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No.

10 January 1984
TM

Adventure Games Magazine


DUNGEONS
DRAGONS
competition,
Witt 440 worth ofgame products
plus news, reviews and an AD&Drm game scenario
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One mistake and you're just
one more piece of debris

Knight Hawks fromTSR


Space is big, cold and hostile. There is nobody The
to run to for help. You are on your own Only space skills.
the very best can survive in TSR's Knight * Detailed aspects of interstellar travel,
Hawks science fiction game. Are you up to the :inancing and constructing a star ship, etc.
challenge? The pilot of the sleek fighter, the 11-:=:-ity of new rules material including
gunner in a space dreadnought, the navigator traditional science fiction elements
on the jump to Prenglar. All these challenges Ask your games retailer for details or contact
and more are available with this expansion kit TSR UK Limited,
for the STAR FRONTIERS- game. The Mill, Rathmore Road,
(And Knight Hawks is also a great game in its Cambridge CBI 4AD
Telephone 0223 212517
own right).
STAR FRONTIERS is a trade raark owned by TSR Hobbies Inc.
TM

AGNE
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Contents
exchanged f o r cash o r merchandise from the The A d v e n t u r e s o f Nic Novice,
publisher.
The issue of expiration for each subscription our feature for the n e w player, by Jim Bambra and Paul Ruiz 2
will be printed on the subscriber's mailing label. A s t r a l W i n d s , b y Garfield M a r k 4
Changes o f address m u s t b e notified t o t h e 5
publisher at least 30 days before the effective S t i r g e C o r n e r , b y Roger Musson, a guide for the inexperienced player
change to ensure uninterrupted delivery. Phantasmal Forces, by Chris Felton
All material published in IMAGINE magazine advice for DMs and players on the use of the P h a n t a s m a l Force spell 6
becomes the exclusive property of the publisher
T h e P h i l o s o p h e r ' s S t o n e , P a r t Ill of our prize competition, w i t h results of part II 9
prior to publication, unless special arrangements
are made to the contrary in writing. S t a r w i n g a n d E n t e r , a thought-provoking story by Hilary Robinson 13
IMAGINE magazine welcomes unsolicited sub- I l l u m i n a t i o n s , n e w s from the world of games 19
missions of written material and artwork at all
times. However, no submissions will be returned T h u n d e r C r a g , a n adventure for 5 - 7 t h level players of the A D M ) game 21
unless accompanied by a stamped, self-addressed Players Association News,
envelope of sufficient size and postage. Written
material should be typed, double-spaced, on one a magazine w i t h i n a magazine, edited by Mike Brunton
side only o f numbered A 4 pages. Under n o PAN Pipings 31
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whole or in part without the written consent of the C h a i n M a i l , B r i a n Creese continues his tour of postal games w i t h R a i l w a y Rivals 35
publisher. Copyright ' ' 1 9 8 4 by TSR UK Ltd. F i l m R e v i e w , b y Colin Greenland 37
T a v e r n Ta l k , b y Pete Tamlyn 38
I M A G I N E magazine g r a t e f u l l y a c k n o w - Fanzine Reviews 38
ledges t h e s u p p o r t o f f e r e d b y i t s s i s t e r
S n o o k e r i n t h e A D & D g a m e , b y Ian Birkle. No, really, snooker 40
publication, D R A G O N m a g a z i n e , p u b -
lished b y o u r p a r e n t c o m p a n y T S R I n c , Games Day Report, C l u b N e w s and F o r t h c o m i n g Events 41
PO B o x 7 5 6 , L a k e G e n e v a , W i s c o n s i n G a m e R e v i e w s , a d v e n t u r e games under the spotlight 42
53147, U S A . Articles appearing i n The S w o r d o f Alabron, Cartoon Adventure by Ian Williamson 46
I M A G I N E m a g a z i n e m a y have previously
appeared in t h a t p u b l i c a t i o n . I n S p e c 3 6 , b y Bob Lazed c o v e r

IMAGINE ma9a4nv, January 1984 1


PART TEN - THREEORcs!!
TOLI-3N kt41 VOL)SHOULDbE A5LETOTAKE
RESCUE THEM
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CREATUKES•

Participants in fantasy role-playing games As n o r m a l a t t h e start o f an encounter, Jolinda, fearing t h a t t h e orcs w i l l o v e r -


play the parts of fearless fighters, devout Sue secretly rolls dice for surprise. These hear t h e a r g u m e n t , w a r n s t h e m t o b e
clerics, s p e l l c a s t i n g m a g i c u s e r s a n d show that the arcs have not noticed the quiet. She points out that there may well
cunning t h i e v e s i n m a n y e x c i t i n g a n d party. She continues with her description: be more orcs nearby. It w o u l d be for the
unique adventures. The following is part best to deal w i t h these three as soon as
of an a c c o u n t o f a Basic DUNGEONS & 'At t h e r i g h t o f t h e c l e a r i n g , a n o t h e r possible. Brumhold begins to argue w i t h
DRAGONS' g a m e , i n w h i c h the players kobold i s suspended b y i t s f e e t f r o m a her. B u t s h e s t a t e s f i r m l y t h a t c h a o t i c
are hot on the trail of a band of marauding tree. The other two orcs are laughing and creatures k n o w n o h o n o u r t h e m s e l v e s
orcs. They are now approaching a clearing drinking f r o m a w i n e s k i n b e n e a t h i t . and deserve to die. Her sect believes that
in a wood. Sue, t h e referee o r Dungeon There has obviously been a fight here, for only w h e n c h a o s i s destroyed c a n t h e
Master, h a s p r e v i o u s l y p r e p a r e d t h e another four kobolds and an orc lie dead world k n o w peace.
adventure a n d runs i t w i t h reference t o on t h e ground. I t is getting dark fast as
the rules. evening approaches.' Meanwhile Sarak has been weighing the
scene. A l a n asks S u e h o w f a r t h e y are
The players and their characters are: Anne asks whether the orcs have noticed away from the orcs.
the party's approach.
Sue h a s a m a p of the clearing, s h o w i n g
Nic - N o r v a I r o n a r m s (1st level fighter)
Sue — 'No. T h e y a r e oblivious t o y o u r its size and t h e relative positions of t h e
Jon - B r u m h o l d (1st level fighter)
presence.' °tics. Using this it is an easy matter for her
Anne - J o l i n d a (1st level cleric)
to judge the distance between the players
Terry - L e m m y (2nd level thief)
Jon's portrayal of Brumhold as a fearless and t h e orcs. S h e i n f o r m s h i m t h a t t h e
Alan - Sarak (1st level magic user)
and honourable f i g h t e r h a s m a d e Te r r y nearest orc is 25 feet away.
realise t h a t B r u m h o l d c a n b e m a d e a
Sue, a f t e r c h e c k i n g h e r n o t e s f o r t h e

1
figure of fun. She also sees it as a way o r i c " h d a suggests t h a t Sarak u s e s h i s
encounter, tells the players what they can Lemmy to get back at B r u m h o l d f o r t-is sleep spell, so they can deal with the orcs
see: 'Ahead in the clearing you see three disparaging r e m a r k s h e m a d e e a ' quickly
ugly h u m a n - l i k e c r e a t u r e s w i t h p i g s about thieves. A friendly argument breaKs
faces. They are wearing leather a r m o u r out between the two. Sarak — 'No, I w a n t to save it. Once I've
and c a r r y s h i e l d s w h i c h h a v e p u r p l e cast i t I d o n ' t g e t a n o t h e r o n e u n t i l
heads crudely painted o n t h e m . O n e o f Lemmy — ' We l l , m u s c l e head. T h e r e ' s tomorrow. Besides, there's only three of
the o r c s h a s p i n n e d a s m a l l e r dog-like the helpless victim you wanted to save. A them. You and the fighters should be able
humanoid against a tree with a spear. The mangy koboldl• to handle it. I'll keep my spell in case w e
creature is screaming in fear and pain'. meet more later.'
Brum hold — 'You talking to me, thief?'
Sarak, recognising the creature from the Having p u t a s i d e t h e - for
description, t e l l s t h e o t h e r s t h a t i t i s a Lemmy — 'Yeah! W h a t are you w a i t i n g now, t h e players w o r - - plan o f
kobold. for? Get in there and rescue it.' action.

THEBEGINNERS- GUIDE TO ROLE PLAYING GAMES


2
oALM NORi7A-1
IRONARMSli

rDELTAIR
AID ME!

Brumhold, Norva and Jolinda move quick- From t h e c o m b a t table, S u e s e e s t h a t Sue ---- 'The orc staggers as you hit it but it
ly into the clearing with Lemmy following Terry needs to roll over 13 on a d20 to hit does not die.' Norva has taken on an orc
behind t h e m . S a r a k s t a y s b a c k i n t h e AC6 — t h e a r c ' s l e a t h e r a r m o u r a n d with 8 h i t points so even a f t e r taking 7
trees w i t h h i s sleep spell ready, i n case shield. hits it is still alive with 1 hp remaining.
any more ores appear.
Terry — 'I've rolled a 1 2 , p l u s 2 f o r m y Brumhold is more successful; he kills his
Sue has decided that because the players high dexterity, 1 4 all together. D o I g e t weakened opponent. Jolinda misses hers.
have taken such a long time to come to a any adds for the range?' As t h e arcs have taken a casualty, S u e
decision, their original surprise has been makes a m o r a l e c h e c k f o r t h e m . T h e y
lost. A s t h e y r u n i n t o t h e clearing, t h e Sue ' N o , you are at m e d i u m range so need an 8 or less t h r o w n on 2d6 to stay
orcs s e e t h e m a n d prepare t o fight: ' A s you only add your dexterity. You still hit.' and fight: a 5 is rolled so they stand their
you come into the clearing the orcs spot ground. U n f o r t u n a t e l y f o r t h e ores t h e y
you. The one w i t h t h e spear snatches a Terry rolls for damage and gets a 2. Sue both miss.
handaxe f r o m i t s b e l t a n d prepares t o takes L e m m y ' s damage o ff t h e arc's h i t
throw i t w h i l e t h e o t h e r t w o grab t h e i r points. It now has 3 left, so Sue tells Terry At t h e b e g i n n i n g o f t h e n e x t r o u n d ,
weapons. Yo u a r e s t i l l o u t o f h a n d - t o - that i t is w o u n d e d b u t still able to fight. initiative i s r o l l e d a n d t h e players w i n .
hand range.' Lemmy cannot resist taunting Brumhold. Between them they quickly kill the arcs.
'I've softened it up for you, muscle head.
Lemmy — ' I ' m stopping a n d t h r o w i n g a Even you should be able to kill it n o w Sue tells the players that it is n o w dark.
dagger at the one w i t h the spear.' Sarak joins the others in the clearing as
Next round Norva, Brumhold and Jolinda Jolinda l i g h t s a torch. L e m m y starts t o
The other three decide to keep moving so are c l o s e e n o u g h t o a t t a c k . L e m m y, search the bodies, w a t c h e d carefully by
they will be close enough t o attack next rather than joining the combat, elects to Brumhold w h o fears that she will pocket
round. try and sneak behind the orcs so she can most of what she finds.
be in a position to stab one of them in the
Sue rolls initiative to see w h o goes first. back. Sue rolls initiative and gets a 3. Norva w a t c h e s t h e s u r r o u n d i n g woods,
She g e t s a 5, Te r r y rolls a 1 , so t h e orc wary of more arcs. Nic is n o w getting an
gets to t h r o w its handaxe first. The other Nic — 'I'll roll. A 5! We w o n ! ' idea o f w h a t t o expect. J u s t a s t h e y
players groan w i t h despair. jumped the arcs, something could easily
Sue — 'Okay, n o w roll " t o h i t " . ' jump t h e m . T h e w o o d s , d a r k a n d f o r -
Sue's e n c o u n t e r d e s c r i p t i o n l i s t s t h e bidding b y d a y, t o o k o n a n e v e n m o r e
arcs' statistics. B r u m h o l d i s r u n n i n g a t Nic — '11, plus 3 for my Strength of 18.. oppressive atmosphere by night. Well, let
the arc so it throws the axe at him. Being a them come. He had won his first fight and
1 H i t Dice m o n s t e r, i t needs a 1 7 t o h i t Sue — 'You hit easily. Throw for damage.' was confident t h a t h e w o u l d w i n m a n y
AC2 B r u m h o l d ' s p l a t e a r m o u r a n d more. The forces of chaos would learn to
shield. Sue, rolling for the arc, gets a 2. A Nic — ' A 4 , p l u s 3 f o r m y S t r e n g t h , tremble at the mention of Norva tronarms.
clear miss. making 7. It must be dead!' Next month - The prisoner

BYJIM BAMBRAAND PAULRUIZ


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POST CODE V I 0

—-

Eclipsed by shadows, velvet fears


I tap my guideless way into the
dream.
On either side I hear the astral
winds
Singing in the shrouds of slavers.
The waters parted silently,
As man and white stick danced
along the road.
_
Together they could see the
halved-moon,
Lying lambent on the dry sea.
I watched him reach the
stranded shore.
Alone he stood, a silhouetted
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A misty curtain fell between our
lives
And I could see myself no more.

4 Please m e n t i o n I M A G I N E magazine w h e n replying t o a d v e r t i s e m e n t s


STIRGE
A fight between a one hit-dice monster, immoommommy
armour class 4, doing 1-8 damage; and a
fighter with chain, shield and sword, is :71
an even fight. The edge the player has is
the magician behind casting sleep.

When one comes to design a dungeon The best solution, I think, i s that, given treasures will have a higher proportion of
for the first time, one of the hardest you have produced a m a p of a dungeon copper and silver, w h i c h w i l l drop out as
level, decide on everything that is going to one g o e s d e e p e r, w h e n g o l d , s i l v e r,
things t o w o r k o u t i s exactly h o w be p l a c e d o n t h e e n t i r e l e v e l , b e f o r e expensive artifacts, g e m s a n d j e w e l l e r y
much to put in rt. How much treasure allocating a n y t h i n g t o a n y r o o m . W h a t will p r e d o m i n a t e ( p l a t i n u m t o o , i f i t
is e n o u g h ? H o w m u c h i s o v e r - sorts o f monsters, h o w m a n y o f each, appears in your campaign). Magic is over
generous? H o w m a n y m o n s t e r s how many rooms will they occupy in all, and above this, with more numerous and
should there be? the total value of all t h e treasure on the more powerful items on deeper levels.
level, h o w i t w i l l b e d i v i d e d a m o n g s t
In the original D&D!--'',' rules, there w a s a copper, silver, gold, gems etc, and exactly This is probably fairly generous, w i t h an
section devoted to providing an answer to what magic items there will be. Then start average t r e a s u r e size o f 6 0 0 g p o n f i r s t
these questions. This answer was, basic- distributing t h e s t u f f t o specific rooms, level — t h o u g h c l e a r l y t h e d i s t r i b u t i o n
ally, to populate any special areas in the
dungeon by hand, and then deal w i t h the
rest according to a set of random tables,
which gave any room a one third chance A page for the
of being occupied, and a 5 0 % chance of
containing treasure if it was. Unoccupied not-so-experienced
rooms had a one in six chance of treasure,
and there were tables giving the approx- adventurer
.mate chance of each sort of treasure, and
the a m o u n t p r e s e n t , a c c o r d i n g t o t h e
dungeon level. by Roger Musson
This a p p r o a c h w a s d r o p p e d w h e n t h e
transition t o t h e A D & D r m g a m e w a s
made. I t h i n k the reason for this was the ticking it off as you go. This way you not will n o t be 2 8 treasures, each o f 6 0 0 g p
fact that leaving dungeon construction to only keep a check on the exact wealth of value, b u t s o m e s m a l l treasures, s o m e
chance gives no guarantee of quality — each level, but you allocate everything so moderate, a n d a f e w really big o n e s o f
one could 'roll up' a whole string of boring that t h e m o s t i n t e r e s t i n g r o o m s h a v e 2-5,000gp or more, carefully guarded.
empty rooms at one side of the dungeon, appropriate m o n s t e r s , m o n s t e r s h a v e
while s o m e o t h e r areas m i g h t be laden appropriate treasures, and so on. In a l l o c a t i n g m o n s t e r s , c o n s i d e r t h e
with poorly guarded riches. The Advanced strength of the parties you are likely to be
rules a r e s l a n t e d m u c h m o r e t o w a r d s One a l s o c o n t r o l s t h e p r o p o r t i o n o f playing w i t h . R e m e m b e r t h a t a f i g h t
careful, balanced construction. inhabited r o o m s t h i s w a y. I a m o f t h e between a one hit-dice monster, a r m o u r
opinion that the original ratios in the D&D class 4 , d o i n g 1 - 8 damage, a n d a f i r s t
However, t h e r e is one advantage to t h e game w e r e good ones, and these can be level f i g h t e r w i t h chainmail, s h i e l d a n d
c!d s y s t e m o f r a n d o m m o n s t e r a n d preserved exactly. For instance: sword, is approximately even. The fighter
-.-easure a l l o c a t i o n ; d e s p i t e l o c a l is as likely to be killed as the monster. The
irregularities in distribution, given a large Suppose we have a prospective first level great a d v a n t a g e t h e p l a y e r h a s i s a
enough n u m b e r o f r o o m s , t h e t o t a l with 1 0 0 rooms. One third of these are to friendly magician casting sleep....
amount o f t r e a s u r e p l a c e d s h o u l d b e be inhabited — 33 rooms. Of these, half
about r i g h t . T h e a v e r a g e a m o u n t o f contain treasure. S o w e have 1 7 rooms After a f e w fights, y o u should see w h a t
-.-easure p e r r o o m i s controlled b y t h e with monsters and treasure, 16 with just your players are capable o f despatching
7-easure allocation tables — so just follow monsters, a n d o f t h e r e m a i n i n g 6 7 easily, and what they can't tackle without
:--ze dice and one would end up with about rooms, 1 1 h a v e u n g u a r d e d t r e a s u r e , loss. T h e n c o n s i d e r y o u r m o n s t e r
right amount per level for a balanced perhaps protected by traps. We can n o w populations. a r e t h e y s o s m a l l t h a t t h e
game n o t so little that the players never start marking on t h e map w h i c h w i l l be characters walked all over them? Go back
progress, not so much that they progress which, m a k i n g s u r e t h a t t h e r o o m s to t h e r o o m s t h e y h a v e n ' t reached a n d
too rapidly. containing t r e a s u r e a r e f a i r l y e v e n l y beef the monsters up! We r e t h e players
scattered about the level. incapable o f f i g h t i n g t h e i r w a y t o a n y
The r u l e s o f t h e A D & D g a m e give very treasure a t all? G o back a n d t h i n t h e m
little guidance on this particular problem. How m u c h t r e a s u r e i n t o t a l ? T h i s i s down (perhaps 20 ghouls in a room on the
I certainly d o n ' t advocate going back t o difficult, a n d l i k e l y t o p r o m o t e g r e a t l y first level was too much after all — don't
the old random tables. One problem with differing answers from different dungeon- gibe! I ' v e s e e n i t ! ) . D o n ' t b e a f r a i d t o
rigid adherence to them was that a room masters. M y o w n inclination i s towards adjust things in order to get the balance
zomplex t h a t o n e h a d mapped i n s o m e about 2 0 , 0 0 0 g p t o t a l v a l u e p e r 1 0 0 right. Balance determines w h e t h e r your
carticularly i n t e r e s t i n g a r r a n g e m e n t rooms, adjusted for dungeon level. So, a campaign will be a satisfying challenge to
—,ght t u r n o u t t o b e u n i n h a b i t e d a n d 100 room first level would have sufficient your p l a y e r s , a g i v e - a w a y w i t h n o
t7easureless w h e n t h e dice w e r e rolled. treasure to put ten first-level fighters u p challenge, or just sheer impossibility.
On the other hand, if one simply attempt- to s e c o n d o n i t s o w n . I n a s e c o n d fk)Roger Musson
ed to go through a w h o l e dungeon level, dungeon level o f the same size, I w o u l d
-3om b y room, p u t t i n g i n treasures and put 40,000gp value, continuing to double Previous S t i r g e C o r n e r features can be
—onsters as the w h i m took one, it would for e a c h l o w e r l e v e l . T h e w a y t h i s found i n b a c k i s s u e s o f I M A G I N E T m
ze easy to be too stingy or too generous, treasure is made up o f various treasure magazine; E l (+50p P&P) f r o m TSR UK,
cepending upon one's tendencies. types will also vary by level. Shallow-level The Mill, Rathmore Road, Cambridge.
IMAGINE: ntaquzinv, januarr 1984 5
hantasmat"FOlteS
byChris ream,
said you shouldn't have kilted that Orc
W1' • •
Prince' complainetitlamia as she 6anda9edthe
wounded fi9fiter. 'Now look at all the trouble
you've j o t us into.' The thousand scremnin9
ores swarmin9 up the dead-end canyon added
emphasis to her words.
'Fear Not!' proclaimed Gorteall the Grubby.
'My powerfitt masks will defeat those minions
It
of MC
Tat chance!' commented Wee Kwan as he
secured Nedos' 6arifm9 a n d Rovos' spiked
7 : 0 1
collar. 'You'll only 9et twenty OT thirty o f them
with your firefiali. Or are you plannin9 to feign
death and hope they don't notice you?' The only ./ •
response w a s a contemptfid snort a s t h e /7/ -

illusionist 6e9an spell-castin9. I n _front o f the


/7;707
line o f ji9hters preparin9 t o sell f l a i r lives
dearly, the 9routut silently trembled and a wide / //le ,

sash opened up. The ore army, pushed from


behind fly their onrushins rear ranks, jlowed in
an endless wave over the hundred-foot precipice.
The last ranks managed to halt in time, only to
-), •
see a fearsome dra9on emerse from the c
clearin9 the remainin9 ores from the chasm with
7/7//
afew breaths. The drailan and the cleft vanished
as the illusionist ceased concentration on the / / 1 4
illusion.

Yes, p h a n t a s m a l force is a very useful will notice nothing unusual. Programmed though they were. Magical and strength
spell, a n d i t i s s o poorly w o r d e d i n t h e and P e r m a n e n t i l l u s i o n s c a n n o t f i g h t bonuses apply, but not the special powers
Players H a n d b o o k t h a t i t i s o p e n t o because their actions m u s t be predeter- of t h e w e a p o n . T h u s a 1 7 - s t r o n g M U
abuses l i k e t h a t a b o v e . S o m e D M s , mined a t t h e t i m e o f c a s t i n g a n d t h e could, i f carrying a s t a f f o f s t r i k i n g , do
fearing t h a t s o r t o f situation, h a v e r e - caster c a n n o t t e l l i n a d v a n c e w h e r e damage o f 1 - 6 f o r t h e s t a f f , + 1 f o r
moved it from the list of available spells, opponents will be or what they are doing. strength, +9, as if three charges had been
while others suffer fireball, cloudkills, (4) I l l u s i o n s are very subject to disrupt- expended. T h e s a m e character, w i t h a
elemental summoning, etc. A l l from a ion by missiles since any missile will pass s t a ff o f w i t h e r i n g , could only do 1 - 6 +1
first level spell! straight t h r o u g h t h e i l l u s i o n . I f t h e (strength) +1 (it's a +1 weapon). Likewise,
Because o f these problems, t h e spell opposition can only see the illusion from a fighter/ illusionist o r F / M U w i t h a
needs a b e t t e r d e f i n i t i o n o f i t s l i m i t s , the front, the caster may (if not surprised vorpal b l a d e could do 1 - 8 o r 1 - 1 2 , plus
which is the aim of this article. The spell is on a 1 - 4 on d6) leave a n illusory a r r o w strength, +3 f o r the blade, b u t could not
the same w i t h respect to range, area o f sticking out of the illusory fighter's shield. decapitate, a n d t h e w i e l d e r o f a f l a m e
effect, and so on, b u t here are the rules An illusion should register damage when t o n g u e could not use the +2 vs regenerat-
governing the possible range of illusions] the opponent hits an armour class better ing o r + 3 v s a v i a n s b o n u s , e v e n i f t h e
(1) T h e caster must have spent at least than t h e apparent a r m o u r type w o r n by illusion w a s actually flaming, b u t would
two d a y s i n t h e s t u d y o f a n y t h i n g h e the i l l u s i o n w i t h t h e c a s t e r ' s d e x t e r i t y get t h e n o r m a l + 1 o f t h e s w o r d . I n
wishes to produce an illusion of, so that bonus a f f e c t i n g t h e i l l u s i o n ' s a r m o u r addition, if the spell used is an i m p r o v e d
the muscular movements are correct (this class. phantasmal force, the illusion is at +2 to
is n o t necessary f o r i m m o b i l e i l l u s i o n s (5) Spell effects cannot be duplicated hit, +3 damage, and spectral forces are at
such a s w a l l s a n d f l o o r s ) , a n d t h e but their visible manifestations can; thus +3 to hit, +6 damage.
observation must be of the subject moving illusionists cannot wander around giving Damage cannot be caused t o n o n - i n -
across a l l t y p e s o f s u r f a c e s , r u n n i n g , out healing, but a phantasmal l i g h t spell telligent creatures (golems, slimes,
jumping, etc. on the eyes will blind someone as long as zombies a n d others), s i n c e t h e y c a n n o t
(2) Physical movement cannot be pre- the concentration lasts. 'believe' the damage. If they possess eyes
vented by t h e spell, a n d n o illusion o f a (6) T h e spell c a n c a u s e damage, b u t they will see the illusion and react to it in
bridge a c r o s s t h e d r e a d e d b o t t o m l e s s the a m o u n t is limited t o that w h i c h t h e whatever way they would react to the real
chasm i s going t o bear w e i g h t ; b u t t h e caster could do in normal melee combat. item. I f t h e r e s p o n s e i s t o attack, t h e
spell will obscure tactile differences, so if An illusionist could thus choose to project creature will not suffer the psychosomatic
a person l e a n s against a n i l l u s o r y w a l l an ogre, with one attack a round, damage 'slowing' effect, t h u s a n y h i t v s A C 1 0
she o r h e w i l l f a l l over u n l e s s a p a i r o f as staff, or a ghoul w i t h three attacks per (-dexterity bonus of the caster) will cause
hands (or some o t h e r support) is there, round d o i n g d a m a g e a s darts. I n b o t h them to ignore the illusion as something
but w i l l n o t feel t h e difference between cases the hit probability is the same as if beyond their capacity to deal with.
hands and a wall. the i l l u s i o n i s t w a s a c t u a l l y u s i n g t h e However m a n y i l l u s o r y m o n s t e r s ,
(3) S i m i l a r l y, a person h i t t i n g a n i l l u - weapon concerned. A l t h o u g h the caster fighters e t c t h e c a s t e r p r o j e c t s , t h e
sion in combat will subconsciously s l o w must b e i n possession o f t h e w e a p o n number o f a t t a c k s p e r r o u n d c a n n o t
the b l o w as the weapon ' h i t s ' the victim being imitated, no charges are used, even exceed the n u m b e r of attacks the caster
so that, as long as the caster causes the where the weapon would normally do so, can perform per round in 'real' combat (1
illusion to react appropriately, the attacker although d a m a g e w o u l d b e a p p l i e d a s for staff, 2 for dagger, 3 for darts, 3 / 2 for
6 I M A G I N E mu9azifu,lalulary 1984
v/
\ 0\1,0
\Jio'

\\

=•-

--gh-level fighter/illusionists, or F/MUs). mean t h a t t h e character p e r se i s o f a in s u c h a w a y as to obscure t h e party's


-Thus, i f an illusionist decides to cast an much h i g h e r l e v e l . A c h a r a c t e r c a n view of the 'corpse'. The corpse vanishes,
iSiOn o f f o u r ghouls, t h e y s h o u l d g e t control one 'live' and one 'dead' illusion at and t h e Greebly b e c o m e s ' d e a d ' i n i t s
:•••elve attacks between them per round. the f i r s t level o f illusion use, a n d gains place, freeing t h e l i v e i l l u s i o n capacity.
-8 doe h e c a n o n l y c a u s e d a m a g e w i t h one 'dead' illusion every other level, and The door slams (live', and dispelled when
---ee of them (assuming dart attacks) the one 'live' illusion every three levels. closed), t h e c o r p s e r e a p p e a r s ( ' d e a d ' ,
: - - e r nine m u s t apparently miss A C 10, 'Live' illusion capacity can be used for still), a n d t h e G r e e b l y ( ' l i v e ' a g a i n )
:-.--erwise t h e y w o u l d b e noticed w h e n 'dead' illusions, but obviously, the reverse develops a bad case of the regenerations
7-9V d o n ' t b o u n c e o f f a r m o u r, a n d t h e is not possible. Thus a 7th level illusionist and r e j o i n s t h e f i g h t , l e a v i n g b e h i n d a
:-_-er t h r e e r o l l t o h i t . T h i s i s l i k e l y t o who gained improved phantasmal force tasteful green bloodstain (a 'dead' illusion
suspicion, and will be the illusion- at 3 r d level w o u l d have gained 5 levels to replace the secret door) and scaring the
s downfall. since f i r s t a c q u i r i n g t h e spell, a n d s o adventurers i n t o u s i n g t h e i r p r e c i o u s
-dere is also a problem w i t h numbers. counts as 5th level On the table above and flame oil w h e n t h e Greeblies eventually
a first-level illusionist control t h e would b e a b l e t o c o n t r o l t w o ' l i v e ' go down.
::dy movements a f twelve trolls, illusions a n d t h r e e 'dead'. F o r a r e a o f Thus the party are injured — possibly
::-dplete w i t h t h e little details? For this effect and range he w o u l d still c o u n t as worse, h a v e u s e d a f i n d t r a p s , several
-Dose, I r u l e t h a t t h e c a s t e r o f a n 7th level. Here is an example of h o w this cures, several flasks o f oil, a n d w a s t e d
_s:on s p e l l ( a n d f o r t h a t I a m o n l y capacity might be used: time searching for a non-existent secret
_:-sidering phantasmal a n d higher Observing a c o r r i d o r f r o m h i s ceiling door, providing ample time for the wizard
rather t h a n i n c l u d i n g N y s t u l ' s trapdoor ( a p e e p h o l e w o u l d g i v e t o o to regroup his forces.
invisibility, etc) has t h e choice o f limited a v i e w ) a t w e l f t h - l e v e l W i z a r d With careful use, p h a n t a s m a l f o r c e in
or 'dead' illusions. begins h i s s p e l l a s h e h e a r s a p a r t y this more limited version will call for more
approaching. By the time they round the skilful p l a y, i n v o l v i n g t h e s u b t l e t y a n d
Level 'Live' 'Dead' corner, t h e roof is w h o l e again (a 'dead' planning for which the masters of illusion
1 1 1 illusion t o prevent t h e party seeing t h e are renowned, and adding a great deal to
2 1 1 Wizard, although h e can see through it) the playing of a magic user or illusionist.
3 1 2 and lying in the corridor ('dead')t h e r e is a
4 2 2 corpse. T h e party stops for t h e cleric to
5 2 3 f i n d t r a p s , and they cautiously advance 1,41.•
6 2 3 down t h e corridor towards t h e 'corpse'. )
7 3 4 Just before they reach the body, a secret • 4y,,,

8 3 4 door opens i n t h e w a l l (a ' l i v e ' illusion,


9 3 5 becoming 'dead' as i t stands open) and
10 4 5 two L e s s e r S p o t t e d G r e e b l i e s e m e r g e
(live') to fight the party, needing 13 to hit 'Briffiantr commented Wee Kwon, indicating
*Live' illusions can m o v e around, a n d AC 0 , d o i n g 1 - 6 +9 damage (as wizard the pile at950 arc corpses in front of them. Now
'dead' o n e s c a n ' t . I n t h e t a b l e b e l o w, with s t a f f o f striking), b u t o n l y o n e how do we get past that fat?'
Level' should be taken to mean the level manages t o h i t t h e p a r t y e a c h r o u n d .
which illusion u s e starts — t h i s m a y After a while, the left-hand Greebly 'dies' 5 Chris Felton

LILACINE m a c l a n , January 1984 7


SOUTHSEA
MODELS

OF ROLE PLAYING GAMES


YOU'VE BEEN WAITING FOR

STOCKISTS OF:-
THE SUPER HERO
ROLE PLAYING GAME ALL L E A D I N G M A K E S O F WA R G A M E S ,
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Like a breath o f fresh air,
MILITARY.
the CHAMPIONS game system
is bright and heroic in style, yet
simple and complete in design. BY CITADEL AND M I N I F I G S .
And a full list of adventures and
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with more on the way. 35 HIGHLAND ROAD
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• Adventures that smash through the POSTAL CATALOGUE. PO4 9DA
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PRODUCTS I N THE C H A M P I O N S RANGE


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* CHAMPIONS £12.95
*C H A M P I O N S II E6.95
• ENEMIES I & I £ 4 . 5 0 each
word to describe
*C H A M P I O N S GM SCREEN E3.95
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* ESCAPE FROM STRONGHOLD E4.50
* D E AT H STROKE £4.50
a magazine that
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* A D V E N T U R E R S CLUB BOOK £1.95

BETTER WATCH O U T —
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AVAILABLE FROM YOUR LOCAL


V 1 4
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Ask your local
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write to:
TSR UK Limited,
AMAZING- is a The Mill, Rathmore Road,
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trade mark Cambridge CB1 4AD
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[ n y I N G B U F FA L O owned by TSR Inc Telephone 0223 212517

8 Please m e n t i o n I M A G I N E m a g a z i n e w h e n replying t o a d v e r t i s e m e n t s
by Anne Hamill
A prize competition based on
the AD&DTM and D&D® games

The Philosopher's Stone. Restless, changul, it was sought by those who wished
to step sideways out of time to where the Stone splayed out events of other tittles,
other worlds.. Like all oracles, the meaning of the events displayed wa.soften
obscure. But an adept, reading the story, looking deep into the picture overleaf
The Thief m h t seemore than mere scatteredimages in the facets of the Stone....

see them.' hands in a comical fashion, but there was


'One.' Unhurriedly, the dealer placed the cards. nothing comical in his eye.
'Stick.' Four of them. Six of Spades, Five of Hearts, 'Perhaps,' he s a i 4 'there has been a
The cards were dealt as required by the Five of Diamonds, Jack of Hearts. 'Twenty - mistake?'.
fancifully dressed blond dealer. seven,' he said. The adventurer frowned 'Mistake be damned;' saidthe adventurer.
There was no money on the table. A quickly and looked at his cards. ' I f I wasn't cheating, then -
zataitating machine i n each o f the four ‘Andyciti?' enquired the dealer. A puzzled 'I assure you,' said the dealer, 'I should
leads held the bets as solidly as i f they hail apressionflitted over the adventurer'sface. have cheated to more purpose.' The eyes of
been set in concrete. The dealer's bet was Slowly he placed his cards, three of them. the other two caught, significantly.
the largest, but then he had been losituj jack o f Diamonds, Five o f Diamonds, would cheat to lose? And on so large a bet?
steadily, m o s t often t o t h e turbanned Queen of Spades. The adventurer made to reply, but the
..:xiVenturer, who appeared- to be the worse The card players' eyes swung about like dealer had already turned his back 'Your
_tbr drink, but whose bidding and playing goldfish in a bowl. 'We would-appear,' said servant, madam. Yours. I have business to
was razor sharp. Now he leamIt' forward, the dealer regretfully, 'to have two Fives of attend to. I am certain that you will soon
:zasingly, affecting to try a look at the Diamonds.' Hellipped the cards over onto find another.... player.' He bowed and was
dealer's cards. The dealer's hand remained their backs. Identical. It was not possible to gone.. Behind him, three pairs o f eyes
as steady as rock, and his eyes were almost distinguish the intruder. He stood up and regarded each other with suspicion. As he
,:omp Cady unamuse& addressed the adventurer. walked away, the dangerous g l i n t dis-
There was a babble o f voices from the 'Ifyou do not min& I believe I would like appeared from the dealer's eyes. His hand
inn. relaying yesterday's news - s h e you to search me.' The man in the turban tightly touched his pocket, in which lay the
said, it was so simple a blind man could've stood up hastily, confused. Standing, the paper he had taken from the adventurer
solved it. T h e minute she touched the effect of the alcohol he had consumed was while searching him. The paper that had
w alf...."And the cards - tell them about the more pronounced H e searched the dealer's lain i n an inside pocket, a n d which he
-.limbos on the cards, that was clothing with more thoroughness than co- would certainty not have had the money to
The bubble o f silence surrounifing the ordination, firamg nothing. He stood back bay. Soon he would be able to examine it,
card players was unbroken. The adventurer frowning. memorise it i t was something to do with
,caned back in his seat. 'You're bluffing ,' he 'You w i l l permit,' said the dealer, and the paired numbers a n d letters, h e re-
,zaid. 'He's bluffing. Does any body....?' The began r a p i d l y t o return the favour. T w o mentbereeL After that, he would be able to
woman looked stolidly at her cards. The minutes later he had found nothing. I f any start looking for the Key i n earnest. H e
older man appeared absorbed in picking his cheating had been done, it appeared to have smiled I t would be a &I-fie-tilt job. But it
nose with alasticaously clean handkerchief been done with a single card. He lifted his would be worth it.

Can you solve the mysteries of the Philosopher's Stone?


picture o f the S t o n e overleaf is t h e 1. E x p l a i n the nature of the paper that All e n t r i e s s h o u l d r e a c h I M A G I N E T m
-d i n a series o f f o u r p i c t u r e s w h i c h the thief stole f r o m the adventurer. magazine b y F e b r u a r y 6 t h 1 9 8 4 . T h e
-aye been appearing quarterly, s h o w i n g 2. W h a t is the ' K e y ' t h a t he seeks? results will be published in the April issue
events in t h e careers of a fighter, m a g i c 3. W h a t is the t h i e f ' s name? of t h e magazine, 1 3 . W i n n e r s w i l l b e
_ser, t h i e f a n d cleric. A t t h e top o f t h i s 4. L i s t any other messages you found. notified by post.
.73ge you w i l l find t h e story of the thief's 5. ( t i e - b r e a k e r ) D e s c r i b e t h e s p e c i a l The w i n n e r w i l l r e c e i v e a v o u c h e r
: y to enable him to steal a piece of paper properties of the 'Key' that the thief redeemable t h r o u g h T S R U K L t d f o r
m t h e a d v e n t u r e r, a n d t h e p i c t u r e seeks (in not more than 1 0 0 words). goods to the value of E40. There will be
.ustrates this. three r u n n e r s - u p p r i z e s o f E l 0 e a c h .
The w i n n e r w i l l be t h e person w h o has These vouchers can be exchanged for any
However, not all is clearly stated. In order solved all of the first three problems (1-3), products in the TSR or SPITM range.
to enter t h i s m o n t h s prize competition and t h e g r e a t e s t n u m b e r o f t h e o t h e r In addition to the prizes for each of the
you must list the a n s w e r s to as many of messages (4). I n t h e event o f a tie, t h e four parts of the competition, the person
the following puzzles as you are able to contestant w h o o f f e r s t h e m o s t c o n - who has solved most clues over all f o u r
decipher a n d explain h o w you decoded vincing explanation o f the n a t u r e of the pictures will receive an original picture by
them, and then complete the tie-breaker: 'Key' (5) will be awarded the prize. Anne Hamill based on this competition.

The decision o f the publisher will be final.


I M A G I N E m a a z r n c , jaMUITV 1984
9
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10 IMAGINE magadnr, January 1984

11
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M A G I N m a 9 1 n c , J a n u a r y 1984 11
C O M P E T I T I O N RESULTS
The Philosopher's Stone: The Magic User
Oh dear.... Did I say w e made part 1 t o o
easy? I think the results of the second part
can best be s u m m e d up i f I t e l l you t h a t
high-scoring entrants to part 1 probably
still stand a f a i r chance o f w i n n i n g t h e
overall prize!

We had a grand total of w a i t for it 1 8


entries (one o f w h i c h arrived too late to
qualify: s o r r y Richard, t r y u s i n g a 1 s t -
class s t a m p n e x t time!). O n l y seven o f
these got the four main answers correct;
if y o u a r e n o t o n e o f these people a n d
would l i k e t o h a v e a n o t h e r g o f o r y o u r
own satisfaction, turn back to this month's
instalment, w h i c h contains several clues
to the solution of the magic-user puzzle.

No-one, b u t n o - o n e , g o t a l l t h e o t h e r
messages w e w e r e looking f o r and t h e
w i n n e r w a s selected w i t h o u t using t h e
tie-breaker. T h i s is M . P r o b e r t o f Sam-
borne i n Wa r w i c k s h i r e , w h o receives a
voucher for L 4 0 - w o r t h o f TSR products.
The three runners up are C o l m O'Beara
of Dublin, Les A r n o l d of Hockley in Essex,
and R o b e r t W h i t e l e y of Shipley in West
Yorkshire. T h e b e s t d e s c r i p t i o n o f t h e around the MU (2ii) to discover: M y name (f) N o t h i n g ( n u m b e r o f d o t s ) o n t h e
spell, t h e tie-break a n s w e r, c a m e f r o m is w h a t you call m e . I have none f o r m y mask
someone w h o m i g h t w e l l have w o n b u t true n a m e w a s t a k e n b y m y g o d .
for an a m b i g u o u s a n s w e r to question 2 (Actually, i t r e a d ' . . m y t r h e n a m e . . ' , (g) S O R R Y on the wall at the top of the
(see below), and we have decided to send because the Scorpio was white instead of peg ladder
a consolation prize t o t h a t entrant, I a n black: no prizes for spotting this month's
Harding of Cambridge. deliberate mistake!) Obviously, t h i s l e f t (h) A N A G R A M — a n a g r a m o n t h e
the w a y open f o r all kinds of w e i r d and MU's scarf
Congratulations to all five, and well done wonderful names — but you had to solve
to the f e w others w h o dared to enter. the p u z z l e a n d m a k e i t c l e a r t h a t y o u (i) W h a t f u n i n r o m a n n u m e r a l s o n
understood there was no 'right' answer. MU's leg
So, if you w a n t to know the answers and
how these star adventurers found them, 3. W o r k i n g out the price set on the book (j) S U C K E R S on rock face
read on. was a doddle after all that! Yo u r pointer
on t h i s o n e l a y i n t h e m e s s a g e i n (k) F A R TO O E A S Y in raised letters on
1. T h e n a m e o f t h e m a g e i s M A R S . semaphore created by t h e 'Heiroglyphs' scroll
There was a textual clue to the source of (b), w h i c h reads: P o m p o u s a m I? Yo u ' l l
this answer: ' t h e spread (of tarot cards) get y o u r s r a t b a g . I f y o u ' d r e a d m o r e Our favourite description o f t h e m a g e ' s
had, a f t e r all, t o l d h e r something... A t carefully y o u ' d k n o w w h a t I w a n t f o r spell read as follows:
least it had given her a name'. Then, the my spell. 'Pompous' should alert you to
tarot book i n t h e picture (1i) s h o w s t h e the importance of the inscription to which Automatic defences against ordinary
order in w h i c h the cards would be dealt, this w a s t h e M U ' s response. Taking t h e spell, M i g h t (the raging lion), Fear (the
and s a y s , ' N o t e t h e Omissions.., i n . . . last word of each line, w e learn, For this protecting flames) and Intelligence (the
order t h e s e t h e N a m e o f the... book ten years o f thine life. hiding ape) are obsolete against the new
Master of Arts'. 'The Omissions' are the spell, w h i c h c o n c e n t r a t e s o n G r e e d .
numbers w h i c h n o r m a l l y appear i n t h e 4. T h e m a g i c u s e r ' s a l i g n m e n t w a s Vi c t i m s o f t h e spell w i l l f a l l t o l o o t i n g
cards (1 ii), le 13,1,18,19, w h i c h relate to another e a s y o n e . T h e p o i n t e r, o n t h e and pillaging o f any bearing w e a l t h , so
the letters M,A,R,S. Cleopatra's Needle (c), s h o w s in i n c o m - only b y a c c e p t i n g p o v e r t y, w h i c h t h e
plete letters, N o t b y s i g h t o r sound b u t mage and m a g i c user do (the passage-
2. T h e n a m e o f t h e m a g i c u s e r w a s a t o u c h w i l l m y allegiances b e f o u n d . I f w a y guardians are e m p t y - h a n d e d , a n d
difficult one. First, t h e zodiac spiral (2i) you read the braille message on the peg the o l d e r m a g i c u s e r w e a r s o n l y a
shows t h e s i g n s o f t h e zodiac p l u s a n ladder (4), you f i n d t h e a n s w e r C h a o t i c simple b l a c k c l o t h ) , c a n t h i s s p e l l b e
extra o n e , o m e g a . T h e s a n d b a g s ( a ) Neutral. countered. T h e m a t e r i a l c o m p o n e n t
placed i n o r d e r r e a d ' A z o d i a c w i t h (seen b e i n g synthesised) r e q u i r e s o n l y
thirteen signs?', pointing t o t h e signifi- 5. T h e o t h e r m e s s a g e s t o b e f o u n d grains o f valuable m e t a l s t o m a k e , and
cance o f t h e s e s y m b o l s . W i t h a l i t t l e include (a), (b) and (c) above, and: m u s t be discarded w i t h o u t r e m o r s e t o
imagination you realise that the symbols activate the effect.
for t h e second h a l f o f t h e alphabet are (d) To u g h l u c k o n t h e M U ' s a r m i n
provided b y t h e s a m e symbols i n black. morse That's it. Why not try Philosopher's Stone
Once you know this, you can simply piece - 3? If nothing else, it keeps the editorial
together t h e f r a g m e n t s o f t h e c i r c l e (e) N O T HERE (split letters) and staff amused for a m o n t h or so.
12 I M A Q I N E m a g a z i n r, J a n u a r y 1984
Starwing
and Enler
by Hilary Robinson

Enier slogged t h r o u g h t h e clinging don't know, Lord.' 'We're out of the mud, Lord.'
-nud, terrified o f losing s i g h t o f the 'He Sent us here.' There was no reply. Starwing hung like
:etch o f colour ahead o f him i n the Enler nodded. 'Yes.' a dead weight against him.
For h o u r a f t e r h o u r h e h a d 'Then it is nowhere. We will walk until 'Who's there?' said a voice right in front
owed Starwing through the gloom, we die. We will never get out.' of them. Enler nearly died of shock.
silthering a n d s l i p p i n g , f a l l i n g f r e - 'There m u s t b e a n e n d t o t h i s m u d , 'Who said that?!'
zJently. S o m e t i m e s S t a r w i n g f e l l , Lord,' Enler said reasonably. 'I did,' and a green light began to glow.
:-en Enter would halt and wait for him 'Why?' Starwing said dully. ' I t may be It s h o w e d a g r e e n f a c e w i t h t e r r i b l e
:o regain his feet. It was beginning to an enchantment, an illusion. There may craggy shadows, a very old face.
be no mud at all.' 'Who are you?' Enler whispered.
:ake him longer each time he fell.
'No mud?' Enler repeated. He touched The face smiled. 'Ye've naught to fear,
T - e Tetrin w a s unused t o footslogging, it. It was cold and wet, and sticky. It was stranger. Need you shelter for the night, I
-: - was he dressed for it. He w o r e court mud. 'Lord, are you hurt?' can p r o v i d e i t . W h a t a i l s y o u r c o m -
:-ess, s o f t t u n i c and breeches and t h i n 'I have broken m y ankle. There w a s a panion?'
ed slippers. Enler, on t h e other hand, rock.... it went over when I stood on it.' 'He has an injured leg.'
:-e, a h e a v y t u n i c a n d cuirass, b l a c k 'May I h e l p y o u , L o r d ? ' E n l e r k n e w 'Follow m e . ' T h e g r e e n l i g h t bobbed
--:_sers a n d l o n g b l a c k boots. H e w a s better t h a n t o t o u c h t h e Te t r i n w i t h o u t ahead, and Enler stooped, took Starwing
::-.-eheaded a n d h i s s h o r t b r o w n h a i r permission. S t a r w i n g raised h i m s e l f on over his shoulder and followed, too tired
: _ng w e t l y t o h i s f o r e h e a d . S t a r w i n g one hand and twisted round to see where to exercise any caution.
.%ent down again and this time didn't get his f o o t w a s . I t w a s o b v i o u s f r o m t h e
- E n l e r waited the prescribed distance angle of it that the ankle was broken. T h e old man led them into a cave where
a . a y until i t became obvious t h a t Star- 'Straighten it,' Starwing said abruptly. a fire glowed with an amber light.
... - g could not get up of his own accord. He r o l l e d o v e r o n h i s b a c k a n d l a y 'That's no welcome,' the old man said
Enler moved nearer. The Tetrin prince perfectly still. Enler eased out the twisted and t h e f i r e i m m e d i a t e l y blazed w i t h a
a• a w k w a r d l y, o n e l e g t w i s t e d u n d e r foot as gently as he could. There was no yellow flame. T h e cave w a s q u i t e large
- — h i s beautiful face in the mud. Enler sound from the prince. and s u r p r i s i n g l y w e l l f u r n i s h e d . T h e r e
...as horrified. Starwing was filthy, his red 'It needs to be tightly bound,' Enler said, was a table, several log stools and a bed
7_7:c and blue breeches black with mud, looking at his o w n uniform, but he wore against the wall with furs on it. There was
- . o n g pale hands engrained with it, and no sash or anything that might be of use. also a large number of boxes and chests.
.en h i s w o n d e r f u l h a l o o f d a r k h a i r A swordbelt would be too hard. He looked 'Lay him over there and I'll have a look
ste red with it. Enler feared the Tetrin's at t h e s o f t s h i m m e r i n g m a t e r i a l o f t h e shortly. W h a t be your name, son?'
-eaction t o a n y o n e s e e i n g h i m i n t h a t Tetrin's tunic. W h e n h e glanced u p h e
z--.Ere, especially a C o r a n i n s o l d i e r. H e found the almond eyes on him. 'Coranin name,' the old man said.
waited, b u t t h e Te t r i n d i d n o t m o v e . 'Rip the tunic,' S t a r w i n g said through 'Yes. I'm Coranin.'
E-•entually he approached t o w i t h i n t w o stiff lips. Enler took the dagger from his 'Ah, but he be not, I see.' He peered at
ze:es of the Tetrin and knelt in the mud. boot and slit the precious material. It cost Starwing. 'What be ye doin' with the likes
Lord?' more than he was paid in a year. He tore of him?'
Slowly the Te t r i n raised his head and the red cloth upwards. Starwing had the 'Who are you?' Enler asked again.
-_.ned h i s v i o l e t e y e s o n t h e y o u n g warm c o ff e e coloured s k i n o f h i s race. 'They call me Solitude.'
dier. T h e r e w a s a dullness about h i s Enler slit and ripped again, and cut off a Enler sat d o w n w e a r i l y on o n e o f t h e
ekpression, a despair. long strip. He bound t h e ankle tightly. It stools. 'Do you have any water?'
Who are you?' Even in the desolation had b e g u n t o s w e l l a n d w a s becoming 'Of course.' Solitude shuffled off to the
77e words were soft and melodious. discoloured. H e f i n i s h e d o f f a n d looked back o f t h e cave a n d E n l e r c o u l d h e a r
Enler, Lord.' up. The prince's face was deathly white. water b e i n g p o u r e d . A m o m e n t l a t e r
Are you the guard w h o came between Enler stood up and nervously extended a Solitude w a s s t a n d i n g i n f r o n t o f h i m
hand. Starwing reached up and took it in a holding out a wooden bowl. Enler took it
- Ye s , Lord.' firm g r a s p . E n l e r p u l l e d h i m u p a n d and stood up, turning towards the bed.
3rave,' the Tetrin said softly. 'Stupid.' caught him as he staggered off balance. 'It be for you,' Solitude said.
E- e r had n o t h a d t i m e t o consider. H e Enler's heart hammered. No one stood so 'He needs it.'
-eg stepped b e t w e e n t h e Prince a n d a close to the Tetrin, especially one of the 'Aye, so do you. Maybe more. You first,
:.:ssible assassin. That was what he was royal house. then him.'
- 7.7e palace for. Enler looked a t t h e w a t e r. I t h a d n o t
You h a v e b e e n w i t h m e . . . s i n c e i t A s darkness came, t h e m u d s u d d e n l y crossed his mind to drink first. The ache in
nappen ed?' ended. E n l e r c o u l d n o t s e e i t , b u t t h e his t h r o a t b e c a m e u n b e a r a b l e a n d h e
'Yes, Lord.' ground became first f i r m a n d then hard. drank. The water was ice cold.
'Where are we?' He staggered on a few paces and stopped. 'How long be you in the softlands?'
311AGINE magad.nc, lantuuy 1984 13
'Softlands? You mean the mud? I don't vancing i n t o t h e cave. H e r o l l e d t o h i s 'How d o you t h i n k t h e y control you?'
know. Eight hours? Longer? It w a s m i d - feet, snatching up the sword. The stranger Solitude snapped.
morning w h e n w e — when w e left.' stopped w h e n h e s a w t h e s w o r d , h i s 'Not by sorcery!'
'And w h a t b e y e d o i n ' w i t h o n e o ' hands going to his belt where a battle axe 'Oh? Tell t h e n t h e secret of t h e i r hold
them?' The tone spoke volumes. hung. He w o r e a rough home spun shirt over you.'
Enler indicated his uniform, although it and a sheepskin waistcoat and his baggy 'Respect,' Enler said, somewhat defens-
was b a r e l y recognisable u n d e r a l l t h e trousers w e r e bound to his lower leg by ively. ' A n d gratitude.'
mud. 'I'm a soldier.' thongs. He had a beard and his hair hung 'Gratitude! For what?'
'Gagh,' S o l i t u d e m u t t e r e d , a l m o s t wild about his shoulders. He was native 'The Tetrin have reared me since I was
snatching the bowl. W h e n he came back Coranin. a child.'
with it filled, he held it out to Enler. 'Here, 'Who are you?' he demanded. 'Where's 'Since they adopted you.'
you do it. I'm goin' nowhere next nor near Solitude?' 'That's right.'
him.' 'Must ye make so much noise, \Jester?' 'Do y o u c o n s i d e r y o u r s e l f t o b e a
Enler t o o k t h e b o w l o v e r t o t h e bed. Solitude said irritably, ambling from t h e Tetrin?'
Starwing opened his eyes at the sound of back of the cave, yawning. 'Ah n o . T h e A d o p t e d d o n o t b e c o m e
Enler's voice, a n d E n l e r supported h i m 'Who's t h i s ? ' Ve s t e r indicated E n l e r, Tetrin. They stay Coranin. We are separ-
while he drank a little of the water. w h o had straightened n o w and lowered ate races.'
'Where are we?' he asked softly, puzzled the sword a fraction. 'Then you have more in c o m m o n w i t h
by the rock wall. 'This be Enler. He and another sought Vester than with h i m . '
'We h a v e s h e l t e r f o r t h e n i g h t , Lord. shelter with me last night.' 'Vester?' Enler said in disgust.
There is nothing to fear.' Vester looked a r o u n d a n d s a w S t a r - 'Yes. Haven't you?'
'So t i r e d . . . . ' S t a r w i n g w h i s p e r e d . ' I wing, p u s h i n g h i m s e l f u p i n t o a s i t t i n g Enler glanced at his strong broad hand
envy you your strength.... Enler.' position on the bed. His angular face and holding the sword and thought of the thin
It w a s t h e f i r s t t i m e E n l e r h a d e v e r almond eyes gave instant identification. pale h a n d s o f t h e Te t r i n w i t h t h e i r oval
heard h i s n a m e spoken b y a Te t r i n . H e 'A Te t r i n ! ' Ve s t e r breathed a n d d r e w nails. 'Only physically.'
was ridiculously pleased. the battle axe out of the loop on his belt. 'Only physically? L e t m e g i v e y o u a
'Food,' Solitude called. Enler m o v e d b e t w e e n t h e m a n d t h e test.' S o l i t u d e r e a c h e d i n s i d e h i s s h i r t
'Thank you.' There was a platter of cold sword n o w pointed at Vester's throat. and brought out a silver medallion. 'Tell
meat and a c h u n k of bread on the table. 'Stop there.' me w h a t this is.' M e m o r y stirred deep in
Enler sat down and Solitude sat opposite, 'That's a Tetrin!' Enler. O n t h e d i s c w a s e n g r a v e d a
watching him. After a time, Solitude said, 'I know that,' Enler said evenly. shooting star w i t h a f i e r y tail. H e spoke
'How came ye to the Softlands?' 'Kill him then!' slowly, t h i n k i n g i t o u t . ' T h e s t a r r e -
'I t h i n k w e were.... Sent. There w a s a 'No one is going to kill him.' presents the Coranin. Legend says that....
disagreement between My Lord and a tall 'I will!' Vester said, gripping the axe. one day we._ they.... will rise again, like a
man w h o came to see him. I don't k n o w 'Not before you've killed me,' Enler said star.'
w h a t about. I h e a r d r a i s e d voices, a n d grimly. 'Very g o o d , E n l e r. T h e Te t r i n d i d n ' t
teach you that.'
'It's upside-down,' Enler said.
Solitude f r o w n e d a n d t u r n e d t h e
'You have the sense to fear sorcery. You would not medallion. N o w the star w a s falling. He
glared at Enler. 'Suppose,' he said, 'I told
have angered the warlock as your companion appears you that this object would confer on you
to have done.' luck and good fortune. Would you believe
me?'
'No.'
'Why not?'
went in, and s a w the man raise his arm. 'That's enough,' Solitude said. 'Nobody 'That's superstition.'
He h a d s o m e t h i n g i n h i s h a n d that.... is going t o get killed. P u t your weapons 'That's Tetrin teaching! But you w o u l d
crackled. I got between them.' down.' It w a s m o r e t h a n a request. The not refuse to wear it if I gave it to you?'
'Sacrificed y o u r s e l f f o r y o u r m a s t e r, tone o f v o i c e h a d a l t e r e d s u b t l y ; t h e 'I suppose not.'
like y o u w e r e t r a i n e d t o d o , ' S o l i t u d e dialect and most of the accent had gone. Solitude s l i p p e d t h e t h o n g o v e r h i s
sneered. 'You be one of the Adopted, all Enler f e l t h i s s w o r d become heavy, b u t head. ' N o w suppose I t e l l y o u t h a t t h i s
right.' Enler did not deny it. 'Well, i f this was content enough that Vester seemed charm, instead of being benevolent, was
floor be n o t too h u m b l e for ye n o w, you to be experiencing the same trouble with made by a Coranin warlock and is cursed,
can sleep here.' the axe. that t h e w e a r i n g o f i t w i l l b r i n g plague
Enler l o o k e d a t t h e e a r t h f l o o r. I t Vester n e v e r took h i s eyes o f f Enler. and fevered dreams. N o w put it on!' and
seemed as inviting as any feather matt- 'You're o n e o f the Adopted, a r e n ' t you? he t h r u s t i t t o w a r d s Enler w h o took an
ress. 'Thank you.' We don't need you.' involuntary step backwards.
'We can talk in t h e morning. Sleep ye 'Vester. Leave.' Solitude used the same 'No!'
well. Goodnight.' tone again. Vester appeared t o struggle 'Why not? Isn't it all superstition? Or do
'Goodnight,' Enler replied, although he against the c o m m a n d b u t in the end he you feel something deeper? You have the
had t h e oddest feeling that Solitude had turned and left without a word. sense to fear sorcery. You would not have
addressed the last word to the fire. To his angered the warlock as your.... compan-
astonishment, t h e fire s l o w l y died d o w n ' H e ' l l I b e back. W i t h others. Yo u M u s t ion.... appears to have done. Your culture
to a red glow. Solitude retired to the back leave soon. A t least, h e must.' Solitude is still strong in you.'
of the cave, out of sight. jerked h i s head i n S t a r w i n g ' s direction. 'Culture?' said Enler. 'Are you referring
Enler sighed and began to unbuckle his Starwing b e g a n t o s a y s o m e t h i n g b u t to a f e w f o l k t a l e s a n d a h a n d f u l o f
armour. H e laid i t carefully t o o n e side, Solitude t u r n e d o n h i m . ' Yo u w i l l n o t mournful, depressing songs?'
took off the heavy damp tunic and spread speak without my permission.' 'What i f I s u g g e s t e d y o u ' d f o r g o t t e n
it before the fire. Then he unfastened the Enler was horrified. 'You mustn't speak most of your culture?'
swordbelt and d r e w the sword w h i c h he to him like that!' 'I'd say there w a s n ' t much to forget.'
placed on the ground and lay down beside 'Why not? W h y not, Coranin soldier of 'Do t h e A d o p t e d e v e r w e a r C o r a n i n
it. W i t h i n minutes he was asleep. the Tetrin? Look at him. He cannot speak dress?'
now.' 'Rags, you mean?' Enler said coldly.
' S o l i t u d e ? Yo u awake? H o u n d ' s teeth! Starwing became completely m o t i o n - Solitude s i g h e d . ' I w a s a f r a i d t h i s
Who's this?' less as Solitude made a pattern in the air. would happen. It was a risk I had to take.'
Enler c a m e a w a k e seeing a m a n a d - Enler swung back. ' M o r e sorcery!' 'What was?'
14 I M A G I N E maga,.thle, latulaTy 1384
Come and sit down. We have to talk.'
Enter g l a n c e d u n e a s i l y a t S t a r w i n g ,
s:alcling exactly as he was before.
Forget y o u r d u t y t o t h e a l i e n l o n g
e-ough t o l i s t e n t o o n e o f y o u r o w n
:sople, Enter. He'll come to no harm there
a while.'

I l e y sat either side o f the table again.


E-'er laid t h e s w o r d between t h e m and
--e significance o f this gesture w a s n o t
:st o n S o l i t u d e , w h o s e e m e d t o b e
:-owing younger by the minute. He w a s
- l o n g e r a bent old man. H e seemed
7E- ler, a m a n i n m i d d l e a g e w i t h l o n g
: - o w n hair. Enter sat where he could see
E-73rwing and also the cave entrance.
•What allegiance d o y o u f e e l t o y o u r
zwn people?' Solitude asked bluntly.
'None.'
'Would you fight f o r the Tetrin against
us?'
'If I had to,' Enter said quietly.
Why??'
The Tetrin gave me life.'
Your parents gave you life.'
'My parents sold me to the Tetrin!' should be allies. You are both Coranin I d i d n ' t send the Tetrin here to be killed
They had little choice. Our people must 'I am a soldier of the Tetrin.' by y o u r w i l d m e n , ' a t a l l f i g u r e s a i d ,
as best they can in the shadow of 'You are Coranin!' striding i n t o t h e c a v e . O n l y S o l i t u d e
a- alien race.' 'By blood. Not by choice.' moved in response.
By s e l l i n g t h e i r c h i l d r e n t o t h e c o n - 'No m a n has any choice in h o w he is 'Dominion. I should have known it was
:_erors?' E n t e r sneered. ' W h a t s o r t o f born, Enter.' you w h e n the boy mentioned something
s_.-vival is that?' Enter put his elbow on the table, and his in the warlock's hand that crackled.'
vou m i s s the point entirely,' Solitude forehead in his hand. 'He g o t i n t h e w a y. I d i d n ' t m e a n t o
EE- d. ' T h e Coranin n e e d t o learn Te t r i n 'We need the Adopted, Enler. We need Send him. It was this one.' He nodded at
skAls. A n d quickly. They cannot afford to your knowledge.' Starwing. 'I w a n t e d him to suffer a bit. I
Aait a thousand years to learn w h a t the hope t o b e a b l e t o u s e h i m . H e h a s
-etrin already k n o w. The Tetrin w i l l n o t ' A y e , t e l l u s w h a t t h e g a t e defences qualities w o r t h fostering, b u t everything
s-are t h e i r knowledge, s o w h a t is y o u r are.' Ve s t e r h a d appeared s i l e n t l y a n d is so easy in that damned r a i n b o w city of
solution?' now strode f o r w a r d f o l l o w e d b y h a l f a theirs t h a t h e w o u l d n e v e r b e a b l e t o
Enter looked aghast. 'Are you suggest- dozen C o r a n i n . E n t e r s n a t c h e d u p h i s understand h o w h a r d l i f e i s f o r t h e
-7, the Adopted are spies, sent in to learn sword and confronted him. Coranin u n l e s s h e ' d experienced i t f o r
- -a:rin secrets and then betray them?' 'What do you want?' himself. Is he alright?' He frowned at the
You would not be betraying the Tetrin. 'The alien.' motionless f i g u r e w i t h t h e ripped t u n i c
• w o u l d be helping your own people.' 'No.' and bandaged foot.
Never.' 'You can't stop us.' Vester balanced the 'Except f o r t h e damaged ankle, yes. I
-Why not?' axe i n b o t h h a n d s a n d n o d d e d v e r y just froze h i m t o give Enler a c h a n c e t o
'Neither I , n o r a n y o f t h e A d o p t e d , slightly to an archer w h o fitted an a r r o w think for himself.'
m i d do anything to help destroy a race to his bow, s w u n g i t up and pointed the 'Did it do any good?'
ss beautiful, talented a n d gentle as t h e arrow a t E n t e r ' s chest. E n t e r w a s s t i l l Solitude shrugged.
- etrin.' dressed only in his Tetrin shirt. His tunic 'Free the Tetrin.'
Not even to save your own people? The and cuirass lay where he had left them. Solitude pointed at Starwing and snapped
:-.:!-anin w e r e b a r e l y able t o call t h e m - 'Stand aside,' Vester said. his fingers. S t a r w i n g turned his head and
selves civilised w h e n t h e Te t r i n arrived 'I will not.' looked at Dominion w i t h o u t surprise. He
and stopped their progress. Now I have a 'Then you m u s t die w i t h h i m ! ' and he had been able to hear although he could
st-Jggle just to keep them literate. W i t h - swung the axe. Enter ducked and brought not move or speak. He looked at Enter, the
: _t stimulation they will revert to barbar- up the sword by instinct alone. The blade axe b l a d e a t h i s t h r o a t a n d t h e a r r o w
Vester k n o w s that, b u t h e d o e s n ' t caught t h e axe s h a f t a n d slid u p t o t h e protruding from his forearm. ' A r e n ' t you
nk m u c h o f m y solution. H e h a s h i s head. Metal rang on metal. The weapons going to help your young compatriot?'
awn: locked, t h e n s l o w l y Ve s t e r p u s h e d t h e 'No, I leave t h a t t o you s i n c e h e w a s
An armed uprising? No.' Enter shook sword d o w n . Enter sprang back, sliding wounded in your service. He'll be alright.
- s head. ' T h a t w o n ' t do a n y good. The the b l a d e o u t f r o m u n d e r t h e a x e . A The Coranin don't die easily.'
reason the Tetrin have never shared their bowstring s a n g a n d E n t e r ' s a r m w a s 'Unlike t h e Te t r i n ? ' S t a r w i n g s a i d t o
superior k n o w l e d g e i s t h a t t h e i r codes pinned t o t h e e d g e o f t h e t a b l e . H e Dominion w i t h a t w i s t e d smile. ' D o you
forbid interference in the development of grabbed the arrow with his left hand and wish to resume our conversation on that
other races. But if they are attacked they wrenched i t o u t o f the table, b u t Vester subject?'
A l l be forced to defend themselves and had m o v e d i n . T h e a x e b l a d e p u s h e d
-_-ey h a v e w e a p o n s Ve s t e r h a s n e v e r against Enter's throat, forcing h i s head S t a r w i n g sat at one side of the table and
:--oamed of. A savage is no match f o r a up. Dominion and Solitude shared the other.
-armed soldier.' 'Now y o u c a n w a t c h o u r f i r s t m o v e They ignored t h e l i v i n g s t a t u e s a r o u n d
A savage? Is t h a t h o w they've taught against the aliens.' them. Solitude was younger now, younger
to think of us? Savages?' Enler bit his The archer had a second a r r o w aimed than Dominion.
: and did not reply. at S t a r w i n g , standing pale and silent in 'The Tetrin have n o t found t h i s w o r l d
think you underestimate Vester just front of the bed. the paradise t h e y hoped f o r, ' D o m i n i o n
:•scause h e w e a r s h o m e s p u n a n d y o u 'No...o...or E n t e r c r i e d b u t t h e w o r d said. ' F o r s o m e reason t h e y h a v e b e e n
...ear armour. He is a cunning fighter and stretched into infinity as the scene in the unable t o m a i n t a i n t h e i r n u m b e r s a n d
- as o r g a n i s e d a c o m p a c t f o r c e . Yo u cave froze. they will soon reach the stage where the
:NLAGINE rnagont!, January 1984 15
colony becomes unviable. S o they have 'No-one imagines it will be easy. Yo u r 'You....'
two options. They can leave, w h i c h they relationship with the Adopted would have 'Go tend your crops, Vester, and leave
are loth t o do, o r they can m i x w i t h t h e to change. It will take willing co-operation the destiny of the Coranin to those better
Coranin.' on b o t h sides. Y o u n e e d t h e physical qualified.'
'Mix? I n t e r m a r r y ? ' S o l i t u d e s o u n d e d strength of the Coranin. You have lost the 'We must drive the aliens out!'
sceptical. very vitality that once sent you across the 'No. You must live together.'
'It w a s w h i l e w e w e r e discussing this galaxy i n search o f a r e f u g e f r o m y o u r 'Us? and them?'
very p o i n t t h a t t h e y o u n g l o r d l o s t h i s own o v e r c r o w d e d w o r l d . T h e C o r a n i n 'Well, I d o i n t e n d t o h a v e a n i n t e r -
temper and it seemed a good m o m e n t to need your education and encouragement. mediate s t a g e , ' D o m i n i o n s a i d . ' B u t I
carry o u t m y p l a n o f w i d e n i n g h i s Without this co-operation there will be a don't t h i n k you s h o u l d w o r r y t o o m u c h
experience.' He glanced at Starwing. 'Do bloodletting w h i c h w i l l b e disastrous t o about that. Just go.'
you have anything n e w to say?' both peoples.' 'You think this world is your toy, don't
'No,' Starwing said. 'I still think the two 'What is your role in all this?' Starwing you?' Vester said angrily.
races are too far apart in development. No asked, looking from Dominion to Solitude. 'Yes. Get out before I turn you and your
Tetrin w o m a n w o u l d e v e r look t w i c e a t 'We,' said Dominion, 'are the spirit of followers into the sheep you undoubtedly
Vester and his kind.' this world and its guardians. In past times are.'
'Maybe not yet, but would they look at we i d e n t i f i e d s o l e l y w i t h t h e C o r a n i n .
Enler and his kind?' Now we must consider all the people who ' Y o u p u t a l o t o f f a i t h i n t h a t Te t r i n , '
The Te t r i n prince n a r r o w e d h i s violet live h e r e . ' H e pretended n o t t o see t h e Solitude said w h e n they were alone.
eyes and looked at Enler as if for the first look Solitude gave him. 'Is it possible for 'Yes.' D o m i n i o n looked t h o u g h t f u l . ' I
time. H e w a s t a l l e r t h a n t h e o t h e r the Tetrin to treat the Adopted as equals?' have a lot of regard for that young man.
Coranin, a s t a l l a s a n y Te t r i n . A n d It was some moments before Starwing The Tetrin are an interesting people, but
Starwing h a d s e e n h i m d i s p l a y b o t h replied. 'Yes. All it needs is for one Tetrin Starwing is special.'
courage a n d loyalty. H e nodded s l o w l y. to give a lead, and one Coranin t o prove 'Will h e treat Enler as an equal? C a n
'Perhaps.' himself fit for the position.' he?'
'The A d o p t e d g i r l s , ' D o m i n i o n s a i d . Dominion raised an eyebrow. ' D o you 'He'll try. You k n o w Enler better than I
'Don't t h e y l e a r n e q u a l l y q u i c k l y f r o m know two people like that?' do. H o w will he respond?'
their mistresses?' Starwing looked at Enler, Vester's axe 'He admires the Tetrin. There's a lot of
'Some o f t h e m learn too m u c h , ' Star- at his throat, yet still reaching out a hand conditioning to be undone.'
wing said and smiled. in protest towards the archer. 'I might.' 'As the prince said, it w o n ' t be easy for
'Indeed,' Dominion said. 'I've seen the 'Then go and prove it.' either o f t h e m . E v e n i f t h e y s u c c e e d
way you look at a certain Adopted girl.' they'll still have Vester to cope with. He is
'Then t h e idea o f intermarriage is n o t T h e a r r o w clattered against the w a l l o f going to be a thorn in their side.'
totally rejected?' Solitude asked. the cave and Vester staggered forward as 'How many generations do we allow for
his axe m e t no resistance. Starwing and this change?'
S tarwing i n c l i n e d h i s h e a d , s e r i o u s Enler w e r e gone. Ve s t e r t u r n e d a n g r i l y 'One.'
again. 'It will not be easy to introduce the towards S o l i t u d e a n d h i s e y e f e l l o n 'One?' Solitude seemed surprised.
idea.' Dominion. T h e protest died o n h i s lips. 'The Coranin are regressing faster than
we expected. Look at the wild way Vester
dresses. Within one generation w e m u s t
have a people w h o w i l l r u l e t h i s w o r l d
properly w i t h t h e best interests o f both
races at heart.'
'So you are still loyal to the Coranin?'
'You doubted it? Yes, I k n o w you did.'
'You spend most of your time w i t h the
Tetrin,' Solitude said carefully.
'You live among the Coranin. That way
we prevent excesses by both sides. W e
agreed, did we not?'
Solitude n o d d e d . ' I t h i n k I ' v e l i v e d
among t h e m f o r too long. I ' m becoming
influenced by their paranoia.'
'You can hold out for one more gener-
ation. This is the best chance there has
ever been to unite the two races. Fate has
thrown u p t w o s t r o n g characters. W e
must help them succeed.'
'Are y o u s u r e t h e r e c a n b e i n t e r -
breeding?'
'Oh yes. I t is t h e i r attitudes a n d t h e i r
% , education t h a t a r e i n c o m p a t i b l e a t
31 ' i a
present. They are biologically t h e same
v )// / 1 1
t , , species.'
- - . i m i d a t t l y 1- ,- -l k- 41' - • , • s " . . . . . . 4 1 1 1 1 r i t i l l i g r o l i i i i r 4 s . 4t;°1 tf( 11 'Have you decided o n a n a m e f o r t h e
0 it'to;
• • • " 1 2 Y A C M 7 i - Z e t , " " e ; ; : f . - " • W / i r , „ I f e w . , ',--t;.7,;;;Z,,,-Wintow
' . . . . . . , # " ' - ' - ' . . . . . , , , t . . , • - • • ' • Q , '71y o
new race?'
M a ;:-.1 1::....*'''....'..r.1.111E1W.Y.' o g r e l r i l i a M S L m x - . Z f a i t = • . • . • - - . . . 1 ' , , t r e , o - 0 2 „ ; 1 1 1 M 'Terranin?' suggested Dominion.
W H i l a r y Robinson

Hilary R o b i n s o n i s j u s t o n e o f m a n y
talented, u n p u b l i s h e d w r i t e r s t o h a v e
sent u s h i g h q u a l i t y fiction. I n - ' 1 1 o f
IMAGINE magazine, w e h a v e a n o t h e r
tale o f a f a n t a s y w o r l d w h i c h c o n t a i n s
echoes o f o u r o w n , I n t h e T i m e o f
M e l t i n g Ice, by A n d r e w Darlington.
16 I M A G I N E magazine', Itutuary 1984
OR 1 Great O r c w i t h s c i m i t a r 500 OR 15 Orc Wa r r i o r w i t h b o w 30p OR 28 Wo l f Rider w i t h b o w 80p
OR 2 Great O r c Guard, Spearman 50p OR 16 Oro Wa r r i o r w i t h w h i p 30p OR 29 Black O r c a d v a n c i n g 40p
OR 3 Great Oro Berserker 50p OR 17 Soldier Orc w i t h s h o r t s w o r d 40p OR 30 Black O r c H e a v y spearman 40p
OR 4 Great O r c Chieftain 50p OR 18 Soldier O r c S p e a r m a n 40p OR 31 Armoured Black Orc 40p
OR 5 Orc Tr a c k e r w i t h b o w 30p OR 19 Soldier O r c O ff i c e r 40p OR 32 Black OrC, C a p t a i n 40p
OR 6 A r m o u r e d Tr a c k e r 30p OR 20 Soldier O r c w i t h axe 40p OR 33 Slave O r o w i t h s c i m i t a r 30p
OR 7 Orc Tr a c k e r w i t h spear 30p OR 21 Horde Oro w i t h javelins 30p OR 34 Slave O r c w i t h spear 30p
OR 8 Oro S c o u t 30p OR 22 Horde O r c w i t h l o n g s p e a r 30p OR 35 Slave Oro A r c h e r 30p
OR 9 Small Cave Orc 30p OR 23 Horde O r c w i t h s c i m i t a r 30p OR 36 Orc W a r s lave 30p
OR 10 Cave O r c A r c h e r 30p OR 24 Horde O r c A r c h e r 30p OR 37 Orc C l a n s m e n 30p
OR 11 Cave O r c Guard 30p OR 25 Wo l f Rider w i t h l a n c e 80p OR 38 Orc C l a n s m a n w i t h c l u b 30p
OR 12 Cave O r c w i t h s c i m i t a r 30p OR 26 Wo l f Rider w i t h s c i m i t a r 80p OR 39 Orc C l a n s m a n B o d y g u a r d 30p
OR 13 Orc Wa r r i o r a t t a c k i n g 30p OR 27 Wo l f Rider Chieftan 80p OR 40 Orc Clan S h a m a n 30p
OR 14 Orc Wa r r i o r w i t h s c i m i t a r 30p

DA 1 D w a r f Thief 35p GA 2 8 H a l f l i n g A d v e n t u r e s s 25p GA 5 7 'vVitch 35p


GA la D w a r f Fighter 35p GA 3 1 H u m a n Cleric 35p GA 6 1 M e r c e n a r y Fighter 35p
GA 2 D w a r f in P l a t e mail 35p GA 3 2 H u m a n A n t P C I e r i c 35p GA 6 2 M e r c e n a r y Captain 35p
GA 3 D w a r f Lord 35p 35p GA 6 3 To r c h bearer 35p
GA 3 3 H u m a n , N l a g i c - u s e r
DA 4 D w a r f Cleric 35p GA 3 4 H u m a n D r u i d 35p GA 6 4 Shield bearer 35p
GA 3 5 H u m a n M o n k 35p GA 6 5 Looter 35p
DA 5 D w a r f Shield bearer 35p
35p GA 6 6 M e r c e n a r y Prince 35p
GA 6 D w a r f Crossbowman 35p GA 3 5 a Human M o n k k i c k i n g
GA 3 6 H u m a n Assassin GA 6 8 M e r c e n a r y Orc w i t h S w o r d 35p
GA 7 D w a r f King 35p 35p
GA 6 9 M e r c e n a r y Orc w i t h S p e a r 35p
GA 8 D w a r f Adventurer 35p GA 37 Ninja 35p
GA 38 Thief 35p GA 7 0 M e r c e n a r y Orc A r c h e r 35p
—7 GA 9 D w a r f Adventuress 35p
GA 39 Bard 35p GA 7 1 M i l i t i a Sergeant 35p
\e" GA 10 D w a r f Tr a d e r 35p
35p
GA 35p GA 40 Ranger 35p GA 7 2 Militiaman
11 E l f M a g i c - u s e r
35p GA 7 3 Militia swordsman 35p
GA 12 E l f in P l a t e m a i l 35p GA 41 F i g h t e r in Plate
GA 42 Paladin 35p GA 7 5 Female Militia 3 5 p
GA 13 E l f Lord 35p
GA 7 8 M e r c h a n t Adventurer 3 5 p
DA 14 H a l f Elf 35p GA 43 Anti-Paladin 35p
35p GA 79Beggar 3 5 p
GA 15 W o o d Elf A d v e n t u r e r 35p GA 44 Asgardian
GA 80Urchin 2 5 p
GA 16 W o o d Elf A d v e n t u r e s s 35p DA 45 Samurai 35p
GA 81Barbarian Adventurer 5 0 p
GA 35p GA 46 Half-Goblin 35p
18. H i g h E l f A d v e n t u r e r GA 82B a r b a r i a n in c h a i n m a i l 5 0 p
GA 19 H i g h E l f A d v e n t u r e s s 35p GA 47 Illusionist 35p
GA 48 W a r r i o r Priest 35p GA 83W e a p o n Pack 5 w e a p o n s as supplied w i t h
GA 21 H a l f l i n g T h i e f 25p
GA 51 Adventuress 35p DA81/2 30p
GA 22 H a l f l i n g Wa r r i o r 25p
GA 52 Female Thief 35p GA 8 4 P a c k M u l e Sop
GA 23 H a l f l i n g S l i n g e r 25p
35p DA 84a P a c k M u l e w i t h dead a d v e n t u r e r 80p
GA 24 H a l f l i n g A r c h e r 25p GA 53 F e m a l e Magic-user
DA 54 Shield-maiden GA 84b M u l e a n d small c a r t E1.50
GA 25 G n o m e 25p 35p
GA 55 S w o r d Mistress 35p GA 8 5 B e o w o l f 50p
GA 26 G n o m e Illusionist 25p
GA 25p GA 56 Female Scout 5p
35p
27 H a l f l i n g A d v e n t u r e r

r I Ir X I II I M I I111LIII X . 1 1 I I M I IIII ILII I I=1111 X N I •I I I r


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ESPIONAGI:
EtINTRIGUE
, 4 1 0 I N i t a p p ,
*ORITLab 08.
POSTAL GAME
Crasimofrs World is a fantasy game of exploration and adventure. As a player you assume the
role of chieftain in a band of brave adventurers set on gaining knowledge and power. You must
create a party of nine fellow travellers, from three character classes (fighter, mage and priest) to
assist your chieftain.

Your party will set out from a small town, knowing nothing about the world apart from a few rumours. As
you travel you will learn more about the land and its secrets, encountering other parties, races and
creatures. There are tokens detailing magic items, spells, creatures, gods, money and many more things
that you will discover later in the game.
A M C A . " MA PLAYMACAWotat ote womovvriks,omcs It ToAouvr.

•KJC Games has been running Crasimofis W o r l d for over a year now,
and the effort the gamesmaster puts into each turn never ceases to amaze
me. Most players find themselves offered a different scenario each turn, or
find that a new twist has happened to an existing adventure.' START
as reviewed in
Ask your local games retailer for TO
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N' 37
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k —

The Number of the Beast Murder on the Orion Express


If you are a DM suffering from the twin Work in progress for Traveller includes The o t h e r i s a h a n d b o o k f o r a s t e r o i d
handicaps o f s h o r t a g e s o f t i m e a n d Murder at Arcturus Station, a 'classical miners with guidelines for belt-mining,
—oney, B e a s t En terp r is es o f O x f o r d murder m y s t e r y i n space.... a t a n g l e d prospecting and equipment. Events like
reckon they have just the thing to ease puzzle in the tradition of Hercule Poirot making a lucky strike and filing c l a i m s
your problems. T h e y are producing a or Lord Peter Wimsey.' The players are are covered, resulting in a booklet ideal
: - m o n t h l y magazine called To r t u r e d on a n asteroid station w h e n a m a n i s for running an adventure in any asteroid
Souls which consists entirely of adven- murdered. T h e p a r t y h a s t o solve t h e belt. The five adventures provided do not
--re m o d u l e s . I t r e t a i l s f o r E 1 . 9 5 — crime b u t , f o r political r e a s o n s , t h e y exhaust the possibilities of this package.
expensive for a British magazine, b u t must do it in five days. One option open Another piece n e a r i n g t h e s h o p s i s
• cry cheap for four complete scenarios, to t h e referee i s t o m a k e o n e o f t h e Safari S h i p . P l a y e r s t a k e p a r t i n a
a.I designed for use w i t h the AD&DTM players the murderer! hunting t r i p o r g a n i s e d b y a w e a l t h y
;„-ame. Two can be played independent- The s a m e designers w i l l r e l e a s e a patron. A s well as searching f o r exotic
• or as instalments one and two of the boxed module for Traveller called Belt- animals, the party has a few sub-plots to
IHalindor campaign, w h i c h i s t o strike. I t w i l l p r o b a b l y consist o f t w o deal with. The adventure includes deck
:antinue i n l a t e r issues. A n o t h e r i s booklets a n d f i v e ' a d v e n t u r e folders', plans f o r t h e s a f a r i s h i p , a n i m a l e n -
:esigned as a solo adventure. It can be concerned with the Bowman systems of counter tables and background material,
seen t h a t Beast Enterprises have p u t District 2 6 8 a n d p r o v i d i n g d e t a i l s o f including a n essay on h u n t i n g (in t h e
-:gether a first issue with wide appeal. t h e i r h i s t o r y, s o c i e t y, g o v e r n m e n t , American sense — H e m i n g w a y rather
L, f u l l r e v i e w w i l l f o l l o w i n a f u t u r e commerce a n d c u r r e n t events. T h e s e than horse a n d hounds) and i t s appli-
szsue of this magazine. aspects are dealt w i t h in the first book, cation to Traveller adventuring.

Crest magnifique, mais ce n'est pas le jeu de guerre Polar Fare


Whenever things are looking a bit thin It may surprise you to know that North
on the n e w s front, good old Scott Bizar Pole Publications w o r k out of Mobile,
of F G U u s u a l l y c o m e s t h r o u g h w i t h Alabama — a t e n u o u s connection t o
word of some nascent offerings from his say the least. More amazingly, they are
prolific designers. This time it was to say not e m p l o y e d i n s e l l i n g b i k i n i s t o
that we can expect Seldon's Compend- Eskimos, but in creating RPG supple-
' i m of Starcraft Vol 2 for Space Opera ments. S o f a r a s I a m a w a r e , n o n e
a: any moment. It w i l l have details and have been imported i n t o t h e UK, b u t
illustrations of fighting ships. Great! their latest effort, Serpent Island, may
A t h i r d book of adventures for Dare- reach t h e s e s h o r e s . T h i s 4 8 p a g e
devils called (as predicted i n t h i s col- adventure is suitable for 5-7 characters
umn) Daredevils Adventures 3 is also of 'medium level', and is designed for
due. T h i s has a s u p p l e m e n t a r y title o f use w i t h a n y role-playing system. I t
Supernatural Thrillers. has new monsters, magic items, spells,
Finally, t h e A g e o f S a i l n a v a l r o l e - and a v e r y fine, f u l l c o l o u r c o v e r b y
playing game Privateers & Gentlemen modules f o r t h e D a r e d e v i l s and D & D Boris Vallejo. The artwork in the body
will be provided w i t h i t s f i r s t scenario games; articles on 13 unequest and h o w of the booklet, alas, is not of the same
material. This w i l l be called K i n g O v e r to add spice t o a w a r game b y adding standard (it belongs to the TSR early-
The Water and it is all about a dastardly fantasy elements; detailed, descriptive to-middle school), but if you are willing
French plot during the Seven Years War game r e v i e w s ; n e w m o n s t e r s (eg ' l e to spend something like f 7.95 for an
to cause mayhem in Britain via a spot of stick'); m i c r o listings, c l u b a n n o u n c e - adventure, y o u w i l l h a v e s o m e t h i n g
Jacobite hanky-panky. Also included in ments; and a game for 3 or more players that none of your players are likely to
this module are n e w rules for fleshing called 'La Nuit de l'Esprit'. have read first.
out NPCs and guidelines for a campaign jeux & strategie 2 2 is a 112-pager at
based a r o u n d B o n a p a r t e ' s E g y p t i a n 17FF w i t h a l o t o f colour a n d a w i d e r
adventure. Details of the Siege of Acre spectrum o f games — chess, scrabble,
are given, a l l o f w h i c h r e s u l t s i n t h e bridge a n d logic a n d w o r d puzzles i n -
:-omise o f role-playing adventure r i c h cluded i n its scope as w e l l as ' j e u x de Transatlantic Tales
- detail and excitement. role'. T h i s i s t h e s u m m e r i s s u e a n d Some snippets of news concerning the
includes an inspired RPG, D o n juans & next releases. We hope to see U3 T h e
Dragueurs a n d a p u l l o u t boardgame, Final Enemy and B5 - Horror On The
I Smagazines
t i l l w i t h' dt eh se jFeruexn cdhe t h
s iemmuel a
, tti w
o no' galapagos, to give a sea-and-sand feel. Hill quite soon. Then, look out for the
:ame o u r w a y a t G a m e s D a y, C a s u s There i s a f e a t u r e o n w h e r e t o g o i n S TA R F R O N T I E R S T m g a m e m i n i -
, Belli and jeux & strategie, both from France f o r h o l i d a y g a m i n g , t o g e t h e r atures, G B 3 - The Cleansing Wa r of
IExcelsior Publications in Paris. with n e w s a n d r e v i e w s . B o t h p u b l i - Garik Blackhand and the arrival of the
Casus Belli 1 6 , a densely packed 48- cations w e l l w o r t h a l o o k f o r a l l y o u first four SPIlm games, that we seem to
r_a-ge magazine at 12FF, contains mini- French-speakers. have been predicting since --- 1.

L14-AGINE m a g a d r w, J a n u a r v 1984 19
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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
20
THUNDER CRAG
Kv,v7;74,ig(2.--)1f2/),)!
an adventure for the AD&DTM game
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PART 1: INTRODUCTION
s mini-module h a s been designed f o r a group o f 4 - 7 Where monsters or Non-Player Characters (NPCs) are described
-acters o f 5 t h t o 7 t h l e v e l s o f experience. I t r e q u i r e s in the text, statistics for them are presented in brackets in the
- - : - m a t i o n only found in the A D & D game rules, and cannot be following order:
: s .ed w i t h o u t them.
Armour c l a s s (AC); m o v e m e n t r a t e (IVIV), h i t d i c e ( H D ) o r
- C r a g is divided into two sections: class/level; h i t points (hp); n u m b e r of attacks (RAT); damage
caused by attack(s) (D); any other notes, eg special attacks (SA),
1( t h i s section) i s a n introduction t o t h e mini-module special defences (SD), experience points (xp), a l i g n m e n t (AL),
- : _ding background information. size (S).

=E-7 2 i s t h e d e t a i l e d a d v e n t u r e k e y. A l l t h e i n f o r m a t i o n
r..-s,sary to run the mini-module is provided in a series of area If you plan to play in this adventure, please
room keys.
stop reading here. The information in the
maps, one s h o w i n g both levels o f the workings beneath rest o f t h i s m i n i - m o d u l e i s f o r y o u r
..- .'der Crag, t h e o t h e r s h o w i n g d e t a i l s o f t h e c o n j u r a t i o n Dungeon Master (DM) only.
:-E.•---der on Level Two, are provided.
IMAGINE mafiane, January 1984 21
THUNDER CRAG

BACKGROUND NOTES Thunder Crag is a h i g h c l i ff in the mountains, some 1 0 miles north : -


Blackridge. I t h a s an evil r e p u t a t i o n i n local folklore, f o r old workincs
The To w n of Blackridge there are associated w i t h The Soulcatcher, a creature of legend said ::
have fed upon souls of men, 'sucking their spirits as a rat sucks eggs
Blackridge, principal t o w n of the Barony of lronfist, i n the Kingdom of
Dontaldor, is both a market t o w n and a centre for silver mining. To the No one is known to have penetrated the tunnels beneath the mountains
north are the Silverlode M o u n t a i n s and the High Passes, through which Bron Akkor awaits adventurers of sufficient calibre to search for his sor
run t r a d e r o a d s t o t h e N o r t h e r n L a n d s , g u a r d e d b y Castle Ironfist, since the locals fight shy of an undertaking to a spot of such ill-repute
ancestral stronghold of the Barony.
Bron A k k o r w i l l g i v e a d e s c r i p t i o n o f h i s s o n a n d s t r e s s t h a t Roy s
The Baron allows Blackridge some autonomy. It is ruled by a Council of habitually wore a gold ring with an onyx intaglio depicting a boar's heac
Burghers, responsible f o r administration, t h e dispensation o f justice
(except in capital cases), and t h e maintenance of the King's Peace. A The DM should note that Bron Akkor will keep his word and pay the ft..
small f o r c e o f Constables i s k e p t up, a n d B a r o n i a l t r o o p s a r e a t t h e sum if his son is returned alive. However, if his son is dead he will st'
disposal o f t h e C o u n c i l i n emergencies. A s m a l l R o y a l G a r r i s o n i s pay 2000gp, but only for definite proof — s u c h as the return of the bad..
concerned w i t h the security of the silver workings.

Mines are owned by individuals or small consortia, and the silver is sold Of the Archmage Famulus
in the Silver Mart. The miners are divided into two camps; humans, and
d w a r v e s / g n o m e s . On the whole the demi-humans are more successful, Five c e n t u r i e s and more past, w h e n A r u n w a s king i n Dontaldor, the
resulting in friction between the races. A n y m i n e r of one race walking Archmage Famulus was High Priest of Asmodeus, Grand Chancellor c'
into an area n o r m a l l y f r e q u e n t e d by m e m b e r s of a n o t h e r h a s a 9 5 % the Realm and served the Kingdom well.
chance of being assaulted. The demi-humans use the Two Stoats public
house, the h u m a n s the Rat and Bucket Inn. These are just around the That was a troubled time, an age of new beliefs and religious strife. The
corner from each other and trouble is frequent. The authorities do not memory of Cuthbert was still fresh in the minds of the people, and in the
interfere i n t h e s e q u a r r e l s provided t h e y are c o n f i n e d t o t h e m i n i n g time after his revelations and martyrdom, the devotees of Evil and Chaos
precinct and do not affect silver production. were bloodily persecuted, and t h e i r w o r s h i p driven into secret. To the
King and his advisors, t h e Gods a m a n chose to w o r s h i p w e r e of little
On t h e e a s t s i d e i s t h e m a r k e t place, a r o u n d w h i c h a r e shops, t h e account so long as he served the Kingdom well, but such was the mooc
Council Hall, the Silver Mart, the Jail and the Royal Garrison barracks. of the people that even Fa mulus was dismissed from his high office and
There are two inns on this side of town, the Hop Poles, w h o r e the locals the King embraced the faith of Asura. In truth, the fall of Famulus was
drink, and the Golden Lion Inn, an excellent, expensive establishment contrived as much by jealousy as by zeal for the Bright Order, for
favoured by the upper echelons of Blackridge and by wealthy visitors. joined the A s u r i t e s the better to advance themselves.

Balbo Sackbelly (AC 8; M V 12"; Th 1 0 ; hp 40;4- AT 1; D by weapon type; Silent in his disgrace, yet afire w i t h bitter rage, Famulus passed into the
S 15, 11 7 , W 16, C 14, D 16, Ch 16, 1 9 1 0 x p , A L LE, S M), h o s t of the north and Out of h u m a n knowledge. W i t h h i m w e n t the great w a r r i c -
Golden Lion, is M a s t e r of the Blackridge Thieves' Guild, and is ideally Anguisel, and other proud, able men who chose exile rather than subm
placed to gather i n f o r m a t i o n about likely victims. He normally informs to the rabble. A s they left the city, Famulus stopped his horse b e n e a t -
the three ogre brigands at Thunder Crag (see Level One, Room 1). The the balcony f r o m w h i c h t h e King w a t c h e d and spoke to h i m i n voice
information i s carried b y H u m b o l d t (AC 6 ; M V 1 2 " ; H D 3+1; h p 16; scarcely louder than a whisper, yet it carried to all w h o listened.
AT 1; D 1 - 8 ; S A surprises on 1-4, SD need silver or +1 w e a p o n s to hit;
214xp; A L LE; S M ) , Sackbelly's g n o m i s h w e r e r a t cellarman, w h o s e 'I w i l l return,' he said. ' A n d m y vengeance w i l l be terrible.'
Lycanthropy allows him to move s w i f t l y and discreetly after dark.
The King fell back at these words, as though bitten by a serpent; that the
crowd, come to jeer, dispersed in silent terror; that no man dared hinder
the exiles. This much is known: A r u n died before the year was out and.
he b e i n g c h i l d l e s s , t h e t h r o n e p a s s e d t o h i s s i s t e r ' s s o n , S a r d
Strombrow.

Of F a m u l u s no m o r e w a s heard, save in tales m u t t e r e d by travellers,


tales w h i c h b r o u g h t g r e y h a i r t o t h e h e a d s o f t h e w i s e . F o r i t i s
whispered t h a t F a m u l u s passed f r o m Life t o U n l i f e and that, bloated
with e v i l i n s o m e demon-haunted fastness, h e y e t contrives h i s
vengeance on the world.

Thunder Crag

The workings beneath Thunder Crag were the stronghold of Famulus i r


his exile. Here, devoured by his lust for vengeance, he began to revere
new deities to the detriment of his power. He courted the Great Demons

Fa mulus d i e d s u m m o n i n g Te l k r o t h ( a Ty p e V I D e m o n ) , w h o m h e
believed to be sympathetic t o w a r d s the a i m s of L a w f u l Evil. A n g u i s e l
perished at the entrance to the stronghold w h i l e covering the f l i g h t of
Fa mulus's followers, m o s t o f w h o m escaped i n t o t h e w i l d e r n e s s . So
great was the conflict that it seemed as though the sky itself had cracked
apart, and so to this day the place is k n o w n as T h u n d e r Crag, t h o u g h
none c a n n o w s a y w h y . Te l k r o t h , s o r e l y h u r t b y A n g u i s e l , w a s
diminished and haunted the place as a spirit of evil, until he regained his
strength. This gave rise to the legends of The Soulcatcher.

For m a n y years the stronghold was a lair for those dark and evil things
that a r e d e n i z e n s o f t h e w i l d e r n e s s . T h e n , w i t h t h e e x p a n s i o n o f
Dontaldor and the discovery of silver in t h e m o u n t a i n s , t h e area w a s
opened to settlement, the Barony of lronfist established and the town of
Bron and Rovis Akkor Blackridge built.

Bron Akkor, a Blackridge Councillor, is offering a r e w a r d of 5000gp for Hill farmers soon learned of the old workings beneath Thunder Crag, but
the safe return of his son Rovis. Rovis set Out to spend the n i g h t at the also heard r u m o u r s of their grim past. From the beginning of organised
base of Thunder Crag on a d r u n k e n w a g e r t w o weeks ago and has not settlement the Crag has been shunned, and has had a dark place in local
been heard of since. tales.
22 I M A G I N E magazine, January 1984
THUNDER CRAG

2'atis and His Companions to the bottom of the pit, each suffering 5-30 points of damage. The
effects o f being h i t by the cube operate for every round during a
- • • • weeks before the disappearance of Rovis Akkor, a small party of character is in contact with it, starting at the moment of impact.
▪ n : u r e r s passed unnoticed through Blackridge and entered the
ngs beneath Thunder Crag. They were led by Angbor, a fighter. He The gelatinous cube contains a coat of mail, a longsword and a helmet.
i : 7 Trap A on Level One. The party's cleric, Ferdinand, was petrified These are a l l t h a t remain o f Angbor, erstwhile leader o f Glatis'
- a- the survivors encountered Hermione, a medusa. Glatis, a magic expedition, whose remains were found and consumed by the cube
-E- s e e Room 11, Level One), took over the leadership of the party. during its sojourn in the pit.

- - a n a g e d to persuade Hermione to co-operate with what remained of


--a :arty, and proposed to 'recover the treasure of the lower levels'. Trap B
▪ : w i n g Hermione down the steps at B on Level One, Glatis pushed
- a- nto the pit trap, which he had discovered before. Glatis then took The stairs lead down to a false door, in front of which a trapdoor opens
- a-- ione's gold and left the medusa trapped in Room 2 on Level Two. onto a stone lined shaft 10 feet square which descends steeply for 40
feet to a trapdoor in the ceiling of Room 2 on Level Two. Any characters
s and his companions have explored Rooms 1, 9, 10, 11, 12, 13 and falling through this trapdoor (which will snap shut behind them) into
n Level One and the associated corridors, but have discovered only Room 2 below, will take 5-30 points of damage in the process.
-a secret door —that leading to the eastern entrance of Room 9. Their
, antual a i m i s t o secure the stronghold by killing all the other This is the trap into which Glatis pushed Hermione.
- -abitants, and use i t as a base for further adventures. They will
: s-ate no competition, but will dispose of it with cunning, feigning
T-endliness — the better to catch their victims off-guard. The Magic Mouths at C and D
nave constructed a secret spyhole and hatch in the north door of On the south wall of the passage at C is a magic mouth placed there by
1on Level One, which allows them to come and go as they please Glatis. It has instructions to yodel loudly if any being other than Glatis
:o keep the ogres under surveillance.... and his companions a n d who is larger than a rat p a s s e s it.

s considered the ogres a useful front, but he and his companions On the west wall of the passage at D is another magic mouth set by
-.0 destroy them one week from now. Glatis. It has identical instructions to that at C, save that it will shout
'Intruders!' continually, rather than yodel.

General Points Glatis will seek to renew the magic mouths as soon as possible after
they have been discharged.
--ne construction of the stronghold is uniform, and conforms to the
-:• :wing specifications, unless otherwise stated:
The Entrance
s and ceilings are of fine mortared masonry, floors are stone
- A rough-hewn archway in the cliff-face, 10 feet wide x 8 feet high, leads
onto a flight of stone steps which descend at an angle of 45 degrees. The
- -E• Nails of any room will be 7 feet high, and the ceiling will be a single northernmost 10 foot section of the stairway has been quarried to the
rising from the angles of the room to an apex 12 feet above the level of the floor of Room 1, leaving a 10 foot drop from the level of the
of the floor. surviving stairs to the level of the floor. The rubble obtained has been
used to construct a dry-stone wall 5 feet high and 5 feet thick, across the
dor walls are 6 feet high. Corridor ceilings are arched to a height of 10 feet wide by 8 feet high archway leading to Room 1.
: 'set.
Close inspection of the ground outside the entrance, and of the stairway,
E.-a-v 10 foot long section of steps by a ranger will reveal that the entrance has been used regularly by not
ascend/descend 5 feet. more than ten humanoids in the recent past.
0 , 11 / 6 / 1 4 . 11 r ( c gr."
V/
: :-ways are arched, 3 feet wide x
- 'eet high. Doors are o f brass III /7A, AgIPP1711111111k111
M I M I M I N E 1 6 . z,
gw-- "PION. Room 1
oak 3 inches thick. y Awn 1,11 , ,m i n k - This chamber is the lair of three ogres, Enog, Pogo and Grunt (AC 5;
,ir A m k ,iI 11111w"
,NIMINAI mcna' 1- MV 9"; HD 4+1; hp 20 each,-, AT 1; D 1-10; xp 190 each; AL CE; S L).
,• In 41
doors are rectangular, 2
-a-e: wide x 6 feet high. irrarelliP),,IA.KA They are identical triplets, who have an empathy which manifests itself
in a tendency to finish each others' sentences. It also allows them an

--azdoors comprise 4 spring loaded rItioromvlotA,-;:opo instinctive understanding and co-ordination (the DM must decide how
this will affect combat). Each carries a large club (D 1-10); only Enog
- a-gular panels hinged along one
:a and meeting at their apices to 1'Linn11_$
: a 10 foot square. They will be a / m i l l i : 4 3 M M ' L i g
,,,,,,get\-111/
AnNommli,''/71,,I in A, INVII carries anything else: the key to the lead strongbox on a brass chain
around his neck.
I
.ated by a pressure of 251bs or There is a 75% chance that the ogres will be encountered in their lair, in
- : --a on any of the panels and will a t y p i c a l d o o r c o m p a r e d t o a 510" which case they will be sitting around the fire roasting an elf, with their
shut after activation. fighter clubs to hand. If they are absent, warm ashes and a smoke blackened
ceiling will confirm that the hearth has been used recently.

The ogres work in association with Balbo Sackbelly, who provides them
:ART 2: THE W O R K I N G S BENEATH with information o n likely victims, then uses h i s Thieves' Guild
THUNDER C R A G connections to dispose of stolen goods far from Blackridge. The ogres
have operated from Thunder Crag for some eight months but have
explored no farther than this room, being content to have made their lair
_EVEL ONE secure by constructing a dry-stone wall and by barring the doors. They
are unaware of the presence of Glatis and his companions, and of the
-7a p A spyhole and hatch which have been cut through the northern door (see
-- S 2assage north from Room 1 leads to a false door. The trapdoor at A below).
:a--s onto a stone-lined pit 10 feet square and 60 feet deep. The last
--, o f this trap w a s a gelatinous cube (AC 8; M V 6 " ; HD 4 ; The ogres are fond of human flesh, but value their own safety and are
_ 7 , - AT 1; D 2-8; SA paralyzation; SD immune to some attacks; amenable t o intimidation o r bribery unless t h e i r opponents a r e
AL N; S L)which has been making its way back up the shaft and is obviously a 'soft touch'. Pogo is suffering from toothache, which makes
.•• 10 feet from the top. him highly irascible, and due to their empathy Enog and Grunt are
suffering too. They will all be well disposed, at least temporarily, to
a-laracter falling into the pit will hit the gelatinous cube, doing 1-6 anyone who cures Pogo of his toothache. They are unlikely to agree to let
-:s of damage to it and dislodging it. Both character and cube will fall anyone close enough to yank it out....
-14.AGINE mailadtte, January 1984
23
THUNDER CRAG

Room 3
Both doors open into the chamber. They are not locked, but both are st --
The chamber is quite empty.

Room 4
The door opens outwards, and is locked but not trapped.

The chamber is 1 0 f e e t high, w i t h a flat ceiling. The north and east we


are stepped to form shelves 2 feet deep at heights of 2, 4, 6, and 8 fee'
above the floor. O n these shelves are the smashed remains of w o o c e -
chests, s c a t t e r e d c o i n s , t w o c e r a m i c f l a s k s ( o n e s m a s h e d ) a - :
fragments of parchment. The coins total 83gp, and 148sp. The unbroke-
ceramic flask contains a red liquid (one dose of a p o t i o n of healing).
parchment fragments are clearly from a record of accounts, but only ',v.:
entries are still legible. These read 'Received from Boggis the Bard
of 16 pieces of silver' and 'Paid to He of The Ineffable Name the sum c' -
pieces of copper'.

The entire floor is a trap, opening onto a stone lined pit


There i s a 1 0 % c h a n c e t h a t H u m b o l d t ( s e e T H E T O W N O F 10 feet square and 6 0 feet deep. Tw o foot high iron
B L A C K R I D G E ) w i l l be encountered in the ogres' lair, w h e t h e r or not spikes a r e s e t i n t o t h e f l o o r o f t h e p i t a t 6 i n c h
the ogres themselves are present. If so encountered he will be carrying intervals. A n y creature h i t t i n g t h e bottom o f the p i t
information t o t h e ogres, a n d w i l l b e i n h i s gnome-form, b u t h e w i l l will take normal falling damage, and must also make
assume h i s w e r e - f o r m a t t h e f i r s t s i g n o f intruders, i n order to avoid a saving t h r o w a g a i n s t p o i s o n o r c o n t r a c t c h r o n i c
recognition ( i f t h e player characters have b r o u g h t themselves t o t h e blood disease ( D M G p14). In addition, a n y victim o f
attention of Balbo Sackbelly or the Thieves' Guild, the information may the trap w i l l take a point of damage for every round
well b e a b o u t t h e m . T h e D M m u s t decide w h a t i n f o r m a t i o n i s being spent impaled on the spikes.
conveyed and, if the ogres are absent, w h e t h e r they have yet to receive
the information, or are acting upon it). If encountered alone, Humboldt A m o n g t h e spikes a t t h e b o t t o m o f t h e p i t a r e t h e
will seek to escape. O t h e r w i s e he will aid the ogres, seeking to escape skeletal bodies of t w o hobgoblins. Scattered around
only if combat goes against them. them i s t h e i r r o t t e n a n d r u s t i n g e q u i p m e n t , 2 5 g p ,
47sp, and an emerald w o r t h 57gp.
Neither Humboldt nor the ogres have any knowledge of the whereabouts
or fate of Rovis Akkor. This c h a m b e r w a s F a m u l u s ' treasury, b u t o n l y t h e
chests and p a r c h m e n t date f r o m those days. O t h e r
From walls 10 feet high the ceiling springs to an apex 20 feet above the objects have been teleported from the Idol in Room 20
floor. A t this apex is carved a g r i n n i n g skull. The floor is covered with a on Level O n e . T h e c o i n s a n d g e m i n t h e p i t fell i n
thick layer of dried bracken. In the centre of the room, there is a stone w h e n the trap was sprung by the t w o hobgoblins.
hearth a b o u t f o u r f e e t across, a b o v e w h i c h i s a n i r o n s p i t . T h r e e
verminous bear pelts are laid a r o u n d the hearth, and cracked m a r r o w In Famulus' day treasure was moved in and out of the
bones are strewn around and across these. In the northwest corner are chamber by magical means.
five large sacks, f o u r barrels and a large stack of firewood. Four of the
sacks contain turnips, t h e o t h e r contains loaves of coarse, h a r d grey
bread. T h i s o w e s i t s c o l o u r a n d t e x t u r e t o b e i n g m a d e w i t h g r o u n d
Room 5
human bone mixed into the flour. If the lids of the barrels are removed, The d o o r s o p e n i n t o t h e c h a m b e r a n d a r e u n l o c k e d b u t s t i f f . 7 -
t w o will be found to contain ale, the other two, joints of meat (halfling) chamber seems empty apart from the broken figure of an elven warric-
pickled in brine. A thin rope emerging from one of the barrels of pickled petrified by Hermione, w h i c h lies in pieces in the centre of the floor.
meat is attached to the handle of a small, w a t e r t i g h t lead box w h i c h is
concealed in the bottom o f the barrel. The box is locked (Enog has the Shrouded in cobwebs on the ceiling, lurks a colony of 2 0 large spiders
key), but not trapped, and contains 123gp, 28sp and a ruby worth 102gp. (AC 8; MV 8 " / 1 5"; HD 1+1; hp 2 each;- AT 1; D l ; SA poison; xp 69 eac-
AL N; S S). A n y creature bitten m u s t save vs. poison (at +2 due to : - e
The t h r e e doors all open i n t o t h e room, b u t are securely barred f r o m poison's w e a k n e s s ) o r d i e w i t h i n 1 - 6 t u r n s . T h e s p i d e r s a t t a c k c .
within. A t h i e f examining t h e n o r t h door carefully will have a chance dropping onto their victims, and so will usually have surprise.
equal to his chance of detecting traps of discovering the 2 foot square
hatchway and spyhole, cut through the door from outside the room.
Room 6
The unlocked door in the south wall opens on the passageway.
Room 2
The f l o o r o f this sunken c h a m b e r is 5 feet b e l o w the floor level of the The h a l l i s choked w i t h t h i c k cobwebs, reducing visibility t o 1 0 fee:
surrounding passages. S p r a w l e d across the floor o f the room are t w o These will not burn, but melt if naked flame is applied, giving off chokir
human skeletons, shrouded in the crumbling remains of their clothing. fumes (characters must save vs poison or remain helpless with nausea
for 1 - 6 rounds). E i g h t cubic feet of space m a y be cleared o f w e b pe-
Within the room are three s h a d o w s (AC 7; M V 12"; HD 3+3; hp 21, 18, round by the application of flame
17; , AT 1; D 2 - 5 ; S A s t r e n g t h drain; S D +1 o r better w e a p o n s to hit;
xp309, 297, 293; A L CE; S M ) t w o of w h i c h are part of the remains of the This is a great hall, aisled and with a floor of black and white marble tiles
bodies on the floor. C h a r a c t e r s entering the room w i l l notice that it is laid in a chequerboard pattern. The walls and pillars are 15 feet high. A:
cold i n c o m p a r i s o n w i t h t h e s u r r o u n d i n g passages, a n d i t w i l l g r o w the north end is a two foot high dais with a single step in the middle of its
colder for t w o melee rounds before the shadows attack. The shadows southern edge. In the centre of the dais stands a polished, black granite
are bound in perpetuity to this room, the place of their corporal deaths, throne. O n e i t h e r side stands a f i v e f o o t h i g h brass candelabra
and are unable to move from it. sockets for ten candles. They are w o r t h 1 2 0 g p each, or 3 5 0 g p for t r. :
pair.
The o n l y object o n e i t h e r skeleton i s a j a d e f i g u r i n e o f a crocodile 4
inches long, hidden in the remains of a leather pouch at the waist of one The door between Room 6 and Room 7 is open, towards Room 6
of the bodies. This figurine is worth 350gp, and is magical, appearing to
be very s i m i l a r t o a f i g u r i n e o f w o n d r o u s p o w e r. H o w e v e r, i t s o n l y
property is to weep for a day w h e n its o w n e r dies.
Room 7
Like Room 6, t h i s chamber is choked w i t h webs. It is the lair of a g i a n t
Two spyholes in each of the north, east and west walls, 5 feet 6 inches spider (AC 4; M V 3 " / 1 5 " ; H D 4+4; h p 2 6 ; / AT 1; d 2 - 8 ; S A p o i s o r
above floor level, afford an excellent view of the surrounding corridors 445xp; A L N; S L) w h i c h has the ability to move through the web-chokec
from j u s t above floor level. T h e y can o n l y be opened f r o m i n s i d e t h e rooms at n o r m a l speed. T h e r e is no treasure in t h i s chamber, but the
room and are almost undetectable from outside. A l l are closed. floor is littered w i t h r e m a i n s of small animals.

24 I M A G I N E magadne, putuary I9S4


THUNDER CRAG

THUNDER
C R A G 0 2 0 40 6 0
1111111 FEET

Level 1

14

WIM
Door
Secret Door
False Door

5 Pit Trap (floor)


Pit Trap Exit (ceiling)
Trapdoor (floor)
Trapdoor (ceiling)
M E N
Stairs Up

Rock

oom 8 Room 9
- - a was Famulus' private chamber. The walls are panelled with oak and This was Famulus l i b r a r y, and all the walls, except the eastern one, are
- s floor is paved with glazed tiles. There is a fireplace in the north wall, covered w i t h bookcases to their full height. The secret door in the north
:ked w i t h r u b b l e f r o m a r o c k f a l l t h a t h a s destroyed i t s c h i m n e y. wall is in fact a hinged bookcase.
conceal the secret doors in the south and west walls. There is
: : u c h in the north-west corner and a chair and desk in the south west In the centre of the room stands a blackened lectern w i t h an area of fire
--ner of the room. Some of the original furnishings survive in the main damage 2 0 f e e t i n d i a m e t e r a r o u n d i t . F r a g m e n t s o f b o o k s a n d
: a m b e r, but they are very fragile. parchment are spread about the room, but most are in a sorry state, and
quite illegible. A careful search through the debris, however, will reveal
-- t h e desk is a dagger, its h i l t of ebony and its blade of untarnished eight intact scrolls.
-se!. I t is a d a g g e r +1 w i t h an Evil alignment. A n y creature of Good
znment touching or being touched by the dagger will take 1-10 points These are rolled up, but their labels identify them as each bearing one
- damage, a n d m u s t make a System Shock survival r o l l o r die. spell: wall of fire, prismatic spray, passwall, flame strike, hypnotic
:-satures of Neutral alignment take normal damage from the weapon. It pattern, spider climb, rope trick and leomund's trap. Unfortunately,
:.s.-inot be used to inflict a n y damage on beings of Evil alignment. the f i r s t f i v e m e n t i o n e d o f t h e s e scrolls a r e s o fragile t h a t t h e y w i l l
crumble to dust as soon as any attempt is made to unroll them. The last
Es-eath a rug in the south east corner of the chamber is a trapdoor four three scrolls, h o w e v e r, a r e u s a b l e i f u n r o l l e d b y a c h a r a c t e r w i t h a
square. This is concealed by a p e r m a n e n t illusion of solid floor. Dexterity of 14 or more. If handled by a character with a Dexterity of 13
or below they will also crumble into dust.
:-.e trapdoor is discovered, it will be seen to have no handle or visible
::ening mechanism. D e t e c t invisibility w i l l reveal a Rune o n t h e The fire d a m a g e w a s caused by Glatis. H i s excitement at discovering
--aodoor, and read m a g i c w i l l a l l o w it to be read as •Durath'. If this is Famulus• Spell Book caused him to forget basic precautions. He set off
E::ken t h e t r a p d o o r w i l l o p e n u p w a r d s , r e v e a l i n g a f l i g h t o f s t e p s the exploding runes left by Famulus, destroying the priceless grimoire
:sscending to the east. It will remain open for one minute before closing and m a n y other books and parchments.
::?.in. The rune will only cause the trapdoor to operate from above t h e
i,s:ret of operating it from b e l o w died w i t h Famulus. No other magical The D M s h o u l d note t h a t Glatis is u n a w a r e of the secret door i n t h e
—sans will open the trapdoor. northern wall.

- - e door in the east wall opens towards the main chamber. Behind it is a
t—all chamber which contains a privy and a basin of marble set into the Room 10
ei a F r o m t h e s h a f t o f t h e p r i v y c a n b e h e a r d t h e m u r m u r o f t h e
_ - : e r g r o u n d stream into w h i c h it empties. The unlocked door opens towards the passage. The chamber is empty.
25
.11.1-WINE ma9athte, Jcuutarv 1984
THUNDER CRAG

Room 11 before disposing of them. A l l t h r e e are inveterate gamblers, and


The d o o r o p e n s t o w a r d s t h e passage. I t w i l l b e locked u n l e s s G l a t i s courteous preliminaries may invite strangers to share ale and pipewee:
(AC 9; M V 1 2 " ; M U 6; h p 28; +- AT 1; D by w e a p o n type; S A spell use; over a game of dice. However, they will be alert and ready for action
749xp; S 14, 11 8 , W 16, C 17, D 14, Ch 16; A L CN; S M) is w i t h i n the any timet
m
ieduring an encounter.
chamber, a 7 0 % probability.
These three wear nothing of value about their persons, but Dirk has the
If encountered in this chamber, Glatis will be meditating on the couch keys to each o f the chamber doors on a brass chain around h i s neck
with the lamp shuttered to give little light and incense burning on the They k n o w nothing of the fate of Rovis Akkor.
brazier. H i s r e a c t i o n t o a n y b u t o b v i o u s l y h o s t i l e i n t r u d e r s w i l l b e
dissembling. H e w i l l u s e h i s considerable c h a r m t o seek t o gain t h e The room i s l i t by lanterns. B y the w e s t w a l l are f o u r bedrolls. I n t h e
adventurers' trust — to discover their purpose and to dispose of them in south west corner is a pile of stores and equipment — kegs containing
a more convenient w a y w i t h the help of his companions. However, he ale and salt pork, boxes of hard biscuit, dried meat and pipeweed, three
will meet force w i t h force, and has the following spells available: flasks of oil, f o u r backpacks, two long bows and a crossbow (with quivers
of 20 arrows and quarrels respectively). There is also a charcoal-burning
Level 1: Charm Person, Magic Missile, Sleep, Shield brazier with spits and two skillets. There are no items of real value. In the
Level 2: Web, Rope Trick south east corner, b y the door, i s the stone f i g u r e o f a cleric. T h i s is
Level 3: Fireball, Hold Person Ferdinand, one of Angbor's party who was petrified by Hermione w h e r
he mistook her for a spectre and tried to turn her. He w a s not liked by his
Glatis wears a ring of p r o t e c t i o n +1 and carries a dagger +1 in a sheath companions, w h o consequently use him as a hatstand.
at his belt. In a pouch at his waist he has the keys to the chamber and the
chest (see below), 5sp, 3cp, a rabbit's foot (non-magical) and a small pot Outside t h e door in t h e south east corner o f the r o o m i s a s t o n e c!":
of venom to r e n e w the trap on the chest. another o f H e r m i o n e ' s v i c t i m s . E g i l h a s c a r v e d ' s t o n e d a g a i n ' -
Common across its snout.
Glatis k n o w s n o t h i n g of Rovis Akkor. The couch upon w h i c h Glatis is
lying i s p i l e d h i g h w i t h p e l t s ( t h e D M s h o u l d d e t e r m i n e i f a n y a r e
valuable) a n d s t a n d s against t h e w e s t w a l l . A brass-bound w o o d e n Room 1 3
chest s t a n d s a g a i n t t h e s o u t h w a l l , w i t h a r o u g h l y f a s h i o n e d s t o o l The d o o r o p e n s t o w a r d s t h e c h a m b e r. I n t h e n o r t h w a l l a r e s e t t e -
beside it. A brass lamp stands on the chest, and a brass brazier stands in marble h a n d b a s i n s . A l o n g t h e w e s t w a l l a r e t e n p r i v y c u b i c l e s
the south east corner of the room. Otherwise the room is empty.

The chest is 2 feet by 2 feet by 2 feet. It is locked, and the lock is trapped
w i t h a poisoned needle. W i t h i n i t are t w o sets o f grey robes, a s m a l l Room 1 4
leather bag c o n t a i n i n g incense, s e v e n l e a t h e r bags e a c h c o n t a i n i n g Both doors open towards the chamber, and are unlocked but stiff.
500gp (total value 3500gp) — 2 0 0 0 g p of w h i c h belonged to Herm ione
the medusa, Glatis' Spell Book and two ivory tubes. One contains Glatis' In the centre of the chamber is a 1 0 foot square fireplace f r o m w h i c h E.
wand ( w h i c h i s non-magical), m a d e o f e b o n y a n d w o r t h 1 5 0 g p . T h e 10foot square chimney rises to the centre of the ceiling. The chimne
other contains a scroll bearing the spell fireball. supported by a pillars at each corner of the fireplace, and above the leve
of t h e ceiling t w i s t s a f u r t h e r 1 5 0 ' u p w a r d s t o a v e n t i n t h e face c '
There is a secret door in t h e south w a l l (of w h i c h Glatis is unaware), Thunder Crag.
behind w h i c h a s t o n e - l i n e d shaft 1 0 feet square falls 7 0 feet to Level
Two. Brass rungs are set into the face of the shaft at one foot intervals. Just above the level of the ceiling the chimney (inks eastwards, leavirc E
10 foot square stone platform. This is the lair of t w o g a r g o y l e s (AC E
This w a s o r i g i n a l l y t h e c h a m b e r o f A n g u i s e l , a n d w a s i n h a b i t e d b y MV 9 " / 1 5 " ; HD 4+4; hp 23, 26; - AT 4; D 1 - 3 / 1 - 3 / 1 - 6 / 1 - 4 ; SD +1 : -
Hermione u n t i l s h e w a s tricked by Glatis and trapped on t h e second better w e a p o n s t o hit; x p 2 8 0 , 2 9 5 ; A L CE; S M ) w h o f o r a y i n t o the
level. Glatis n o w uses it as a private chamber for study, meditation and outside w o r l d at night by way of the chimney.
recuperation after magic-use.
Among t h e f i l t h i n t h e i r l a i r i s a h u m a n skeleton, w h o s e c o n d i t c h
suggests recent death. The only treasure on the body is a gold ring Ee:
Room 1 2 with a n o n y x intaglio depicting a boar's head. Inside t h e r i n g 5
All three doors open into the chamber. Those in the east wall are locked. engraving w h i c h reads 'Happy Birthday, Son, Love Dad'. These are the
mortal r e m a i n s o f Rovis A k k o r, c a u g h t b y t h e gargoyles o u t s i d e t h e
In the centre of the room three men sit around a low table, smoking pipes stronghold and tortured to death. The ring is w o r t h 100gp.
and playing dice. T h e y w e a r coats o f m a i l a s t h o u g h a c c u s t o m e d t o
them, and their shields and longswords are at hand. These are Gratis'
companions, D i r k (AC 3; M V 9"; F4; hp 32; - AT 1; D by weapon type; Room 1 5
SA +1 t o hit, +1 t o damage; 290xp; S 1 7 , 11 4 , W 13, C 15, D 15, Ch 17; The door opens towards the chamber. Inside the room is empty, but the
AL CN; S M), H a y o (AC 4; M V 9"; F4; hp 43; A T 1; D by weapon type; floor is covered in a half-inch deep layer of harmless g e y dust
SA +1 t o hit; 345xp; 5 1 6 , 11 2 , W 12, C 17, D 14, Ch 14; A L CN; S M) and
Egil (AC 1; M V 9"; F4; hp 33;+- AT 1; D by weapon type; SA +1 damage,
+2 to h i t w i t h missile weapons; 295xp; S 16, 11 6 , W 15, C 15, D 17,
Ch 14; Al CN; S M), all professional warriors. If Glatis is not in his private 1 111111111111111111111111
DARLING!
chamber (see Room 11 o n Level One) he w i l l also be present. SUPPER'S
READY!
Dirk, H a y o a n d E g i l , l i k e Glatis, w i l l g r e e t a l l b u t t h e m o s t h o s t i l e
approaches w i t h f r i e n d l i n e s s , s e e k i n g t o g a i n t h e i r o p p o n e nts t r u s t
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26 INIAL,INE magazine, Icmuary 1484


THUNDER CRAG

Room 16
All three doors open towards the chamber, and are unlocked but stiff. LEVEL TWO
This chamber was clearly a kitchen. The remains of a great oven range Trap A
and fireplace run the length of the west wall, giving onto a chimney now Immediately t o t h e w e s t o f t h e secret d o o r a c o c k a t r i c e ( A C 6 ;
blocked by a rock fall. In the north east corner is a w e l l , 1 0 0 feet deep. MV 6 / 1 8 " , HD 5; hp 20; - AT 1; D 1-3; SA touch turns to stone; 415xp,
The bucket and winding gear have long since disappeared and the water AL N; S S) is suspended by its feet from a 5 foot long rope tied to a hook in
s fouled with algae and green slime (AC 9, MVO"; HD 2; hp 13; •' AT nil; the ceiling of the corridor. The cockatrice is in temporal stasis, and thus
special; SD i m m u n i t y to attack; 636 xp; A L N; S S), w h i c h also lives on still alive, and both it and the rope are invisible,
side of the well shaft. Anyone foolish enough to drink the water will
suffer the terrible effects of the green slime internally. The cockatrice w a s h u n g u p by its feet, and then t h e spells t e m p o r a l
stasis, i n v i s i b i l i t y and p e r m a n e n c e were cast upon it and the rope. A n y
creature touching the cockatrice w i l l suffer the petrifying effects of its
Room 17 touch, subject to the usual saving t h r o w.
This chamber is a m i r r o r - i m a g e of Room 2 on Level One and is identical
7D it in all other respects, save that it is empty.
Secret Door at B
This opens t o w a r d s t h e passage, a n d can o n l y be operated f r o m t h i s
Room 18 side. Behind it is the base of the pit trap underlying Room 4 on Level One.
This chamber is empty.

Glyph at C
Room 19 An area 1 0 feet square directly east of the secret door is protected by a
- d o o r opens towards the chamber and is unlocked. glyph o f insanity. To determine the type of insanity, refer to the D M G
p13, and roll d 1 2. If result is 1-8, ignore it and roll again. If the victim
chamber is empty save for a block of stone two feet square and three saves vs. death m a g i c t h e effect of the glyph is temporary (1-6 days),
-act high in the centre of the floor. I f touched, t h i s w i l l reveal itself as otherwise the effect is permanent.
mimic (AC 7; M V 3"; HD 7; h p 32; A T 1, D 3-12; S A glue;
SD camouflage; 1 3 2 0 x p , A L N; S L). This creature has discovered the
secret panel i n the south w a l l and the chest behind it, but is suffering
--om a mental disturbance brought about by loneliness and is convinced GOING DOWN,
--at the chest is its 'friend'. Consequently the mimic will seek to guide
-zruclers away from the secret chamber with all the guile it can muster.
• the secret panel is opened and the chest discovered, t h e m i m i c w i l l
GOOD SIRS?
:iht to the death in defence of its 'friend'.

The chest is t w o feet w i d e by t w o feet high by four feet long, of brass


: : u n d oak. This belonged to Akropomarithinikon of R'Shptah, an ogre
—age w h o failed to r e t u r n f r o m h i s last adventure 1 5 0 years ago. It is
:cked, and the lock is trapped w i t h a poisoned needle. Attached to the
-.derside o f the l i d is an ordinary m i r r o r — the s a m e size as the lid.
.•..thin the chest are folded robes of black linen, but if these are removed
m i r r o r of life stealing will be revealed, forming a false bottom half way
: : w n t h e chest. B e n e a t h t h i s are t w o leather sacks, each containing
• 300gp, a dagger of venom, a ceramic flask w h i c h contains a red liquid
7.vo doses of a p o t i o n o f healing) and a sheet of rolled parchment.

M e command necessary to call forth trapped entities from the mirror is


...ritten u p o n t h i s p a r c h m e n t in ogre mage and is 'In t h e name o f the
:sacred H e i f e r o f t h e E n d l e s s P a s t u r e s , I , A k r o p o m a r i t h i n i k o n o f
Shptah, c o m m a n d t h e o c c u p a n t o f c e l l _ t o c o m e f o r t h . ' T h e
: : m m a n d m u s t be spoken in the language of the Ogre Magi.

mirror has eighteen cells, which the DM must populate as he or she


--ae.s fit.

Room 20
- - e door opens towards the passageway. Within the apse in the eastern
e-.clof the room an idol sits atop a cubic stone plinth 3 feet high. The idol
:epicts a plump, benevolent-looking deity in h u m a n f o r m sitting cross
egged w i t h his cupped hands resting upon his pot belly. The idol is life
ze. Upon the face of the plinth is graven the name 'Urizen'.

A spell c a s t u p o n t h e i d o l b y F a m u l u s h a s t h e e ffe ct o f causing a n y


:reature g a z i n g u p o n i t t o f e e l t h a t ' U r i z e n ' r e g a r d s h i m / h e r w i t h
particular approbation a n d expectancy. I f a n y g i f t s o f magical items,
precious metals or gems are placed in the cupped hands of the idol they
will be suffused in a pleasant blue g l o w and then disappear (teleported
o Room 4 o n Level One). T h e d o n o r w i l l f e e l t h a t t h e i d o l r e g a r d s
- m / h e r with especial favour. The idol represents a bogus deity. Its only
: : w e r s are the dweomer, w h i c h will only function w i t h i n the chamber,
-.d t h e t e l e p o r t a t i o n a b i l i t y. F a m u l u s e n c o u r a g e d i t s w o r s h i p a s a
—cans of recouping expenses paid to his followers.

Room 21
- - e chamber is empty. However, a secret panel in the north wall gives
: -:o a small niche in w h i c h hangs a c h i m e o f opening.

-- ] s chime will open the secret door in the west wall, which is otherwise
- -detectable from this side, but will operate upon no other object.
27
a t A G I N E maga•*te,),muary 1984
THUNDER CRAG

Note that the floor of the chamber, and everything upon it, is covered in a
fine l a y e r o f b l a c k soot, w h i c h m a k e s e v e r y t h i n g a p p e a r d u l l b l a c k
Details such as t h e i n l a i d pentacle w i l l be noticed o n l y i f t h e soot is
brushed aside. T h e s o o t i s a l l t h a t r e m a i n s o f F a m u l u s , w h o w a s
destroyed b y t h e D e m o n Te l k r o t h w h e n a c a c o d e m o n s p e l l w e n :
completely wrong.

Speaking Te l k r o t h ' s n a m e w i t h i n t h e c h a m b e r h a s a 5 0 % probability


that Telkroth, the Ty p e VI D e m o n (AC -2; M V 6 " / 1 5 " , HD 8 - F 8 h p 72
# A-11; D by weapon type; S A w h i p & flame for 4 - 2 4 damage; SD 41 o r
better weapons to hit; 4464xp, A L CE; S L) will materialise in a hostile

0111011111,
mood. He wields the equivalent of a t w o - h a n d e d s w o r d +2, Nine Lives
Stealer. There are seven chests of iron around the walls of the chamber
Upon the lid of each is graven a pentacle. A l l are locked.

C H E S T 1 i s not trapped, and apparently empty, but a c o m p a r t m e n t in


the false bottom contains tiny leather pouches and m i n i a t u r e candles
(the material components of the spell m o n s t e r s u m m o n i n g ) .

Stairs at D C H E S T 2 has a poison needle trap in the lock (save vs. poison or die in
Upon t h e steps at D l u r k s an o c h r e j e l l y (AC 8; M V 3"; H D 6; h p 34; 1-10 rounds). W i t h i n t h e chest, w r a p p e d i n b l a c k silk, a r e 3 0 black
4- AT 1; D 3-12; SD i m m u n e to some attacks; 354xp; A L N; S M). candles. There are also 5 ivory boxes containing bat's hair, sulphur, lard
soot, mercuric-nitric acid crystals and mandrake-root powder (this las:
is worth 150gp). There is also a small glass bottle of pure alcohol. These
Room 1 are t h e material components of the spell c a c o d e m o n .
This was Famulus' workshop.
C H E S T 3 is not trapped. It contains 3 vials of unholy water, an incense
In the centre stands a flesh g o l e m (AC 9; M V 8"; HD 4 0 hit points; 4- AT 2; burner and some incense.
D 2-16;2-16; SD need magical weapons to hit; 2380xp; AL N; S L), which
has b e e n o r d e r e d t o d e s t r o y a l l w h o e n t e r, u n l e s s accompanied b y CHESTS 4 and 5 are not trapped and empty.
Famulus, and to pursue and destroy them if they should remove material
from the room. The golem has been taught to operate the secret doors. C H E S T 6 has a fire trap cast upon it. If this is set off the contents of the
chest must save vs magical fires, or be destroyed. The chest contains 3
A stone bench, m a r b l e topped and 3 feet wide, r u n s the length of the ivory tubes, e a c h c o n t a i n i n g scroll b e a r i n g t h e spell s p i r i t w r a c k f c -
eastern wall. On this are many glass flasks, alembics, tubing, crucibles Telkroth. E a c h s c r o l l i s w o r t h 6 , 0 0 0 g p t o a n i n t e r e s t e d m a g i c u s e r
and other paraphernalia of a magician or alchemist. There are also two capable of 6th level spells, and the name of the Demon, contained in the
ceramic flasks, o n e c o n t a i n i n g a r e d l i q u i d ( a d o s e o f a p o t i o n o f scrolls, is w o r t h a n o t h e r 10,000gp. (Thus, if the three scrolls w e r e all
healing), t h e o t h e r a n a m b e r l i q u i d (a d o s e o f a p o t i o n o f h i l l g i a n t sold to different magic users the sellers could realise up to 48,000gp,
strength). Three small cedarwood boxes also lie on the bench. The first but if all were sold to one the price would be n o higher than 2 8 , 0 0 0 g p
contains black opal and diamond dust (the material components of the
spell s y m b o l , w o r t h 5000gp), the second contains a miniature sword of C H E S T 7 is not trapped, but m i s d i r e c t i o n spell cast upon it indicates a
platinum, c o p p e r a n d z i n c ( t h e m a t e r i a l c o m p o n e n t o f t h e s p e l l gas trap. W i t h i n the chest are three robes of black linen. The chest has a
M o r d e n k a i n e n ' s s w o r d , w o r t h 5 0 0 g p ) and the third contains a small false bottom, but this is empty.
flat ivory statue inlaid w i t h gold and studded w i t h g e m s (the material
component of the spell d u o - d i m e n s i o n , w o r t h 7,500gp).
The Ring
All three secret doors open into the room. This is a plain gold band, and belonged to Famulus. It is h i g h l y magical.
acting as a r i n g o f p r o t e c t i o n + 2 and conferring u p o n i t s w e a r e r the
power t o t e l e p o r t w i t h o u t e r r o r t w i c e p e r d a y a n d c a u s e s e r i o u s
Room 2 w o u n d s by t o u c h o n c e p e r day. H o w e v e r, t h e r i n g ' s side effects w i l l
This was the stronghold's dungeon. Rusted fetters and gyves hang from pollute any holy w a t e r w i t h i n 1 0 feet, and the touch of its w e a r e r kills
the walls, and the floor is strewn w i t h the skeletal remains of prisoners. green plants.

Hermione the medusa (AC 5; M V 9"; HD 6 h p 34;# AT 1; D 1-4; SA gaze The ring is cursed, and once put on cannot be removed except with the
turns to stone plus poison; 929xp; A L LE; S M) is trapped in here. aid of a wish or a remove curse from a cleric of the 18th Level or above.

She h a s b e e n brooding o n G l a t i s ' treachery; h e r o n e desire i s t o be Anyone putting on the ring will immediately become aware of its useful
revenged upon him. She will try to persuade any character she meets to powers, but not of its side effects or of the curse.
assist her in this aim, offering half the gold that Glatis stole from her as
an inducement (see Room 11 on Level One). If this fails, she will employ There is a 1 % chance every day that the ring is w o r n t h a t the D e m o n
her single dose o f a p o t i o n o f h u m a n c o n t r o l i n a f u r t h e r attempt at Telkroth, destroyer of Famulus, will become aware that Famulus' ring is
persuasion. If this also fails she will become hostile. being used again, in which case he will materialise before the wearer of
the ring and seek to destroy him. Likewise, there is a 1% chance every
The extent to w h i c h Hermione is familiar with the stronghold is up to the time the teleport or cause serious wounds power are used that Telkroth
DM t o d e t e r m i n e , b u t s h e s h o u l d k n o w o f n o s e c r e t doors. S i n c e will notice.
Hermione is of Lawful Evil alignment, she will adhere rigidly to the letter
of any bargain struck, though she may twist the spirit. The DM should note that if Telkroth becomes aware of the ring w h i l e its
teleport p o w e r i s b e i n g u s e d , t h e r i n g w e a r e r w i l l f i n d t h a t h e h a s
teleported t o Te l k r o t h ' s a b o d e i n t h e D e m o n i c A b y s s , t h e r e t o b e
Room 3 confronted by Telkroth.
This w a s F a m u l u s ' c o n j u r a t i o n c h a m b e r. T h e s h a t t e r e d d o o r o f t h i s
room lies in the corridor, as though some terrific force from w i t h i n the
room has burst it from its hinges. Credits
Walls, floor and ceiling of this room are constructed of black marble. The Text Ralph P Ingrams
apex of the ceiling v a u l t is 2 0 ' above t h e floor. A b u r n e d o u t brazier Art & Lunacy Runic Press International
stands in the centre of the room, w i t h i n a pentacle of white marble inlaid Crocodile Tears Steve D o d d
in t h e f l o o r. A r o u n d t h e b r a z i e r l i e f i v e e b o n y candlesticks, e a c h A leavening of sanity Mike Brunton & Paul Cockburn
containing the s t u m p of a black candle. Each candlestick lies at one of Cartography Paul Ruiz
the points of the pentacle (the candlesticks are worth 750gp each). Next Playtesting The Patriarch, H i g h Priest & sundry
to the brazier lies a small silver dish. To the n o r t h of the pentacle is a Acorytes of Durriticunish (only the names
circle o f p r o t e c t i o n , and just to one side of this is a gold ring (see THE have been changed to protect the guilty).
RING b e l o w for further details). Other help Nick Walker & KM/VIGS
28 I M A G I N E ma9azine, January 1984
ADVENTURE GAMES
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30 Please m e n t i o n I M A G I N E m a g a z i n e w h e n replying t o a d v e r t i s e m e n t s
PA
MEMBERSHIP D&WPLAYERS
ASSOCIATION
The PA i s a c l u b for all players o f role
playing games, particularly t h e D&D,R-)
and A D & D T M g a m e s . S i n c e i t w a s
founded i n 1 9 8 1 , t h e PA h a s become
The country's largest D&D club, and now
has t h i s 4-page section i n IMAGINETm

NEWS r
magazine. The benefits of membership
include:

Free q u a r t e r l y b r o a d s h e e t f e a t u r i n g
hobby articles and news, competitions
and n e w product information.
THE NEWSLETTER
• F r e e badge, sticker a n d personalised
'credit-card style' membership card.
OF THE BRITISH
DUNGEONS & DRAGONS®
• Special o f f e r s a v a i l a b l e o n l y t o P A PLAYERS ASSOCIATION
members, i n c l u d i n g t h e ' R ' series o f
modules a n d B a r g a i n B a s e m e n t —
your c h a n c e t o b u y d a m a g e d - b u t -
PAN PIPINGS
usable stock at greatly reduced prices.
Fuller details of the special offers are Christmas and the turkey have been and The n e w rules should change the way in
given in the broadsheet. gone, and the N e w Year is n o w upon us. which many games are played. Without a
1984 is seen as an ominous date but, in background t o s e t t h e m i n c o n t e x t t h e
• Free p o s t a g e a n d p a c k i n g o n m a i l keeping w i t h t h e rest of the doubleplus- barbarian and the cavalier become point-
orders f r o m TSR U K L t d f o r U K a n d good IMAGINETm magazine, Pan Pipings less complications to an already intricate
BFPO members. is g o i n g t o i g n o r e t h e O r w e l l i a n i m p l i - game. Both classes need a society to f i t
cations entirely. The N e w Year is also a into — t h e b a r b a r i a n n e e d s t h e t r i b e ,
• Discounts o n tickets f o r GamesFair traditional t i m e t o l o o k b a c k a t t h e otherwise h e i s simply a savage f i g h t e r
nobby conventions. preceding twelve months, and take stock with m o r e h i t p o i n t s t h a n n o r m a l ; t h e
of w h a t happened. cavalier needs a feudal background, or he
• L i s t i n g s o f PA m e m b e r s in y o u r area (or she) becomes a poseur on horseback.
(send SAE). 1983 saw (and 1984 will see) some of the The classes only come to life w h e n they
most s i g n i f i c a n t d e v e l o p m e n t s i n t h e have to get along with the rest of a society
AD&DTM a n d D&Dril g a m e s s i n c e t h e y — t h e cavalier looking down upon the rest
Membership of the PA costs f 2.50 per were f i r s t introduced. T h e n e w, revised of society from t h e lordly splendour of a
year f o r n e w U K o r B F P O m e m b e r s (again) D & D Basic Set made its appear- saddle; t h e b a r b a r i a n l o o k i n g i n f r o m
f f 2.00 for renewals) and E5.00 (or US ance a n d w a s greeted w i t h widespread outside at the same society w h i c h he o r
z-I10) for overseas members. J u s t fill i n praise on its strengths as an introduction she p r o b a b l y r e g a r d s w i t h disapproval
to t h e h o b b y, a n d t h e q u e s t i o n ' W h y tinged with envy.
wasn't i t available five years ago?'. The
PA Memberships, TSR UK Ltd, The Mill, Basic Set is a concrete sign that the hobby The cantrips of magic users and illusion-
I t n i s coupon and send it to:
Rathmore R d , C a m b r i d g e C B 1 4 A D , is no longer a fringe activity, b u t is n o w ists w i l l also change t h e n a t u r e o f play.
England moving into the area occupied by general Most have effects which only make sense
together w i t h a cheque or postal order 'family' games. Although m a n y 'veteran' in a c a m p a i g n w h e r e personalities a r e
made payable to TSR UK Ltd. players are w a r y about this change, the more i m p o r t a n t t h a n t h e a m o u n t o f
enthusiasm of these newer players must damage dished out in combat. The Ya w n
O P l e a s e enrol m e as a n e w m e m b e r benefit us all. cantrip, for instance, could be devastating
of the Players Association. I enclose if cast upon someone having an audience
a c h e q u e / P O f o r E 2 . 5 0 (overseas The AD&D game also saw many changes with a p o w e r f u l m o n a r c h ( t h e y a w n e e
£5.00 or US $10). which will, I believe, have to alter the way cast i n t o t h e d u n g e o n f o r g r o s s d i s -
the game is played by many people. The courtesy etc), but it would be meaningless
0 Please r e n e w m y m e m b e r s h i p o f introduction o f n e w spells s u c h a s t h e in the context of a hack-and-slay session.
the PA , I enclose a c h e q u e / P O f o r cantrips; and the n e w character classes,
f 2.00 (overseas E5.00 or US $10). the barbarian, t h e c a v a l i e r (to b e p u b - 1984 i s t h e t e n t h b i r t h d a y o f t h e D & D
lished i n t h e n e x t issue) a n d t h e t h i e f - game, a n d o f i t s c r e a t i o n , T S R . W h a t
My PA n u m b e r is acrobat, are going to make a big difference many people s e e m e d t o believe w o u l d
to the campaigns of m a n y players, i f all only b e a f a d h a s survived ( r e m e m b e r
the changes are carried through. skateboards?), and is set to become one of
the most popular games of all time. 1 9 8 4
1N a m e ( M r / M r s / M i s s / M s ' ) Like it or not, most players (and DMs) play could be interesting.
a limited version of the game —the 'hack-
Address and slay' game. It's great fun, but a lot of And n o w, a f t e r w r i t i n g a l l t h a t s e r i o u s
the r e a l c h a l l e n g e o f t h e g a m e i s n o stuff (and setting myself up for a barrage
longer there. A sure sign o f this kind of of mail disagreeing with every word)! will
game i s o n e i n w h i c h a l l p l a y e r s h a v e be a l l o w e d t o g o back i n t o m y padded
31st l e v e l p a l a d i n s w i t h spare(I) H o l y alcove. The IMAGINE Thought Police will
Avenger Swords+5. Hack-and-slay takes leave me alone for another month.

I
I do/do not w i s h my name and address out much of the social interaction w h i c h
to be available to other members. makes t h e game enjoyable — you c a n ' t I l o v e B i g Editor... I l o v e B i g Editor... I
hold an intelligent conversation w i t h the love...
( d e l e t e as appropriate) 1 1 0
remains of three dozen frost giants. i k M i c h a e l Brunton

PA N h u m a n , 1984 31
DISPEL CONFUSION
Dispel Confusion i s a question a n d remembered t h e Swords and Spells If t h e player characters h a v e a m a s s e d
answers column intended to help hobby book advertised in the Players Handbook. sufficient experience points to reach 20th
garners overcome problems they have level t h e n s o m e Non-Player Characters
had with game rules. The p l a n d e v i s e d b y t h e p l a y e r s i s t o (NPCs) should have done the same thing
assassinate the two most powerful rulers — a f t e r all, i t i s clearly possible f o -
Normally, w e a n s w e r a v a r i e t y o f — the World Emperor and the Invincible talented people to do so, and NPC8 should
questions dealing with the actual mech- Overlord. T h i s w i l l obviously cause civil be as talented as player characters. These
anics of the games - the way rules affect war in the two countries and widespread NPCs might be anxious to see the a'urrem
play. This time, however, we are changing revolt in any occupied territories. order maintained, a n d t a k e appropriate
the format of the column to deal with a action. The player conspirators could thus
problem that is more one o f Dungeon I have worked o u t basic systems f o r be faced with a small group, as powerfu;
Mastering style than rules interpretation. supply and levying troops, but I would like as t h e m s e l v e s , t h w a r t i n g t h e i r e v e r y
hints and tips about any of the develop- effort. A n y r u l e r w h o f a i l e d t o t a k e
For interesting answers, w e first need ments and problems that are common to adequate p r e c a u t i o n s w i t h s u c h c h a r -
good questions - so send your queries to: this type of campaign. acters i n h i s l a n d w o u l d be a fool. I t is
Dispel Confusion, T S R U K Ltd, The likely t h a t t h e W o r l d E m p e r o r a n d t h e
Mill, Rathmore Road, CAMBRIDGE A . S e v e r a l interesting points are raised Invincible Overlord w o u l d k e e p a close
CBI 4AD. by t h i s question, w h i c h a p p l y t o m a n y eye on their more powerful subjects, ana
campaigns, not just the one above. be forewarned of their general intentions,
DUNGEONS & D R A G O N S ® Forewarned may well be forearmed, ever
Firstly, w e would question the wisdom of to t h e p o i n t o f p r e - e m p t i v e a c t i o n —
and ADVANCED DUNGEONS allowing a c a m p a i g n t o develop t o t h e assassinating potential assassins. In am,
& DRAGONS® games point where 20th level characters are the case, rulers with dangerous subjects take
norm. I f only t o make a D M ' s existence precautions— heavy personal body guard
Q . I have been running a campaign for easier, we would suggest that players are detachments, protective spell use, spying,
just over t w o years and the players have encouraged t o retire t h e i r characters a t assassination, taking hostages as guaran-
attained a r o u n d 2 0 t h l e v e l e a c h . T h e y an earlier stage. tees o f g o o d b e h a v i o u r, r e t a l i a t i o n f o r
have now turned their attention to politic- acts of rebellion, etc.
al m a t t e r s a n d have designed a p l a n t o Essentially what is proposed is a political
sieze power in at least one large country struggle carried on by military means — Basically, w e are trying to suggest alter-
(the campaign is set in the J u d g e s Guild the o v e r t h r o w o f a centralised Imperial natives to full scale w a r. A palace coup
world). Unfortunately this plan will cause authority by a group of powerful citizens. d'etat has one advantage for the DM i t s
widespread w a r on a massive scale. This need not involve ' w a r on a massive small scale. By the t i m e blood has b e e r
scale'. By limiting t h e cast of characters spilled and knowledge of the coup attempt
This i s w h e r e t h e problem l i e s — w i t h to those in the palace a n d the action to has become widespread, the n e w regime
such large forces involved it is obviously a s o c i a l / i n t r i g u i n g level — a g a m e w i l l is either firmly established or it has beer
unrealistic t o f i g h t i t o n a o n e - t o - o n e emerge t h a t i s j u s t a s m u c h f u n , a n d beaten o f f a n d destroyed. T h e o u t l y i n g
scale. A f t e r searching for suitable rules I certainly much more manageable. parts o f t h e E m p i r e a n d m o s t c i t i z e n s

TURNBULL TALKING
Pausing a nonce more w i t h issue 9 and also gave the gamer the chance a t the
Tavern Talk, I won't react to Pete Tamlyn's trade stands t o see what was n e w and
barb a b o u t m y s e n i l i t y, l e s t h e d e c i d e available. F o r m a n y, t h i s w a s t h e o n l y
after all t o publish t h e photo h e took a t reasonable c h a n c e t o h e a r opinion, i n -
GamesFair. I l i k e y o u r column, Pete — spect and buy.
honest!
Not so today. There must be precious few
Which brings me to GamesFair and a few readers o f this magazine w h o c a n ' t buy
words a b o u t t h e i d e a s b e h i n d i t . I t i s the game they want w i t h o u t going to the
advertised elsewhere i n these pages as ends o f t h e e a r t h . ' T h e l e i s u r e g a m e s
'the convention where gaming comes industry is booming,' say the pundits, and
first', a n d that's the root of it. Ti m e w a s if t h e y m e a n t h a t a l o t m o r e people are
when t h e gaming hobby i n t h e U K w a s getting a l o t m o r e e n j o y m e n t o u t o f
much l e s s p o p u l a t e d a n d t h o s e f e w gaming t h a n h i t h e r t o , I ' m s u r e t h e y ' r e
Let m e f i r s t p a u s e w i t h t h e L e t t e r s aficionados spread a l l o v e r t h e c o u n t r y right. I guess that pretty well every town
column of I M A G I N E magazine, issue 9, found i t w e l l - n i g h impossible t o f i n d a and city in the UK now has a games shop.
and h a v e a w o r d w i t h J o n a t h a n S m i t h games s h o p a n d b r o w s e . B y t h e s a m e or a t least a s h o p w h e r e games can be
(since w e d i d n ' t m e e t a t G a m e s Day). token these players found it quite difficult examined and bought.
Jonathan — you are extending t h e par- to meet others of similar interests within
ticular to the general, and that's naughty. reasonable travelling distance — and this In turn, the 'commercial' function o f the
No-one s a i d (except y o u ) t h a t ' a l l RPG explains the emergence of the flourishing convention is n o w almost obsolete, and
designers are greedy and lazy'. I said that, postal hobby. that's w h e r e GamesFair c o m e s i n .
those w h o o v e r t l y c o p i e d t h e o r i g i n a l Gaming ( a n d associated a c t i v i t i e s l i k e
D8413 g a m e w e r e t h u s , a n d t h e r e ' s In these days a convention which served talking a b o u t g a m e s ) i s t h e t o p a n d
plenty of evidence if you look for it. On the a d u a l purpose was, i n t h e m i n d o f t h e virtually only priority (one has to include a
other hand I have seen a lot of inventive- gamer, f a i r enough. I t allowed o n e e n - bit o f eating, s l e e p i n g a n d s o on). T h e
ness i n RPG design — these designers thusiast t o m e e t m a n y others, t o p l a y small c o m m e r c i a l p r e s e n c e i s h i d d e n
deserve my praise, not my criticism. OK? games with others and exchange ideas. It well a w a y f r o m t h e g a m i n g a r e a s —
32 PA N , J a n u a r y 1984
DIALOG
r?K10,_f_cly

closer to home only discover that the coup


has happened when it is all over. The only With Games Day behind us, and GamesFair
military p o w e r s w h i c h c a n b e involved to look forward to, Lewis Pulsipher
are those limited forces the plotters sneak takes a transatlantic look at conventions.
In and t h e e q u i v a l e n t o f t h e Praetorian
Guard — t h e r u l e r ' s h o u s e h o l d troops.
The D M o n l y h a s t o w o r r y a b o u t a
company or two of troops with this option. I'd just returned from a trip with a friend to a give the less experienced players a chance to talk
miniconvention 60 miles away at a large state to the speaker afterwards, if nothing else. It must
If you still w a n t to run a large scale w a r university. My Alter Ego emerged from the Castle be hard for a first-time mini-convention to line up
unfortunately ' S w o r d s a n d Spells' i s n o Puls dungeon to take a break. someone well-known enough t o draw a s a
longer a v a i l a b l e . H o w e v e r, a n y g o o d 'How did you and Zandy like it?' he asked. speaker,'
reference w o r k o n t h e Imperial R o m a n 'Well, you know I only heard about Wrath of 'That's true, Alter, but I think people are
army or similar will illustrate the problems Con two weeks before the weekend, but that attracted to such things by the topic, not the
gave m e time t o write f o r — and get — speaker.'
of keeping large n u m b e r s of men in t h e information. Half the time I write for info about a 'Unless he's Gary Gygax.' I'm afraid Alter didn't
Wargames Research Group produce con and never hear a thing, but these organisers sound very respectful as he said this.
Ancient Wa r g a m e s r u l e s w h i c h c a n b e sent maps, a schedule and a list of restaurants and 'I understand even Jim Dunnigan drew small
nterfaced w i t h t h e AD&DTM g a m e t o motels. They even warned about the football audiences at Origins this year compared to the
Droduce a hybrid rules system — and if all game on Saturday.' huge ones of the past. Now that it's Jim Dunnigan,
else f a i l s t h e r e a r e a l w a y s t h e W a r - 'Football! Did you have to fight through 50,000 author, rather than the SP! President talking
hammer rules from Citadel Miniatures. spectators?' Alter looked bemused. 'Why did they about SP!, people are much less interested. But
schedule a con opposite that madness?' as long as the topic is interesting, the speaker(s)
Once the coup attempt has happened we 'They wanted the con early in the school year so are competent, and the scheduled time doesn't
that people would have time to come. Later in the conflict with popular tournaments, talks should
suggest t h a t t h e p l a y e r c h a r a c t e r s a r e draw decent audiences.'
year students would be too far behind in their
retired. If they failed they will probably be studies to take the time, theoretically. And this Alter looked at my registration ticket. 'What's
dead, executed by vengeful authorities. If university has a home football game every this thing?'
ey won they will n o w be occupied w i t h weekend in September.' I sighed. 'Unfortunately, 'Oh, they gave each person a ticket, with the
nning their n e w domains, and fighting while the organisers remembered to warn con- names of the events he'd registered for printed on
off c o u n t e r c o u p s b y a n y o t h e r groups. ventioneers to come early, they forgot that the it. The referee for an event could ask to see the
The D M s h o u l d t a k e c o n t r o l o f t h e visitors' parking they marked on the map would ticket to confirm proper registration, though no-
characters, w h o w i l l n o w b e c o m e t h e be reserved for football spectators on Saturday. one ever did. I think this is a better system than
We managed to find the last place to park within giving out separate tickets for each event, like the
:argets for the next generation of power-
half a mile of the convention.' big conventions do; but at Wrath of Con there
i u n g r y adventurers.
'So,' said Alter, 'the first rule for holding a were few enough events that no-one would need
convention is to schedule it during a quiet time, more room than the receipt provided.'
Power politics is n o t t h e easiest type o f when people aren't likely to be otherwise occupied 'They did offer pre-registration, didn't they?'
s:ruggle to DM, b u t i t can be one of the and when there won't be crowds around.' 'Yes, but I found out about the con too late to
—ost interesting. 'Definitely. Finally we made it to the convention pre-reg, and anyway, I wasn't sure I ' d play
" 5 Mike B r u n t o n , G r a e m e M o r r i s building — fortunately the organizers had pro- anything. You know me, I go to conventions to
& P h i l Gallagher vided a detailed map by photocopying and colour- talk and meet people, not to play games. But
coding t h e university campus m a p — a n d Zandy wanted to play, there wasn't much else to
registered. Most conventions hand out name- do, I hadn't played in four months — sigh —
tags, so that you needn't call everyone "you", or and the convention fee included up to three non-
constantly ask for names....' tournament events, so I had no reason not to
'That you'll forget in two minutes anyway.' play.'
'....but this convention didn't have name-tags. 'I thought you didn't like to play characters
Why, I could have been standing next to Paul assigned by the referee.'
Cockburn himself, and wouldn't have known it.' 'No, the game loses its sense of reality then.
indeed, so well hidden that we have had 'Maybe that's your good fortune,' Alter laughed. Fortunately, our first referee let us use our own
the o d d c o m p l a i n t f r o m p e o p l e w h o 'Don't be that way! Just because he has a characters, even though the pre-reg info said all
wanted t o b u y s o m e t h i n g a n d c o u l d n ' t secretary to type his letters, doesn't mean you characters would be assigned. Zandy and I played
find t h e trade stands. Games are played have to be hard on PC.' it as a dream, o f course, s o that whatever
in p r o f u s i o n — t h e o f f i c i a l A D & D ' m Alter sneaked a glance at me when he thought I happened didn't count f o r o r against t h e
wasn't looking. 'Only creeps have other people characters. But it still felt more real than when we
competition notwithstanding; I have seen used assigned characters later.'
type their letters....' he muttered. 'Anyway, boss, I
D&D' , A D & D , Runequest, C&S, doubt whether PC would come to North Carolina, Alter frowned. 'It takes a lot of flexibility to
S TA R F R O N T I E R S T m , T r a v e l l e r, T O P not even for the summer-like fall weather. Nobody accept 'real' characters.'
SECRETS, G A N G B U S T E R S T m , 1 8 2 9 , recognized you, I take it.' 'Especially at eleventh level, which is where we
Railway Rivals, A c q u i r e , I l l u m i n a t i , 'Well, I'm sure most people noticed us, two were. And we tore up his scenario! In the second
Doctor Who, D R A G O N O U E S T ' over-30s among college kids, Zandy looking like a game we used made-up characters, and had nine
Cosmic Encounter, Dune, M a g i c Realm long-haired male throwback to the 60s and me at players. That's just t o o many t o allow f o r
and B u s h i d o g a m e s — and even t h e n I 6' 7". But I didn't advertise myself, and there was rationality in a two-hour adventure —'
must have missed some. no-one there I'd met before.' 'Two hours!' Alter yelled. 'That's ridiculous.'
'They didn't have any talks or demonstrations?' 'I thought so too. We got more done than I'd
'The Society for Creative Anachronism put expected, but partly because the referees used
So in promoting GamesFair, I S R ' s aims on a mock fight with their wooden swords and all, hurry-'em-up methods. Zandy and I were especial-
are s i m p l e — t o provide a place w h e r e but that's it. It's useful to watch them fight, if the ly surprised — appalled — that these people did all
garners c a n m e e t f r i e n d s o l d a n d n e w, fighters are good, but newsmen tend to come the tactical manoeuvring and arrangements
-aye t h e o c c a s i o n a l b i t e t o e a t a n d round, watch the SCA, ignore the gaming, and verbally — no board, no pieces, barely a single
cerhaps find some sleeping time. write about a bunch of nuts beating their brains marching diagram written o n a blackboard.
out at the local DSED game convention. Certainly makes for sloppy play.' I glanced at the
'At least they had a dealer room,' I added, 'even clock. 'We'll have to talk about that later. It's time
Oh y e s — t h e r e i s a l s o a collection o f
if there was only one dealer.' If I keep buying one you got back to work.'
pinball a n d v i d e o machines, a n d i f y o u 'Slavedriver.'
new d20 per year, I thought, I'll soon be able to put
think you recognise that youthful (despite one in every room of the dungeon. 'No auction of I L Lew Pulsipher
Pete Ta m l y n ) , g r e y i n g f i g u r e h u n c h e d used games though, and n o talks o r panel
over the pinball, try to cadge a drink — it discussions, sadly.' L e w w i l l continue h i s D i a l o g w i t h A l t e r n e x t
might just work. 'I remember the talks you gave at Origins - I month, c o n t i n u i n g his recollections o f W r a t h
. D o n Tu r n b u l l had to type the handouts — but things like that o f Con a n d like musings....
' J a n u a r y 1984 33
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34 PAN, January 1984


C 9 I A I N g t / f A I L b y B r i a n Creese
A hi-monthly feature about the postafgaming hobby
b
• •

1ani••••'..."-"."'"OP'11"11/4'-'111.
RAILWAY RIVALS
And so it happened, best beloved,
MORECAMBF 1 3 14 L A N C A S T E R
in t h a t m o s t desolate a n d w e s t e r l y
part of our island, or Milford Haven as
we usually call it, t h a t a m a n had a
singular idea. What is more, he was a
very singular man indeed, for he was
a m a n o f m a n y interests. N o t o n l y
was h e a G e o g r a p h y t e a c h e r — a
noble profession — b u t also a m a n
with a passionate i n t e r e s t i n b o t h
railways a n d games. T h i s s i n g u l a r
idea, best beloved, as w i t h all great
ideas was, in retrospect, astoundingly
simple. He decided to link his inter-
ests, h i s k n o w l e d g e o f Geography,
his passion for railways and his love
of games, and invent a game about
railways played on a map. So simple
it was, t h i s idea, a n d i t seemed s o
good, h e decided t o try and sell h i s
idea to other people, but to do this he
needed a name. A n d so he called it
Railway Rivals.

I have to confess to a personal bias, for


David Wa t t s ' R a i l w a y Rivals i s possibly
my f a v o u r i t e g a m e . I t c o m b i n e s a l l I a 6-sided die and, using y o u r chosen Railway Rivals is, deservedly, o n e o f
equire f r o m a game: i t is easy t o learn route, s e e w h o g e t s t o t h e destination the m o s t popular postal g a m e s around,
and play, requires a fair amount of skill, — first. There is money awarded for 1st and but has failed to gain an equivalent hold
and just occasionally (unlike D i p l o m a c y ) 2nd in each race. If the race is long, you on t h e ' m a s s ' o f t h e g a m e s - p l a y i n g
I actually w i n ! Sadly, I have to say that I may decide on a joint effort with another public. I suspect the reason for this is the
was n o t i n o n t h e real pioneering days player t h o u g h of course, if you win you difficulty i n p a c k a g i n g a g a m e w h i c h
when RR f a n s bought hex sheets, stuck have t o split t h e rewards. W i n n i n g t h e consists l a r g e l y o f A 2 p r i n t e d m a p s ;
Them together with tape, and laboriously entire game depends solely on the mater- similar problems must have been exper-
tollowed complex instructions to d r a w up ial g a i n s , t h e p l a y e r w i t h m o s t m o n e y ienced by TSR when they started market-
their own maps. When I first played it was after all the races being the winner. ing t h e D & D g a m e — h o w do you sell
on black and white maps which had to be In f a c e - t o - f a c e g a m e s t h e r a c i n g i s three rule books? If you see RR in a games
covered in clear plastic before use, while often t h e b e s t p a r t , p a r t i c u l a r l y i f a shop i t w i l l probably be in t h e f o r m o f a
now David's maps are coloured, laminat- traditional 6-sided die is used T h i s can cardboard t u b e c o n t a i n i n g m a p s , p e n s
ed and of excellent quality. lead to the player with an impossibly long and r u l e s , a g o o d e f f o r t b u t n o t r e a l l y
But I h a v e n ' t told you about the game track t h r o w i n g 6 s w h i l e t h e player w i t h sufficiently striking. The enthusiasm dis-
and h o w you play it. The Railway Rivals the ace route consistently t h r o w s i s , to played by RR players shows that the game
map consists of an area (a country or part the cheering o f onlookers. I n t h e postal has the potential to be a huge success; let
of a country) w i t h various hexes design- game, however, the racing is, frankly, dull us hope, for David's sake, that it realises
ated as towns, hills or rivers. Each t o w n as the GM does all the die throwing in the that potential.
das a n u m b e r, o r in some cases several privacy of his own home. Conversely the " 5 Brian Creese
numbers, w h i c h are called key numbers. building stage is fascinating. Each turn,
The f i r s t p a r t o f t h e g a m e consists o f you are given three numbers for building
and several weeks to think about it! I have Addresses a n d Information.
building y o u r r a i l w a y track — i n r e a l i t y
drawing your route on a map in coloured my RR m a p s h a n g i n g o n t h e w a l l a n d
pen. N a t u r a l l y e n o u g h i t i s harder, a n d spend far too many hours staring blankly Railway Rivals is played in m a n y postal
more expensive, to cross rivers or tunnel at them, desperately trying to decide what games zines. A s usual the place to start
through h i l l s t h a n i t i s t o b u i l d across is the route for that game. There is limited looking is 2 0 Years On. David Watts runs
'empty' spaces, s o y o u h a v e t o choose scope in the postal game for Diplomacy- his own zine, Rostherne Games Review,
between cheap but long routes or expens- style negotiation, largely w h e n deciding and h e i s a l w a y s w i l l i n g t o a n s w e r
ive direct ones. W h e n all the towns have on j o i n t r u n s d u r i n g t h e racing, b u t f o r questions and give you information.
been c o n n e c t e d b y p l a y e r s ' t r a c k s t h e me, i t is t h e depth o f planning you c a n
indulge i n d u r i n g b u i l d i n g t h a t i s t h e 2 0 Years On:
second phase begins, the racing.
Races are held between locations bear- fascination. Indeed, the best postal games Simon B i l l e n n e s s , 2 0 W i n i f r e d Road,
.ng key numbers on the map, and players on t h e b e s t m a p s o f t e n c o m e c l o s e t o Coulsden, Surrey CR3 3SA
may decide to enter any race using their realising David Watts' original intention,
own t r a c k , w h i c h i s f r e e , a n d o t h e r producing a r a i l w a y map w h i c h approx- D a v i d Watts:
people's, w h i c h costs money. The actual imates t o t h a t o f t h e g r e a t r a i l w a y 'Rostherne', 1 0 2 P r i o r y Road, M i l f o r d
race is sheer snakes and ladders: you roll expansion of the 1850s. Haven, Dyfed SA73 2ED.

IMAGINE ttuu3a-nc, January 1984


35
Games FOR WAR, FANTASY
AND
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36 Please mention IMAGINE magazine when replying to advertisements


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Now that the season for fun films is

Fittit Review over, C o l i n G r e e n l a n d r e t u r n s t o


review the films and videos which fit
into t h e category o f s c i - f i / f a n t a s y :
this month Zelig, The Twilight Zone
- The Movie, and Xtro.

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When i t comes t o f a n t a s y role-playing, served i n t h i s c i n e m a re-creation, p r o - grand masters. I'm sure it will look better
nobody does i t quite like Leonard Zelig. duced b y S t e v e n S p i e l b e r g a n d J o h n on v i d e o , i n t h e p r o p e r s c a l e o f t h e
The only problem is, h e can never w o r k Landis, directed in four parts by them and original programme.
out quite w h o he w a n t s to be. W h e n he Joe Dante (of The H o w l i n g ) and George
goes for a meal in a Greek restaurant, he Miller (of M a d Max). Already on video is X t r o (Polygram, 18),
becomes G r e e k . W h e n h e m e e t s a n Spielberg's story is a great disappoint- nothing to do with Alfred Bester's novel of
American Indian, he turns into an Ameri- ment, a w h i m s y about sweet old folks in the same n a m e (well, nearly t h e same).
can I n d i a n . I n c o n v e r s a t i o n w i t h t w o an old folks' home becoming even sweeter Written, produced and directed by Harry
hugely overweight men, Zelig Bromley Davenport — oh yes,
decides he should be fat too, he did the music too i t is a
and i m m e d i a t e l y i s . P e o p l e deeply cynical movie, cribbing
start t o talk. T h e press calls bits from Close Encounters,
him ' T h e C h a m e l e o n M a n ' . The T h i n g a n d e s p e c i a l l y
Clearly, t h i s guy has a char- Alien. T h e d i a l o g u e i s s o
acter p r o b l e m . H i s i d e n t i t y stunningly b a d i t i s a l m o s t
crisis i s o n t h e s c a l e o f a worse t h a n t h e a c t i n g , a n d
national disaster. B u t w h e n the plot makes no sense at all,
Leonard Zelig sees a psych- except as some sort of vicious
iatrist, well, he just turns into Freudian d r e a m . S a m E l l i s
another psychiatrist. (Philip Sayer) i s taken a w a y
Zelig (Warner, PG) is Woody by a flying saucer and turned
Allen's most irresistable film into an alien n a s t y that eats
for q u i t e a w h i l e . H e h a s people, m u t a t e s i n s t a n t -
found a n e w way to make fun aneously, adopts human form,
of his o w n neuroses w i t h o u t affects m a c h i n e r y b y w i l l -
exposing u s t o t h e e g o i s m power, leaps tall buildings at
which became so overbearing a single bound, and generally
in M a n h a t t a n o r S t a r d u s t does a n y t h i n g e l s e t h a t
Memories. Leonard Zelig is a Davenport happened to think
celebrity; b u t h e i s a l s o a of a t t h e t i m e . T h e n E l l i s
nobody, w i t h o u t t h e c o n f i d - comes back t o E a r t h f o r h i s
ence to have a personality of son.
his own. He has largely been But X t r o i s q u i t e u n p r e -
forgotten s i n c e h i s f a m e i n tentious. It doesn't claim to be
the t w e n t i e s and thirties, s o anything b u t a v e h i c l e f o r
Zelig t a k e s t h e f o r m o f a Tony Harris's special effects,
documentary, p r e s i d e d o v e r which a r e a s v i r u l e n t a n d
by pundits, and meticulously glutinous as they come. More
reconstructed f r o m h o m e so, i f a n y t h i n g , s e e i n g t h a t
movies, c l i n i c a l r e c o r d i n g s Harris took the SEX award at
and contemporary newsreels: the 1 9 8 3 International Fest-
Zelig playing i n a n all-black ival o f F a n t a s y C i n e m a ,
jazz band; Zelig getting hustl- against c o m p e t i t i o n f r o m
ed o f f t h e b a l c o n y a s P o p e Time Bandits and Scanners.
Pius XI addresses the faithful 'A brutal excursion in terror,'
masses; Zelig at Hitler's side says the slogan, and for once
in M u n i c h , w a v i n g t o h i s Leonard Zelig in a relaxed moment. From the film Zelig, a n Orion Pictures/ it describes the movie exactly.
therapist in the audience.... Warner Bros release. P h o t o by Brian Hamill. All rights reserved.
I for one will be glad when we
Strangely, the same sort of device is used little children w h e n the lights go out: the get to the end of this rather silly phase of
in T h e Tw i l i g h t Z o n e — T h e M o v i e sort of movie that makes you want to rush movie extra-terrestrials t h a t a r e e i t h e r
(Warner, 15), w h e r e i t i s n ' t f u n n y at all. off and clean your teeth. Dante's piece is supernatural or omnipotent, and usually
Vic M o r r o w plays a m o d e r n - d a y r a c i s t far m o r e bizarre, a b o u t a b o y w h o c a n both. Film-makers seem to have lost sight
who suddenly finds h i m s e l f in occupied have a n y t h i n g h e w i s h e s f o r, a n d c o n - of the fact that intelligent aliens will have
France, arrested as a J e w by the Nazis; sequently l i v e s i n a s o r t o f e x t e n d e d their own psychology, their o w n motives
hunted d o w n a s a b l a c k b y s o u t h e r n Macdonald's commercial. Best of the set and limitations, j u s t like us. M e a n w h i l e ,
Klansmen; a n d s h o t a s a V i e t Cong b y is M i l l e r ' s tale o f t h e passenger w h o is they are either angels or demons, take it
American G I s . I n t h e o r i g i n a l Tw i l i g h t terrified of flying — and only he can see or leave it.
Colin G r e e n l a n d
Zone TV series, Rod Serling usually had a the creature t h a t is sitting o n t h e w i n g
strong m o r a l p o i n t t o m a k e w i t h h i s pulling t h e e n g i n e t o pieces. M a c a b r e Colin w i l l be back as u s u a l in issue 12.
adventures i n t h e ' d i m e n s i o n o f t h e stuff, b u t n o t r e a l l y very impressive a s Next month Dave Pringle w i l l be here to
mind', a n d t h a t h a s been carefully pre- modern fantastic cinema from four of its review some of the n e w fiction releases.

IMAGINE ma9arte, January 1984 37


fanzines. f a n z i n e s f a n z i n e s . . . . fanzines f a n z i n e s . . . .

Fanzines
This has been a good month for all kinds
of publication, of a variety that is rapidly
making the header for this section a bit of
a misnomer. I would heartily recommend
anyone interested i n t h e a m a t e u r press
side of the hobby to get 2 0 Ye a r s O n 7,
with t h e usual comprehensive listing o f
'zines, games and hobby services. M o s t
hobby e v e n t s , l i k e G a m e s D a y a n d
D r a g o n m e e t , n o w have a 'zines stall, but
20Y0 remains the best introduction.
Yawn.... Hello there! Here in two-months As Paul says, this is rather a shame, but it
ago land, l i f e i s boring. There is a good is unlikely to end until Chris realises that Even worse than the feud with S E WA R S ,
reason though, as I a m w r i t i n g t h i s t w o the more he cuts himself off from the rest Dragonlords 1 9 h a s an editorial b y ex-
weeks before G a m e s D a y, a n d a n y o n e of t h e hobby, t h e m o r e likely i t is t o be editor Marc Gascoigne which is trite and
who has anything interesting to do or say rude about him. egocentric t o a n e x t r e m e . I u s e d t o
is saving i t up f o r then. A l l t h e m o r e so recommend DL unreservedly, b u t I t h i n k
this year, since Games Workshop, i n an On a more futuristic note, the convention it's losing its w a y — though i t w a s B e s t
uncharacteristic f i t o f g e n e r o s i t y, h a s schedule f o r n e x t E a s t e r s e e m s t o b e Games F a n z i n e a t G a m e s D a y ' 8 3 .
been h a n d i n g o u t f r e e b i e t i c k e t s t o getting s o m e w h a t c r o w d e d . T h e r e i s S E WA R S 1 5 p r o v i d e s n e w c h a r a c t e r
approved (ie not me) fanzine editors, thus GamesFair, o f course, a t w h i c h I w i l l classes, a scenario and magic items, plus
enabling them to avoid that interminable attempt to drink Paul and Mike under the reviews. It has plenty of appeal for those
wait in the rain. table w i t h o u t a r e p e a t o f t h e f a m o u s w h o w a n t lots o f unofficial a d d i t i o n s t o
zombie i m p e r s o n a t i o n . B u t i n d a r k e s t the AD&DTM game.
A f e w snippets have come m y way. The Coventry, a group of Wa r w i c k University
new D r a g o n l o r d s h a s a n e d i t o r i a l b y students are planning a counter-conven- Simon Billenness gave me d r u n k & dis-
MarcTN G a s c o i g n e , w h i c h I a n M a r s h tion. T h e o ff i c i a l r e a s o n g i v e n f o r t h e orderly 1 7 at Games Day, this being the
wouldn't l e t M i k e L e w i s s e e b e f o r e clash is that they hope i t w i l l result in a first t i m e that I h a v e had one t o review.
publication. A n d Brian Creese has prom- zero attendance of Irvings at their event, After t h e e x c e l l e n t c o v e r — b e a r i n g a
ised a n FRP-orientated i s s u e o f N M R ! but the real reason is more likely to have false name for the 'zine — it proves to be
which w i l l b e ' p r o - I r v i n g ' a n d i n c l u d e something t o d o w i t h t h e d i r e t h r e a t s an o r d i n a r y, t h o u g h e n t e r t a i n i n g c h a t
thoughts o n t h e D & W g a m e b y t h e made against the person of Matt Williams 'zine, w i t h l e t t e r s , p e r s o n a l c o m m e n t ,
tortuously loquacious bard o f Anglesey, by certain IMAGINETm magazine person- and a g o o d a r t i c l e o n w o m e n i n F R P,
Robin ap-Cynan. But then you'll k n o w all nel a f t e r h i s b e h a v i o u r a t l a s t y e a r ' s something w e w i l l r e t u r n t o ourselves,
that by now, w o n ' t you? Eh? W h a t do you event. I'm sure. Another first appearance in this
mean you don't subscribe to those 'zines? space — W y r m ' s C l a w 1 7 . A l o n g w i t h
Do so, at once! Over the actual Easter weekend, we have chat, reviews and discursive articles on
SeaCon, the largest SF gathering of the clerical magic and thieves, this FRP 'zine
One t h i n g t h a t is unlikely t o have g o n e year, w h i c h i s l i k e l y t o c a u s e m o r e offered an article on 'doing it for real', the
away by t h e t i m e t h i s sees p r i n t i s t h e damage to Brighton than any number of sort o f a d v e n t u r i n g t h a t g o e s o n a t
'feud' b e t w e e n D r a g o n l o r d s a n d mods. A r r a n g e m e n t s for this have been Treasure Trap. Is this the future?
S E WA R S , of which Paul Cockburn made underway for m a n y m o n t h s now, w h i c h
brief mention in the Fanzines section i n is just as well since the organising com- Half of Tales From Tanelorn 4 is printed
' 8. A s t h i s c o l u m n d o e s n o t h a v e t o mittee, l e d b y f a m o u s a u t h o r, J o h n upside d o w n , a n d m u c h o f t h e r e s t i s
maintain a n a i r o f detached f a i r n e s s I Brunner, a n d f a m o u s alcoholic, M a r t i n printed diagonally. H o w does M a t t do it?
thought I'd fill you in on w h a t is actually Hoare, h a s b e e n h a v i n g c o n s i d e r a b l e Why does M a t t do it? Moorcock and FRP
going on. S E WA R S , while commendably trouble w i t h Guests of Honour. The first the Williams w a y are hidden in the eye-
reliable, s o m e t i m e s l e a v e s a b i t t o b e invitee, Isaac Asimov, was all very willing bending text. Psychopath 10 is excellent,
desired in terms of production quality and until ( o r s o i t w a s reported) s o m e o n e walking the line between FRP and postal
content. F a n z i n e e d i t o r s h a v e c a l l e d i t offered h i m a l a r g e a d v a n c e t o w r i t e 'zine. Psychos(h)occer r u l e s f i l l i t u p a
'scruffy', ' j u v e n i l e ' a n d ' s y c o p h a n t i c ' another book. Then they turned to Philip little, b u t the balance is normally better.
(towards TSR). C h r i s B a y l i s , t h e m a n Jose Farmer, w h o w a s good e n o u g h t o Rapscallion 2 s h o w s t h a t t h i s ' z i n e i s
behind S E WA R S , hasn't taken kindly to wait u n t i l a f t e r they'd had n e w posters going to be a contender for the Best 'Zine
this, a n d h a s a d o p t e d a d i c t u m t h a t printed before w i t h d r a w i n g as well. The slot one day, if only because three pages
fanzines s h o u l d n o t r e v i e w o t h e r f a n - current GoH i s Roger Zelzany, b u t w i t h were g i v e n o v e r t o cricket. E s s e x CCC
zines. several m o n t h s t o g o t h e r e i s a g o o d rule, OK?
chance t h a t t h e y w i l l h a v e got t h r o u g h
Now, this would be OK if he actually kept several m o r e n a m e s b y t h e event, a n d On t h e frontier between FRP and Postal
to it himself. A f t e r all, there's no need to ended u p w i t h D a v e L a n g f o r d . O t h e r Gaming, P e t e Ta m l y n produced b o t h a
make v a l u e judgements — a n a m e and luminaries intending to be 'only here for Games Day special a n d A c o l y t e 5 2 . I n
address is a perfectly adequate plug —but the beer' include Robert Heinlein and, i f the latter, Pete i s a t h i s absolute best.
in practice Chris's policy seems to mean he is brave enough to risk having his nose Nobody is spared! 2nd in the Zine Poll, 4th
no mention of the other 'zines at all, save tweaked once more by the aforemention- at Games Day, there can't be any doubt as
for a paragraph o r t w o of general vitriol ed Langford, Harlan Ellison. to w h a t t h e b e s t a m a t e u r p u b l i c a t i o n
about h o w nasty they are. One issue, he really is. G r e a t e s t H i t s 1 1 2 s h o w s t h a t
even publicly bawled out one of his sub- Finally, look out for the forthcoming D L Pete B i r k s is getting f u r t h e r a w a y f r o m
scribers just because the poor chap had 2 0 / Cl&CI 1 0 t e a m u p issue. A n d , o f gaming than ever. Reviews and letters on
written a complimentary letter to Dragon- course, m a n y thanks from Kathryn and I rock, films, books etc. Good reading f o r
lords! As you can imagineTm, the DL crew to all those kind people who sent us their the connoiseur. M A R ! 4 4 w a s a n FRP
are lapping this up, and are sniping merci- best wishes. special, with articles on varied themes on
lessly at Chris, w h i c h , o f course, makes that subject. I t r e m a i n s a D i p l o m a c y
him even more anti-social. 111,5 Pete Ta m l y n vehicle, for those w h o were worried.
38 I M A G I N E n m 9 a z i n e , J a t t u a r r 1984
fanzines f a n z i n e s . . . . fanzines.... fanzines.... fanzines.... fanzines.... fanzines.... fanzines.— fanzines.— fanzmes fanz i nes .... fanzines f a n z i n e s . _ fanzines.... fanzines.... fanzines.... fanzines....

Hopscotch 3 6 , a ' z i n e f o r " u n u s u a l Contact Addresses: Hopscotch, Alan Parr, 6 Longfield Gdns,
games" by post. For 20p +p&p you could Tring, Herts HP23 4DN (20p), Wa r g a m e
be unusual too. The improvements in the 2 0 Ye a r s O n , S i m o n B i l l e n n e s s , 2 0 News / W a r M a c h i n e , M i k e Costello,
presentation o f W a r M a c h i n e 2 3 a n d Winifred Rd, Coulsdon, Surrey CR3 3 J A Emjay, 1 7 L a n g b a n k A v e , R i s e P a r k ,
Wa r g a m e N e w s c o n t i n u e , a s M i k e (35p); D r a g o n l o r d s , I a n M a r s h , G r a m s Nott'm NG5 5BU (65p / E1.15), D i b D i b
Costello l a u n c h e s h i s s e m i - p r o ' z i n e , Rd, Walmer, Deal, Kent CT14 7PU (60p), Dib, To m Tw e e d y, 2 9 S t a n l e y Hill A v e ,
PBM. N e i t h e r h a s s u f f e r e d f r o m t h e S E WA R S , C h r i s Baylis, 1 2 t h e F r y t h , Amersham, Bucks HP7 9BD (35p); If, Len
arrival of a 'big brother'. D i b D i b D i b 3 3 Basildon, Essex (60p), drunk & disorderly, George, 32 Chapman Cr, Kenton, Harrow,
has several pages devoted to the epher- Pete Lindsay, Pitmilly Lodge West, Boar- Middx HA3 OTE, Walamalaysia Gazette,
mera o f postal g a m i n g , t h e G a m e s t a r t hills, nr St Andrews, Fife KY16 8PP (45p), Dave Thorby, 2 0 0 Lavender Hill, Enfield,
Service and the N G C Diplomacy Rating W y r m s C l a w, Lazarus, 11 9 Derbyshire Middx EN2 8NJ (7p); Mad Policy, Richard
System. Shows h o w much energy Diplo- Rd S , M o o r Nook, Sale, C h e s h i r e M 3 3 Walkerdine, 144 Stoughton Rd, Guildford,
macy players have. I f 8 , a n e w c o m e r to 3GS (60p). Surrey GU2 6PG (12p +post); Ta k e T h a t
these pages, and Walamalaysia Gazette Yo u Fiend, Kevin Warne, 4 8 Boscombe
36 concentrate on cheap gaming, Soccer- Tales From Tanelorn, Matt Williams, 2 4 Ave, Hornchurch, Essex RM11 1JG (35p).
boss i n the former, Diplomacy in WG. Moor Street, Earlsdon, C o v e n t r y (50p),
Psychopath, M i k e D e a n , 3 2 N e w l a n d s Vector, P a p e r b a c k I n f e r n o , I n f e r n o ,
Mad P o l i c y 8 9 w a s a bit thin, but came Ave, Scarboro, N Yorks Y 0 1 2 6PS (35p); BFSA m e m b e r s h i p , S a n d y B r o w n , 1 8
with a Preference M a t r i x for the Zine Poll Rapscallion, Steve Norledge, 7 5 H a w k - Gordon Te r r a c e , B l a n t y r e , L a n a r k s h i r e
results. Like I said, there's lots of energy burst Wa y, W Wickham, K e n t BR4 9PE G72 9NA; F a n t a s y Tales, David Sutton,
among the postal boys.... Ta k e T h a t Yo u (35P). 194 Station Rd, Kings Heath, B'ham, B14
Fiend 1 3 had even m o r e personal c o m - 7TE (75p); S h o k w a v e , N i c k C o x , 1 2 b
ment than usual. It seems you either play A c o l y t e , Pete Ta m l y n , 2 Poplar Rd, The Richmond Wood Rd, Queen's Park, B'rne-
Diplomacy a n d o f f e r tables, services o r Coppice, Ay l e s b u r y, B u c k s H P 2 2 5 B N ; mouth, D o r s e t B H 8 9 D H (30p), N e c r o -
whatnot for it, or you play Diplomacy and Greatest Hits, Pete Birks, 3 9 Handforth Worlds, I a n W i l l i a m s o n , 9 8 W i t a r d Rd,
tell everyone w h a t records you listen to. Rd, London S W 9 OLL ( f 2 f o r 4); N M R ! , Norwich, N'folk NR79XD; Flagship, Nicky
Brian C r e e s e , 2 5 6 C a n b u r y P a r k R d , Palmer, 7 D e l a hay H o u s e , 1 5 Chelsea
Leaving all that behind, three publications Kingston, Surrey KT2 6LG (45p). Embank't, London SW3 4 L A (El .75),
arrived from the British Science Fiction
Association: V e c t o r 1 1 6 , P a p e r b a c k
Inferno 4 4 and M a t r i x 4 9 . Vector, t h e
critical journal of the BSFA, looked at the
work of Mary Gentle, and had other state-
of-the-art articles. PI is a r e v i e w vehicle.
Matrix i s n ' t w o r t h t h e paper it's printed
Next Issue:
on; t h e editor tried to excuse the porno-
graphic cover o n 4 8 , c l a i m i n g i t w a s The Life and Times of the Chivalrous Cavalier
'intended to s h o w in comic-art form t h e
absurdity o f certain images'. O f course,
the m o u n t a i n of mail he got from people
who w e r e j u s t o f f e n d e d , a n d d i d n ' t
* A new character class —
realise he was being clever, didn't affect
this s t a t e m e n t i n t h e l e a s t . F a n s o f
the cavalry of the 11 1 errr

IMAGINET" magazine's fiction might give AD&DTM game.


Fantasy Tales vol 6 no 1 2 a try; plenty of Adventuro a l e , • ;
good gothic horror stories and.... well.... * Social status and birth T h e Cavalie r
Fantasy Tales. crer41,84 i

tables; for princes & f * '

Two stripzines launched premier issues


— oddly, quite similar. S h o k w a v e 1 h a d peasants.
five strips, two (or three) to be continued.
Atomic Crusader w a s possibly t h e b e s t * Horse combat.
drawn; all had fair plots. N e c r o - Wo r l d s 1,
edited by Ian Williamson of Alabron fame * The Black Rose c a n
promises r e v i e w s , n e w s a n d g a m i n g
input, along with three strips. Both 'zines the Order save the
could n o t s t a n d c o m p a r i s o n w i t h t h e
quality of art in more established comics, beleaguered village?
but m i g h t a m u s e y o u n g e r readers. Can
either survive financially? It must be risky. * What do NPCs do in
Lastly, I'm glad to say that Nicky Palmer's their spare time? The
premier e d i t i o n o f F l a g s h i p w a s r e a l l y question answered.
good. G o o d articles, w i t h s u m m a r i e s o f
the r u l e s , o n S t a r l o r d , U n i v e r s e I I ,
Superweb, Wa r b o i d World, Empyrean These exciting features, plus all the regular departments:
Challenge, C r a s s i m o f f ' s W o r l d , T h e Nic Novice, Stirge corner (on time and motion), Illuminations, PAN, Book
Keys of Bled and The Tribes of Crane. It Reviews, Imagination Machine (now expanded, and monthly, to bring even
was all it was promised to be, but El .75? more news of the micro gaming world), Game Reviews, Tavern Talk,
Can the postal hobby support a venture at
Letters, and the Sword of Alabron. A l l for just O W
that price? I w i s h Nicky all the best.
" 3 Reviews by Paul C o c k b u r n
IMAGINE magazine, huuttuy 1984 39
WARRIJRS&WAISTCDATS
by Matthew Birkle
Several m o n t h s ago, D R A G O N ® maga- A character's dexterity may be added to or a. Roll 1 d 4 . T h i s i s t h e n u m b e r o f
zine p u b l i s h e d a s e r i o u s a r t i c l e a b o u t subtracted f r o m t h e L u c k Ta b l e R o l l available colours that may be attempt-
chess i n t h e A D & D T M g a m e — t h a t is, before it has been made. Rolls of less than ed.
characters p l a y i n g c h e s s a g a i n s t e a c h 01 are treated as 01, rolls of greater than
other. P r e t t y e s o t e r i c s t u f f , a n d v e r y 00 are treated as O a b. Roll on the Colour Table to determine
heavy. A later issue actually had a letter which balls are available (roll again
from a U S c h e s s m a s t e r p r a i s i n g t h e * W h e n a w h i t e is potted, the opponent from duplications). Characters auto-
system. So, i n t h e hopes of attracting a receives 4 points or the value of the ball matically a t t e m p t t h e h i g h e s t value
letter from Steve Davis, w e present: from w h i c h i t rebounded. F o r example: ball using the P o t t i n g Table.
The w h i t e h i t s t h e g r e e n b a l l , t h e n
rebounds into a pocket — this gives the (Optional Rule: the character may choose
Snooker opposing c h a r a c t e r 4 p o i n t s . H a d t h e a lower value ball and add 1 per point
white h i t t h e blue, t h e opponent w o u l d value difference to the Potting Table Roll.
in the AD&DTM game have r e c e i v e d 5 p o i n t s . R e f e r t o t h e For example, pink, blue and yellow may
C o l o u r Table to determine which colour- be attempted. The character opts to go for
In the back room at 'The Cloven D M ' a ed ball w a s hit. From a break an ' i n o ff ' the yellow, and can add 4 to the Potting
needle match is in progress. shot w i l l a l w a y s b e o f f a r e d ( 4 p o i n t Table Roll).
penalty).
'Grotch the Barbarian is approaching A potted colour means another red (or the
the table now, and he is going for the ** R e f e r to the C o l o u r Table. next highest value colour after all the reds
last red (which for viewers in black & are gone) may be attempted.
white i s just behind the pink), a n d
he's.... potted it beautifully. With the Potting
colours on their spots this is just a Colour Table
formality'. After the break, play continues using the
Potting Table, w h e t h e r a red or a colour Roll 1 d 6 t o determine t h e c o l o u r o f t h e
A formality save for the fact that his is being attempted. Each attempt is made ball.
opponent is a large, hairy bugbear - who by r o l l i n g 1 d 2 0 . T h e r e s u l t i n g n u m b e r
hates losing.... may be modified by adding the character's 1 y e l l o w 2 points
dexterity divided by 3 (rounded up), a n d 2 green 3
subtracting a difficulty factor of 1 d6. 3 brown 4
The Rules 4 blue 5
5 pink 6
1. The two opponents should decide who Potting Table 6 black 7
goes first, by initiative (standard melee Reds are worth 1 p o i n t each.
procedure), s i z e o f f i s t o r w h a t e v e r. 1-2 Fluff*.
The w i n n e r o f i n i t i a t i v e d e c i d e s 3-12 Hit i n t e n d e d b a l l — opponent's
whether or not to break. turn. Snookering
13-20 Intended ball potted**.
2. The character who breaks rolls 1d100 A character m a y attempt t o snooker a n
and refers to the Luck Table. If no ball * I f the character fluffed, another colour opponent t h r o u g h t h e L u c k Ta b l e , o r
was potted on the break, play passes to was hit (01-50), the white potted (51-90) when t h e r e i s o n l y o n e r e d o r j u s t t h e
the other character. or t h e w h i t e missed everything (91-00). colours remaining on the table. On a roll
Go to the C o l o u r Table to see h o w many of 1 o n 1 d 6 the opponent is snookered.
3. A f t e r the break, play continues using points a r e a w a r d e d t o t h e o p p o s i n g The s n o o k e r e d c h a r a c t e r r o l l s o n t h e
the P o t t i n g Ta b l e . E a c h c h a r a c t e r character (substitute red (4 point penalty) Potting Ta b l e a n d subtracts h i s o r h e r
continues t o u s e t h e P o t t i n g Ta b l e if t h e roll indicates a f o u l o n t h e colour opponents d e x t e r i t y d i v i d e d b y t h r e e
until h e o r s h e m i s s e s a p o t . A actually attempted) o t h e r w i s e a w a r d 4 (rounded up) from the die roll.
character m a y d e c l a r e t h a t h e i s points. Play passes to the opponent.
attempting t o s n o o k e r t h e opposing
player i n s t e a d o f p o t t i n g a b a l l (see (Optional Rule: A character with a dex- Weaponry
Snookering). terity o f 3 o r 4 w h o fluffs m a y (25%
chance) have torn the cloth. The opposing In t h e e v e n t o f b r a w l e n s u i n g o v e r t h e
4. The highest points total wins. character's attitude - a n d t h e t a b l e result of a friendly game of snooker, the
owner's attitude - are open t o inter- game equipment can be used as weapons.
pretation at this point).
Luck Table Snooker Cues: 2 - 5 points of damage.
** Receive the relevant number of points. Balls: 1 point of damage (thrown with the
01-03 2 red balls have been potted. If a red was potted mark off one red from same rate and range as a dart).
04-15 1 r e d ball has been potted. the available number (10 or 15, depending Tables: m a y be t h r o w n by giants etc, as
16-69 The balls scatter. upon t a b l e size). C o l o u r s a r e replaced though small boulders.
70-90 In off. T h e w h i t e ball h a s gone until the last red is potted. 141U Matthew Birkle
into a pocket*.
91-93 A colour is potted**. If a red was potted either as a result of the We at IMAGINE magazine do not want to
94-00 The balls scatter, b u t opponent Potting Table or the Luck Table the hear about AD&D rules for golf, darts,
snookered (see Snookering). character may attempt to pot a colour. tiddlywinks or anything else....
40 I M A G I N E magazinz, January 1984
ComplimentaryTickets:GamesDay'83
The annual jamboree that is Games D a y and to play. The Treasure Trap champion Best Tabletop Rules category and Citadel
took place this year over the weekend of was n e v e r w i t h o u t a n o p p o n e n t i n t h e swept the figures awards. I'm delighted to
November 5 t h / 6 t h , a t t h e Royal H o r t i - centre o f the hall, and t h e demo games say that I M A G I N E ' m a g a z i n e was voted
cultural Hall, Westminster, London. If you and competitions were well attended. third best S F / F Games Magazine i n i t s
have never attended a Games Day, in the first year —effectively after just 5 issues.
capital or in its northern guise, then you A popular event was the Sunday Roast, in Next year....
may wonder what it is all about. Well, this which Don Turnbull, Steve Jackson and
brief article can g i v e o n l y a v e r y vague Ian Livingstone faced an audience armed Many c o m p e t i t i o n s w e r e r u n o v e r t h e
impression o f its activities — let m e tell to the teeth w i t h searching questions. A weekend itself, and, dare w e say it, o u r
you t h a t w o r d s c a n n o t do justice t o t h e similar e x p e r i m e n t a t G a m e s F a i r ' 8 3 own Mike Brunton won the figure painting
real thing! produced a silence t h i c k e n o u g h t o c u t competition on Saturday. He was appoint-
through, w h e n G a r y G y g a x m a d e h i s ed a judge for the Sunday event, w h i c h
Nearly 10,000 games fans came through infamous 'good DMs only roll dice for the was o n e w a y o f h a l t i n g h i s inexorable
the door over the t w o days, and m o s t of noise they make' statement. The Sunday progress. One young man, Tony Ellis, 15,
the Trade Stands were reporting a worth- Roast o f f e r e d s i m i l a r e x c i t e m e n t . T h e from Essex, collected his first prize for the
while level of business. There can be no partisan crowd, delighted t o have found Tunnels & Tr o l l s Tw e n t y M i n u t e Tr a i l
doubt that the most eagerly sought-after Runequest voted B e s t Role-Playing competition f r o m t h e g a m e ' s i n v e n t o r,
item was M o n s t e r Manual II — and the Game, heard Ian Livingstone not only say Ken St Andre. He won f 200 worth of the
complete stock was bought from the TSR that t h e D & D k g a m e w a s clearly m o r e games o f h i s c h o i c e — a n d t h e r e w a s
stand. I t w i l l b e said e l s e w h e r e I k n o w, popular in t e r m s of sales, by a consider- plenty of choice! Even though there were
but one young man proved just how keen able margin, b u t also that he played the not too m a n y n e w games, several w e r e
he was to buy when faced by the lightning D&D game himself in preference. 1 9 8 3 , announcing a d d i t i o n s a n d e x p a n s i o n s ,
w i t of the charismatic Karen: the year the illusions were shattered.... and Gibson's Games were running demos
of their forthcoming We s t m i n s t e r game,
Keen Purchaser H o w much is MMII?' Within t h e larger context of the gaming which looked very impressive.
Karen: 'E and the trading, there were a n u m b e r of
The young customer searches his wallet other activities, w i t h o u t which the week- Ian Livingstone has been receiving letters
to collect the correct sum end w o u l d n o t be complete. The Games of c o n s i d e r a b l e p r a i s e f o r t h i s y e a r ' s
El 2.95 with a carrier bag.' Day A w a r d s w e r e a n n o u n c e d o n t h e event; 'people said that they felt immersed
Young customer searches for the extra. Sunday, w i t h I a n b e i n g f o r c e d t o c o n - in a great day', and whilst the Horticultural
gratulate himself on being Hobby Person- Halls can get a little crowded, n o m a j o r
The h a l l w a s f i l l e d a l m o s t t o bursting, ality of the Year. J u d g e Dredd w a s Best changes are anticipated for next year.
with garners who had come to look, to buy SF B o a r d g a me, W a r h a m m e r w o n t h e * 5 Paul Cockburn

Galacticon Clubs & Events


In # 12 of IMAGINE magazine, we intend
to print a comprehensive list of FRP clubs
in the UK. If you would like your club to be
mentioned, please send details t o u s a t
t'Mill by January 7. Also, if you would like
to start a FRP club, you can advertise free
in these pages. Finally, if you lack the time
or d i s p o s i t i o n t o o r g a n i s e a c l u b b u t
would like to join one, watch this space.

This month, a notice from Haverhill:


Experienced D M w i s h e s to start a g r o u p
to play the A D & D and BOOT HILL games,
etc. P l e a s e c o n t a c t : J e m W a r d , c / o
Provincial Insurance, Provincial H o u s e ,
32 H i g h S t r e e t , H a v e r h i l l . Te l : ( 0 4 4 0 )
705711 Ext 2.

Details of GamesFair, April 6-8, Seacon,


April 2 0 - 2 3 , and Tynecon II: The M e x i -
con, May 25-28, appeared last issue, and
will b e r e p e a t e d n e a r e r t h e r e l e v a n t
dates. There are two cons this month:

Stabcon VI w i l l take place Jan 1 3 - 1 5 at


Woolton H a l l , Fallowfield, M a n c h e s t e r,
from 'whenever you arrive on Friday' until
7pm on Sunday. Further details from Dave
Waring, N o 2 C o t t a g e , C a s t l e F a r m ,
Tingrith, MILTON KEYNES.

Exeter University Games Convention is


to be held on Saturday and Sunday 2 8 -
29th Jan, 10am - l O p m and 10am - 6pm,
Blake's Seven fans picketed the BBC TV centre at the beginning of Galacticon, held in the City of
in Cornwall House, Exeter. M o r e details
London in October. G u e s t - o f - h o n o u r was Michael (Vila) Keating, seen here w i t h S t a r Wars actor from J e f f W i l k s , C o r n w a l l H o u s e , S t
Jeremy Bulloch. W e n d y Graham. Germain's Road, EXETER (enclose SAE).

IMAGINE maganne, January 1984


41
SCORPION HALL
Scorpion H a i l i s t h e s e c o n d set o ff on y o u r bold adventure. Luckily, may decide to move to quieter areas. This
SoloQuest book for R u n e Q u e s t by you m a n a g e t o f i n d a ' s a f e ' campsite, is accomplished through the use of sma!
Alan Laverne. For those unaccustomed where you may return to lick your wounds sub-sections in t h e text, f o r example: ' I f
to s o l o p l a y, t h e d u n g e o n s a r e p r e - if you survive this or any other trip. you defeat the Wyrm, replace paragrapi-
programmed a d v e n t u r e s f o r u s e b y a 117 with "Go to 284".'
single player (or group of players) without After resting, y o u n o w continue t o
a referee. I n a s o l o adventure, y o u a r e Scorpion H a l l , s p e a r o r q u a r t e r s t a ff i n A l o t of w o r k has gone into providing a r
offered a choice of actions appropriate to hand (other weapons being too heavy for interesting series of playing sessions for
the setting, and are asked to select one the several-hour trip) until you come t o the l o n e gamer, o r a n overworked G M
option t o c o n t i n u e play. O n c e you h a v e the forest. I ' m g i v i n g n o t h i n g a w a y i n Well-written, c o h e r e n t a n d g r e a t f u r
made your choice, you are given instruct- saying t h a t y o u w i l l m e e t RuneQuest's each e n c o u n t e r has been given a char-
ions o n w h a t t o do next, u s u a l l y i n t h e equivalent t o t h e I n l a n d R e v e n u e : a acter of its o w n , n o t often f o u n d in s o k
form of a statement telling you to turn to Scorpion man, one of a series of advance adventures. Apart from this, the beauty o'
page X or go to section Y. For example: scouts left in the forest to stop you. If you the R u n e Q u e s t s y s t e m i n d i v i d u a l i s e s
defeat him, you are allowed to continue each creature found, so you cannot often
'You are in a 10' x 10' room with four the adventure unhindered — i f not, t h e predict exactly what a given creature car
doors; one in each wall. The room is bare best b i t s o f y o u r a d v e n t u r e r a r e c o n - or cannot do (unlike the D & D game).
but for a small leather purse in the North- sumed, t h e r e b y e n d o w i n g t h e b e a s t i e
east corner. If you wish to leave the room w i t h some of your spells, all your magic Scorpion H a l l i s e x c e l l e n t v a l u e f o -
through the south door (le leave the way items, and h a l f of your money! To make money, and is a w o r t h w h i l e investmen:
you came) turn to page 33; North, page things w o r s e , h e a l s o g e t s t o m a k e for a n y R u n e Q u e s t p l a y e r — f o r y o u '
71; East, page 20; West, page 97. I f you experience rolls for defeating your char- money you get a 96-page solo adventure
wish to examine the purse, then turn to acter making things even harder for the which provides a l o t o f scope f o r role-
page 3.' next poor adventurer to travel this way. If, playing (yes, even the bad guys!), a map
on t h e o t h e r h a n d , y o u k i l l h i m a n d for use with one of your own adventures
As a n adventurer s e t on destroying t h e survive t o r e t u r n a n o t h e r d a y, m o r e (once y o u h a v e f i n i s h e d t h e b o o k ,
nearest Chaos nest (or just plain greedy Scorpion m e n a r e p r o v i d e d — e a c h course), a n d s e v e r a l n e w m o n s t e r s t c
and o u t f o r every copper piece you can successive one being tougher to kill than populate y o u r world. I f you see a copy
find!), y o u h e a r o f Scorpion Hall, an old the last. read it — if not, buy it!
but s o l i d c a s t l e w h i c h h a s s e e n t h e I P Trevor Graver
ravages of several different owners. You Once in Scorpion Hall, you are presented
make t h e c o m p u l s o r y v i s i t t o t h e t o w n with an excellent 'living dungeon', where Scorpion Hall is the second module for
'Adventure Shoppe' where you may pur- defeated monsters are often replaced by Solo Quest, f r o m Games Workshop,
chase e q u i p m e n t . F u l l y prepared, y o u new c h a l l e n g e s ( o n y o u r n e x t t r i p o f 27/29 Sunbeam Road, London NW1C
check your encumbrance totals and then course!), and monsters which defeat you 6JP• Price E4.95

BATTLECARS
Despite t h e f a c t t h a t I a n L i v i n g s t o n e Mad M a x type games, and there is also of four different vehicles. All drivers need
spent over three years designing B a t t l e - no doubt that this comparison is justified. to do is t o choose w h i c h w e a p o n s they
cars, the game-play and concept definite- The basic idea is more than just similar, it wish to place in their respective 'weapon
ly smack of ex-Standard Games designer, is identical —drive around a pre-designed pods' or turrets.
Gary Chalk. Unfortunately, one of Gary's t r a c k / a r e a / s t r e e t , and blow, blast or ram
hallmarks is that he likes to surmise that every other vehicle in sight(s) into eternity. The choice o f weapons is r a t h e r limited
players can 'read between the lines'; thus The w i n n e r is the player whose car is the and v e r y b a s i c . T h e r e a r e n o l a s e r
his rulebooks always contain a number of only one left not totalised — pretty neat weapons, no grenades, no 'extra' armour
minor irritations — each on its o w n n o t idea, eh? available, and o u t of the rockets, shells,
worthy of mention, but en masse enough flame and machine-guns, only the rockets
to cause several disturbances of play in a In its favour, Battlecars is relatively low- and flame are worth bothering with as the
game w h i c h is o t h e r w i s e fast and m o s t priced: a t £ 6 . 9 5 , well-boxed i n a solid, others a r e s o u n d e r - r a t e d a s t o b e
, d e f i n i t e l y furious. attractive 'regular' sized cardboard con- virtually useless.
tainer, a n d t h e p l a y i n g p i e c e s also, i n
general, sufficiently sturdy and colourful. For s o m e r e a s o n b e s t k n o w n t o t h e
46,
i
/A will be compared w i t h Steve Unlike C a r Wa r s , i n w h i c h participants designers, m i n e s and spikes are classed
0r --<,
as 'passive' w e a p o n s alongside s m o k e
/- have ' x ' a m o u n t o f p o i n t s t o spend o n
L ' 0
,
k5
' -
0
anyone w h o i s i n t o armour, armament, weaponry and actual and oil; I have yet to meet a passive mine
, Death Race 2 0 0 0 / design, Battlecars provides a card outline in any game.
.. / 0 ? C;),>)
,.,;, , ; ) : 0 , s i r e is no doubt that Battlecars
/. . ,b_
• .' o
0 „ .
0 J a c k s o n ' s C a r W a r s b y

I M A G I N E ma9azinc, January 1984


•• • • : • • :••••••••••••• • • • • • • • • • • • • ••••:7• • :••••••••• • !•: :••:• :•:• • • • • •••••••• • :•:• • • • :•:• :• :-:• • • • • •••• : : • • • :• • :

SORCERY 0
Readers of Acolyte o r Tavern Talk k n o w
that t h e n u m b e r o f t i m e s I c a n f i n d
something n i c e t o s a y a b o u t G a m e s
Workshop can be counted on the fingers
of an earthworm. But there are exceptions
to every rule, and just recently The Other
Steve Jackson produced something that I
recommend you all to go out and buy.

Sorcery is a n o t h e r solo dungeon along


7ne lines of Warlock of Firetop Mountain
and all the others that Steve Jackson and
an Livingstone currently have at the top
:,f the children's bestseller list. Unlike the
orevious books, however, this one has a
-.lore c o m p l e t e s e t o f FRP rules. I t h a s
:ombat, m a g i c , c h a r a c t e r progression, much value if you could play it once and number o f c h o i c e s a v a i l a b l e a t e a c t
and even a r u d i m e n t a r y clerical system, get t h r o u g h e a s i l y. T h u s y o u s t a r t o u t decision point, b u t getting t h e player t o
and you can learn the rules in about five w i t h o u t t h e necessary b i t s a n d pieces, select one of these is a good test of GMin(
-7 inutes. A good start, methinks. and have to risk life, l i m b and mission to skill (and, of course, the simple rules give
pick them up en route. you a good test o f r u n n i n g t h e scenari(
The presentation, a s o n e expects f r o m without having a massive rule book t(
Renguin, i s e x c e l l e n t . T h e n u m b e r o f Having said that, as a puzzle the book is lean on). T r y i t o u t o n a n experience(
••.ords in such publications, in particular reasonably g o o d . M y o n l y c o m p l a i n t player first, then next time anyone asks t(
--e Spell Book, is limited, but the spaces concerns t h e f i n a l e n c o u n t e r, i n w h i c h play, wide-eyed a n d innocent, t r y therr
-ave been filled by some superb artwork success s e e m s l a r g e l y d e p e n d e n t o n out on this.
--am John Blanche. If you like fantasy art, w h e t h e r or n o t you are lucky enough t o
.7en t h e books are w o r t h t h e money for pick t h e correct r o u t e t h r o u g h a maze. Sorcery i s a c t u a l l y a f i n e e x a m p l e o
n i s alone, b u t t h e role-players a m o n g Also, t h e r e may be one or t w o bugs left back-to-basics role-playing. I'd like to se(
•nu are doubtless more interested in the over after playtesting — a t one point I was more (preferably RPG-orientated) like i t
:Jality of the scenario. told to return to a place which I had not yet Indeed, I w o u l d go as far as t o say tha
visited. B u t the puzzle is not the reason every commercial RPG, instead o f SOFTIE
ctually, i t i s r a t h e r l i m p , f r o m a r o l e - w h y I'm recommending that you buy the unwieldy, u n s a t i s f a c t o r y ' i n t r o d u c t o r y
: aying p o i n t o f view, because the book books, either. Read on. scenario, should include a game like this
-as not been w r i t t e n as an RPG b u t as a It could do the spread of role-playing the
:Jzzle. T h e player takes t h e part o f t h e As I said, the game includes a simple set world of good.
tnampion of the country of Ana land, sent of RPG mechanics that can be learned in 140 Pete Tamlyr.
on a d a n g e r o u s m i s s i o n o f g r e a t about 5 minutes, it can be G M ' d — in fact
-7portance t o y o u r country. W h y, t h e n , that i s h o w I playtested it, a n d i t takes Sorcery, t w o paperback books in a slip
2D y o u r f e l l o w c i t i z e n s s e n d y o u o f f about an hour to get through the scenario. case, i s p r i n t e d i n t h e U K b y P e n g u i r
equipped w i t h o n l y e n o u g h f o o d a n d What does that add up to? A pretty good Books, a n d is available in a l l good book
money to last you until the next city, and introduction to RPGs. There are f l a w s i n and hobbyshops, p r i c e £3.95. A l s o novl
••• :thout t h e m a t e r i a l c o m p o n e n t s f o r the scenario as a role-playing game, b u t published are Starship Traveller and Cit$
—ost of your spells? Well, the book, as it is nothing that a good G M can't sort out. A o f Thieves, t h e l a t e s t r e l e a s e s i n t h e
-tended t o b e u s e d , w o u l d n o t h a v e more d i f f i c u l t p r o b l e m i s t h e l i m i t e d Fighting Fantasy Gamebooks range.

can s e e t h a t p l a y e r s w i l l s o o n b e plastic b a g s i n w h i c h t h i s m u l t i t u d e o f terms. Play a couple of games, and then •••••


:esigning t h e i r o w n cars for use on t h e pieces can be stored? If you already have make y o u r o w n ' h o m e r u l e s ' o n t h e
sturdy, t h o u g h u n d i s t i n g u i s h e d , g a m e Car Wars, I would not recommend you to discrepancies that you find. T h e w o r d is
ooard ( t w o a r e supplied w i t h t h e game) obtain B a t t l e c a r s , u n l e s s y o u w a n t a that, a f t e r I a n Livingstone's t h r e e y e a r
ceca use having a choice of only four cars game t h a t can be set o u t in a m a t t e r o f struggle, G a r y C h a l k h a d o n l y t h r e e
soon gets to be boring and repetitive. This minutes, y e t played t o a s i m i l a r s e t o f months t o m a k e t h e g a m e marketable.
will cause t h e game to be compared yet rules. I w o u l d g u e s s , f r o m t h e s h e e r I'm afraid it shows.
again with Car Wars, and will slow down simplicity of it, that Battlecars was prim-
--e start of play in a s i m i l a r way as n e w arily aimed at 12 to 15-year-olds, though Still, if you like mentally blowing away the
:esigns are argued over. found i t m a d e a n i c e b r e a k b e t w e e n guy w h o cuts you u p on t h e m o t o r w a y,
sessions of more thoughtful gaming. This then Battlecars will help you gain revenge
Although t h e p l a y i n g p i e c e s a r e m u c h is not to say that tactics cannot or do not and relieve the tension, w i t h o u t alert-
sturdier t h a n i n m o s t games o f t h i s ilk, play a part, but I suggest the intention is to ing the local constabulary.
--ey are also n u m e r o u s and easily lost. race a r o u n d having f u n , dodging, f i r i n g 1110 Chris Baylis
•'•'hy i s n ' t i t possible f o r g a m e s m a n u - and ramming, rather than to sit thinking
-scturers (and here I generalise, though ahead, making tactical decisions. Battlecars is produced by
--is d o e s n o t a p p l y t o a t h o u g h t f u l Games Wo r k s h o p (ad-
inority) t o i n c l u d e i n a g a m e like t h i s Read t h e rules: t h e r e a r e n ' t m a n y, a n d dress as above), a n d
--ree o r f o u r c h e a p zip-lok p o l y t h e n e / they are written in fairly comprehensible costs f 6.95.
•• • • • • • • • •

•••• •••••

m - k G I N E truuyLdne, J a n u a r y 1984 43
AD&DTM G W 3 T H E CLEANSING WAR OF
MINIATURES GARIK BLACKHAND
Following t h e r e l e a s e o f t h e r e v i s e d GW3 i s s e t i n t h e N a t i o n a l P a r k s o f
GAMMA WORLD' ) game, The Cleansing America, a very interesting choice, though
War of Garik Blackhand seems to pro- the g e y s e r s , f u m a r o l e s , e t c a r e n o t
mise the beginning of a regular supply of capitalised o n w i t h i n t h e m o d u l e , a n d
modules f o r t h i s f u t u r i s t i c game. G W 3 GMs m u s t expand u p o n t h e scenery for
boasts nine scenarios, new creatures and themselves.
artifacts, and campaign scenarios, though
this is, i n t r u t h , a l i t t l e misleading. The This adventure w i l l o n l y r e a c h i t s c o n -
campaign scenarios are only short stories clusion i f t h e p l a y e r s w o r k a s a t e a m .
and map references which the G M m u s t Going o ff at a t a n g e n t causes problems
expand upon, using t h e sketchy outline. for the GM, though there is scope for role-
The n e w c r e a t u r e s a n d a r t i f a c t s h a v e playing within the confines of the n a r r o w
Unlike the historical gaming counterpart, been created, t o t h e b e s t o f m y k n o w - plot. T h e o n l y r e s e r v a t i o n a b o u t G W 3
the fantasy figure designer would appear ledge, e s p e c i a l l y f o r t h i s m o d u l e , a n d must be the lack of choice in the direction
to have unlimited scope for creating n e w thus cannot be said to have been tested of travel, and the actions required of the
and ever more exotic subjects, and so i t until t h e y h a v e b e e n t r i e d e l s e w h e r e . characters to complete the journey seem
seems from a market flooded with literally However, for the purposes of this adven- to be taken for granted by the authors. All
thousands of different model types. Even ture, t h e y a r e w e l l t h o u g h t o u t a n d modules need some work of the GM, and
the commonest nasty t h e lowly orc, for imaginative. GW3 i s c e r t a i n l y n o e x c e p t i o n . T h e
example i s evoked i n w i l d l y different sketchy background a n d t h e uncovered
and totally incompatible f o r m f r o m o n e As f o r t h e ' n i n e adventures', t h e y a r e contingencies must be thought over with
manufacturer to another. actually sub-plots o f the m a i n story and care.
* 5 Chris Baylis
must be played in the correct order a n d
All t h i s i s a g a r d e n o f d e l i g h t s t o they w o u l d n ' t make a l o t of sense out of GW3 is a module produced by TSR for the
experienced g a r n e r s , w h o k n o w w h a t the context of this module. GAMMA WORLD game, and costs f 2.95
they are looking for; but it must appear a
mite confusing to the uninitiated. Have no
f e a r, h o w e v e r : e a c h o f T S R ' s n e w BLUE MAX
AD&DIm M i n i a t u r e s s e t s contains a
dozen 2 5 m m figures o f certain types — Blue M a x , a recent release from Games
the first three sets are 'Fighters, Rangers Designers' Wo r k s h o p , i s a m u l t i - p l a y e r
and Paladins', 'Clerics and Druids' and combat s i m u l a t i o n boardgame, d e a l i n g
'Monks, Bards and Thieves' — specific- w i t h the air war over France, 1917-18. It
ally d e s i g n e d t o f i t i n w i t h t h e D & D O is a w e l l - p r e s e n t e d p r o d u c t , w i t h i n -
game Manuals. dividualised c h i t s f o r d i ff e r e n t aircraft,
that give a nice sense of personality to the
The 'Fighters' set, for example, contains campaign v a r i a n t t h a t i s possible w i t h
two dwarves, a r a n g e r, a paladin, t w o this game. O t h e r t h a n that, do w e have
elves a n d a s e l e c t i o n o f f i g h t e r s , i n anything particularly original here?
various stages o f a r m o u r, f r o m a n u n -
armoured archer to a knight in plate, and Well, w h a t it m i g h t be fair to say is that
an impressive barbarian in horned helmet Blue Max is an interesting synthesis of a
and skull mask. The 'Cleric' set similarly number of ideas. Players familiar with the
contains a g o o d selection o f m a l e a n d booklet-game Ace of Aces, will recognise
female t y p e s , w i e l d i n g f l a i l s , m a c e s , the m a n o e u v r e s c h e d u l e s . B a s i c a l l y,
symbols a n d o t h e r c o m m o n c l e r i c a l movement is worked by choosing from a
devices. T h e ' M o n k s ' s e t i n c l u d e s t w o list o f p o s s i b l e m a n o e u v r e s , d i a g r a m -
particularly nice bards, one strumming a matically presented o n t e a r - o ff c a r d It is a basic game, and it is wrong to expect
lute, the other brandishing a sword, and sheets ( w i t h d i f f e r e n t o n e s f o r e a c h too much from it. It can be quite enjoyable.
an excellent female monk, en garde, with aircraft, r e p r e s e n t i n g e a c h a i r c r a f t ' s Combat balance seems fine, t h o u g h t h e
a huge halberd slung over her shoulder. strengths and weaknesses), and keeping rules concerning u n j a m m i n g g u n s a n d
Between them the sets provide represent- that choice secret, n o t e d o n a s h e e t o f fire extinguishing seem designed more as
atives of all the most popular adventurer paper, u n t i l a l l p l a y e r s h a v e c h o s e n . a sop to those players unlucky enough to
types, a n d assorted monsters are in the Movement is thus 'simultaneous'. If your suffer jammed guns and blazing aircraft,
pipeline. aircraft is 'tailing' another aircraft, t h e n than a n aid t o realism. M o s t planes fall
you m u s t b e t o l d — a g a i n s e c r e t l y — when t h e pilot is killed; t h i s gets pretty
The m o d e l s th emselves a r e i n t h e R a l roughly w h a t t h e aircraft ahead w i l l d o tiresome after a while.
Partha/Cita de l style, well animated, with next t u r n ; t u r n l e f t , r i g h t o r g o ahead.
lots o f character a n d a g o o d degree o f Shaking off a pursuer is not the trickiest A f e w petty gripes c o u l d b e made, l i k e
detail d e f i n i t i o n , t h o u g h a f e w seem a business in the world.... why print combat result chits, w h e n t h e
little t h i n w h e n s t u d i e d side-on — a n d results could be tabled in some way, and
heavy-handed garners might find some of Players o f t h e D A W N PAT R O LT " c o m - the extra space on the card used for a few
the sword blades vulnerable, as the metal puter game for the Apple w i l l recognise more aircraft? B u t these do n o t matter.
is quite soft. This is not to detract in any the scenario. The Germans and the Allies It's fun to play, although it does not have
way, however, from a good set of figures meet head on, face-to-face, f u l l y loaded lasting a p p e a l . F r a n k l y, o n l y a p r e t t y
intelligently presented; t h e r e a r e e v e n w i t h fuel and ammo; no coming out of the dedicated W W I f l y i n g a c e — b e a g l e s
photos o f t h e figures p a i n t e d u p on t h e clouds or out of the sun; no tired patrols, aside w i l l ever actually earn the 20 kills
side of the box, in case you get stuck on low on fuel, bounced by a fresh enemy. necessary to wear the Blue Max.
the final stages! All the variations come from the different lAkb. Paul C o c k b u r n
0145 Ian J K n i g h t aircraft, a n d f r o m t h e c h a n g i n g o f t h e
strengths o f e a c h s i d e . N o b o m b i n g Blue Max is a GDW game, supplied in this
A D & D M i n i a t u r e s are distributed by TSR missions, no balloon hunting, no strafing country by Games Workshop, address
UK Ltd, and cost £5.50 per set. enemy airfields.... overleaf, price f14.95
44 I M A G I N E magadne, latuully 1984
FAR AWAY IN A CURSED GLADE,
ADRAGON IS WAITING TO MEET YOU...
I f you enjoy fantasy role-playing
games but only have time for a quick
adventure, then TALISMAN is the
game for you. It is a unique game
which bridges the gap between board
games and role-playing brought to
you by Games Workshop.

As one of fourteen different characters,


you must go on a dangerous quest to
find the magic talisman. But monsters,
traps and sinister places await your
er-character. Only with skill and
bravery will you survive.

TALISMAN is the ingenious creation


of Robert Harris and is beautifully
In case of difficulty, Talisman is available post free at £7.95 from
Games Workshop Ltd, 27-29 Sunbeam Road, London NWIO 6JP, illustrated by Gary Chalk. See it in
(telephone 01-965 3713). Please make cheques/POs payable to
Games Workshop Ltd. your local games or hobby shop now.

I M A G I N E TMmagazine binders WANTED!


! M A G N E T ' magazine is looking
for reviewers.

A WARNING It has always been our policy to use


external reviewers, completely
independent of any connection w i t h TSR:
Now, see here. It's quite clear to us, that a few of you UK Ltd, w h e n that has been possible.
Now, circumstances mean that we are
'reader' chappies are not treating your copies o f looking for reviewers in the following
IMAGINE magazine in a fit manner, don't you know. categories:
They're being left on tables, under beds, and in all sorts of SCIENCE FICTION RPGs
simply ghastly places that don't bear thinking about. and BOARDGAMES
such as the Traveller, STARFRONTIERS...' and Space
And yet, those simply spiffing types at TSR have quite a Opera games, and boardgames like Starship Captain and
SWORD & THE STARS'"' game.
number of their rather wizard binders, in a blue quite like
FANTASY RPGs
asummer's day, with the old name on and everthing,
and BOARDGAMES
what? Seems a pretty poor show when a chap can't be such as the Runequest and D R A G O N O U E S r ' . games.
trusted to look after his magazines, so don't delay, post the and boardgames like Talisman and Warlock.

coupon today! Oh, and before I forget, you decent coves HISTORIC RPGs
who already, have one, will need another one soon, because and boardgames
like Bushido, Chivalry & Sorcery and the
they' only hold twelve at a time. OK? Whacko.... GANGBUSTERS T game.

Sendme binders, at E2.95 + postage & packing I enclose payment of OTHER RPGs
like Champions and Earth 2020.

(PAmembers — pay no postage. Please quote your membership number WAR GAMES
Could you write interesting,
informative and incisive reviews in one
Name of these areas? If so, send a sample of
your work, 300 words long, to
Address IMAGINE magazine. We have always
been proud of the objectivity and
quality of our reviewers — have you
to -TIZ I A , The Mill, R.itinnore RNA, CAMBRIDGE CBI 4AD got what it takes to join them?
Please m e n t i o n I M A G I N E m a g a z i n e w h e n replying t o a d v e r t i s e m e n t s 45
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46 I M A G I N E nulgazinc, Jarman, 1984
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+Lois undeacil) Wool!

THEY CONTINUE..

ER,AUCHTER,
NOTBEING
RUDE,BUTARE
YOUGOING TO
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THE 'REST OF„
-1-1•mauEsT?

WHO'S
TIMMS ?
kRELLSAva*los!
THE WEB DEA
THOUSAND5PlaRS7

I M A G I N E ma9azitte• January 1984 47


REALLYNIGHTSWIFTI.
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48 I M A G I N E ma9a4nt, Jcuutary 1984

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