Each candlestick lies at one of Cartography Paul Ruiz
the points of the pentacle (the candlesticks are worth 750gp each). Next Playtesting The Patriarch, H i g h Priest & sundry
to the brazier lies a small silver dish. To the n o r t h of the pentacle is a Acorytes of Durriticunish (only the names
circle o f p r o t e c t i o n , and just to one side of this is a gold ring (see THE have been changed to protect the guilty).
RING b e l o w for further details). Other help Nick Walker & KM/VIGS
28 I M A G I N E ma9azine, January 1984
ADVENTURE GAMES
BY MAIL amesFair '84
THE CONVENTION WHERE GAMING COMES FIRST
As well as the items remaining in stock in our M A I L SALE, On FRIDAY, SATURDAY & SUNDAY
we are pleased to announce the superb range o f products 6th, 7th & 8th APRIL 1984 at READING UNIVERSITY
from Iron Crown Enterprises. Yo u won't believe them until
you see them. And when you see them, you still won't believe Special guest E . G A R Y G Y G A X
your eyes. Order now for an unbelievable experience.
Starting at 12 noon on Friday, and continuing until 6.00 pm on
Sunday, GamesFair ' 8 4 features:-
* S e m i n a r with Gary Gygax on Friday evening.
IRON CROWN ENTERPRISES
• T H E AD&DTM O P E N C H A M P I O N S H I P - A n i n d i v i d u a l ,
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ARMS L A W - rules designed f o r Maps, floor plans, details on wildlife, event must be booked in advance.
fantastic/ medieval missile and melee plants, climate, culture and polities.
combat. East moving and realistic 0.95 Adventure in a land o f warships and • A D & D T E A M COMPETITION - A f u n , single-round
traders, thieves and plunderers, ominous competition f o r t e a m s o f 5 players o n Friday afternoon.
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toWers, d a r k wizards a n d scheming Team leaders: send an sae for more information.
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Because a claw is not a dagger and teeth impressive a r r a y o f arcade c o m p u t e r games. Residential
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are not swords. A t last, truly realistic
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Boxed Arms/Claw Law £ 1 2 . 5 0 Eagles, giant Spiders, Wights, Dwarves
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ANGMAR - Land of the Witch King. a b o u t this mysterious realm of the Wood
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Complete adventures in a land of chilling Elves i 7.95 Only those who book in advance can be admitted.
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MINIATURES
UNIT 1 4 , E N G I N E E R PA R K , FA C T O R Y R O A D . S A N D Y C R O F T
STANDARS
ADVENTURERS C L W Y D CH5 2 0 0 . Te l ( 0 2 4 4 ) 537012
CF. 6 D W A R F FIGHTER w. T W O HANDED AXE 3 5 p
CF. 7 F I G H T E R w. T W O HANDED AXE 3 5 p
CFA I D W A R F THIEF 3 5 p
CF.15 F E M A L E CLERIC 3 5 p
CF,32 L E F T - H A N D E D FIGHTER 3 5 p
CE.33 F E M A L E FIGHTER 3 5 p
ANTI-TYPES
CT. 3 R U F F I A N THIEF w. DAGGER 3 0 p
CT. 3 A R U F F I A N THIEF, CLUB & KNUCKLE DUSTER 3 0 p
Dungeon Accessory Pack I. E2.95. CT. 3 B R U F F I A N GANG LEADER DRAWING SWORD 3 0 p
Boxed with full colour illustration. Contains 12 sheets of illustrated card of flooring, store, bare CT. 3 C R U F F I A N THIEF w. SCIMITAR & DAGGER 3 0 p
ground, wood, steps, corridors, pits, grills, 1 sheet of graph paper for mapping. CT, 3 D R U F F I A N THIEF w. BROKEN BOTTLE 3 0 p
CT. 7 E V I L DWARF 3 5 p
Dungeon Accessory Pack II. E2.95 ODDS & BODS
Boxed with full colour illustration. This pack is designed to expand your adventure, includes, CB. I T A B L E & TWO BENCHES 4 0 p
boats, rafts, trees, doors, windows, table, chairs, beds, treasure, skulls, swords and many more CB. 2 T R E A S U R E CHEST 3 0 p
items in this pack. CB 3 D R A G O N STATUE 3 5 p
Jumbo Hex Pad E2.95 CB 8 A L C H E M I S T ' S LAB 1 . 7 5
Size 17" x 25" of large consecutively numbered hexes suitable for campaign mapping and MONSTERS
expanding on commercially produced board games, contains 10 sheets. CM. 4 ZOMBIE 3 5 p
Felt Hex E12.95 CM. 5 MUMMY 3 5 p
Playing surface for role playing and the wargamer. One inch hexes printed on high quality felt, CM. 6 WEREWOLF 4 0 p
6' x 4' colours green, blue, sand, black. CM. 7 WIGHT 3 5 p
Plain Felt E5.25 per metre, 72 inch wide, colours green, blue, sand and black. CM. 8 VA M P I R E 4 0 p
CM.10 TROLL 4 0 p
Hex Paper Pad E1.95 CM. 15 GARGOYLE 6 5 p
For all mapping needs also useful for role playing adventures. Size A4 Pad containing 50 sheets. CM.21 - 2 1 G ORCS — A L L TYPES e.g. S H A M A N ,
Macro Hex Pad E1.95 STANDARD BEARER, GIANT ORCS ETC 35p
A hex paper with a large hex overprinted, enabling an area from a campaign map to be blown CM,24 KOBOLD 4 VARS 25p
up and drawn in detail. CM ,24A KOBOLD W. T W O HANDED WEAPON 4 VARS 25p
CM.24B KOBOLD CHIEFTAIN 30p
Jumbo Hex Clear Plastic E L M
CM,24C K O B O L D SHAMAN 2 5 p
This is a sheet of clear plastic for use as an overlay. THE A B O V E A R E J U S T A SELECTION O F O U R 25mm FA N TA S Y
Size 17" x 25" can be used over and over again. Hexes are numbered consecutively.
RANGES. S E N D 30p F O R F U L L L I S T S W I T H D E TA I L S O F N E W
Jumbo r ' Square E2.95 RELEASES A S WELL A S DETAILS OF NEW ORC ARMIES — FROM
10 sheets 17" x 25", 1" grids printed on parchment paper with air brush terrain. SMALL GROUPS TO GIGANTIC HORDES
HOBGOBLIN SETS. 13 FIGS A L L DIFFERENT E 4 . 8 5 SAVE 50p!
Campaigns in Focus E9.95 per set
KOBOLD SETS. 10 FIGS. A L L DIFFERENT E 2 . 3 0 SAVE 25p'
40 pictures, full explanation on rear Vol I The Crimean War, Vont The 2nd Afghan War 1879 ORC SETS. 11 FIGS. A L L DIFFERENT E 3 . 5 0 SAVE 35p'
Role Playing Character Pads E1.95 Thunde-rin-guns (New!) E9.95 ORC UNIT SETS 31 FIGS A L L DIFFERENT E 1 0 . 0 0 SAVE 85p'
50 A4 sheets of paper suitable for Dungeon Role playing game set in the wild west. Full MAIL ORDER. PLEASE A D D 10'in p&p (min. 30p) OVERSEAS PLEASE
Adventure. Saves hours of writing. colour illustrated characters. ADD 33% SURFACE & EUROPEAN; 50% AIRMAIL.
Cry Havoc E9.95 Speed and Steel (New!) E10.95
Medieval skirmish game of knights, Set in Europe in late 1930's early 1940's,
peasants, bowmen.
Card Warriors E2.00 per sheet
Starship Captain E12.95 Full colour figures to aid role players and
Science fiction game, 9 play boards, realistic wargarners.
integgLe.
action. DA1 Saxon Army, DA2 Norman Army,
City of Sorcerers E9.95 F l Dungeon Adventure, F2 Savages and
Fantasy adventure game in two parts, Swordsmen, USI. Union Infantry,
US2 Confederated Infantry, US3 Union
Siege (New!) E9.95 Cavalry, US4 Confederate Cavalry,
Companion game for Cry Havoc with US5 Civil War Artillery.
compatible scenarios.
Name/address
catch up with
BARRINGTON BAYLEY
Send to the above address. Postage and package free U.K. only. Overseas add 15% to the total
cost. For free brochure please send s.a.e. ACCESS taken. Trade enquiries welcome both U,K.
and abroad. RICHARD COWPER
M. JOHN HARRISON
MICHAEL MOORCOCK
JOHN SLADEK
discover new writers, new artists
you won't find Interzone
in your local newsagent —
but you will find it
appearing through your letterbox
four times a year if you send E5 to
INTERZONE
124 Osborne Road, Brighton BN1 6 L U
30 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
PA
MEMBERSHIP D&WPLAYERS
ASSOCIATION
The PA i s a c l u b for all players o f role
playing games, particularly t h e D&D,R-)
and A D & D T M g a m e s . S i n c e i t w a s
founded i n 1 9 8 1 , t h e PA h a s become
The country's largest D&D club, and now
has t h i s 4-page section i n IMAGINETm
NEWS r
magazine. The benefits of membership
include:
Free q u a r t e r l y b r o a d s h e e t f e a t u r i n g
hobby articles and news, competitions
and n e w product information.
THE NEWSLETTER
• F r e e badge, sticker a n d personalised
'credit-card style' membership card.
OF THE BRITISH
DUNGEONS & DRAGONS®
• Special o f f e r s a v a i l a b l e o n l y t o P A PLAYERS ASSOCIATION
members, i n c l u d i n g t h e ' R ' series o f
modules a n d B a r g a i n B a s e m e n t —
your c h a n c e t o b u y d a m a g e d - b u t -
PAN PIPINGS
usable stock at greatly reduced prices.
Fuller details of the special offers are Christmas and the turkey have been and The n e w rules should change the way in
given in the broadsheet. gone, and the N e w Year is n o w upon us. which many games are played. Without a
1984 is seen as an ominous date but, in background t o s e t t h e m i n c o n t e x t t h e
• Free p o s t a g e a n d p a c k i n g o n m a i l keeping w i t h t h e rest of the doubleplus- barbarian and the cavalier become point-
orders f r o m TSR U K L t d f o r U K a n d good IMAGINETm magazine, Pan Pipings less complications to an already intricate
BFPO members. is g o i n g t o i g n o r e t h e O r w e l l i a n i m p l i - game. Both classes need a society to f i t
cations entirely. The N e w Year is also a into — t h e b a r b a r i a n n e e d s t h e t r i b e ,
• Discounts o n tickets f o r GamesFair traditional t i m e t o l o o k b a c k a t t h e otherwise h e i s simply a savage f i g h t e r
nobby conventions. preceding twelve months, and take stock with m o r e h i t p o i n t s t h a n n o r m a l ; t h e
of w h a t happened. cavalier needs a feudal background, or he
• L i s t i n g s o f PA m e m b e r s in y o u r area (or she) becomes a poseur on horseback.
(send SAE). 1983 saw (and 1984 will see) some of the The classes only come to life w h e n they
most s i g n i f i c a n t d e v e l o p m e n t s i n t h e have to get along with the rest of a society
AD&DTM a n d D&Dril g a m e s s i n c e t h e y — t h e cavalier looking down upon the rest
Membership of the PA costs f 2.50 per were f i r s t introduced. T h e n e w, revised of society from t h e lordly splendour of a
year f o r n e w U K o r B F P O m e m b e r s (again) D & D Basic Set made its appear- saddle; t h e b a r b a r i a n l o o k i n g i n f r o m
f f 2.00 for renewals) and E5.00 (or US ance a n d w a s greeted w i t h widespread outside at the same society w h i c h he o r
z-I10) for overseas members. J u s t fill i n praise on its strengths as an introduction she p r o b a b l y r e g a r d s w i t h disapproval
to t h e h o b b y, a n d t h e q u e s t i o n ' W h y tinged with envy.
wasn't i t available five years ago?'. The
PA Memberships, TSR UK Ltd, The Mill, Basic Set is a concrete sign that the hobby The cantrips of magic users and illusion-
I t n i s coupon and send it to:
Rathmore R d , C a m b r i d g e C B 1 4 A D , is no longer a fringe activity, b u t is n o w ists w i l l also change t h e n a t u r e o f play.
England moving into the area occupied by general Most have effects which only make sense
together w i t h a cheque or postal order 'family' games. Although m a n y 'veteran' in a c a m p a i g n w h e r e personalities a r e
made payable to TSR UK Ltd. players are w a r y about this change, the more i m p o r t a n t t h a n t h e a m o u n t o f
enthusiasm of these newer players must damage dished out in combat. The Ya w n
O P l e a s e enrol m e as a n e w m e m b e r benefit us all. cantrip, for instance, could be devastating
of the Players Association. I enclose if cast upon someone having an audience
a c h e q u e / P O f o r E 2 . 5 0 (overseas The AD&D game also saw many changes with a p o w e r f u l m o n a r c h ( t h e y a w n e e
£5.00 or US $10). which will, I believe, have to alter the way cast i n t o t h e d u n g e o n f o r g r o s s d i s -
the game is played by many people. The courtesy etc), but it would be meaningless
0 Please r e n e w m y m e m b e r s h i p o f introduction o f n e w spells s u c h a s t h e in the context of a hack-and-slay session.
the PA , I enclose a c h e q u e / P O f o r cantrips; and the n e w character classes,
f 2.00 (overseas E5.00 or US $10). the barbarian, t h e c a v a l i e r (to b e p u b - 1984 i s t h e t e n t h b i r t h d a y o f t h e D & D
lished i n t h e n e x t issue) a n d t h e t h i e f - game, a n d o f i t s c r e a t i o n , T S R . W h a t
My PA n u m b e r is acrobat, are going to make a big difference many people s e e m e d t o believe w o u l d
to the campaigns of m a n y players, i f all only b e a f a d h a s survived ( r e m e m b e r
the changes are carried through. skateboards?), and is set to become one of
the most popular games of all time. 1 9 8 4
1N a m e ( M r / M r s / M i s s / M s ' ) Like it or not, most players (and DMs) play could be interesting.
a limited version of the game —the 'hack-
Address and slay' game. It's great fun, but a lot of And n o w, a f t e r w r i t i n g a l l t h a t s e r i o u s
the r e a l c h a l l e n g e o f t h e g a m e i s n o stuff (and setting myself up for a barrage
longer there. A sure sign o f this kind of of mail disagreeing with every word)! will
game i s o n e i n w h i c h a l l p l a y e r s h a v e be a l l o w e d t o g o back i n t o m y padded
31st l e v e l p a l a d i n s w i t h spare(I) H o l y alcove. The IMAGINE Thought Police will
Avenger Swords+5. Hack-and-slay takes leave me alone for another month.
I
I do/do not w i s h my name and address out much of the social interaction w h i c h
to be available to other members. makes t h e game enjoyable — you c a n ' t I l o v e B i g Editor... I l o v e B i g Editor... I
hold an intelligent conversation w i t h the love...
( d e l e t e as appropriate) 1 1 0
remains of three dozen frost giants. i k M i c h a e l Brunton
PA N h u m a n , 1984 31
DISPEL CONFUSION
Dispel Confusion i s a question a n d remembered t h e Swords and Spells If t h e player characters h a v e a m a s s e d
answers column intended to help hobby book advertised in the Players Handbook. sufficient experience points to reach 20th
garners overcome problems they have level t h e n s o m e Non-Player Characters
had with game rules. The p l a n d e v i s e d b y t h e p l a y e r s i s t o (NPCs) should have done the same thing
assassinate the two most powerful rulers — a f t e r all, i t i s clearly possible f o -
Normally, w e a n s w e r a v a r i e t y o f — the World Emperor and the Invincible talented people to do so, and NPC8 should
questions dealing with the actual mech- Overlord. T h i s w i l l obviously cause civil be as talented as player characters. These
anics of the games - the way rules affect war in the two countries and widespread NPCs might be anxious to see the a'urrem
play. This time, however, we are changing revolt in any occupied territories. order maintained, a n d t a k e appropriate
the format of the column to deal with a action. The player conspirators could thus
problem that is more one o f Dungeon I have worked o u t basic systems f o r be faced with a small group, as powerfu;
Mastering style than rules interpretation. supply and levying troops, but I would like as t h e m s e l v e s , t h w a r t i n g t h e i r e v e r y
hints and tips about any of the develop- effort. A n y r u l e r w h o f a i l e d t o t a k e
For interesting answers, w e first need ments and problems that are common to adequate p r e c a u t i o n s w i t h s u c h c h a r -
good questions - so send your queries to: this type of campaign. acters i n h i s l a n d w o u l d be a fool. I t is
Dispel Confusion, T S R U K Ltd, The likely t h a t t h e W o r l d E m p e r o r a n d t h e
Mill, Rathmore Road, CAMBRIDGE A . S e v e r a l interesting points are raised Invincible Overlord w o u l d k e e p a close
CBI 4AD. by t h i s question, w h i c h a p p l y t o m a n y eye on their more powerful subjects, ana
campaigns, not just the one above. be forewarned of their general intentions,
DUNGEONS & D R A G O N S ® Forewarned may well be forearmed, ever
Firstly, w e would question the wisdom of to t h e p o i n t o f p r e - e m p t i v e a c t i o n —
and ADVANCED DUNGEONS allowing a c a m p a i g n t o develop t o t h e assassinating potential assassins. In am,
& DRAGONS® games point where 20th level characters are the case, rulers with dangerous subjects take
norm. I f only t o make a D M ' s existence precautions— heavy personal body guard
Q . I have been running a campaign for easier, we would suggest that players are detachments, protective spell use, spying,
just over t w o years and the players have encouraged t o retire t h e i r characters a t assassination, taking hostages as guaran-
attained a r o u n d 2 0 t h l e v e l e a c h . T h e y an earlier stage. tees o f g o o d b e h a v i o u r, r e t a l i a t i o n f o r
have now turned their attention to politic- acts of rebellion, etc.
al m a t t e r s a n d have designed a p l a n t o Essentially what is proposed is a political
sieze power in at least one large country struggle carried on by military means — Basically, w e are trying to suggest alter-
(the campaign is set in the J u d g e s Guild the o v e r t h r o w o f a centralised Imperial natives to full scale w a r. A palace coup
world). Unfortunately this plan will cause authority by a group of powerful citizens. d'etat has one advantage for the DM i t s
widespread w a r on a massive scale. This need not involve ' w a r on a massive small scale. By the t i m e blood has b e e r
scale'. By limiting t h e cast of characters spilled and knowledge of the coup attempt
This i s w h e r e t h e problem l i e s — w i t h to those in the palace a n d the action to has become widespread, the n e w regime
such large forces involved it is obviously a s o c i a l / i n t r i g u i n g level — a g a m e w i l l is either firmly established or it has beer
unrealistic t o f i g h t i t o n a o n e - t o - o n e emerge t h a t i s j u s t a s m u c h f u n , a n d beaten o f f a n d destroyed. T h e o u t l y i n g
scale. A f t e r searching for suitable rules I certainly much more manageable. parts o f t h e E m p i r e a n d m o s t c i t i z e n s
TURNBULL TALKING
Pausing a nonce more w i t h issue 9 and also gave the gamer the chance a t the
Tavern Talk, I won't react to Pete Tamlyn's trade stands t o see what was n e w and
barb a b o u t m y s e n i l i t y, l e s t h e d e c i d e available. F o r m a n y, t h i s w a s t h e o n l y
after all t o publish t h e photo h e took a t reasonable c h a n c e t o h e a r opinion, i n -
GamesFair. I l i k e y o u r column, Pete — spect and buy.
honest!
Not so today. There must be precious few
Which brings me to GamesFair and a few readers o f this magazine w h o c a n ' t buy
words a b o u t t h e i d e a s b e h i n d i t . I t i s the game they want w i t h o u t going to the
advertised elsewhere i n these pages as ends o f t h e e a r t h . ' T h e l e i s u r e g a m e s
'the convention where gaming comes industry is booming,' say the pundits, and
first', a n d that's the root of it. Ti m e w a s if t h e y m e a n t h a t a l o t m o r e people are
when t h e gaming hobby i n t h e U K w a s getting a l o t m o r e e n j o y m e n t o u t o f
much l e s s p o p u l a t e d a n d t h o s e f e w gaming t h a n h i t h e r t o , I ' m s u r e t h e y ' r e
Let m e f i r s t p a u s e w i t h t h e L e t t e r s aficionados spread a l l o v e r t h e c o u n t r y right. I guess that pretty well every town
column of I M A G I N E magazine, issue 9, found i t w e l l - n i g h impossible t o f i n d a and city in the UK now has a games shop.
and h a v e a w o r d w i t h J o n a t h a n S m i t h games s h o p a n d b r o w s e . B y t h e s a m e or a t least a s h o p w h e r e games can be
(since w e d i d n ' t m e e t a t G a m e s Day). token these players found it quite difficult examined and bought.
Jonathan — you are extending t h e par- to meet others of similar interests within
ticular to the general, and that's naughty. reasonable travelling distance — and this In turn, the 'commercial' function o f the
No-one s a i d (except y o u ) t h a t ' a l l RPG explains the emergence of the flourishing convention is n o w almost obsolete, and
designers are greedy and lazy'. I said that, postal hobby. that's w h e r e GamesFair c o m e s i n .
those w h o o v e r t l y c o p i e d t h e o r i g i n a l Gaming ( a n d associated a c t i v i t i e s l i k e
D8413 g a m e w e r e t h u s , a n d t h e r e ' s In these days a convention which served talking a b o u t g a m e s ) i s t h e t o p a n d
plenty of evidence if you look for it. On the a d u a l purpose was, i n t h e m i n d o f t h e virtually only priority (one has to include a
other hand I have seen a lot of inventive- gamer, f a i r enough. I t allowed o n e e n - bit o f eating, s l e e p i n g a n d s o on). T h e
ness i n RPG design — these designers thusiast t o m e e t m a n y others, t o p l a y small c o m m e r c i a l p r e s e n c e i s h i d d e n
deserve my praise, not my criticism. OK? games with others and exchange ideas. It well a w a y f r o m t h e g a m i n g a r e a s —
32 PA N , J a n u a r y 1984
DIALOG
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RAILWAY RIVALS
And so it happened, best beloved,
MORECAMBF 1 3 14 L A N C A S T E R
in t h a t m o s t desolate a n d w e s t e r l y
part of our island, or Milford Haven as
we usually call it, t h a t a m a n had a
singular idea. What is more, he was a
very singular man indeed, for he was
a m a n o f m a n y interests. N o t o n l y
was h e a G e o g r a p h y t e a c h e r — a
noble profession — b u t also a m a n
with a passionate i n t e r e s t i n b o t h
railways a n d games. T h i s s i n g u l a r
idea, best beloved, as w i t h all great
ideas was, in retrospect, astoundingly
simple. He decided to link his inter-
ests, h i s k n o w l e d g e o f Geography,
his passion for railways and his love
of games, and invent a game about
railways played on a map. So simple
it was, t h i s idea, a n d i t seemed s o
good, h e decided t o try and sell h i s
idea to other people, but to do this he
needed a name. A n d so he called it
Railway Rivals.
E 1 3 . 5 0
VILLAINS & VIGILANTES 2nd Edition - Boxed set
2nd Edition rulebook only E 3
Crisis at Crusader Citadel - intro adventure
. 9
E 7 . 9 5
£ 3 . 5 0
5
331J5141D0
C & S Sourcebook 2 supplementary material E 4 . 5 0 ROLE PLAYING IN FEUDAL JAPAN
Swords & Sorcerers revised second editlon £ 3 . 9 5 Death Duel with the Destroyers - V & V adventure £ 3 . 5 0
Bireme & Galley C & S naval combat E 8 . 9 5 Island of Dr. Apocalypse - V & V Adventure E 3 . 5 0
FORCE - V & V adventure 2 3 . 5 0
Castle Plans 25 mm scale castle floor plans £ 3 . 7 5
Fortification Plans 25 mm floor plans C 3 . 7 5 Opponents Unlimited V & V NPC's and their
Homes & Hovels 25 mm cut-out medieval buildings E 3 , 9 5 organisations £ 3 . 5 0
Towers for Tyrants 25 mm cut-out medieval keep E 4 . 7 5 WILD WEST western role playing
Boxed set rules, maps. charts etc £ 7 . 5 0
back in
AFTERMATH-post holocaust rpg boxed £ 1 3 . 5 0
Into the Ruins. Aftermath scenario book
Operation Morpheus Aftermath scenario book
£ 3 9
£ 5 . 5 0
5 Trouble on Windows Peak, Wild West scenario pack ... £ 2 .
BUSHIDO Detailed rpg set in the Land of Nippon
7 5
print!
DAREDEVILS rpg set in the 1930's. Boxed set rule books, maps, charts, tables etc E 1 0 . 7 5
Boxed Set rulebook, scenarios, ref s screen E 9 . 9 5 Valley of the Mists Bushido Scenario pack E 3 . 5 0
Daredevils Adventures book of three complete adventures 1 3 . 5 0 LAND OF THE RISING SUN - Samurai period Japan rpg
Boxed set, rules, charts etc £ 1 1 . 9 5
back in
PRIVATEERS & GENTLEMEN-naval rpg 1755-1820
Boxed Set rules, chaqs etc C
BUNNIES & BURROWS - rabbit role-playing
1 1 . 5
E 3 . 9 5
0 MERC modern mercenary rpg, skirmish wargame
Boxed set, rules, plastic overlay, charts etc E 8 . 9 5 stock!!
Meru supplement. more rules & skills . £ 3 . 5 0
1
2
2
2
.
.
.
9
9
9
5
5
5
* * * * * * * * * * * *
ACCESS OR BARCLAYCARD STEVE JACKSON GAMES Soloquest 1 E 4 . 9 5
save the trouble o f sending a letter and Car Wars: motorised murder and Soloquest 11 Scorpion Hall E 4 . 9 5
cheque. Soloquest 111 S n o w King's Bride E 4 . 9 5
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mayhem £ 3 . 9 5
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When i t comes t o f a n t a s y role-playing, served i n t h i s c i n e m a re-creation, p r o - grand masters. I'm sure it will look better
nobody does i t quite like Leonard Zelig. duced b y S t e v e n S p i e l b e r g a n d J o h n on v i d e o , i n t h e p r o p e r s c a l e o f t h e
The only problem is, h e can never w o r k Landis, directed in four parts by them and original programme.
out quite w h o he w a n t s to be. W h e n he Joe Dante (of The H o w l i n g ) and George
goes for a meal in a Greek restaurant, he Miller (of M a d Max). Already on video is X t r o (Polygram, 18),
becomes G r e e k . W h e n h e m e e t s a n Spielberg's story is a great disappoint- nothing to do with Alfred Bester's novel of
American Indian, he turns into an Ameri- ment, a w h i m s y about sweet old folks in the same n a m e (well, nearly t h e same).
can I n d i a n . I n c o n v e r s a t i o n w i t h t w o an old folks' home becoming even sweeter Written, produced and directed by Harry
hugely overweight men, Zelig Bromley Davenport — oh yes,
decides he should be fat too, he did the music too i t is a
and i m m e d i a t e l y i s . P e o p l e deeply cynical movie, cribbing
start t o talk. T h e press calls bits from Close Encounters,
him ' T h e C h a m e l e o n M a n ' . The T h i n g a n d e s p e c i a l l y
Clearly, t h i s guy has a char- Alien. T h e d i a l o g u e i s s o
acter p r o b l e m . H i s i d e n t i t y stunningly b a d i t i s a l m o s t
crisis i s o n t h e s c a l e o f a worse t h a n t h e a c t i n g , a n d
national disaster. B u t w h e n the plot makes no sense at all,
Leonard Zelig sees a psych- except as some sort of vicious
iatrist, well, he just turns into Freudian d r e a m . S a m E l l i s
another psychiatrist. (Philip Sayer) i s taken a w a y
Zelig (Warner, PG) is Woody by a flying saucer and turned
Allen's most irresistable film into an alien n a s t y that eats
for q u i t e a w h i l e . H e h a s people, m u t a t e s i n s t a n t -
found a n e w way to make fun aneously, adopts human form,
of his o w n neuroses w i t h o u t affects m a c h i n e r y b y w i l l -
exposing u s t o t h e e g o i s m power, leaps tall buildings at
which became so overbearing a single bound, and generally
in M a n h a t t a n o r S t a r d u s t does a n y t h i n g e l s e t h a t
Memories. Leonard Zelig is a Davenport happened to think
celebrity; b u t h e i s a l s o a of a t t h e t i m e . T h e n E l l i s
nobody, w i t h o u t t h e c o n f i d - comes back t o E a r t h f o r h i s
ence to have a personality of son.
his own. He has largely been But X t r o i s q u i t e u n p r e -
forgotten s i n c e h i s f a m e i n tentious. It doesn't claim to be
the t w e n t i e s and thirties, s o anything b u t a v e h i c l e f o r
Zelig t a k e s t h e f o r m o f a Tony Harris's special effects,
documentary, p r e s i d e d o v e r which a r e a s v i r u l e n t a n d
by pundits, and meticulously glutinous as they come. More
reconstructed f r o m h o m e so, i f a n y t h i n g , s e e i n g t h a t
movies, c l i n i c a l r e c o r d i n g s Harris took the SEX award at
and contemporary newsreels: the 1 9 8 3 International Fest-
Zelig playing i n a n all-black ival o f F a n t a s y C i n e m a ,
jazz band; Zelig getting hustl- against c o m p e t i t i o n f r o m
ed o f f t h e b a l c o n y a s P o p e Time Bandits and Scanners.
Pius XI addresses the faithful 'A brutal excursion in terror,'
masses; Zelig at Hitler's side says the slogan, and for once
in M u n i c h , w a v i n g t o h i s Leonard Zelig in a relaxed moment. From the film Zelig, a n Orion Pictures/ it describes the movie exactly.
therapist in the audience.... Warner Bros release. P h o t o by Brian Hamill. All rights reserved.
I for one will be glad when we
Strangely, the same sort of device is used little children w h e n the lights go out: the get to the end of this rather silly phase of
in T h e Tw i l i g h t Z o n e — T h e M o v i e sort of movie that makes you want to rush movie extra-terrestrials t h a t a r e e i t h e r
(Warner, 15), w h e r e i t i s n ' t f u n n y at all. off and clean your teeth. Dante's piece is supernatural or omnipotent, and usually
Vic M o r r o w plays a m o d e r n - d a y r a c i s t far m o r e bizarre, a b o u t a b o y w h o c a n both. Film-makers seem to have lost sight
who suddenly finds h i m s e l f in occupied have a n y t h i n g h e w i s h e s f o r, a n d c o n - of the fact that intelligent aliens will have
France, arrested as a J e w by the Nazis; sequently l i v e s i n a s o r t o f e x t e n d e d their own psychology, their o w n motives
hunted d o w n a s a b l a c k b y s o u t h e r n Macdonald's commercial. Best of the set and limitations, j u s t like us. M e a n w h i l e ,
Klansmen; a n d s h o t a s a V i e t Cong b y is M i l l e r ' s tale o f t h e passenger w h o is they are either angels or demons, take it
American G I s . I n t h e o r i g i n a l Tw i l i g h t terrified of flying — and only he can see or leave it.
Colin G r e e n l a n d
Zone TV series, Rod Serling usually had a the creature t h a t is sitting o n t h e w i n g
strong m o r a l p o i n t t o m a k e w i t h h i s pulling t h e e n g i n e t o pieces. M a c a b r e Colin w i l l be back as u s u a l in issue 12.
adventures i n t h e ' d i m e n s i o n o f t h e stuff, b u t n o t r e a l l y very impressive a s Next month Dave Pringle w i l l be here to
mind', a n d t h a t h a s been carefully pre- modern fantastic cinema from four of its review some of the n e w fiction releases.
Fanzines
This has been a good month for all kinds
of publication, of a variety that is rapidly
making the header for this section a bit of
a misnomer. I would heartily recommend
anyone interested i n t h e a m a t e u r press
side of the hobby to get 2 0 Ye a r s O n 7,
with t h e usual comprehensive listing o f
'zines, games and hobby services. M o s t
hobby e v e n t s , l i k e G a m e s D a y a n d
D r a g o n m e e t , n o w have a 'zines stall, but
20Y0 remains the best introduction.
Yawn.... Hello there! Here in two-months As Paul says, this is rather a shame, but it
ago land, l i f e i s boring. There is a good is unlikely to end until Chris realises that Even worse than the feud with S E WA R S ,
reason though, as I a m w r i t i n g t h i s t w o the more he cuts himself off from the rest Dragonlords 1 9 h a s an editorial b y ex-
weeks before G a m e s D a y, a n d a n y o n e of t h e hobby, t h e m o r e likely i t is t o be editor Marc Gascoigne which is trite and
who has anything interesting to do or say rude about him. egocentric t o a n e x t r e m e . I u s e d t o
is saving i t up f o r then. A l l t h e m o r e so recommend DL unreservedly, b u t I t h i n k
this year, since Games Workshop, i n an On a more futuristic note, the convention it's losing its w a y — though i t w a s B e s t
uncharacteristic f i t o f g e n e r o s i t y, h a s schedule f o r n e x t E a s t e r s e e m s t o b e Games F a n z i n e a t G a m e s D a y ' 8 3 .
been h a n d i n g o u t f r e e b i e t i c k e t s t o getting s o m e w h a t c r o w d e d . T h e r e i s S E WA R S 1 5 p r o v i d e s n e w c h a r a c t e r
approved (ie not me) fanzine editors, thus GamesFair, o f course, a t w h i c h I w i l l classes, a scenario and magic items, plus
enabling them to avoid that interminable attempt to drink Paul and Mike under the reviews. It has plenty of appeal for those
wait in the rain. table w i t h o u t a r e p e a t o f t h e f a m o u s w h o w a n t lots o f unofficial a d d i t i o n s t o
zombie i m p e r s o n a t i o n . B u t i n d a r k e s t the AD&DTM game.
A f e w snippets have come m y way. The Coventry, a group of Wa r w i c k University
new D r a g o n l o r d s h a s a n e d i t o r i a l b y students are planning a counter-conven- Simon Billenness gave me d r u n k & dis-
MarcTN G a s c o i g n e , w h i c h I a n M a r s h tion. T h e o ff i c i a l r e a s o n g i v e n f o r t h e orderly 1 7 at Games Day, this being the
wouldn't l e t M i k e L e w i s s e e b e f o r e clash is that they hope i t w i l l result in a first t i m e that I h a v e had one t o review.
publication. A n d Brian Creese has prom- zero attendance of Irvings at their event, After t h e e x c e l l e n t c o v e r — b e a r i n g a
ised a n FRP-orientated i s s u e o f N M R ! but the real reason is more likely to have false name for the 'zine — it proves to be
which w i l l b e ' p r o - I r v i n g ' a n d i n c l u d e something t o d o w i t h t h e d i r e t h r e a t s an o r d i n a r y, t h o u g h e n t e r t a i n i n g c h a t
thoughts o n t h e D & W g a m e b y t h e made against the person of Matt Williams 'zine, w i t h l e t t e r s , p e r s o n a l c o m m e n t ,
tortuously loquacious bard o f Anglesey, by certain IMAGINETm magazine person- and a g o o d a r t i c l e o n w o m e n i n F R P,
Robin ap-Cynan. But then you'll k n o w all nel a f t e r h i s b e h a v i o u r a t l a s t y e a r ' s something w e w i l l r e t u r n t o ourselves,
that by now, w o n ' t you? Eh? W h a t do you event. I'm sure. Another first appearance in this
mean you don't subscribe to those 'zines? space — W y r m ' s C l a w 1 7 . A l o n g w i t h
Do so, at once! Over the actual Easter weekend, we have chat, reviews and discursive articles on
SeaCon, the largest SF gathering of the clerical magic and thieves, this FRP 'zine
One t h i n g t h a t is unlikely t o have g o n e year, w h i c h i s l i k e l y t o c a u s e m o r e offered an article on 'doing it for real', the
away by t h e t i m e t h i s sees p r i n t i s t h e damage to Brighton than any number of sort o f a d v e n t u r i n g t h a t g o e s o n a t
'feud' b e t w e e n D r a g o n l o r d s a n d mods. A r r a n g e m e n t s for this have been Treasure Trap. Is this the future?
S E WA R S , of which Paul Cockburn made underway for m a n y m o n t h s now, w h i c h
brief mention in the Fanzines section i n is just as well since the organising com- Half of Tales From Tanelorn 4 is printed
' 8. A s t h i s c o l u m n d o e s n o t h a v e t o mittee, l e d b y f a m o u s a u t h o r, J o h n upside d o w n , a n d m u c h o f t h e r e s t i s
maintain a n a i r o f detached f a i r n e s s I Brunner, a n d f a m o u s alcoholic, M a r t i n printed diagonally. H o w does M a t t do it?
thought I'd fill you in on w h a t is actually Hoare, h a s b e e n h a v i n g c o n s i d e r a b l e Why does M a t t do it? Moorcock and FRP
going on. S E WA R S , while commendably trouble w i t h Guests of Honour. The first the Williams w a y are hidden in the eye-
reliable, s o m e t i m e s l e a v e s a b i t t o b e invitee, Isaac Asimov, was all very willing bending text. Psychopath 10 is excellent,
desired in terms of production quality and until ( o r s o i t w a s reported) s o m e o n e walking the line between FRP and postal
content. F a n z i n e e d i t o r s h a v e c a l l e d i t offered h i m a l a r g e a d v a n c e t o w r i t e 'zine. Psychos(h)occer r u l e s f i l l i t u p a
'scruffy', ' j u v e n i l e ' a n d ' s y c o p h a n t i c ' another book. Then they turned to Philip little, b u t the balance is normally better.
(towards TSR). C h r i s B a y l i s , t h e m a n Jose Farmer, w h o w a s good e n o u g h t o Rapscallion 2 s h o w s t h a t t h i s ' z i n e i s
behind S E WA R S , hasn't taken kindly to wait u n t i l a f t e r they'd had n e w posters going to be a contender for the Best 'Zine
this, a n d h a s a d o p t e d a d i c t u m t h a t printed before w i t h d r a w i n g as well. The slot one day, if only because three pages
fanzines s h o u l d n o t r e v i e w o t h e r f a n - current GoH i s Roger Zelzany, b u t w i t h were g i v e n o v e r t o cricket. E s s e x CCC
zines. several m o n t h s t o g o t h e r e i s a g o o d rule, OK?
chance t h a t t h e y w i l l h a v e got t h r o u g h
Now, this would be OK if he actually kept several m o r e n a m e s b y t h e event, a n d On t h e frontier between FRP and Postal
to it himself. A f t e r all, there's no need to ended u p w i t h D a v e L a n g f o r d . O t h e r Gaming, P e t e Ta m l y n produced b o t h a
make v a l u e judgements — a n a m e and luminaries intending to be 'only here for Games Day special a n d A c o l y t e 5 2 . I n
address is a perfectly adequate plug —but the beer' include Robert Heinlein and, i f the latter, Pete i s a t h i s absolute best.
in practice Chris's policy seems to mean he is brave enough to risk having his nose Nobody is spared! 2nd in the Zine Poll, 4th
no mention of the other 'zines at all, save tweaked once more by the aforemention- at Games Day, there can't be any doubt as
for a paragraph o r t w o of general vitriol ed Langford, Harlan Ellison. to w h a t t h e b e s t a m a t e u r p u b l i c a t i o n
about h o w nasty they are. One issue, he really is. G r e a t e s t H i t s 1 1 2 s h o w s t h a t
even publicly bawled out one of his sub- Finally, look out for the forthcoming D L Pete B i r k s is getting f u r t h e r a w a y f r o m
scribers just because the poor chap had 2 0 / Cl&CI 1 0 t e a m u p issue. A n d , o f gaming than ever. Reviews and letters on
written a complimentary letter to Dragon- course, m a n y thanks from Kathryn and I rock, films, books etc. Good reading f o r
lords! As you can imagineTm, the DL crew to all those kind people who sent us their the connoiseur. M A R ! 4 4 w a s a n FRP
are lapping this up, and are sniping merci- best wishes. special, with articles on varied themes on
lessly at Chris, w h i c h , o f course, makes that subject. I t r e m a i n s a D i p l o m a c y
him even more anti-social. 111,5 Pete Ta m l y n vehicle, for those w h o were worried.
38 I M A G I N E n m 9 a z i n e , J a t t u a r r 1984
fanzines f a n z i n e s . . . . fanzines.... fanzines.... fanzines.... fanzines.... fanzines.... fanzines.— fanzines.— fanzmes fanz i nes .... fanzines f a n z i n e s . _ fanzines.... fanzines.... fanzines.... fanzines....
Hopscotch 3 6 , a ' z i n e f o r " u n u s u a l Contact Addresses: Hopscotch, Alan Parr, 6 Longfield Gdns,
games" by post. For 20p +p&p you could Tring, Herts HP23 4DN (20p), Wa r g a m e
be unusual too. The improvements in the 2 0 Ye a r s O n , S i m o n B i l l e n n e s s , 2 0 News / W a r M a c h i n e , M i k e Costello,
presentation o f W a r M a c h i n e 2 3 a n d Winifred Rd, Coulsdon, Surrey CR3 3 J A Emjay, 1 7 L a n g b a n k A v e , R i s e P a r k ,
Wa r g a m e N e w s c o n t i n u e , a s M i k e (35p); D r a g o n l o r d s , I a n M a r s h , G r a m s Nott'm NG5 5BU (65p / E1.15), D i b D i b
Costello l a u n c h e s h i s s e m i - p r o ' z i n e , Rd, Walmer, Deal, Kent CT14 7PU (60p), Dib, To m Tw e e d y, 2 9 S t a n l e y Hill A v e ,
PBM. N e i t h e r h a s s u f f e r e d f r o m t h e S E WA R S , C h r i s Baylis, 1 2 t h e F r y t h , Amersham, Bucks HP7 9BD (35p); If, Len
arrival of a 'big brother'. D i b D i b D i b 3 3 Basildon, Essex (60p), drunk & disorderly, George, 32 Chapman Cr, Kenton, Harrow,
has several pages devoted to the epher- Pete Lindsay, Pitmilly Lodge West, Boar- Middx HA3 OTE, Walamalaysia Gazette,
mera o f postal g a m i n g , t h e G a m e s t a r t hills, nr St Andrews, Fife KY16 8PP (45p), Dave Thorby, 2 0 0 Lavender Hill, Enfield,
Service and the N G C Diplomacy Rating W y r m s C l a w, Lazarus, 11 9 Derbyshire Middx EN2 8NJ (7p); Mad Policy, Richard
System. Shows h o w much energy Diplo- Rd S , M o o r Nook, Sale, C h e s h i r e M 3 3 Walkerdine, 144 Stoughton Rd, Guildford,
macy players have. I f 8 , a n e w c o m e r to 3GS (60p). Surrey GU2 6PG (12p +post); Ta k e T h a t
these pages, and Walamalaysia Gazette Yo u Fiend, Kevin Warne, 4 8 Boscombe
36 concentrate on cheap gaming, Soccer- Tales From Tanelorn, Matt Williams, 2 4 Ave, Hornchurch, Essex RM11 1JG (35p).
boss i n the former, Diplomacy in WG. Moor Street, Earlsdon, C o v e n t r y (50p),
Psychopath, M i k e D e a n , 3 2 N e w l a n d s Vector, P a p e r b a c k I n f e r n o , I n f e r n o ,
Mad P o l i c y 8 9 w a s a bit thin, but came Ave, Scarboro, N Yorks Y 0 1 2 6PS (35p); BFSA m e m b e r s h i p , S a n d y B r o w n , 1 8
with a Preference M a t r i x for the Zine Poll Rapscallion, Steve Norledge, 7 5 H a w k - Gordon Te r r a c e , B l a n t y r e , L a n a r k s h i r e
results. Like I said, there's lots of energy burst Wa y, W Wickham, K e n t BR4 9PE G72 9NA; F a n t a s y Tales, David Sutton,
among the postal boys.... Ta k e T h a t Yo u (35P). 194 Station Rd, Kings Heath, B'ham, B14
Fiend 1 3 had even m o r e personal c o m - 7TE (75p); S h o k w a v e , N i c k C o x , 1 2 b
ment than usual. It seems you either play A c o l y t e , Pete Ta m l y n , 2 Poplar Rd, The Richmond Wood Rd, Queen's Park, B'rne-
Diplomacy a n d o f f e r tables, services o r Coppice, Ay l e s b u r y, B u c k s H P 2 2 5 B N ; mouth, D o r s e t B H 8 9 D H (30p), N e c r o -
whatnot for it, or you play Diplomacy and Greatest Hits, Pete Birks, 3 9 Handforth Worlds, I a n W i l l i a m s o n , 9 8 W i t a r d Rd,
tell everyone w h a t records you listen to. Rd, London S W 9 OLL ( f 2 f o r 4); N M R ! , Norwich, N'folk NR79XD; Flagship, Nicky
Brian C r e e s e , 2 5 6 C a n b u r y P a r k R d , Palmer, 7 D e l a hay H o u s e , 1 5 Chelsea
Leaving all that behind, three publications Kingston, Surrey KT2 6LG (45p). Embank't, London SW3 4 L A (El .75),
arrived from the British Science Fiction
Association: V e c t o r 1 1 6 , P a p e r b a c k
Inferno 4 4 and M a t r i x 4 9 . Vector, t h e
critical journal of the BSFA, looked at the
work of Mary Gentle, and had other state-
of-the-art articles. PI is a r e v i e w vehicle.
Matrix i s n ' t w o r t h t h e paper it's printed
Next Issue:
on; t h e editor tried to excuse the porno-
graphic cover o n 4 8 , c l a i m i n g i t w a s The Life and Times of the Chivalrous Cavalier
'intended to s h o w in comic-art form t h e
absurdity o f certain images'. O f course,
the m o u n t a i n of mail he got from people
who w e r e j u s t o f f e n d e d , a n d d i d n ' t
* A new character class —
realise he was being clever, didn't affect
this s t a t e m e n t i n t h e l e a s t . F a n s o f
the cavalry of the 11 1 errr
BATTLECARS
Despite t h e f a c t t h a t I a n L i v i n g s t o n e Mad M a x type games, and there is also of four different vehicles. All drivers need
spent over three years designing B a t t l e - no doubt that this comparison is justified. to do is t o choose w h i c h w e a p o n s they
cars, the game-play and concept definite- The basic idea is more than just similar, it wish to place in their respective 'weapon
ly smack of ex-Standard Games designer, is identical —drive around a pre-designed pods' or turrets.
Gary Chalk. Unfortunately, one of Gary's t r a c k / a r e a / s t r e e t , and blow, blast or ram
hallmarks is that he likes to surmise that every other vehicle in sight(s) into eternity. The choice o f weapons is r a t h e r limited
players can 'read between the lines'; thus The w i n n e r is the player whose car is the and v e r y b a s i c . T h e r e a r e n o l a s e r
his rulebooks always contain a number of only one left not totalised — pretty neat weapons, no grenades, no 'extra' armour
minor irritations — each on its o w n n o t idea, eh? available, and o u t of the rockets, shells,
worthy of mention, but en masse enough flame and machine-guns, only the rockets
to cause several disturbances of play in a In its favour, Battlecars is relatively low- and flame are worth bothering with as the
game w h i c h is o t h e r w i s e fast and m o s t priced: a t £ 6 . 9 5 , well-boxed i n a solid, others a r e s o u n d e r - r a t e d a s t o b e
, d e f i n i t e l y furious. attractive 'regular' sized cardboard con- virtually useless.
tainer, a n d t h e p l a y i n g p i e c e s also, i n
general, sufficiently sturdy and colourful. For s o m e r e a s o n b e s t k n o w n t o t h e
46,
i
/A will be compared w i t h Steve Unlike C a r Wa r s , i n w h i c h participants designers, m i n e s and spikes are classed
0r --<,
as 'passive' w e a p o n s alongside s m o k e
/- have ' x ' a m o u n t o f p o i n t s t o spend o n
L ' 0
,
k5
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anyone w h o i s i n t o armour, armament, weaponry and actual and oil; I have yet to meet a passive mine
, Death Race 2 0 0 0 / design, Battlecars provides a card outline in any game.
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SORCERY 0
Readers of Acolyte o r Tavern Talk k n o w
that t h e n u m b e r o f t i m e s I c a n f i n d
something n i c e t o s a y a b o u t G a m e s
Workshop can be counted on the fingers
of an earthworm. But there are exceptions
to every rule, and just recently The Other
Steve Jackson produced something that I
recommend you all to go out and buy.
•••• •••••
m - k G I N E truuyLdne, J a n u a r y 1984 43
AD&DTM G W 3 T H E CLEANSING WAR OF
MINIATURES GARIK BLACKHAND
Following t h e r e l e a s e o f t h e r e v i s e d GW3 i s s e t i n t h e N a t i o n a l P a r k s o f
GAMMA WORLD' ) game, The Cleansing America, a very interesting choice, though
War of Garik Blackhand seems to pro- the g e y s e r s , f u m a r o l e s , e t c a r e n o t
mise the beginning of a regular supply of capitalised o n w i t h i n t h e m o d u l e , a n d
modules f o r t h i s f u t u r i s t i c game. G W 3 GMs m u s t expand u p o n t h e scenery for
boasts nine scenarios, new creatures and themselves.
artifacts, and campaign scenarios, though
this is, i n t r u t h , a l i t t l e misleading. The This adventure w i l l o n l y r e a c h i t s c o n -
campaign scenarios are only short stories clusion i f t h e p l a y e r s w o r k a s a t e a m .
and map references which the G M m u s t Going o ff at a t a n g e n t causes problems
expand upon, using t h e sketchy outline. for the GM, though there is scope for role-
The n e w c r e a t u r e s a n d a r t i f a c t s h a v e playing within the confines of the n a r r o w
Unlike the historical gaming counterpart, been created, t o t h e b e s t o f m y k n o w - plot. T h e o n l y r e s e r v a t i o n a b o u t G W 3
the fantasy figure designer would appear ledge, e s p e c i a l l y f o r t h i s m o d u l e , a n d must be the lack of choice in the direction
to have unlimited scope for creating n e w thus cannot be said to have been tested of travel, and the actions required of the
and ever more exotic subjects, and so i t until t h e y h a v e b e e n t r i e d e l s e w h e r e . characters to complete the journey seem
seems from a market flooded with literally However, for the purposes of this adven- to be taken for granted by the authors. All
thousands of different model types. Even ture, t h e y a r e w e l l t h o u g h t o u t a n d modules need some work of the GM, and
the commonest nasty t h e lowly orc, for imaginative. GW3 i s c e r t a i n l y n o e x c e p t i o n . T h e
example i s evoked i n w i l d l y different sketchy background a n d t h e uncovered
and totally incompatible f o r m f r o m o n e As f o r t h e ' n i n e adventures', t h e y a r e contingencies must be thought over with
manufacturer to another. actually sub-plots o f the m a i n story and care.
* 5 Chris Baylis
must be played in the correct order a n d
All t h i s i s a g a r d e n o f d e l i g h t s t o they w o u l d n ' t make a l o t of sense out of GW3 is a module produced by TSR for the
experienced g a r n e r s , w h o k n o w w h a t the context of this module. GAMMA WORLD game, and costs f 2.95
they are looking for; but it must appear a
mite confusing to the uninitiated. Have no
f e a r, h o w e v e r : e a c h o f T S R ' s n e w BLUE MAX
AD&DIm M i n i a t u r e s s e t s contains a
dozen 2 5 m m figures o f certain types — Blue M a x , a recent release from Games
the first three sets are 'Fighters, Rangers Designers' Wo r k s h o p , i s a m u l t i - p l a y e r
and Paladins', 'Clerics and Druids' and combat s i m u l a t i o n boardgame, d e a l i n g
'Monks, Bards and Thieves' — specific- w i t h the air war over France, 1917-18. It
ally d e s i g n e d t o f i t i n w i t h t h e D & D O is a w e l l - p r e s e n t e d p r o d u c t , w i t h i n -
game Manuals. dividualised c h i t s f o r d i ff e r e n t aircraft,
that give a nice sense of personality to the
The 'Fighters' set, for example, contains campaign v a r i a n t t h a t i s possible w i t h
two dwarves, a r a n g e r, a paladin, t w o this game. O t h e r t h a n that, do w e have
elves a n d a s e l e c t i o n o f f i g h t e r s , i n anything particularly original here?
various stages o f a r m o u r, f r o m a n u n -
armoured archer to a knight in plate, and Well, w h a t it m i g h t be fair to say is that
an impressive barbarian in horned helmet Blue Max is an interesting synthesis of a
and skull mask. The 'Cleric' set similarly number of ideas. Players familiar with the
contains a g o o d selection o f m a l e a n d booklet-game Ace of Aces, will recognise
female t y p e s , w i e l d i n g f l a i l s , m a c e s , the m a n o e u v r e s c h e d u l e s . B a s i c a l l y,
symbols a n d o t h e r c o m m o n c l e r i c a l movement is worked by choosing from a
devices. T h e ' M o n k s ' s e t i n c l u d e s t w o list o f p o s s i b l e m a n o e u v r e s , d i a g r a m -
particularly nice bards, one strumming a matically presented o n t e a r - o ff c a r d It is a basic game, and it is wrong to expect
lute, the other brandishing a sword, and sheets ( w i t h d i f f e r e n t o n e s f o r e a c h too much from it. It can be quite enjoyable.
an excellent female monk, en garde, with aircraft, r e p r e s e n t i n g e a c h a i r c r a f t ' s Combat balance seems fine, t h o u g h t h e
a huge halberd slung over her shoulder. strengths and weaknesses), and keeping rules concerning u n j a m m i n g g u n s a n d
Between them the sets provide represent- that choice secret, n o t e d o n a s h e e t o f fire extinguishing seem designed more as
atives of all the most popular adventurer paper, u n t i l a l l p l a y e r s h a v e c h o s e n . a sop to those players unlucky enough to
types, a n d assorted monsters are in the Movement is thus 'simultaneous'. If your suffer jammed guns and blazing aircraft,
pipeline. aircraft is 'tailing' another aircraft, t h e n than a n aid t o realism. M o s t planes fall
you m u s t b e t o l d — a g a i n s e c r e t l y — when t h e pilot is killed; t h i s gets pretty
The m o d e l s th emselves a r e i n t h e R a l roughly w h a t t h e aircraft ahead w i l l d o tiresome after a while.
Partha/Cita de l style, well animated, with next t u r n ; t u r n l e f t , r i g h t o r g o ahead.
lots o f character a n d a g o o d degree o f Shaking off a pursuer is not the trickiest A f e w petty gripes c o u l d b e made, l i k e
detail d e f i n i t i o n , t h o u g h a f e w seem a business in the world.... why print combat result chits, w h e n t h e
little t h i n w h e n s t u d i e d side-on — a n d results could be tabled in some way, and
heavy-handed garners might find some of Players o f t h e D A W N PAT R O LT " c o m - the extra space on the card used for a few
the sword blades vulnerable, as the metal puter game for the Apple w i l l recognise more aircraft? B u t these do n o t matter.
is quite soft. This is not to detract in any the scenario. The Germans and the Allies It's fun to play, although it does not have
way, however, from a good set of figures meet head on, face-to-face, f u l l y loaded lasting a p p e a l . F r a n k l y, o n l y a p r e t t y
intelligently presented; t h e r e a r e e v e n w i t h fuel and ammo; no coming out of the dedicated W W I f l y i n g a c e — b e a g l e s
photos o f t h e figures p a i n t e d u p on t h e clouds or out of the sun; no tired patrols, aside w i l l ever actually earn the 20 kills
side of the box, in case you get stuck on low on fuel, bounced by a fresh enemy. necessary to wear the Blue Max.
the final stages! All the variations come from the different lAkb. Paul C o c k b u r n
0145 Ian J K n i g h t aircraft, a n d f r o m t h e c h a n g i n g o f t h e
strengths o f e a c h s i d e . N o b o m b i n g Blue Max is a GDW game, supplied in this
A D & D M i n i a t u r e s are distributed by TSR missions, no balloon hunting, no strafing country by Games Workshop, address
UK Ltd, and cost £5.50 per set. enemy airfields.... overleaf, price f14.95
44 I M A G I N E magadne, latuully 1984
FAR AWAY IN A CURSED GLADE,
ADRAGON IS WAITING TO MEET YOU...
I f you enjoy fantasy role-playing
games but only have time for a quick
adventure, then TALISMAN is the
game for you. It is a unique game
which bridges the gap between board
games and role-playing brought to
you by Games Workshop.
coupon today! Oh, and before I forget, you decent coves HISTORIC RPGs
who already, have one, will need another one soon, because and boardgames
like Bushido, Chivalry & Sorcery and the
they' only hold twelve at a time. OK? Whacko.... GANGBUSTERS T game.
Sendme binders, at E2.95 + postage & packing I enclose payment of OTHER RPGs
like Champions and Earth 2020.
(PAmembers — pay no postage. Please quote your membership number WAR GAMES
Could you write interesting,
informative and incisive reviews in one
Name of these areas? If so, send a sample of
your work, 300 words long, to
Address IMAGINE magazine. We have always
been proud of the objectivity and
quality of our reviewers — have you
to -TIZ I A , The Mill, R.itinnore RNA, CAMBRIDGE CBI 4AD got what it takes to join them?
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 45
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