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1
I M A G I N E mtuytthie, Am9ust 1884
H AT TO DO W I T H A DRAGON'S
by Chris Barfow
•
,
•••• • • • • • . , ,
e
•
Considerations
1 — HIT POINTS: A character gains 1 dl 0 for
each fighter level that he acquires, unless
'-Y(((t(Lig,«c(Rwz his instructor comes from a fighter sub-
class. I n t h e s e c a s e s t h e c h a r a c t e r
acquires t h e h i t d i e appropriate t o t h a t
class — e g d 8 i f t h e i n s t r u c t o r w a s a
.• • ranger. F o r a l l n o n - f i g h t e r l e v e l s t h e
, character attains, he gains a set number
of hit points, equivalent to the hit points
w h i c h w o u l d be gained once t h e m a x i -
mum hit dice had been acquired — 1 f o r
an increase i n magic-user o r illusionist
level, 2 f o r a n i n c r e a s e i n c l e r i c a l o r
druidic ability, etc. Tr e a t assassins a n d
monks as thieves and druids as clerics.
Constitution bonuses apply to each hit
die gained as for fighters.
S AV I N G T H R O W S : S a v i n g t h r o w s f o r
characters developed under a system o f
and how to spy well. Intensive tuition will intensive t r a i n i n g a n d s i m i l a r e x p e n d - bought experience will be the same as for
impart no thievish abilities. Cost: 1 500gp. iture. A f t e r w a r d s a character will be first 'normal' multi-classed characters t a k e
Only those w h o are evil will pursue such level in the chosen field of study i f the the saving throws of the best class.
a line of study. teaching was that of a cleric or druid, then
completion involves the ordination of the EARNED EXPERIENCE: For simplicity,
THE LIFE O F A MONK: Those who character. earned experience advances a charact-
spend an induction period in a monastery Becoming f i r s t l e v e l i n a p a r t i c u l a r er's major profession t h u s , the earned
are exposed to the full rigours of their way character class bestows the benefits and experience a c q u i r e d b y a 1 2 t h l e v e l
of life, preparing t h e individual — b o t h abilities o f t h a t class o n t h e character. fighter/1 st level thief advances his level
mentally and physically — for w h a t lies Any other skills which the character has as a fighter. If a character has two or more
ahead. I t i n c r e a s e s a p e r s o n ' s b a s e acquired during his life may still be used dominant areas of ability, earned exper-
movement rate to 70'. (subject to any limitations that exist). ience is split equally among them.
MAGIC: A f t e r a character has under- THE USE OF MAGIC ITEMS: The basic
Who can teach? taken h i s indoctrination i n t h e magical premise o f b o u g h t e x p e r i e n c e i s t h a t
arts he can pursue his studiesfurther and everybody is multi-classed, consequently,
Any individual c a n teach, a l t h o u g h t h e if he successfully completes it, he will be prohibitions on magic items disappear —
tutor m u s t a l w a y s be a t least one level a m a g i c u s e r w i t h o n e spell — o n e o f almost. I n practice, b o u g h t experience
higher than the pupil. If the nature of the those on the books of the magic user by results i n s o m e t h i n g f a r c l o s e r t o t h e
training r e q u i r e s particular m a t e r i a l — whom t h e character w a s trained. T h e current system than one might otherwise
the writings of a particular church — then chance a character h a s o f successfully have imagined (allowing for current pract-
it m u s t be carried o u t w h e r e these a r e managing t o l e a r n a n y o f t h e spells i s ice governing multi-classed half-elves).
present. In addition, the person doing the dependent o n h i s i n t e l l i g e n c e — t h e
teaching may have to be satisfied that the percentage c h a n c e t o k n o w each Spell Staffs/Rods, of a clerical nature: These
pupil is worthy d r u i d s for instance will (thus c h a r a c t e r s w i t h l o w i n t e l l i g e n c e can o n l y be u s e d b y those ordained a s
only t e a c h t r u e neutrals, r a n g e r s o n l y will b e u n l i k e l y t o p r o g r e s s ) . I f t h e priests (le first level, not laity).
those characters that they feel are good. character fails to learn any of the spells
Clerics are prepared to teach most people on the magic user's books, he has failed Scrolls: If you can cast the level of spell
in t h e hope o f converting t h e m t o t h e i r to become a first level magic user. He may on t h e scroli, you can use t h e scroll (or
faith, although even they will reject those try again w i t h a different mage and may take t h e scroll h o m e a n d copy t h e spell
w h o are obviously unsuitable. Of course, try t o g e t h i s m o n e y b a c k T h e s a m e down t h r o u g h t h e u s e o f a w r i t e spell
if t h e y teach a n y w h o are n o t devoted, process is repeated for subsequent levels. —this is learnt as a matter of course in a
those t a u g h t w i l l a c q u i r e n o d i v i n e l y After attaining first level the character normal a p p r e n t i c e s h i p , b u t n e e d n o t
given powers. can continue as desired t h e cost being necessarily be learnt by a character w h o
the difference in xp between his current undergoes a period of induction.
level of ability in the skill which he wishes
To first level and beyond to advance and that which is acquired. Weapons: A n y character may use any
magic w e a p o n p r o v i d e d h i s t e a c h i n g s
Once a c h a r a c t e r h a s u n d e r g o n e t h e (not his class) allow him to do so. Thus a
initial indoctrination he may continue as Limitations magic user such as Gandalf n L o r d of the
he w i s h e s in t h a t field. Progress to first Rings, m a y w i e l d a m a g i c sword, b u t a
level w i l l be similar to the indoctrination Any l i m i t a t i o n s t h a t a l r e a d y e x i s t c a n cleric w h o has to abide b y a l a w w h i c h
phase, i n v o l v i n g a s e c o n d p e r i o d o f remain u n c h a n g e d b y t h e a d o p t i o n o f bars the use of edged weapons, cannot.
4
I M A G I N E 'magazine, Au9ust 1984
Clerics of other religions may be able to.
TABLES
However, t h e character w i l l o n l y be a s
All the f o l l o w i n g tables take the c o n v e n t i o n s of the 0-level character and the OLP, and make
proficient with the weapon as his training the necessary a d d i t i o n s t o various tables in t h e Players H a n d b o o k and t h e D M G .
allows. Thus, if a magic user trains with a
fighter a n d attains t h e level o f m a n - a t - M AT R I X F O R T U R N I N G U N D E A D W I S D O M TA B L E C L E R I C A L A D J U S T M E N T S
arms using an axe and a longsword, and (13MG p 7 5 ) (PH p i l l
then finds a magic dagger, he will use the
Ty p e o f L e v e l / C h a r a c t e r A t t e m p t i n g to Turn Ability Spell C h a n c e of
magic dagger as a 0-level character. undead OLP 0 Score Bonus S p e l l Failure
All other magic items (including wands) Skeleton 16 13 3 Minus 1 2 n d * 4 0 %
are useable by anyone. Zombie 19 16 4-5 Minus 1 1 s t * * 3 5 %
Ghoul 20 19 6-7 Minus 11 s t 3 0 %
Shadow 20 8 25%
by David R Knowles (
Draw c r e a t e d b y E . G a r y G y g a x
-- -
If you have ever taken part in any of distant kin e l v e s and faeries w h o The m a l e Fighters' Society became t h e
TSR's D e s c e n t i n t o t h e D e p t h s drove them down beneath the earth watchdog of the Merchant clans, prevent-
series (D1-3), you will know of the and now dwell in the meadows and ing destructive feuding and making sure
Drow a s the epitome o f an evil dells of the bright world.' that no clan gained too much power. The
intelligent race. They are the sort of society's o t h e r d u t i e s i n c l u d e a n t i -
insurrection, a n t i - t e r r o r i s m a n d general
foe who inspire further develop- The Noble Drow internal s e c u r i t y. T h e M e r c h a n t c l a n s
ment of the available information.
and the Fighter Societies supply men and finances in a way similar
This article will begin that process. As t h e D r a w s t a r t e d t o c o n s o r t w i t h to t h e Nobles f o r t h e f e m a l e society. I t
various underground races and began to must b e n o t e d t h a t t h i s s y s t e m s o m e -
For those of you who have never heard of trade, t h e r a c i a l p u r i t y o f t h e l o w e r times l e a d s t o a n i m b a l a n c e o f eligible
the D r o w, I w i l l q u o t e f r o m t h e F I E N D echelons of Drow society became impure males in t h e noble clans and o f eligible
FOLIO® tome: with m a n y half-Draw coming into being. females in the merchant clans and this in
Those D r a w w h o h a d started o ff life as turn often leads to bastard offspring.
'Ages past, when the elven folk were High Elves became i n essence High (or
but n e w to the face o f earth, their Noble) Draw, forming new clans from the Both societies are made up of a number of
number was torn by discord and those old families. These noble clans enlisted individual groups, each D r a w clan spon-
of better disposition drove from them the aid of the middle mercantile clans and soring a particular group. M e m b e r s of a
those elves w h o were selfish a n d quickly t o o k c o n t r o l o f a s e g r e g a t e d , clan joining a society do not necessarily
cruel. However, constant warfare be- almost caste-like society. become p a r t o f t h e c l a n ' s s p o n s o r e d
tween the two divisions of elven-kind group, creating an unusual situation for
continued, with the goodly ones ever The m o s t talented o f t h e l o w e r orders, those in the groups because, despite the
victorious, until those of dark nature along w i t h s o m e N o b l e a n d M e r c h a n t rivalry and political power-play between
were forced to withdraw from t h e youths, w e r e drafted i n t o ' o u t o f t o w n ' clans, those serving in a group can have
lands under the skies and seek safety military orders, called 'Fighter Societies' allegiance to their own clan and an esprit
in the realm of the underworld. Here, by p r e s e n t - d a y D r a w. T h e r e s t o f t h e de corps within their own group, which of
in fightless caverns and endless war- community w a s left t o fend f o r itself i n course may well contain members of rival
rens of twisting passages and caves large, squalid, underground caves. These clans. The clan is w h o l l y responsible for
hung with icicles o f stone, t h e dark societies, o n e m a d e u p o f a l l m a l e the upkeep o f discipline i n t h e g r o u p i t
elven folk t h e Drow - found refuge members a n d t h e o t h e r o f a l l f e m a l e , sponsors a n d e a c h g r o u p i s n o m i n a l l y
and comfort. Over the centuries they developed into a highly skilled branch of answerable for its actions to the clan.
grew strong once again and schooled the Drowic security forces. A s the D r a w
themselves in arcane arts. And though developed, b o t h societies' roles became Both s o c i e t i e s r e g u l a r l y patrol b u i l t - u p
they were strong enough to face and more defined a n d powerful. The female urban areas, the males taking the role of
perhaps defeat their former brethren society b e c a m e t h e g u a r d i a n o f t h e 'normal' p o l i c e j o b s a n d t h e f e m a l e s
in battle, the Drow no longer desired to Drowic c l e r i c a l h i e r a r c h i e s , t a k i n g a acting a s ' d a n g e r o u s s i t u a t i o n ' S W AT-
walk upon the green lands under the carefully t h o u g h t out, balancing r o l e i n like teams.
sun and stars. Yet they neither forgave religious affairs, a n d w a s equipped a n d
nor forgot,. and even now, above all supplied w i t h i t s w o m a n p o w e r b y t h e Both societies are organised in the same
else, they bear enmity for all of their Noble clans. fashion; each has a Grand Master elected
6 I M A G I N E magazine, August 0 8 4
by the respective patron clans. These stay M Gem (Despana) allies of Hook and All t h e m o s t important D r o w i c religious
in o ff i c e u n t i l t h e v o t i n g b o d y decides Shelf Fungi ceremonies are completed w i t h as much
otherwise. Each G r a n d M a s t e r chooses n. Horsetail Mushroom (Noquar) splendour, p o m p a n d e x p e n d i t u r e a s
his or her executive officers. A s this sort allies of Lozenge possible. T h e s e c e r e m o n i e s a r e o f t e n
of p r o m o t i o n i n c r e a s e s s o c i a l s t a t u s o. Urn n o allies or associates accompanied b y sacrifices, g r e a t feasts
considerably, it is sought after by many. p. S t a r p o s s i b l e association w i t h and orgies. On these religious occasions
Eilservs the d i ff e r e n t social strata a r e kept w e l l
Drowic Society q• Echthar — no allies or associates apart u n t i l t h e f e s t i v i t i e s , w h e n t h e
The h i e r a r c h y o f t h e c o m m u n i t y i s a s r. Teflique —• possible association nobles c a n , a n d d o , t a k e w h o m a n d
follows, from the bottom of the ladder to with Noquar whatever they wish for the Holy duration.
the top:
Noble Clans Slavery
(i) the pariahs of the society, slum I. Eilservs (the most powerful clan) The D r o w use servants a n d slaves t o a
dwellers and beggars (who, incid- allied to Tormtor, foes of Kilsek large degree to do all their menial tasks.
entally, have no organised guild); IL Kilsek, enemy of Eilservs, allied to There a r e n o r m a l l y t w i c e as m a n y ser-
(ii) non-noble foreigners; Despana and Noquar vants and slaves as D r o w in an average
(Hi) the half-Drow; III D e s p a n a , enemy of Eilservs, allied household. T h i s m e a n s t h a t t h e D r o w
(iv) noble foreigners; to Kilsek and Noquar. have to be very careful with their security
(v) non-clan Drow; IV. N o q u a r, enemy of Eilservs, allied procedures. A l l t h e slaves a r e branded
(vi) Bastard Clan Drow; to Kilsek and Despana w i t h a D r o w symbol on t h e i r foreheads,
(vii) Demons, Devils and similar types V. Everhate, nominal supporters of but neither servants nor slaves carry any
of powerful beings; Kilsek, Despana and Noquar identification o f ownership. If any slaves
(viii) Daemons; VI. Godeep, active supporters of are f o u n d t o b e o u t w i 'llout a p a s s ,
(ix) M e r c h a n t Clan Drow; Kilsek, Despana and Noquar clanbrooch, g r e e n c l o a k o r l e t t e r p e r -
(x) Lolth Clerics; VII. To r m t o r, allied to Eilservs. mission f r o m t h e i r o w n e r, t h e y w i l l b e
(xi) finally, at the top, the Noble clan VIII. A l e v a l , independent, thrown into a common prison t o await
Drow males, then females, the non-committed. transferral t o a w o r k u n i t , o r t o b e
females being the heads of the collected by their owner.
clans. There are n o other clans t h a n this. T h e
clan s y s t e m b e n e f i t s D r o w i c s o c i e t y, The D r o w breed some specialist slaves,
The Nobles maintain their strong position because t h e c o n t i n u o u s f e u d i n g a n d training t h e m f r o m birth. T h e specialist
by taxation, influence within the societies, rivalry keeps a balanced spread of power. training produces a very w i d e variety of
religious a s s o c i a t i o n s , p o l i t i c a l p o w e r It must be noted that any serious threat to slaves, including super-assassins, fungus
play and o u t e r / u p p e r w o r l d slavery and the security of the Draw will rapidly unify chefs, specialists i n subterranean a g r i -
trade. A n y D r o w, h a i f - D r o w or creature
living within Drowic boundaries is subject
to the taxation, levies and justice of the
Noble class. The Drow neither forgive nor forget._
Each Noble clan has at least fifty totally above all else they bear enmity for their
loyal guards, w h o keep secure a large, distant kin among the elves who drove them
well supplied, defensible estate, including
a small fortress, w h i c h is situated w i t h i n beneath the earth....
easy reach of the urban areas.
TABLE 2
Social Status
Die S o c i a l I n i t i a l
roll b a c k g r o u n d s t a r t i n g money
01-07 N o b l e 5 d 6 + 1 x 10gp
08-15 B a s t a r d noble 2 d 6 + 3 x 10gp
16-26 Merchant 3 d 4 + 3 x 10gp
4 ft. 27-40 Bastard 2 d 4 + 1 x lOgp
XV. D r o w r a c i a l b o n u s e s f o r t h i e v i n g eg, an ambassadorial job, liaison merchant
abilities are as follows: to a foreign power or trade 41-80 N o r m a l 2 d 4 x 1 Ogp
Pick Pockets & Climb Walls -5'70; negotiation; city-dweller
Move Silently, Hide in Shadows and Hear ix) the character has an 81-00 S l u m 2 d 3 x lOgp
Noise +10%. assassination, spying task or theft city-dweller
to complete; This initial starting m o n e y is then modi-
XVI. A l l f e m a l e D r o w L o l t h Clerics c a n x) the character must find a fied as follows:
converse w i t h any form of Giant Spider. particular person; Roll a percentage die. I f 1 - 5 % i s rolled,
xi) a geas or quest is placed on the multiply the starting m o n e y by 1 0 If 96-
XVII. Ony 5% of Drow can s w i m or ride a character; 00% is rolled, divide the initial money by
horse (except for Nobles, w h o are taught xii) the character is to accompany or 10. T h i s means that starting m o n e y can
to ride Nightmares w h e n they are about guard someone, for example a be as high as 3100gp and as l o w as 2gp.
25 years old). A l l Nobles and Merchants family guest, local Daemon or
can ride Lizards. D r o w i n general d o n ' t foreign diplomat; Noble non-bastard female D r o w have a
use bows, axes or two-handed weapons. xiii) the character is to win the hand of 1% c h a n c e o f r e c e i v i n g o n e o f t h e
someone in marriage by order of following, as well as their starting money.
XVIII. A l l D r o w Fighters and Thieves are h i s / h e r family or Lolth. Roll -Id&
+1 w i t h short-swords and crossbows. XXI. T h e D r o w i n t h i s a r t i c l e a r e n o t 1) a ring of protection +1;
exactly t h e s a m e a s t h o s e f r o m t h e 2) a wand of enemy detection;
XIX. W h e n a c t i v e l y seeking s u c h , a n y FIEND FOLIO® tome, having been modi- 3) a ring of protection +2;
Drow can — within 10 ft — detect a slope fied t o f a c i l i t a t e r e a s o n a b l e c h a r a c t e r 4) a mace +1 or dagger +1;
or gradient in a passage upwards or down- class development. 5) a scroll of 1 first-level spell
wards w i t h a 7 5 % chance o f success; a appropriate to character class;
new c o n s t r u c t i o n w i t h 7 5 % c h a n c e o f XXII. D r o w c o m m e n c e a d v e n t u r i n g a t 6) a potion of healing.
success; sliding or shifting walls or rooms 60+6d10 years old.
w i t h a 6 6 . 6 6 % chance of success; traps Drow w h o a r e ' n o r m a l c i t y - d w e l l e r s '
involving p i t s , f a l l i n g b l o c k s a n d o t h e r XXIII. To determine their advancement: should roll 1 d 2 0 on Ta b l e 3 t o discover
stonework with a 50% chance of success, a. D r o w Fighters use the Magic- secondary skills. Other social statuses do
and approximate depth underground with User's experience table not have such a skill.
a 50% chance. b. D r o w Magic-Users J:::e the
Paladin's experience table
XX. D r o w i n g e n e r a l a l w a y s s t a y deep c. D r o w Clerics use the Ranger's TABLE 3
underground a n d w i l l o n l y l e a v e t h e i r experience table Secondary Skills
cities w h e n t h e r e i s g o o d reason. T h e d. D r a w Assassins use the Fighter's Roll 1 D20
following might constitute viable reasons experience table 1Guard
for a D r o w to have to do so: e. D r o w Thieves use the Assassin's 2 Fungus farmer
i) family bankrupt and run out of the experience table. 3 Drugs seller
city; 4 Gambler
ii) family very poor — the character Drow do n o t gain t h e experience bonus 5 Te a m s t e r / L i z a r d husbander
leaves to find money; due t o e a c h c l a s s ( a s d e f i n e d i n t h e 6 Crystal worker
iii) the character has a physical defect Players H a n d b o o k ) . Instead, t h e y w i l l 7 W i n e maker
or odd skin pigment and is gain a 5% bonus if the following qualifi- 8 We a p o n s / a r m o u r maker
banished from the community cations are met: 9 Tailor
(this is very rare); a. Male Fighter — Strength of 16+ 10 Jeweller
iv) the character is a criminal and is and Dexterity of 15+ 11 Housebuilder
branded and thrown out of the b. M a l e Magic User — Intelligence of 12 Trader
City; 17+ and Dexterity of 15+. 13 Shoemaker
v) the character is a non-evil D r o w c. M a l e Cleric — Wisdom of 17+ and 14 C o u r t / o ff i c i a l attendant
and leaves for better pastures (this Dexterity of 15+ 15 Spider attendant
occurrence is even rarer than iii); d. M a l e Assassin — no bonus. 16 Slave seller
vi) the character is sent to find an e. Female Fighter — Strength of 16+ 17 M e t a l worker
item (magic or otherwise); and Dexterity of 16+ 18 Chef
vii) the character is part of a slave- f. Female Cleric W i s d o m of 17+ 19 Roll twice more, ignore 19 & 2 0
gathering expedition, or is sent to and Dexterity of 16+ 20 No secondary skill.
kidnap someone; g. Female Assassin — no bonus
viii) the character h a s a specific task, h. Female Thief — no bonus. 1&3David A Knowles
10
I M A G I N E magazine, August 1984
THE
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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 11
THE CITY LEAGUE
This month, w e w o u l d like to begin introducing you to the vast hive of SPELLBOOKS
humanity — and m o r e than h u m a n i t y — w h o live in the City League, Spellbooks show level, followed in brackets by the spell as numbered in
home b a s e f o r t h e I M A G I N E m a g a z i n e c a m p a i g n w o r l d . W h i l e n o t the rule book, w i t h a n asterix i f it i s c u r r e n t l y memorised; eg 1 ( 2 , 3 )
every DM will wish to use The City as the base for his campaign, we hope means that the M U has the first level spells numbered 2 and 3, in h e r
that t h i s f e a t u r e w i l l s t i l l b e u s e f u l t o everyone; s i n c e i f y o u a r e n ' t spell book and that number 3 is currently memorised. Full spell memory
interested i n ' T ' L e a g u e ' , t h e n y o u c a n a l w a y s j u s t i n t r o d u c e t h e will not normally be allocated, to a l l o w the D M flexibility.
characters and buildings you will find on these pages and in succeeding
months into your o w n campaign. The FREEMAN or FREEWOMAN
A new NPC character class for use in towns and cities
W i t h your help and bit-by-bit w e w i l l build up a picture of this teeming Cities are n o t j u s t populated b y a m i x t u r e o f exotic adventurers a n d
city and the characters within. But to start with, we had better introduce
thousands o f z e r o l e v e l f i g h t e r s ( N M / M y T h e r e w i l l b e m a n y
some of the concepts and ideas that will hold it all together. representatives of the a d v e n t u r o u s classes, and there will also be the
social also-rans, t h e low-lifes, b u t a great m a n y of the people w i l l be
Freemen a n d F r e e w o m e n , representing m e r c h a n t s , business people,
functionaries, clerks, bankers and many other mundane trades. In order
to a l l o w these people a l i t t l e more depth in this campaign, w e suggest
that D M s make use of the Freeman character class hereafter detailed.
Note that this is not intended to be a class available to player-characters,
and after a quick look, very few of your players will be that keen anyway!
Character abilities
The abilities are as normal and are rolled as normal. There is no reason
w h y these people should be a n y less or any more able than the average
adventurer. I n c e r t a i n c i r c u m s t a n c e s , t h e D M s h o u l d r e d u c e s o m e
ability scores t o a l l o w f o r t h e l e s s - t h a n - s t r e n u o u s t r a i n i n g t h a t n o n -
adventurers may have had.
101
rA
im
Dagger and Sling
H/1/20
S 12 E l Filthy, s m e l l y leathers, unnecessary eye-patch
I 1 2 E l Sells m a t c h e s / h a n k i e s / g e w g a w s at street corners seek-
W 7 i n g victims
D 1 7 0 Dishonest(!), shifty, a n s w e r s to nickname ' P h e w '
C 8 E l K n o w s members of the local thieves' guild and probably an 1 7 1 r
Ch 6 a s s a s s i n or two
1 L i N Poisoned
i l e ' F l ohatpin
s s y ' (1
J opsoti n
l et ;ofTdamage
2 / A 2 ; C/CE; hp 5 / 8 ; AC 4 / 4 ;
plus poison)
ralp"Erin
H/V2E
D 7 0 Cheap silks over leather shirt
I 6 0 Floozy, w a i t s for custom in Square
W 8 0 Flirtatious, dangerous, greedy, keen on blackmail
D 1 8 0 K n o w s Phew (1a), and six or seven m i n o r officials
C 1 3
Ch 1 5
1
may b u y all n o r m a l , everyday i t e m s (like food, c l o t h i n g a n d oil). T h e
shops a r o u n d t h e s q u a r e m u s t b e a p p r o a c h e d f o r t h e i r specifics,
however, since there is an u n w r i t t e n City League law that forbids street
rir , I I I
sellers peddling the same wares as a shop within sight of it. Rumour has Rcao
it t h a t most pedlars are controlled by the Uncle — a mysterious figure = = n , N , , . / . . . 0 1 6 M•Wommd• . 9 r i T ,
nuIN_co-1
w h o m e v e r y o n e h a s h e a r d of, b u t n o - o n e a d m i t s having m e t . S u c h
control would be worth a fortune to any who had it, and it is probable that
1...illrediv•--\10
Ilallgriun 17,9
mam
it is the cause of periodic fierce, secret wars.
2 T h e APOTHECARY
Mylitis Ep-Stine is an old gnome who has run this apothecary for longer
than m o s t locals remember. I n i t can be b o u g h t the usual c h e m i c a l s
(including incense), a s w e l l a s m o s t o f t h e components magic u s e r s
need to cast their spells; u n f o r t u n a t e l y Mylitis does tend to overcharge
for things, but then, he 'has to make a living, doesn't he?' Depending on
the kind of campaign being run he may also prepare and sell potions. As
he supplies the local MU school (9) with many of their needs they oblige
him b y m a k i n g s u r e h i s bodyguard, G r i m n i x , i s kept c h a r m e d t o h i s
service. Mylitis is assisted by t w o unexceptional apprentices.
2 ,CI MN yo l weapon
i t i s E p(bodyguard)
- S t i n e r F r 3 / F r 3 ; N / N ; hp 8 / 11 ; AC 9 / 1 0 ;
G/G
S 6 0 Grey and brown robes, black a n d silver skull cap
I 1 6 0 Apothecary
W 12 0 Avaricious, cunning, suave, o l d gnome
D 4 0 K n o w s local traders and very friendly w i t h inhabitants o f
C 9 t h e local MU school
Ch 1 2
2 b G r Club
i m n i x F 6 / F 6 ; C/CE; no 4 0 / 5 0 ; A C 5 / 5 ;
V20g re/1/20g re
S 1 7 0 A n i m a l skins
I 3 0 Bodyguard c h a r m e d into service o f Mylitis Ep-Stine (2a)
W 5 L i Stupid, brave, sly
D 1 0 0 D o n ' t k n o w nuffink n o r nobody and nobody loves h i m . _
C 1 2
Ch 4
2 c & 2 d Lance and Beaubritches are 2 apprentices to Mylitis q1k911:11D FLOOR, IsTICOR
— male h u m a n youths w h o k n o w the local serving classes
I M A G I N E ma9azinc, August 1984 13
,,• -nguF67•,,,1
3 T h e TRAVELLERS' SHRINE
The City League is nothing if not an opportunity to make some cash and
so t h e c l e r i c s o f t h e t o w n h a v e a g r e e d t o e s t a b l i s h t h i s m u l t i -
denominational s h r i n e j u s t i n s i d e t h e gates. Vi s i t o r s m a y e n t e r t h e
shrine, pray in one of the private booths and receive holy water or a cure
l i g h t w o u n d s spell from the resident cleric, assuming he or she is 'in'.
Three fighters act as attendants, collect the money and show visitors to
vacant booths (and clear u p afterwards) or t o the screen f r o m w h e r e
beneficence i s dispensed. I f any visitor behaves badly or aggressively
one of the attendants simply rings the bell, and as the garrison is right
next door....
3 ,01 M
A amc ae nind room
a i a L a m a n c h a • C 5 / C 5 ; N / N ; hp 2 0 / 2 8 A C 7 / 7 ;
H/H
S 1 4 0 Rich maroon linen robes, boots, r i n g o f protection +3
I 9 0 Representative cleric at traveller's shrine
W 14 0 Kindly but uncommunicative, d i s t a n t
D 8 0 K n o w s the whereabouts of most temples in Docklands and
C 1 4 B o r o u g h , does not k n o w any bureaucrats or merchants
Ch 1 2
3 t ,1J
„ S
L hi o
n rkt Sword
P i n t h r i p ; F r 3 / F r 3 ; N / N E ; hp 1 0 / 1 2 . A C 8 / 8 ;
H/H
S 1 4 U Leather uniform and seal of office on a t h u m b ring
I 1 3 0 Official money collector for clerical group
W 9 0 Officious, snide, overcharges
D 8 U Is f a m i l i a r w i t h local byelaws, k n o w s several other petty
C 1 3 f un ctionaries
Ch 9
4 , a HNo
u rweapon
n a k a r S c a r d ; F r 2 / F r 2 N / L N ; hp 6 / 9 ; AC 3 / 3 ; EOM
H/H
S 1 6 0 Gleaming breastplate o v e r o l i v e g r e e n t u n i c , b r o w n
I 1 0 t r o u s e r s tied at the knee
••••• 1:=3
W 11 U Brewer, publican and professional coward
Fru/ate
D 11 0 Cocky, plausible, charming, craven braggart,
IMP
C 1 5 U K n o w s everyone local, b u t no-one well, resents Race (5a)
Ch 1 6
4b D i n a h S c a r d ; F 3 / F 3 ; N / L N ; hp 1 6 / 2 0 ; A C 9 / 1 0 ;
Long sword in kitchen
H/H
S 1 5 U Ye l l o w dress, b r o w n cloak w i t h crimson embroidery
I 1 5 U B r e w e r and publican
W 8 U Quiet, i n d u s t r i o u s , s u p p o r t i v e , p i n e s f o r h e r d a u g h t e r
D 8 I n v i d i a w h o works at the Shrine (3)
C 11 U K n o w s t h e k i t c h e n s t a f f o f t h e F o r d Inn, c o n f i d a n t e o f
Ch 6 G o l d r n e a d o w (5b)
5 1 1J
, LGo on gl dbm
owe aindchambers,
o w ; E 6 / Fdagger
6 - M U 6 ;onL / person
L G ; hp 3 0 / 3 5 AC 8 / 1 0 ;
5 f & 5 g F l a x e n B i l l y a n d J o s a r e t h e t w o , boring,
E/E uninformative stable boys.
S 1 6 L I C h e e r f u l s k i r t e d t u n i c o v e r t r o u s e r s t i e d a t ankles, n o
I 1 7 s h o e s , u s u a l l y has flowers i n hair
W 1 1 L I Landlady 5 h & 5 i P o t b o y One and Potboy Tw o (real names Vax and
D 1 3 0 Grave, lonely, polite, s m e l l s w o n d e r f u l Vo x B i g a n t ) are t w i n s w h o serve, b r e w and clean. They think and talk
C 1 0 L I A l t h o u g h very famous, her only friend is Dinah (4b), avoids alike a n d a r e t o t a l l y i n d i s t i n g u i s h a b l e e x c e p t t h a t , w h e n a s k e d
Ch 1 8 B u r b u r y Flataxe (5d) questions not concerned w i t h the business of the Inn, One always lies
Spell Book D & D 1(1, 3, 4 , 5, 6, 7, 9); and Tw o always tells the truth!
2(4*, 6, 10, 11 )
3(4, 6, 8, 12)
A D & D 1(1, 3, 1 2 , 15, 16, 20, 22, 27);
2 ( 6 , 7, 8 , 10, 13, 22, 23, 24) 5 ) A, n g o5 v ikd i n t &
an r i x d5o 1t h e
B ecooking.
r y l Blister
A n gand
o v i dher
i n t rdaughters,
i x i s h a v i nWilbertina
g a sweet
3(9,12,18,24) romance w i t h Beruth (4d).
1111111111111111
jf
N
p
fo
6 a G Battleaxe
e r t R u s t y D w 6 / F 6 , N / N G ; hp 3 6 / 4 0 ; A C 1 / 1 ,
Dw/Dw
S 1 7 0 Immaculate, b r e a s t p l a t e +2 over leather shirt and trews FIR5.1. FILDR.
I 9 0 Armourer
W 12 0 Hot-blooded, honest, s i n g l e - m i n d e d
D 1 1 0 K n o w s and known by local dwarves, loves Burbury Flataxe
C 1 3 ( 5 d ) - and makes no secret of it a n d therefore hates elves
Ch 1 0 a l l the more.
6 b T h No
o kweapon
r i n S i l v e r - E y e D w 7 / F 7 N / N G ; hp 4 0 / 4 6 ; A C 6 / 8 ;
/Te
Dw/Dw
S 1 4 0 Shining, i n t r i c a t e l y adorned, l e a t h e r s over scarlet shirt,
ItiL.
I 1 5 s i l v e r eye shield hides empty socket
W 15 L I Jeweller
a.17 C : 3 U A
D 13 0 Fussy, easily upset, lisps
C 1 2 0 K n o w s and known by local dwarves, also knows one or two
Ch 1 5 m i n o r bureaucrats
QUI) FLGDR C E L L A R , 1°=611,12'fret
6 c K o n U n d e r o c k is the D w 5 / F 5 hp 2 0 / 2 0 shopkeeper who deals
with o r d i n a r y customers. H e a l s o a c t s a s c o o k a n d housekeeper. A
friendly, stupid chap.
6i, 6 j & 6 k Thokrin h a s 3 apprentices — 2 d w a r v e s
(Wampateak Imp and Mok Inner) a nd 1 gnome (Pinter Abstentangree)
It i s b y s h e e r c o i n c i d e n c e t h a t t w o o f t h e g n o m e s a r e c a l l e d
6 d , 6 e , 6 f , 6 g & 6 h G e r t has 5 apprentices — 3 Abstentangree a s t h e y a r e e n t i r e l y unrelated. These youngters w o r k
dwarves J o l l y Kobold-Killer, Baggy Bluenose and Biffer) and 2 hard and get their fun chucking bricks through the w i n d o w s of the local
gnomes (Kiri! the Hungry and Paternoster Abstentangree). merchants.
7 T h e W E A P O N DESIGNERS'WORKSHOP
7 1 1-/
, LBol negnbcoawt h r a E 2 / F 2 - M U 2 ; L / L G ; hp 8 / 8 ; A C 7 / 7 ;
E/E
S 9 0 Green robes
I 1 3 E Bowyer
W 8 L I Aloof, c h a t s endlessly about bows i f pressed
D 17 0 K n o w s no-one other than his colleagues
C 1 2
Ch 9
( A )
'1Q '91
0
If all this sounds too good to be true then fill in the form below to make sure
you receive your copy of Micro Adventurer.
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Part 1 — Introduction
Tir Nan 09 is a mini-module designed for the AD&D® game. It is
suitable for a group of 4-7 characters of 3rd to 5th levels of
experience.
Where monsters or NPCs are described in the text, statistics for them
are given at the end of the relevant section. These monster statistics are -
given in the following order:
Monster Name: Armour Class (AC); Movement Rate (MV); Hit Dice (HD)
or Class/Level; h i t points (hp); Number of Attacks ( ttAT); Damage
caused by attack(s) (D); any other notes, eg Special Attacks (SA), Special
Defences (SD); M a g i c Resistance (MR); experience points (xp),
Alignment (AL), Size (S); Source: Monster Manual (MM), FIEND FOLIO®
Tome (FF), Monster Manual ll (MM2).
25
I M A G I N E magazine, August 1954
The setting for this scenario comes from the stories about 'Phantom wanted to come as well t o live beneath the hills with them. However,
Islands', particularly those in Irish legend known as Tir Nan Og —islands all had to decide by the following day.
said to exist beneath the waters of a number of Irish lakes and bays,
appearing, at times, above their waters. Everyone in the village agreed to the Faeries' offer, except for a druid,
Gwydd. His objections were so strong that Fintan chained him to a pillar
Because of the nature of this background, the adventure works best if and set guards about him — intending to release the druid when he had
the encounters in Part 2 occur in the order given. This is partly due to the changed his mind. When the messenger returned with word of Patrick's
Irish/Celtic idea of predestination which lies beneath much of that curse Fintan grew angry, and spoke of killing the priest. This act the
folklore. Faeries disallowed, whereupon Fintan took one of their number hostage
so as to have his way. Unfortunately for him, while all he knew had been
taught to him by the Faeries, they had not taught him everything that
Player's Background they knew. Fintan found himself locked within his tower, cursed to
remain there.
The DM should set this scenario in a fairly remote area of his or her
campaign, where most folk make a living by fishing or farming. Local Midday came and Patrick placed his curse upon the island. The island
folk-tales, especially about the 'little people' or 'Faeries' will be common sank beneath the waves which bothered no one, save Gwydd the druid
and a good way of spending an evening in good company with good who was still chained to the pillar, and Fintan who waited for somebody
drink. Sooner or later the characters will run into a local who knows the to release him from his tower. The villagers had joined the Faeries in
following tale, in part or in whole: their realm that very night.
When Patrick uttered his curse he could not have realised that the island
Listen now to the Tale of Tir Nan 0g, for this is not an old wives' would still be appearing above the waves centuries later. The wording of
tale, to scare the children at night. his curse was such that the island would reappear at times to give
repentant islanders a chance to leave. No-one has so far done so, being
For the better part of 300 years has this tale been told, for it was then perfectly content living with the Faeries.
that the island dwelt above the waves and was a sweet place of good
grazing and rich farms. My great grandfather's great grandfather
was but a babe-in-arms when all this began. The Appearance of the Isle
One evening in late summer, as the days grew warmer and the wheat Afew nights after the adventurers have arrived in the town, bells will be
ripened in the fields, a messenger from Tir Nan Og came to this very heard ringing beneath the waters of the bay. Sometime after they have
town. He had paddled his small boat across the channel to tell us heard the Tir Nan Og folk-tale the bells will be heard again. After another
that the little people had come into his village. The Faeries had four days the bells will be heard ringing a third time, this time much
offered the villagers the chance to live with them below the hills — closer to the shore.
and there was room for all in the Faerie Halls. Some began to leave
for Tir Nan 0g, to live with the Faeries. Then Father Patrick spoke, Towards noon on the following day the local fishermen will gather in
denouncing the Faeries and all their works as unholy. 'Unless those their nets and stand on the shore with a growing crowd of townsfolk.
villagers come to me in repentance and beg forgiveness' he said, 'the Shortly after noon a mist will be seen to gather offshore, and the island
island shall be cursed forevermore'. At this, the townsfolk turned of Tir Nan Og will rise from the sea. The town priest will then curse the
their backs on the messenger from Tir Nan Og. island in a symbolic, ritual manner, then the crowd will drift away—the
young gazing at the island a little longer than the old.
The next morning the townsfolk went down to the shore and
watched as Father Patrick pronounced his curse. No villagers dame
from Ti r Nan 0g, and at midday a mist blew in front the sea. When Additional Notes for the Dungeon Master
the mist passed the island had vanished.
1. In Irish folklore, Tir Nan Og means 'Country of Youth'.
It was more than fifty years before the island was seen again. Three
times bells rang beneath the waters of the bay, and then the island 2. Should anyone be at sea when the island rises there is a 2% chance
appeared out of the mists. The brave and the curious rowed across to that it will rise beneath them. In the event of the island rising beneath
Tir Nan Og — though none of the townsfolk would go, the older the adventurers the DM should determine at what point they come to
ones remembering the curse. Those that returned would speak of rest.
nothing amiss, those that didn't doubtless perished — for the mist
came quickly and the island vanished once more, taking all still 3. Since the villagers joined the Faeries and the island sank beneath
ashore and the boats in the harbour. Always the island has stayed for the waves Tir Nan Og has achieved a timeless quality, which persists
two days and nights, once for nearly three days, yet with the coming even when the island is above the water. Any time spent upon the
of the mist it has vanished as though it had never been. Now the island or near its coast passes far more slowly than it would upon the
island lies beneath the waves, a punishment for the doings of the mainland and consequently far more can be achieved in a single
islanders. 'day'. Treat every day spent upon the island as the equivalent of three
'normal' days. The effects of the air, scent and feel of Tir Nan Og will
I myself gazed upon Ti r Nan' Og when I was young. The boats still cause 50% of all lost hit points to be restored, until the wounded
lay in the bay, and the lighthouse still warned of the rocks before it. I character leaves the island. Adventurers should not be told of either
did not set foot upon it though, it is a place for them that's cursed. effect of the island until they specifically ask about them, in which
case they should be told that the sun is higher in the sky than it ought
to be, or that they feel unusually healthy.
Once the adventurers have been told the story of Tir Nan 0g, perhaps
interspersed with other tales of the 'Little People' the course of play can 4. The major rivers marked upon the map are deep enough to take a
proceed to The Appearance of the Isle. small boat. The adventurers will have no difficulty in buying a boat,
but no townspeople will be willing to rent a boat of any kind, in case it
isn't brought back. The DM should allow the adventurers to reach an
Dungeon Master's Background agreement whereby the seller will buy the boat back at the end of the
adventure — at a reduced price, of course.
Three hundred years ago the wizard Fintan discovered the existence of a
group of Faeries upon the island of Tir Nan Og. He saw in them a way of 5. If the adventurers have the means and explore beneath the waves,
obtaining eternal youth. they will find no trace of the island before it rises. Once it has risen
they will find no caves, underwater tunnels or other distinguishing
In the years before the island disappeared, Fintan visited the Faerie Folk features around its coastline.
hoping to learn the secret that he desired. Although he learnt much of
the other magic arts, the secret of eternal youth eluded him. At last the 6. Maps o f the island are available from the townsfolk. They are
now proud and powerful mage humbled himself and asked the Faeries if prepared from old maps of Tir Nan Og when the bells are first heard
he could live with them in their kingdom, where time did not exist. to ring in the hopes of selling them to adventurers. Being based on
copies of copies of maps of the island, they are none too accurate.
Having grown fond of the wizard, the Faeries agreed. They also invited The DM should prepare a sketch map of the island for the party,
the other inhabitants of the island — and any mainland dwellers who excluding the encounter keys and as much detail as seems fair.
26 I M A G I N E ntagazinef August 1984
TIR N A N OG
Tradition on the mainland maintains that the light still burns in the
lighthouse during the nights the island is above water a lure for the
unwary who seek the heathen Faeries. The blackened tower is reputed
to have been the home of the wizard Fintan.
A. The Beaches
There are two beaches upon which i t looks possible to land a boat
(marked A l and A2 on the map). The first beach is mostly red tinted
sand, and covered in low green plants with spidery tendrils. Despite
their sinister appearance they are harmless.
The second beach is silvery sand, and free of all plant life. On the
landward side of the beach f a c i n g inland — is a sign bearing the word
'DANGER' in common. There are pools of quicksand dotted around the
beach. The exact location of these pools varies with the state of the tides,
but there is a 30% chance of falling into one when crossing the sands.
The DM should modify this percentage if precautions are taken. The
sand has a tendency to shift, and even a route someone has just walked
on may open beneath the next person to pass over it, so the chance of
falling into a pool will never be less than 10%. Those falling in will sink in
1-4 melee rounds, and suffocate in a further 2-8 melee rounds. Once a
character has fallen in he or she will require aid to escape. Over the
years many people have ignored the sign. Their bodies occasionally
'float' to the surface of the sand, and up to four skeletal bodies may be
found, still with 10-120gp in personal possessions, jewellery and coins.
The sand becomes solid 100 feet from the high water mark.
Will o' the wisp: AC -8; MV 18"; HD 9; hp 42; #AT1 ; D 2-16; SD immune
B. The Rocks to spells except protection from evil, magic missile, maze; xp 1704;
AL CE; S S; MM.
Rocks covered in barnacles and seaweed form a natural breakwater at
the mouth of the bay, making it a sheltered anchorage, and it is upon
these rocks that the lighthouse stands. The most practical way of D. The Bay
reaching the lighthouse is by boat, and a set of steps from the lighthouse
down to the water are visible, although they are overgrown by algae and The calm waters of the bay appear to be a natural anchorage, spoilt only
seaweed. A very rough path, little more than an odd foothold carved into by the wreckage of three ships that shows above the water. There are no
the rocks, leads from the lighthouse along the rocks to the island proper. signs of life.
A casual search of the rocks will reveal three green urchins, who will The three wrecks may be entered at low tide, but their timbers are rotten
attack if disturbed in any way. Each contains a gem worth 40-400gp. and anyone moving about within them has a 10% chance of falling
through the woodwork deeper into the hulks, taking 1-6 points of
Three green urchins: AC 3; MV 9 " / / 1 8 " , HD 2+1; hp 13 each; #AT 2; damage. It is up to the DM to decide if there is any chance of drowning in
D 2-7/2-7; SA attacks as a light crossbow +2; xp 89 each; AL N; S S (3' these circumstances.
diameter); FF.
E. Fintan's Tower
C. The Lighthouse
The wizard's blackened tower stands upon a barren rock in the waters of
The lighthouse, made of whitened stone, stands some 60 feet high on the bay. An old, partially rotted (but still secure) wooden bridge connects
the highest of the rocks. From the lamp room at the top of the lighthouse the rock with the island. The tower itself is 20 feet square and 30 feet
a light can be seen glowing, though it is far more noticeable at night. high, and is made of ageing metal, streaked with the accumulations of
Despite the presence of the light the door at the base of the lighthouse, 300 years of neglect. The only windows are small arrow-slits t h r e e on
wood with an iron frame, is fused shut. The door can be broken down. each side of the tower. Anyone observing the tower may notice a figure
wandering from arrow-slit to arrow-slit. This is Fintan the wizard, and
Like the other human buildings on the island — with the exception of there is a 75% chance that he will notice characters outside his tower
Fintan's tower — the lighthouse was abandoned when the villagers and attempt to attract their attention by waving to them.
decided to live with the Faeries. However, the lighthouse gained a new
occupant when the island rose above the waters for the first time. A will If the party crosses the bridge to the tower they will notice the following
o' the wisp, who had lived in the saltmarsh, moved to the lighthouse i t verse burnt into a rock near the end of the bridge:
is a better place to use in order to lure victims to their deaths. The will o'
the wisp will attack if the lighthouse is entered. Leave this tower, turn to dust
Lest the huntsman's whitened axe
The lighthouse has three floors in addition to the lamp room. From the Has cut the silver chain in two
bottom (entrance) level these are: a well-stocked kitchen including food Upon the sunlit diamond rock,
and drink that is still edible; a bedroom/cabin with cupboards full of
clothes and a sea chest containing a pair of boots of water walking (the Fintan was trapped within his tower — actually a Daern's Instant
functional equivalent of a ring o f water walking; and a comfortably Fortress — by the Faeries before Tir Nan Og sank beneath the waves.
furnished study, containing a variety of half-drawn charts, navigational Once Fintan can address the party he will warn them against going near
aids and calligraphy instruments. the lighthouse, although he doesn't know the nature of the light.
27
I M A G I N E magazine, August 1984
TIR N A N OG
Fintan wishes only to be released from his tower, and will beg the party The two children may be found in the woods playing and collecting
for aid. He will not leave, because of the verse, and he will explain that firewood at G1 and/or G2 t h e adventurers' first knowledge of them
he was placed here by the Faeries because he tried to save the isle from will be the sound of cheerful singing some distance away. If approached
being damned — a truthful, but misleading, version of events. Fintan the children (aged 9 and 7) will be curious in a friendly way. They will be
knows little about the meaning of the verse, but he suspects that the quite happy to take any visitors 'to meet Mummy and Daddy (for tea!)'
chain is the one used to secure Gwydd the druid. He will not divulge who and will lead the way through the woods singing and skipping, stopping
chained the druid in the first place. He will offer the party all he has — to gather firewood. Any help to carry the firewood will be welcomed.
including the tower i f they lift the curse that binds him to this place.
The cottage is set in a small garden, with a field and grazing enclosure
While the Faeries' curse remains in effect it is impossible to enter the (in which is a herd of sheep) attached.
tower, or use its command word.
The cottage has four rooms. The kitchen, in which the adult female will
The chain referred to in the verse does indeed bind the druid (encounter be cooking dinner, is a simple room with a work bench and cooking
area l), whilst the axe and the diamond rock belong to a giant (encounter range. She will defend herself if attacked with one of the meat cleavers
area L) and a group of lava children (encounter area M). or other cooking utensil. The main living room contains a table and four
chairs against one wall, two larger chairs, two wooden stools and a
If the adventurers succeed in lifting the curse they will see Fintan leave chest of drawers — in one of its drawers is a longsword +1. Firewood
his tower with only the clothes he wears and head towards the Faerie and a woodcutter's white axe stand near the fireplace. One bedroom is
Hill (encounter area N), or they will return to the tower and find him used by the adults and contains a double bed and a cupboard for clothes.
gone, leaving the door ajar. The other bedroom is used by the children and has two single beds and a
pair of smaller cupboards.
Inside, the tower has only three rooms (one to each floor), and all are
very musty. Despite Fintan's promise to give the party all he has, there is The children's room has a small cage in one corner which contains four
little treasure —a result of Fintan studying Faerie magic. A search will white mice and a small bowl of cereals stands next to it. If the cage is
reveal potions of fire resistance, healing and levitation (one dose of opened and the mice allowed to get Out, then they will become 4 giant
each), six jewelled goblets (worth 50gp each, or 400gp as a set), a small white weremice, who will not attack anybody who fed them.
wooden box containing 103pp, a piece of parchment with the word
'Mandragora' written upon i t (the command word for this Daern's The room also contains a number of toys, among which are a number
Instant Fortress) and Fintan's spell books. In addition to those spells with magical properties. These have been made by the giant (see Area L)
which Fintan has memorised, the books also contain the spells detect in return for work carried out by the wolfweres since they were trapped
magic, read magic, write, detect evil, fools gold, water breathing, upon the island. These magic items are:
extension I and wizard eye.
* A rocking horse, which will carry a small person and move at up to
Fintan: AC 4, MV 12", Mu 7; hp 19; //AT 1; D dagger (1-4); SA spells — 12", providing the rider grasps both the reins. The maximum weight
burning hands, friends, sleep, unseen servant, forget, invisibility, the horse can carry is roughly equal to a dwarf in chainmail or a small
stinking cloud, lightning bolt, phantasmal force, polymorph self; human in leather.
xp 1015; AL ON; S M
* A playpen made of a wood-like material, roughly 4 feet square with
Fintan wears bracers of defence AC 4, and carries a dagger +1. 3-foot-high railings, with a gate in one side. Once shut, the gate can
only be opened from the inside by a strength of 19. Anyone of lesser
strength placed inside t h e playpen w i l l b e restrained — t h e
F. The Marsh equivalent of a hold person spell a n d be unable to leave the pen.
As a safety precaution ( t o prevent children being trapped i f
Once the home of the will o' the wisp, the marsh's only inhabitant is a something happens to their parents)the gate opens of its own accord
water weird, who will attempt to pull to their death anyone getting too after 24 hours. It can also be opened by a dispel magic spell.
close. Once pulled into the water, the natural suction of the marsh will
act to pull anyone under within 3-5 melee rounds. A total strength of 22 * A cloth book with simple words in large print underneath coloured
is required to pull a victim free (using a rope or similar). pictures — a man, a goblin, a centaur — one picture to a page. The
book is so simple that anyone trying to read it will lose 1 point of
Water weird: AC 4; MV 12"; HD3+3, hp 12; AT 0; D nil, SA drowning; Intelligence permanently, but gain 500xp.
SD limited damage from edged weapons and fire-based spells, slowed
by cold spells, disrupted if brought to 0 hp, killed by purify water; xp 418; * A dummy which cannot be taken out of the mouth once put in unless
AL CE; S L; MM. a command phrase ('speak, child') is spoken. The dummy inhibits all
speech, and may (50%) cause torpor in its victim.
* A rattle consisting of three red balls in a white frame. The red balls
can be removed and hurled up to 7", bursting at the end of their
trajectory into a 3 dice magical fireball (cf necklace of fireballs). If
the rattle is banged hard against a solid surface, a saving throw vs
crushing blow must be made for each ball (treat as the equivalent of
soft metal), failure indicating that the ball has burst into flame.
The wolfweres will sell their (ordinary) axe i f asked, and know the
location o f the skeleton, black pillar and silver chain (area I). The
wolfweres also know that the giant possesses a white axe, but they
would much sooner sell their axe to the adventurers.
The adult male will be willing to lead the way to the skeleton and pillar if
one of the party remains at the cottage. He will go no further than the
ford (area H). The wolfweres will not go with the adventurers as a group
'because of the childrens• bedtime'.
If overtly threatened or attacked, the wolfweres can call upon the pack of
G. The Woodsman's Cottage twelve wolves that came with them to the island. These now live at G3,
and will arrive 5-8 melee rounds after being called.
During Tir Nan Og's last appearance above the water a pair of wolfweres
and their attendant wolf pack swam to the isle in search of food, only to 2 adult wolfweres: AC 3; MV 15"; HD 5+1, hp 28, 21; #AT1 or 2; D 2-12
be trapped when it sank beneath the waves once more. With no way of plus possible weapon; SA Singing causes lethargy; SD cold-wrought
leaving the isle the wolfweres took up residence in an abandoned iron or +1 weapons to hit; MR 10%; AL CE; S M; xp 718, 676; MM2.
cottage — previously the home of the village woodcutter and his wife.
There are now four wolfweres, a son and a daughter having been born 2 wolfwere children: AC 3; MV 15"; HD 2+2, hp 11, 7; #AT 1; D 2-8; SA
during the years on the isle. They live in the cottage as a human Singing causes lethargy, SD cold-wrought iron or +1 weapons to hit;
woodsman/farmer and his family. MR 10%; AL CE, S S; xp 193, 181.
28 I M A G I N E magazine, August 1984
4 weremice: AC 6; HD 2; hp 7 each; #AT 1; D 1-4; SA Bite may cause The black circle was created by Fintan — this is the spot where he
lycanthropy; SD Needs silver or magical weapons to hit; AL N; S S; xp 79 chained Gwydd the druid. As a further cruelty, Fintan caused the area
each; Special monster — cf other lycanthropes MM, FF, MM2. within the bounds of the pillars to be deadly to all plant life, knowing that
this would hurt Gwydd immensely. Should any member of the party
12 wolves: AC 7; MV 18"; HD 2+2; hp 10 each; #AT 1; D 2-5; AL N; S S; speak with plants then the nature of the circle and the details of how the
xp 65 each; MM. druid was imprisoned by a robed figure will be discovered.
Any magic user who goes within 10 feet of the edge of the circle must
H. The Ford and the Lake make a saving throw vs Spells or succumb to the hatred of the dead
druid. A magic user who fails the saving throw will cease whatever he or
At this point the stream is blocked by a dam of green weed reinforced she was doing, and walk slowly into the circle towards the skeleton
with fallen logs, thus forming a ford on the downstream side of the dam chained to the central pillar.
and a small lake upstream. The lake is some 18 feet deep at its deepest
point. The water falls fairly slowly over the top of the dam and at the ford Anybody entering the blackened circle will cause the four black outer
is about 8 inches deep. The waters then gradually reform into a river pillars to reveal their true nature as four caryatid columns. These
once more. On the other side of the river (no matter which direction the entities will subsequently attack anyone within the circle. They will
party approach from) a young horse is grazing. return to their former positions and resume the shape of black pillars
should the person who caused them to become active die or depart from
The horse is actually an aughisky (agh-iski), a dangerous water fairy the circle.
which haunts rivers and streams. I t w i l l allow any unsuspecting
character to mount, and while it is being ridden inland it is quite safe. The skeleton is bound to the pillar by a silver chain (value - 400gp) and
However, the slightest smell or sight of seawater will send the aughisky wears a wooden crown (worthless) and a pendant in the shape of a small
dashing into water where it will throw off its rider and tear him or her to gold sickle (value 150gp)around its neck. Hanging from the pillar above
pieces. the skeleton is a sheet of corroded lead, on which the words 'Annoy me
no more, Druid...' can still be made out. The skeleton will writhe within
1 aughisky: AC 3; MV 18"; HD 6+4; hp 32; #AT 1; D 4-16; SA Drowning; its bonds as though trying to escape whenever anyone comes within 5
SD Limited immunity to weapons and spells; xp 906; AL CE; S L; New feet of it.
monster - see Part 3.
Should anyone touch the skeleton, i t will crumble to dust with an
audible sigh t h e wooden crown and golden pendant will fall to the
I. The Black Pillars ground. In the skeleton's place will stand a rotting corpse a revenant
which will stride from the circle in a purposeful manner towards the
This forest clearing i s about 180 feet in diameter. Its centre is a Fintan's tower (area E). It will attack anybody who tries to prevent it
blackened and lifeless circle, some 120 feet in diameter, ringed with going in search of Fintan.
yellowed and dying vegetation. If the perimeter is searched the path
from the ford will be found to continue on the far side. This path leads to 4 caryatid columns: AC 5; MV 6"; HD attacks as a 5HD monster; hp 22
what was the druid's residence (area J). each; #AT 1; D 2-8; SD weapons that hit may snap; MR +4 on all saving
throws; xp 280 each; AL N; S M; FF.
Within the black circle stand five black 9-foot-high stone pillars. Four
stand at the cardinal points of the compass on the edge of the blackened 1 revenant: AC 10; MV 9"; HD 8; hp 31; #AT 1; D 2-16; SA Paralyzation;
circle, the fifth is in the centre of the clearing — and a skeleton is SD cannot be turned, immune to damage from weapons, regeneration,
chained to it with silver bonds. spell immunity as other undead; xp 1585; AL N; S M; FF.
1MAQINE magadne, August 1984
29
TIR N A N OG
J. The Druid's Residence 1. The entrance is a long hall, hung with a variety of animal pelts and
other hunting trophies. Above each of the four doors that lead from the
This small stone building has only two rooms and stands next to Gwydd hall is a stuffed head — a bear, a wolf, an stag and a badger. The various
the druid's herb garden and a grove of trees. Both rooms a study and a pelts (there are 17 in all) are worth 20-40gp.
bedroom — are simply furnished, as Gwydd spent much of his time
outside and ate only what he could find in the woods around. However, a 2. This is a comfortably furnished bedroom with a large four poster bed,
search will reveal a scimitar +2 hanging in a scabbard on the study wall. two chairs, a bench, a wardrobe and a large number of sheepskin rugs
(27 in total, worth 1-6gp each).
The druid's remaining treasure was hidden in the grove, beneath the
roots of an apple tree and guarded by a birch tree spirit that Gwydd had The bench is an illusion which hides the fact that it is actually a locked
bound t o his service. Hidden beneath the apple tree are a (rather stone coffer. The lock has a poison needle in it, which will be activated by
mildewed) wooden helm of underwater action, a golden sickle (worth a failed attempt to pick the lock. Inside are seven leather bags which are
250gp), a leather bag containing a small diamond (250gp), 3 rubies (300 themselves trapped. A wire is held in place by the bags, and if it is
gp each) and a pair of uncut emeralds (worth 200gp to a jeweller) and a released a blade will scythe across the top of the coffer. This will sever
small iron chest (without a lock) containing a mixture of copper, silver any limb within the coffer, unless the affected character rolls his or her
and gold coins worth 153gp. Dexterity or less on a d20. Each of the bags holds 250gp in mixed coins.
The herb garden is somewhat overgrown, but a druid will be able to find 3. This is a kitchen — bones and other evidence of the wolfhounds can
material components for the casting of most spells. Behind the garden is be seen scattered about the floor. One side of a large sheep roasts over
Gwydd's sacred pool, a supernaturally tranquil spot. Anyone failing a an open fire in the kitchen's centre.
saving throw vs Death Magic will not voluntarily leave the area of the
pool, even to the point of remaining in the face of starvation. A saving 4. This study/workroom is nearly filled by a workbench, a reading table,
throw against the tranquility of the spot should be made each hour. a large armchair. The walls are lined with bookshelves. Faidrag's tools
— chisels, saws, paintbrushes etc a r e scattered across the benchtop.
1 birch tree spirit: AC 1 o r 7; MV 3"; HD 5+1; hp 27; # AT 1; D 1; The bookshelves contain some 200 books on a wide variety of subjects,
SA Insanity; SD Spell and weapon immunity; xp 627; AL N(E); S M; New including carpentry, hunting, mythology and heraldry. Each book is
monster - see Part 3. about the size of a magic user's spell book, and worth 5-20gp to a sage.
5. The main chamber is long with a high, oak-beamed ceiling. A log fire
K. The Village burns in a central hearth, flanked by tables and benches. At one end
stands a high table and two chairs. The walls are hung with animal pelts.
On the eastern end of the island is a spotlessly clean village of thirty
buildings. When examined, all the buildings appear to be still occupied, Behind a particularly fine bear pelt (worth 150gp) is a suit of platemail
although they are not. The villagers abandoned their houses with great +1 (giant sized). The peg upon which the bearskin hangs is trapped. If the
speed, taking only what they could carry, and as a consequence the weight of the bearskin is taken from the peg, 5 spikes (treat as crossbow
village looks much as it did before they left to live with the faeries. On bolts fired by a 2nd level fighter) will be released from the opposite wall.
average some 30gp worth of small valuables and coins can be found in
each of the houses. Faidrag, the hill giant: AC 4; MV 12"; HD 8+1; hp 39; #AT 1; D 2-16 or by
weapon; SA Faidrag will not hurl rocks; SD innate abilityto cast enchant
There are two noteworthy buildings in the village. One is the village inn, an item on small objects; xp 1668; AL CE(N); S L; MM - non-standard
'The Grey Partridge Inn', which is still well stocked with ales and wines. example of monster.
The other is an oblong temple in the centre of the village.
4 wolf hounds: AC 6; MV 12"; HD 2+2; hp 13 each; #AT 1; D 2-8; SD
The temple is closed and locked (normal percentage chance of success Totally loyal, immune to charm etc; xp 89 each; AL N; S S; MM - cf dog,
for a thief to pick the lock), and there are no markings on the door to war.
indicate to which deity it is dedicated. Examination of any of the stained
glass will reveal that a partridge is prominent upon each window. Inside
the temple contains benches and a small altar behind which is an M. The Northern Mountains
alabaster statue of a partridge (a bird considered holy by the islanders).
Should anyone damage or desecrate the temple this statue will begin to The few mountains on the island a t the northernmost end a r e of a
grow (up to a maximum of 7 feet tall). If the desecration continues the reddish, crystalline stone and pitted with caves. A permanent misty haze
statue will change into a giant partridge and attack the offenders, hangs above them. Rising to a height of 300 feet, they present no
reverting back to its statue-state once the offenders are dealt with. The hazards for careful climbers, although any attempt to climb would have
statue is similar to a figurine o f wondrous power, but it cannot be to be started from a boat (throw Dexterity or less on d20 to avoid falling
removed from the temple in its statue form (moving the statue counts as into the sea). Approaching from landward requires hard walking which
an act of desecration), and if it is forced to leave the temple in partridge gradually turns into a steep scramble, but this offers no real difficulty.
form it will crumble to alabaster dust.
Investigation of the caves will reveal that a current of warm air rises
1 giant partridge: AC 7; MV 3"/24"; HD 4; hp 20; #AT 3; D 1 - 3 / 1 - 3 / from one of them. Further investigation will reveal a tunnel which
2-8; 140xp; AL N; S M. descends to a roughly oblong cavern, some 17 feet high, 80 feet wide
and 230 feet long. The floor is a layer of molten lava roughly 5 feet deep.
Towards the back of the cavern a golden pillar stands in the lava and
L. The Giant's Mansion reaches to within 2 feet of the cavern roof. The pillar 15 feet high (its
base cannot be seen beneath the lava), and worth 4500gp. Mounted at
In the north-west corner of the island, hidden among the hills, dwells the top of the pillar is a large diamond (value - 4000gp).
Faidrag, a hill giant. He was once renowned for the boastful challenges
and his partiality to roast Iamb. The giant will come out of his mansion to The pillar and its diamond are the property of a group of 8 lava children
greet any visitors and will issue a challenge to single combat to any who believe them to be sacred. They also believe that should the
fighters — to the drawing o f first blood only. Should the offer be diamond be removed from its mount for more than an hour, their home
accepted, he will prepare a meal for the party prior to the fight. In — a volcano —will explode. Consequently, they will not let anybody take
combat, Faidrag uses an axe +3 (the equivalent of a two-handed for it away — and will explain why. If paid, fooled or persuaded, they will
man-sized creatures) made of bone, bleached white in the sun. This is
the huntsman's axe that the party require to free Fintan. temporarily remove the diamond from the pillar and let the party use it
If the challenge is refused, Faidrag will taunt the party. If attacked he will If the diamond is not replaced within the hour, the lava childrens' belief
blow a whistle which hangs a t h i s neck and summon h i s four will be proved true. The mountain will explode, and the island will sink
wolfhounds. He will then retreat into his mansion because he prefers back beneath the waves. (See The Sinking of the Isle).
his battles to be single combat.
7 lava children: AC M V 9"; HD 4; hp 17 each; #AT 3; D 1-6/1-6/2-12;
He doesn't know where the villagers are, but he is quite happy because SD 'immune' to metal; xp 218 each; AL N; S M; FF.
the supply of mutton has been plentiful since their departure.
1 lava child (magic user): AC 4; MV 9"; HD 5; hp 22 each; # AT 3; D
The giant's mansion has five rooms: 1-6/1-6/2-12; SA spells; SD 'immune' to metal; xp 315; AL N; S M; FF.
30 I M A G I N E 'magazine, August 1984
T I R N A N OG
N. The Faerie Hill Part 3 - New monsters
The Faeries of Tir Nan Og dwell in halls beneath one of the island's hills. All the monsters given below are unofficial.
If the adventurers manage to lift the curse placed upon Fintan by the
faeries a n d the revenant does not manage to kill him — they may see
him leave his tower and make towards the faerie hill. AUG H !SKY (Water-horse)
Although the entrance to the faerie halls only becomes generally visible FREQUENCY: V e r y rare
by moonlight, it may be found by walking round the base of the hill 13 NO. APPEARING: 1 or 2
times in an anti-clockwise direction. It will then appear as a stone ARMOUR CLASS: 3
doorway let into the southern side of the hill. Fintan will, given the MOVE: 1 8 "
opportunity, walk—almost jog — around the hill, and then go into the HIT DICE: 6 + 4
faerie halls. If the revenant has not already caught him, it will do the % IN LAIR: N i l
same. Should the adventurers not see the method o f finding t h e TREASURE TYPE: N i l
entrance, a ranger will have no trouble in following the tracks as they NO. OF ATTACKS: /
circle the hill. DAMAGE/ATTACK: 4 - 1 6
SPECIAL ATTACKS: D r o w n i n g
Anyone standing o n t h e hill w i l l be able t o hear faint sounds o f SPECIAL DEFENCES: S e e below
merriment from below — actually listening at ground level will make the MAGIC RESISTANCE: S t a n d a r d
sounds louder, but no clearer. INTELLIGENCE: V e r y
ALIGNMENT: C h a o t i c evil (neutral evil)
The entrance to the faerie halls will appear when night falls — and SIZE: L
warm, inviting lights will be seen behind the door. The sounds of revelry PSIONIC ABILITY: N i l
will be much clearer. Should the adventurers attempt to enter the halls, Attack/Defence Modes: N i l / n i l
they will be made welcome — as mainlanders who have finally accepted LEVEL/XP VALUE: V I / 6 5 0 + 8 per hit point
the faeries original invitation.
Any adventurers who accept this offer are effectively trapped within the
faerie halls. Time does not run concurrently beneath the hill, and any
time spent there is the equivalent of 100-300 years. Any character who
leaves the faeries has this time added to his current age. As a result, the
DM may care to warn the players of possible drawbacks to taking up the
faeries' offer. Providing the halls are never left, all will be well, and the
character's may continue to live normally — endlessly enjoying the
hospitality of the faerie folk.
If the adventurers are foolish enough to attack the faeries, they will be
fought by the entire population beneath the hill — including Fintan
(should he still be alive) and the 200 or so villagers (see DMG p88,
Typical Inhabitants).
After spending l d l 2+36 hours above the waves, Tir Nan Og will once When first encountered, the aughisky appears almost eager to be
more vanish into the depths. ridden, and if anyone is brave — or foolhardy — enough to climb on its
back, it makes a spendid mount, but it must never be allowed sight,
Before it does so, however, the mist will begin to gather, firstly at the sound or smell of the sea.
water's edge and then spread inland. The mist will take but two turns to
cover the whole island — and once i t is covered it will sink. Once Should it catch sight of, smell or hear the sea, it will immediately rush
beneath the waves it will vanish totally — searching the bottom of the into the water, taking its rider with it. Once in the sea, it will throw off its
bay will not reveal its location. rider and attack in an effort to devour him or her. Anyone who is carried
into the sea by the aughiski will drown in 3 melee rounds unless they
Anyone caught on the island will be dragged down as it sinks. They will can reach the surface (swimming or treading water precludes any form
drown in 3 melee rounds unless they have some form of escape from the of attack if armour is worn).
ocean's effects (eg a helm o f underwater action, a ring of water
walking etc) or they have taken refuge in one of the island's buildings or Like many faeries, the aughiski is vulnerable only to cold iron — silver
with the faeries. If the adventurers choose to enter one of the buildings, and magical weapons done damage whatsoever. It is also immune to all
they will automatically fall into temporal stasis (as the spell) until the Tir mind-influencing and water-based spells, and cold-based attacks do
Nan Og again appears above the waves — after 2d10 + 30 years. only half damage. Fire-based attacks cause full damage.
Those who have taken refuge with the faeries will not suffer any ill- Each Uisge and Cabyll-ushtey: The each uisge (same pronunciation)
effects when the island sinks. They will, of course, be trapped beneath and cabyll-ushtey are, respectively, the Highland and Manx versions of
the faerie hill. the same creature. They differ only in their ferocity, as they will not wait
to see, hear or smell the sea before carrying victims into the depths and
attacking them. The Manx cabyll-ushtey is also rumoured to attack
CREDITS domestic livestock that wander near the shore.
Design: C h r i s Barlow
Development: M i k e Brunton The each uisge • has the ability to appear in human guise, which i t
Art: M a r k O'Dell occasionally does in order to 'spy out the land' before selecting a likely
Cartography: P a u l Ruiz victim to approach in horse-form.
Faeries, also called the Little People or Wee Folk, are a widely divergent
group of creatures. Those described here are really 'generic' faeries,
having some — but not all — of the abilities that these creatures are
capable of displaying.
All Faeries are natural magicians a t least the equivalent of 3rd level
magic users or illusionists (these faeries have but 1 Hit Die). However,
they are also natural pranksters and teases. As a result, they will rarely
use 1st level magic-user or illusionist spells, preferring instead to
torment their victims with Cantrips (see IMAGINETy magazines 8 & 9).
' They are invulnerable to all mind-influencing spells, and magical and
silver weapons do but 1 point of damage when they hit. Iron weapons
cause normal damage. Due to their sorcerous nature, faeries cannot
stand the sight of clerics of good alignment, and will avoid contact with
such people, even to the extent of fleeing.
-
Faeries are an extremely proud folk, and will remember any slur or harm
done to them a n d punish/torment those they consider guilty, even to
death. However, they are not totally evil, merely fickle — and if need be,
vengeful — to those they encounter. But they are also be generous to
If turned, it will return to the object/tree to which it is bound. It is then those who aid them. Any gifts or rewards they give will often be two
much more vulnerable to attack. Its Armour Class drops to 7, and it may edged i t e m s which bring good fortune to the possessor providing that
be struck by any type of weapon. Fire-based attacks do double damage, certain conditions are never violated, in which case the good fortune is
and a warp wood spell will cause 1 d4 points of damage per level of the replaced by bad fortune of equal magnitude.
caster. It remains immune to the effects of all other spells.
Finally, faeries seem to be able to manipulate time. Visitors to faerie
Birch tree spirits are bound into the service of druids or magic users halls and dwellings do not age while they are there, and years may pass
specialising in plantcraft by either a hold plant or charm plant spell. It in the outside world. However, once a mortal leaves a faerie hall, the full
will never have any treasure of its own, only what it has been given to burden of the years that have been spent 'outside' time is imposed —
watch over. Because they are always guardians, they are never typically a period of 20-200 years, often killing the person in the process
encountered as wandering monsters. — death by simple old age.
32 I M A G I N E magazine, August 1984
for the world's widest range of Wargames, Role Playing
Games, Gaming Miniatures and Gaming Accessories where
friendly, knowledgeable staff provide an excellent
personal service.
VIRGINGAMESCENTRE,22OXFORDSEILONDON WI.
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 y o u r e p l y t o a d v e r t i s e m e n t s 33
Games FOR WAR, FANTASY
AND
SCIENCE-FICTION GAMING
MAIL ORDER TRADE
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Liverpool Ll 6ER. Leeds 2. Liverpool L18 Liverpool Ll 6DG. Liverpool Ll 6DG
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400#1100"04
murky w a t e r s , t h e s o l u t i o n t o t h e f i n a l p a r t t a k e s u s i n t o
obscurity o n l y equalled b y m y f o r m e r M a n c h e s t e r landlady,
mistress of the multiple negative ( A r e n ' t you not coming down
1•444041444
oilowsitvtim
for no breakfast' isn't easy to cope with at 6.30 in the morning).
The only clue is that one 'solution' has already been provided.
The 'question' at the top is
101(0
R I irk.
or, as we found
last time, A is true (this will make more sense if you have part 2's
answers in front of you). The second line gives us the numeral 2
on the left and the answer n o t n o t A is true on the right. N o w
vettPll' ist***
*0v#00
$0,0*
not n o t is redundant, by rule 2, so the 'answer' is the same as
the 'question'. In other words, the test is to express A is true in
different ways by using the rule specified at the left of each line.
and t h i s one w i n s the coconut using rule 3. The brackets are 01 answers in the hope t h a t they w o u l d understand w h a t was
g o i n g on m a y have been finally d r i v e n to dispair by the a n s w e r
to Q u e s t i o n 5. I t s h o u l d read '(A I M P L I E S B) IS E Q U I VA L E N T
needed h e r e a n y w a y t o distinguish b e t w e e n A i s t r u e and a
statement involving A is true. a TO ( N O T A I M P L I E S N O T B ) ' . T h e m i d d l e ' n o t ' w a s
superfluous.
And how better for a prospective editor to check out golfing game. Evidence that the postal games poll run through
the opposition than by sending off for a selection from Mention of SEWARS leads me to the latest issue, Mad Policy is nearly on us comes through loud and
the following: #19. The majority of the content is made up of reviews clear amongst the postal games fanzines, as they try •
and a scenario for the AD&D game. Also, there is the to pull in last minute voters. Issues are bigger, there is
Tempestuous Orifice 5 seems to have settled its Archer 'rejected by IMAGINE and White Dwarf more chat, and the editors are actually trying to be
problems, and is out on time for a change. The quality magazines' — in which case, one wonders, why did nice about their subscribers! I can't guess who will
is still high, with informative, chatty articles and good they bother to print it? have won the poll, but Greatest Hits 116 should
scenarios. It is probably the best frp fanzine around, lmazine 6 couldn't be further away from this, with make as good a showing as ever. This issue has chat,
but TO does seem to be aiming a little above itself with a superbly humourous parody of this very magazine. letters on games, computers, music and horse racing,
a statement about how they intend to influence the It carries lots of letters and sensible discussion of frp and even rules for some new games.
next generation of 'zines. Pretensions above their games as well. The 'zine continues to improve with Psychopath 14 deserves to do well too. Mike Dean
means? — only time will tell. each change of name — oh, hadn't you realised that is putting a lot into the 'zine, which now offers a wide •
One magazine which might give them some this i s the latest incarnation o f Paul Mason's variety of games as well as columns on SF, comics
competition is the rapidly improving Demon's Drawl Rolegaming? Despite the fact that Paul claims that he and the international hobby. Simon Billeness seems to
6. It still carries a lot of 'hardware' in the form of is ignored by the readership of IMAGINE magazine, have alienated a lot of people in the postal gaming •
monsters, magic items and scenarios for the AD&D® this magazine should continue to do well. fraternity with his anti-games stance, but Inflam-
game, but it mixes this with useful articles as well. Before going on to investigate the pile of postal matory Material 4 still has plenty of reading matter
Value for money. games fanzines, let's take a quick look at Fantasy on music (Billy Bragg), 'zines, drugs problems, etc.
Perhaps Conflict of Chaos will improve as much Advertiser 85. This is the latest issue of this excellent Cut 8E Thrust 25 remains one of the best places to
— at the moment it is thin on content. They sent us publication, o f interest to anyone even slightly play a game of En Garde! as well as somewhere to
issues 2 , 3 and 4 , and they show a gradual interested in comics. It also covers fantasy media, SF read well-constructed and detailed game reviews. Its
improvement, but this 'zine still has a long way to go books and role-playing in various columns. Note that namesake — Cut & Thrust, The South Dorset
before i t even reaches the level of the likes of Martin Lock's Harrier Comics label is also to be used Military Society Newsletter, Convention Issue (try
SEWARS. Still, there are interesting ideas, like the to publish British comic works. Look out for it. saying that in one breath) looks a good investment for
36 I M A G I N E mAgEt-thle, Au9ust 1984
they are susceptible, such as after a night cost for each sheet doesn't decrease as ion standards for the same money; w h i l e
at the pub, or after an intensive 16-hour you p r i n t m o r e c o p i e s — u n l i k e l i t h o this v i e w p o i n t is clearly ridiculous (pro-
gaming session. On the other hand, it is printing. Q u a l i t y varies h e a v i l y f r o m zines have a circulation of 20k plus, while
probably not a good idea to accept articles machine to machine. If you have access the largest fanzine sells j u s t 700) it is a
actually written under these conditions! to cheap or even free photocopying then point w o r t h bearing i n m i n d , w h e n you
Another avenue is to place an advert in this is an excellent way of keeping down come t o p r i n t y o u r z i n e a n d s e l l i t —
leading fanzines and prozines advertising the cost of the zine. Good quality photo- lithoed zines sell better.
your i n t e n t i o n o f starting a fanzine and copying c a n a p p r o a c h t h e s t a n d a r d o f When you are calculating w h e t h e r o r
asking for contributions for it. litho, a n d s e v e r a l z i n e s t h a t a p p e a r not y o u c a n a f f o r d t o p r i n t a f a n z i n e ,
While gathering material for this wond- litho'ed may in fact be photocopied, you remember to include n o t only the initial
rous f i r s t issue, you should decide on a can't always be sure. print-run costs but postage and the costs
production method and the initial cost of of paper, typewriter ribbons, black coffee,
producing the zine. There is little point in Stencil: T h i s i s probably t h e cheapest the launch party, reviewers' bribes, etc. It
coming up w i t h the best first issue since method o f production. The zine is typed is also a good idea to decide on a probable
D r a g o n L o r d s 1 (not difficult actually) and out on w a x stencils and final copies are cover price at t h i s time. The usual price
then not being able to print it!! run o f f f r o m t h o s e s t e n c i l s . I t i s a l s o for a n A 5 , 2 8 - 4 0 page fanzine i s 6 0 p a
possible to prepare masters in the same copy at the moment. Fairly obviously, it is
way as litho or photocopy w i t h artwork, a good idea to price your zine favourably
Getting it printed etc, a n d t h e n h a v e these transferred t o w i t h t h e others around, b u t be sensible
There are several options open to you for stencils b y Electrostencilling. H o w e v e r, and m a k e s u r e t h a t y o u d o n ' t l o s e t o o
printing, w i t h a w i d e r a n g e o f suitable this process is expensive and can add a much or you w i l l n o t be able to print the
methods of reproduction: significant amount to the cost of the zine. next issue!
The quality of reproduction w i t h stencils Having d e c i d e d o n t h e m e t h o d o f
Lithographic: K n o w n a s litho t o those tends t o v a r y e n o r m o u s l y, t w o obvious printing and t h e f o r m a t o f the zine, i t is
of us in the know, it is the most expensive zines t o c o m p a r e a r e S E W A R S a n d time to visit your local printers. It is very
of these methods and unless you can find Acolyte. T h e production quality o f important to try as many different printers
a cheap and sympathetic printer, you may SEWARS s u ff e r s v e r y b a d l y f r o m p o o r as y o u c a n f i n d , b e c a u s e q u o t e s v a r y
find i t is o u t o f t h e range o f your initial duplication and low quality photocopying; enormously from one printer to the next.
budget. T h e masters are typed up, w i t h on t h e o t h e r h a n d , P e t e Ta m l y n p r i n t s For instance, a 24 page A5 litho zine with
the a r t w o r k laid out, a n d Letraset titles, Acolyte h i m s e l f , a n d h e s h o w s t h a t a a p r i n t r u n o f 2 0 0 can vary from f 60 to
etc a d d e d . T h e z i n e i s t h e n p r o d u c e d stencilled zine can be as well laid out and 1 2 0 0 ! W h e n you a r e going t o a p r i n t e r,
straight f r o m t h e m a s t e r s b y a p h o t o - presented as any other format. take a fanzine with you to show them the
graphic process. It is possible to have the type of product you are trying to produce
printing r e d u c e d f r o m A 4 t o A 5 ( t h e The m e t h o d o f p r i n t i n g t h a t y o u f i n a l l y — printers tend t o g e t anxious a n d
traditional f o r m a t o f a n A 5 booklet) o r decide u p o n w i l l l a r g e l y d e p e n d o n confused w h e n y o u m e n t i o n t h i n g s like
from A3 to A4 (much more professional in personal choice and the budget that you D&D a n d r o l e - p l a y i n g t o t h e m — s o
appearance, but also far more expensive). have available. Yo u s h o u l d n o t e , h o w - something concrete settles t h e i r nerves
The reduction reduces paper costs, a n d ever, t h a t a l o t o f fans dislike stencilled (no, I d o n ' t m e a n a b r i c k t o t h e head,
looks far neater than unreduced type. zines because they tend to look cheap and either!). A l s o , a s k f o r examples o f t h e i r
An A5 booklet printed by cheapish litho tatty. This attitude stems from the flashy printing, so that you can judge w h a t kind
is t h e u s u a l f o r m a t f o r ERR fanzines by packaging a n d g l o s s t h a t a b o u n d s i n of quality they produce.
some u n w r i t t e n convention. S o m e have professional magazines and games. They When you have chosen your production
card covers, a c o l o u r e d p a p e r c o v e r o r expect fanzines to have the same product- method, find o u t form the printer h o w to
glossy pages (as with W y r m ' s Claw), but prepare the masters and any hidden c o t s
they all have a fairly similar standard o f involved (photographs, for instance, have
print. to be screened and t h a t is an additional
expense). W h e n t h e z i n e h a s b e e n p u t
Photocopying: W h i l e this can b e ex- together a n d y o u a r e w i l l i n g t o l e t t h e
tremely cheap for a low print-run of, say, thing o u t on the streets w i t h your name
50 copies, its disadvantage is that the unit and address included, then get it printed.
GAME COMPANY
Clubs Events
On this pa9e we will advertise your club, Organisers of rote-playing events should take care to infoi ntUS ot
Or appeatfor other 9amers to found a least TWO MONTHS In advance, for free publicity in these pages*
new club inyour area, free of charge. Write to IMAGINE magazine, The Mill, Rathmore Rd,
Cambridge.
A request to begin with. David White, 13
Exford Close, Coronation Estate, Weston- Most o f you reading t h i s w i l l h a v e j u s t There is a great opportunity for everyone
Super-Mare, A v o n i s looking f o r f e l l o w missed D r a g o n m e e t (Saturday July 28th, to g e t c o n f u s e d i n t h e a u t u m n , a s t w o
garners in the We s t o n - S u p e r - M a r e area. Central H a l l , WESTMINSTER. E n t r a n c e conventions adopt the title M i d c o n . The
He i s 1 9 , a n d i s i n t e r e s t e d i n A D & D , E L K ) , so how can you console yourself? Diplomacy-based c o n h a s h a d publicity
Traveller and other games. through t h e s e p a g e s before. T h e n e w
Oxcon ( A u g 2 4 - 2 7 ) d r a w s v e r y c l o s e arrival i s M i d c o n ' 8 4 , a S t a r T r e k
Likewise, E o i n H a u g h e y, 4 3 M o n b r i e k now, b u t the next event w e have details Convention. The Guests of Honour at the
Walk, Taghnaven L u r g a n , Craigavon, Co for is M y t h c o n . G u e s t of Honour at t h e Leicester I n t e r n a t i o n a l H o t e l o v e r t h e
Armagh B T 6 6 8PP i s looking f o r novice Humberside College of Higher Education, weekend O c t o b e r 1 2 t h - 1 4 t h a r e t o b e
players in the Lorgan area. He says he'll Hull, S e p t e m b e r 7 t h - 9 t h w i l l b e A n n e George ( L t S u l u ) Ta k e i a n d B r u c e ( L t
play a n y t h i n g — Runequest, Tr a v e l l e r, McCaffrey. Mythcon is small and friendly, Kevin Riley) Hyde. Money is to be donated
AD&D.... even that Bunny game! the i d e a l f i r s t c o n v e n t i o n f o r a s p i r i n g to t h e D o w n s Children Association, and
fans, particularly ones from t'North. Also there w i l l b e competitions, f a n c y dress
The Castle Fantasy & Wargames Society there, Brian Froud, best known for D a r k and a carnival. C o n t a c t Te r r y Elson, 8
have produced a f l y e r t o proclaim t h e i r Crystal. Contact Penny Hill, 5 3 Glencoe Ennerdale Close, O a d b y, Leicester L E 2
emergence f r o m a previous incarnation St, Hull, N Humberside HU3 6HR. 4TN.
as the Banbury games club. They sound
quite a wierd bunch, but do turn up at the The South East London Wargames Group Lastly, t h e r e ' s C o n q u e s t , a n SF Con a t
Elephant & Castle, B a n b u r y if you have a hold t h e i r a n n u a l O p e n D a y, S u n d a y, the Ingram Hotel, Glasgow over the same
strong n e r v e . T h e y m e e t e v e r y o t h e r September 2 3 r d , a t t h e G r e e n w i c h weekend. Films, art room, dealers room,
Monday (from June 11 th) at 7prn. You can Borough H a l l , L o n d o n S E 1 0 . Wa r g a m e writing competition, a n d Guests We n d y
make sure that you have the right time by demonstrations, and modelling competi- and Richard Pini. Membership Secretary
ringing 'Troll' (AndyJohnson) on Banbury tions. F u r t h e r d e t a i l s f r o m G e o r g e is Pat Brown, 1 0 4 Pretoria Rd, Patchway,
50430. Membership is E2 a year. Willoughby, 0 1 - 6 9 8 - 9 4 6 8 . Bristol BS12 5PZ.
.
L .ior
AMOGGEDON WAS1NTU -, S I R E — A
A CLUE. CONSPIRACY! ADVISE ME, OH PROPHET
B.,
--' OF GREAT POWER!
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SIRE! YOU MUSTSEEK T H E AND 50—
COUNSEL OF THE AUTHENTIC YOU WILL MEET ATALL DARK STRANGER...
GIPSY ROSE LEA!
11-5 GONG-TO BE
WHERE WILL FIND HER? ONE OFTI-tOE
OKI'S /I \
'LASTED 0'
FUNFkIR
0
ADi4tS5tOg F R E E !
(FAMLIP,RS ExTRA)
•
38 I M A G I N E ma9azine, August 1984
BLACK
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various gun turrets, etc, to the cataclysm, going down in flames over some German slung u n d e r n e a t h t h e fuselage), w h o
fortunately a t l o w probability, t h a t a n railyards. I r a n t h r o u g h a n o t h e r 5 v e r y finds t h a t t h e t u r r e t m e c h a n i s m h a s
enemy fighter's shot happens to detonate expensive m a c h i n e s b e f o r e c o m p l e t i n g jammed a n d h e c a n ' t get o u t w h e n t h e
the b o m b s o n b o a r d a n d b l o w s u p t h e the 2 5 m i s s i o n s . D o n o t u n d e r a n y plane c o m e s i n f o r a f o r c e d l a n d i n g
entire works. circumstances name the crew after your without undercarriage...
The object of the exercise is to complete nearest a n d dearest, s i n c e t h o u g h t h e y I said earlier that this game moves
25 missions. The first 5 are easy ones to may survive t h e e a r l y p a r t o f t h e c a m - along pretty well once you have got hold
nearby targets w i t h g o o d f i g h t e r cover, paign, t h e r e s e e m s v e r y l i t t l e c h a n c e of t h e mechanics. I t is quite exciting i n
the second 5 are relatively easy missions, indeed o f anybody surviving t h e f u l l 2 5 play, w h i c h p r e s u m a b l y m e a n s t h a t i t
again t o close targets, b u t w i t h variable and g o i n g h o m e t o t h e U S A t o b e simulates t h e actual events reasonably
fighter cover, and the remaining 1 5 can decorated as a hero. well. Fortunately, I do not have any direct
vary f r o m t h e s i m p l e t o t h e b r u t a l ( f o r The r u l e s a r e p r e t t y c o m p r e h e n s i v e first-hand experience of the actuality. The
example, a very long journey indeed to La and span a t least t h e obvious eventual- mechanics a r e s i m p l e a n d r e l a t i v e l y
Rochelle to destroy the U-boat base, most ities. Among the variety of things covered uncluttered, consistent with the need for
of t h e j o u r n e y b e i n g t h r o u g h a r e a s are bail-outs, t h e consequences o f t h e solitaire play and, though there are a f e w
bristling with German fighters and which bomber being forced to leave formation, so-called optional rules, they are neither
English fighters cannot penetrate). Ideal- how a fit c r e w member can take over the particularly complex n o r particularly
ly, one starts with a particular aircraft and gun o f a d e a d companion, t h e variable long-winded. Despite t h e price ( f 1 3 . 5 0 ,
a particular 1 0 m a n c r e w and these effects o f bombing, f o r c e d l a n d i n g s o n which m a y seem a trifle expensive for a
various components survive the entire 25 land a n d w a t e r, variable e n e m y f i g h t e r simple solitaire game) I can recommend
missions. Needless to say, it is not usually attacks a n d s o f o r t h . O n e p a r t i c u l a r l y this f o r a c a s u a l a n d n o t t o o s e r i o u s
as s i m p l e a s t h i s and, t h o u g h m y f i r s t gruesome section deals w i t h t h e fate of diversion from more stressful games.
aircraft s u r v i v e d 1 3 m i s s i o n s b e f o r e the poor bloke in the ball t u r r e t (the one D o n Tu r n b u l l
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Goldfinger
This scenario takes the As w i t h O c t o p u s s y, t h e m a j o r c h a r - branch; t w o examples being a miniature
form of an investigation by acters a n d s o m e o f t h e locations h a v e gas sprayer and the famous Aston Martin
members of the British been retained but the plot altered. Indeed DB-V. J o h a n n e s b u r g a n d G s t a a d b o t h
Secret Service into the there are suggestions to make the differ- have s o m e i n f o r m a t i o n o n t h e m t o a i d
gold dealing of one Auric ences even m o r e startling, although t h e play. Clearly such background is import-
Goldfinger. It is suitable for designers c o n c e d e t h i s c o u l d m e a n a ant in a spy RPG. The alternative is to use •
one very experienced agent great d e a l o f w o r k . I n c i d e n t a l l y t h e real travel guides which w i l l mean more
or up to four 'beginners'. agents' briefing contains lines which are w o r k a n d p o s s i b l y expense. T h e b a c k -
The format is of the obviously m e a n t t o b e s p o k e n w i t h a ground for the major NPCs is probably the
standard RPG scenario public s c h o o l b o y a c c e n t b y M . I f t h e fullest you w i l l see anywhere. I liked the
with the addition of an American G M ' s English a c c e n t i s a n y - inclusion o f p a r a g r a p h s o n t h e e f f e c t
agents dossier. This thing like m y American o n e t h e y sound bullets (or hats) have on control panels or
cleverly introduces pretty bad. aircraft cabins. T h e r e i s a l s o a h e l p f u l
documents and plans to Also included are t h e details o f a f e w index at the back.
the players. A nice touch. items w h i c h c a n b e o b t a i n e d f r o m 0 Finally a reservation which the writers
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PART 2: COMBAT
N ew armour and weapons Unarmed combat is, obviously, combat with- — the 'Wrestling Rating' (WR), calculated as
The Companion S e t introduces t w o n e w out weapons ( a f i s t i s n o t considered a follows for characters:
armour types — scale mail and banded mail — weapon). It is usable by all character classes. Divide the character's level by 2, rounding
to complete t h e range o f possible armour The attacker either strikes an opponent (with a up; apply all bonuses and/or penalties for high
classes (9 t o 3, without shield). The list o f fist, kick, etc) or tries to grab an opponent (Or or low strength and dexterity scores; and add
avai:able armour now goes like this: jump on, tackle etc). Thus, two systems are the character's armour class, n o t counting
used; one fol 'Striking' including all unarmed magic or dexterity adjustments.
AC TYPE E N C U M B R A N C E blows, and one for 'Wrestling' for all other
7 When two combatants engage each other
Leather armour 200 cn forms of unarmed combat. and at least one of them wants to wrestle, each
6 Scale mail 300 on opponent rolls d20 and adds his WR to the roll.
5 Chain mail 400 on Striking: A l t h o u g h any creature may attempt The opponent with the higher number has
4 Banded mail 450 on to strike an opponent, few can do it well. A
3 gained the advantage, and either grabs the
Plate mail 500 cn strike can normally result in either a stun or a other combatant (if unarmed) or attacks nor-
(-1) Shield 100 cn knockout. Some adjustments apply for size mally (if armed). If two unarmed opponents are
differences, and certain creatures are immune involved, one of them must win three consec-
These n e w weapons are included as well: to some or all of the effects (such as those utive wrestling rolls — getting a grab, then a
bastard sword, blackjack, blowgun, bola, heavy damaged only by magic or silver weapons, fall, then a pin — before t h e opponent i s
crossbow, net, trident, and whip. Complete non-corporeal and goopy critters, and so forth). helpless. Other possibilities abound, of course;
details and descriptions for each are given in To make a strike, a standard hit roll is used. the rules in the Companion set cover these.
the set.
Base damage is 0, plus strength bonus (if any). Various simple and logical adjustments can
The victim must check for stun, and must also be applied to all of this, and the situation is a bit
Unarmed combat make a saving throw or suffer a brief knockout. more complicated for several opponents o f
Normal armed combat procedures are used various sizes, some armed. Once a victim is
whenever a character u s e s a n u n l i s t e d Wrestling: N e a r l y anyone can wrestle. A s pinned, the attacker can try to inflict damage, if
'weapon' to attack (such as, in brawls, throw- with striking, certain creatures are immune to desired, but the victim gets a saving throw, and
ing mugs, tables, and chairs; these are unlisted the effects (notably non-corporeal and goopy may break the pin.
weapons). critters). A new game mechanic is introduced By using unarmed combat rules, characters
44
I M A G I N E magazine, August 1984
PART 3: STRONGHOLDS
Part o f B o o k 1 ( a l s o k n o w n a s t h e P l a y e r s '
Companion) is used to explain the typical staff
in a castle or stronghold. Some typical servitors
(servants) a r e : a r m o u r e r, b a r b e r, c a r p e n t e r,
cellarman ( w i n e s t e w a r d ) , c o o k , d a i r y m a n ,
falconer, f o r e s t e r, g a r d e n e r, g r o o m , k e n n e l -
final D & D game set, The Immortals). man, m i l l e r, p o r t a l m a n , p o t t e r, p o u l t r y m a n ,
When you think about the game w i t h this stonemason, and weaver. M a n y peasants are
sort o f ' o v e r v i e w ' , y o u c a n p l a n w h a t y o u r also needed to work the fields, perform menial
characters w a n t from t h e i r careers. Dungeon tasks, and handle other routine jobs.
Masters usually plan ahead; n o w it's time for Most r u l e r s h a v e a d v i s e r s t o h a n d l e t h e
the players to do that too. many details of the dominion and stronghold, W h e n a r u l e r is the liege of another ruler (a
and t o advise t h e r u l e r as needed. T h e m o s t Count or a h i g h e r rank), t h e lesser r u l e r m a y
Companion-level games common advisers are the artillerist, castellan, send his children to the liege as servants and
So you have a 1 5 t h level character. W h a t are chaplain, e n g i n e e r, g u a r d c a p t a i n , h e r a l d , for t r a i n i n g . A s q u i r e i s t h e s o n o f a n o b l e ,
you going to do now? magist, c h i e f magistrate, reeve, sage, s e n e - acting a s a s e r v a n t w h i l e b e i n g t r a i n e d a s a
From t h i s point, y o u r character m a y travel schal, a n d s t e w a r d . O t h e r o ff i c i a l s m a y b e fighter. A l a d y - i n - w a i t i n g is the daughter of a
far and near, or may settle down to rule a land. needed for the proper handling of a stronghold noble, acting as a servant w h i l e being trained
Both can be exciting, adventurous and fruitful or dominion, i n c l u d i n g a bailiff, chamberlain, in housekeeping by the m a t r o n of the house-
paths to follow. equerry, magistrates, marshali, provosts, sher- hold, and in search of a h u s b a n d at the same
W h a t e v e r you choose, t h e games you play iffs, and wardens. time.
will be s o m e w h a t different. Characters in this
range h a v e m a n y p o w e r s , a n d c a n e a s i l y
handle t h e ' r o u t i n e ' m o n s t e r s . A d v e n t u r e s
become much more than simple 'kill monster,
grab t r e a s u r e ' affairs. Role-playing b e c o m e s
more important, and more fun.
PART 4: CHARACTER CLASSES
Characters b e c o m e m o r e i n d e p e n d e n t .
When t h e c h a r a c t e r s s t a r t e d t h e i r careers, Each c h a r a c t e r c l a s s d e s c r i p t i o n g i v e s t h e the p a l a d i n ' s l e v e l ; a n d , i f t h e p a l a d i n ' s
they n e e d e d e a c h o t h e r j u s t t o survive. B u t usual i n f o r m a t i o n on h i t rolls, saving throws, wisdom score is 13 or higher, he can cas: cleric
now a f e w trolls present nothing more than an new spells, XP needed per level, and so forth, spells, a g a i n a s a c l e r i c o f o n e - t h i r d t h e
opportunity f o r exercise, r a t h e r t h a n d e a d l y for levels 1 5 - 2 5 . I n addition, t h e Companion paladin's level. A paladin may only travel w i t h
danger. N o w the characters aren't as depend- Set covers each character class in m o r e detail, a limited n u m b e r of hirelings and m u s t assist
ent o n e a c h o t h e r ; t h e y c a n s u r v i v e a n d offering extensions o f t h e r u l e s f o u n d i n t h e anyone (except e v i l c r e a t u r e s ) t h a t a s k s f o r
prosper a s i n d i v i d u a l s . T h e p e r s o n s w i t h Basic and Expert Sets. help. 'Assistance' never involves donations of
w h o m a c h a r a c t e r adventures are n o w m o r e money o r items, b u t o n l y service f o r a s h o r t
important a s f r i e n d s , a n d n o l o n g e r m u s t
Clerics time.
necessarily s e r v e a s b o d y g u a r d s f o r o n e The 'Turn Undead' chart in the Companion Set A neutral w a n d e r i n g fighter m a y become a
another. includes six n e w categories of monsters: t h e Knight. The fighter must swear fealty to royalty
The c a m p a i g n w o r l d p l a y s a l a r g e p a r t i n Phantom, H a u n t , a n d S p i r i t , w h i c h a r e d e - (a prince, king, or emperor); in return, the ruler
D&D g a m e s o f t h i s r a n g e . A l t h o u g h a f e w scribed i n t h e set, a n d t h e Nightshade, Lich, will declare t h a t character a knights. T h a n
dungeon o r w i l d e r n e s s adventures a r e q u i t e and S p e c i a l u n d e a d , w h i c h w i l l b e f u l l y ruler then becomes the knight's 'liege'. Lawful
acceptable ' j u s t f o r f u n ' c o n s i d e r t h e c h a r - described in the forthcoming D&D Master Set. and c h a o t i c f i g h t e r s m a y b e c o m e k n i g h t s i f
acters' r e a s o n s f o r b e i n g : W h y i s y o u r The Companion Set also features details for they do not become paladins or avengers (see
character a p r o f e s s i o n a l a d v e n t u r e r ? D o e s wandering and land-owning clerics, and a new below), w h e t h e r by choice or by failure to meet
your c h a r a c t e r h a v e g o a l s — p o w e r, r i c h e s , option for members of this class: the Druid. A the r e q u i r e m e n t s for those t w o categories. I f
fame, k n o w l e d g e ? W h y i s y o u r c h a r a c t e r neutral cleric may choose to live and travel in summoned by his liege, the knight m u s t obey
venturing i n t o d e a d l y d a n g e r e v e r y w e e k ? the wilderness, becoming familiar with nature as q u i c k l y a s p o s s i b l e . I f t h e k n i g h t e v e r
What keeps h i m going? and the ways of the woods. The cleric must f ind refuses (or swears fealty to another liege), very
and live i n a w o o d l a n d home, m e d i t a t i n g f o r severe penalties are applied. A knight may visit
1-4 m o n t h s . D u r i n g t h a t t i m e , t h e c l e r i c i s any c a s t l e , o f a n y t e r r i t o r y, a n d d e m a n d
found, t e s t e d , a n d t a u g h t b y a h i g h e r - l e v e l sanctuary; the castle owner must then give the
druid (usually 25th level or greater), and then knight a p l a c e t o stay for u p t o 3 days, a l o n g
(if all goes well) joins the realm of the druids. w i t h food and drink. Finally, i f a c a l l t o a r m s
A druid i s pure neutral, never lawful o r sounds, the k n i g h t is required (in m o s t cases)
are f r e e t o p e r f o r m a c t s o f heroic fantasy — chaotic. The druid's way of life is devoted to the to immediately travel to the ruling castle of the
wrestling h u g e o p p o n e n t s t o t h e g r o u n d , o r balance of all things, and the study of nature. territory, and serve as ordered by the ruler.
escaping f r o m i m p r i s o n m e n t w h e n n o w e a p - A n y change of alignment results in the loss of A chaotic wandering fighter may become an
ons are available. Unarmed combat is actually all d r u i d b e n e f i t s u n t i l n e u t r a l a l i g n m e n t i s Avenger i f certain r e q u i r e m e n t s a r e m e t . To
the most c o m m o n of all f o r m s of combat, and restored. become an avenger, the fighter m u s t make an
can n o w be used as often as desired. The main differences between a druid and a alliance w i t h a c h a o t i c c h u r c h ( t h i s i s n o t a
These s y s t e m s m a y b e a p p l i e d t o a n y normal cleric are that (1) the druid cannot cast swearing o f fealty, b u t a loose a g r e e m e n t o f
unarmed attack. A giant may attempt to kick a any s p e l l t h a t a ff e c t s g o o d o r evil; ( 2 ) n e w loyalty a n d s u p p o r t ) . T h e a v e n g e r m a y b e
halfling; a c h a r a c t e r m a y a t t e m p t t o u s e a druid-only spells m a y be cast, i n a d d i t i o n t o summoned by the church leaders at any time
shield to 'bash' an opponent (both are treated most of the usual ones; (3) the druid m u s t live An a v e n g e r c a n d e t e c t e v i l a n d c a s t c l e r i c
as strikes). I f a purple worm attacks a town, the in a w o o d l a n d h o m e ; (4) t h e d r u i d m a y n o t spells a s a p a l a d i n d o e s ( s e e a b o v e ) . A n
guards m a y all t r y t o p i l e o n t o t h e creature, wear o r u s e metal i t e m s o f a n y sort; a n d (5) avenger can turn undead in the same manner,
rather t h a n risking n o r m a l c o m b a t and being there are a limited number of high-level druids, but m a y c h o o s e t o c o n t r o l t h e m i n s t e a d o f
swallowed (though dozens of guards would be and a duel w i t h one of them m u s t be fought at gaining t h e u s u a l result. T h o u g h a n a v e n g e r
needed to stop the monster in this way). some p o i n t , u s i n g u n a r m e d c o m b a t , i f t h e cannot have h u m a n or d e m i - h u m a n hirelings,
The D M and players should try the systems character is to progress any f u r t h e r in exper- the c h a r a c t e r m a y t r y t o r e c r u i t a c h a o t i c
and decide w h e t h e r to use them. However, if ience levels. monster; i f t h i s a t t e m p t i s s u c c e s s f u l , t h e
the D M does not a l l o w u n a r m e d combat, t h e creature w i l l f o l l o w a n d o b e y t h e a v e n g e r.
DM m u s t a l s o d e c i d e w h a t t o d o w h e n Fighters Finally, t h e a v e n g e r m a y d e m a n d s a n c t u a r y
characters attempt something of this sort. For A l a w f u l wandering fighter may be knc%Nn as a from any chaotic ruler, and may get sanctuary
example, i f a p a r t y m e m b e r i s e n c h a n t e d i n Paladin if certain requirements are met. First, from others by pretending to be a knight.
some w a y a n d attacks o t h e r characters, t h e the fighter m u s t swear fealty (allegiance) to a Some n e w combat options are made avail-
others w i l l p r o b a b l y w a n t t o s t o p t h e v i c t i m lawful c h u r c h to gain paladin status, and may able t o f i g h t e r s o f a l l t y p e s , a n d t o d e m i -
without inflicting damage. thereafter be summoned by the church leaders humans as well — i f they learn t h e m f r o m
This i s q u i t e r e a s o n a b l e , b u t o n l y a n u n - at any time. Once the title is gained, a paladin human fighters. T h e s e are: m u l t i p l e attacks,
armed c o m b a t system (or magic) can h a n d l e can detect evil at a range of up to 120' once per possible w h e n e v e r an attacker's adjusted h i t
the resulting situation. round; can turn undead as a cleric of one-third roll i s 2 o r l e s s a g a i n s t a g i v e n o p p o n e n t ;
IMAGINE magazine, August 1984 45
Colin Greenland, author of The
Fantasy Media
Entropy Exhibition and co-
editor of SF magazine Interzone,
reviews the latest additions to
the fantasy/SF media.
A l l e n Bauer is not a happy man. His New column may have noticed my admiration of Scientific Intelligence, but gosh sakes,
York greengrocery business i s thriving, for Raiders of the Lost Ark. The sequel is he's supposed to be an Indian. Actually, I
despite the well-meaning but ham-fisted the disappointment of the year. Out goes suspect t h e s t o r y w a s r u i n e d b e f o r e i t
assistance of his gigantic brother Freddie. the feisty Marion Ravenwood, a match for ever g o t t o t h e actors: s p o i l t b y o v e r -
But Alien's girlfriend has walked out, and our reluctant hero; in comes Willie Scott simplification and the surgical removal of
he does not welcome his n e w solitude in (luckless Kate Capshaw, clearly cast for all King's narrative intelligence. The great
a spirit of stoical sobriety. In fact, he gets her scream) — a dumb blonde, no less, I final conflagration comes as a relief. Yet
thoroughly sloshed and ends another movie with all its conviction
up i n t h e sea a t Cape Cod. reserved for the special effects.
Allen c a n n o t s w i m . H e
wakes up, back on the beach. W i l l i a m Morris, revered by many as
His rescuer, a beautiful mute the father of fantasy writing, used to
young w o m a n w e a r i n g n o - make u p s t o r i e s a n d p o e m s w h i l e
t h i n g w h a t s o e v e r, s m i l e s , working a t h i s l o o m . H e h e l d t h a t
kisses h i m succulently, a n d fiction should be effortless and sooth-
swims away. Now Allen is in ing. Morris might well have approved
love a g a i n , a n d d e s o l a t e of D a v i d E d d i n g s ' B e l g a r i a d , n o w
again, u n t i l h e gets back t o into i t s t h i r d v o l u m e a n d s h o w i n g
New Yo r k a n d t h e p h o n e every s i g n o f a m b l i n g o n f o r e v e r.
rings. A b e a u t i f u l m u t e Magician's Gambit (Corgi, £1.75)
young w o m a n is wandering follows Garion, t h e f a r m b o y w i t h a
around the Statue of Liberty god i n h i s h e a d , a n d h i s m i l d l y
with nothing whatsoever on colourful friends as they quest for the
her b u t A l l e n ' s sea-soaked legendary O r b o f A l d u r. F o r a l l i t s
wallet a n d w i l l h e p l e a s e accumulated b u l k o f p a g e s , t h i s
come and collect her. really is easy reading. Try it to distract
Splash (Touchstone, P G ) you w h i l e you're weaving your next
is a d e l i g h t f u l fantasy of an tapestry.
impossible r o m a n c e . F o r
Madison (she learns English I ' v e always thought there should be
from T V and n a m e s herself a way to create fantasy fiction directly
after a s t r e e t s i g n ) i s a Out of all t h e imaginative w o r k that
mermaid. W h e n s h e g e t s goes i n t o a role-playing g a m e , b u t
wet, her legs turn into a tail. other t h a n j u s t transcribing a n a d -
She w o n ' t tell A l l e n for fear venture step by step, I c o u l d n ' t see
of losing h i m ; a n d i n a f e w how. One answer is Robert Asprin's
days s h e ' l l h a v e t o go back Thieves' Wo r l d (Penguin, f 1 .95), an
home a n y w a y. M e a n w h i l e anthology o f stories by nine w r i t e r s
Dr W a l t e r K o r n b l u t h , w h o all set in the gloriously seedy town of
spotted h e r a t sea o f f Cape Sanctuary, e m b a r r a s s m e n t o f t h e
Cod, i s a f t e r h e r w i t h buckets o f water, thought w e ' d h a d enough o f d u m b Rankan E m p i r e . E a c h w r i t e r ( J o h n
mops a n d hoses, o u t t o prove h e ' s n o t blondes. Enough too of a w i n s o m e kiddy Brunner, Poul Anderson, Marion Zimmer
mad and Madison is a creature u n k n o w n Chinese sidekick w h o copies Big Indy's Bradley, e t al) has invented a character
to science. every m o v e w i t h adoration. E n o u g h o f and written his or her story to fit the locale
- Yo u ' d think I thought a film about films w h e r e a l l f o r e i g n e r s a r e s h i f t y, provided. Each writer can use as many of
a nude mermaid would have to be twee, untrustworthy, given to vile foods and vile the others' characters as they choose —
or c r u d e . S p l a s h i s n e i t h e r. D e l i c a t e gods, and need saving from themselves provided t h e y d o n ' t k i l l t h e m o f f p r e -
direction by Ron Howard, the quicksilver by a messianic w h i t e thug. Raiders had maturely! T h e r e s u l t i s a n i n t r i g u i n g l y
charm of Daryl Hannah (last seen as the the wit and lightness of touch not to take different f a n t a s y a n t h o l o g y. A l l t h o s e
killer replicant Pris in Blade Runner), and itself t o o seriously. Te m p l e starts w e l l , different v i e w p o i n t s a n d flavours r e a l l y
the comic vulnerability of Tom Hanks as but p r o m p t l y l o s e s i t s e l f i n c l a m o r o u s do g i v e S a n c t u a r y t h r e e dimensions, i f
Allen a l l g o t o c r e a t e s o m e t h i n g m u c h self-importance. I couldn't care less i f it not m o r e . B r a d l e y ' s s e n t i m e n t a l i t y i s
finer than the plot might seem to promise. outgrosses Raiders. It grossed me out. offset by Joe Haldeman's cynicism, Lynn
Even s l o b F r e d d i e ( J o h n C a n d y ) a n d Abbey's p o i g n a n t m y s t e r y b y R o b e r t
manic Kornbluth (Eugene Levy) emerge F i r e s t a r t e r (Universal, 15)bears a super- Asprin's s h r e w d morality. Vo l u m e Two,
as i n t e l l i g e n t , s y m p a t h e t i c c h a r a c t e r s . ficial resemblance to a novel of the same Tales from the Vulgar Unicorn, should
Splash is an adult film that has the grace name by Stephen King. D r e w Barrymore be out by the time this issue reaches you.
to t r e a t f a n t a s y w i t h s e n s i t i v i t y a n d a does h e r best a s Charlene M c G e e , t h e I'm looking forward to it.
sense of humour. little girl w i t h t h e t r u l y fiery temper, b u t 140 Colin Greenland
she c a n ' t maintain t h e awesomely high Look out next month for Cohn's short
D o y o u r s e l f a f a v o u r. D o s o m e t h i n g standards set for child actors these days. story, House of Straw and Paper, which
unexpected. See Splash and give Indiana George C Scott is deliciously creepy as will coincide with the publication of his
Jones and the Temple of Doom (Para- John Rainbird, t h e psychotic agent sent new book Daybreak o n a Different
mount, P G ) a m i s s . R e a d e r s o f t h i s to catch this walking weapon by the Dept Mountain (Unwin).
I M A G I N E magazine, August 1984 47
letters.— letters..., letters..., letters._ letters._ letters.— letters—, letters—, letters._ letters—, letters..., letters..., letters.... letters letters..„ letters._ letters.... letters..., letters.... letters.... letters,.,, letters.... letters....
Letters
Welcome back to the part of the magazine that Scottish dwarves again.... One problem that has come up a t the GD
quashes one set o f rumours, o n l y to start I wonder if I can start up some mail about Awards is over the difference between the
another. W e welcome comments, ideas o r Rubio? Hmmmm.... Let me think about that for D&D® a n d AD&D® games - are they two
views from anyone, so if you have anything to a column or two, separate games, or one with two variants? It
say that other garners might want to hear, causes us a few problems too.
write to.' I M A G I N E magazine (letters), The Chinz, (contd): I would like to congratulate Ed
Mill, Rathmore Road, Cambridge. Dovey on Campaign Diaries in (414. I would like to Dale Hodgkinson, lnkberrow, Worcester: What-
There is a well known theory in publishing see more of that sort of thing, not boring rubbish about ever happened to 'D&D'? For the "magazine for
that goes.. i f you want to get lots o f letters the Traveller game. players of the DUNGEONS & DRAGONS game",
praising one part or another of your magazine, PS Hurry up and bring out the Jester class. IMAGINE magazine appears to lack articles specific
cut that part Out. Well.... to this particular rpg. I acknowledge that AD&D is a
Michael Ross, (contd): The Fire Opal of Set far more popular game system, and so should be
Michael Edward Ross, Motherwell, Scotland: surpassed the very high calibre of scenarios I have catered for in more depth, but there are still us
Thank heavens Nic Novice is finished — the only grown used to, a view shared by my friends who bonehead D&D players around who would perhaps
blemish in an otherwise excellent magazine. Tavern played it. More articles like Insane Swords, it was welcome a regular feature, scenarios, new monsters,
Talk and Chain Mail were very good. Now on to one, great. playing ideas, etc. What do you say?
if not the best part of the whole magazine, The Sword
of Alabron. Auchter is one of my very favourite We had a very positive response for the most I'd say you'd made a good point. There are
characters, but what has happened to Bog and Simon part to ri 14, and this seems largely due to the plenty of problems associated with having two
the Dragon/Hydra? Fire Opal of Set feature. I suppose it's a shame separate games which have the same roots,
that a scenario that good had to be f o r a the same generic name (D&D often serves for
Chinz, the Charisma King, Bedford: I am glad the generally unplayed system like Traveller. It still both), and many identical features. It becomes
Adventures of Nic Novice has finished. I thought they seems to be the most popular SF rpg (although more complicated w h e n y o u realise t h a t
were meant to be killing orc raiders and they ended up the STAR FRONTIERST" game is closing the although AD&D is clearly more popular with
killing just three! The Sword of Alabron is brilliant, gap), b u t against other rpgs i t seems to be the type of person who fills in polls, or reads
and it will be a great shame when it finishes. What I losing ground to the likes of Rune quest and gaming magazines, D&D is the bigger seller.
can't understand is why you waste two whole pages on Call of Cthulho. Is SF role-gaming a thing of So where are all you D&D players? Make some
Micros. Computers have hardly anything to do with the past? noise, a n d don't l e t people get away w i t h
rpgs. Oh, and while we're talking about finding taking "Advanced" to mean "better",
Out the relative popularity of different games.... Having staggered onto # 1 5 , w e might as
Grendel (Ewok Liberation Front), Poole, Dorset: well carry on, and get back to people talking
The Sword of Alabron is coming to an end! This will Jonathan Smith, Oxford: I must protest about about the changes we've made in the last few
not be tolerated; I demand a fifty part sequel. Each having to vote for nominations, and am therefore months.
month, I immediately turn to the back to see what boycotting the poll.
Auchter and company are up to. Not very adult, but Melvyn Huntley, Poole, Dorset (a letter in which he
then neither is worrying about a kobold's welfare. Justin Horrell, Swansea: What a stupid way to have confessed to being 'Grendel of the ELF"): I'm sorry to
awards. Take a small and unrepresentative selection hear that the unusual talents of Mr Tamlyn are no
Richard Stevens, Whitchurch Hill, Berks: When of the gaming public, and let them nominate their longer to be a regular feature of IMAGINE magazine.
reading through #15, I found that Sword of Alabron choices for the awards, then force everyone to vote At least he provokes a reaction from readers.
was drawing to a close. 1 looked back to see what from this selection, pah!1 hate everything in the music
amazing articles will be in #16 and I found that it will section, I wouldn't vote for any of the nominations in Bill Lucas, London WI: Could you answer a query?
be the final episode of that fantastic cartoon!!!! the fanzines, not the scenarios, nor the event, nor the It is rumoured that IMAGINE magazine is to drop the
Horrors.... turkey. You lot would get my award for this poll! 'zine reviews, Tavern Talk, and the postal games bit.
Can you print another Ian Williamson serial? Is this so, and when does it happen.
Preferably with the same characters? Actually, w e were very nearly nominated.
Honestly, guys, what a lot of fuss! If we had I think you've already seen all the substantial
And so it went on. There were a few 'hoorays' wanted a carbon-copy o f the Games D a y changes you're going to for a month or so, Bill.
for the end o f Alabron (and several million awards it would have been easy enough, but A quick scan through this issue will show you
cheers for the end of Nic Novice!), b u t the we thought we'd have a bit of fun while we that our coverage o f the amateur press i s
weight of opinion came firmly down on the side were gathering opinions. We've had plenty of healthier than ever, a n d next month Chain
of the return of Auchter. A n d so shall it be. votes in too. So, who are the winners?Ah, that Mail will be back as normal.
Don't be in a hurry to see the end of our new would be telling._ you'll have to wait until next For those thousands of you who are not in
strip, Phalanx, but the world shall hear from month.
Back Issues
Back copies of most issues of IMAGINETm magazine are still available
direct from the publisher. Is your collection complete?
#1 Introductory scenario, figure painting
142GamesFair '83, Barbarian character class *
#3 AD&D scenario, Dave Langford fiction
#4 STAR FRONTIERS® game scenario, Anne McCaffrey fiction
fi5 CELTIC SPECIAL: new druid spells, Celtic mythology.
#6 Acrobat class, multi system scenario, Ian Watson fiction
#7 The DRAGONQUEST® game: introduction and scenario
fi8 Cantrips, Sorceror's Apprentice, intermediate level scenario
#9 FREE BOARDGAME, 0-level MU scenario, Cantrips
#10 Phantasmal Forces, AD&D scenario
#11 Cavalier class, Horse Combat, Private Lives of NPCs
#12 Solo adventure, Terrain/Climate, Brief Encounter, Enchantment
#13 Lovecraft, Call of Cthulhu, Brian Lumley fiction *
#14 Luther Arkwright, Traveller scenario, Campaign Diaries.
#15 GamesFair '84 Special, Plague Dragon
48
I M A G I N E magazine, August 1984
letters.... letters.... letters.— letters.— letters._ letters.... letters—. letters.— letters.— letters.— letters.... letters.... letters.... letters.... letters l e t t e r s — . letters.— letters._ letters._ letters l e t t e r s letters.... letters....
the habit of reading fanzines, perhaps I ought (something we used to do) and occasionally using two different picture emerges from Lovecraft's Selected
to explain that there has been a glut of rumour- DMs — which is by no means uncommon. Letters (5 volumes, Arkham House 1965-76), and
mongering in many of these publications about especially Willis Conover's superb Lovecraft At Last
the current health or otherwise of IMAGINE I confess, I confess.... I was being deliberately (Carrollton Clark, 1975). Upon reading such sources
magazine. What brought this on is the concern obtuse in order to make a point. Quite a lot of it is evident that many of Lovecraft's morbid•seeming
engendered by the editorial changes of the last people w h o w r i t e t o u s actually describe fantasies were written with his tongue in his cheek.
two or three months. Coming round full circle, themselves as "DMs", as if that were a breed Lovecraft wrote a number of overtly comic works, but
it is more evidence that, i f you decide to take apart. Why? Clearly, the normal practice is for none of these have appeared outside volumes printed
something out of the magazine that most of one member of a group to run a game until in small editions by specialised publishing houses such
your letter-writers say they don't like, you'll such time as there is an opportunity or desire as the Necronomicon Press. A larger circulation work
promptly get stacks telling you you shouldn't for a change. At the same time, there are those that shows Lovecraf Cs smile behind the mask of
have done it. I t pays to tell us when we're who believe that only one person can actually horror is long overdue.
getting things right as well, you know! run a campaign that is coherent and consistent.
Enough of all this. I managed to stir up a bit of If you have an opinion, let me know - I have no Bryan Betts, Coventry: A note t o the Dispel
mail with one of my replies in this section two doubt that we will return to this subject again. Confusion people. The estoc was indeed a narrow-
months ago. Here are two examples: bladed sword with blunt edges. It was intended for use
Peter Jeffrey, Leicester: I feel that both Paul against mail — the point would enter the links easily. It
Kevin J Logan, Redditch, Worcs: I believe M Cockburn's article in 413 and Brian Longstaff's letter could be said to be the fore-runner of the foil (and
Victory (Letters ri15) intended to say that his group #15 make H P Lovecraft sound a rather gloomy maybe the epee) and was particularly popular
play games by taking their own characters into worlds person. As far as I can ascertain, he had a lively sense amongst the hussars of eastern Europe, long after
created by another member, and that each player has of humour and cultivated the friendship of a large western horsemen adopted the sabre, since they were
the ability to DM a game of his own, the intricate number of young people (hence, although Lovecraft fighting the Tartars, who wore mail.
workings of which the others do not know. I do not, of died 47 years ago, a surprisingly large number of his
course, know how accurate this is, but I feel that a friends are still alive). One cannot imagine the Thanks for the extra information, Peter and
slightly more concentrated form of player/DM duality Lovecraft presented in recent issues of your magazine Bryan. A reference book h a v e says that the
as you described in your reply is more likely. indulging in orgies of ice cream eating or squandering estoc was also effective against segmented
far more than he could afford on his passion for travel, plate mail. Looks like only cavaliers are safe
Paul Mason, Coventry: Couldn't you comprehend but the r-al Lovecraft did. Perhaps too much reliance from it!
the simple idea of all DMing at different times has been placed on de Camp's biography, since a very 14.5 Letters e d i t e d by P a u l C o c k b u r n
‘b
A
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