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No.

5 A u g u s t 1983

NI AG
Adventure Games Magazine E1.00
TM

* Lore, Lay & Legend


stories from the Celtic mythos
* Druids: In a Class of Their Own
* Micro Advice
for computer games enthusiasts
* Reviews & News

'' -
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Within the hardbound pages of our books lurks an
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soe
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PO B 756, C144 The M i l l , Rathmore Rd.
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ADVANCED DUNGEONS Sr DRAGONS and A D & D " are trademarks owned by TSR Hobbies. Inc. Al 1982 TSR Hobbies, Inc. All Rights Reserved.
No. 5 August 1983
Editorial
Published by An advantage of being the person who typesets much of this magazine is that one
TSR UK Ltd has the opportunity to sneak in something just before it is sent off to the printer
so I've taken over the editorial column!
Publisher D o n Turnbull
Editor K e i t h Thomson
First I m u s t offer an apology on behalf of the men. The lack of text on the Steve
Assistant Editor P a u l Cockburn Jackson Games advertisement for Flying Buffalo on page 3 0 of 3 was entirely
Editorial Assistant K i m Daniel the fault of this magazine. Yo u w i l l find i t in full on page 2 9 o f this issue. O u r
Features Assistant M i k e Brunton
apologies to Flying Buffalo; w e hope they forgive us.
Art Supervisor P h i l i p Kaye
One reader took exception to the 'platitudinous' idea in the Editorial of 3 taking
This month's contributing artists: our comment out of context, I might add t h a t we should try not to offend anyone.
The context was sex, so this month let's talk about sex. The female sex,
Tony O'Donnell P a u l Ruiz
Ian Williamson A n n e Hamill
Ed Dovey S h o o Rayner A w o m a n c o m i n g f r e s h t o t h i s h o b b y feels s o m e w h a t excluded. W o m e n a r e
Tania Long provided for in I S R ' s games rules (the USA being more sex-egalitarian than the
Sol III photos by Paul Cockburn UK), but the language belies the truth look at 'Dungeon/Games Master', and all
the him- and his-mg that goes on in the articles we receive. Merely a convention of
IMAGINErm magazine is published monthly by speech, you m a y say b u t i f t h a t ' s t r u e t h e n w h y are articles about nurses,
TSR U K Ltd, T h e M i l l , Rathmore Road,
CAMBRIDGE C81 4AD. Telephone: (0223) secretaries and teachers f u l l o f she a n d her? No doubt about it, y o u r average
212517. Telex: 818761, gamer is expected to be male. A n d it's clear that most garners are: a t t e n d any
convention, visit any club or hobby shop, and most of those present will be male.
IMAGINE magazine is available from all good
hobby shops a n d newsagents. I t i s also
available d i r e c t f r o m t h e p u b l i s h e r b y But w h y should this be? Perhaps i t stems from t h e roots in wargames. Wa r is
individual subscription. The subscription rate traditionally a man's game, so it follows that the simulation of war is, too. There's a
is f 12 for twelve issues. theory in sociological circles that war only becomes acceptable while the women
remain a t h o m e t o be 'defended'.... H o w e v e r, i f wargamers are m o s t l y pacific
Back issues o f IMAGINE magazine, where
still available, can be bought directly from the people, as Don Turnbull asserted last month, such considerations should not be
publisher for the price of f1.50 (inc postage prohibitive to women. A n d if, as common mythology has it, women are artful and
and packing). Payment must accompany all cunning dissemblers, then surely we should be good tacticians and role-players?
orders. If one or more issues in an order are
out of print, a credit note will be substituted
which m a y b e exchanged f o r c a s h o r Eureka! I get it women m u s t be excluded from gaming because otherwise we
merchandise from the publisher. might beat men at that game too. It's obvious!
Kim Daniel
The issue of expiration for each subscription
will be printed on the subscriber's mailing
label. Changes of address must be notified to
the publisher a t least 3 0 days before the Contents
effective change t o ensure uninterrupted
delivery.
The Beginners' Guide to Role-Playing Games,
All material published in IMAGINE magazine our feature for the n e w player, w i t h Nic Novice 2
becomes t h e exclusive property o f t h e
publisher prior to publication, unless special
Stirge Corner, by Roger Musson,
arrangements are made to the contrary in a guide for the inexperienced player 5
writing, In a Class of Their Own, by Chris Black,
IMAGINE magazine welcomes unsolicited a re-assessment of the druid character class 7
submissions of written material and artwork
at all times. However, no submissions will be
N e w Druid Spells, by Gary Gygax 1 1
returned unless accompanied by a stamped, Illuminations, news from the world of games 1 5
self-addressed envelope o f sufficient size
Under no circumstances will the publisher
Tavern Talk, by Pete Tamlyn 1 6
accept responsibility f o r a n y such sub- Game Reviews, adventure games under the spotlight 1 6
missions. Published material will be paid for
Conventionally Speaking, a report from the Sol III convention 2 0
IMAGINE is a trade mark owned by TSR Inc. The Taking of Siandabhair,
All rights on the publication of this magazine an AD&DTM mini-module by Graeme Davis 2 1
are reserved, and nothing may be reproduced
in w h o l e o r i n p a r t without t h e written Players' Association News, edited by Graeme Morris:
consent of the publisher. Copyright 1983 by
TSR UK Ltd. PAN Pipings 3 1
Turnbull Talking 3 2
I M A G I N E magazine gratefully acknow- Dispel Confusion 3 2
ledges the s u p p o r t offered by its sister
publication, D R A G O N m a g a z i n e , Rubio of Moggedon 3 4
published by our parent c o m p a n y TSR Book Reviews, by Dave Pringle 3 7
Inc, P O B o x 7 5 6 , L a k e G e n e v a ,
Lore, Lay & Legend, Celtic mythology examined by Carole Morris 3 9
Wisconsin 5 3 1 4 7 , U S A . A r t i c l e s
appearing in I M A G I N E magazine m a y Letters, Fanzines, Clubs & Forthcoming Events 4 2
have p r e v i o u s l y a p p e a r e d i n t h a t The S w o r d o f Alabron, Cartoon Adventure by Ian Williamson 4 6
publication. Thiirania, by Tony O'Donnell c o v e r

IMAGINE magazine, August 1983 1


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Its head turned front side to siae with powerful wizards working
mighty m a g i c s f o r b o t h g o o d a n d e v i l
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ara9ott's tvin9s flappe games can s h a r e t h e experience o f t h e
f Merlin-like s a g e s o f t h e p a s t i n m a n y
tauncited itsel into the air towards
different adventures.
(dui. Ntorara raised his fanjet cauct
streaks of Ii9ht sped towards the
The above a d v e n t u r e t o o k place d u r i n g
drat3011-
'Titis'd better work; he muttered, such a game. Sue, t h e referee or Games
iv unt feet
'Alulto- h and i he' it tbreatite.)
t Master, has created the setting and runs
Ntordra's o n Missitts i t e the game with reference to the rules. The
dra9 on butDit itt,Tt on cominty Iti. other p l a y e r s e a c h t a k e t h e r o l e o f a
1 tnouth opettai. esperateiv he t fictional person, l i k e a n a c t o r taking o n
to fly past t he cirtu3ort. b rshaulet I the part of a character in a play. Graham
k is playing M o r d r e x , a p o w e r f u l m a g i c -
turned anti he saw tite frosty a t h
risin9 in its throat. user, Jane and Pat are fighters and John,
Sucatitly the tira9on twitched. It a cleric, The party is looking f o r a w h i t e
c(atved the air spasm octictlay and dragon w h o has been terrorising nearby
crastied to tile 9rourtd with two villages and carrying o f f t h e occasional
arrows ftrndy tod9ed in its n% _ flot,
athroat- helpless victim. They have travelled into
-With a si9lt of relief Mor t h c y the m o u n t a i n s and have stopped near a
cave.
the dra9ott's
doWnto die others hoar
anti to9ettio
approached d .
Graham 'I'll get out my crystal ball and
use it to look in the cave.'
\ \ \

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Sue 'It is dark in there but after a while Graham r o l l s a n d s u c c e s s f u l l y a v o i d s Graham 'I cast m a g i c missiles at it.'
you make out a large white shape lying on flying into the stalactite.
top of a m o u n d o f treasure. The dragon Graham rolls his damage but fails to kill
looks fast asleep.' Graham ' I f l y l o w e r C a n I s e e t h e the dragon. It launches itself into the air
dragon yet?' towards him.
Graham ' W e need a plan. We have got
to d r a w t h e d r a g o n a w a y f r o m t h e Sue ' Ye s . Yo u r e y e s a r e b e c o m i n g Sue 'The dragon is closing i n on you,
treasure before I can f i r e b a l l i t or else it accustomed t o t h e semi-darkness, T h e r a p i d l y, p r e p a r i n g t o u s e i t s b r e a t h
will all be melted. A n y ideas?' dragon is still sleeping on its hoard.' weapon.'

The players spend a f e w m o m e n t s dis- Graham ' I fly up to the ceiling and cast Graham t r y and fly out of the cave.'
cussing the best way to tackle the dragon. my shield spell.'
Pat ' I ' m g o i n g t o f i r e a r r o w s a t t h e
Pat 'We'll move carefully up to the cave Sue ' Y o u h e a r y o u r c o m p a n i o n s dragon.'
mouth. Once there w e w i l l try to attract shouting. The dragon w a k e s and moves
the dragon by making a lot of noise.' towards them.' Jane - ' S o will I.'

Graham 'As they move up I'll cast my Graham ' W h e n i t has moved at least Pat w i n s t h e initiative r o l l a n d s h e a n d
fly spell and fly towards the cave. Before I thirty f e e t f r o m i t s h o a r d I ' l l c a s t m y Jane fire their arrows. They both h i t and
go in I'll turn myself invisible.' fireball at it.' they roll for the damage inflicted o n t h e
dragon.
Sue ' A s y o u f l y i n t o t h e c a v e t h e Graham rolls six dice for damage and Sue
darkness restricts your vision u n t i l your makes a saving t h r o w for t h e dragon to Sue ' Yo u r a r r o w s t h u d i n t o t h e
eyes c a n a d j u s t , S u d d e n l y y o u s e e a n see if it can avoid the full blast of the spell. dragon's neck, i t w r i t h e s i n a g o n y as i t
object loom up in front of you.' The dragon fails. crashes down to the floor,'

Graham TII try to avoid it Sue ' T h e d r a g o n h o w l s a n d l o o k s Graham 'Phew. That was close!'
around the cave. Casting the fireball has
Sue 'Okay. Roll a die.' cancelled your invisibility and it sees you.' Pat 'Let's check out its hoard.'

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IMAGINE magazine, August 1983 3


,,kss,.,_.
M,,A N - T H9I N G S
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MINIATURES
97 C A R R I N G TO N STREET
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A bottle of mercury suspended
from a hook in the ceiling....
of absolutely no significance, of course,
but likely to worry the players! ike.4 g r t r
tr
;7.4:pz._SI

There a r e s o m e t h i n g s a b o u t t h e small p a r t y o f l o w - l e v e l characters w i l l ually one succumbs to the temptation to


D&D'' g a m e w h i c h y o u r a r e l y s e e stick t o f i r s t l e v e l a n d h u n t kobolds; a put in purely decorative features things
mentioned i n p r i n t , f o r t h e r e a s o n larger, s t r o n g e r p a r t y w i l l b e a b l e t o like a room containing a bottle of mercury
that t h e y a r e s o o b v i o u s t o t h e venture deeper; w h i l e a p a r t y o f h i g h - suspended by a w i r e from a hook in t h e
level c h a r a c t e r s w i l l d e s c e n d t o t h e ceiling. O f absolutely no significance, o f
experienced player as to be taken for
depths and mix it w i t h the vampires and course, b u t quite likely to w o r r y players
granted. For the inexperienced player,
golems out of all proportion.
though, they may be less obvious.
This m a k e s t h e m a i n d u n g e o n v e r y This is another reason w h y you tend not
One such is this: t h e r e are t w o sorts o f convenient for sustained play, and so it is to see main dungeons in print t h e y are
dungeon, a n d t h e y t e n d t o g i v e q u i t e the sort of dungeon most DMs design for never entirely sensible, or of even quality.
different games. Furthermore, almost all themselves. But despite the frequency of Adventure d u n g e o n s a r e m u c h m o r e
published dungeons, either in magazines such dungeons in play, you are not likely 'realistic' much more like underground
or stand-alone modules, fall into only one
category. This first category is w h a t one
can c a l l t h e ' a d v e n t u r e d u n g e o n .
Characteristically, such a dungeon will be
fairly s m a l l , w i t h p r o b a b l y l e s s t h a n a A page for the
hundred rooms in total. It w i l l be tightly
organised a r o u n d i t s t h e m e say, t h e not-so-experienced
underground temple of an evil cult. There
will be m u c h detail, all o f w h i c h w i l l be
adventurer
relevant to the central theme. Often, the
players w i l l have a specific objective
say t h e r e s c u i n g o f a c a p t i v e , o r t h e by Roger Musson
finding o f a particular artifact. Also, t h e
adventure w i l l be designed for a certain
number o f characters o f a c e r t a i n
restricted range o f levels so you m a y
see phrases like 'suitable for six players, to see such things in print, on account of adventures i n Tolkien, Donaldson e t al.
levels 7-9' used in the introduction. their size. Even t h e sample dungeon on They tend to be much more demanding on
pp94-6 of the Dungeon Masters Guide DM and players alike than games set in a
is, from its size and layout, evidently part main dungeon.
Final showdown of an adventure dungeon. Main dungeons
usually h a v e a m u c h h i g h e r d e n s i t y o f
Also c h a r a c t e r i s t i c o f t h e a d v e n t u r e rooms per unit area than the map on p95, Dungeon-bashing
dungeon is an easily-definable 'centre' which s h o w s m a n y c o r r i d o r s w i t h o u t
usually t h e r o o m o c c u p i e d b y t h e E v i l rooms off. In most main dungeons I have The main dungeon encourages an activity
High Priest or Wizard or whoever controls seen, t h e rooms tend t o be fairly close- known a s dungeon-bashing. G o d o w n ,
the other inhabitants of the dungeon, and packed, partly in order to get them all on kill some monsters, grab some treasure,
w h o has custody of the big treasure. The one s h e e t o f g r a p h p a p e r p e r l e v e l , come back, t h e n repeat t h e exercise all
objective given to the players will almost Similarly, the random dungeon generat- over again. There is m u c h scorn poured
invariably bring t h e m i n t o a final s h o w - ion tables in appendix A of the DMG tend on dungeon-bashing. I t r e s e m b l e s n o -
down w i t h t h i s c o n t r o l l i n g c h a r a c t e r. to g i v e l a y o u t s a p p r o x i m a t i n g t o t h e thing i n life, h i s t o r y a n d literature. I t i s
Probably, t h e w h o l e s c e n a r i o w i l l b e adventure d u n g e o n variety, w i t h a l o w certainly n o t r o l e - p l a y i n g a t i t s b e s t .
concluded in one or two sessions of play, number of rooms and inhabitants. There is nothing much like it even in other
whereupon t h e players w i l l have to find role-playing g a m e s , w h i c h t e n d t o r u n
another d u n g e o n t o tackle, a n o t h e r exclusively on adventure lines. But do not
scenario to play. Inventive powers let that put you off. Dungeon-bashing can
still b e v e r y e n t e r t a i n i n g i n a w e l l
Very d i f f e r e n t i s t h e d u n g e o n o f t h e The disadvantage of the main dungeon is designed dungeon. As long as the routine
second type, w h i c h I w i l l call t h e ' m a i n ' that i t i s v e r y d i ff i c u l t , i f n o t a c t u a l l y is not too monotonous i t can be quite a
dungeon. (I rather like to think of it as a impossible, t o s u s t a i n o n e ' s i n v e n t i v e relaxing pastime! And of course, the good
'mainframe' dungeon, a computer meta- powers f o r u p w a r d s o f 1 , 5 0 0 o r e v e n DM w i l l a l w a y s make sure t h a t there is
phor.) The m a i n d u n g e o n w i l l be big 2,000 rooms on a common theme. In an enough going on t o keep t h e players on
typically ten or twelve levels of one or two adventure dungeon every room will have their toes,
hundred r o o m s each. T h i s c a n t a k e a n a purpose of some sort, or at the very least ASk5 Roger M u s s o n
awful l o t o f p u n i s h m e n t f r o m players. will be relevant to the theme. In designing
Once all the labour of creating it has been a main dungeon, even after you have put If you f i n d this feature u s e f u l in gaining
completed, t h e D M c a n l o o k f o r w a r d t o in the Wizard's headquarters, and the orc an appreciation o f role-playing, p l e a s e
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any number of characters of any level. A rooms to fill w i t h something, and event- Corner are available for 1'1.50 from TSR.
IMAGINE magazine, August 1983 5
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IN A CLASS OF THEIR OWN
Chris Black investigates the historical background to the druid character class
Druids s e e m t o b e t h e l e a s t p o p u l a r
character class they are seldom chosen
as player-characters and rarely appear as
NPCs i n published m o d u l e s and per-
haps the general opinion is that they are a
poorly a r m o u r e d t y p e o f cleric, u s e l e s s
against u n d e a d a n d p o o r l y adapted t o
dungeons. S o it is about time somebody
wrote of the finer side of druids and w h y
at least o n e person t h i n k s t h e y are t h e
best class of

I have played two druids myself. The first


was F e n c e s i t t e r, w h o h a d e x c e l l e n t
charisma and wisdom, but an intelligence
of 9 and strength of 7. Fencesitter never
did a n y t h i n g s p e c t a c u l a r b u t doggedly
made his way to third level in a campaign
where l o w level c h a r a c t e r s h a d a v e r y
dangerous time. He did, however, become
involved i n a l o n g - r u n n i n g c o n f l i c t
between t w o other player-characters
S c h r o d i n g e r, a t e r r i f y i n g n i n t h l e v e l
assassin, and Herucleum Mantegazzian-
um, a s e v e n t h l e v e l d r u i d . I t w a s
Herucleum that I held in awe. Whenever
a party ventured into the plains i t w a s Another distinguishing feature of druids w h o travelled in Gaul between 58 and 50
Herucleum w h o s u m m o n e d w i l d horses is that they are the only class presented BC. Thirdly, there are the traditional Irish
for t h e group t o ride. I t w a s Herucleum with a t h o r o u g h c u l t u r a l b a c k g r o u n d . tales, orally transmitted down the gener-
who infected Schrodinger's h o u s e w i t h Whether you regard this as an advantage, ations from the fourth century after Christ
malaria-carrying mosquitoes, w h o f i r e - a handicap or an irrelevance depends on until recorded by Christian scribes.
trapped his front door and who threatened how you play. I t a t least provides each
to strike him w i t h up to 49 7d8 lightning druid w i t h t w o goals in life to act as a It i s d i ff i c u l t t o i n t e r p r e t t h e available
bolts. W h o else b u t he could psionically protector o f t h e e n v i r o n m e n t a n d t o evidence c o r r e c t l y. A r c h a e o l o g i c a l d i s -
dominate a hill giant w h i l s t in the shape become The G r e a t Druid. I n t h e r e s t o f coveries can reveal m u c h of Celtic tech-
of a gecko? I longed to have a character this a r t i c l e I s h a l l c o m p a r e A d v a n c e d nology and economics but social structure
like Herucleum and my chance came with druids w i t h t h e i r historical counterparts and religious behaviour are much harder
Radwinter A p p h o c k e r i l , a n i m p r e s s i v e and o ff e r m y o w n suggestion on h o w to to e x a m i n e . F o r e x a m p l e , t h e r e a r e
half-elf w h o survived countless play and referee them. numerous s i t e s w h e r e f o u r p o s t - h o l e s
bloody conflicts, f i n a l l y r e a c h i n g e i g h t h have been found, forming the corners of a
level, before a r e c e n t e n c o u n t e r w i t h a square b e t w e e n f i v e a n d e i g h t f e e t
spectre somewhat reduced his powers. Historical evidence of druids across. B r i t i s h a r c h a e o l o g i s t s h a v e
setting them in context regarded t h e m a s b e i n g g r a n a r i e s o n
The seventh level d r u i d i s a superb all- stilts, whereas on the Continent they are
rounder; a capable fighter, a great healer, considered to be small timber shrines (the
a s h a p e - c h a n g e r, a m i g h t y w e a v e r o f We can begin by defining the Celts as an sort of thing that Advanced druids m i g h t
spells, a n d a s a g e o f l a n g u a g e s a n d ancient people who inhabited a large area make f o r t h e m s e l v e s ) . T h e c l a s s i c a l
nature. Yet this can be achieved with only stretching f r o m t h e B r i t i s h Isles across sources c o n t r a d i c t t h e I r i s h s o u r c e s
35,001xp (less with an experience bonus) Europe i n t o G a l a t i a ( p a r t o f m o d e r n which m i g h t b e expected because t h e y
7 5 0 0 l o w e r t h a n i s required f o r t h e Turkey t h e G a l a t i a n s o f t h e N e w deal w i t h different countries, in different
next easiest class, the thief. Testament were Celts). The druids were a centuries, b u t t h e y also contradict each
Celtic priesthood who certainly existed in other. I n a n y c a s e , t h e t o t a l o r i g i n a l
The first level druid is, naturally, a much the British Isles and Gaul (ancient France, information on druids is not very great; in
humbler character; 1 d 8 hit points, AC 7, southern H o l l a n d , B e l g i u m , G e r m a n y a 2 0 0 page book, Caesar devotes about
with o n l y t w o f i r s t l e v e l spells, a n d n o west o f the Rhine and m o s t of Switzer- three pages to them, and as his w r i t i n g s
curing abilities. Nevertheless, t h i s druid land) a n d m a y h a v e b e e n f o u n d e l s e - were partly political propaganda, h e can
should b e a b l e t o o u t f i g h t a f i r s t l e v e l where. hardly b e t r u s t e d t o g i v e a n o b j e c t i v e
assassin, thief, magic-user or monk, and account anyway.
some of the first level spells especially The Celts did not have their own alphabet
animal f r i e n d s h i p , e n t a n g l e a n d f a e r i e and w r i t t e n language, and so w e do not Another hazard for those studying druids
fire are quite useful. Compared w i t h have a n y accounts o f Druidism actually is the m i s h - m a s h o f phoney Folk lore, a
the 1d4, AC 10 magic-user ('I've cast my written by a druid. Evidence of the Druidic sort o f Druidomania, t h a t a r o s e i n t h e
magic missile, w h a t can I do for the rest way of life comes from three less direct 17th c e n t u r y. A w h o l e series o f totally
of the adventure?') or the 1d6, AC 8 thief sources. Firstly, t h e r e a r e t h e archaeo- mistaken t h e o r i e s w e r e o f f e r e d a b o u t
(let's see, I have a 2 0 % chance o f logical remains of shrines, burial shafts, them: t h a t t h e y h a d b u i l t a n d u s e d
removing traps, oh dear I've failed again'), forts, dwellings and other sites. Inscript- Stonehenge as a temple, that they w e r e
the druid seems quite capable. Perhaps ions can often be found, with Celtic words descended f r o m N o a h , t h a t t h e y h a d
the o n l y w e a k point o f t h e druid i s t h a t written i n t h e L a t i n o r Greek alphabet. universities t h r o u g h o u t t h e W e s t o f
one needs 2000xp to reach second level, Secondly, t h e r e a r e t h e w r i t i n g s on t h e England, that, i n fact, a p a r t f r o m t h e
a higher figure than for thieves, assassins Celts by the classical authors, notably the occasional bloody sacrifice, they behaved
and clerics. Syrian Greek Posidonius (c 135 - c 50BC) as perfect country gentlemen.
IMAGINE magazine, August 1983 7
blood a n d f l e s h a r o u n d R e l i g i o u s
inscriptions m i g h t a l s o b e f o u n d ( o v e r
370 C e l t i c g o d - n a m e s h a v e b e e n
recorded).

Playing and refereeing


the druid

A d r u i d ' s behaviour very m u c h depends


on t h e cultural background o f t h e c a m -
paign. I f i t i s s e t i n t h e u s u a l H i g h
Medieval period, t h e n a d r u i d w i l l s t i c k
out l i k e a s o r e t h u m b . T h e c h a r a c t e r
would have to be played as one of the few
survivors of an almost vanished race, i n
exile from a distant land, or just someone
who became curious about a n ancient
cult ( t h i n k o f t h e h i p p i e s a t t r a c t e d t o
Eastern m y s t i c i s m i n t h e l a t e ' 6 0 s ! ) .
These druids will be treated with extreme
suspicion and prejudice; respectable inns
will turn them away a n d normal employ-
ment w i l l b e unavailable, s o t h a t t h e y
have to live in the woods as adventurers.
Alternatively, if the campaign has a Celtic
which a d r u i d a l l o w s h i m s e l f t o b e feeling t h e n t h e d r u i d w i l l h a v e a h i g h
Comparing the A D & D druid
sacrificed in the form of a cow to help his social s t a n d i n g a n d h o l d a p o s i t i o n o f
with the historical figure people w i n a forthcoming battle. authority.

The druid character class, as described in The Great Druid: We all k n o w that druids m u s t hold True
the P l a y e r s H a n d b o o k a n d DEITIES & The evidence for a formal leader is just a Neutral a l i g n m e n t a n d t h a t t h i s i s d e -
DEMIGODSTm Cyclopaedia, is reasonably few words from Caesar: scribed in the Players' H a n d b o o k and the
well based on t h e ancient original, as a DEITIES & DEMIGODSTm Cyclopedia, but
point-by-point comparison shows: 'All the druids are under one head, druids should t h i n k o f practical m a t t e r s
whom t h e y h o l d i n t h e h i g h e s t rather t h a n t h e o l o g y. T h e i r n e u t r a l i t y
Function: respect. O n his death, i f any one o f should emphasise that druids don't worry
The d r u i d s , b a r d s a n d v a t e s f o r m e d a the rest is o f outstanding merit, h e about good and evil, law and chaos, when
high-ranking c l a s s o f non-combatants, succeeds t o t h e v a c a n t place. I f protecting their crops and woodlands. A t
exempt from taxes and military duty. The several h a v e e q u a l c l a i m s , t h e other times druids should behave accord-
bards were singers and poets, responsible Druids usually decide t h e election ing to their personality; if a druid spends
for speaking or singing at ceremonies and by voting, t h o u g h sometimes t h e y the afternoon casting cure disease spells
entertainments. The vates were probably actually fight it out.' on sick villagers, he doesn't have to spend
seers, responsible f o r t h e interpretation the evening b u r g l i n g t h e village s m i t h y
of sacrifices. Druids seemed to have had a Druids as Spell Casters: just t o balance o u t g o o d a n d evil. T h e
wide range of duties, acting as judges in The druids of Britain and Gaul apparently Celtic deities a r e v e r y t o l e r a n t o f t h e i r
everything f r o m m u r d e r s t o b o u n d a r y seldom c a s t s p e l l s ( m a y b e t h e y d o n ' t priests, provided t h a t t h e p r o t e c t i o n o f
disputes, a s a d v i s e r s o n a l l m a t t e r s work i n r e a l life), b u t t h e w r i t e r P l i n y nature remains their first concern.
supernatural, l e g a l o r practical (eg t h e recorded t h a t t h e y worked charms w i t h
maintenance of calendars), as the super- mistletoe a n d i n t h e i r l a s t s t a n d o n Exactly h o w rigorously trees s h o u l d b e
visors o f sacrifices a n d o t h e r r e l i g i o u s Anglesey i n 7 8 A D , t h e y r i t u a l l y cursed protected i s s o m e t h i n g t h a t s h o u l d b e
ceremonies, a n d f i n a l l y, a s teachers t o the Roman army. discussed w i t h your DM. A typical druid
the younger druids. would not allow Oak or Ash to be used for
The archaeology o f anything b u t s a c r e d p u r p o s e s w h i l s t
A ff i n i t y w i t h nature: druidic shrines and pits: other selected trees m i g h t be felled f o r
The Celts held several species, including The g e n e r a l p a t t e r n w a s o f e n c l o s e d everyday i t e m s . F i r e w o o d w o u l d b e
the oak, as sacred, and indeed the w o r d sanctuaries and small wooden temples, collected f r o m d e a d b r a n c h e s a n d a
'druid' probably derives f r o m t h e Greek often d e e p w i t h i n t h e forest. A typical replanting policy would be strictly follow-
for ' k n o w l e d g e o f t h e o a k . ' T h e o n l y design o f a s i t e m i g h t b e c i r c u l a r o r ed. Nevertheless, the casual squandering
detailed a c c o u n t o f a d r u i d i c c e r e m o n y rectangular, about 4 5 0 feet across, a n d of a n y tree s h o u l d b e fiercely opposed,
actually does tell of a druid in a white robe surrounded b y d i t c h e s . I t c o u l d b e a even if it means taking on the rest of your
climbing an oak tree and using a golden permanent dwelling place, w i t h perhaps party single-handed. F o r example, Rad-
sickle t o c u t o f f a b r a n c h o f mistletoe, a dozen timber houses at the centre and a winter's party w e r e once stranded o n a
which w a s caught on a w h i t e cloak. The shrine a t one side, o r i t m i g h t j u s t be a desert i s l a n d w i t h o n l y o n e p a l m t r e e
really interesting p o i n t i s t h a t a golden sacred enclosure, w i t h a s h r i n e , r i t u a l growing there, He was trying to work out
sickle w o u l d h a v e b e e n t o o s o f t t o c u t pits (up to 1 2 0 feet deep, and containing a complicated method of escape, involving
through a m i s t l e t o e s t e m . . . . u n l e s s i t vast a m o u n t s o f j e w e l r y, c a u l d r o n s o r casting w a t e r b r e a t h i n g o n t w o
were magic.... other i t e m s g i v e n a s sacred offerings), characters a n d t u r n i n g h i m s e l f i n t o a
large stones, cremation areas and burial seal, when a fighter in the party produced
Third and seventh level druid powers: sites and sacred springs or pools. an axe a n d called o u t 'Let's c h o p d o w n
These fit reasonably well with the original. the tree and make a raft.' ' O h n o you're
The ancient druids probably could identify Bronze, stone o r w o o d e n statues m i g h t not,' replied Radwinter and he jabbed the
plants, a n i m a l s and p u r e w a t e r, a n d be be f o u n d a s w e l l A s f o r sacrifices, a t fighter w i t h a scimitar. U n f o r t u n a t e l y, a
skilled i n t r a v e r s i n g o v e r g r o w n f o r e s t Holzhausen in Bavaria, a 2 5 feet deep pit magic-user c a s t h o l d p e r s o n o n R a d -
areas. There are indeed some Irish tales contained a wooden stake, set upright in winter and the tree w a s chopped down.
of s h a p e - c h a n g i n g , i n c l u d i n g o n e i n the bottom, w i t h the possible residues of Even so, my druid got his revenge t h e
8 IMAGINE magazule, A u g u s t 1 9 8 3
very n e x t t i m e t h e f i g h t e r a s k e d f o r a spell t o u s e a s preparation f o r a n allows detection o f even invisible creat-
healing he received cause l i g h t w o u n d s adventure: a w i l d horse or w a r dog is a ures a n d d o e s n o t n e e d l i g h t a t all. A
instead.... useful ally. A second level d r u i d should gecko is a useful reptile because i t can
consider training a black bear t h e y are climb walls and walk upside down along
As already stated, first level druids are not agile pack animals and decent fighters. ceilings. For more violent endeavours, try
particularly impressive characters. Even the c r o c o d i l e ! A s f o r t h e b i r d s , t r y
so, a f i r s t l e v e l d r u i d w i t h a s c i m i t a r My favourite spell o f all is h a l l u c i n a t o r y convincing your DM that you can turn into
compares s u r p r i s i n g l y w e l l w i t h a f i r s t forest. A l t h o u g h obviously designed for a chicken and lay eggs for breakfast....
level fighter w i t h a longsword. Whilst the use in rural surroundings, it is extremely
fighter d o e s b e t t e r a g a i n s t o p p o n e n t s entertaining w h e n c a s t u n d e r g r o u n d ! There are plenty of other possibilities for
with AC 5 or better, the druid is actually When a p a i r o f w a n d e r i n g o r c s a m b l e creative play and I offer some suggestions
slightly superior against AC 8 and AC 10. through a dungeon corridor into a patch for each player or DM to consider:
Of c o u r s e , t h e d r u i d h a s a m e d i o c r e of w o o d l a n d t h e y a r e b o u n d t o b e
armour class a n d s h o u l d o n l y step i n t o suspicious (especially if it w a s not there Building a d w e l l i n g a n d c r e a t i n g a
melee w h e n t h e fighters n e e d help and 20 minutes before). But the hallucinatory sacred g r o v e w i t h t h e h e l p o f m a g i c .
the druid cannot use missiles. forest looks, feels and smells like a real Something to consider for the high-level
forest and so it is not fair to blame them if druid. Summon a treant to herd trees into
Druids can only choose t w o weapons at they w a l k i n t o a n ambush... T h e s p e l l a suitable arrangement. Use plant g r o w t h
first level, and cannot choose again until lasts permanently, so in time a druid can to c r e a t e a b a r r i e r. I f s t o n e h a s t o b e
sixth level so t h i s i n i t i a l selection i s cover an entire dungeon (or city, o r six- transported a l o n g distance, t r a n s m u t e
vitally important. T h e shillelagh spell i s lane highway). rock i n t o m u d , c a r r y i t t o t h e s i t e ,
useless unless a club is picked as one of transmute the mud back to rock and then
the w e a p o n s , b u t t h e spell i s n o t v e r y At long last the day will come w h e n your stone shape the rock into a dwelling.
useful a n y w a y a n d s o I w o u l d c h o o s e druid reaches seventh level. W i t h bated
either s l i n g o r d a r t a s a l o n g - d i s t a n c e breath you turn to the DM and say 'I w a n t Arranging sacrifices. Druids should make
weapon, together with hammer, scimitar to do a shape change... I w a n t to change regular human sacrifices, w i t h criminals
or spear for melee combat. The scimitar into a great crested grebe!' A t this point preferred as victims. An attack on thieves
does m o s t d a m a g e , b u t a f i r s t l e v e l the D M has to bear several questions in or A s s a s s i n s ' G u i l d s t o c o l l e c t a f e w
character c a n o n l y h i t A C 2 w i t h a mind, s u c h a s ' D o e s t h e d r u i d c h a n g e victims would certainly be a challenge.
hammer or spear. form instantaneously?', ' C a n t h e d r u i d
still speak human languages?' and ' h o w Vates as a type of druid. These could be a
The frustrating thing about druidic spells, many hit points does the druid have when useful s u b - c l a s s o f d r u i d f o r a D M t o
especially at first level, is that you always transformed i n t o another creature?' devise, as a deployable NPC.
seem to make the wrong choice. Choose These m a t t e r s a r e r e a l l y f o r D M s t o
invisibility t o a n i m a l s a n d s p e a k t o decide for themselves; my DM makes the Druids a s g u e r i l l a f i g h t e r s . A w h o l e
animals, a n d you w i l l f i n d t h e dungeon shape c h a n g e t a k e o n e m e l e e r o u n d ; campaign c o u l d b e b a s e d a r o u n d t h e
will not contain a single normal creature; allows t h e d r u i d t o u n d e r s t a n d h u m a n efforts o f a f e w d r u i d s t o d r i v e s o m e
speech but to speak only the appropriate invaders out of a forest.
take a n y t h i n g e l s e a n d y o u w i l l n o t b e
able to move for guard dogs and rats. For creature language; a n d gives m y d r u i d
this reason alone, I u r g e you t o choose the m a x i m u m n u m b e r of h i t points that As a f i n a l s u g g e s t i o n , t r y v i s i t i n g t h e
faerie f i r e a n d d e t e c t magic, w h i c h w i l l such a creature could have (I do not do an supermarket at Carnac in Brittany where
find a u s e i n t h e m o s t p e c u l i a r o f aerial reconnaissance a s a blackbird i f there a r e s t o n e a l i g n m e n t s m i s t a k e n l y
dungeons. F a e r i e f i r e i s p r o b a b l y t h e there are hawks around). associated w i t h druids. There is nothing
most u s e f u l f i r s t l e v e l spell, i t i s quick, better than carrying your gear in a carrier
verbal, h a n d y against anything about to Radwinter usually changes into the same bag marked 'Supermarche des Druides'!
go invisible, and improves tremendously f e w species. A bat is useful for dungeon
as one rises in level. A n i m a l friendship is scouting, a s t h e e c h o l o c a t i o n s y s t e m 44t Chris Black

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10 Please m e n t i o n I M A G I N E m a g a z i n e w h e n r e p l y i n g t o a d v e r t i s e m e n t s
This a r t i c l e w a s f i r s t p u b l i s h e d i n
DRAGOAlrm magazine, i s s u e 71, M a r c h
1983, a n d is r e p r o d u c e d b y k i n d per-
mission o f that journal's editor.
Ls, E. G a r y Gygak. A l l r i g h t s reserved.

g\Lew, cfficial spas' for the dmid character diss, by Gary Gy9ax

Detect Poison (Divination) Lightning cannot be called by the use of this spell. Tracking is
impossible within the area of effect immediately after precipita-
Level: / Components: V. S, M tion has fallen.
Range: 0 Casting Time: 1 r o u n d Note that if the temperature is above 90F, the duration of the
Duration: 1 r o u n d / l e v e l Saving Throw: None spell w i l l be extended to t w i c e normal except in arid regions.
Area of Effect: Special Also, w h e r e t h e t e m p e r a t u r e i s b e t w e e n 3 3 a n d 3 1 F
inclusive, the precipitation will fall in the form of sleet. A t 30F
By m e a n s o f this spell t h e druid is able to determine i f some and below, the precipitation will fall as rather thick snow, and
object, creature, or area contains poison or has been poisoned. most dampness/wetness effects will be negated until after the
In general, the area which can be perused by the dweomer of the snow m e l t s . I f m a g i c a l h e a t o f l a r g e a r e a i s a p p l i e d t o
spell is about 1 c u b i c yard of space. Therefore the druid cannot precipitation (le a w a l l of fire, fireball, flame strike, etc), a cloud
determine if an entire pond is poisoned, but could tell if a portion of warm fog of double the area of the precipitation effect will be
or something w i t h i n the portion s c a n n e d during the round formed. If magical cold is applied to the spell or the water which
contained p o i s o n . T h e r e i s a l s o a 5')/0 c h a n c e p e r l e v e l o f remains t h e r e a f t e r, n o r m a l i c e w i l l b e f o r m e d . V e r y h o t
experience that the type of poison used or contained in the area creatures such as salamanders will suffer 1 point of damage for
scanned w i l l a l s o b e discovered b y t h e spell, i e i n s i n u a t i v e every segment they are w i t h i n t h e area o f effect o f t h e spell.
(contact poison), ingestive, or respirative (gas). Such creatures are entitled to save vs magic.
While m o r e t h a n o n e area c a n b e scanned w i t h a d e t e c t The material components of the spell are a pinch of silver dust
poison during the duration of the spell, i t is almost fruitless to and the druid's sprig of mistletoe.
attempt to determine poison type for all of those same areas; any
single failure on the '5% chance per level' roll to detect poison
type makes the spell useless for this purpose for the rest of the Flame Blade (Evocation)
duration of this particular casting.
In a d d i t i o n t o mistletoe, t h e d r u i d n e e d s a y e w l e a f a s a Level: 2 C o m p o n e n t s : V. S. M
material c o m p o n e n t f o r t h i s spell. T h e l a t t e r i t e m w i l l t u r n Range: 0 C a s t i n g Time: 3 segments
brown if poison is present, so that several will be needed to fully Duration: 1 r o u n d / l e v e l S a v i n g Throw: None
utilise the entire spell duration. Area of Effect: 3' long, sword-like blade

When casting this spell, the druid causes a blazing ray of red-hot
Precipitation (Alteration) fire t o s p r i n g f r o m t h e h a n d . T h i s blade-like r a y i s a c t u a l l y
wielded a s i f i t w e r e a s c i m i t a r, a n d i f t h e d r u i d s c o r e s a
Level: / Components: V. S, M successful ' t o h i t ' die roll w h i l e employing a f l a m e blade, t h e
Range: 1 / l e v e l Casting Time: 3 segments creature struck w i l l t a k e 5 - 8 h i t points o f damage w i t h a
Duration: 1 s e g m e n t / l e v e l Saving Throw None (& special) damage bonus of +2 if the creature is of the undead class or is
Area o f effect: 3 " d. c y l i n d e r vulnerable to fire, o r a - 2 penalty to damage i f the creature is
up to 1 2 " high protected f r o m fire. N o damage can b e caused t o a creature
which is a fire-dweller or uses fire as an attack form. The flame
When this spell is cast, all water vapour in the atmosphere in the blade w i l l i g n i t e n o r m a l l y c o m b u s t i b l e m a t e r i a l s s u c h a s
area of effect is precipitated in the form of a light rain (note that parchment, s t r a w, d r y sticks, c l o t h etc. H o w e v e r, i t i s n o t a
low-level casters will certainly be within the area of effect of the magical weapon i n t h e normal sense o f the term except w i t h
spell). The rain will continue only for as many segments of time respect t o u n d e a d class monsters, s o creatures t h a t c a n b e
as the spell caster has levels of experience. Since only about struck only by magical w e a p o n s are n o t harmed by this spell
1 / 1 0 0 t h of an inch of precipitation falls during the course of a unless they are of the undead class.
segment, the spell will have only the following general effects: In addition to mistletoe, the druid must have a leaf of sumac in
Thin, l i g h t material w i l l become damp in o n e segment and order to cast this spell.
thoroughly wet thereafter.
Twigs and heavy material such as canvas w i l l be damp in 2
segments and w e t thereafter, Goodberry (Alteration/Evocation) Reversible
Flat, r e l a t i v e l y n o n - p o r o u s surfaces, s u c h a s s t o n e floors,
rock, p a i n t e d w o o d etc, w i l l b e d a m p i n 1 s e g m e n t a n d Level: 2 C o m p o n e n t s : V. S. M
filmed w i t h water thereafter. Range: Touch C a s t i n g Time: 1 r o u n d
Semi-porous surfaces and materials will become dampen the Duration: 1 d a y +1 d a y / S a v i n g Throw: None
surface in 2 segments, and thereafter the damp area w i l l level of the caster
progress downward a n d / o r inward accordingly, while after Area of effect: 2-8 fresh berries
5 segments the surface will also be wet.
Porous surfaces and materials will simply absorb the rain to When a druid casts a goodberry spell upon a handful of freshly
their e n t i r e capacity probably w e l l beyond t h a t o f t h e picked berries, f r o m 2 to 8 o f them w i l l become magical. The
spell's duration. druid casting the spell (as well as any other druid of 3rd or higher
Small flames, such as those of candles, will be extinguished level) w i l l be able t o discern immediately w h i c h berries w e r e
by 1 s e g m e n t of precipitation. Small fires will slow and become affected. A detect magic will discover this also B e r r i e s with the
smoky for 1 round after precipitation has ceased. Large fires will dweomer will either enable a hungry creature of approximately
not be materially affected by the spell. man-size to eat one and be as well-nourished as if a full normal
11
IMAGINE magazIne, August 1983
meal w e r e eaten, or else the berry will cure 1 p o i n t of physical be extinguished b y a cloudburst, w i t h t h e f o l l o w i n g general
damage d u e t o w o u n d s o r o t h e r similar causes, subject t o a rules applying: P e r m a n e n t magical f i r e s w i l l r e - l i g h t i n 1 - 2
maximum of 8 points of such curing in any 24-hour period. The rounds. Small, rekindlable magic fires such as that of a flame
reverse of the spell, badberry, causes rotten berries to appear tongue sword will be affected only during the cloudburst. Spells
wholesome but each actually delivers 1 point of poison damage, such as produce fire and burning hands will be negated.
no saving t h r o w, if ingested. Large-area spells such as fireball, flame strike, w a l l of fire, etc
The material component of the spell is mistletoe passed over will, in the course of being extinguished, vaporise the rain, and a
the f r e s h l y p i c k e d b e r r i e s t o b e e n s p e l l e d ( b l u e b e r r i e s , cloud o f s t e a m o f q u a d r u p l e a r e a o f e ff e c t v o l u m e w i l l b e
blackberries, raspberries, currants, gooseberries, etc). created. This steam will inflict 1-3 points of damage on normal
creatures w i t h i n its area, double damage on cold-dwelling o r
cold-using creatures. It will persist for 2-5 rounds, half that if a
Reflecting P o o l (Evocation-Divination) breeze is blowing, or only 1 r o u n d if a strong w i n d is blowing.
Lightning cannot be called by the use of a cloudburst. Vision is
Level: 2 Components: V, S , M reduced to 1 0 ' w i t h i n t h e area o f effect. A l l tracks w i t h i n t h e
Range: t " Casting Time: 2 hours area o f effect are obliterated in 1 round.
Duration: 1 r o u n d / l e v e l Saving Throw: None In a r i d regions, t h e c l o u d b u r s t w i l l a c t o n l y a s a d o u b l e -
Area of Effect: Special strength p r e c i p i t a t i o n s p e l l . I n h o t a n d h u m i d a r e a s , t h e
duration of the spell will be extended to 2 rounds. In areas with a
This spell enables t h e druid t o cause a pool o f normal w a t e r temperature between 33 and 31 F inclusive, sleet rather than
found in a natural setting to act as a scrying device. The pool can rain w i l l f a l l , w i t h i c e a n d s l u s h b e i n g f o r m e d w h e n i t
be of no greater diameter than a 2 / l e v e l of the druid concerned. accumulates. In temperatures of 30F and lower, the cloudburst
The effect is to create a scrying device similar to a crystal ball. becomes snowburst, with one inch of snow falling per segment.
(See t h e D u n g e o n M a s t e r s G u i d e , M i s c e l l a n e o u s M a g i c Whether the vapour precipitates as rain, sleet or snow, very hot
Treasure section, u n d e r crystal ball.) The scrying can extend creatures not saving vs magic w i t h i n the area of the spell w i l l
only to those planes of existence which are co-existent with or suffer 10 points of damage, plus 1 point of additional damage for
border u p o n t h e P r i m e M a t e r i a l Plane, v i z t h e I n n e r Planes every segment they remain w i t h i n the area of the cloudburst.
(including the Para-Elemental Planes, Plane of Shadow, et al). The material components of the spell are powdered silver and
Penalties for attempting to scry beyond the druid's o w n plane, powdered iodine crystals, plus the druid's mistletoe.
as shown for the crystal ball, are applicable.
The druid must use both mistletoe and the oil extracted from
such nuts as hickory and walnut, refined, and dropped in three
measures upon the surface of the pool (a measure need be no
more than a single ounce of oil).

S l o w Poison (Necromantic)

Level: 2 C o m p o n e n t s : V. S, M
Range: Touch C a s t i n g Time: 1 segment
Duration: 1 h o u r / level S a v i n g throw: None
Area of effect: Creature touched

This spell is identical to the second level cleric spell, slow poison
(q.v.), except that if the druid is able to determine that the poison Spike G r o w t h (Alteration/ Enchantment)
was o n e m a d e f r o m s o m e living p l a n t , h e o r s h e h a s a 5 %
chance of knowing a herbal antidote w h i c h w i l l neutralize the Level: 3 C o m p o n e n t s : V, S. M
toxin. (If t h e actual t y p e o f poison i s n o t given b y t h e D M , a Range: 6 " C a s t i n g Time: 5 segments
successful casting of detect poison (type) indicates an organic Duration: 3 - 1 2 turns + S a v i n g Throw N o n e
poison which can be countered.) A dice roll equal to or less than 1 t u r n / level
the d r u i d ' s c h a n c e t o f i n d a n a n t i d o t e indicates successful Area of Effect: / " s q u a r e / level
neutralisation.
Rather than a h o l y / u n h o l y symbol, the druid uses mistletoe Wherever any sort of plant growth of moderate size or intensity
as a material component, and crushed garlic is rubbed on the is found, this spell is of service. It enables the caster to cause
subject's feet. Antidotes must be obtained from green vegetation ground-covering vegetation a n d / o r roots to become very hard
outdoors or from a herbalist or similar source of supply. and sharply pointed. In effect, ground cover, while appearing to
be nothing different, serves as if it w e r e caltrops (official n e w
weapon type approx w e i g h t 2-4gp, damage vs size S - M , 1;
C l o u d b u r s t (Alteration) damage vs size L, 1-2; length, n / a , space required, n / a ; speed
factor, n / a ; AC adjustment, AC 2 - 6 , AC 10 .+2; available as
Level: 3 Components: V, S. M additional weapons to M-Us, Illusionists, Thieves, M o n k s and
Range: 1 " / l e v e l Casting Time 5 segments classes able to use any weapon. All other details in DRAGONTm
Duration: 1 r o u n d Saving Throw None (81 special) magazine, 6 4 ) . Roots will do the same in areas of bare ground
Area o f Effect: 3 " d. c y l i n d e r or earthen pits. W i t h o u t such a spell a s t r u e seeing, s i m i l a r
up to 6 " high magical aids, some o t h e r m e a n s of detection (such as detect
traps), an area affected by spike growth is absolutely undetect-
By m e a n s o f t h i s s p e l l t h e c a s t e r c a u s e s t h e a t m o s p h e r e able until a victim enters i t and takes damage. Even t h e n t h e
instantly to precipitate all its w a t e r vapour into huge drops of creature w i l l n o t be able t o determine t h e extent o f t h e area
rain, t h e r e s u l t i n g c o n d e n s a t i o n n o t o n l y c a u s i n g a t r u e affected b y t h e s p i k e g r o w t h u n l e s s b y m e a n s o f m a g i c a l
downpour of rain but also sucking more vapour into the area to detection. Each 1 " of movement by a potential victim incurs 2
be likewise precipitated as rain. The cloudburst will effectively 'attacks' (cf spike stones). Spells w h i c h w i l l control o r h a r m
drench everything w i t h i n its area of effect in 1 segment, for its vegetation, as well as dispel magic, w i l l negate the area of the
rain will fall at the rate of 1 / 1 0 t h of an inch per segment, or one dweomer. O t h e r w i s e , t h e s p e l l w i l l r e m a i n p o t e n t u n t i l i t s
inch of rain in 1 round. (Cf precipitation spell.) natural duration expires.
All normal fires w i t h i n the area of effect will be extinguished The components for this spell are the druid's mistletoe and
by a c l o u d b u r s t small o n e s instantly, m e d i u m o n e s in 3 - 5 seven s m a l l t w i g s , e a c h sharpened t o a point, o r else seven
segments, large ones in 8 - 1 0 segments. Magical fires w i l l also sharp thorns.
12 IMAGINE magazine, A u g u s t 1 9 8 3
Starshine (Evocation-Illusion) The spike s t o n e s spell c a u s e s r o c k t o shape i t s e l f into long,
sharp points which blend into the background. It is effective on
Level: 3 Components: V, S. M both natural rock and worked stone. The stone spikes serve to
Range: 1 "/Ievel Casting Time: 5 segments impede progress or actually inflict damage. If an area is carefully
Duration: 1 t u r n / l e v e l S a v i n g Throw: None observed, i t is 25% likely per observer that the sharp points of
Area of Effect: 1 square inch per level rock will be noticed. Otherwise, those entering the area of effect
of the spell will effectively suffer attack by dagger from the druid
A S t a r s h i n e spell enables t h e d r u i d t o i l l u m i n a t e a n area of the level of the spell caster, immediately upon setting foot in
softly, as if it were exposed to a clear night sky filled w i t h stars. the area and for each step therein thereafter. The initial step will
Regardless of the height of the open area in w h i c h the spell is be sufficient t o a l l o w the individual to become aware of some
cast, t h e area immediately beneath i t w i l l be lit by starshine. problem only if the attack succeeds; otherwise movement will
Vision will be clear at up to 30', indistinct to 60', and beyond that continue u n t i l damage occurs. C h a r g i n g / r u n n i n g victims w i l l
only gleams will be discernible. The starshine allows shadows. suffer 2 attacks per 1 " of movement rate over the area of effect
It enhances ultravision t o its full potential b u t does not allow after initial damage before being able to halt. Others will suffer
infravision. The spell makes the area o f effect appear to be a but 1 additional attack-like check.
night sky, but disbelief merely allows the disbeliever to note that Those falling i n t o p i t s w h e r e stone spikes are present w i l l
the 'stars' are actually the evoked lights of a starshine spell. suffer 6 s u c h a t t a c k - l i k e checks, e a c h m a d e a t + 2 ' t o h i t '
The material components are several stalks from an amaryllis probability and +2 of damage inflicted per 10' of distance fallen,
tespecially Hypoxis) and several holly berries. spike damage being in addition to falling damage. The material
component of the spell is 4 tiny stalactites.

Liveoak (Enchantment)

Level:5 Components: V, S. M
Range: Touch Casting Time: 1 t u r n
Duration: 1 d a y / l e v e l Saving Throw: None
Area of Effect: 1 oak tree

This spell enables the druid to select a healthy oak tree and
cause it to serve as a protector. The spell can be cast on a single
tree at a time, and while a liveoak spell cast by a particular druid
is in effect, the same druid cannot cast a second such spell.
The tree upon w h i c h t h i s is cast m u s t be w i t h i n 1 0 ' of the
druid's living place, w i t h i n a place sacred to the druid, or within
10" of something which the druid wishes to protect. The liveoak
spell is cast upon a healthy tree of small, medium or large size
according t o desire and availability. A 'triggering' phrase of a
maximum o f 1 w o r d per level o f the druid casting t h e spell is
then placed upon the dvveomered oak; for instance 'Attack any
who c o m e n e a r w i t h o u t saying " s a c r e d m i s t l e t o e " first' i s a
10-word trigger phrase which could be used by a druid of 10th
level o r higher. T h e liveoak triggers t h e oak i n t o becoming a
treant o f appropriate size a n d attack capability, matching t h e
specifications o f t h e M o n s t e r M a n u a l , b u t w i t h o n l y 3 "
movement rate. The druid needs mistletoe to cast this spell.

M o o n b e a m (Evocation-Alteration)

_evel: 5 C o m p o n e n t s : V. S. M Transmute Wa t e r To D u s t (Alteration) Reversible


Range: 1 / l e v e l C a s t i n g Time: 7 segments
Duration: 1 r o u n d / level S a v i n g Throw: None Level: 6 C o m p o n e n t s : V. S, M
Area of Effect: / " diameter area (plus special) Range: 6 " C a s t i n g Time: 8 segments
Duration: Permanent S a v i n g Throw: None (& special)
By means of this spell the druid is able to cast a beam of soft Area of Effect: 1 c u b i c / l e v e l
light to strike down from overhead and illuminate an area T h e
light is exactly the same as moonlight, so that colours other than When this spell is cast, the subject area instantly undergoes a
shades of white and black will not be determinable. change f r o m liquid t o p o w d e r y dust. Note t h a t i f the w a t e r is
The spell caster can easily cause the moonbeam to move to already muddy, t h e area o f effect w i l l be expanded t o double
any area which can be seen and pointed at. This makes the spell normal, w h i l e if wet mud is concerned the area of effect will be
an effective way to spotlight something, like an opponent. While quadrupled. I f w a t e r r e m a i n s i n contact w i t h t h e transmuted
the m o o n b e a m a l l o w s s h a d o w s , a c r e a t u r e c e n t r e d i n a dust, t h e f o r m e r w i l l quickly permeate t h e latter, t u r n i n g t h e
moonbeam s p e l l i s m o s t c e r t a i n l y u n d e r observation. T h e dust to silty mud if a sufficient quantity of water exists to do so,
reflected l i g h t from t h i s spell a l l o w s dim visual perception 1 " otherwise soaking or dampening the dust accordingly.
beyond t h e area o f effect. The light does n o t adversely affect Only l i q u i d a c t u a l l y e x i s t i n g i n t h e a r e a o f e ff e c t a t t h e
infravision, and enhances ultravision to its greatest potential. moment o f spell c a s t i n g i s affected. L i q u i d s w h i c h a r e o n l y
The material components are several seeds of any moonseed partially water will be affected to the extent that actual water is
plant and a piece of opalescent feldspar (moonstone). concerned. If a living creature is concerned, a saving t h r o w vs
magic is required, and only one creature can be the target for
such s p e l l u s a g e , r e g a r d l e s s o f t h e s i z e o f t h e c r e a t u r e
Spike S t o n e s (Alteration/Enchantment) concerned. Failure to save results in the intended victim taking
8-32 points of damage, or twice this much vs creatures from the
-evel: 5 C o m p o n e n t s : V. S. M Elemental Plane of Water. The reverse of the spell is simply a
Range: 3 " C a s t i n g Time: 7 segments very high-powered create w a t e r spell which requires dust as a
Duration: 3 - 1 2 turns S a v i n g Throw: None component.
4-1 t u r n / level Either usage requires diamond dust of at least 500gp value,
Area of Effect: / " s q u a r e / level of caster 1 spike per 1' sq. and a bit of seashell, as well as the druid's sprig of mistletoe.
IMAGINE magazine, August 1983 13
Sunray (Evocation-Alteration) by lightning within the past 24 hours, then must select a sound
limb, r e m o v e i t f r o m t h e tree, a n d prepare a specially cured
Level: 7 C o m p o n e n t s : V. S, M section. This section m u s t be shaped a n d carved so as t o be
Range: 1 " / level C a s t i n g Time: 3 segments ready to accept the magic which the druid will then place upon
Duration: 1 r o u n d S a v i n g Throw: Special it T h e staff m u s t be o f ash, oak or y e w wood. C u r i n g by sun
Area of Effect: / " diameter area (plus special) drying and special smoke requires 2 8 days. Shaping, carving,
smoothing and polishing requires another 28 days. The finished
When a sunray spell is cast, the druid evokes a burning beam of staff, showing scenes of woodland life, is then rubbed with the
light which is similar to a ray of actual sunlight in all important juice of holly berries, and the end of it is thrust into the earth of
aspects. I t i n f l i c t s b l i n d n e s s f o r 1 - 3 r o u n d s o n a l l creatures the d r u i d ' s grove w h i l e t h e druid speaks w i t h plants, calling
within i t s area o f effect unless a successful saving t h r o w vs upon the staff to assist in time of need. The item is then charged
magic is made. Creatures using ultravision at the time w i l l be with a d w e o m e r which will last for many changes from staff to
blinded for 2-8 rounds. Those within its area of effect, as well as treant and back again.
creatures w i t h i n 2 " o f its perimeter, w i l l have n o infravisual While t h e s t a f f / t r e a n t w i l l i n i t i a l l y b e o f largest size a n d
capabilities for 2-5 rounds. Undead caught within its main area greatest n u m b e r o f h i t points, e a c h 8 p o i n t s o f d a m a g e i t
of effect must save vs magic or take 8-48 points of damage, half accumulates actually reduces it by 1 h i t die. The staff begins at
damage if a save is made. Those w i t h i n the secondary area of 12 hit dice and 96 hit points, goes t o l l and 88, 10 and 80, Band
effect (up to 2 " from t h e perimeter) m u s t save to avoid taking 72, etc. As,.it loses h i t dice, i t becomes smaller i n size, t h u s
3-18 points o f damage; n o damage i f this save is made. The losing attack p o w e r a s w e l l . I f a n d w h e n t h e s t a f f / t r e a n t i s
ultraviolet light generated by the spell will inflict similar damage brought b e l o w 7 h i t dice, t h e thing crumbles t o sawdust-like
on fungoid creatures and subterranean fungi as well, just as if powder and is lost. The staff cannot ever be brought upwards in
they were undead, but no saving t h r o w is possible. dice or hit points, except by a wish. Of course, a n e w staff can
The material c o m p o n e n t s are an aster seed and a piece o f always b e s o u g h t out, seasoned, a n d s o forth, t o b e g i n t h e
aventurine feldspar (sunstone). process anew.
When the druid plants the end of the staff in the ground and
speaks a special command prayer and invocation, the staff turns
Changestaff (Evocation-Enchantment) into a treant. It can and will defend the druid, or obey him or her
in any way it can. However, it is by no means a true treant, and it
Level: 7 C o m p o n e n t s : V. S. M cannot converse w i t h actual treants. The transformation lasts
Range: Touch C a s t i n g Time: 3 segments for as many turns as the druid has levels of experience, until the
Duration: Special S a v i n g Throws: None druid commands the thing to return to its true form, or until the
Area of Effect: The druid's staff thing is destroyed, whichever occurs first.
In order to changestaff, the caster must have either mistletoe
By means of this spell the druid is able to change his or her staff or leaves (ash, oak or yew) of the same sort as the staff.
from a pole of dead wood into a treant of largest size. In order to
cast the dweomer, the druid must first have located a tree struck Aki Gary Gygax

14 IMAGINE magazine, A u g u s t 1 9 8 3
111111111minfig0111111111110111MINIMMIMPIMIN0HINIMINIMMIDIPIMPIPIIIMPIIMINKAMOMMIHIMAIIMMI 11111111111111111111111111111111111111111111111111111i1001
,NOT
II

Runequest Rumbles
The - e gear
The amazing for Car
popularity Wars
of the bizarre Tom S h a w o f Av a l o n H i l l G a m e s h a s P o w e r and Perils. To m S h a w felt that
Car W a r s g a m e s h o w s n o s i g n o f confirmed t h a t negotiations are taking P&P, a m u c h less complex game, w i l l
slackening. K e e p i n g u p t h e m o m e n - place concerning A H buying the Rune- appeal to different markets from RQ.
tum, S t e v e J a c k s o n G a m e s h a v e quest role-playing game from Chaosium
announced t w o n e w expansion sets. Inc. 'Nothing has been signed yet', was Recently arrived i n t h e U K i s Pavis, a
Set 2 , E a s t M i d v i l l e , h a s t w o s t r e e t his comment at the time this magazine meaty campaign package for Runequest.
maps that link with the Sunday Drivers went t o p r e s s , b u t i f a s a t i s f a c t o r y This is described as t h e f i r s t c i t y base
map, m a k i n g f o r a t r u l y huge playing conclusion c a n b e r e a c h e d , A H w i l l exclusively designed for the game, and
area. Set 3, Armadillo Autoduel Arena market Runequest from next year. Steve contains maps, guides, adventures and
has t w o 2 1 " x 3 2 " maps w h i c h make Perrin of Chaosium Inc a co-designer history. Packed in an attractive box, this
up a g i a n t d u e l l i n g a r e n a . F i n a l l y, of Runequest said that an agreement comprehensive ( i f r a t h e r e x p e n s i v e )
there i s t h e C a r W a r s R e f e r e e ' s was very close and that the Chaosium play aid should prove very popular with
Screen p r o v i d i n g a l l t h e c h a r t s a n d will c o n t i n u e t o p r o d u c e R O s u p p o r t RO enthusiasts. Don't be misled by the
tables n e e d e d t o c o n t r o l a t y p i c a l material for sale through Avalon Hill. box, b y t h e w a y. T w o o f t h e s h o r t
session o f h i g h w a y h o r r o r s a n d scenarios w h i c h are mentioned on t h e
heroics. It remains to be seen h o w such a deal back of the box had to be left out at the
might a f f e c t d i s t r i b u t i o n i n t h e U K , last minute, apparently because one of
More news from SJG. They have split which is currently handled by London- the long scenarios became longer than
their m o n t h l y S p a c e G a m e r based Games Workshop. was originally expected. The Chaosium,
magazine i n t o t w o b i - m o n t h l y p u b - who publish P a v i s state t h a t t h e total
lications. O n e r e t a i n s t h e o r i g i n a l Meanwhile, A v a l o n H i l l a r e p r e s s i n g amount o f s c e n a r i o m a t e r i a l i s n o t
name and is devoted exclusively to all ahead with their own role-playing game, decreased, however. Price: 1 4 . 9 5 ,
aspects of SF. The other deals entirely
with fantasy topics and is called, quite
reasonably, The Fantasy Gamer. The
first new-look Space Gamer came out
in t h e U S i n J u n e a n d t h e f a n t a s y IMAGINETm magazine would like to thank
offspring came out in July. Doug Cowie for his assistance Conspiracy Theory
with these items.
Operation Peregrine T h e
Ctuanchiovt C o n s p i r a c y i s a n e w
Space O p e r a a d v e n t u r e f r o m F a . ) .
Transatlantic Tales The players' assignment is to destroy a
criminal syndicate. Along the way they
Having so nearly predicted the contents Wargaming fans should be pleased with must rescue the Chief Connoisseur of
of the last shipment it did include the the news that the first news of expected the Horkalie Cult, w h o i s leader o f a
STARFRONTIERSIm r e f e r e e ' s s c r e e n , 5p1TM games has reached us. To w a r d s rerKarkable r e l i g i o n w h i c h b e l i e v e s
UK1, EX1, and TS004, but also brought the e n d o f t h e s u m m e r, W e l l i n g t o n ' s the u n i v e r s e i s c o n t a i n e d i n t h e
EX2 Beyond the M a g i c Mirror and X4 Victory a n d A i r W a r ' 8 0 should b e stomach o f an e n o r m o u s deity. T h e y
Master o f t h e D e s e r t N o m a d s over reprinted and the brand n e w B a t t l e o f worship by shooting ship-loads of food
earlier than expected o u r confidence Britain a n d A G l e a m o f B a y o n e t s into s p a c e . P r o s p e c t i v e p l a y e r s b e
has been improved for this month's look games w i l l appear. M o r e n e w g a m e s warned the villains stop at nothing.
into the crystal ball. The above are in the are expected in the spring of 1984. It's even said that they are prepared to
shops, and w e look forward to 15 To m b disrupt the annual Sky Cruiser Race on
of M a r t e k , X 5 Te m p l e o f D e a t h a n d Lastly, Games Workshop have received Grutzorn1 Is nothing sacred?
GB3 Death on the Docks. some interesting material from the USA
this summer. Possibly the most import-
As the s u m m e r progresses, w e should ant development is the S t a r t e r Edition
see M2 Maze of the Riddling Minotaur of Tr a v e l l e r, a c o m p l e t e b e g i n n e r s '
and t h e S TA R F R O N T I E R S / K N I G H T- introduction f o r E7.95. T h e y a r e a l s o Warhammer
HAWKSTm game. Thereafter, we hope to stocking t h e I.C.E. r a n g e o f f a n t a s y
see t h e O r d e a l o f M a g i c c o m p u t e r scenarios b a s e d o n J . R . R . To l k e i n ' s Citadel Miniatures have released their
game in both Apple and Atari versions, Middle Earth books, playable w i t h a n y Wa r h a m m e r rules. Described as t h e
and then even f u r t h e r forward into the FRP s y s t e m . T h e r a n g e b e g i n s w i t h 'mass c o m b a t f a n t a s y r o l e - p l a y i n g
mists o f t i m e t h e r e v i s e d G A M M A M i d d l e Earth, a guide book and poster game' i t consists o f three books i n a
WORLDTM game, 0 1 G e m & t h e S t a ff , map, A n g m a r, Land of the Witch King, nice looking box: Ta b l e - t o p Battles,
L2 A s s a s s i n ' s K n o t , G W4 M i n d Umbar, H a v e n o f t h e C o r s a i r s a n d Magic and Characters. They provide
Masters and, of course Monster Manual Ardor a r e a l m o f Southern M i d d l e rules for fantasy action ranging f r o m
II a n d t h e revised W O R L D O F GREY- Earth. Prices a r e E 6 . 9 5 f o r t h e g u i d e role-playing i n d i v i d u a l c h a r a c t e r s t o
HAWKTM gazetteer. book and f 7 . 9 5 each for the rest. large battles. E5.95.

IMA3,NE magazine, August 1983 15


EX1
Dungeonland is intended as an extension
of any existing dungeon level or adventure
setting for characters levels 9-12. W h e n
things are a mite boring or the players are
showing signs of dissatisfaction, the DM
should unobtrusively guide them into this
By the t i m e you read this, D r a g o n m e e t Also w i t h r e g a r d t o g a m e s f a n z i n e s , module w i t h o u t t h e m k n o w i n g w h a t i s
will have been and gone and hopefully a warmest congratulations are due to Clive happening. I t i s s u g g e s t e d t h a t t h e
lot o f y o u w i l l h a v e t u r n e d u p a t t h e Booth's C h i m a e r a w h i c h h a s r e c e n t l y module b e concealed w i t h i n t h e m a i n
fanzine stall, t h r o w n eggs a t Billenness passed t h e m a g i c a l 1 0 0 i s s u e s m a r k . body o f the D M ' s campaign material so
and asked for my autograph. You will also These days Chimaera is something o f a that the players are completely unaware
have gone away with armfulls of fanzines. shadow o f its f o r m e r self w h e n i t t w i c e that it is in use. Dungeonland is designed
I k n o w this because I have great faith in won the Zine Poll, Clive was in the middle to perk up jaded senses with a testing and
Simon's h a r d s e l l t e c h n i q u e a n d h e of every hobby feud and all I k n e w about amusing change of pace. If run properly, it
should b e i n f i n e f o r m a f t e r a l l t h e the hobby was that it was one of the many will succeed i n t h i s a i m admirably. The
practice h e w i l l h a v e g o t d u r i n g t h e odd things that Pete Lindsay did. In those underlying t h e m e i s e x c e l l e n t a n d a s
General Election. I k n e w there was a use days too Clive proudly ran a postal D & D ' soon as i t becomes apparent w h a t i t is,
for politics somewhere. game. R e a c t i o n s t o F R P t h e n w e r e the D M ( a n d t h e players, a s t h e t r u t h
markedly less polite than t h e y are n o w. dawns o n t h e m ) w i l l t h i n k 'Great. N o w
Talking of which, the Convention Assoc- The D&D game is still on the list of those w h y didn't I think of that?' Since prospec-
iation idea floated in Miser's Hoard is still run, though sadly there are only openings tive p l a y e r s a r e a s l i k e l y t o r e a d t h i s
'under discussion'. N o t t h a t a n y o n e i s for D i p l o m a c y. O n l y t w o o t h e r z i n e s review as DMs are, I can't give the game
opposed t o t h e g e n e r a l p r i n c i p l e , b u t currently publishing are past 1 0 0 issues away, b u t l e t ' s s a y t h a t t h i s m o d u l e i s
some people a r e m o r e w a r y o f 'official' Pete Birk's Greatest Hits and a rather based u p o n a classic piece o f fantastic
organisations t h a n o t h e r s . F o r t u n a t e l y retiring zine called Courier from someone literature, a n d l e a v e i t a t t h a t . T h e
the w o r k g o e s o n regardless a n d M i k e called Tu r n b u l l w h o i s believed t o w o r k designer h a s translated t h e basic c o m -
Lewis i n f o r m s m e t h a t h e a n d S i m o n for some games company or other. ponents i n t o a n imaginative s e t t i n g f o r
have a n a r r a n g e m e n t w i t h G a m e s the AD&DTM game, w i t h added layers of
Workshop t o r u n a f a n z i n e s t a l l a t a l l One of the more pertinent questions that detail c u l l e d f r o m h i s o w n e x t e n s i v e
Games Days f r o m n o w on. T h e London has been thrown at me about this column gaming experience.
event is s o m e w h a t later than usual t h i s is ' w h y h a v e n ' t y o u m e n t i o n e d B r i a n
year due to the hall being refurbished. I'll Dolton yet?'. T h i s i s i n d e e d a s e r i o u s Play t a k e s p l a c e a r o u n d t h e W i l d s o f
remind y o u a b o u t t h e a r r a n g e m e n t s oversight b e c a u s e D o l t o n h a s m a d e a Du ngeonland b u t s i n c e i t i s a h i g h l y
nearer the date. career o u t o f being a personality t h e
sort o f f e l l o w on w h o m gossip c o l u m n s
The b i g g e s t n e w s i t e m i n t h e P o s t a l should thrive. Veteran FRP players m a y
Games hobby at present is the results of remember his first foray into editing, the
the Gladys Aw a r d s , t h e hobby's version
of the Oscars, w h i c h are currently being
late ( v e r y l a t e o n s o m e o c c a s i o n s )
D e m o n s b l o o d . Since t h e n he has been X4 M A S T E R OF
run by M i k e A l l a w a y in P y r r h i c Vi c t o r y. through the unique RPG discussion zine,
Somewhat surprisingly there is very little Death's D a n c e Ta k e n S l o w l y, a n d i s It's not unusual for module designers to
change from last year Richard Hucknall's now plaguing the world with Lokasenna, use t h e d e v i c e o f a f u l l s c a l e w a r t o
Fall of Eagles once again swept the board a g a m e s zine devoted t o bad taste a n d provide a s u i t a b l y d r a m a t i c s e t t i n g f o r
in the Diplomacy categories, an achieve- noted f o r h a v i n g a g o b l i n a s a r e g u l a r their adventures. M o r e often t h a n not, a
ment which is all the more remarkable for columnist. W h e t h e r o r n o t i t i s safe t o basically decent ruler finds his territories
the f a c t t h a t F O E i s b e i n g r u n d o w n bring Dolton to a w i d e r audience is open invaded by an alliance o f foul m o n s t e r s
towards a fold. The general games cate- to doubt, b u t i t does give m e a n oppor- and e v i l m e n . H i s o w n a r m i e s a r e
gories w e r e a g a i n d o m i n a t e d b y t h e tunity to make an important public appeal. powerless t o s t e m t h e t i d e s o h e
'Tring mafia' w i t h Alan Parr's H o p s c o t c h At G a m e s D a y '81 s o m e o n e w a s seen advertises for adventurers to help. This is
exchanging places w i t h A c o l y t e t o w i n wearing an 'I hate Brian Dolton' tee-shirt. the c u e f o r t h e party o f players t o step
Best G a m e s Z i n e b u t t h e r e s p e c t i v e If anyone can identify that person please forward. As a last desperate hope they set
editors holding reversed positions in Best let m e k n o w because large n u m b e r s o f off alone to slip through the enemy lines
Non-Diplomacy Games Master. fanzine editors w a n t to buy him a drink. in a bid to defeat the source of the evil in
its lair. A l l rather reminiscent of the role
John M a r s d e n ' s O d e w a s o n c e a g a i n Finally, s o m e p o s s i b l e g o o d n e w s f o r of Frodo and Sam in Lord of the Rings.
Best f o r Hobbynews a n d To m Tw e e d y ' s anyone interested in playing a D&D game
Dib D i b D i b again took t h e Best Letter by post. Tom Tweedy has announced that X 4 M a s t e r of the Desert Nomads has
Column prize. The host zine managed to he would like to run a game in Dib Dib Dib. been given this scarcely original plot for
pip R i p p i n g Ya r n s for Best Looking Zine, This w i l l b e r u n o n s i m i l a r l i n e s t o t h e its players to adventure in. However, right
this b e i n g t h e o n l y s i g n i f i c a n t c h a n g e game that Dave Tant ran for Chimaera from the start, the designer has built onto
since l a s t year. T h e o n e c a t e g o r y t h a t PA m e m b e r s m a y recall Dave's articles the s t e r e o t y p e w i t h i n t e l l i g e n c e a n d
cannot be won two years on the trot, Best about the game in PA N . To m is looking imagination. I n s t e a d o f b e i n g u s h e r e d
New Z i n e , w a s s h a r e d b e t w e e n P a u l for an unspecified n u m b e r of players and into the presence o f the governor, king,
McGivern's M e r c u r i u s A u l i c u s and Gary a DM. The gamefee has yet to be fixed. By duke o r w h a t e v e r, a s u s u a l l y happens,
Piper's The Road Goes Ever On. There's the publication date the game may have the c h a r a c t e r s b e g i n t h e g a m e a s t h e
very l i t t l e R P G m a t e r i a l i n a n y o f t h e filled u p , b u t i f you a r e interested t h e n lowest form of mercenaries volunteering
above zines which is largely because RPG drop a l i n e t o To m a t 2 9 S t a n l e y H i l l to f i g h t i n t h e Republic's a r m y. J u s t t o
fanzines h a v e o n l y r e c e n t l y s t a r t e d t o Avenue, A m e r s h a m , B u c k s H P 7 9 B D . reinforce the message that they are n o t
interest themselves in such competitions. 35p for a copy of Dib would doubtless also exactly t h e c e n t r e o f t h e universe, t h e
Perhaps M i k e c a n b e p e r s u a d e d t o be appreciated. After all, you'll need to get players l e a r n t h a t t h e y a r e t o o l a t e t o
introduce a Best for RPGs category next the zine to play the game. march w i t h t h e m a i n a r m y a n d s o t h e y
year. Pete Ta m l y n must join the reserves, 'undesirables and
16 IMAGINE magazine, A u g u s t 1 9 8 3
GAMES REVIEWS
DUNGEONLAND
magical e n c l a v e , t h i n g s a r e o f t e n n o t letters, and several letters are common to
where or w h a t they seem. Certain keyed all t h e m a p s . T h i s c a u s e d m o m e n t a r y
areas provide the major encounters, b u t confusion on occasions, compounded by
players may strike off the beaten track if the f a c t t h a t t h e m a p s a r e s o m e t i m e s
they insist (and t h e y u s u a l l y do!). T h e y referred to by numbers although none of
will q u i c k l y f i n d t h a t t h e f o r e s t w h i c h them is actually numbered. The numbers
borders t h e c l e a r i n g s a n d p a t h s i s a in fact refer to the encounters. These are
horrendously d i ff i c u l t obstacle t o m o v e also n a m e d a n d t h e m a p s f o r e a c h
through, inhabited by daunting monsters. encounter carry the same names so it is
The encounters are loosely linked, but it is possible to identify the correct map by this
not disastrous if they are not followed in convoluted method. I t w o u l d have been
the 'right' order. Thus DMs do not need to much easier to number the maps as well
indulge in dubious sleight-of-hand to get as n a m i n g t h e m . T h i s m e r e l y
the p l a y e r s t o f o l l o w a p r e d e t e r m i n e d emphasises h o w necessary i t is f o r t h e
story. An exception to this does exist in DM t o read t h e module carefully before
one place a certain chain of events has to running it,
occur but this provides an opportunity
for the D M s to test their skills. There are some interesting new monsters
and magic items presented that I'm sure
There i s a w h i m s i c a l v e i n o f h u m o u r will s o o n b e t r a n s f e r r e d t o o t h e r c a m -
running through this module but, true to paigns. I p a r t i c u l a r l y l i k e d t h e H a t o f
its l i t e r a r y i n s p i r a t i o n (no, I ' m s t i l l n o t Disguises w h i c h a l l o w s t h e w e a r e r t o become reiterations o f a s e t o f clichs.
saying w h a t t h e source is), t h i s can, o n alter his or her appearance in a number of Dungeonland c e r t a i n l y i s n ' t t h a t . T h e
occasions, b e v e r y b l a c k h u m o u r. A n y ways. This would be a very useful aid for designer h a s d o n e a s p l e n d i d j o b i n
players w h o i m a g i n e t h a t t h e y are i n a any character but particularly for thieves converting a w o r k o f l i t e r a t u r e i n t o a
happy-go-lucky playground may be swiftly or assassins. game setting without harming the subtle-
and roughly disabused o f such a notion. ties o f e i t h e r. A s a g a m e i t r u n s v e r y
They w i l l q u i c k l y l e a r n , s h o u l d t h e y This product is a good example o f h o w smoothly d u e , n o d o u b t t o e x t e n s i v e
survive, t h a t Dungeonland is dangerous module design is developing. They remain playtesting. I look f o r w a r d t o t h e f o l l o w
as well as delightful. interesting and technically sound w h i l s t up, Beyond the M a g i c M i r r o r, Oh, by the
displaying m o r e a n d m o r e c o n c e p t u a l way, it's only fair to name the designer of
My only quibble is w i t h the maps. There originality. As the output of modules has such a g o o d p i e c e o f w o r k . I t ' s G a r y
are 5 o r 6 , a l l o f w h i c h a r e k e y e d b y increased t h e y c o u l d s o e a s i l y h a v e Gygax.

THE DESERT NOMADS


unusables', w h o are merely second rate There i s a n o t h e r l a r g e s c a l e i n c i d e n t However, I would advise players to watch
reinforcements. After a while, the players which t h e p a r t y i s l i k e l y t o f i n d i t s e l f out for the Bhuts the trouble is you may
do get a special mission to perform. The involved in. This is a battle between 1 0 0 not k n o w you have met one until it's too
precise n a t u r e o f t h i s mission depends bandits and 40-50 caravan guards. Once
upon whether the DM intends to carry the again m o s t m o d u l e d e s i g n e r s w o u l d
adventure o n i n t o M o d u l e X 5 T h e consider such a clash too u n w i e l d y and The only real drawback of this module is
Temple o f D e a t h , o r n o t E i t h e r w a y, i t would leave it out W i t h a little ingenuity, that t o h a v e a r e a s o n a b l e c h a n c e o f
involves a hazardous wilderlands journey however, Mr Cook has devised a perfectly progressing t h r o u g h t o t h e e n d , t h e
with n u m e r o u s encounters a n d several workable system which allows the whole players h a v e t o m a k e t h e c o r r e c t d e -
dungeon style sub-adventures en route. battle t o b e f o u g h t i n a r e a s o n a b l e ductions and choose the right courses of
amount o f t i m e a n d w i t h t h e p l a y e r s action at certain stages. This is inevitable
The d e s i g n e r h a s d o n e a g o o d j o b i n utilising their characters' abilities to the in an adventure which has a definite goal
creating the atmosphere of a land at war. full. A large fight like this, particularly if (a 'quest' adventure if you like) but those
Many of the encounters reflect this w i t h the DM has sufficient pieces to recreate it w h o want a completely free choice game
organised patrols o f soldiers o f various w i t h model figures, is a most exciting and should l o o k elsewhere. M o s t D M s w i l l
races to be outfought or outwitted, At one invigorating experience for any group of want their players to experience all t h a t
stage t h e party m a y f i n d t h e m s e l v e s i n players. the module has t o offer because i t is o f
the middle of a huge enemy army. such a h i g h standard. To achieve t h i s ,
There a r e p l e n t y o f m o r e t r a d i t i o n a l however, they will have to be prepared to
This is the kind of complicated encounter encounters as w e l l , s o m e requiring w i t indulge i n c o v e r t a n d ( i f t h i n g s g e t
that m o s t designers s h y a w a y f r o m b u t and thoughtfulness and some requiring desperate) s o m e o v e r t p r o m p t i n g . T h e
David Cook handles it well, covering the force and vigour. The final set piece is in a designer has included provision for this,
most likely actions a party would take in classic c o r r i d o r s - a n d - r o o m s s e t t i n g . I t which is a great help if used sparingly and
such a situation. A n experienced DM will has a fine, t h r e a t e n i n g atmosphere and wisely by the DM.
be able to control this encounter w i t h o u t some good NPCs. There i s also a lovely
:oo m u c h trouble. This meeting w i t h a n twist in the plot that could put an unwary This i s a g o o d m o d u l e w i t h s o m e p a r -
entire e n e m y a r m y s e r v e s t w o u s e f u l party in a lot of trouble. ticularly noteworthy sections. It is clearly
purposes. It heightens the air of tension presented and mapped. If you can accept
and foreboding w h i c h should exist in the As usual, there are several new monsters the need f o r s o m e player guidance a n d
middle o f a w a r a n d i t r e i n f o r c e s t h e provided. The Juggernaut is an interesting prompting, you w i l l find i t a w o r t h w h i l e
advisability of the party using stealth a t idea, being a magical infernal machine. and enjoyable experience.
least as often as force. Its nature can be guessed from its name. 411,5 D o u g C o w i e

IMAGINE magazine, August 1983 17


UK1 B E Y O N D THE CRYSTAL CAVE

The 'UK' tag gives it away, of course. This


module was designed in Britain. So, what
kind o f a j o b have Dave J B r o w n e , To m
Kirby and Graeme M o r r i s done to reflect
the state of play in the AD&DTM game in
the UK at the moment? Well, they haven't
let us down, that's for sure.

But f i r s t t h e b a r e b o n e s . B e y o n d t h e
Crystal C a v e i s a n a d v e n t u r e f o r 5 - 1 0
characters o f l e v e l s 3 t o 6 a n d i t i s
virtually a pre-requisite that one of them
should be a cleric or a druid. It is set in an
area s h o w n o n t h e W O R L D O F GREY-
HAWKTM m a p . T h e c o m p o n e n t s a r e a n W-(19 K \
illustrated, 32-page booklet protected by its a i m . C h a r a c t e r s w h o d e s t r o y a n d to random attack considering t h e heavy
a t h i n card wrap. M a p s and plans are plunder w i l l f i n d t r e a s u r e certainly, b u t emphasis on peace and goodwill. A party
printed on t h e inside of the cover and in precious few experience points and some which is conscientiously playing a calm,
the booklet. A s i s n o w c u s t o m a r y w i t h very f o r m i d a b l e opposition. T h o s e w h o gentle, diplomatic role can find itself the
AD&D modules, t h e layout i s clear, t h e adopt a s y m p a t h e t i c a n d c o u r t e o u s subject of physical assault on an arbitrary
descriptions lucid a n d accurate and t h e approach can conceivably go through the roll o f a dice, g i v i n g a 5 0 % c h a n c e o f
maps good. whole adventure w i t h o u t d r a w i n g a attack. T h i s i s a m i n o r point, h o w e v e r,
weapon. The main setting o f the adven- easily altered by a D M w h o wishes to do
Thoughtful p l a y e r s o f A D & D h a v e l o n g ture, P o r p h e r i o ' s G a r d e n , i s h i g h l y so. Overall, UK1 i s a refreshing change
sought to divert the emphasis of the game original a n d w e l l t h o u g h t out. T h e n e w which gives the talkative sort of character
away from gratuitous violence and greed monsters w h i c h a r e provided h a v e a place in the limelight too often filled by
t h e so-called 'hack and slay' adventure. promise for extended use particularly the brutish f i g h t e r o r t h e p o w e r f u l M U .
Many modules claim in their introduction the Green Man, an Old English eccentric There i s a l s o a m p l e o p p o r t u n i t y f o r a
that 'diplomacy a n d intelligent play w i l l if ever there was one. weary D M t o i n d u l g e i n s o m e sprightly
be r e w a r d e d m o r e t h a n i n d i s c r i m i n a t e fun. A good package. Try it for a relaxing
aggression'. This is such a module and it Anything wrong with it? I thought some of change.
is more successful than most in achieving the garden's inhabitants were too prone 1045 Doug Cowie

CITY OF SORCERORS
This i s a f a n t a s y b o a r d g a m e f o r 2 - 4 Magic research c a n b e hazardous, a n d Unfortunately, though fast-moving, quite
players, e a c h a n a p p r e n t i c e s o r c e r o r players may draw 'malediction and afflict- fun, and easily finishable i n u n d e r three
learning his trade before being tested. It is ion' cards which vary in their detrimental hours, C i t y o f S o r c e r o r s s u f f e r s f r o m
a well-produced offering in an attractive effects. All afflictions can be cured, but it poorly w r i t t e n rules. T h e y a r e t o o b r i e f
box, a n d i n c l u d e s : 7 8 K n o w l e d g e , 7 7 is up to the player to decide w h e t h e r it is and consequently flawed. Tr u e , a r e a d
Fate, 25 College of the Arch-Mage and 11 in his best interests to spend time on the through all the cards will furbish answers
Artifact cards; 4 d i ff e r e n t A r e n a maps, cure o r s u ff e r t h e problem, f o r t h e r e i s to m a n y rules queries, b u t reading slip-
each 8 x 11 i n c h e s ; a 1 6 x 2 2 i n c h City something of the race element in part 1. shod rules and then going through 1 9 0 -
Map (essentially a g l o r i f i e d p l a y i n g - a i d After 1 8 t u r n s R e s e a r c h c e a s e s a n d odd cards is not the way to learn a games
sheet); 25 large hex-shaped terrain chits players are p u t to the test in t h e arena, system. I r o n i c a l l y, o n c e m a s t e r e d t h e
(used for altering terrain in the Arena); 66 whether they are ready or not. game i s a s s i m p l e t o play a s t h e r u l e s
counters representing havens, monsters, intended. Pity.
artifacts and spells (spoilt by being rather In part 2, an arena is randomly selected " 6 Robert Hulston
too thin); dice; players' notes sheets; an from the four. Each depicts a wilderness
information sheet and rules book (whew!). with d i f f e r e n t t e r r a i n . P l a y e r s s e c r e t l y
note the location hex of their 'haven' a
The game is divided into two parts. In the stronghold w i t h i n the arena and then,
first, the players are fledgelings studying by various magical m e a n s , m u s t detect
'elements o f m a g i c ' artifacts, s p e l l s and eliminate opponents' havens to win.
(monster conjuring, monster control and To t h i s e n d artifacts a n d spells m a y be City o f Sorcerors, a boxed boardgame
several others), potions, psychic potential, utilised, m o n s t e r s conjured and control- with cards, counters, rules a n d other
mystery levels and ancient tomes. Each led, t e r r a i n a l t e r e d a n d p s y c h i c p o i n t s aids, is manufactured in this country by
turn t h e players m o v e o n t h e City Map, expended. Players are not represented by Standard Games and Publications, Arlon
enrolling i n o n e o f t h e e i g h t colleges, counters themselves, and may not leave House, Station Road, K i n g s Langley,
such a s t h o s e o f t h e A l c h e m i s t o r t h e their h a v e n s ; t h e y a r e S a r u m a n - l i k e Hertfordshire WD4 8LE It costs E9.95.
School of Magic, w h i c h specialise in one sorcerors, working magic and manipulat-
or more of these elements. After enrolling, ing monsters from their towers. As there Standard are previously known for the
cards are generally drawn from one of the are o n l y 2 0 hexes i n t h e arena, havens games Cry Havoc, ,a medieval combat
decks a n d players m a y a t t e m p t t o keep are quickly discovered, s o action m o v e s simulation game, and Starship Captain,
the cards o f t h e i r choice. M u c h l u c k i s fast and furiously; this second part should a game of war in space. These have been
involved, b u t c e r t a i n r u l e s d e v i c e s d o rarely last more than 6 turns. Compared re-released in an attractive boxed form,
enable p l a y e r s t o m a k e d e c i s i o n s a n d to part 1 l u c k is less influential a n d t h e with m i n o r alterations t o t h e original
choices s o t h a t , t o a n extent, t h e y c a n w i n n e r will usually be the player who had games. These versions cost 9.95 and
dabble in the elements they prefer. the most success with magical research. 12.95 respectively.
18 IMAGINE magazine, A u g u s t 1 9 8 3
STARFRONTIERSTm GAME-SCREEN
The STARFRONTIERSTm g a m e - s c r e e n Corporation. L o s t y e a r s a g o , i t h a s Both scenarios are playable separately as
enables r e f e r e e s t o h i d e t h e i r n o t e s , recently been found drifting in space with boardgames. They use the deck plan from
maps and dice rolls from the prying eyes all t h e c r e w and passengers dead, killed the b o x e d s e t w i t h t h e a d d i t i o n o f a n
of over-enthusiastic players behind three by an u n k n o w n disease. It has n o w been upper d e c k provided w i t h t h e m o d u l e .
101/2" x 81/2" panels, printed on card. It decontaminated a n d t h e p l a y e r s h a v e New rules deal w i t h control of the ship's
provides a h a n d y source o f ready refer- been hired to travel w i t h the ship to the systems w h i c h c a n c h a n g e h a n d s f r e -
ence t a b l e s , w i t h c o m b a t t a b l e s , s k i l l nearest s t a r p o r t . E i g h t p r e - g e n e r a t e d quently d u r i n g t h e c o u r s e o f t h e f i r s t
success scores, r e a c t i o n m o d i f i e r s a n d characters are provided possessing high adventure. A s a n a d d e d b o n u s a n e w
vehicle tables on t h e referee's side and skill levels, making the module unsuitable alien race is introduced. The t w o adven-
equipment costs, skill acquisition costs, for p l a y e r s w i t h l o w l e v e l characters. tures, even if not used in campaign play,
terrain c h a r t s , r o b o t s a n d c o m p u t e r s Accompanying the players are five robots make e n j o y a b l e a n d e x c i t i n g p l a y i n g
covered on the players' side. It is well laid which play diffferent roles i n each sessions i n t h e i r o w n r i g h t a n d c a n b e
out and speeds up play by removing t h e scenario. played on evenings when there are only a
need to be continuously referring t o the few players available. The screen is w h a t
rule book. The f i r s t scenario deals w i t h a group of STARFRONTIERS r e f e r e e s h a v e b e e n
aliens, armed to the teeth, boarding the waiting for. N o w you can relax, confident
Included with the screen is an eight page Omicron. I t i s a f a s t m o v i n g s h o o t - o u t that your 'secret' maps are safely hidden
mini-module, Assault of Starship O m i - with l a s e r r i f l e s c r a c k l i n g a l l o v e r t h e from p r y i n g e y e s . I f y o u t a k e y o u r
cron, c o n t a i n i n g t w o a d v e n t u r e s . T h e ship. I t r a i s e s a n i m p o r t a n t q u e s t i o n , refereeing seriously you cannot afford to
adventures are set on board the Omicron, however how does the alien ship sneak be without it. Need I say more?
a starship owned b y t h e Pan Galactic up on the Omicron undetected? 0 0 Jim Bambra

QUANTUM JUMP
This i s a n a b s t r a c t m o v e m e n t g a m e the dice rolls, though players have a lot of piece on the Quantum J u m p square at a
aimed at the family market for 2-4 players control over how, at least when they have time w h e n exactly half the o t h e r pieces
aged 7 and upwards. Understandably, the more than one piece in play. are in play.
rules a r e e x t r e m e l y s i m p l e a n d e a s i l y
learned everything appears on a single A piece w h i c h lands directly on a J u m p - In m a n y ways the game is derived f r o m
sheet. It comes boxed, with a mounted 24 square' m o v e s u p t o t h e n e x t r i n g . ludo, but it is probably better than that old
x 18 inch playing board, 2 dice, 26 plastic Movement between rings is also governed classic due to the greater control players
'tiddlywink' pieces i n 4 colours and t h e by 'zapping' and 'blatting'. A piece which can exercise. over t h e i r pieces a n d t h e
inevitable box space-filler.... passes any other piece 'zaps' it down onto extra thought required for some moves. It
the r i n g b e l o w. A p i e c e w h i c h l a n d s is fine if you like abstract games, but will
The g a m e board depicts five c o n c e n t r i c directly on another piece 'blats' the target not really interest exclusively 'adventure'
rings, loosely representing energy levels piece down a ring and boosts the blatter game rs.
within a n a t o m . E a c h i s t r a c k e d i n t o up a ring. These rules provide most of the
'squares' t o r e g u l a t e t h e m o v e m e n t o f fun; ' b l a t t i n g ' , ' b l a t t e d ' a n d ' z a p p e d ' l & Robert Hulston
pieces. A t the start of play all pieces are pieces c a n ' b l a t ' i n t h e i r o w n r i g h t ,
placed ' o u t o f p l a y ' a t t h e centre, a n d causing intricate chain-reactions. This is Quantum J u m p , a b o a r d g a m e w i t h
players alternately roll t h e dice t o bring w h y they call it 'a game of exasperation'. rules, c o u n t e r s a n d dice i s p r o d u c e d in
pieces into play 6 to start, and a free roll this c o u n t r y by Orca Games, 5 Dorking
for e v e r y 6 . I n - p l a y p i e c e s m o v e a n t i - Equally frustrating a r e t h e victory con- Road, Tunbridge Wells, Kent TN122LN. It
clockwise around the rings according t o ditions, whereby the winner must have a costs 15.95.

DIXON'S SAMURAI
Dixon M i n i a t u r e s h a s b e e n i n t h e feel. One nice feature of the range is the attack, the other firing a shortbow. There
business o f producing 2 5 m m w a r g a m e casting o f polearms a n d battle-banners are a l s o s o m e S a m u r a i i n ' u n d r e s s '
figures for several years, with a good deal separately giving the modeller a good rather than in full battle armour. All these
of success. The best k n o w n of these are deal o f f r e e d o m i n c h o o s i n g w h a t t h e figures a r e a g a i n c l e a n l y c a s t , w e l l
the large number of Samurai that Trevor finished product looks like. animated and attractively chunky.
Dixon specialises in sculpting. Recently,
Trevor has been engaged upon resculpt- Mounted f i g u r e s h a v e a l s o b e e n r e - Although these figures m a y not seem to
ing h i s S a m u r a i r a n g e a n d adding n e w designed. T h e n e w h o r s e s a r e n o w be directly relevant to RPG players, they
models. 'Eastern' looking, r a t h e r t h a n European are worth looking at for anyone interested
and c o m e i n several c o n v i n c i n g poses. in B U S H I D O o r s o m e t h i n g s i m i l a r, o r
The n e w f i g u r e s , a n d t h e re-designed The h o r s e s a l s o h a v e t h e t r a d i t i o n a l someone l o o k i n g f o r a f i g h t e r w i t h a
ones, are done to the new Dixon standard, Samurai tassels in profusion. The riders difference. I look forward to the day when
rather thick-set but cleanly cast and well have b e e n r e d o n e , a n d t h e v i c t o r i o u s Trevor Dixon designs some n o n - m i l i t a r y
detailed l f , at times, the anatomy seems a Samurai, complete w i t h the heads of his and/or fantasy subjects based o n h i s
little strange, t h e figures look extremely conquests, is a particularly savage piece. knowledge of the Samurai.
good w h e n placed together.
Added to the range are several subjects of 01.5 Mike Brunton
The m a i n p a r t o f t h e r a n g e i s s t i l l t h e relevance to role-playing garners, includ-
Samurai a n d A s h i g a r u ( l o w e r r a n k ing three ninja (Japanese Assassins), one Dixon M i n i a t u r e s a r e a v a i l a b l e f r o m
Samurai). T h e r e a r e s e v e r a l d i f f e r e n t of w h o m i s j u s t a b o u t t o l a u n c h a Dixon Miniatures, U n i t 28, S p r i n g Grove
poses a v a i l a b l e f o r b o t h s o r t s t h e throwing star at some poor unfortunate. Mills, Linthwaite, Huddersfield, W. Yorks.
Samurai w i t h h i s s w o r d h e l d ' a t t h e The o t h e r t w o n i n j a a r e n o t q u i t e a s Prices r a n g e f r o m 2 8 p f o r a 2 5 m m
ready' is particularly fine andJapanese in dramatic o n e i s c h a r g i n g i n t o t h e unmounted figure.
VA G I N E magazine, A u g u s t 1 9 8 3 19
C 0 1 2 0 e 1 2 11 . 0 1 2 a There's only
one word
to describe
a magazine e
that publishes
science fiction
of this calibre.
SCIENCEFl
1 2 l i t Stones

I I

Ask your local


retailer to deliver or
Part of the accepted history of this hobby
is that role-playing games owe an inspir-
halfway r o u n d t h e h o t e l w o u l d b e
inconceivable in the gaming world.
ewrit to:
ational debt to the world of fantasy- and
science-fiction. It's been said that inside A h i g h l i g h t o f t h e S t a r Trek convention TSR U K Limited,
The Mill, Rathmore Road, -
every SE fan is a potential gamer, waiting was a S h u t t l e c r a f t Debate; j u s t l i k e a Cambridge CBI 4 A D
to be brought into the hobby. Balloon Debate, only with a multi-system Telephone 0223 212517
integrity s h o r t f a l l i n s t e a d o f a l e a k .
Yeoman J a n i c e Rand appealed f o r s u r - AMAZING' is a trade mark owned by TSB Inc
SF fans share one thing in common w i t h
garners, ie the habit of attending annual vival because o f her c o n d i t i o n ; a very
shin-digs w h e r e l o t s o f o t h e r f a n s o f a Lawful G o o d M r Saavik suggested t h a t
similar p e r s u a s i o n c a n b e discovered, everyone else should survive; the Security
greeted a n d socialised w i t h R e a d e r s o f Man threatened to beat up anyone w h o
this m a g a z i n e w i l l b e a w a r e o f t h e suggested he should go; the Klingon had
gaming v a r i a n t s , k n o w n b e s t i n t h e information t h a t the Federation needed;
guises o f G a m e s D a y, G a m e s F a i r a n d
Dragonmeet. Ye t there is another breed
of this animal, found under the names of
Novacon a n d , m o s t r e c e n t l y, S o l I l l I f
the stowaway Tribble._ well, who knows
what i t tapped o u t o n t h e microphone;
and M r S c o t t w a n t e d t o be t h r o w n o u t
because he was old and past it. In the true
Cyril
you've n e v e r b e e n t o a c o n v e n t i o n ( o f
either variety) then you haven't lived.

Sol III w a s t h e 1 5 t h o ff i c i a l S t a r Tr e k
convention, h e l d o v e r t h e w e e k e n d o f
tradition o f S t a r Trek, t h e security m a n
got it first (Bob Shaw 'I've been thrown
out o f better shuttlecraft than this') and
Scotty survived by a landslide, presumably
because i f being o l d a n d past i t w a s a
HoweLdt
27th-30th M a y a t t h e G r a n d H o t e l , consideration, Star Fleet would lose 90%
Birmingham. S i m i l a r i t i e s w i t h convent-
ions i n t h e gaming w o r l d w e r e evident.
of its senior officers.
13-14 Cheap Street
Just like a GamesFair, the socialising and
the meeting of old friends is as important
Something e l s e s t r u c k u s a s amazing,
later the same day. There was an auction, Bath Te l : 6 0 4 4 4
as t h e o r g a n i s e d e v e n t s . J u s t l i k e a mostly of back issues of fanzines. I f this
Games Day, some of the participants feel ever catches on in the gaming world, and
the urge to dress up in suitable costume. you've got a D r a g o n l o r d s - 1, hang on to FOR EVERYTHING
And j u s t l i k e a Dragonmeet, t h e s t a l l s it! T h e prices w e r e q u i t e amazing, a n d
selling the peripheral paraphernalia do a
roaring trade.
there are just as many fanzines to do with
Star Trek a s t h e r e a r e i n t h i s hobby o f Fantasy
But there are subtle differences in style.
ours, it seems. Incredible.
& Sci-fi
One c o n c e p t b a r e l y s c r a t c h e d i n t h e Beyond this, there w a s n ' t a lot to choose
gaming w o r l d is that o f the 'guest star'. between the two kinds of event. Substit-
Sol III h a d J a m e s (Scotty) D o o h a n a n d ute w o m e n i n short Star Fleet u n i f o r m s D&D, A D & D ,
Walter (Chekov) K o e n i g f r o m t h e T V for women in short Elven gear, and super- RUNEQUEST,
series, a n d A n n e M c C a f f r e y a n d B o b cool Starship commanders for axe-wield-
Shaw for additional artistic integrity. To ing adventurers, and you w o u l d n ' t notice
TRAVELLER, T & T,
be fair, i t i s d i ff i c u l t t o t h i n k o f obvious the difference. Well, maybe. The gaming JUDGE D R E D D ETC.
candidates f o r garners t h o u g h G a r y hobby is still very young, and its adherents
Gygax did t h e job well a t GamesFair. In reflect its youth. That will change though,
CITADEL, BOOKS &
fact, Gary was more easily approachable and w e ' l l have t h e stars o f ' D & D the MAGAZINES ETC.
there than the guests at Sol III, who were movie' mixing w i t h their idolising fans.
wheeled on to perform, then disappeared. AL Paul Cockburn
Still, the queue for autographs stretching Kim D a n i e l
20 IMAGINE magazine, A u g u s t 1 9 8 3
-

'feteme gezae.J

-
A

//''

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PART 1: I N T R O D U C T I O N
This mini-module has been designed for a group of 4-3 characters of 4th
to 6 t h levels o f experience. I t requires i n f o r m a t i o n o n l y f o u n d i n t h e
AD&DTM game rules, and cannot be played w i t h o u t them.

The inspiration for this scenario comes from the legends of the Celtic
people. H o w e v e r, i t i s n o t i n t e n d e d t o b e a r e c o n s t r u c t i o n o f a n y
particular story from that mythos, nor is it intended to be a n adventure
set in a n y historical context. The scenario has been designed to a l l o w
the D M to introduce a Celtic feel into play. Therefore it is possible for
players t o u s e c h a r a c t e r s w h o h a v e n o t e x i s t e d i n t h i s k i n d o f
background before, b u t w h o have taken u p residence i n t h e lands o f
Conall mac Eogan.

If y o u p l a n t o p l a y i n t h i s adventure, p l e a s e s t o p r e a d i n g h e r e . T h e
information in the rest of this mini-module is for your Dungeon Master
(DM) only

' G I N E magazine, A u g u s t 1 9 8 3
21
THE TAKING OF SIANDABHAIR

The Taking of Siandabhair is divided into five sections:

Part 1 (this section) is an introduction to the mini-module.


.t11.14111,17.41.1..
Parts 2 - 4 a r e t h e detailed a d v e n t u r e k e y s f o r t h e t h r e e e n c o u n t e r s
;11t14014114,,mo.ne
w h i c h comprise the adventure t h e lairs of the Old Women of the Bay,
Lough a n d M o u n t a i n s . A l l t h e i n f o r m a t i o n n e c e s s a r y t o r u n t h e
Vet.'t:1'01,.1f*
w o t r,
adventure is provided in a series of area keys.

Part 5 contains details of a n e w monster t h e M o u n t a i n Hag.

Four maps are provided. O n e s h o w s the lay of the land over w h i c h the
adventure takes place; others relate to the lairs of the Old Women.

Where monsters or NPCs are described in the text statistics for them are
presented in brackets in the following order:

A r m o u r Class (AC); M o v e m e n t Rate (MV), Hit Dice (HD) or Class/Level;


hit points (hp); N u m b e r of Attacks ( A T ) ; Damage caused by attack(s)
(D); a n y o t h e r notes, eg Special A t t a c k s (SA), Special Defences (SD);
experience points (xp), A l i g n m e n t (AL), Size (S).

BACKGROUND NOTES
'Then she returned to the waters of the bay, laughing as the waves
The D M s h o u l d read t h e f o l l o w i n g passage to the players before t h e covered her.'
adventure:
At this point Cormac mac Colinan steps back, and the King rises, his
You are gathered in the Throne Hall of the castle of Conall mac eyes clouded with rage. He looks about him, at his assembled
Eogan, a powerful and respected monarch. As subjects of the King, warriors, and through his tears of grief he cries:
you have answered his summons with considerable despatch; now
you find yourselves standing before the King, his advisers and officers. 'Where are the heroes among you? Where are the warriors? Who will
At the King's side, Cormac mac Culinan, his trusted bard, steps slay me the foul witch and fetch me back my daughter? He who brings
forward, taps his staff upon the floor to silence the throng in the Hall, me that ugly head shall have its weight in gold, and shall be my
and speaks in loud, ringing tones. champion, and shall have first place after me throughout my domains.
How say you?'
'Strong is the fortress of Conall mac togan,
And strong the arm that rules it. A great tumult fills the hall. To each group the King gives specific
Proud are the warriors of Conail mac togan, instructions; saying to some that they are to ride to the north to seek
And proud the King who leads them. his daughter among the hillmen, to others that they are to search
Many and glorious are the heroes of his Halls, among his enemies to the west. To you he speaks thus:
And glorious are the boasts that fly before them into battle.
'Swear this oath to me, to undertake this quest. Each man of you is a
'Three daughters were born to Canal) mac togan, hero, and each man of you has done deeds the telling of which would
And many were the princes and heroes who came to him need another of Cormac mac Culinan's stories. To you! give the most
Seeking the hand of one in marriage. dangerous task. Go into the bay, rescue Siandabhair, cut off the old
The youngest of the three was Siandabhair, woman's head and bring it back to me.'
And she was her father's pride.
Her beauty would need another tale to tell of it, You do swear thus, as honour decrees you must. At this point 011amh
And of the heroes who sought to win her. Cnochuainne, the King's druid, comes forward, and gives each of you
a broth to drink, and tells you that for this day and the day after you
'Siandabhair of the three daughters of Canal) mac togan will be able to breathe both air and water, like frogs, but that the virtue
Went to make sacrifice on the Isle of the Seabirds, of the broth will most certainly be gone from you on the third day.
Conall with all his warriors watched her return from the island.
As it entered the bay to take harbour by the fortress of the king,
The boat stopped in clear water as though it had run aground. DUNGEON MASTER'S BACKGROUND
The twelve warriors of her escort redoubled their oar-strokes,
Until the rowlocks smoked and the oars broke in their hands. Conall mac Eogan's daughter has been kidnapped by a trio of Hags
But still the boat would not moue. t w o Sea Hags and a M o u n t a i n Hag. Siandabhair and her retinue w e r e
'Then there appeared a great number of blue men from the first captured by the Old Wo m a n of the Bay, a Sea Hag. The first part of
water all about the boat. the adventure is a s h o r t expedition b y the party to a t t e m p t t o rescue
Siandabhair from h e r watery prison (Part 2 of this module).
'They were scaly like fishes,
And they capsized the boat, The second part of the adventure (Part 3 of this module) occurs when the
And the princess and the warriors with it, party find that Siandabhair has gone t r a n s f e r r e d to the lair of the Old
And dragged them under the water. Wo m a n of the Lough, a m e m b e r of the rare f r e s h w a t e r Sea Hag race.
Once the party raid her lair they again find t h a t Siandabhair has been
'As all there stood and watched in horror and helplessness, snatched from their grasp and sent to the Old Wo m a n of the M o u n t a i n s
There appeared from the water of the bay an old woman, a M o u n t a i n Hag (see Part 5 for details of this monster).
So ugly that no man could bear to look on her,
But all kept their eyes averted. The Old Woman of the Mountains is the final encounter (see part 4), and
She hailed Conall, and spoke to him tauntingly: w i t h i n her lair Siandabhair is being kept prisoner.

'Ho, Conall of the many boasts, The D M s h o u l d n o t e t h a t t h e s t r u c t u r e o f t h i s a d v e n t u r e i s n o n -


Whose eye all women seek, standard. S o m e g r o u p s o f players, o n l e a r n i n g t h a t t h e r e a r e t h r e e
Whose favour all men seek, sisters, m i g h t n o t deal w i t h t h e m i n t h e i n t e n d e d o r d e r. T h e Celtic
Where now is your glory? background is such that the monsters should be met and conquered in
Here's a day's work to add to your boasting! the order given above, and the players should not normally be told of the
Your pretty is with me now, existence of the next sister until they have dealt w i t h the c u r r e n t one
What use are your proud heroes?
What use your petty armies? The broth t h a t the party has been given to drink is the equivalent of a
Boast of this day's deeds, great King, much augmented p o t i o n o f w a t e r breathing. Its effects will last for 36
Of how you watched your daughter's taking. +d12 hours (determine separately for each character).
22 IMAGINE magazine, August 19 8 3
THE TAKING OF SMNDABHAIR

Part 2: The Old Woman of the Bay The mermen (AC 7; M V 1 " / / 1 8 " ; HD 1+1; hp see below for each group;
AT 1; D by weapon type; A L N; S M) w h o serve the Old Wo m a n of the
Having consumed the potion, the party should be encouraged to set out Bay are divided into five w a t c h e s or patrols as follows:
to the bay, escorted to the water's edge by the King and his followers.
Looking across the bay's mouth from the harbour within the fortress, the Watch A: hp 6, 6, 5, 5; xp 32, 32, 30, 30.
party can see across to the Isle of Seabirds, a distance of about a m i l e Watch B: hp 9, 8, 7, 5; xp 38, 36, 34, 30.
and a half. Watch C: hp 9, 8, 5, 4; xp 38, 36, 30, 28.
Watch D: h p 8, 7, 6, 3; xp 36, 34, 32, 26.
The m o u t h o f the bay is about a m i l e wide. H a l f w a y across the bay's Watch E: h p 7, 6, 5, 3; xp 34, 32, 30, 26.
mouth is the top of a rocky reef, standing about 20 feet below low-tide
level, pitted with a number of cave mouths and tunnels. The currents are The m e r m e n are a r m e d as follows: t h r e e m e m b e r s of each group are
gentle, and unarmoured men have s w u m the width of the bay on many armed w i t h t r i d e n t s ( D 2 - 7 / 3 - 1 2 ) , t h e f o u r t h h a s a n a q u a t i c l i g h t
occasions. crossbow (range 3 / 6 / 9 , D 1 - 6 / 1 - 6 ) and a small net. All have daggers (D
1-4/1-3).
Conall m a c Eogan c a l l s t o o n e o f h i s f o l l o w e r s a n d a r o w i n g boat i s
dragged across the sand to the w a t e r for the party's use Watch A patrols the l a n d w a r d side o f the reef, Wa t c h B t h e seaward
side. Watch C will be in encounter area 3, unless alerted by the kelpie or
one of the external patrols. Watches D and E will be asleep in encounter
The Isle o f Seabirds area 6 u n l e s s the party has been attacked. If the party enters encounter
area 3 a n d a t t a c k s W a t c h C t h e r e , Wa t c h e s D a n d E w i l l m o v e t o
This is little more than a grassy hummock rising barely 25 feet above the encounter area 5 and be met there.
nigh-tide level. The isle is inhabited only by gulls and other seabirds.
The m e r m e n have orders to take at least one prisoner from any group of
The o n l y feature o f interest o n t h e isle i s t h e sacrificial s i t e used b y intruders. T h i s u n f o r t u n a t e w i l l b e r e t u r n e d t o Conall, a f t e r t h e O l d
Conall m a c Eogan's people f o r generations. T h i s is a single standing Wo m a n and the m e r m e n have amused themselves by torturing h i m or
stone, set in a ring of a dozen poles topped by h u m a n skulls. her, bearing a highly u n c o m p l i m e n t a r y message for the king. Part of the
text of the message will be the same as the Old Woman's last words (see
Although Conall and his people have a reverential regard for skulls, they encounter area 7).
are n o t evil, n o r are t h e y head-hunters. T h e y regard t h e head as the
source of knowledge and wisdom.
The Caves in the Reef
The D M s h o u l d m a k e c l e a r t o t h e p l a y e r s t h a t t h e r e i s n o t h i n g o f The f o l l o w i n g a r e a d e s c r i p t i o n s r e l a t e t o m a p 2 ( t h e L a i r o f t h e O l d
relevance to their quest on the Isle of Seabirds, and encourage them to Woman of the Bay). The cave complex is entirely flooded, and characters
pursue other lines of enquiry. are subject to the normal penalties involved in u n d e r w a t e r action (see
D M G pp 55-57).

The R e e f There is only one obvious entrance into the reef, this is through area 1 a t
sea b e d level ( 5 0 feet b e l o w the surface). A second, h i d d e n entrance
The r e e f is the home of the Old Wo m a n of the Bay. Up to n o w this sea leads into area 4 on the l o w e r level of the reef at the same depth.
hag has never directly troubled Conall mac Eogan or his people. Having
:aken S i a n d a b h a i r p r i s o n e r, s h e h a s m a d e p r e p a r a t i o n s t o d e f e n d Area 1, The Cave Mouth
-erself from Cona I l's expected vengeance. A f e w yards in front of the cave m o u t h on the sea bed is the remains of
Siandabhair's ceremonial boat. There is no sign of the girl or her warrior
The R e e f ' s D e f e n d e r s escort.
There are two methods of approaching the reef available to the party -
by boat or by walking across the bottom of the bay, taking advantage of Around the cave mouth at sea bed level are six closely-packed strands of
011amh Cnochuainne's broth o f w a t e r breathing. The reactions o f the strangle weed (AC 6; M V nil; HD 3; hp 23, 23, 20, 11, 10, 9; A T I; D see
defenders depend entirely upon the route the party chooses. below; A L N; S S; x p 104(x2), 9 5 , 6 8 , 6 5 , 62), deliberately placed t o
ensure that all w h o enter the reef must do so through the middle of the
If the party decides to use the r o w i n g boat that Conal I provides to visit entrance in plain sight.
:he reef, or passes close to the reef while sailing to the Isle of Seabirds, it
will be spotted. On top of the reef the Old Woman has stationed a kelpie The plant grows 6 fronds in a 12 square foot patch, 3 fronds on each side
see b e l o w for the statistics), w h o is w a t c h i n g for the approach of any of the cave mouth. Each frond is 7 feet long. A n y creature w i t h i n reach
surface vessels. will be attacked, a h i t indicating t h a t a f r o n d has e n t w i n e d its victim.
Each frond has a strength of 13 points. A victim compares its strength
The reef itself is patrolled constantly by two watches of evil mermen (see with the strength of the fronds - a difference in the victim's favour gives
pe'ow f o r statistics), o n e patrol t o t h e s e a w a r d s i d e a n d o n e t o t h e its chance of escaping, le 1 e q u a l s 10% etc. A difference in the weed's
andward. T h e s e p a t r o l s w i l l s p o t a n y o n e a p p r o a c h i n g a c r o s s t h e favour indicates that the victim takes that n u m b e r of points of crushing
Pottom of the bay 75% of the time. damage. W h e n attacking normally a creature that is entwined strikes at
-2 on 'to hit' rolls.
-,.en a boat is sighted, the kelpie (AC 3; M V 9 " / / 1 2 " ; HD 5; hp 30; - AT
- S A c h a r m ; A L NE; S M ; 3 1 5 x p ) w i l l a l e r t t h e w a t c h e s b e f o r e In t h e s a n d a n d d e t r i t u s b e n e a t h t h e s t r a n g l e w e e d a r e 20cp, 77sp,
-eturning to the surface to c h a r m away as many of the occupants of the 132gp, 15pp and a ring of w a t e r w a l k i n g . The DM should note that any
ooat as she can. M a l e adventurers should save vs. spells (at -2) or they character w h o puts the ring on will be propelled immediately upwards,
will w i l l i n g l y leap into the water to reach her side. Female adventurers and w i l l end up standing on the surface of the water.
will not be affected by the spell. When the kelpie realises that her spell is
not causing the deaths of those w h o leap into the water, she w i l l flee Area 2, Entrance Tunnel
rather than get involved in direct combat. The m e r m e n of the nearest The w a l l s o f the passage leading f r o m t h e cave m o u t h (area 1) to the
patrol w i l l attack t h e occupants o f the boat and anyone in t h e w a t e r. chamber w i t h i n ( a r e a 3 ) a r e r i d d l e d w i t h h o l e s a b o u t 6 i n c h e s i n
After 5 r o u n d s a f u r t h e r group of m e r m e n w i l l arrive f r o m encounter diameter, i n w h i c h l u r k s a c o l o n y o f 1 5 We e d Eels. These have been
area 3, having been alerted by the kelpie, and after a further 3 rounds the trained to attack anyone entering the passage other than a m e r m a n .
,emaining t w o watches from w i t h i n the reef will arrive from encounter
area 6. The m e r m e n will seek to force a pitched battle outside the reef, The bite of a We e d Eel (AC 8; M V 1 5 " ; H D 1 - 1 ; h p 70(1), 6(x3), 5(x2),
seeking to overcome the party by sheer force of numbers. 4(x3), 2(x2), 1(x4); A T 1; D 1; S A poison; A L N; S S ; xp 52(x3), 51(x5),
50(x4), 49(x6), 48(x2), 47(x4), 46(x6)) is lethal. If bitten, the victim must
' o n e o f the m e r m a n patrols spots t h e party approaching across t h e save vs poison or die in 2 - 8 rounds.
zottom of the bay, they will not conduct a full scale assault, but send one
of their n u m b e r to fetch the group f r o m encounter area 3 and harrass Area 3, Lower Cavern
the party f r o m a distance. W h e n t h e reinforcements arrive (after five The top half of this high c h a m b e r (35 feet high) leads to area 5 on the
rounds) all will attack; after a further three rounds the other two upper level. Normally, a patrol of m e r m e n (Watch C) is stationed here,
watches from w i t h i n the reef will arrive from encounter area 6 and join although they may have left the reef to attack the intruders. If the kelpie
the fray. A f t e r a f u r t h e r ten r o u n d s the m e r m a n patrol f r o m the other or one of the external patrols raised the alarm, Watch C will have alerted
side of the reef will arrive and attack the party. the r e s t o f t h e r e e f before l e a v i n g t o g i v e battle. I f t h e patrol i s first
IMAGINE magazine, August 1983 23
THE TAKING OF SIANDABHAIR

encountered i n t h i s room, t h e m e r m e n w i l l seek to escape upwards,


towards the opening into area 5, w h i c h is not visible from the floor of this
level, to alert the rest of the m e r m e n in area 6.

There i s l i t t l e o f i n t e r e s t t o t h e p a r t y i n h e r e , t h e c o n t e n t s b e i n g
valueless sea-wrack scattered across the floor s h i p s ' timbers, rotted
rope-work etc.

Area 4, Small Chamber


This is the lower part of the cave (area 9 ) w h e r e the Old Woman's pet sea
lions are housed. The area can be entered from outside the reef along a
passage from a hidden entrance. The Old Woman and her sea lions use
this r o u t e t o a v o i d u n n e c e s s a r y t r o u b l e w i t h t h e W e e d Eels i n t h e
entrance tunnel (area 2).

Area 5, Upper Cavern The Caves


This large chamber opens Out from the uppermost part of area 3. If the
alarm has been raised by Wa t c h C w h e n attacked in the l o w e r cavern
(area 3), the t w o off-duty watches (D and E) will rush into this chamber

,1/4 fo
e
rtss
from t h e i r living q u a r t e r s (area 6) to m e e t t h e intruders, a n d t h e Old
Wo m a n ( f r o m a r e a 7 , t h e O l d W o m a n ' s r o o m ) w i l l a p p e a r a f t e r 1 0
The Isle
rounds w i t h h e r sea lions (from area 9, the sea lions' den). O t h e r w i s e
of Seabirds

loop
this chamber will be unoccupied.

Area 6, Mermen's Living Quarters


The t w o o ff - d u t y m e r m e n patrols rest here. If the kelpie or one of the
external patrols has alerted Wa t c h C i n area 3, then Wa t c h e s D and E
will h a v e sallied f o r t h t o m e e t t h e party outside t h e reef. I f Wa t c h C
raised the alarm when attacked by the party in area 3, these two patrols
will h a v e proceeded t o area 5 . O t h e r w i s e t h e y w i l l b e asleep i n t h i s
chamber. gortkLbootod,
1"-rgloolsta'llti
0dotob*aataie
At one end a rough corral has been built out of ships' timbers and rope to
hold a pair of giant eels (AC 6; M V 9"; HD 5; hp 36, 27; , AT 1; D 3-18; AL
N; S M; xp 270, 2 2 5 ) w h i c h the mermen are training to help them defend

*OPP 1,111
the reef, Against one wall is a stack of weapons; 35 tridents, 20 javelins,
2 light crossbows, and 10 quivers of 20 crossbow bolts in each. Next to

oar A t
the weapons is a ship's chest, slightly rusted but in good condition. It is
not locked, and contains the mermen's hoard. Apart from 357sp, 208ep,
300gp, and 57pp the chest also contains a silver brooch w i t h an inlaid

.91 * l e r '
design o f a d r a g o n ' s h e a d i n b l u e e n a m e l ( w o r t h 250gp), a b r o n z e
quadrant w i t h g o l d filigree w o r k (worth 125gp), a gold statuette o f a
dolphin w i t h one flipper missing, (worth 80gp) and a jewel-encrusted

tilt1
belt buckle (worth 200gp).

Area 6a, Side Chamber


The small chamber contains the bodies of four of the princess' w a r r i o r
escort. F r o m t h e condition o f the bodies it w o u l d appear that parts of
them have been used to feed the eels in the m e r m e n ' s living quarters. 111%,
Area 7, Old Woman's Living Quarters Taking of Siandabhair Main Map
The Old Woman sleeps in this room. She is a Sea Hag, and wears a pair 4,00 reef
of bracers of defence, altering her armour class to 3, She is armed w i t h
a magical bodkin in the form of a long brooch-pin. It is the equivalent of a
KEY North
d a g g e r +2 (+4 vs druids). S h e also carries a p o t i o n o f d e l u s i o n in t h e
( 0 woods
belief that it is a p o t i o n o f healing. Scale: 1 mile to the hex river
If alerted by the mermen, the Old Wo m a n of the Bay (AC 3; M V 15"; HD
3; hp 20;4' AT 1; D by weapon type; SA fright, death look; A L CE; S M; xp 0 hills
660) may be encountered in area 5 w i t h her pet sea lions. If encountered
here she w i l l a t t e m p t to retreat rather than f i g h t alone. If trapped she
will f i g h t u n t i l she has lost 1 0 h p and w i l l t h e n surrender, offering the Area 8, The Store Chamber
following information in exchange for her life: This small side-chamber is a storeroom, containing the bodies of six of
the drowned warriors, together w i t h the arms and armour of the whole
'It's a fine and gallant band of heroes you are indeed, to be picking on a escort. Very little of the equipment is still usable after the massacre and
poor old woman like myself, but your princess is gone to my sister of exposure to sea w a t e r. H o w e v e r, t h e r e r e m a i n s in usable condition a
the Lough, and it's grown men, not boys, that Conall must send to helm of underwater action, a suit of chainmail +1, a ring of feather
fetch her back from there. falling and a spear +2.

It is possible that the Old Woman will escape the reef through one of the Area 9, The Sea Lions' Den
t w o e x i t s . H o w e v e r, i n a c h e s t i n t h e r o o m t h e r e l i e s a t a u n t i n g This chamber is the upper h a l f of area 4 (The Small Chamber) on the
document, bound by strands of Siandabhair's hair, This teasing waxed lower level. It is used as a pen for the Old Woman's four sea lions. On the
parchment contains the same information as she w o u l d have spoken. cavern floor a r e t h e r e m a i n s o f t w o o f Siandabhair's escort. There is
Also in the chest is the Old Wo m a n ' s treasure of a tiara (worth 800gp), nothing of value in here.
an u n d e r w a t e r l u t e (100gp), 5 9 g o l d s a i l o r s ' e a r r i n g s - 4 a n c h o r -
shaped, t h e rest rings - (worth 5gp each), a brooch in the shape of a The sea l i o n s (AC 5 / 3 ; M V 1 8 " ; H D 6 ; h p 3 1 , 2 6 , 2 4 , 2 2 ; A T 3; D
stag's h e a d w i t h s m a l l r u b i e s f o r eyes ( w o r t h 2 5 0 g p , t h e r u b i e s a r e 1 - 6 / 1 - 6 / 2 - 1 2 ; A L N; S L; xp 336, 306, 294, 282) may be encountered
w o r t h 1 Ogp each) and a non-magical broadsword w i t h gold h i l t - w o r k with the Old Wo m a n in The Upper Cavern (area 5) if Watch C were able
and inlay on the blade (worth 150gp). to alert the rest of the reef.

The r o o m a l s o c o n t a i n s t h e m o s t l y e a t e n r e m a i n s o f t w o o f This concludes Part II: The Old Woman of the Bay, and the first section c'
Siandabhair's warriors. the adventure.

24 IMAGINE magazine, AL:gust 1983


THE TAKING OF SIANDABHAIR

-Jpper
level

-: Reef sunken boat seabed level

The Isle in the Lough

c n
stone circle a
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surface lower level

KEY
- 7 0 5 0 1 t
North
3 1 Scale

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4 = g secret door ww weed curtain


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Part 3: The Old Woman of the Lough The Lough

- - a L o u g h i s a p l a c e w e l l k n o w n t h r o u g h o u t t h e realm. I t h a s been The journey to the Lough w i l l be uneventful.


s--ouded in mystery since the dawn of time; spoken of in tones of fear
g e n e r a t i o n s . The DM should tell the players that they will have heard The Lough is a dank and dismal place, its dark waters shrouded in mists
- d i f f e r e n t reports of the place in the past. O n e thing all the tales even on the brightest s u m m e r day. It is surrounded by scrub oaks and
- h a d in common: it is said that hidden in the mists which shroud the yellowing grass tussocks, g i v i n g a n impression o f foreboding. U n l i k e
. , - ! r e of the lough is an island. It has rarely been seen, and none w h o many stretches of freshwater, the Lough is devoid of birdlife, save for
.e ventured there have returned to tell of it. crows and other carrion birds.

--a party has returned to the fortress, Conall mac Eogan will thank the
s - -mbers for their efforts, and will beg them to continue their quest. He The Island
pay n o r e w a r d i f the party presents h i m w i t h the head of the Old
N o m a n f r o m the reef, b u t w i l l promise them the w e i g h t of that head, The Island in the Lough has several peculiar qualities. It sinks below the
-d the head of the Old Woman of the Lough in gold for the safe return of waters of the lough from time to time, and there is a 5% chance at any
- s daughter. time t h a t the island w i l l be completely submerged. The island takes a
long w h i l e to sink, and the change will be imperceptible to the party.
-all mac Eogan will offer to look after any treasure that the party has
-ed so far, and w i l l n o t keep any of it for himself. He can offer little If the island is not submerged, the party will be able to see that is is not
stance to the party, beyond the provision of horses w i t h w h i c h t o more than 50 or 60 yards across. The only visible features are a circle of
--acn the Lough and a waggon to carry boats to bear them to the island. standing s t o n e s ( s o m e f o u r f e e t h i g h ) 2 5 f e e t i n d i a m e t e r, a n d a
YAGINE magazine, August 1983 25
THE TAKING OF SMNDABHAIR

barrow, about 30 feet long, 25 feet wide and 6 feet high. - effectively trapping the party. This action will take 6 rounds. If the Old
Woman is surprised here, she will use her death stare before fleeing
If the island is submerged, or the party choose to approach underwater towards the nearest of the three exits.
for another reason, they will see that there is a cave mouth on the
southern side of the island, which never rises above the surface. There If she takes 12hp of damage or more, she will seek to surrender, offering
is also a secret entrance on the northern side, again permanently the party the following to buy her life:
underwater.
'It's a fine and gallant band of heroes you are indeed, to be picking on
Lawful and/or Good characters setting foot on the island must save vs. an old woman like myself, but your princess is gone to my sister of the
magic (Lawful Good characters save at -2) or be rejected by the island, ie mountains, and it's grown men, not boys, that Conall must send to
be unable to proceed any further. If such characters are dragged, carried fetch her back from there.'
or otherwise forced onto the island, there will be a loud chilling scream
and o n e m a n e s ( A C 7 ; M V 3 " ; H D 1 ; h p 5 e a c h ; If the party search through the litter in the chamber they will find a large
# AT 3; D 1-2/1-2/1-4; SD +1 or better weapons to hit; AL CE; S S; xp 23 polished silver mirror with gold filigree work (worth 100gp), a pair of
each) will appear for each character rejected by the island. The manes jewelled earrings (worth 300gp), a gem encrusted bronze shield (worth
will attack t h e character(s) immediately. When killed, t h e manes 225gp), a small lump of mithril (worth 90gp), a pearl (worth 100gp), and
assume gaseous form, giving off a nauseous odour, and will flee into the a necklace made of jasper and carnelian stones (worth 125gp).
stone circle, disappearing.
The Old Woman carries a potion of clairoyance. If she has attempted
The entry of any object made of iron into the stone circle will cause the her surrounding manoeuvre, she will have used the potion to monitor
door-stone of the barrow to fall open. It can otherwise by forced by the party's progress.
characters with a combined strength of 30 or more; only two characters
may attempt to force the door at one time. Area 2.
Most of this side-chamber is taken up by a large, empty bronze cage
In the chamber of the barrow, a wooden ladder leads down into the There is just a 1 foot gap around it. On the floor is a scrap of rich white
darkness. The ladder is old and fairly rickety, and a throw should be fabric, which the party will recognise as being from the Siandabhair's
made as thin wood vs. normal blow whenever a weight in excess of 150 ceremonial garb.
pounds is placed on it. The ladder goes down 15 feet into a rock-cut
passage leading to area 1, The Old Woman's Living Quarters. Area 3.
This chamber contains a 8 foot deep pool. Beneath the surface, a 3 foot
diameter tunnel leads Out into the lake. If hard pressed the Old Woman
Beneath the Island will use the tunnel as an emergency exit.

Area 1, The Old W o m a n ' s Living Quarters Area 4.


This chamber is the residence of the Old Woman of the Lough. She is This large, flooded chamber is the lair of the nixies who serve the Old
one of the rare freshwater Sea Hags (AC 3; MV 15"; HD 3, hp 23; A - 11 , Woman of the Lough. The concealed entrance from the lake is through
D by weapon type; SA fright, death look; AL CE; S M; xp 669). The Old the southern wall, across a bed of weed. Hidden in the weed are three
Woman i s armed with a broadsword +1 (+2 vs. magic using and giant water spiders (AC 5; MV 15"; HD 3+3; hp 18, 13, 11; # AT 1; D 1-4
enchanted creatures - No Special Abilities). The chamber is littered + poison; AL N; S M; xp 262, 242, 234), trained to attack any intruders.
with the remains of those who have been lured to their doom by the Old
Woman and her nixies. Fourteen nixies (AC 7; MV 6 " / / 1 2 " , HD 1-4hp, hp 4(x4), 3(x2), 2(x4),
1(x4), +' A l l ; D by weapon type; SA charm; AL N; S S; xp 36(x4), 35(x2),
If alerted, the Old Woman will have stationed 1-8 nixies here to fight a 34(x4), 33(x4)) serve the Old Woman, and they have two giant pike (AC 5;
rearguard action to hold up the party. She will be alerted by(a)fighting in MV 36"; HD 4; hp 18, 15; # ATI; D 4-16; AL N; S L; xp 157, 145) at their
area 4, the nixie's Lair, or (b) the party breaking down, or attempting to command. Their allegiance to the Old Woman is not strong; only a
break down the barrow door, or (c) the ladder breaking and one of the shared delight in causing trouble for humans holds them together. Thus.
party falling. She will lead the remainder out of one of the cavemouths in the nixies will not fight to the death in defence of the Old Woman. If she
area 4, up to the surface and back into the fight via the barrow doorway flees, they will seek to retreat. If this course of action is not available.
they will surrender. They will also retreat or surrender once half of their
--- number have been killed.

The nixies are armed with long daggers (D 1-4) and darts (D 1-3). They
delight in enslaving humans. If 10 or more are encountered together
they will generate a powerful charm spell, which requires the victim to
save vs. magic at -2. In this situation, they are unlikely to use the spell
unless very few of the adventurers are left alive.

Area 5, Chamber
This chamber connects the lair of the nixies with the Old Woman's
room, and is used mainly for holding those whom the nixies have
charmed. There is a 15% chance that 1-3 captive peasants (level 0 mer
AC10, 4hp each)will be held in here. If so, the prisoner(s) will know tha:
the princess has been taken t o the lair of the Old Woman o f the
Mountains.

Area 6, Treasure Chamber


This flooded chamber is where the nixies keep their treasure. The glint
of precious metal and gems can be seen through the loosely-woven
curtain of pond-weed which hangs across the doorway. Also in the
chamber is a giant water beetle (AC 3; MV 3"/12"; HD 4; hp 29; A T 1 ;
D 3-18; AL N; S L; xp 201), guarding the treasure. It will attack any who
enter without first throwing food in past the curtain. If the curtain is held
back, i t may (30% chance) seek to escape its confinement without
attacking those present.

The treasure consists of a gold torc (worth 300gp), a gem encrusted


sword scabbard (slightly damaged, but still worth 275gp), a helm in the
shape of a boar's head (worth 11 Ogp), two ceremonial daggers (worth
50gp each), 208gp, 468sp, 245cp, and seven gems t w o onyx (worth
50gp each), three ambers (worth 100gp each), an amethyst (worth
100gp), and a piece of jet (worth 240gp). There are also 9 nixie spears.

Iriuy'4"41n1P401M 40P4OP4n\
/ , , o % e
This concludes Part 3: The Old Woman of the Lough, and the second
section of the adventure.
26 IMAGINE magazine, August 1983
THE TAKING OF SMNDABHAIR

Part 4: The Old Woman of the Mountains


If the party overcomes the denizens of the Lough w i t h o u t discovering
that the princess has been taken to t h e lair of the Old Wo m a n o f the
Mountains, they may feel that their quest is at an end. If they return to
the fortress of Conall mac Eogan, however, they will be told by Cormac \
mac Culinan, the King's bard, that since the Old Woman of the Bay and
the Old Woman of the Lough have been proven to be involved, it is likely k

that their sister, the Old Woman of the Mountains, will also be a party to o
the abduction. He will be able to give directions to the place where she is
known to live.
Area 4, Main Cave (-3'
Conall m a c E o g a n w i l l b e v e r y a n x i o u s n o w f o r t h e s a f e t y o f h i s In the centre of this room is a steep-sided, 20 feet deep, occupied by two
daughter, and will freely replace the horses and rations of the party. No cave bears (AC 6; M V 12"; HD 6+6; hp 34, 31; A T 3; D 1 - 8 / 1 - 8 / 1 - 1 2 ;
other assistance is available. AL N; S L; xp 987, 963). Hanging over the pit is a bronze cage containing
Siandabhair (AC 10; M V 12"; 0-level human; hp 5; - AT 0; DO, S 10;115;
Even if the party produce the head of the Old Woman of the Lough, they W 13; D 13; Co 14; Ch 18; A L N), w h o is frightened but unhurt. The cage
will r e c e i v e n o r e w a r d . T h e k i n g e n t r e a t s t h e m t o t r y o n c e m o r e t o is secured by a rope from a ceiling hook, lashed to a cleat at the east side
rescue his daughter, promising them the weight in gold of all three of the of the pit.
sisters' heads if they succeed.
If the party defeats the grimlocks and enters this area, the Old Wo m a n
MOUNT BEINNMARBH will be found behind the barrier of her dire wolves. She will be placing a
lighted candle under the rope, w hi ch will burn through in d6+12 rounds.
The j o u r n e y to the foothills beneath t h e lair o f the Old Wo m a n o f the She will cackle and shriek the following at the party:
Mountains o n t o p o f M o u n t B e i n n m a r b h w i l l b e u n e v e n t f u l . T h i s
particular p a r t o f C o n a l l ' s r e a l m i s , h o w e v e r, w i l d e r a n d l e s s l a w 'Do you n o t t h i n k that you had better be ready t o catch your
abiding. The Old Woman of the Mountains is the best known of the three princess when she falls?'
sisters, having always been a threat to the law of the kingdom. Several
foolish heroes and u n w a r y travellers have perished at her hands. Her She will a t t e m p t to keep the members of the party at bay until the rope
cave lair is reached by a goat-track from the road that brings the party to burns through. The Old W o m a n w i l l use her powers to delay the party
the foothills. rather than fighting to kill. She wants the party to see the princess die.
Afterwards, s h e i n t e n d s t o finish t h e party off, taking one prisoner to
The approach of the party will be seen by the Old Wo m a n ' s familiar, a send b a c k t o C onal l w i t h a t a u n t i n g m e s s a g e a n d a r e p o r t o f w h a t
crow (AC 7; M V 12"; hp 3), w h i c h is sitting on top of a tall stone at the occurred. This individual will probably also be infected with the disease
junction of the road and the goat track. from her dagger, w h i c h should be treated as mildly contagious (see the
D M G p13), and cursed as well (see Part 5 for full details). This survivor
Unless stopped, this bird will warn her of the approach of the party. The will be stripped of all w e a p o n s and a r m o u r except for one dagger.
Old Woman will do nothing to hinder the party's progress along the path,
but w i l l w a i t u n t i l t h e y are w i t h i n b o w s h o t o f the cave before hailing If i n d a n g e r o f d e f e a t b e f o r e t h e c a n d l e c a n b u r n t h r o u g h , t h e O l d
:hem thus: Wo m a n w i l l seek to flee by flying. I f she is mortally wounded, she will
curse her slayer w i t h her dying breath.
'So! Conall sends his puppies after the strayed bitch,then? If you want
her, you must fight my seven sons for her, or bring Conall on his knees In addition to her o w n powers (detailed in full in Part 5), and her p o t i o n
with fitting compensation for my two sisters.' of i n v i s i b i l i t y, t h e O l d W o m a n h a s t w o magical items. T h e first i s a
magic u s e r scroll w i t h t h e spells w e b and s l o w, a n d t h e second is a
The p a r t y w i l l t h e n see the Old Wo m a n ' s sons move i n t o sight at the medallion which ensures that the first blow the wearer attempts against
mouth of the cave, on a ledge at the end of the track above them. an enemy will hit, w h i l e an e n e m y ' s first b l o w will always miss.

Area 1, The Ledge And Finally....


Once the party has climbed the remainder of the track, they will reach
The ledge outside the cave mouth. This narrow egress is barred by seven Conall m a c Eogan's reactions t o t h e party depend u p o n w h e t h e r h i s
grimlocks - the Old Wo m a n ' s sons (AC 5; M V 12"; HD 2; hp 16, 15, 15, daughter is still alive, but no matter what, he will honour his vow to give
12, 11 , 9; ' VAT 1; D 1 - 6 or by weapon type; SD i m m u n i t y to effects of the party the weight of each head in gold (an equivalent of 1500gp each).
spells affecting visual nerves; A L NE; S M; xp 60, 58, 58, 52, 50, 46).
If Siandabhair is dead, Conall will immediately confiscate all the party's
The grimlocks will w a i t for the party to advance up to the ledge to fight. treasure, except the gold for the heads, and exile the party from his lands
Once battle is joined, the Old Woman - a Mountain Hag (AC 7; M V 15"; forever. He will declare t h e m cowards and outlaws.
HD 5+5; hp 36; A T 1; D by weapon type; SA see Part 5; SD see Part 5;
AL CE; S M ; xp 114) armed with a dagger (D 1 - 4 ) - will go into the Side If Siandabhair is returned alive and unharmed, Conall will offer her hand
Chamber (area 2)and call her pack of six dire wolves (see below for their in marriage to the male member of the party with the highest charisma
statistics) to her side. She w i l l then drink her p o t i o n o f i n v i s i b i l i t y and and the party will be given the right to sit at the King's table. Conall will
-etreat to a suitable ambush in the M a i n Cave (area 4). also c o m m a n d Cormac m a c Culinan t o compose an epic poem of the
party's adventure. Conall w i l l r e t u r n a n y treasure t h a t the party gave
Area 2, The Side Chamber him for safekeeping.
-7]s is the lair of the Old Wo m a n ' s dire wolves (AC 6; M V 18"; HD 3+3;
- p 27, 23, 20, 16, 15, 13; --,- AT 1; D 2-8; A L N; S M; xp 168, 152, 140, This ends Part 4: The Old Wo m a n of the Mountains, and The Ta k i n g o f
124, 1 2 0 , 11 2 ) , s t r e w n w i t h r u b b i s h a n d t h e broken b o n e s o f t h e i r Siandabhair.
ctims. 1A5

Area 3, The Old Woman's Living Chamber CREDITS


This is the Old Wo m a n ' s personal chamber, and contains a filthy s t r a w
mattress and a stout wooden chest. The chest is not locked and contains Written by: Graeme Davis
a silver harp (worth 600gp), an ivory drinking cup inlaid w i t h a dragon Development: Graeme Morris, M i k e Brunton, Paul Cockburn
:esign in gold (worth 245gp), a normal longsword (worth 15gp), a bronze Maps: Paul Ruiz
end silver helm with intricate lacquer work (worth 315gp), a six-fingered Art: Shoo Rayner
ver gauntlet (worth 400gp), a suit of gilded chainmail suitable for a boy Playtesters: Jonathan M a r s h a l l - P h i l O ' Ly n t t , a f i g h t e r
:- a young w o m a n (worth 240gp), t w o topaz (worth 2 0 0 g p and 175gp w i t h perhaps a little magic
-espectively), a garnet (worth 400gp), a black opal (worth 1000gp), a vial Keith Wa l k e r - Haystacks, half-ogre fighter
:pntaining a philtre of love (3 doses), a flask containing a potion of ESP, A n t h o n y R. Allan - Onfiah Nigh'Brigit, druidess
J-1-.d an arrow of direction. John Gray - Loeg Dearg, fighter
Graeme Davis - Ru'hannac mac Gutha, bard
- - e O l d W o m a n carries a f l a s k c o n t a i n i n g t w o doses o f a p o t i o n o f Thanks to: Cd Chulainn, Giraldus Cambrensis and name-
..'visibility on her person. less others for inspiration
27
YAGINE magazine, August 1983
THE TAKING OF SIANDABHAIR

Part 5: Appendix
New monster (unofficial)

MOUNTAIN HAG
FREQUENCY: Very Rare
No. APPEARING: 1-3
AC: 7
MV: 15"
HD: 5+5
% IN LAIR: 65%
TREASURE TYPE: R, S. T
# AT: 1
DAMAGE/ATTACK: by weapon type
SA: see below
SD: see below
MAGIC RESISTANCE: 5%
INTELLIGENCE: Average-High
ALIGNMENT: Chaotic Evil
SIZE:
PSIONIC ABILITY: nil
Attack/Defence modes: nil
LEVEL/xp VALUE: VI/650+6/hp

The Mountain Hag i s a relative of the Sea Hag, inhabiting A Mountain Hag can f l y, 1 / d a y, paralyse (as a w a n d o f
mountains and dismal rocky wastes. The lair of the Mountain paralysation) by touch, 3 times/day, and cause darkness, 3
Hag is typically a cave in a mountainside. Like all other Hags, times/day. She can use magic-user scrolls as a 10th level thief,
they hate beauty and goodness, and when they come out of their and can also speak with animals at will. There is a 30% chance
caves it is always to commit some act of evil. that a Mountain Hag will have a familiar, of a type determined as
for the first level magic-user spell find familiar.
The appearance of a Mountain Hag is so hideous as to require
any character of less than 5th level to save vs magic or lose 1-10 A Mountain Hag may call down a terrible curse on one victim,
strength points for 1-8 turns; Clerics and Paladins are allowed a who must save vs magic or lose 1-4 constitution points, and
bonus to this saving throw equal to their level. must make all subsequent saving throws vs poison or disease at
-2 while the curse is in effect. Any wound sustained during this
The Mountain Hag fights using a filthy, jagged and rusty dagger period will heal at half the normal rate, and has a 25% chance of
(D 1-4), which has a 75% chance of carrying a disease (treat as becoming infected. The curse lasts for one lunar month or until
chronic, severe, affecting blood and gastro-intestinal organs the victim dies or receives a remove curse spell. A Mountain
see Dungeon Masters Guide p14). However, a Mountain Hag may only have one curse in effect at any given time.
Hag will rely whenever possible on followers and on her magical
abilities, fighting hand-to-hand only as a last resort to clear a Finally, Mountain Hags are immune to poison and disease, and
path for her escape. make all saving throws against mind-influencing spells at +2.
28 IMAGINE magazine, August 1983
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CHIVALRY & SORCERY Second Edition VILLAINS & VIGILANTES 2nd Edition - Boxed set E7.95 Marfigan Belt: Scenario pack E 3 . 2 5
Chivalry & Sorcery 3 volume boxed set E12.95 2nd Edition rulebook only E3.95 Alien Base: Scenaho pack E 3 . 2 5
C & S Sourcebook 2 supplementary material E4.50 Crisis at Crusader Citadel intro adventure E3.25 Probe NOG 8436: Scenario pack E 3 . 2 5
Swords & Sorcerers. C & S supplementary material E4.95 Death Duel with the Destroyers V & V adventure E3.25 Vault of the Niet Queyon: Scenario pack E 3 . 2 5
Birerne & Galley C & S naval combat E7.45 Island of Dr. Apocalypse V & V Adventure E3.25 Incedus 3: Scenario pack E 3 . 2 5
Castle Plans 25 mm scale castle floor plans E2.95 FORCE V & V adventure E3.25 Howson II: Scenaho pack E 3 2 5
Fortification Plans 25 mm floor plans 2.95 Opponents Unlimited V & V NPC's and their Fasolt in Peril: Scenario pack E 2 . 7 5
Homes & Hovels 25 mm cut-out medieval buildings E3.25 organisations E3.25 Star Sector Atlas 1: planets in the Terran Sector E 3 . 9 5
Towers for Tyrants 25 mm cut-out medieval keep E3.95 WILD WEST western role playing Star Sector Atlas 2: the Mercantile League E 3 . 9 5
AFTERMATH - post holocaust rpg. boxed E12.50 Boxed set rules, maps, charts etc E8.95 Star Sector Atlas 11: the Canted System Alliance E 3 . 9 5
Into the Ruins. Aftermath scenario book E3.75 Trouble on Windows Peak, Wild West scenario pack E2.75 Outworlds: Star Sector & scenario ideas E 3 . 9 5
Operation Morpheus. Aftermath scenario book E4.95 BUSHIDO Detailed mg set in the Land of Nippon Ground Air Equipment: Sp Op heavy weapons E 3 . 2 5
DAREDEVILS rpg set In the 1930's. Boxed set, rule books, maps, charts, tables etc E9.95 Seldon's Compendium of Starcraft: ship-plans E 3 . 7 5
Boxed Set rulebook, scenarios, ref's screen E9.50 Valley of the Mists Bushido Scenario pack E3.25 Space Mannes: expanded ground combat rules 3 . 9 5
Daredevils Adventures, book of three complete adventures E 3 . 5 0 LAND OF THE RISING SUN -- Samurai period Japan rpg The Space Opera System continues to expand. Available soon will be
GANGSTER - chminal underworld role-playing Boxed set, rules, charts etc E9.95 another fine adventure, OPERATION PEREGRINE. The task for the
Boxed Set rules, charts etc E7.95 MERC modern mercenary rpg, skirmish wargame players is to smash a highly organised criminal syndicate. Full of
BUNNIES & BURROWS - rabbit role-playing E3.95 Boxed set, rules, plastic overlay, charts etc E9.50 fascinating and original NPC's & encounters. It's tough!

TUNNELS & TROLLS FGU BOARDGAMES (BG) & RULES R) TSR HOBBIES (UK) Ltd. AVALON HILL fantasy/of boardgames
FANTASY GAMES SYSTEM Diadem* Science Fiction BG E l .95 D& D Basic Set rules, dice, adventure E 8 . 9 5 Alpha Omega E 1 0 . 4 5
Lords & Wizards: Fantasy BG E 9 . 9 5 0 6 D Expert Set, rules dice, adv E13.95 Amoeba Wars E 1 1 . 9 5
Rulebook (2nd edition) E3.95
Tunnels & Trolls. Boxed Set E6.95 Colony Delta: Science Fiction BG E 7 . 9 5 0 & D Basic Rules Only E 3 , 9 5 Dragon Hunt E 1 1 . 9 5
Oregon Trail: Ba Good solo E 9 . 9 5 D& D Expert Rules only E 3 . 9 5 Dune E 1 1 . 9 5
Naked Doom Solo Dungeon 12.25
E2.25 Star Explorer: BG Excellent solo E 9 . 9 5 D& D Character Records sheets E 2 . 5 0 Freedom in the Galaxy E 1 4 . 7 5
Sorcerer Solitaire Solo Dungeon Magic Realm
Sword for Hire Solo Dungeon E2.50 Archworld: Rules for fantasy battles E3.25 AD & 0 Dungeon Masters Guide E 9 . 9 5
E2.25 Galactic Conquest: SF R PG rules E 2 . 2 5 AD & D Players Handbook E 8 . 9 5 Starship Troopers E 1 1 . 9 5
Labyrinth Solo Dungeon AD & D Monster Manual E 1 1 . 9 5 Titan E l 1.95
Buffalo Castle Solo Dungeon E2.25 Odysseus: History based fantasy rpg E2.95
Royal Armies of the Hyborean Age: R E3.25 A D & 0 Deities + Demigods E 8 . 9 5 UFO E 4 . 9 5
City of Tenor Solo Adventure E3.95 Wizard's Quest E l 1.95
E3.00 Starships & Spacemen: SF RPG E 3 . 9 5 AD & D Fiend Folio E 8 . 9 5
Beyond the Silvered Pane Solo D Wizard's E 1 4 . 9 5
Arena of Khazan Solo Adventure E2.50 AD & D Dungeon Masters Screen E 4 . 9 5
A 0 6 D Character Record sheets E 3 . 5 0 Samurai E 1 0 . 4 5
Weirdworld Solo Dungeon E2.25 STANDARD GAMES Circus Maximus E 7 . 9 5
Overkill Solo Dungeon 12.25 AD S D Player Character Folder E 3 . 5 0
El .50 & PUBLICATIONS ADS D NPC Character Record sheets E 3 . 5 0 Gladiator E 7 . 9 5
Dungeon of the Bear Levels 1,2,3 Cry Havoc medieval skirmish game E9.95 Down with the King E 8 . 4 5
Uncle Uglies Underground E1.50 AD & D DM's Adventure Log E 3 . 5 0
Circle of Ice Solo Adventure City of Sorcerers fantasy boardgame E 9 . 9 5 Rogues Gallery NPC slats E 3 . 5 0 Gunslinger E 1 4 . 9 5
75p Machiavelli 1 0 . 4 5
Abyss Solo Adventure 75p Starship Captain - SF boardgame E 1 2 . 9 5 World of Greyhawk 6 . 9 5
The Village- extra map for Cry Havoc E 2 . 8 5 COMPUTER GAMES FROM AVALON HILL
Goblin Lake Solo Adventure 75p The Crossroads - as above 2 . 8 5
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Grimtooth's Traps Game aid E3.75 Dungeon Floor Plan role playing aid E2.50 B2; 63 e a c h 3.95
E3.30 Dungeon Accessory Pad as above E 2 . 5 0 M1Solo Module e a c h 4.50 Andromeda Conquest:* T16A16P16At32
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Sorcerer's Apprentice Magazine Voyager 1:* TC16 T16 A32 At32 P32 E14.95
Grimtooth's Top Game and Vol 2 E3.75 Al A3; C2, 03; Sl; T1 e a c h E3.50
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Deluxe polyset with inked numerals 1 . 3 0 Official Traveller Supplements e a c h E2.50 OW Modules: GW1; GW2 e a c h E2.95
Official Traveller Adventures e a c h 2.50 G W Mini Module & Referee's Screen E2.95 KEY- = on cassete; += on disc; P= Pet A= Apple
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30 Please mention I M A G I N E magazine when replying t o advertisements


SPECIAL
PA O F F E R S DSEWPLAYERS
ASSOCIATION
Please note t h a t t h e following off er s
are available o n l y to members o f the
D E W ' Players Association. Details of
the PA are on p33 of this magazine.

NEWS
BARGAIN BASEMENT
The Bargain Basement (lair of the infamous Karen) is
the place where we consign all the stock which, for some
reason or other, can no longer be sold as 'perfect'. The
degree of imperfection varies from a missing shrink-wrap
to the lack of a page in a module, for example. The items all
have two things in common, however, they are all on sale
at amazingly reduced prices and none of them is rubbish
PA members can obtain an up-to-date list of available
Bargain Basement items by sending an SAE to Bargain
Basement at the address given below Don't forget to
THE NEWSLETTER
quote your PA membership number. OF THE BRITISH
RPGATM Module 1 RAHASIA
DUNGEONS & DRAGONS
A 16-page D&D module designed for 5.8 characters of
levels 1-2. Price f 2.00, post free. PLAYERS ASSOCIATION
Rahasia the elven maid faces a fate worse than death at
the hands of an evil human, Rahib, who has taken over the
Temple o f t h e Sacred Black Rock, cursed i t s elven
servants, and lured Rahasta's father and her betrothed PA N PIPINGS
into his clutches. You are Rahasia's last hope. Can you
brave the Temple's perils and mete out justice to Rahtb?
I have just written a letter to accompany a logically c o n s i s t e n t s e t o f r e a s o n s f o r
'R SERIES' MODULES
package. Inside the package was a mod- things h a p p e n i n g o r c r e a t u r e s b e i n g
The 'R series' AD&DTM adventure modules are produced ule, and the letter was to tell t h e author
by the RPGAT!' organisation in the USA and are available there. It helps you w h e n you are writing
in the UK only to PA members. Each module was designed that TSR c a n ' t publish it. I d i d n ' t e n j o y because N P C s , m o n s t e r s , t r e a s u r e s ,
for use in a GEN CON' tournament and is suitable for
writing the letter, and the author will not buildings, etc arise almost spontaneously
normal campaign play as well as including extra details
and pre-rolled characters for tournament-style use enjoy reading it, so why was it written and from it what's more, they 'feel right'.
why do we write other letters like it?
R i - TO T H E A I D O F FA L X
The other advantage of a clear plot is that
A 16-page module designed for 6 characters of levels
5.9. Price El .50, post free. The answer, I think, has little to do w i t h it helps you take your idea from being an
Falx the silver dragon, much to his chagrin, needs some the modules w e receive being 'good' o r adventure to run yourself, to a module for
human aid. The dark powers that control a nearby set of
tunnels have stolen five potions of silver dragon control!
'bad' as such. M a n y DMs design and run other people to run. It's not only the plot
Can the adventurers find the potions before nightfall? an adventure w h i c h t h e i r players e n j o y which n e e d s t o b e c l e a r, o f c o u r s e ;
R2 - T H E I N V E S T I G AT I O N O F H Y D E L L
very much. The problems start when one everything has to be readable, complete
of these players comes out w i t h the line and w e l l l a i d o u t . F o r m a t ( l a y o u t a n d
A 32-page module designed for 5 characters of 5th
level, Price f 2 00, post free, 'Why don't you send it in to._?' conventions if you like) can make or break
Slinks a r e obedient, semi-human slaves a n d a r e a module. A badly formatted module has
apparently content with their lot. They are protected by
law, owned by the wealthy and approved of by the church The step from 'adventure' to 'module' is a to be practically re-written from scratch (I
authorities Can you sneak into the old rums to find out very big one, so I am taking this opportun- know, I ' v e d o n e i t ! ) b u t c o n s c i e n t i o u s
who or what slinks really are and where they come from?
ity t o help (I hope) prospective authors. presentation can make up for a lot.
R 3 - E G G O F THE P H O E N I X These w o r d s t o t h e w i s e a r e m a i n l y
A 32-page module designed for 5-8 characters of level concerned w i t h f u l l - s i z e D & D ' a n d On the layout side, the section most often
5-9. Price f 2 00, post free, AD&DTM modules, but most of the points
In the lonely town of Northending, the council has called skimped is the introduction. M o s t people
paladin Athelstan to their aid, The fabulous artifact known are j u s t a s applicable t o o t h e r systems can f o l l o w t h e t e c h n i c a l d e t a i l s a n d
as the Egg of the Phoenix has been stolen by evil beings. and smaller offerings (eg for magazines). descriptions in a module if they are led to
'MILL DAYS' them gently. A m o n g s t o t h e r things, t h e
Mill Days are Saturday gaming sessions which take Let's begin by looking at what a module is. introduction s h o u l d describe t h e back-
place here at the Mill in Cambridge. This year we are It is all the information (barring the rules) ground, scope and plot of the module, the
planning to hold about half a dozen covering a variety of
games. The next will be on Saturday, 10th September,
needed by any DM and group of players to level a n d t y p e s o f a d v e n t u r e r i t i s f o r,
Mill Days are open to PA members only. There is no fee experience a n d e n j o y a r o l e - p l a y i n g abbreviations a n d c o n v e n t i o n s used, a
but places must be booked in advance. For details, write to adventure. T h e w o r d s ' a l l ' , ' a n y ' a n d
'Players Association Mill Days' at the address below,
means o f i n t r o d u c i n g p l a y e r s t o t h e
enclosing an SAE. 'enjoy' form the basis of what follows. adventure and some idea of where to find
PA PINS information (a 'Contents', if you like).
Before y o u e v e n s t a r t , m a k e s u r e y o u
These are half-inch diameter brushed steel badges
carrying our Dragon's-Head logo. They will double as a know what you are letting yourself in for. Each g a m e h a s i t s o w n c o n v e n t i o n s
lapel badge or tie-pin and will discreetly identify you as a A 3 2 - p a g e m o d u l e requires about 1 0 0 - which c o m e a n d go. S o m e a r e w e l l -
player and PA member. Price f a % each, post free.
120 pages o f double-spaced typescript. established, h o w e v e r, l i k e t h e b o x e d
PA 1-SHIRTS Even a magazine 8-pager r u n s to about sections and abbreviations for stats in the
White cotton T-shirts with full-colour design of a dragon 7000 words. I t is also an idea t o look at Basic and Advanced games,
towering over the D&D symbol. Available in S, M and L some o f t h e latest releases. T h e s e w i l l
(please state size when ordering) f 3 50 each, post free.
give you some idea of what is needed. When i t c o m e s t o s u b m i t t i n g w o r k ,
PAN BACK ISSUES modules s h o u l d p r e f e r a b l y b e t y p e d
It always happens. No sooner does a magazine come to Next, devise a plot, n u r t u r e i t carefully (double-sp 'ced), but this is not essential.
an end than its back issues become collectors items, PA
members can obtain back issues of PANs 1-12 for f 0.50 until it reaches maturity and then stick to Maps should be clear, w i t h a key and a
each or f 5.00 for a set of 12, post free. it. The plot is your best friend. Not a great scale. T h e y a r e a l w a y s r e d r a w n f o r
Offers are open to PA m e m b e r s only O r d e r s to long rambling t h i n g like some r e - r u n o f publication, so don't go mad on them.
PA S p e c i a l O f f e r s , T S R U K L t d , T h e M i l l , War & Peace, o f course, n o r a s t r a i t -
Rathmore Road, C A M B R I D G E CB1 4 A D . jacket w h i c h forces players t o f o l l o w a So m u c h f o r t h e mechanics. W i t h luck,
pre-determined line rigidly (though some these guidelines should help t o make a
Remember t o i n c l u d e y o u r P A m e m b e r s h i p
number w h e n o r d e r i n g . A l l o f f e r s s u b j e c t t o
sense o f w h a t t h e y should do, a n d t h e module work, but what they can't do is to
availability. means to e n c o u r a g e / t e m p t them to do it make it good. That's up to you!
are d e s i r a b l e ) . A p l o t i s b a s i c a l l y a Ifiit5 Graeme Morris
PAN, A u g u s t 1 9 8 3 31
DISPEL CONFUSION
Dispel C o n f u s i o n i s a q u e s t i o n a n d The two are so different because they A. N o . Paladins are affected by unholy
answer c o l u m n i n t e n d e d to h e l p hobby are interpretations by different people water only because of their extreme
garners o v e r c o m e p r o b l e m s t h e y h a v e at different times. piety, which grants them a number of
had with game rules. benefits. This is one of the drawbacks.
Q If a dragon is captured at a very young Rangers, a l t h o u g h good, a r e n o t so
A t present, w e can only help with games age can it be tamed as a mount, and if extreme in their powers or beliefs.
produced by TSR; while our answers may so will its alignment be the same as
not be fully 'official', w e have contact with the characters who trained it, or will Q. C a n a c h a r a c t e r w h o b e c o m e s
the designers themselves. I n future, w e it s t a y t h e s a m e a s detailed i n t h e schizophrenic due to a psionic attack,
hope t o c o v e r g a m e s o t h e r t h a n T S R rules? (Basic/Advanced) or other effect, continue in his or her
products, b y getting answers from those class if one of the n e w personalities
who make and design them. A Yes it is possible to capture and train has a n a l i g n m e n t w h i c h i s i n c o n -
a dragon. T h i s i s a l o n g a n d r i s k y sistent w i t h t h e character's original
But we always need questions - so send business. To begin w i t h dragons are class? (Advanced)
your q u e r i e s t o : P l a y e r s Association hard to subdue, and even harder t o
(Dispel Confusion), T S R U K Ltd, T h e keep subdued. There are rules in the A. I n g e n e r a l t h e o r i g i n a l c l a s s i s
Mill, R a t h m o r e R o a d , C A M B R I D G E D&D Basic rulebook and AD&DTM retained for all the new personalities
CBI 4AD. Monster Manual t o cover this. which have a suitable alignment, and
Secondly, dragons take a long time to the o r i g i n a l p e r s o n a l i t y i s n o t a f -
mature, and a very young dragon can fected. Personalities w h i c h have an
DUNGEONS & DRAGONS
take t w e n t y years o r more t o reach unsuitable a l i g n m e n t w i l l b e l i e v e
and A D VA N C E D D U N G E O N S adulthood. We doubt that any player themselves m e m b e r s o f a d i ffe r e n t
& D R A G O N S games character w o u l d h a v e t h e t i m e t o class. They will not actually have the
devote to a task like this powers o f t h e class concerned, b u t
Q. W h i c h o f t h e B a r b a r i a n classes i s will d e l u d e t h e m s e l v e s t h a t t h e y
'official' t h e o n e i n IMAGINErm Even i f a d r a g o n w a s successfully possess these powers.
magazine or the one that appeared in captured and trained it would retain
W h i t e D w a r f 4 . Why are the two so the alignment of its birth. In the case of a Paladin w i t h schizo-
different? (Advanced) phrenia, an evil act performed by one
0. Are t h e r e a n y t a b l e s f o r r a n d o m of t h e n e w personalities w o u l d n o t
A. T h e question of 'official/unofficial i s encounters f o r m o n s t e r s f r o m t h e lead t o loss o f class by t h e original
a contentious one. A s far as w e are FIEND FOLIOTM To m e , a n d i f t h e r e personality, because it has not been
concerned rules changes and addit- are where are they? (Advanced) 'knowingly performed'.
ions a r e o n l y o ff i c i a l i f t h e y a r e
written by Gary Gygax or approved by A, Y e s , the FIEND FOLIO Tome includes Q I f a Ring o f Wa r m t h and a Ring o f
him. After all, he did invent the game comprehensive tables w h i c h c o v e r Fire R e s i s t a n c e a r e w o r n a t t h e
in t h e f i r s t place. T h i s is n o t to say both its monsters and those from the same time, will the effects be cancell-
that things that other people create Monster Manual. ed, reduced or normal? (Advanced)
are wrong, they are only unofficial.
Q. A r e Rangers affected by unholy water A. T h e e f f e c t s o f t h e t w o r i n g s a r e
Therefore, the Gary Gygax Barbarian in t h e s a m e w a y a s P a l a d i n s ? entirely n o r m a l . W h i l e t h e y b o t h
is the official one. (Advanced) function during extreme temperature

TURNBULL TALKING
'miniature w a r g a m e ' , e x c e l l e n t h o b b y wide in touch w i t h each other. B e of no
though i t i s . H e r e t h e s c o p e m u s t b e doubt t h e present hobby owes a great
limited, and in an arbitrary and no doubt deal t o t h e f i r s t postal garners, f o r t h e y
irritating way I will concentrate on board/ were the ones w h o started the snowball
table games which are more than family down the long slope. (If you are interested
pastimes, w h i c h have attracted 'fans' or in k n o w i n g more about the postal hobby,
'enthusiasts' w h o d i s p l a y m o r e - t h a n - Brian Creese's article in the last issue is
average e n t h u s i a s m a n d c o m m i t m e n t , an excellent place to start.)
and which are post World War II in origin.
Then there were the board wargames
In the beginning there was Diplomacy. An first from Avalon Hill then from a sizeable
I have often been asked h o w and w h e n American game (most of the good games number o f o t h e r publishers. These, too,
this gaming hobby started in the UK. This are American) and one which still attracts attracted a postal f o l l o w i n g a s w e l l a s
casts m e p r e t t y f i r m l y i n t h e r o l e o f a lot of interest. What appeared to be the face-to-face players; like Diplomacy, they
wrinkled, a g e d d o d d e r e r w h i c h s i t s failing o f t h e g a m e w a s t h e n e e d f o r generated magazines, clubs and conven-
unhappily on my 27 years._ give or take a seven players and perhaps ten h o u r s o f tions. Vi r t u a l l y w i t h o u t exception these,
bit._ b u t I c a n ' t r e a l l y o b j e c t t o t h e playing time, but from the hobby point of too, w e r e American.
supposition, h a v i n g b e e n a r o u n d a t t h e view this turned out to be a great strength
beginning o f t h e h o b b y ' s s p e c t a c u l a r since i t promoted t h e foundation o f t h e At about the same time, the UK became
surge. S o h e r e ' s m y v i e w p o i n t a n d -my postal g a m i n g h o b b y ( a c t u a l l y, i t ' s a aware o f n o n - w a r g a m e s (also m a i n l y
perspective. better game by post, too). Not only did this from America) such as those designed by
advent o f postal g a m i n g a l l o w a g o o d the inimitable Sid Sackson ( A c q u i r e is a
First, though, the scene-setter. I have no game to be played by a wider group than classic) a n d b y companies such a s 3 M ,
intention of tracing the hobby back to the face-to-face would have permitted, but it Gamut o f Games, A v a l o n H i l l ( t r y t h e i r
origins of chess (a game, after all, though carried out the much more important task Business Game), Urban Systems (ecology
even / w a s n ' t around then) or even to the of p u t t i n g g a m e s e n t h u s i a s t s n a t i o n - games s u c h a s S m o g ) , H a r w e l l a n d
32 PAN, A u g u s t 1 9 8 3
PA
conditions, t h e y w o r k a t o p p o s i t e some d e l a y u n t i l a n e w s h i p m e n t
MEMBERSHIP
ends of the scale, and so their effects arrives i n t h e U K a n d b e c o m e s
do not overlap. Don't forget that it is available in the shops.
only possible t o w e a r t w o r i n g s a t
once a n d s t i l l h a v e t h e m operate. STARFRONTIERSTm The PA is a club for all players of role
Toes and pierced ears will not do. Rules Questions playing games particularly the D & D " '
and AD&DTM g a m e s . S i n c e i t w a s
Q. W h y i s n ' t there a l i s t of magic-user Q. I n ' H o w t o c r e a t e a c h a r a c t e r founded in 1 9 8 1 , the PA has become
spell prices in the DMG? (Advanced) Summary' on p4, r u l e 5 states t h a t the c o u n t r y ' s largest D & D club, a n d
'No m o r e t h a n 1 0 p o i n t s m a y b e now h a s t h i s 4 - p a g e section i n
A. B e c a u s e magic-user spells are never shifted in this way'. Does this mean a IMAGINETm magazine. The benefits of
bought i n t h a t sense. T h e detailed maximum o f 1 0 points in each pair, membership include:
recipe f o r c a s t i n g a s p e l l m a y b e or 1 0 points overall?
bartered for, u s u a l l y w i t h details o f * Free badge, sticker a n d person-
other s p e l l s ( s e e D M G p 3 9 ) . T h e A. L o o k i n g at the suggested characters alised 'credit-card s t y l e ' m e m b e r -
amounts of cash involved are small, in SE-0, f o r example, i t seems t h a t ship card.
with m a g i c i t e m s a n d ( m u c h m o r e the limit is 10 points overall, but that
importantly for a magic-user) magical this can be used to alter m o r e t h a n S p e c i a l offers available only to PA
knowledge being the chief currency. one pair. members, including the 'R' series of
modules and Bargain Basement
When m a g i c - u s e r c h a r a c t e r s p r o - DRAGONQUESrm your c h a n c e t o buy damaged-but-
gress in level they must engage in a Rules Questions usable s t o c k a t g r e a t l y r e d u c e d
period o f t r a i n i n g u n d e r a h i g h e r prices. Fuller details of the special
level magic-user, which is paid for in Q. I n t h e second edition rulebook, t h e offers are given on page 31.
cash. Subsumed into the cost of this Weapons Chart (20.2 note C) states
training is the acquisition of another that any hit w i t h a Sap by someone * F r e e postage a n d packing o n m a i l
spell. with Assassin skill automatically orders from TSB UK Ltd for UK and
knocks o u t a n opponent. H o w e v e r, BFPO members.
Clerical spells have given prices, but rules 1 6 . 5 a n d 5 1 . 7 s a y t h a t t h e
the price is for the effect of the spell, Assassin skill only gives a character * D i s c o u n t s on tickets for GamesFair
rather than the spell itself. an increased chance of knocking out hobby conventions.
an opponent. Which is correct?
Why isn't everything that is available * Listings o f PA members i n your
in A m e r i c a for the D&D game avail- A. I t seems quite unreasonable to apply area (send SAE).
able in the UK? (Basic/Advanced) the rule i n t h e Weapons Chart. W e
suggest that this rule is superceded
A. Most products are eventually made by 1 6 . 5 a n d 5 1 . 7 , o t h e r w i s e a n y
available i n t h e UK. H o w e v e r, T S B character with 625 Experience Points Membership of the PA costs E2.50 per
prints a l l i t s p r o d u c t s ( e x c e p t f o r to spare would spend them on R a n k year f o r n e w U K o r BFPO m e m b e r s
IMAGINE magazine) in America, and Sap a n d Assassin, a n d t h e n s i m p l y ( f 2.00 for renewals) and E5.00 (or US
then goods are imported into Britain cosh opponents into submission. $10) f o r overseas m e m b e r s . A l l y o u
in batches, which means that there is 0145 Graeme M o r r i s & M i k e B r u n t o n have t o d o i s f i l l i n t h i s coupon a n d
send it to

PA M e m b e r s h i p s , T S R U K L t d , T h e
Mill, R a t h m o r e R d , C a m b r i d g e CB1
4AD, England

S:nauer Associates (try E x t i n c t i o n if you concentration and g r o w t h has belonged together with a cheque or postal order
can get hold of it). Books on games began to the role-playing part of the hobby. made payable to TSR UK Ltd
to appear Sid Sackson's A G a m u t o f
Games, f o r e x a m p l e , w h i c h h a s e v e n There I s a i d t h e h i s t o r y h a d t o b e El P l e a s e enrol me as a n e w member
more for the games hobbyist than the title potted, b u t there's enough m e a t here to of the Players Association. I enclose
would suggest. be spread further in this column in future a c h e q u e / P O f o r 2 . 5 0 (overseas
if readers want to know more detail. 5.00 or US $10).
This was ten years ago. Some would say
this was the halcyon age of the hobby it Only one sad fact strikes me in all this LI P l e a s e r e n e w m y m e m b e r s h i p o f
was q u i t e s m a l l a n d m a y b e r e g a r d e d the l o w i n c i d e n c e o f g o o d U K g a m e s . the PA. I enclose a c h e q u e / P O for
itself as select, there w e r e some darned There are a few, of course: David Watts' f 2.00 (overseas 5 . 0 0 or US $10).
talented d e s i g n e r s p r o d u c i n g n e w a n d Railway Rivals; Seastrike; Kingmaker; a My PA n u m b e r is
intriguing g a m e s o n a h u g e s p r e a d o f good g a m e t r y i n g t o g e t o u t o f Escape
topics w i t h o u t ever causing a feeling o f from Colditz; B l a c k B o x a n d t h e
deja v u ' , games collections w e r e in t h e peerless 1 8 2 9 f r o m F r a n c i s Tr e s h a m . Name ( M r / M r s / M i s s / M s )
making (and a t t h a t t i m e w e r e possible But in general UK garners have had to rely
without b a n k r u p t c y ) a n d a n e w a n d on t h e i r t r a n s a t l a n t i c b r e t h r e n f o r t h e Address
exciting spirit was abroad. major i n i t i a t i v e s . T h e r e a r e v a r i o u s
opinions, m o s t o f them pretty critical, of
Then i n 1 9 7 4 c a m e D U N G E O N S & why this should be so.
DRAGONS t h e first ever fantasy role-
playing g a m e a n d t h i s s h i f t e d t h e But brushing aside that one sad tear, I've I do/do not* wish m y name and
lobby into an even h i g h e r gear. Though never enjoyed myself so much as in the address t o b e a v a i l a b l e t o o t h e r
other types o f game in t h e 'hobby' area time since this terrific hobby set foot on members.
have been published in copious quantities UK soil. (* delete as appropriate) 1 5
since then, it's a safe bet that the major I P D o n Tu r n b u l l

intl\t, A u g u s t 1 9 8 3 33
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1411
34
PAN, A u g u s t 1 9 8 3
TheImagination
Machine
by Mike Costello
Which Micro?
Some readers of I M A G I N Eml magazine facturer be ready when you are? Some of latest micro to be launched on the market.
will h a v e already taken t h e p l u n g e and the expansion u n i t s that manufacturers Here a r e p o i n t s t o b e a r i n m i n d w h e n
chosen a h o m e m i c r o , b u t t h e y a r e of certain computers promised have been considering buying a very n e w machine:
bound to be o u t n u m b e r e d by those w h o delayed so long that the basic machines
are s t i l l u n d e c i d e d . W h i c h i s t h e b e s t are a l r e a d y b e c o m i n g o b s o l e t e . T h e n Accept t h a t t h e r e w i l l b e n o s o f t w a r e
buy a m o n g t h e v a r i o u s c o m p e t i n g there is the problem of the manufacturer worth l o a d i n g f o r t h e f i r s t y e a r. T h a t
machines on the market? who s u b - c o n t r a c t s t h e p r o d u c t i o n o f seems a l o n g t i m e , b u t m o s t s o f t w a r e
peripherals to an independent company, houses w i l l n o t b o t h e r w i t h a m a c h i n e
The most important question is a r e you which t h e n goes o u t o f business. until there are plenty of users. After all, it
going to write your o w n program, or just Remember t h a t i t i s a l w a y s m o r e may never catch on. And the first wave of
use c o m m e r c i a l g a m e s s o f t w a r e ? U n - expensive t o assemble a sophisticated software will be rewrites of games already
fortunately, most people find this out only configuration f r o m a number of separate available for other computers; rewriting a
after they have had a computer for a f e w units than to buy a complete single-box game is cheaper than designing one from
months. M a n y b u y a m a c h i n e w i t h t h e system in the first place. scratch. O f course, i f i t t u r n s o u t t h a t
intention of learning to program and, for there i s s o m e t h i n g w r o n g w i t h t h e
one r e a s o n o r a n o t h e r, e n d u p playing A further word of caution on this point: be computer, the software houses may steer
other people's games. On the other hand, suspicious of 'bargain m a c h i n e s ' w i t h a clear of it altogether.
many o f t h e m o r e successful p r o g r a m - small amount of RAM. RAM chips are so
mers s t a r t e d o u t p l a y i n g c o m m e r c i a l cheap nowadays as to be effectively free If you want to program, you will be looking
games, b e c a m e d i s s a t i s f i e d w i t h t h e to the manufacturer and he can as easily for a powerful BASIC (at least 12K), plenty
quality of the software on the market, and give y o u 4 8 K a s 4 K . I f h e d o e s n o t , i t of m e m o r y, g o o d d o c u m e n t a t i o n a n d a
decided t h e y could do as w e l l o r better. means either that he wants to tie you to compatible printer. I f you i n t e n d t o play
You m i g h t react by hedging your bets, or the machine and then sell you expensive ready-to-run games, some machines are
decide o n a m i n i m u m - r i s k approach memory enhancements, or that he wants more suitable t h a n others for particular
which really means going out and buying you t o buy software on expensive R O M types o f g a m e . I f y o u p r e f e r g r a p h i c
a Z X 8 1 , t h e cheapest c o m p u t e r o n t h e cartridges r a t h e r t h a n c h e a p c a s s e t t e adventures, t h e r e are probably m o r e o f
market. You can always sell it and move tapes. Look f o r a m a c h i n e t h a t accepts them f o r t h e A p p l e t h a n a n y o t h e r
on to something better in due course. software in standard formats rather than machine. H o w e v e r, a p a r t f r o m t h e f a c t
in a format unique to one manufacturer. that the Apple Ile is hopelessly overpriced,
There a r e f i v e m a i n c o n s i d e r a t i o n s t o most o f t h e s o f t w a r e i s A m e r i c a n a n d
bear in mind: A m o u n t of user m e m o r y. This means, in tends to cost about three times as much
practice, the amount of memory available as s o f t w a r e f r o m British sources. M a n y
Availability of software, If there are 500 to hold a BASIC program a f t e r allowing Apple programs are being re-written for
games available f o r a p a r t i c u l a r micro, for t h e R A M t a k e n u p w i t h t h e v i d e o the A t a r i , b u t t h i s m a c h i n e presents a
there is a good chance that you can find display, s y s t e m variables, etc. Yo u w i l l very u n f r i e n d l y environment for anyone
about five t h a t f i t y o u r particular tastes need a t l e a s t 1 6 K f o r a l l a p p l i c a t i o n s trying to write their own software for it, as
and are of sufficient quality. A number of other than running simple arcade games. the BASIC is not up to handling the very
the best-selling m a c h i n e s pose n o d i f - The a m o u n t o f u s e r m e m o r y o n a sophisticated graphic capabilities of this
ficulty i n this respect, b u t beware of the machine, defined i n this way, may be as computer. At the lower end of the market,
more specialised computers w h i c h have little as a t h i r d o f the a m o u n t quoted in a calculator-style keyboard may be accept-
not attracted t h e attentions o f t h e soft- advertisements; read the small print. able b u t not if you intend to type in long
ware houses. Read magazine advertising listings from magazines.
to get an idea of the a m o u n t of software Falling prices. Will the machine you buy
that will run on each machine. Check the become significantly cheaper, j u s t after I h o p e I h a v e n o t discouraged readers
prices being asked; i t may not be a good you h a v e paid f o r it? Yes, a n d t h e r e i s w i t h this discussion of the pitfalls in the
idea to buy a micro that can run on any of nothing you can do about it. As soon as a path o f t h e f i r s t - t i m e c o m p u t e r b u y e r.
several h u n d r e d c a r t r i d g e g a m e s , a n d manufacturer has recovered the develop- Most micros are excellent value in terms
then r e a l i s e t h a t t h e y c o s t 2 5 e a c h . ment costs of a new micro, he will cut the of the computing power they offer. There
Joining a s o f t w a r e l i b r a r y, o r p a r t i c i - price to stay competitive with all the other is no single best buy, b u t you should be
pating i n a buy-back arrangement, i s a manufacturers; competition is becoming able t o d e c i d e w h i c h m a c h i n e i s b e s t
solution to this problem, but of course you fiercer all the time. Home computers are suited to your interests a s soon as you
will never actually build up a collection of now about four times cheaper than they work o u t e x a c t l y w h a t y o u e x p e c t a
games that you w a n t to return to. were three years ago (it's true) and there computer to do for you.
is no end in sight.
Availability o f peripherals. T h i s r e a l l y * 5 Mike Costello
means extra memory, a printer, addition- One o f t h e c o m m o n e s t types o f letter I
al languages or possibly such an interest- receive a s editor o f W a r M a c h i n e asks Mike Costello w i l l be back in issue 7 with
ing novelty as a speech synthesis board. some variation o n t h e q u e s t i o n ' I p l a y predictions about likely developments in
You need one or more of these but cannot g a m e , w h i c h computer should I buy? the h o m e c o m p u t e r m a r k e t , a n d t h e
afford them yet; you can always buy them However, w h i c h e v e r m a c h i n e I r e c o m - opportunities t h e s e w i l l b r i n g f o r m o r e
when you are ready. B u t will t h e m a n u - mend, t h e e n q u i r e r w i l l o f t e n b u y t h e imaginative types o f computer game.
IMAGINE magazine, A u g u s t 1 9 8 3 35
TAMWORTH
GAMES
CENTRE
For:-
FANTASY - SCI-FI - WAR GAMES
TSR HOBBIES. RULES- SUPPLEMENTS -BOOKS
GAMES WORKSHOP. MAGAZINES - DICE - FIGURES
PAINTS - F E LT- etc.

You'll find all the winners, and much, much more-at your T.S.R. - TRAVELLER - G.D.W.
nearest Beattiesostore. Adventure into our magical halls! D&D - RUNEQUEST - T & T

DEAL1111STOREFORYOU YAQUINTO - JUDGES GUILD


CITADEL - GAMES WORKSHOP
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GALAXY
MAIDSTONE
DUNGEONS & DRAGONS
MINATURE FIGURES
w'"71,4TORI[Lbm(se
'lS
MODULES
TRAVELLER
POSTAL GAME
RUNEQUEST
Crasimofrs World is a fantasy game of exploration and adventure, As a player you assume the
Large range of Fantasy & Wargames 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.
Also
Your party will set out from a small town, knowing nothing about the world apart from a few rumours. As
COMPUTER H A R D WA R E 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
Atari, Vic, Dragon, Texas that you will discover later in the game.

COMPUTER SOFTWARE 'KJC Games has been running Crasimoff's Wo r l d for over a year now,
c, B B C , S p e c t r u m , 2 X 8 1 , A t a r i , and the effort the gamesmaster puts into each turn never ceases to amaze
Texas, Dragon me. Most players find themselves offered a different scenario each turn, or
find that a new twist has happened to an existing adventure.'
as reviewed in
Plus A t a r i and Mattel,
VCS units and Imagic,
Parker & Activision
N 37
Cartridges
I f you wish to enrol in Crasimof s world send a L'5 cheque/P.O. payable to K.J.C.
Games. For this you will receive a rulebook, set up material, and the i r s t four rounds.
GALAXY Future rounds are 1.25 each. Copies of the White Dwarf review are available free of
charge from K.J.C. Games.
60 High Street,
Maidstone, KENT. (0622) 682575 Send to.. K.J C. Games, 5 Vicarage Avenue, Cleveleys, LANCASHIRE FY5 2BD.

36 Please m e n t i o n I M A G I N E m a g a z i n e w h e n r e p l y i n g t o a d v e r t i s e m e n t s
Book Review Dave Pringle, editor of Foundation: The
Review o f S c i e n c e Fiction, looks a t
recent releases in the world of adventure
fiction and some interesting non-fiction.

There is a sub-species of science fiction thorough-going a t t e m p t a t a h u m o r o u s freedom' particularly M r s Thatcher: 'I


which h a s b e e n d u b b e d t h e P l a n e t a r y novel a satire on the American Dream, think she is living as rich a fantasy life as
Romance. Yo u k n o w t h e s o r t o f t h i n g : no l e s s . T h e b o o k b u i l d s t o a m a n i c was ever granted a little suburban prin-
swashbuckling h e r o ( o r heroine), l o v e climax, involving a mad 'President' w h o cess. S o m e t i m e s i t l o o k s a s i f S h i r l e y
interest, c o l o u r f u l a l i e n backdrop i n calls himself Charles Manson, before all Temple i s r u n n i n g t h e c o u n t r y o n t h e
short the Prisoner of Zenda meets Ayesha is resolved i n a l y r i c a l h a p p y e n d i n g . lines of a Kipling story....', and so on. This
on Barsoom. A l t h o u g h Edgar Rice B u r - Enjoyable a s m u c h o f t h i s i s , I f o u n d booklet is a m u s t for all Moorcock fans,
roughs may be the great progenitor, it is a myself w i s h i n g t h a t B a l l a r d h a d g o n e but I h o p e i t i s r e a d b y a m u c h w i d e r
category w h i c h h a s b e e n dominated o f further a n d m a d e t h e w o r k a l t o g e t h e r audience besides.
late by female writers. O n e of the m o s t more ' A m e r i c a n ' n o t i n a r e a l i s t i c
serious and successful of these is Marion sense, (because this is a novel about the Brief mentions: R e d D r a g o n by Thomas
Zimmer Bradley, whose Darkover novels media image of America rather than the Harris ( C o r g i , f l . 9 5 ) i s a n e x c e l l e n t
have b e e n appearing s i n c e 1 9 6 2 . T h e

first of these was a slim work called The The., h o d *most
Sword o f A l d o n e s . N o w , completely destroved t h e planetni.
theilloode Sum t h e Lost
rewritten and much fattened, it reappears thangerotts Mitrix on o v e r . the
as Sharra's Exile (Arrow, E l .95). Jewels legendary %arm had been exiled to
and telepathy, a hierarchical society with theTurntriaran Etnince
But now the Sharra aus back,
elaborate p r o t o c o l , o b s e s s i o n s w i t h embodied In the image of a dathalt
lineage and inheritance all the familiar '!jn80 a t h a n WINO
of
ingredients a r e here, m i x e d i n t o a f i n e
stew o f anguish a n d action. I t has very
little t o d o w i t h s c i e n c e f i c t i o n , a s I
understand the term, but with its elabor-
ately detailed i m a g i n a r y w o r l d i t i s n o
doubt f u l l o f i n s p i r a t i o n f o r f a n t a s y
garners.

The Process (Arrow, E1.75) is a prime cut


of Norman Spinrad fiction, a n d probably
his b e s t b o o k s i n c e B u g J a c k B a r r o n
(1969). Spinrad fiction t e n d s to come in
large chunks, r a w and dripping, and this
novel is no exception. Written in the 70s,
but just published here for the first time,
The Process i s a b o u t a science-fiction
religion, Tr a n s f o r m a l i s m , w h i c h t a k e s
over people's lives i n t h e m o s t sinister
way. The hero is a minor TV director, his
wife an unsuccessful actress, w h i l e the
villain i s a o n e - t i m e S E w r i t e r t u r n e d real thing) but in a mythical sense. I feel thriller about a man w h o murders whole
religious p r o p h e t . W h i c h r e a l - l i f e c u l t Ballard could have got more of America families with the aid of his grandmother's
leader has served Spinrad as a model? It into the book, b u t instead he has rested false t e e t h (I k i d not). I t c o m e s w i t h a
w o n ' t take you long t o guess. This is an content w i t h a n entertaining t w o - f i n g e r jacket r e c o m m e n d a t i o n f r o m S t e p h e n
angry book, full o f ambition, frustration, exercise. King, and in this case I agree with him
and d e p i c t i o n s o f t o r r i d sex. I t i s o v e r - Red Dragon is fine o f its type. M r King is
written a n d overlong, a s a l l S p i n r a d ' s The R e t r e a t f r o m L i b e r t y b y Michael also quoted on the flyleaf of Psycho 2 by
novels are, b u t i t packs a n unavoidable Moorcock ( Z o m b a B o o k s , E 2 . 2 5 ) w a s Robert Bloch (Corgi, f l .50), but this time I
punch. published s h o r t l y b e f o r e t h e G e n e r a l am a f r a i d h e i s talking t h r o u g h h i s hat.
Election, and i t may have swayed a f e w Psycho 2 i s i n t h e s a m e g e n r e a s Red
J. G. Ballard's H e l l o A m e r i c a (Granada voters. It is a 95-page political pamphlet, Dragon ( p s y c h o l o g i c a l / m u r d e r / h o r r o r ) ,
El .50) is not one of his most successful an example of a very old genre which has but i t i s m u c h c r u d e r a n d m u c h l e s s
books, a l t h o u g h i t d o e s c o n t a i n s o m e recently come to the fore again w i t h the believable. Perhaps the forthcoming film
beautiful images. By Ballard's standards, writings of E.P.Thompson. In tone, such will be an improvement.
it is a piece of trad S F in the 21st century works a r e light-years d i s t a n t f r o m t h e
America h a s become depopulated a s a calculated dishonesty of party manifest- 1A5 Dave Pringle
result o f e n e r g y depletion a n d c l i m a t i c oes or the measured jargon of academic
changes. A n e x p e d i t i o n s e t s o u t f r o m essays. Their aim is to convince us by wit, Our thanks to Dave Pringle, w h o w i l l be
Europe t o 'rediscover' America.... W h a t style, a n d above a l l passion. M o o r c o c k back in issue 7 to assess a n e w batch o f
they find is a typical Ballardian landscape takes a n a n a r c h i s t ' s p o i n t o f v i e w : h e fiction a n d n o n - f i c t i o n r e l e a s e s . N e x t
of d e s e r t a n d j u n g l e , i n h a b i t e d b y believes each of us should accept person- month w i l l s e e t h e r e t u r n o f C o l i n
scattered tribes k n o w n as the Gays, t h e al f r e e d o m a n d a l l t h e responsibilities Greenland, w h o has the enviable job o f
Divorcees, t h e Executives, a n d s o o n . that entails. Needless t o say, t h e m o s t reviewing some of the science fiction and
None of this is to be taken very seriously entertaining p a r t s o f h i s p o l e m i c a r e fantasy t y p e f i l m s c u r r e n t l y o n t h e
on t h e SF level, for this is Ballard's first those in which he attacks the 'enemies of circuits.

IMAGINE magazine, A u g u s t 1 9 8 3 37
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LORC1LAg AnO LcgenO Carote MOrriS evtlores the mythology underlyity] adventure gaming
,LLA

6;111111)-0%,__ALL,,,,--hlilitt 1/44.41,1,

The literature of ancient Ireland contains reach Ethlinn, Balor's daughter, while the
a c y c l e o f m y t h s a b o u t t h e 'People o f twelve matrons were sleeping under the
Dana' who appear to have been gods and druidess' enchantment. Some time later
HAmt legendary i n v a d e r s o f I r e l a n d . D a n a Ethlinn was delivered of three sons, and
herself was a goddess, sometimes known when h e found out, B a l o r i n a n g e r a n d
as B r i g i t (p27 D D G ) i n I r i s h m y t h , a n d fear commanded that they be drowned in
The Celts a r e a d i ff i c u l t ' p e o p l e t o p i n possibly the same as Brigantia i n North a w h i r l p o o l o f f t h e coast, O n e child fell
down. This is perhaps because 'Celtic' is Britain. T h e ' D a n a a n s ' c a m e f r o m f o u r into the sea while being carried out to the
an adjective w h i c h m o r e appropriately great cities Falias, Gorias, Finias and whirlpool, b u t t h e o t h e r t w o w e r e d u l y
describes a l a n g u a g e t h a n a d i s t i n c t Murias, and from each city they brought killed. The druidess rescued the first son
identifiable people i n Central a n d North with them a magical treasure: and carried it to Kian, w h o s e brother the
West E u r o p e i n t h e t h o u s a n d y e a r s smith taught the child every craft and skill
before the birth of Christ. From Falias came the S t o n e o f D e s t i n y that existed. T h i s c h i l d w a s [ u g h
over which the High Kings of Ireland were destined t o b e t h e g r e a t e s t o f t h e
We know of at least two distinct branches crowned a n d w h i c h r o a r e d l o u d l y a t a Danaans, the god of the sun, of all human
of Celtic-speaking l i n g u i s t i c g r o u p s i n rightful monarch's coronation. This stone knowledge and of every art and craft, and
North West Europe t h e Brythonic Celts is reputedly that which has come down to w h o would one day release the Danaans
whose language has come down to us as modern times as the Stone of Scone, now from t h e o v e r l o r d s h i p o f t h e e v i l
Welsh, C o r n i s h a n d B r e t o n , a n d t h e in Westminster Abbey. From Gorias came Fomorians.
Goedelic Celts whose language survives the S w o r d o f Lugh, a b o u t w h i c h m o r e
as Irish a n d Scottish Gaelic. T h e r e a r e later, From Finias came a magical spear; 4it
many references i n Classical t e x t s a n d and f r o m M u r i a s came the C a u l d r o n o f
also m a n y p l a c e n a m e s t o d a y w h i c h the Dagda which could feed an infinity of
show us t h a t t h e r e w e r e Celts i n m a n y men and never be emptied. In t h e D D G , L u g h i s t i t l e d t h e ' g o d o f
parts of Europe, a n d j u s t as widespread generalities'. Perhaps this is a reference
and d i v e r s e a s t h e p e o p l e w e r e t h e i r Lugh (pronounced Loo), t h e son o f Kian, to t h e general n a t u r e o f h i s attributes,
legends, myths and religious beliefs. had m a n y attributes; he was the sun god and since as a deity he can use any one of
of the Celtic pantheon and his name can the attributes o f any being h e h a s ever
Today w e k n o w a b o u t v a r i o u s n a t i o n s ' be traced in places such as Lyons, whose met ( p 2 8 DDG), h e e q u a t e s w e l l w i t h
myths a n d l e g e n d s b e c a u s e o f t h e Roman name was Lugdunum or Fortress [ u g h of Irish mythology.
literature, oral traditions, religious build- of [ u g h . The legend o f his birth echoes
ings and sites, sculpture, inscriptions etc that of Perseus in Greek mythology: One legend about [ugh tells how he came
which they created. Our knowledge of the to the Palace of Nuada of the Silver Hand
Celtic panoply of myths and gods is made Balor, the one-eyed king of the Fomorians at Ta r a t o o ff e r h i s services. W h e n t h e
up of information gleaned from all these (a h u g e , mis-shapen, v i o l e n t a n d c r u e l doorkeeper a s k e d w h a t h e c o u l d d o ,
sources, b u t especially f r o m I r i s h a n d people representing t h e p o w e r o f evil), 'carpentry' w a s t h e r e p l y. T h e a n s w e r
Welsh literature. was told in a prophecy that he would die was that Nuada already had a carpenter.
at h i s grandson's hands, Since h i s only In vain Lugh offered the crafts o f smith,
In this article, and in a later one, I hope to child w a s a d a u g h t e r, E t h l i n n , h e i m - poet, h a r p i s t , s c i e n c e a n d l e a r n i n g ,
relate the myths and set the background prisoned her in a tower on a rocky head- physician, e t c a n d a l w a y s received t h e
for five of the deities and heroes included land w i t h t w e l v e matrons, a n d decreed reply t h a t Nuada h a d o n e already. N o t
in t h e C e l t i c M y t h o s o f t h e DEITIES & she should never learn that men existed. deterred, Lugh asked if the king had any
DEMIGODSTm Cyclopaedia (DDG). These one man w h o could do every craft, and if
five a r e [ u g h , C u c h u l a i n , N u a d a , On t h e mainland, h o w e v e r, l i v e d t h r e e so h e w o u l d l e a v e a n d n e v e r r e t u r n .
Mananan a n d A r a w n . A s w i l l b e c o m e brothers Kian, S a w a n and Gobin t h e These amazing skills could n o t n o w b e
clear, t h e accepted m y t h s a n d AD&DTM Smith (cf Goebhnie p28 DDG). Klan had a matched and [ u g h was warmly welcomed
characters differ greatly, but I will seek to magical cow which Balor had managed to at Tara as 'Ildanach' the all-Craftsman.
compare the two and perhaps give players steal b y d e c e p t i o n . I n r e v e n g e , K l a n Another n a m e by w h i c h h e is k n o w n i n
a little m o r e knowledge about their disguised himself as a w o m a n and w i t h legend is Lugh Lamfada, o r [ u g h o f the
deities or favourite heroes. the h e l p o f a d r u i d e s s h e m a n a g e d t o Long A r m ('long-handed' in DDG),
IMAGINE maga/me, August 1983 39
would have been assured to the Danaans leap h e landed o n t h e centre a n d t h e n
but for King Balor, whose gaze could kill leapt over the other end to reach Skatha's
anything. [ u g h w a i t e d f o r t h e m o m e n t castle. She marvelled at his courage and
when B a l o r ' s e y e l i d d r o o p e d t h r o u g h skill and accepted him as her pupil.
tiredness and then hurled into his eye a
massive stone w h i c h sank into his head For a y e a r a n d a d a y Cuchulain stayed
and s l e w h i m . T h u s , a s t h e p r o p h e c y with Skatha and learned everything she
foretold, Balor w a s killed by the hand of could teach h i m , especially h o w t o u s e
his grandson. the dreadful s p e a r ' G a e B o l g ' ' B e l l y
Spear' w h i c h had to be t h r o w n w i t h t h e

ac0) foot. If it wounded an enemy (normally in


the s t o m a c h ) i t f i l l e d e v e r y part o f h i m
with i t s barbs (in t h e DOG t h i s spear is
Cuchulain (pronounced Coo-hoolin) w a s made from a sea dragon's bones).
the mightest hero in all Celtic legend. He
was t h e s o n o f L u g h a n d D e c t e r a , Before he left Skatha, Cuchulain captured
daughter of the druid Cathbad, and when and s u b d u e d P r i n c e s s A i f a o n e o f
he was born he w a s given by Dectera to Skatha's mortal enemies and the fiercest
the w a r r i o r s o f U l s t e r w h o m s h e h a d w o m a n warrior w h o ever lived. She bore
lured to the Fairy Mound of Nagus on the him a son (after he had left the Land of
River Boyne. He was named Setanta and Shadows) and on his father's instructions
the d r u i d M o r a n n p r o p h e s i e d t h a t she c h a r g e d t h e lad Connla u n d e r geis
'..charioteers a n d w a r r i o r s , k i n g s a n d never to turn away from anyone, never to
sages will recount his deeds; he will w i n refuse a f i g h t a n d n e v e r t o reveal h i s
the love of many and avenge all w r o n g s ' identity (NB in Irish legend, the law of gels
(NB in the DDG Cuchulain 'exists to fight (pronounced gaysh) was a bond, a spell, a
giants a n d r i g h t w r o n g s a l l o v e r t h e magical t a b o o w h i c h e v e r y person h a d
countryside'). peculiar t o h i m s e l f a n d m u s t n o t trans-
gress). C o n n l a , h o w e v e r , w a s a l s o
When he was old enough, Setanta came charged t o seek o u t his father i n Ulster
to the court of King Conor of Ulster to be w h e n a golden ring which Cuchulain had
brought up with other princes and chief- given to Aifa w o u l d fit on his finger.
tain's sons. One day, when Conor and his
nobles were going to a feast at the hall of Years later, Connla approached the shore
Cullan, a w e a l t h y smith, Setanta stayed of Ulster in a boat of bronze w i t h golden
behind to finish a game of hurley with his oars, a n d a m a z e d K i n g C o n o r a n d h i s
friends ( t h i s i s p r o b a b l y t h e g a m e o f lords by bringing down live seabirds with
hurling, still played today). N i g h t fell a t his s l i n g , a n d o t h e r t e r r i f y i n g f e a t s o f
Lugh b r o u g h t m a n y magical i t e m s w i t h the hall o f Cullan, and the smith's h u g e prowess. W h e n t h e King, i n fear, c o m -
him t o Ireland, a m o n g w h i c h w e r e t h e and terrible hound was released to guard manded Connla to leave, he refused, and
Boat of Mananan the Sea God which it. W h e n Setanta arrived late at the hall, then defeated all the warriors sent against
could divine m e n ' s t h o u g h t s and w o u l d the d o g a t t a c k e d h i m a s a s t r a n g e r. him. C u c h u l a i n w a s sent for, and w h e n
travel anywhere, the Horse o f Mananan Seizing it by the throat, Setanta killed it. he could not persuade the lad to reveal his
which c o u l d gallop alike o v e r l a n d a n d Cullan w a s sorrowful at the death of his land o r lineage, t h e t w o began t o f i g h t
sea, a n d a m a g n i f i c e n t s w o r d c a l l e d faithful hound, b u t Setanta promised t o each other, and in the course of the fight,
'Fragarach' 'the Answerer' which cut stand guard over his hall w i t h sword and fell into the sea. Cuchulain was drowning
through a n y a r m o u r, w h a t e v e r i t s spear until h e could train a n e w hound. w h e n he managed to spear Connla w i t h
properties. The nobles henceforth called him Cuchu- the m a g i c a l G a e Bolg, A s h i s s o n w a s
lain, the Hound of Cullan. dying, Cuchulain saw the ring on Connla's
Lugh's never-failing c r a f t a n d g u i l e are finger, a n d t h e n s o r r o w f u l l y carried h i s
shown t o u s again i n t h e legend o f the There are many and varied legends about son before t h e King and all t h e lords of
deliverance of the Danaans from the evil Cuchulain and his adventures, only some Ulster b e f o r e h e died. C o n n l a w a s t h e
of King Balor and the Fomorians. of which I shall relate here. only son Cuchulain ever had.

One year, the Fomorian envoys w h o had One o f h i s e a r l i e s t a d v e n t u r e s w a s Cuchulain i s u s u a l l y p o r t r a y e d a s a n


come for tribute w e r e attacked and only seeking O u t a w o m a n w a r r i o r c a l l e d ordinary mortal, but his godlike character
nine men returned to Bal o r to relate this Skatha, w h o d w e l t over t h e sea i n t h e was revealed when he entered into what
defiance. L u g h b e g a n t o p r e p a r e t h e 'Land of the Shadows'. She taught young legends call h i s 'battle-fury'. H e w o u l d
Danaans for the final battle by arranging warriors her skill at arms if she chose to. grow in stature and kill all around him in
the acquisition o f m a n y m o r e m a g i c a l Cuchulain passed over t h e plains o f III- an ecstatic craze of beserker-like frenzy.
items. Lugh's father Kian had been killed Luck a n d t h e i r b o t t o m l e s s q u a g m i r e s His s t r e n g t h b e c a m e s u p e r h u m a n a n d
by the three sons of Turenn, and as the with the help of a magnificent fiery wheel his appearance terrifying. The DOG tells
eric (or blood price) exacted for his death, sent by his father [ u g h the Sun God in the how i n b a t t l e C u c h u l a i n ' s h i n e s w i t h a
Lugh sent the three brothers on a quest to guise of a young man. W h e n Cuchulain brilliance that makes it impossible for his
bring back three apples from the Garden came t o a p l a c e c a l l e d ' T h e B r i d g e o f mortal enemies to look directly at him'.
of the Sun, (NB the similarity to Hercules' Leaps', h e m e t many princes of Ireland,
quest to the Garden of the Hesperides), a and a m o n g t h e m h i s old f r i e n d Ferdia. One o f t h e lords o f Ulster w a s Briccriu
magical pigskin which healed any wound The bridge was very narrow and high, and Poisoned-Tongue, who delighted in creat-
or sickness if it was laid on the sufferer, a spanned a ravine with a raging sea full of ing s t r i f e b e t w e e n p e o p l e . O n c e h e
living and fiery magical spear, seven pigs sea monsters below. No-one could cross invited t h e k i n g a n d a l l h i s heroes a n d
which c o u l d b e killed a n d e a t e n e v e r y the b r i d g e u n l e s s t a u g h t t h e s e c r e t b y warriors to a feast and challenged them
night and become whole again next day, Skatha herself, f o r i f someone stepped to find amongst them the champion of all
and t h e s p i t o f t h e s e a - n y m p h s o f t h e onto o n e e n d o f t h e bridge, t h e m i d d l e Ireland. I t w a s agreed t h a t t h e c o n t e s t
undersea Island of Finchory. would rear up and throw him back or into should b e b e t w e e n C o n a l l , L a e r y a n d
the sea. Cuchulain attempted three times Cuchulain, a n d a terrible demon should
These i t e m s p r o v e d i n v a l u a b l e i n t h e to leap onto the bridge, and three times it be summoned from the bottom of a lake to
battle with the Fomorians, and the victory t h r e w h i m back. However, a t the f o u r t h judge the contest. The demon then set a

40 IMAGINE magazine, August 1983


test o f c o u r a g e w h i c h i n v o l v e d a n y o f Cuchulain, as the son o f a god, w a s not Dectera a n d t o t h e d r u i d Cathbad a n d
them c u t t i n g o ff t h e demon's head t h a t affected by the curse. He stood his ground despite a l l t h e i r e n t r e a t i e s h e w e n t t o
day, and then laying down his o w n head at t h e f o r d o f t h e R i v e r D e e o n t h e meet t h e h o s t o f C o n n a c h t w h i c h w a s
for t h e axe o n t h e n e x t day! C u c h u l a i n southern border of the Plain of M u r t h e m - again advancing o n Ulster. I n h i s battle
alone accepted the challenge and cut off ney (which was his own land), and fought frenzy he slew hundreds and left the plain
the demon's head. The demon disappear- with the champions of Connacht one at a strewn w i t h enemy dead.
ed into the lake carrying his head and the time i n a n a t t e m p t t o prevent t h e h o s t
axe. The next day arrived, and Cuchulain overcoming U l s t e r. ( N B i n t h e D D G Then a bard in the enemy camp demanded
duly laid his head on the block. Swinging Cuchulain is said to appear when all hope Cuchulain's s p e a r. I t w a s a p o i n t o f
the axe three t i m e s over h i s victim, t h e is lost.) I t w a s i n o n e o f t h e s e s i n g l e honour in ancient Ireland never to refuse
demon b r o u g h t d o w n h i s a x e o n t h e combats that Cuchulain slew his lifelong anything t o a bard, a n d s o t h r e e t i m e s
block, a n d t h e n b a d e Cuchulain g e t u p friend Ferdia w h o s e land w a s an ally of Cuchulain h a n d e d o v e r h i s s p e a r. ( N B
alive, the bravest of all, and Champion of Connacht. H e killed h i m w i t h t h e spear DDG says that none but Cuchulain could
all Ireland. Gae Bolg. I n a n o t h e r combat Cuchulain wield G a e Bolg.) T h e f i r s t t i m e i t w a s
despatched t h e ' S o n s o f C a l a t i n ' , a thrown b a c k i t h i t Laeg, Cuchulain's
I shall pass on here to the saddest legend creature m a d e u p o f t h e 2 7 s o n s o f charioteer. The second time it struck the
of all, a n d one w h i c h leaves us w i t h n o Calatin the wizard and the wizard himself. Grey o f M a c h a , o n e o f C u c h u l a i n ' s
comfort t h a t e v e r y s t o r y h a s a h a p p y chariot horses. B o t h Laeg a n d t h e Grey
ending. This is concerned with the death Sualtam, the mortal 'father' of Cuchulain bade farewell to Cuchulain and Laeg died.
of Cuchulain: eventually managed to rouse the men of The third time the spear was thrown back
Ulster f r o m M a c h a ' s Curse, a n d i n t h e it s t r u c k Cuchulain i n t h e s t o m a c h a n d
The greatest enemies of the land of Ulster final b a t t l e o f Garach, U l s t e r c a m e o u t mortally wounded him. He lashed himself
were K i n g A d e l ! a n d Q u e e n M a e v o f victorious. Ailell and Maev sued for peace to a p i l l a r stone b y t h e l o c h s o t h a t h e
Connacht, and the queen was a powerful, for s e v e n years, a l t h o u g h M a e v s w o r e would not die lying down, and as he was
terrible w o m a n w h o s e w i l l w a s l a w i n she would be avenged on Cuchulain and dying the Grey of Macha came to protect
Connacht. She once caused the hosts of eventually cause his death for the shame him, as the host of Connacht closed in.
Connacht and its allies to rise up and go to he had brought on her and Connacht. She
war w i t h Ulster j u s t t o steal t h e B r o w n arranged that the remaining six evil mis- Lewy, s o n o f Curoi, reached Cuchulain
Bull of Quelgny a fabulous beast which shapen p r o g e n y o f C a l a t i n t h e w i z a r d and cut off his head, but as the sword fell
had a back broad enough for 50 children should c a u s e m a d n e s s t o t a k e o v e r from C u c h u l a i n ' s h a n d i t s m o t e o f f
to play on, and who could stamp down on Cuchulain's m i n d so t h a t he s a w phan- Lewy's hand. In vengeance Lewy cut off
a m a n and drive h i m 3 0 feet into the toms a n d i m a g i n a r y scenes. I n o n e o f Cuchulain's h a n d a n d w i t h h i s h e a d ,
ground! D u r i n g t h i s w a r, t h e C u r s e o f these he saw the corpse of his wife Emer marched in triumph to Tara. There was no
Macha, w h i c h w a s a m i g h t y curse fated t h r o w n f r o m t h e r a m p a r t s o f t h e royal triumph i n Ulster, h o w e v e r, f o r Setanta
to fall upon the men of Ulster at the time fortress a t E m a i n M a c h a . W h e n h e Cuchulain, t h e H o u n d o f Ulster, w o u l d
of their greatest need, w a s invoked and eventually found Emer alive and w e l l a t fight no more.
rendered them 'as helpless as women in their h o m e a t M u r t h e m n e y, C u c h u l a i n
labour f o r f i v e d a y s a n d n i g h t s ' . O n l y bade f a r e w e l l t o h e r , t o h i s m o t h e r .145 Carole Morris

Nd. T JUS r
s-Tr .))
U N C O
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more i m p o r t a n t t h a n constitution! T h e n
finally t h e m o s t l u d i c r o u s ability o f all,
running f o r t w o d a y s a t t w i c e n o r m a l
speed and then so-called rest! w h e n the
character r u n s a t n o r m a l speed f o r one
day 'to get his breath back'.

On a lighter note though, I enjoyed the


way the class was used in the scenario.

Tim Ellis, S u t t o n Coldfield: T h e B a r -


barian looks interesting. Does + 2 / point
over 1 4 mean 1 5 o r over? M o r e a r m o u r
limitations c o u l d b e used: a B a r b a r i a n
with 1 6 dexterity using leather (armour)
and shield w i l l b e A C 3, w i t h plate and
shield AC 0, so bulky armour can still be
an advantage. ' F o r t h e H o n o u r o f t h e
Tribe' was excellent a 2 0 0 % improve-
ment on the last scenario.

IMAGINETm magazine invites its readers created by the man w h o said (in D r a g o n Derrick C Norton, Nottingham: I M A G -
to w r i t e on any subject that m i g h t be o f magazine, 2 9 ) : 'Races, j u s t a s w i t h INE magazine had a responsibility to FRP
interest to others. Correspondence should classes, m u s t be in relative balance with devotees, especially novices, t o s e t t h e
be a d d r e s s e d t o I M A G I N E m a g a z i n e each other, as well as w i t h the game as a standard t h a t o t h e r m a g a z i n e s s h o u l d
(letters), T h e M i l l , R a t h m o r e R o a d , whole'. G a r y Gygax's Barbarian f a i l s t o strive t o meet. I t h i n k i t is a mistake t o
Cambridge CB1 4AD. A s is n o r m a l for a comply w i t h t h i s s t a t e m e n t , a s i t i s ignore unofficial material; t h e quality of
professional magazine, l e t t e r s i n t h i s probably t h e m o s t p o w e r f u l c h a r a c t e r the work is what matters, not the source.
column may have been edited for length. class (at least at l o w levels) I h a v e ever But w h a t are w e offered? Only the 'big,
seen. The strengths.... are not balanced bad, Barbarian', a title that Don Turnbull
The dominant theme of the letters we had by any major weaknesses other than l o w should bear in mind when he next waxes
about 2 o f IMAGINETm m a g a z i n e wisdom and an aversion to magic. lyrical on his view that the introduction of
concerned t h e p u b l i c a t i o n o f t h e n e w evil character classes should be avoided.
Barbarian class. Duncan J Harris, Bristol: I must say that The Barbarian may not have to be evil but
the Barbarian character class is a travesty he proves as disruptive in normal play as
Nick P a y n e , N o t t i n g h a m : I f e e l c o m - of a n e w class: a t first level a Barbarian any CE Assassin.
pelled t o w r i t e i n p r o t e s t a b o u t t h e can jump 16-25 feet across a pit! H e / s h e To b e s u r e t h e B a r b a r i a n h a s t h e
Barbarian character class. I was extreme- can s e n d s m o k e s i g n a l s , e t c . T h e potential o f a g o o d NPC, o r a s a l o n e
ly surprised that this new class should be Barbarian's abilities are heavily weighted adventurer, b u t h o w m a n y c a m p a i g n s
not o n l y e n d o r s e d b y T S R , b u t a l s o for high scores, and strength, so it says, is possess only one player?

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ford, Surrey GU2 6PG. War Machine 1 8 and Wargame News 5
NMR 3 8 w a s a special Easter issue are b o t h a v a i l a b l e f r o m M i k e Costello,
(doesn't t i m e fly). T h e international p u b Soccer'zine A s t r a d y n e 5 9 and the World 'Emjay', 17 Langbank Avenue, Rise Park,
guide w a s different; a l s o reviews, p r e - Cup spin-off Espana 8 2 came f r o m I a n Nottingham N G 5 5 B U . W N ( 6 5 p ) h a s
election politics, lots of letters and Diplo- Lee, 4 9 Fleet Avenue, Upminster, Essex. news o f latest w a r g a m e s releases a n d
macy. B r i a n C r e e s e ( w h o w r o t e t h e Lots o f g a m e s reports a n d c h a t i n t h e in-depth reviews; W M tackles computer
'Introduction t o Postal G a m i n g ' i n 7' 3), former a n d t e a m s a n n o u n c e d i n t h e simulation gaming for 1.15.
42 IMAGINE magazine, August 1983
letters....letters....letters....letters....letters....letters....letters- -lettersletters....letters....lettersIetters....letters....letters....letters....letters....clubs SE hobbymeets....clubs & hobbymeets....clubs & hobbymeets.

Clubs &
I think Gary can defend his own creation that w h e r e t h e r u l e s a r e 'commercially Hobbymeets
more successfully than anyone here ever available' t h e p l a y e r s w i l l g e n t l e m a n l y
could - h e d i d s o v e r y c o g e n t l y a t decline t o r e a d t h e r u l e s . I n a r e c e n t If y o u w i s h t o a d v e r t i s e a c l u b o r
GamesFair '83 - so w e ' l l wait for him to argument in a postal En Garde! game one hobbymeet t h r o u g h t h e s e pages, j u s t
answer, or indeed, for any other reader to player stated t h a t i f rules are published write to IMAGINE magazine w i t h details.
respond t o t h e b a r b a r i a n class, r a t h e r for the public eye, t h e r e can be nothing
than make specific defence ourselves. morally w r o n g w i t h h i m r e a d i n g t h e m Starting w i t h the most northerly, we had
But Derrick h a s r a i s e d an i n t e r e s t i n g and using them to his own advantage. a l e t t e r f r o m Wallace Nicoll o f t h e
point, i n d i r e c t l y, a b o u t ' o f f i c i a l ' a n d Against the spirit of RPG? Possibly? G l a s g o w (postal games) hobbymeet, tell-
'unofficial' rules, a n d other correspond- ing us that some of the details we printed
ants have widened the debate. Definitely. R P G p l a y e r s c a n s o u n d like in 2 were out of date. Apparently it takes
TV-football watchers - 'Don't tell me ' h e place from 8.15pm on the fourth Thursday
Pete Ta m l y n , Ay l e s b u r y : O n e m a j o r score! I w a n t t o e n j o y the g a m e ! ' M o s t each m o n t h a t T h e O v e r f l o w, o n t h e
disagreement between TSB and the sort recognise that w h a t seems an advantage corner o f O l d D u m b a r t o n R o a d a n d
of RPG player w h o reads t h e A c o l y t e is in Pete's t e r m s i s u t t e r l y detrimental to Yorkh ill Street, i e a t t h e back o f Kelvin
over r u l e s . M a n y r e a d e r s a r e o f t h e the game. Why?Perhaps it has something Hall. Details from Wallace at 12 Renders
opinion that rules are not important. It is to do w i t h the 'spirit' of role-playing? Ave, Clarkston, G l a s g o w G 7 6 7 X 2 . H e
the G M a n d t h e p l a y e r s w h o m a k e o r M a n y correspondants over the last year recommends t h e b e e r a n d s a y s ' W e
break a game, and the duty of rules is for stressed t h a t t h e y h o p e d IMAGINETm discuss F R P, p o s t a l g a m e s , l i f e , t h e
them t o b e a s unobtrusive a s possible. magazine w o u l d not be a vehicle for the universe and everything. We don't deni-
However, the perceived TSR policy is that endless propagation o f ' n e w ' a n d 'alter- grate o u r s e l v e s b y a c t u a l l y P L AY I N G
rules are very i m p o r t a n t because RPGs native' rules for RPG systems. We agreed, games....'.
are games and players can only be good if and our editorial policy initially laid some
they k n o w the rules well enough to play emphasis on our wish to avoid this style. Garners i n N e w c a s t l e m i g h t l i k e t o
their c h a r a c t e r s t o t h e l i m i t s o f t h e i r N o w that material such as the Barbarian contact R i c h a r d Gooch, 4 5 K e v e r n e
abilities. In short, the TSR view is that an class has appeared, some people say we Square, Kenton Bar, Newcastle NE5 3YF,
RPG is a competitive game with set rules have w e l c h e d on o u r commitment. Per- for d e t a i l s o f h o b b y m e e t s w h i c h t a k e
in w h i c h i t i s p o s s i b l e t o d o ' b e t t e r ' haps we need to d r a w our lines afresh. place a t t h e P i g a n d W h i s t l e , C l o t h
through a better c o m m a n d of the rules. The ' s p i r i t ' o f role-playing i s n o t e n - M a r k e t / G r o a t Market, 1st market, and at
Our view is that an RPG is a form of enter- shrined in any rules - hence the school of the Mountbatten Bars next to Newcastle
tainment in w h i c h copious rules detract thought that says rules are an evil to be Central S t a t i o n o n t h e Friday f o r t n i g h t
from the atmosphere the G M is trying to suffered on the w a y to true role-playing. after the Pig and Whistle meet.
engender. A good player is one who plays But when players create a campaign that
a recognisable and consistent character. draws on 'house rules' and rejects certain Coventry dwellers should contact Nick
official conventions, they are still reacting Kinzett (11 D a l e w a y Road, G r e e n Lane,
Pete Birks, London SW9: 'A Box For The to t h e existence o f the rules i n t h e f i r s t Coventry CV3 6JF) if they w a n t to attend
Margrave' worked quite well. Since I am place. We publish the n e w rules because the meet at The Rocket on Warwick Road,
neither a p l a y e r n o r a D M I h a d n o we w a n t t o g i v e p l a y e r s a c h a n c e t o just outside Coventry station. Apparently
hesitation i n reading t h e lot, b u t I t h i n k choose w h e t h e r to accept or reject them. this takes place on the last Monday of the
you showed a touching naivety believing more follows month, b u t a s t h e dates h a v e changed
recently we suggest you check up first.
zlnes....tanzines...fanzines....lanzines....fanzines...tanzines....fanzines....lanzines..lanzines..fanzines.... fanzines._ fanzines._ fanzlnes....
You m i g h t f i n d B r i a n D o l t o n ( o f Tavern
Talk fame) at The Avenue pub on Shaftes-
bury A v e n u e , L o n d o n ( n e a r L e i c e s t e r
Square tube station) on any Friday which
for three pages on all things religious and coincides with a Lokasenna deadline if
magical. Hmmm.... A n o t h e r 4 0 p special the pub is still standing! Contact Brian to
in t w o halves f r o m 6 B r o u g h t o n Close, find out] Hades, 94 Waddington Ave, Old
Bierton, Aylesbury, Bucks. HP22 5DJ. Coulsdon, Coulsdon, Surrey CR3 10.N.

Walamalaysia Gazette 3 0 did not print a Also i n London, t h e original hobbymeet


review of IMAGINETm magazine. Nor a lot w h i c h inspired all the others takes place
else other than Diplomacy reports. A n d if at T h e L a m b o n L a m b s C o n d u i t S t r e e t
Dave Thorby w o n ' t print his address, nor (near Russell Square tube station) on the
will 1st and 3rd Wednesday of the month on
the left hand side of the bar.
Sewars 1 2 brings t h e f i r s t Page Three Not T h e L a t e s t Z i n e . D o e s a n y b o d y
Ghoul t o fanzinedom. FRP ideas, n e w s remember P s s s t ! ? W e l l , o n e e x - P s s s t South again. We have a different contact
and reviews for 60p from Chris Baylis, 12 star, Paul Gravett is behind Escape 1, a name for the Devon meet. It is still at The
The Fryth, Basildon, Essex. comic s t r i p m a g a z i n e 000ps, n o , a Puffing Billy, Exton, on the main Exeter-
Bande Dessinee UK. Lots of material for Exmouth r o a d o n t h e 3 r d F r i d a y e a c h
Greatest Hits 1 0 7 justifies the 2nd Best 95p, but not as slick as its fore-runner. Try month, b u t y o u s h o u l d c o n t a c t
Lettercolumn Gladys w i t h a n e n o r m o u s it a n y w a y, f r o m 1 5 6 M u n s t e r R o a d , Rob C h a p m a n , 7 B a y m o u n t , Paignton,
selection of mail. A l s o contains Reviews Fulham SW6. Devon TO3 2LD
and Diplomacy, .E2 for 5 issues. Contact
Pete Birks, 39 Handforth Road, LONDON And s a d l y, w e h a v e t o a n n o u n c e t h a t Finally, anyone going to the Continent for
SW9 O W Thunderstruck h a s folded, s i n c e T i m their h o l i d a y m i g h t c o n t a c t M i c h e l
Kalvis i s s i t t i n g h i s 11 + , o r P h D , o r Liesnard, editor of Chatecler, for details of
Lots o f letters too in A c o l y t e 4 7 , where, something. W i l l h e resurface a t a l a t e r a meet which takes place at Taverne de la
in a d d i t i o n t o n e w s , g a m e r e p o r t s a n d date? Watch this space. Bascule in Brussells. Michel's address is
Designing Role-Playing G a m e s P a r t Rue Albert de Latour 59 (Bte 10), B - 1 0 3 0
1.45x107, Pete Ta m l y n a l s o h o l d s f o r t h * P a u l Cockburn Bruxelles, Belgium.
IMAGINE magazine, A u g u s t 1 9 8 3 43
.letters....letters....le ers....le l e t t e r s _ . . l e t t e r s . . . . l e t t e r s . . . l e t t e r s _ l e t t e r s . . . . l e t t e r s . . . . l e t t e r s

Even the contributors notes in IMAGINET" considerations and higher costs. We are See n e x t i s s u e ! Yes, t h e l o n g - a w a i t e d
magazine attract attention.... now o ff e r i n g f r e e postage a n d p a c k i n g n e w Rubic, c o m p l e t e w i t h h o r r e n d o u s
with o u r m a i l o r d e r service. I w o u l d b e puns a n d dodgy runes, takes the saga o f
Roger Musson, Edinburgh: I really must very interested to know how your review- the Prince of Moggedon even further into
set the record straight, once and for all. er came across the old list. the bizarre. Yo u have been warned.
The Nilbog w a s invented by the inestim-
able Nick Best, n o t by me. M y only part Matt's letter refers to our 'Illuminations' Robert P Scott, Belfast: As a member of
was to mention the creature in a letter to column, f o r w h i c h w e happily, u s u a l l y, the Players Association, might I say how
Don, w h o asked m e f o r details w h i c h I thank Doug Cowie for his help. Sounds to much I h a v e enjoyed the transition from
duly sent him. It was never my intention us like Torchlight should send Games o f PAN to Imagine.
that the Nilbog should be published under Liverpool a n e w price list.
my name, but since the error was made it The s u m m e r catalogue lists the 2 " by Are w e related or something?
has been hard to correct. 2 " floor w a l l combination at 60p, a n d the
I only hope Nick isn't too mad at me for 8 " by 8 " chamber, w h i c h has two doors, James Hanford, Pinner, Middx: I think
'stealing' his creation. the magazine is well laid out and present-
ed, but I would like some more information
....not to mention an irate phone call from concerning 'veteran' players! This would
Pete Ta m l y n , t e l l i n g u s h e h a s n e v e r ideally b e i n f o r m a t i o n a b o u t t h e g a m e
D M ' d a t GamesFair. A n d i n c a s e y o u and n e w challenging ideas.
thought t h a t o n l y t h e contributors r e a d
the magazine, there's this: Chris F e l t o n , Sheffield: T h e first t w o
issues s h o w promise, b u t a t p r e s e n t i t
Peter Darvill-Evans, Games Workshop: seems to be aimed at the 14-year-old new
Doug C o w i e ' s r e v i e w o f o u r D u n g e o n gamer. I t h i n k y o u w i l l h a v e t o s t a r t
Mapping S h e e t s a n d W i l d e r n e s s H e x producing w o r k a i m e d a t t h e s e r i o u s
Sheets merits a reply. garners those w h o already k n o w the
Both a r e criticised o n t h e g r o u n d s o f game b u t l o o k t o t h e m a g a z i n e s t o
expense, w h i c h D o u g a t t r i b u t e s t o o u r produce n e w ideas and guidelines. Some
'fancy packaging'. I d o n ' t k n o w w h e r e of this more serious w o r k should appear
Doug buys his stationary, b u t I've found by 4 a t t h e latest, a s m o s t o f t h o s e
that s u p p l i e r s o f a r t i s t s ' m a t e r i a l s s e l l people I k n o w w h o g a m e regularly a r e
Cambridge Student Pads of 50 sheets of not o n e , c o s t s E 3 . 7 5 . Va r i o u s o t h e r prepared t o give IMAGINE u n t i l t h e n t o
graph paper at 1 . 3 5 , w h i l e 50 sheets of combinations fall between the two. M a t t settle down or they will stop reading it.
Chartwell graph paper cost over E3.00; at kindly sent some samples which we have
f 1.99 a pad, our products seem reason- sent o f f for review. I f you w a n t f u r t h e r We think we beat that deadline in time, or
ably priced. details, the address is 2 3 Clifftown Road, at least made a start. However, one of the
And besides, w h a t a b o u t f 2.50 f o r a Southend-on-Sea, ESSEX SS1 1 AB. really disappointing things about the mail
book o f 1 6 TSR Basic D,StDT C h a r a c t e r We continue t o receive reproofs f r o m we get from players w h o consider them-
Sheets ? PA m e m b e r s , d i s g r u n t l e d a t seeing t h e selves t o be 'experienced' is t h e lack o f
best f e a t u r e s o f PA N r e p r i n t e d f o r t h e real ideas of what it is they want to see. I
Matt Love, Torchlight Fantasy Products, new, w i d e r audience - for example: hope that anyone who feels this way will
S o u t h e n d : I w a s pleasantly surprised to write a n d provoke the k i n d of discussion
find a r e v i e w of To r c h l i g h t dungeons in Ti m Ellis: Rubic and mighty were the already b r e w i n g over the 'ru l e s vs role-
your no. 3 issue. However, the prices you powers of the Exiled Prince of Moggedon, pla ying' debate. I n t h e meantime, t h e r e
quote b e l o n g t o o u r s p r i n g catalogue, for h e did spread h i s Chronicles f r o m a are p l a n s a f o o t f o r s o m e h i g h - l e v e l
which w a s w i t h d r a w n a n d replaced b y half p a g e t o a f u l l page, c h a n g e d t h e material in the next f e w issues.
the summer catalogue. In the revised list, pictures and cut the script, and-then did
two n e w i t e m s w e r e added a n d details he r e p e a t h i s e a r l i e r a d v e n t u r e s f r o m J A s t o n , Willenhall: Frankly I am amazed!
given of the 'specials' range. Prices were PAN i n Imagine H O W ABOUT S O M E After i s s u e s 1 a n d 2 I expected a n
adjusted t o a l l o w f o r r e t a i l e r V A T NEW STUFF?! improvement, but in issue 3 Don Turnbull

next issue ' next issue next issue....next issue .next issue n e x t issue n e x t issue....next issue n e x t issue....next issue....next issue n e x t issue

Next
issue * T h e Thief-Acrobat
a n e w split class for high-level characters with high dexterity.
* J a c k Of All Trades
an adventure f o r the light-fingered, w i t h stats for t h e D&DO,
AD&DTM and DRAGONQUESrm games, by Roger Hall.
* D o m e of Whispers
adventure fiction by Ian Watson.
* p l u s News, Reviews, PAN, Tavern Talk, Letters, the
beginner's pages and the Sword of Alabron. All this
for E l !
1
A n d look out for a special DRAGONQUEST issue 7
44 IMAGINE magazine, August 1983
letters letters. .letters letters., letters .torthcorynng events....forthcoming events....forthcoming events....
HIT THE TREASURE TRAIL

Forthcoming Events Flying Buffalo, distributors of Tunnels &


Trolls in the UK, have just announced a
is r e d u c e d t o t a l k i n g a b o u t b a n a l p u b If you've read about the 15th official Star fantastic new competition open t o games
Trek convention, t h e n y o u ' r e b o u n d t o
players of all ages. Entry to The Tunnels&
games in a car (could this mean new rules
Trolls Twenty Minute Treasure Trail is
for Car Wars?). want details o f t h e n e x t one. We l l , y o u
haven't long to wait T r i p l e C, the 16th free: the entry form and components are
Perhaps I c o u l d g i v e a f e w t i p s t o
convention, takes place on t h e weekend contained inside a new mini-game called (
newcomers. H a v i n g b o u g h t t h e f i v e
of 2 6 - 2 9 t h A u g u s t a t t h e G r a n d Hotel, you've guessed it!) Treasure Trail, which
AD&DTM game books and all the modules
costs 35p.
I could, I f o u n d t h i s left little finance o r Birmingham (nr the Royal A n g u s Hotel).
time to buy figures. Happily I discovered a Registration c o s t s 1 3 . 0 0 f o r a d u l t s o r
E6.50 for under 12s for the weekend, or The first prize is E200 worth of games of the
series of cardboard players (players?) and
f 6.00 and f 3 . 0 0 respectively for one day
winner's choice and a trip to London Games
monsters. T h e r e a r e s e t s o f d u n g e o n
attendance. F o r m o r e details, w r i t e t o Day at Flying Buffalo's expense, where it is
mapping c a r d s , a s e t w h i c h i n c l u d e s
furniture a n d b o a t s a n d s o m e c a v e Chris C h i v e r s , 3 9 N e l s o n S t r e e t , hoped the prize will be presented by Ken St
Andre, inventor o f Tunnels and Trolls.
flooring boards. Personally I use a canvas Gloucester GL1 4 0 X , enclosing an SAE.
sheet from an old roller-type blackboard
There are also 50 runners up prizes o f
complete sets of the Tunnels & Trolls role-
for caves it rolls up into a 6 ' long tube
playing game.
and is also useful i f you haven't got time Following that, there's U n i c o n on 2 - 4 t h
to lay out a dungeon plan. September a t t h e U n i v e r s i t y o f Essex.
The Twenty Minute Treasure Trail is the
If you need a village, Usborne Publish- Details appeared in last month's IMAGINE
magazine, s o s u ff i c e i t t o s a y t h a t e n - first ever competition of its kind, designed to
ing have a nice do-it-yourself cut-out card
quiries (and o ff e r s t o r u n FRP games!)
provide a real challenge to games players. Its
village and castle. Both look superb when
constructed.
originators are confident that it will be a real
should be addressed to the organisers at
17 Laing Road, Colchester, Essex. brain teaser even to the most experienced
role-players.
Interesting idea, b u t I ' m w o r r i e d about
encouraging classroom vandalism. Isn't it While a t Sol III, w e picked u p details o f
M y t h c o n , w h i c h w i l l take place o n 1 6 - Closing date for entries is October 22nd.
bad enough that someone is trying to get
us into trouble with our parent company? 18th S e p t e m b e r, a g a i n a t t h e G r a n d
Hotel, B i r m i n g h a m (nr t h e Royal A n g u s Treasure Trail is available from local games
T Irons, Heswall, Merseyside: Congrat- Hotel). There w i l l be a D & D competition shops and retailers all over the country
ulations on issues 1 and 2. The scenarios as w e l l a s g u e s t s o f h o n o u r, videos, a
but if your local shop does not have it in
dealers r o o m a n d t h e usual attractions. stock, write to Flying Buffalo, PO Box 100,
and Dispel Confusion are excellent (could
such s t a n d a r d s b e a p p l i e d t o t h e TSR Send a n S A E t o To n y Buck, 1 5 8 W e s t Bath S t , W A L S A L L , W Midlands, f o r
modules w h i c h often contain inconsist- Way, Raynes Park, London SVV20 8LS for further advice. Or write to this magazine: we
a registration form.
will gladly pass on all enquiries.
encies).
N

Finally, w e owe an apology to the editors


of M a d Dog, f o r o m i t t i n g to state t h e i r Unfortunately, this year's Games Day, at DRAGON
address (given below) when we reviewed
the 'zine in 3 :
the Royal H o r t i c u l t u r a l Hall, London, i s
going to clash w i t h N o r t h e r n M i l i t a i r e in BYTE
Manchester a n d N o v a c o n 1 3 a t t h e
Chris Brasted, 78 Oxford Ave, South- Royal A n g u s Hotel, B i r m i n g h a m (nr t h e 51a Queen Street,
a m p t o n : Thanks for lumping Mad Dog in Grand Hotel), so you w i l l have to choose Morley, Leeds 27
with the 'riff-raff'. To be honest.... w e ' r e between t h e m o n 5 - 6 t h November. W e
quite p l e a s e d t o a p p e a r i n t h e s a m e hope to have details of all three in the next
column as Acolyte and Greatest Hits. issue of IMAGINE magazine.
As to the accusation of limp stories and
fudgy art fair enough, b u t if you w a n t Lastly, November 11 - 1 3 will be the date
slick, s h a l l o w stories a n d M a r v e l - c l o n e for M i d c o n w h i c h h o s t s t h e N a t i o n a l
artwork, t h a t ' s not w h e r e w e w a n t to go Diplomacy To u r n a m e n t . D e t a i l s f r o m
there are other ways of creating comic Chris Tringham, 204 Beulah Hill, London
strips. SE1 9 3UX if you send 30p and an SAE.
IN MORLEY TO SERVE

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IMAGINE magazine, August 1983
45
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46
IMAGINE magazine, A u g u s t 1 9 8 3
p l o w THEA(.. WHEN ZURON
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y-YOURDRAGONSH-SHIP...
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TASK FOR YOU 5C-1)ti-

WAS ONE, 5 N O V P I / W A S ELEO/ F FYRAMTHOR.


THE OTHER ALTHOUGH STILL
YOUNG WE WERE ASSIGNED.
414
,

. :11 4I 4 1 0l P i. MAVe e 4
c r rer"5".0461, 10/
v4,i TWO MORE
'IN , 4 1 : 0 4 THEN I'LL AND (ER OLAF,
AIWA BREAK FOR , SEE WE HAVE NEW
AmwitIttoty"./
LUNCH kirCtik STAFF bY NEXT-
W/ oi nl ol . IT
40001t 4 4
* r ek i t i // /147 WEDNESDAY THERES
A GOOD DJINNII
1 4 O P1* 4, 0V #A
.1614.1s' o ttg.tt Irt1t4W "ii', 1
1
Otk AL MOST5PLITMYSID L A U G HI NONS T
...COMMAND OF THE E L L q u %
AND THEq-RTFTONWARN.THESE WAS MY PATROL,WHI LE 'SNO\AJY , VHAT THEY DESERVED,! THOUGHT, (calling a ,
WERE H ND RS ARMIES. IWATCHFn HIS MASTERS' GOLD! cit Moo cif\vE) U T WHAT OF I T 0 1 N / E t ? !

'kETURNING WITH A STRAIGHT FACE (and corefuily a v o n g cny AN ORDINARYIITTLE BLADE, NOTHING LESSTHAN
mention of cielat)( --,BLASTFie.E6f4_(..$),I,GREETED My MASTER.: I
A' -,0,13 p-UFsDAGGER REALLY! ITS NO USETOYOU,
HEARD THE EXPLOSION SIR AN.../IALL I CAN REMEMBER IS ,kones BUT TO ME
WAKING

OW,UNLESS_WITH
YOUTHISkAAROUND ME AND BRING
LOT A N T ONETOO,YOULL A O H EMETHE
AD,
NE SWORD THAT CAN BREAK MYBONDS.. SN'O\JY'S < o r / 7 1

IMAGINE magazine, August 1983 47


YOU CAN RELY ON US. YOUR DRAGONSHIP

B-B-BUT YOUR LORDSHIP,


OH I DO HOPE SO .YOU SEE I MAY I HUMBLY ASK HOW WEIL
DISLIKE WASTING BgEAIRE.- 1E-00N5, RECOGNISE A BLADE OF
ONANYTHING BELOW1Ot LEVEL! SUCH. NSICINIFICANCE

F i t i Va f i g i r 1
OH YES(sorry SEE HOW I TRICKED
mis take)I TS TH \ HIM INTO BELIEVING WED
ONE SURROUNDED
IN THE CENTRE BLUNDERED IN
BY THE BRIGHT
BLUEAURA NNAM
OF THE HALL ik.ND
SOMCORC' ALSO
SCRATCHED HIS
NAME ON IT, IF IT
HELPS... ABARON AND HOW SliBIL4
( o r something?) GAINED THE NECESSARY
INFORMATION ON THE AND ALL ALONG I
SOT OF -F-00.11S141.,%f BELIEVED
THAT YOU'DJUST MADE
*MISTA E t ' '

WHATA
BUNCH
OF M k !
THEY'LL
NO,. NOT ME REG! ONCE I SAW THAT CHAIN I KNEW
BELIEVE
HE WAS HELPLESS...I MEAN, ONCE ONE
HAS FOUGHT TAKA THEY'RE ALL EASY, fr-Hthi 1
IN THIS GAME!

FUST ITS A
Svicjik1). N 00 ITS
AWEE'PAAEK
AN' ALLI WANT

IS ADIVON(' HEAD
TAE HANG ON M'WALL!
I'LL BE BACK TAE
SEEYO0DRNEN
48 IMAGINE magazine, August 1983
111
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