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Adventure Games Magazine
TM

Contents
The Art of Animation, by Mark N 0 Davies
Golems and their making — including eight n e w monsters 2
Geas, by Venetia Lee
DUNGION8 Incorporating the magic user spell into your enchantments 8

N\d Gatir P E L I N O R E - the I M A G I N E " magazine Campaign World


THIS M O N T H : Law and Order - " J u s t i c e " in the City League 1 0
FANTASY ROLE-PLAYING GAME The North Dock/ands District Courthouse 1 3
SET 3: COMPANION RULES The Private Lives of N PCs, by Katino
Another look at w h a t the other side are up to between adventures 1 6
I l l u m i n a t i o n s , n e w s from the world of gaming 1 9
Notices recent game releases examined by independent reviewers 2 0
Sinvel's Peril, by Doug Cowie
Try out the n e w Companion Set rules with this high-level scenario 2 5
Role-Playing for Remedials, by Alan Heaven
Role-playing in the classroom 3 4
Towards Systemless Scenarios, by Pete Tamlyn
Ideas for the future — including a Celtic-style scenario plot 3 6
Games Without Frontiers, by Graeme Davis
Part Two of the series designed to s h o w you
how to balance the numbers in different role-playing systems 3 8
This oeme hoodoo no 000nebootd became the mikes takes
Pilo. in the Plovers' 411440.6On oath wilderness adventures D i s p e l C o n f u s i o n , RPG rules questions answered 3 9
shot include new melliddil, trossersos sod meow,
losel tot 3 or MOM *doomed plovers, saes 10 olol Uncharted Stars / Amber Zone, by Paul Vernon
An alternative idea for generating adventures for the Traveller game
plus an exciting scenario to follow 4 2
Fantasy Media, by Colin Greenland
Editorial The latest on books, films and videos 4 7
Letters 4 8
There are some who consider that role- VOP, by Ian Gibbs 4 9
playing games are just a cop-out — that
Game Company, Clubs & Events 5 0
they are for people who are unable to cope
with life as it is. Rubic of Moggedon 5 0
Stirge Corner, by Roger Musson 5 1
The interesting thing is that all those who Dialog, by Lew Pulsipher 5 1
have talked to me like this spend their time
either watching TV or burying themselves Press C l i p p i n g s S t a r t i n g a n e w space for the hobby
in romantic novels or whodunnits. Other to air its views plus full fanzine review coverage 5 2
worlds indeed. Turnbull Talking 5 4
Phalanx, by Robin Grenville-Evans 5 5
We all need to spend time away from the
day-to-day cares of living, and rpgs are an
ideal way of renewing the zest for life. This I M A G I N E magazine,N o 1 9 , O c t o b e r 1 9 8 4
P u b l i s h e d b y TSRU K L t d P u b l i s h e r D o n Tu r n b u l l
magazine is for you — indeed, much of it is E d i t o r KeithT h o m s o n A s s i s t a n t EditorPaulCockburn
written b y people who didn't dream o f E d i t o r i a l AssistantK i m D a n i e l F e a t u r e s AssistantM i k e B r u n t o n
writing for magazines before — and we have A r t PhilK a y e A d v e r t i s i n g LesleyHudson-Jessop
tilled it with new ideas to help you create News D o u g C o w i e
better adventures f o r y o u r characters. T h i s m o n t h ' s contributingartists:R o b i n GrenvilleEvans,P a u l R u i z , D a v e
Enjoy yourself! Pearson, Euan S m i t h , Pete Yo u n g , Ian G i b b s , Ian W i l l i a m s o n
IOU K e i t h T h o m s o n C o v e r C C S p e c 1 b y ChrisCollingwood

an o r d e r a r e o u t o f print, a credit n o t e w i l l b e missions of written material and artwork at all Wiles Opinions e x p r e s s e d i n t h i s m a g a z i n e a r e n o t
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1
I M A G I N E magazine, Octo6er 1984
The golem
an expansion of
M E D ° games.

The Art of Animation


by Mark Davies
Frankenstein's m o n s t e r w a s galvanized What's in a Name? they w e r e n o t a l l o w e d t o w a n d e r. A
into activity. D u n c a n Idaho as a Tleilaxu drawback o f s u c h r e t a i n e r s w a s t h e
ghola, (from Frank Herbert's Dune series), The w o r d golem appears in t h e H e b r e w uncanny property o f t h e golem t o g r o w
had life re-established through the secret language and occurs in the Old Testament larger each day!
arts of the Tleilaxu guild. One of the most (Psalm 139.16), where it means a human
famous golems of legend, the giant, bull- being that is incompletely formed. It also Every g o l e m h a d i n s c r i b e d u p o n i t s
headed, bronze Ta b s , w a s placed on the appears i n t h e Ta l m u d ( t h e b o d y o f forehead the word emeth meaning 'truth'.
island of Crete by the greek god Zeus to Jewish l a w a n d legend) describing To deactivate a golem, and thus change it
act as guardian. N o t all s u c h creatures Adam's body prior to life and conscious- back i n t o i t s e l e m e n t a r y c o m p o n e n t s ,
are found in h u m a n form. In Tanith Lee's ness. I t is not until m u c h later in history emeth had to be transformed into meth,
D e a t h ' s M a s t e r, Lylas, t h e handmaiden that the word became synonymous w i t h w h i c h means 'he is dead'. Such a switch
of Lord Death, lives w i t h a blue enamel the e n d p r o d u c t o f magical procedures in w o r d s w a s n o t a l w a y s a s i m p l e
dog t h a t acts as her servant and has the involved in creating a 'living being'. procedure.
gift of speech.
One unfortunate creator it seemed, let his
What d o a l l t h e s e c r e a t u r e s h a v e i n Golem Evolution golem g r o w out of hand so that when he
common? W e l l , t h e y a l l r e p r e s e n t t h e came t o deactivate h i s ' a r t w o r k ' , h e
creation o f a n a n i m a t e b e i n g f r o m i n - Since g o l e m o r i g i n a t e d a s a H e b r e w found t h e g o l e m h a d g r o w n t o o tall f o r
animate matter; usually through the use word, w h a t o f t h e J e w i s h legends? A s him t o r e a c h t h e c r e a t u r e ' s forehead.
of magic. Of course not all 'golems' need reported b y G r i m m i n h i s J o u r n a l f o r Therefore, h e commanded t h e golem t o
to b e s u c h m o n u m e n t a l achievements. Hermits ( 1 4 0 8 ) , t h e g o l e m i s a t h i n g remove h i s s h o e s , a n d w h i l e i t w a s
The basic concept is seen behind the tale constructed of mud or clay. It seems that bending d o w n t h e m a n r u s h e d i n a n d
of G o e t h e ' s S o r c e r e r ' s A p p r e n t i c e , a s such b e i n g s w e r e m o s t l y, b u t n o t e x - altered the wording successfully; unluck-
well as favourites like Pinocchio and The clusively, i n t h e g u i s e o f m a n . S u c h ily he w a s crushed by the w e i g h t of clay
Wizard of Oz. The emphasis in fiction and manufactured creatures were inarticulate that fell on top of him.
in t h e D & D games is that the 'golem' is save a rare few, but all could understand
created almost inevitably in the image of limited speech, in the form of commands. Around t h e 1 2 t h century the idea o f the
man, but should this be the case? They w e r e u s e d a s servants, a l t h o u g h golem made its first showing in the Sefer
2 I M A G I N E m a 9 a - t h l t , O c l o b e r 1984
picture? A l l a r e a n i m a t e d b e i n g s , b u t of a l l t h i s t h e r e i s even a m o n s t e r, t h e
each l a c k s o n e o r m o r e o f t h e b a s i c Gale duhr (MM2), which has the ability to
ingredients o f t h e ' t r u e ' g o l e m . W h a t create t e m p o r a r y hylems. I t seems t h a t
follows is a general classification system hylems are classed as magic items rather
the ideas in the for DMs to adapt when designing magic-
ally created proteges f o r t h e i r favourite
than monsters. W i t h most examples this
is very plausible, b u t w h a t of those that
spell casters. T h e f i r s t d i s t i n c t i o n t o be can be given limited commands, specific
Np.,• made i s a b r o a d d i v i s i o n b e t w e e n to a situation, and act upon them accord-
o Reinstated and Created animation. ingly. One such hylomorphic being is the
,iteo.
7••••• t t gem hylem:
eey. Reinstated A n i m a t i o n
\ This category c o n t a i n s t h o s e m o n s t e r s (Note: In a l l the monsters in this article,
that are the result of a corpse having its stats a r e g i v e n f o r b o t h t h e D & D a n d
'vitality' reinstated t h r o u g h magic. I t i s AD&D games. W h e r e different f r o m
not created, since that which is animated Advanced figures, Basic stats are given in
%PP
already existed as a living whole. Crea- bold. N o t e s f o r b o t h g a m e s f o l l o w t h e
tures t h a t f a l l u n d e r t h i s h e a d i n g a r e stats)
mostly different forms of non-independ-
ent undead, such as skeletons, zombies
and zombie monsters (MM2), but not julu Gem Hylem
zombies (MM2) or yellow musk zombies
(FF). The special case of the ghola in the Frequency Very rare
Dune s e r i e s i s a good, i f n o t a h i g h l y No. Appearing 1
sophisticated, example. A r m o u r Class -2
Move 1 8 " / 1 8 " (MC:A) 2 4 0 ' (80')
Created A n i m a t i o n Hit Dice 8
Beings a n i m a t e d i n t h i s m a n n e r a r e % In Lair Nil
usually i n t h e f o r m o f m a n (anthropo- Treasure Type Nil
morphic), already k n o w n a s Golems, o r Attacks 1
beast (theriomorphic), which I have term- Damage/Attack 2-20
ed To t e m s . I t i s p o s s i b l e h o w e v e r, t o Special Attacks Spells
produce animate 'non-living' beings, f o r Special Defences +2 or better
example a witch's broom. This last group, weapon to hit
which h a s b e e n n e g l e c t e d t o a l a r g e Magic Resistance 4 0 %
degree i n t h e past, I h a v e titled Hylem, Intelligence S e m i -
short f o r h y l o m o r p h i c a n i m a t i o n . T h u s Alignment N e u t r a l
created a n i m a t i o n f a l l s u n d e r 3 b a s i c Size S (2-6 inches)
headings with all having their 'true' forms Psionic Ability N i l
(ie r e s u l t i n g f r o m u l t r a p o w e r f u l spells Attack/Defence modes N i l
and elemental forces), plus those that do Level/xp Value V I I / 1 9 2 0 1 2 0 0
not hold w i t h all such requirements. For Save A s : F i g h t e r : 18
game purposes there is little difference Morale 1 2
and t h e r e f o r e I w i l l l a r g e l y i g n o r e t h i s
distinction. I suggest that DMs make note A d v a n c e d : The m a k e r s o f g e m h y l e m s
for f u t u r e r e f e r e n c e i n c a s e s u c h a are exclusively illusionists of at least 14th
division proves useful as, for example, the level. They take 1 m o n t h to create, costing
effects of a rod o f smiting. 25,000gp in the process. The illusionist,
assuming t h e r e i s n o m a g i c a l t o m e
In general hylems, totems and golems are available to enable a short cut to be taken,
Yetsirah or 'Book of Creation'. As a result, created a s e i t h e r g u a r d i a n s o r m e n i a l needs to cast the following spells: m a j o r
the Hasidim of Germany (Jewish mystics) assistants t o spell casters. They under- creation, l i g h t , f e a r, c o n f u s i o n , m a z e ,
became exponents o f t h e mystical r i t e s take all commands given by their maker, d e m i - s h a d o w m a g i c a n d a l t e r r e a l i t y.
required to create a golem. In all probabil- although t h e y u s u a l l y lack intelligence. Like t h e i r cousins, t h e y understand and
ity, regardless of its 'magical nature', the Most are formed by (in)famous magicians obey all commands given by their creator.
ceremony w a s e s s e n t i a l l y a s y m b o l i c or divinely favoured clerics. Their duties At will, gem hylems can once per round
event. H o w e v e r, a w a r e n e s s o f t h e s e and creation can be very specific at times use t h e f o l l o w i n g abilities: l i g h t , f e a r,
rituals increased, w i t h exaggerated a n d as, for example, w h e n constructed in the confusion a n d maze; a s a 1 0 t h level
incorrect interpretations being expressed name of a specific deity (see iron cobra FF; illusionist. I n a d d i t i o n , t h e h y l e m c a n
in the form of folklore and legend w h i c h see below black widow). attack o n c e p e r r o u n d w i t h a l i g h t n i n g
became w i d e s p r e a d d u r i n g t h e 1 5 t h strike (no save) for 2-20 damage; it has a
century. W i t h the growth of such myths, range o f 6 " . O n l y h i t b y + 2 o r b e t t e r
earlier tales of reanimating the dead and Hylems weapons, b u t b l u n t w e a p o n s c a u s e
the m a n u f a c t u r i n g o f h o m o n c u l i w e r e double damage. O n destroying (deactiv-
being ascribed to the golem of legend. These are objects that are animated, but ating) t h e hylem a 5 , 0 0 0 g p gem w i l l be
are n o t i n t h e f o r m o f living creatures. left in its place.
Hylems a r e s e e n w i t h a n e p h e m e r a l
Review of the Golem in IDEMD existence a m o n g s t a n u m b e r o f spells Basic: The D M s h o u l d f o l l o w e x i s t i n g
like: a n i m a t e o b j e c t (cleric), a n i m a t e campaign rules for the creation of golems.
Initially, t h e e p i t o m e o f a ' l i v i n g b e i n g ' rock (druid), w i z a r d ' s e y e (magic user) The gem hylem can, once per round, use
created b y magic, t h e g o l e m w a s p e r - and t h e magic user Bigby's hand spells. the f o l l o w i n g a b i l i t i e s : l i g h t , c h a r m
ceived exclusively in the mould of man. In Furthermore, t h i s a n i m a t i o n i s a l s o person and confusion. Attacks and other
addition it was constrained by the ruling present i n a n u m b e r o f m a g i c i t e m s , notes as above.
that ' t h e c r e a t i o n o f a g o l e m i n v o l v e s namely: b r o o m o f a n i m a t e d a t t a c k ,
ultra-powerful spells a n d elemental broom o f flying, c a r p e t o f flying, l o u n Description: T h e s e a n i m a t e d b e i n g s
forces'. If this view is held then where do stones, Q u a a t ' s f e a t h e r t o k e n s ( f a n ; appear as perfect examples of their gem
the homonculus (MM), necrophidius (FF) ship), magical ropes and even a s w o r d o f type, t h o u g h t h e y a r e f o u n d constantly
or s t o n e g u a r d i a n ( M M 2 ) c o m e i n t o dancing; not to mention artifacts! On top spinning furiously in the air.
IMAGINE ma9athle, Oclobtx 1984 3
Totems
This g r o u p holds a greater potential f o r Rock B l a c k Widow
DMs to be inventive, dealing w i t h anim- Frequency Very rare V e r y rare
ations i n t h e f o r m o f beasts. Tr a n s i e n t No. appearing 1 1
examples as seen i n spells are f e w, b u t Armour Class 2 6
include: s t i c k s to snakes (cleric) and live Move Variable 2 4 " / 1 5 " 1 5 0 ' (50')
oak (druid); s i m u l a c r u m (magic user) is Hit Dice Variable 7
an example t h a t is p e r m a n e n t in effect. % in lair Nil N i l
As with hylems, there are corresponding Treasure Type Nil N i l
magical items, for example, the figurines Attacks Variable 1
of wonderous power or Quaal's feather Damage/Attack 1-10 V a r i a b l e
token (bird). A l s o t h e r e e x i s t m o n s t e r s Special Attacks Variable P o i s o n
that possess related p o w e r s w h i c h c a n Special Defences See b e l o w S e e below
induce t e m p o r a r y t h e r i o m o r p h i c a n i m - Magic Resistance See b e l o w S e e below
ation (see t r e a n t M M ; algoid FF). Perm- Intelligence Average A v e r a g e
anently a n i m a t e d t h e r i o m o r p h i c beings Alignment Neutral N e u t r a l
are n o t p a r t i c u l a r l y n u m e r o u s i n t h e Size Variable S (2' diameter)
bestiaries (see h o m o n c u l u s ; i r o n cobra Psionic ability Nil N i l
and necrophidius). To begin altering this Attack/Defence modes Nil
discrepancy I h a v e outlined t w o totems Level/xp value Variable V 1 1 / 1 4 1 5 8 5 0
that I found entertaining as a DM. Save A s : Cleric: 9 F i g h t e r : 5
Morale: 12 1 2
Rock Totem
Advanced: These a r e f a s h i o n e d f r o m
rock in the guise of the animal chosen by
the creator. They can only be constructed cooperation between a male draw magic assisting m a g i c user, r e q u i r e a specific
by name-level Druids, u n l e s s a magical user and a female draw cleric. The former trigger w o r d o r a c t i o n d e t a i l e d b y t h e
tome i s e m p l o y e d . T h e s e t o t e m s a r e needs to be of at least 12th level, w h i l e cleric, t o b e a b l e t o bypass t h e s p i d e r
slightly unusual in the fact that they are the cleric m u s t have attained 1 1 th level. w i t h o u t difficulty.
intelligent, can t h i n k for themselves and First a b l a c k opal a n d a r u b y, w o r t h a t The B l a c k W i d o w c a n c a s t o n c e p e r
are capable o f speech. T h e y are totally least 5 , 0 0 0 g p e a c h , m u s t b e s o u g h t . round, o v e r a r a n g e o f 5 " , a n o r m a l
loyal to their maker. When obtained, they are then crafted into strength w e b spell (not requiring support)
The t y p e o f a n i m a l s c u l p t e d c a n b e a black spider with a red cross central on at a single opponent; cast at 12th level of
anything from the range which the druid its abdomen. This is then followed by the ability. To determine w h e t h e r the target
himself can shape change into. It takes 1 casting of the spells from both cleric and has b e e n h i t b y t h e s p i d e r, t h e t o t e m
month t o c o n s t r u c t s u c h a t o t e m a n d mage. The mage spells required are: w e b needs t o roll ' t o hit'. I f t h e black w i d o w
requires t h e f o l l o w i n g spells t o be cast: and reincarnation; w h i l e t h e cleric per- attacks a w e b b e d victim, t h e spider w i l l
detect p o i s o n , s h a p e r o c k , a n i m a t e forms bless, prayer, poison, c o m m u n e automatically h i t . T h e c r e a t u r e ' s b i t e
rock, c o m m u n e w i t h n a t u r e a n d r e - and a n i m a t e object. It takes 2 months to does 1 -10 damage and contains a virulent
incarnate. The only material cost incurred fabricate and costs 30,000gp overall. poison, resulting in a save at -4.
by the druid is the need of 2 jewels (worth The t o t e m c a n o n l y b e s u c c e s s f u l l y A + 2 w e a p o n o r b e t t e r i s needed t o
5,000gp each) for the eyes. controlled by the female cleric involved in score a successful h i t o n t h i s creature
Totems communicate in both common its m a k i n g . A l l o t h e r s , i n c l u d i n g t h e and t h e o n l y spell t h a t affects the black
and druidic tongue. They possess average
intelligence a n d w i s d o m , s o t h a t t h e
finished totem mimics the chosen animal
in all attributes excluding mentality. If the
creator c o n c e n t r a t e s u p o n h i s t o t e m
while it is within 20" he will be able to see
through i t s eyes. A l l r o c k t o t e m s c a n
detect poison; as a 6th level druid.
A r o c k t o t e m can o n l y be h i t by +3 o r
better w e a p o n s . F u r t h e r m o r e , o n l y a
limited r e t i n u e o f s p e l l s c a n a c t u a l l y
affect them: r o c k to mud will destroy the
totem i f i t f a i l s i t s save vs. spell, w h i l e
stone to flesh change its armour class to
that of the mimicked animal. For example,
if the druid had created a rock totem in the
form o f a s t a g ( M M ) , thenNthe a r m o u r
class change w o u l d be from 2 to 7. This
change is permanent unless the magic is
dispelled o r reversed. A l l r o c k t o t e m s
save as 12th level druids.

Basic: A s above (using c a m p a i g n r u l e s


for the creation of the totem), except that
passwall is the only spell that will destroy
it. A l s o , t h e r o c k t o t e m c a n n e u t r a l i z e
poison three times a month.

Black Widow
Advanced: This totem i s specifically
constructed b y n o b l e d r o w (FF), w h o
honour Lolth (FF) as their patron deity. Its
creation i s u n u s u a l because i t requires
4
I M A G I N E Ina9,21.e, October 1984
widow is neutralize poison w h i c h w i l l golem, although it is equal to a 'special' in the bronze figure: b u r n i n g h a n d s , geas
deactivate the totem's poison for 1 t u r n (if terms of a m a c e o f disruption. and w i s h . T h e g o l e m t h u s c r e a t e d i s
it fails its save). In c o m b a t , t h e g o l e m a t t a c k s w i t h a certainly a durable servant and guardian!
raking c l a w f o r 1 - 2 0 points o f damage. It can strike with its fists in combat for
Basic: The b l a c k w i d o w t o t e m i s t h e Concurrent w i t h t h e damage, t h e victim 2-20 damage. I f the golem obtains a ' t o
creation of chaotic elves. Other details as must save vs spell or suffer a w i t h e r i n g of hit' s c o r e 5 g r e a t e r t h a n r e q u i r e d , i t
above. the portion of the body hit; it removes all means that it can clench its fist around a
flesh and leaves just the bone. If the head small or medium sized opponent, result-
or torso o f t h e victim i s affected i n t h i s ing in a further 20 points of damage from
Golems way t h e n a u t o m a t i c d e a t h w i l l r e s u l t . fire (no save). In subsequent rounds the
Other portions w i l l operate normally; a golem can keep hold of his victim (unlikely
The o n l y e x a m p l e o f a n t h r o p o m o r p h i c fighter w i t h a skeletal hand can still hold unless commanded specifically to do so).
animation i n t h e f o r m o f a spell i s t h e and w i e l d a w e a p o n . Each s u c h attack In this case, damage from crushing (2-20)
magic u s e r ' s p e r m a n e n t s i m u l a c r u m also results i n t h e p e r m a n e n t loss o f 1 and f i r e ( 2 0 ) w i l l a u t o m a t i c a l l y accrue.
spell. H o w e v e r, t h i s g r o u p i s v e r y w e l l point o f constitution. T o r e c o v e r f r o m Furthermore, all those w i t h i n 1 0 ' of the
represented in the AD&D monster tomes, either effect requires a cleric o f at least bronze golem will be under the effects of
such as the true golems, caryatid column 19th l e v e l t o a d m i n i s t e r r e g e n e r a t e o r a h e a t m e t a l spell. A bronze golem can
(FE), scarecrow (FF) and stone guardian. restoration. Only one afflicted area of the not only do 1 p o i n t of structural damage,
The golem has been well documented in body or lost point can be restored with the but it can also hurl rocks for 1-12 damage
the past and reflects the keen interest in casting o f a s i n g l e s p e l l . T h e r e f o r e a over a range of 16".
anthropomorphic creations. I w o n d e r i f character with both hands withered needs A bronze golem can only be struck by +3
Shelly's Frankenstein w o u l d have been 2 regenerate spells t o b e completely or better weapons. They are also vulner-
as successful i f the monster had been a cured, along with 2 restoration spells for able to a k n o c k spell if it is aimed at the
patch-work cat or dog? A n y h o w, I f o l l o w lost constitution. area b e t w e e n h e e l a n d a n k l e o f e i t h e r
the trend of emphasising the golem as the foot. The knock spell needs to combat the
most challenging group of created beings Basic: S e e the Expert Rulebook, p 5 0 . wizard l o c k o f t h e m a k e r. A m o r e
with this a mixed choice of new ones: surprising weakness is that they are not
Bronze G o l e m immune to poison.
Bone G o l e m Advanced: This is a specialised form o f If a s u c c e s s f u l a t t e m p t i s m a d e a t
A d v a n c e d : I n appearance t h i s golem i s iron golem and requires a magic user of removing t h e bronze pins in e i t h e r foot,
like a skeleton. It can be created only by a 18th level or higher; a magical tome could the i m p r i s o n e d p a r a e l e m e n t a l w i l l
non-good cleric o f 1 9 t h level o r higher, be u s e d b y o n e o f l o w e r level. F i r s t a immediately be set free. There is only a
unless a m a g i c a l t o m e i s utilised. T h e specially crafted bronze cast of a h o l l o w 10% chance that it will turn on the party,
necessary i n g r e d i e n t s a r e t h e a p p r o - sphere (1' diameter) has a ruby w o r t h at for its real desire is to get revenge on the
priate bones to allow the construction of a least 50,000gp placed inside through the mage who imprisoned it. 1-3 rounds after
complete, w h o l e skeleton, w h i c h t h e n use of the spell vanish. Next, e n c h a n t an it vacates the golem the latter will topple
has t h e f o l l o w i n g s p e l l s c a s t u p o n i t item, w i z a r d l o c k a n d m a z e spells a r e forwards o r b a c k w a r d s ( 5 0 % chance).
bless, prayer, curse, c o m m u n e , animate cast upon t h e sphere. The mage should Anyone unlucky enough to be under it at
objects, and wither. The minimum cost is then use a p o l y m o r p h any object spell to the t i m e w i l l be instantly killed. A s w i t h
50,000gp, p l u s 1 0 0 , 0 0 0 g p f o r religious transform t h e s p h e r e i n t o a m i n i a t u r e iron golems, magical f i r e attacks repair
rites and appropriate sacrifices. On com- statue of a man. The finishing touch to the damage o n a 1 h i t p o i n t t o 1 h i t p o i n t
pletion, t h e b o n e g o l e m w i l l undertake preparations is the casting of a s y m p a t h y basis. Cold based attacks such as cone of
any commands given by its master. spell. All this is in special readiness to the cold, i c e s t o r m a n d O t i l u k e ' s freezing
The creature can only be hit by piercing summoning o f an individually identified sphere will s l o w the golem for 4 rounds.
or edged weapons if they are +3 or better, para elemental (Magma), w h i c h m u s t be
even then they will cause normal damage 16HD. T h e l i t t l e b r o n z e s t a t u e i s t h e Basic: See the Expert Rulebook, p50.
to t h e g o l e m . F i r e a t t a c k s t h a t w o u l d trigger item for a t r a p the soul spell; the
normally result in 23 points of damage or creature is brought to this plane using an Rag G o l e m
more, w i l l effectively s l o w the golem for ensnarement spell and is ordered to pick Advanced: Unlike others o f its kind t h e
the next 1-4 rounds. If holy water is used up the statue! Additional cost, other than rag golem does not rely upon sheer force
against the creature successfully, i t w i l l the ruby is 200,000gp, it takes 6 months as a m e a n s to an end. A m e r e 6 inches
hold t h e m o n s t e r for 2 - 8 segments, b u t to complete the construction. tall, it is constructed of whatever house-
unholy w a t e r w i l l r e s t o r e 2 - 8 l o s t h i t After trapping the magma para element- hold rags the magic user finds h a n d y at
points. I t i s n o t possible t o t u r n a b o n e al, additional spells need to be cast upon the time. Consequently, t h e cost of pro-

Bone Bronze Rag Sand Wo o d


Frequency Very rare Very rare Very rare Very rare Very rare
No. appearing 1 1 1 1 1
Armour class 7 0 10 4 0
Move 12" 18" 3 " 3 0 ' (10') 10" 9 0 ' ( 3 0 ' ) 12"
Hit Dice 10 24 1hp 16 12
% in lair Nil Nil Nil Nil Nil
Treasure type Nil Nil Nil Nil Nil
= Attacks 1 2 Nil 1 2
Damage/attack 1-20 2-20 Nil 3-12 2-16
Special Attacks Wither Clench fist Can trips Sleep See b e l o w
Special Defences See b e l o w See b e l o w See b e l o w See below See b e l o w
Magic Resistance See b e l o w See b e l o w See b e l o w See below See b e l o w
Intelligence Non- Non- See b e l o w Non- Non-
Alignment Neutral Neutral Neutral Neutral Neutral
Size L (24') S (6') L (8') L (16')
Psionic Ability Nil Nil Nil Nil Nil
Attack/Defence mode Nil Nil Nil Nil Nil
Level/xp value VIII/4230 X/25,650 I & u p / 62 6 I X / 11 , 1 0 0 2 3 0 0 IX/7530
Save As: T h e Bone, Bronze a n d Wood go/ems have already been Fighter: 1 Fighter: 5
Morale: d e t a i l e d in the D & D E x p e r t Set. 12 12
5
I M A G I N E nuu3adne, October 1984
Over time it will develop its own personal- perfect knowledge of the properties of all
ity, invariably humorous and mischievous, trees a n d s a p l i n g s u n d e r h i s c a r e w i l l
often m i m i c k i n g t h e idiosyncrasies a n d ensure t o t a l success. O f c o u r s e t h e r e
foibles of its creator. Even so, the golem must b e a v e r y v a l i d r e a s o n f o r s u c h
will never behave in a deleterious manner action or else the treant will flatly refuse
towards i t s m a k e r. N o m a t t e r h o w i t s to help and may even actively hinder the
personality develops t h e golem's a l i g n - druid's actions, if the druid 'goes it alone',
ment remains neutral. then t h e r e is a 1 % chance per year of a
If its master dies, a rag golem will set off boggart ( M M 2 ) w h i c h i s ready t o meta-
alone i n t o the big world. A s a source o f morphose into a will-o-wisp (MM), enter-
spells such a w a n d e r i n g rag golem i s a ing t h e g o l e m i n p r e p a r a t i o n f o r i t s
prize find. However, it is now 'freelance', pupation. Its usual choice are the sentient
it m u s t b e e n t i c e d i n t o cooperation. A types of plant life, such as young treants
'rogue' rag golem will work with a magic or even the hangman tree (MM2). Under such
user they find worthy, but not for him! possession t h e g o l e m a c t s i n a m o s t
chaotic evil manner for 2-5 months, at the
Basic: A s above. The rag golem can only end of this period the golem 'dies' as the
be damaged by spells cast by its creator. It boggart leaves as a fully fledged adult.
has no magical ability of its own. In either case, once a sapling has been
selected t h e f o l l o w i n g spells m u s t t h e n
Sand Golem be c a s t b y t h e d r u i d : e n t a n g l e , p l a n t
Advanced: A s a n d g o l e m c a n o n l y b e growth, control temperature 10' radius,
created by a 16th level chaotic evil cleric, protection f r o m l i g h t n i n g , l i v e o a k ,
or one greater in levels (unless working commune with nature, reincarnate and
from a m a g i c a l t o m e ) . T h e m a t e r i a l transmute metal to wood. There is little
components f o r t h i s c r e a t i o n a r e t h e cost to this procedure since most of what
bodies of a sandling ( M M 2 ) and a sand- is required is all around the druid.
man (FF), which must be emulsified in the To be able to hit a wood golem a +3 or
life fluids of a dune stalker (FF). A f t e r the better weapon is needed unless an axe is
production of the emulsion the following wielded, in which case only a +1 weapon
ducing a r a g golern c a n b e as l i t t t l e as spells m u s t b e cast: c o m m a n d , c u r s e , is required. B l u n t w e a p o n s c a u s e o n l y
1,000gp. Once a vaguely humanoid shape prayer, commune, animate objects and half d a m a g e w h e n a s u c c e s s f u l h i t i s
has been made the following spells must resurrection. T h e materials f o r t h i s attained. A s w i t h o t h e r s o f its kind, t h e
be cast: tongues, anti-magic shell, geas, procedure cost 30,000gp, while the cost wood golem is very resilient when faced
teleport w i t h o u t error, polymorph any of t h e a c c o m p a n y i n g c e r e m o n i e s i s a with magical attacks. Wa r p w o o d , i f the
object and wish. minimum of 1 0,000gp. golem fails its save, will cause it to strike
The newly-produced golem is physically After creation the sand golem is under at -2 for 2-8 rounds. Hold plant will s l o w
fully developed, b u t m e n t a l l y possesses the total control of the cleric that made it. the golem for 1-6 rounds, but turn w o o d
only 1 p o i n t o f intelligence. I t g a i n s a It is usually employed as a guard of some will have no effect.
further point for each subsequent week of precious item(s) or unholy place. It is well In melee, each time it hits an opponent,
animation u n t i l t h e m a g e ' s o w n i n t e l l i - built for such a job since the golem can if i n f l i c t s 2 - 1 6 p o i n t s w o r t h o f damage
gence score i s reached. U n t i l then, t h e only b e successfully s t r u c k w i t h + 2 o r and has the power to t r a n s m u t e metal to
mage m u s t b e engaged w i t h its upbring- better blunt weapons, edged or piercing w o o d . This is also the case for any metal
ing, t o t h e exclusion o f o t h e r activities; arms n e e d t o be +3 o r better a n d e v e n that touches the golem. A s a f u r t h e r aid
any break i n t h e process w i l l r e s u l t i n then w i l l o n l y i n f l i c t h a l f t h e w e a p o n against its foes, t h e golem also can cast
deactivation of the little fellow. damage plus its bonus. Strength bonuses an e n t a n g l e s p e l l o n c e e v e r y t u r n . I f
On g a i n i n g i t s final intelligence point only apply to the blunt weapons. Further- necessary the golem can cause 1 p o i n t of
the ragamuffin can perform the following more, s a n d g o l e m s a r e i m m u n e t o a l l structural damage.
at w i l l l i m i t e d telepathy w i t h t h e magic forms o f m a g i c u n l e s s t h e y a r e w a t e r -
user (3" range), teleport (no error), speak based, the latter form of attack will s l o w In the introduction I m a d e the point that
and c o m p r e h e n d a n y spoken language. the creature for as many rounds equal to the emphasis in the past seemed to be on
Related t o t h e last ability is the golem's the level of the spell. an anthropomorphic approach to anima-
full literacy in normal and magical script. Its own offensive capabilities rely on its tion. I have not deviated from this line in
The rag g o l e m h a s a perfect m e m o r y ability to hit an opponent. Striking with its this article. M o s t encounters w i l l q u i t e
and k n o w s e v e r y t h i n g i t s m a s t e r h a s fist it causes 3-12 points of damage to be often b e best served b y incorporating a
seen fit to teach it, including spells (from suffered. In addition, the victim must save golem a s t h e f o r m i d a b l e s e r v a n t t o b e
cantrips t o 9 t h level spells). T h u s a rag vs s p e l l o r f a l l i n t o a c a t a t o n i c sleep. confronted, b u t this need n o t always be
golem o f t e n s e r v e s a s a w a l k i n g s p e l l Those t h a t f a i l t h e i r s a v e w i l l r e m a i n the case. S o m e gods f o r example, o n l y
book. Provided i t is w i t h i n i t s telepathic asleep for 3 turns no matter what is done materialise i n a n i m a l f o r m ; s h o u l d n o t
range, the mage can re-learn any spell in to them. A f t e r this time, t h e r e is a 1 0 % their c l e r i c s p r o d u c e a t o t e m i n t h e i r
its m e m o r y ( n o r m a l t i m e r e q u i r e d ) , chance per round, if an attempt is made to honour ( s e e R a v e n ; A m e r i c a n I n d i a n
subject t o t h e m a x i m u m p e r m i t t e d b y wake them, of the sleepers being revived. mythos; DDG), rather than a golem?
intelligence, level a n d magic. H o w e v e r, If n o s u c h a t t e m p t i s m a d e t h e n t h e
although t h e golem holds all its maker's victims will not wake of their own accord The D&D game revolves around diversity
spells, i t s e l f i s p o w e r l e s s t o u s e a n y and will slowly fade and die. and t h i s s h o u l d b e expressed w i t h i n a
except f o r t h e cantrips. T h e g o l e m c a n species o f m o n s t e r as w e l l a s b e t w e e n
cast any cantrip memorised at will. Basic: A s above such groupings. Under the influence of a
Like its larger brethren, the rag golem is DM's i n v e n t i v e m i n d , t h e ramifications
immune t o m o s t magical attacks, a p a r t Wood Golem can b e e n d l e s s , t o u c h i n g o n m a g i c a l
from s p e l l s c a s t b y i t s c r e a t o r a n d t h e Advanced: These are powerful creations, items, i d e a s f o r a d v e n t u r e s a n d e v e n
various B i g b y ' s h a n d spells. O n t o p o f produced b y d r u i d s o f 1 3 t h l e v e l o r stimulus for further expanding the art of
this, these little monsters are i m m u n e to higher. O f course a l e s s e r d r u i d c o u l d animation.
physical attack, be it due to weapon, fire, manufacture o n e w i t h t h e a i d o f a
acid o r w h a t e v e r. F o r t u n a t e l y f o r t h e magical tome. Their construction begins Basic: See the Expert Rulebook, p 5 0
magic user, they are completely loyal. with the druid choosing a suitable sapling.
If required t h e golem w i l l use its o w n It is b e : i f a t r e a n t ( M M ) is enlisted a s 045 Mark Davies
initiative t o achieve i t s m a s t e r ' s ends. adviser in this venture, since the latter's Rag golem co-written with Derrick Norton
6 I M A G I N E ntaoadne, October 1984
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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 7
gEAS
Vetetesa tee

do/12gacl wt3aari towned ore/ tile t/oraViry enchanted w e a p o n s , t h r e e 6 t h l e v e l there should be no way of discovering its
loaVtPirg.P e . ,ccue oat to/ you toaewaaciyou1)0h enchant an items, two 7th level exten- presence, except as a nasty surprise!
ohtairing ttito tholluet teh er.cJ,te, triVy wary die sion Ills, two 8th level permanencies and
three 9th level w i s h e s would have gone There are many reasons for a magic user
(Amdet ot qtte CPtOChO by ito ettair.
into the mix, along with all the expensive to include a geas in the making of an item,
you.ci<eutr.' TuroPecatauttoototamoteked. material components and with a high risk beyond m e r e protectionism o f t h e t y p e
caotirg a orgirig (looktowoadottle,(took. 'Tut ,go be that o n e o r m o r e p a r t s o f t h e process already described. The following four are
floppyerougll it you'VViuotaccept AI debtoLopedout would have gone wrong as a saving throw just the beginning:
was failed.... W i t h a l l t h i s r e q u i r i n g a
betweeruo, ad,mp he or ray way.' 22nd level m a g i c user, w h y should t h e 1. The magic user (or the client making
•Jorocroe•TungPe. cil)eaor accepttkeoe9Voreothat manufacturer not then choose to include the purchase) might w a n t to ensure that
the a d d i t i o n a l p r o t e c t i o n t h a t a g e a s the wrong kind of person does not use the
,cruetradetrekyou.Tekikapo tcy eVp you12ecpyowi
affords — namely, t h a t should t h e i t e m item. Restricting t h e a l i g n m e n t of those
ilarcloout ot tkapo.arc( wtkeaouke end u p i n t h e w r o n g h a n d s , i t w i l l b e w h o can handle the item is one way, but
cBtolgh it waoiuotVii2e a dam their avompute. returned, since the wielder is compelled more precise instructions could be keyed
to return it to the hands of the owner.... into a g e a s . C e r t a i n a c t i o n s c o u l d b e
caietoagotaVPabout12eeptryout ot 'J<eVviti'o /cock
prohibited; stealing, killing paladins o r
oratelledttwgVoueoad an to tiledorm()uot it coot ttie That is one minor use for geas. Chris, you encouraged. Clerics could f i n d t h e gees
w[3akdcilorgedtootrirel). butaotie tirgekoocaabbhdtoa will recall, suggested that geas would be technique very useful in encouraging the
tile (lade. tic otopped ad ooked hack. part of the process for'creating a beserker worship of the right deity....
sword. T h i s k i n d o f t r a p i s d i r e c t a n d 2. The magic user might be making the
ioatm aMCPihray(leadinoiottry tilat instantaneous. The person w h o takes up item for another person under pressure,
korayou tileQUO(-Nord ot ()Gorr/Ulla?' the w e a p o n i s c o m p e l l e d t o a c t i n a or t h r o u g h coercion, and could decide to
certain direction. Bungle's gloves in t h e include the catch as a means of revenge.
example above are standard gauntlets o f 3. A m a g i c u s e r c o u l d b e o t h e r w i s e
I n 1 2 of I M A G I N E ' l magazine, Chris dexterity w i t h a geas cast on t h e m t o powerless to ensure that another person
Felton's a r t i c l e E n c h a n t m e n t f o r operate on the first person to wear them. fufilled a request or order — or it could be
Beginners gave some suggestions about Used in this way o p e r a t i n g on the first, an o p e n i n g a c t o f t r e a c h e r y a g a i n s t a
the m a n u f a c t u r e o f m a g i c a l i t e m s . second or ninety-fifth o w n e r of the article friend.
would like to add a little post script to this — counts as one extraordinary power for 4. A deity might decide to intervene to
idea, n a m e l y t h e effect o f incorporating the purposes of the enchantment; a geas restrict the power of an item intended for
the sixth level magic-user spell geas into acting on all future owners counts as two use by some upstart mortal.
the e n c h a n t m e n t process. A g e a s i s a extraordinary p o w e r s ( C h r i s suggested
means o f l i m i t i n g t h e p o w e r o f an i t e m that l i m i t e d w i s h w o u l d a l l o w f o r t h e Naturally, for a DM, such a magic item is
w i t h o u t rendering it totally undesirable to addition o f t w o extraordinary powers t o just the beginning of another sub-plot in
everyone — providing a sting in the tale. the item, w h i l e w i s h would allow four). the campaign. In the t w o part series The
This c a n b e particularly u s e f u l t o D M s Sentinel a n d T h e G a u n t l e t ( U K 2 - 3 ) ,
w h o (like me) enjoy designing interesting, Naturally, the presence of the geas on the these two powerful magical items are the
powerful magical items, but don't want to item m i g h t not be immediately apparent key t o t h e w h o l e adventure. I n s t e a d o f
see p l a y e r - c h a r a c t e r s k n o c k i n g d o w n to the new owner. An identify spell might giving t h e i t e m s h i g h intelligences a n d
trolls like they were kobolds. reveal the geas unless it were protected egos, a less powerful m a g i c user m i g h t
by another wish. If this additional spell is have j u s t g e a s e d t h e m d u r i n g t h e
Geased items also add an entirely reason- not cast, the geas will be 'visible', and the enchantment process. T h e following
able defence to help a character retain an finder m i g h t then choose to use the item suggestions w i l l h o p e f u l l y p e r s u a d e a
item. If Chris' ideas for the creation of a +4 (accepting t h e restriction), destroy i t o r few of you to try bringing these interesting
defender w e r e followed, t h r e e 4 t h level give it away. If the geas is concealed, then ideas into your campaign.
8 I M A G I N E magazine, OetalYer 1984
Bowl o f Ship S i n k i n g The Boots o f Gentle Thievery
This bowl, w h e n filled w i t h crystal clear These boots are like standard b o o t s o f
water, allows the owner to command the elvenkind in effect. However, the wearer
most powerful kind o f 1 6 h i t dice w a t e r cannot u s e v i o l e n c e i n t h e c o u r s e o f
elemental (unlike t h e standard b o w l o f stealing, nor allow accomplices to do so.
c o m m a n d i n g w a t e r elementals). It was Hence, to obey the geas, if the wearer is
created by a m i g h t y mage i n a city-port attacked i n t h e m i d d l e o f a robbery, h e
beset by pirates, a n d given t o t h e ruler. must e i t h e r f l e e , a b a n d o n t h e s t o l e n
However, the Elemental Princess Olhydra items (which could not then be recovered
was instrumental in causing a geas to be after t h e fight), o r s p e n d t h e f i r s t f e w
placed u p o n t h e bowl, being anxious t o rounds getting out of the boots. Such an
preserve the status quo, such that anyone item might be the perfect gift for a magic
commanding the elemental to his service user to give to a thief of dubious morality.
would unleash it on the first three ships The boots are created by the casting of S w o r d o f Bast
sighted, before any free choice could be enchant a n i t e m o n a p a i r o f finely Few intelligent magical items have a geas
made. T h e geas w a s revealed — i n t h e worked leather boots, preferably of elven cast upon them, since the presence of the
most tragic circumstances — w h e n t h e manufacture, followed by the casting o f geas will be revealed instantly to the new
bowl was first used, and since then it has silence, 1 5 ' radius by a cleric, p e r m a n - owner through t h e rapport he w i l l have
been locked away. ence a n d geas. W i t h t h e e n c h a n t m e n t with t h e i t e m . H o w e v e r, t h e S w o r d o f
The manufacture of this bowl requires complete, the silence applies only to the Bast is an example o f a w e a p o n w i t h a
the casting of e n c h a n t an item, c o n j u r e wearer of the boots. 'voluntary' geas, t h a t i s t o say, o n e i n
elemental and permanence. The geas in which t h e n a t u r e o f t h e restriction o r
this c a s e w a s w a s placed o n t h e i t e m command is revealed t o the n e w o w n e r
during t h e m a n u f a c t u r i n g p r o c e s s b y by the item itself, allowing him to decide
another — s o m e t h i n g w h i c h can easily whether t o accept t h e i t e m a n d t h e
happen unless precautions are taken. penalty attached, or to decline it.
The Sword of Bast informs the wielder:
S w o r d o f Surrender 'l am a simply enchanted sword dedicated
This was made for a once-mighty king by to the service of Bast. If you use me, you
his court Wizard. It is a powerful weapon will find a geas placed upon you, so that
with s u n d r y interesting characteristics, you may not kill or willingly harm any of
whatever i s s u i t a b l e f o r a p a r t i c u l a r the cat kind, nor suffer others to do so. Do
campaign. Unfortunately for the King, the you accept the geas?'
Wizard was a traitor, and had been bribed If t h e a n s w e r i s 'yes', t h e s w o r d w i l l
to m a k e t h e w e a p o n t u r n a g a i n s t h i s wait until the wielder has taken the effect
master. T h e d a y c a m e w h e n t h e K i n g of the geas and will then reveal itself in its
faced his enemies in a battle he was sure full m a j e s t y — + 2 , + 3 v s L E , + 4 v s
to win. A soldier, not knowing what harm followers of Set. No cat will ever harm the
he did, delivered a message to the King wielder, and tame felines will be friendly.
containing a strange word. This was the The s w o r d h o p e s t h a t t h e o w n e r w i l l
command w o r d f o r t h e King t o become become a f o l l o w e r o f Bast, b u t w i l l n o t
aware of the geas upon the sword; he was use c o e r c i o n . I n s t e a d , i t w i l l c o n f e r
to surrender to his enemies. His advisers additional powers on those who pursue a
watched in horror as he crossed the field vigorous campaign against Set's follow-
to yield to the leader of the opposing host. ers and minions. There is a 2 5 % chance
His army began to lay down its arms, and that it will allow the owner to attract a cat
trail, broken, from the field. Behind them, familiar; it will allow the wielder to Move
the King suddenly recovered his wits, and Silently on a 99% chance; and will allow
found himself ringed by spearmen. Only the wielder to speak all feline languages.
then did he realise what had befallen him. 0m3 Venetia Lee

12511
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•MADORDERS is SOUIRGAIE

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 9
LAW AND ORDER
The Administration of the Peace in the City League
by Paul Cockburn
Sooner o r l a t e r i n t h e l i f e o f e v e r y Katar's p o w e r w a s a t t a i n e d , l i t e r a l l y 3. T h e K n i g h t s O c u l a r : T h i s m y s t e r -
campaign there comes a time when even hundreds of Enactments and m a n y tens ious and powerful Order has existed for
the most lawful of lawful good characters of t h o u s a n d s o f B y - l a w s h a v e b e e n almost a s l o n g a s t h e C i t y, a n d i s
has a b r u s h w i t h t h e authorities. If your passed. Each i s administered b y one o f inextricably bound up in its affairs. It is an
characters have chosen to live in the City the A d m i n i s t r a t i o n D e p a r t m e n t s a t t h e incredible organisation — i t s m e m b e r s
League, you might as well resign yourself Punctilio, w h i c h m e a n s t h a t t h e c i v i l are m a d e u p o f a n e x o t i c m i x t u r e o f
to t h e f a c t t h a t i t i s m o r e l i k e l y t o b e service in t h e City League has g r o w n t o classes, answerable t o a M a s t e r w h o is
sooner. If you're a thief, or someone who enormous size, w i t h s o m e departments said to be of semi-divine origin. Further,
enjoys a quiet night's mayhem in the local operating staffs o f m a n y dozens, w h i l s t despite t h e i r p o w e r a n d s e e m i n g l y evil
tavern, then it is likely to have happened others have a single Overseer. outlook — as far as can be gathered from
already! the f e w t e x t s i n t h e p u b l i c d o m a i n
The a d m i n i s t r a t i o n o f t h i s h o p e l e s s l y concerning t h e m — they are tied to the
This article is for those D M s who, w h e n unwieldy system is entrusted to a number Punctilio and the person of the Katar in an
the inevitable does finally happen, t h r o w of enforcement agencies of varying com- inexplicable way. W h e n last a coup was
up their hands in horror. It is intended to petence and legality. These patrol the City attempted i n t h e C i t y, a l l n i n e M U
provide a reference point from which the night a n d d a y, a n s w e r i n g e m e r g e n c y conspirators i n t h e P l o t o f t h e J a d e
legal system of the League can be viewed. calls, providing a degree of security, and Serpent — Wizards of 10th-15th level all
Whether you are introducing Pelinore as causing t h e a v e r a g e c i t i z e n e n d l e s s — were dead w i t h i n t w o hours.
your campaign background or not, various torment, since the old adage is quite true: No-one understands the motives of the
individual components of the table can be "If a day passes w h e n you didn't break a Knights Ocular, b u t it is widely believed
ignored if the D M wishes to use another law i n t h e League, t h e n you m u s t h a v e that t h e secret o f t h e i r p o w e r m u s t b e
system; one could decide that the arrest been buried the day before." worth a fortune of unbelievable size.
of a s u s p e c t h a p p e n e d i n a n e n t i r e l y They operate in an unusual way. M o s t
different way, and then pick up the table of the members patrol the City, looking for
from the trial onwards. Policing the League
all the world like ordinary citizens, observ-
The various agencies can be reduced t o ing and reporting. They never ignore any
But b e f o r e w e g e t t o o i n v o l v e d i n t h e six d e f i n a b l e g r o u p s , w i t h d i f f e r e n t crime, preferring to report the miscreant
mechanics, w e had best take a hard look powers and responsibilities. to the Punctillan, and they have instant
at the people and institutions responsible 1. T h e D i s t r i c t M i l i t i a : M o s t o f t h e access t o t h e C o u r t o f Te n T h o u s a n d
for the l a w in the City League, policing is done by the hard-pressed men- Ravens. The party that finds itself involved
at-arms o f t h e D i s t r i c t M i l i t i a . E a c h with the Order of the Knights Ocular will
Just like every other government function administrative area of the League has its be very sorry indeed.
in t h e s p r a w l i n g m a s s t h a t i s t h e C i t y own judiciary, a n d r u n s a m i l i t i a u n d e r 4. T h e P u n c t i l l a n : This i s t h e d i r e c t
League, the administration of justice, law the watch of the Inspectorium. The militia arm o f t h e K a t a r a n d t h e Punctilio, b u t
and order is governed by a bureaucracy of are funded in each locality by the impo- one kept restricted after two past attempts
enormous size and complexity. It overlaps, sition of a sales tax; but since tax evasion at seizing power. Undoubtedly, they would
confuses lines of authority, and provides at this level is rife, the pay is poor, and the have b e e n a b o l i s h e d a l t o g e t h e r i f t h e
endless a n o m a l i e s a n d complexities t o militia a r e corrupt. T h e q u a l i t y o f each Katar h a d b e e n a b l e t o dispense w i t h
frustrate the ordinary citizen. Those w h o District's force varies depending o n t h e their services. Instead they are now led by
become e m b r o i l e d i n i t s m e s h u s u a l l y general l a w f u l n e s s o f t h e c o m m u n i t y, a h i g h - r a n k i n g cavalier w h o h a s s w o r n
come to regret it. and the level o f wealth. Their morale is irrevocable f e a l t y t o t h e Katar, a n d a r e
low, and they are known to have taken the watched over by the Committee of Admin-
Government in the City League is in the law i n t o t h e i r o w n h a n d s o n m a n y istration, t h e i n n e r government cabinet.
hands of the functionaries of the Katar, occasions. Such i s t h e w e a l t h o f t h e City, t h a t t h e
the hereditary Clerk-at-Arms, and ruler of 2. T h e P r i v a t e C o n d o t t a s : Each o f Punctillan a r e m o r e l a v i s h l y e q u i p p e d
the City. These operate from the environs these bodies was raised originally under than the armies of some Kingdoms.
of t h e P u n c t i l i o , T h e K t a r h a s t h e the authority o f an ancient City B y - L a w 5. G u i l d M i l i t i a : N u m e r o u s g u i l d s
constitutional power to codify commands that allows tax bills in excess of 5000gp to w i t h i n the City operate militia for entirely
through t h e p r o c e s s k n o w n a s E n a c t - be p a i d f o r b y p r o v i d i n g a n a d d i t i o n a l selfish reasons. Some, like the Mercantile
ments. These edicts serve to illustrate the police p a t r o l . N o w t h e y a r e v i r t u a l l y Guild, h a v e g u a r d s a t m a j o r s i t e s o f
essential policies o f t h e P u n c t i l i o w i t h private armies, employed by the w e a l t h - commerce. Others, like the militia of the
regard to all matters: economics, foreign iest e i g h t y o r n i n e t y private citizens a s Guild of Thieves, ensure that all activities
affairs.... and the law. Once an Enactment bodyguards a n d e x t e n s i o n s o f t h e i r that fall w i t h i n its 'jurisdiction' are con-
is passed, tradition decrees that it cannot strength, s i n c e t h e P u n c t i l i o ' s b u r e a u - trolled by the Guild. Some are vast — the
be revoked, n o t even b y another Enact- cratic d e p a r t m e n t i n c h a r g e o f B y - L a w Guild of Banks and Moneychangers Major
ment f r o m a succeeding Katar. Instead, 1780f-1783 Administration has no time employ over 1000 men and women b u t
Enactments are refined a n d detailed b y to conduct inspections. The courts have most have smaller establishments, Every-
the By-Laws passed by the various lower little time for them, and it is well k n o w n one k n o w s t h e G u i l d M i l i t i a t o be b u l l y
tiers of government. In the course of the that they have a fierce hatred for the men boys, uninterested in the good of ordinary
centuries that have passed since first the of the Punctillan. citizens. Very often, the patrol will handle
10
I M A G I N E Inagodne, October 1910
T1/7T,0 T7--\ ? r - TA
the s i t u a t i o n t h e m s e l v e s , w i t h o u t r e -
course to the niceties of trials. O n o t h e r
occasions they w i l l m a k e use o f ad-hoc
kangeroo c o u r t s a t t h e G u i l d h e a d -
quarters. H e r e , t h e v e r d i c t i s a l w a y s
guilty, and the defendant always gives his
worldly goods away to the court officials.
6. R e l i g i o u s O r d e r s : Five r e l i g i o u s
orders are large enough and have enough
influence t o operate independent judic-
iaries and police. Under the provisions of
Enactment IV, t h e s e a r e e m p o w e r e d t o
prosecute cases o f blasphemy. N o B y -
Laws h a v e e v e r m a n a g e d t o t i e d o w n League, t h e m o r e l i k e l y i t i s t h a t t h e charges, usually with a codicil describing
exactly w h a t c o n s t i t u t e s b l a s p h e m o u s number of ravens w i l l have changed as which o f t h e t h i r t y t h o u s a n d B y - l a w s
behaviour, s o t h e o r d e r s t e n d t o d o a s well!). The Temple is the only civil court have b e e n p a r t i c u l a r l y violated. T h u s ,
they w i s h , a r r e s t i n g w h o m e v e r t h e y with t h e p o w e r t o a d m i n i s t e r d e a t h there a r e n o c r i m e s labelled embezzle-
fancy, and charging them with blasphemy sentences, and a fair f e w of these have ment, f r a u d , t a x evasion o r blackmail;
no matter what the offence actually was. been h a n d e d o u t o v e r t h e years. I t i s these are all covered by one of the three
Religious w a r s a n d pogroms t e n d t o be popularly believed t h a t t h e e p o n y m o u s 'robbery' categories. A l s o , t h e r e a r e n o
fought o u t in t h i s w a y, w i t h m a s s trials ten t h o u s a n d r a v e n s o f t h e Te m p l e 'attempted' crimes, o r conspiracy
and bloody reprisals, u n t i l s u c h t i m e a s contain t h e s o u l s o f a l l t h e d e p a r t e d charges: t h e Enactment says that in the
the Katar or the Knights Ocular step criminals. C y n i c s h a v e b e e n h e a r d t o eyes of the Law, if you were going to do it —
observe that the bloated birds must have you did it!
about two or three hundred souls each.
The Courts
3. T h e R e l i g i o u s O r d e r J u d i c i a r i e s : Most of the crimes are self-explanatory.
Excluding the ad-hoc courts of the various The only other legally constituted courts Historically, Treason has only ever been
guilds, a n d o t h e r d i s c i p l i n a r y b o d i e s in the City are the five r u n by the largest brought a g a i n s t t h o s e w h o h a v e b e e n
within organisations, t h e r e a r e t h r e e religious groupings within the locality. As directly s o u g h t t o subvert t h e p o w e r o f
main judiciaries w i t h i n the City League: previously observed, these are o n l y e n - the Katar, as in t h e celebrated attempts
1. M a y o r i a l D i s t r i c t C o u r t s : E a c h titled to try cases of blasphemy. The most by t h e Punctillan t o replace h i m w i t h a
administrative district of the City controls infamous o f these, t h e Te m p l e W i t h o u t military dictatorship. The three 'robbery'
several courthouses, set up in buildings Doors, gets t h r o u g h a b o u t 2 0 0 cases a categories are differentiated solely by the
known collectively as the Athya. Nomin- week o n t h e s t r e n g t h o f t h i s , s e i z i n g amount o f m o n e y involved. A f f r a y i s a
ally separate, t h e M a y o r i a l C o u r t s a r e those w h o h a v e b e e n c a u g h t stealing, catch-all f o r a l l t h e m i n o r c h a r g e s —
served b y a j u d i c i a r y appointed b y t h e engaged in violence — anything that can drunkenness, fighting, creating a disturb-
Minister o f Justice o n t h e Katar's be s h o w n t o be against t h e teaching o f ance, traffic offences — that go to make
Committee o f A d m i n i s t r a t i o n , a n d t h e the relevant deity, a n d thereby blasph- up 9 0 % o f a l l l e g a l cases. T h e u n i q u e
sinister R e d e m p t o r C o m m i t t e e o f t h e emous. Sentences are harsh and carried category i s t h e q u i t e s e r i o u s c r i m e o f
Court of Ten Thousand Ravens. They are out i n s t a n t l y. A t t h e Te m p l e W i t h o u t Failing to Observe a Festival. According to
grossly overworked, p o o r l y supervised, Doors, v i c t i m s a r e l e a d u p a s p i r a l the old, and recently superceded, League
and consequently corrupt. Judges can be staircase within the central crystal shaft, Calendar, 5 0 of the 3 5 0 days in t h e Old
bribed to alter the verdict or the sentence; to be t h r o w n off an open platform into a Year w e r e designated Festival Days, o n
clerks can be bribed to bring forward o r closed courtyard.... which i t w a s f o r b i d d e n t o t r a d e o r t o
delay! — the hearing o f cases; even t h e engage i n a n y a c t i v i t y i n v o l v i n g t h e
Prosecutor-General's o ff i c e , t h e c o u r t passing of coin or promissary notes; or to
arm of the Punctillan, is open to influence. hold assemblies of more than 3 0 people.
In t h e meantime, t h e defendant usually The calendar may have changed, but the
languishes in a district guardhouse. The Festivals remain, imposed at a f e w days
Mayorial courts have the authority to try notice b y t h e a r b i t r a r y a n d hopelessly
any case, b u t u s u a l l y h a n d c a s e s o f a inefficient Enactment XXVII Administra-
capital n a t u r e o v e r t o t h e C o u r t o f Te n tion Department. T h e n u m b e r o f cases
Thousand Ravens. The preliminary hear- brought against this charge has dropped
ing normally then only establishes guilt or considerably over the last f e w years, as
innocence, p a s s i n g s e n t e n c i n g o v e r t o the Court of Ten Thousand Ravens ruled
the superior court. This tends to lead to a that the process adopted by the Depart-
duplicate trial, as the judges there much ment i s illegal u n d e r t h e Restriction o f
prefer to conduct the whole case! The Crimes Trade B y - l a w s 3 7 7 9 - 8 9 g . T h e w h o l e
2. The Court of Ten Thousand Ravens: matter i s f a s c i n a t i n g t o l a w y e r s , b u t
Below the Punctilio, there stands a vast Long a g o , a K a t a r b y t h e n a m e o f utterly f r u s t r a t i n g t o t h o s e i n d i v i d u a l s
marble b u i l d i n g , t h r e e s t o r e y s h i g h , Morgannis I V L a w g i v e r t o o k i t u p o n hauled u p b y t h e P u n c t i l l a n o r t h e
covered i n t h e excreta o f a vast host o f himself to codify the legal system o f the Religious Orders, w h o c a n f i n d t h e m -
huge black ravens, w h o circle the towers City League. Through his famous Enact- selves involved i n legal proceedings f o r
and c e n t r a l d o m e . I n t i m e s p a s t , t h i s ment CCCII, Morgannis, w h o was by pre- anything between 2 and 40 years!
building w a s t h e c e n t r a l t e m p l e o f t h e ference a fisherman, and quite a good one
Church o f Xnath-pi-Xnath. This barbaric at t h a t , i n v e n t e d a s y s t e m t h a t w a s The Law
religion a n d i t s c h i e f deity, a d a r k bird- ludicrously simple. Over the intervening
god, vanished over three centuries ago, at years, l a w y e r s , j u d g e s , p o l i t i c i a n s a n d Overleaf you w i l l find a chart that traces
w h i c h time the Temple was taken over by other Katars added t o t h e system b y a the legal process t h r o u g h f r o m getting
the Katar. From that point on, the Temple seemingly endless promulgation o f By- caught to hearing the sentence. It is easy
of Ten Thousand Ravens was the seat of Laws and other statutes, b u t the Enact- to f o l l o w, a n d a l l o w s t h e D M t o g e t
the supreme judiciary in the City League, ment remains intact in essence. Basically, through cases fairly quickly where this is
and t h e building became k n o w n a s t h e there are only ten crimes on t h e statute desired. O t h e r w i s e , t h e r e s u l t c a n b e
Court of Ten Thousand Ravens - - the two book, listed o n t h e table on page 1 2 i n 'predicted' using this method, and the DM
names are virtually interchangeable (the order of seriousness. A l l defendants are can t h e n a l t e r t h e proceedings a s t h e
further a w a y y o u t r a v e l f r o m t h e C i t y brought t o t r i a l f a c i n g o n e o f t h e s e characters get involved.
I M A G I N E ma!tothie, October 1911" 11
Getting Spotted B a s e Chance 20% G e t t i n g B u s t e d I f a patrol is called, roll percentile dice to determine
which kind:
Use the Base Chance and the following suggestions to created a modified chance of attracting
unwanted attention whenever a character is engaged in illegal behaviour Chance/
Time/Weather Modifiers P l a c e Modifiers Activity Modifiers Time To Time to
Broad daylight +10% D a r k alley 35% Noisy fight o40% Track arrive
Just before dawn 15% B u s y thoroughfare of 5% Opportunist theft 20°,, Type; composition Morale I daysl (mins)
Rainy Day .-5% C r o w d e d Market 10% +20% 01240 District Militia (Dist). F2, 44+2 P i s Low 10, d100 d12
C.h o m y burglary
41.-60 Private Condones IPC), F3, d4-1 F2s d 4 Fl s Average 15 '2d100 420
DM should decide whether crime has been spotted by patrol (1060) or other person (90%) I f latter, 61-76 Guild Militia (GM) 4 4 - 1 F t 4 varies' 12r 2d100 d6'
roll on Time to Arrive column of G e t t i n g Busted table (and note that the person could act as a 77-86 Punctillan ( P u n a F3, F2r 44-1 E l s Good 25, 2420 2d8
witness during the trial) I n both cases determine what patrol is involved on Getting Busted table I f 87298 Religious Orders (ROI, C3, d6 C l s Good 40 d 4 2420
the criminals have fled by the time the patrol arrives c o n s u l t the Chance/Time to Track Down 99,00 Knights Ocular (SO); T1-6, o r Ft -6. V Good 60, d4 d4
column of the Getting Busted table
DM should alter the composition of patrols at times of civic tiniest, in areas with high crime rates,
etc S h o u l d reinforcements be required t h e D M should allow the first patrol to send f o r them
enough to handle the situation will air on n d t G o minutes
Notes ' Certain guilds - Thieves for example - will use other classes
The Rap D M should ensure that the crime is tried by the correct court, 2In the Advanced game these should be Cavaliers or Assassins
and prosecuted by the correct authority , Morale of militias from richer guilds iv y igher than for smaller ones
The DM should make alterations to both chance and time to allow for the evidence the perpetrators
Punishment
Crime might leave behind Note that the Private Condottas and the Guild Militia will not track down anyone
Modifier Prosecutors Court
Treason who has not commited an offence directly against their interests
250 Punc, KO 2
Murder , At night a l l times should be doubled
100 v i c t i m s level x5) Dist, PC, P u n t r KO 1,2
I, Guild Militia will not answer general distress calls, encounter should be rerolled
Robbery 15 000gp or more) 80 (+ victim s level x2) PC. GM, P u n , KO 1,2
Arson 75 Dist PC. GM, Punc. KO I T2
Theft (40-49999p) 50(0 victim's level e l l Dist, PC, G M 12
Blasphemy 50 ROr KO 3
Assault 40 (+ victim s level x31
Failure to Observe Festival 30
Dist, PC, GM PLinc
Pune. RC 2 Police Brutality Roll precentile die to discover the patrol's reactions
Pilfering (399p or less) 25 Dist, Punc Rough Law O w n O p e n to A r r e s t &
Affray 15 Dist PC Patrol Justice Hands Bribes' Charge Court
Dist 01-10 11-15 16-35 36-00 1
Notes. Cr-mtes tried in the Mayor at courts may be handed up to the Court of Ten Thousand Ravens 01.12
PC 13 2 2 23 2 7 28-00 1,21
where there is a possibility of a death sentence T h e defendant will then be retried
GM 01 2 5 26 3 4 35 4 b 4500
Pu no 01 0 5 06 0 9 10 1 2 13 0 0 1,2 -
RO 01,12 13 2 0 2100 3
KO 01 02 03000 2

Notes 1 A bribe of 1 0 0 g p x patrol leader's level w i l l ensure patrol leaves character(s) alone -
B e f o r e T h e B e a k T h e D M should determine the delay before the trial.
for now I f no bribe offered, treat as Arrest & Charge.
The defendant may hire an advocate.
, Captive will betaken to gaol. If arresting patrol has no Jurisdiction, they will hand over to someone
The trial's delay and the eventual v e r d i c t / s e n t e n c e may be altered by bribes. who has Check Court column to see whIch court trial will be heard I n
The normal delay before the trial comes to court is d100 days in the Mayorial Courts, 2420 days at
The Knights Ocular are unlikely to make the arrest themselves but will call in the Punctillan to do
the Court of Ten Thousand Ravens and d6-1 days at the Religious Courts T h i s time may either be
so. They m i l ensure that no escape is possible, and w i l l be the prosecutors when the case is heard
shortened or lengthened by the use of bribes - - see Greasing the Palm
II Serious crimes may be taken directly to the Court of Ten Thousand Ravens
Advocates, Advocates cost 5gp per level (max Bland 5gp per charisma point. Costs are cumulative.
, Guild Militia are 60II/0 likely to take the criminal before an ad hoc court Defendant will be found
le a 3rd level lawyer costs 5gp for the first level, lOgp for the second and I 5gp for the third - total
guilty D M should consider lust what the punishment might he considering the Guild concerned
30gp A level 9, 18 charisma advocate would cost 1080gp
Patrols indulging in Rough Justice will hand out an omthe-spot beating, or a 'fine' o r sorresuch
The l a w y e r s level and charisma replace the defendant's in calculating the Innocence Modifier.
Patrols taking the Law into their Own Hands will severely assault thieves, and may attempt to lynch
Guilt Modifiers Innocence Modifiers murderers or arsonists O n l y the arrival of a more disciplined patrol will halt this process
Victim's Modifier Defendant, Lawyer Level
(if applicable - see The Rap) 2x level
Court Modifier M a y o r . ' 50, Defendant L a w y e r Charisma
Ravens 60, Religious 75 2x charisma
Prosecution Modifier D t s t 50, PC 40, Form Modifier
GM 30, Punc 60, RO 50, KO 70 No previous convictions 30 G r e a s i n g T h e P a l m B r i b e s may alter the t i m e the case takes
Evidence Modifier Confession 80, to get to court, the verdict, and the eventual sentence
Caught tn act 40, Witnessed 20. Bribes may be offered to corrupt court officials T h e costs in each of the courts is outlined below
Circumstantial 10
Advance/Delay Alter Verdict Alter Sentence
Form Modifier
Court Trial (per day)' (per point(' (per point)
Each previous conviction 10 1 Mayon& ld4go 109p 5gp
Each previous Not Proven 5 2 Ravens 10gp 50gp bogy
Perform the calculation (Guilt Modifiers - Innocence Modifiers) Result is the percentage chance of 3 Religious 100gp 1009p 1509p
being found guilty - see Fair Cop Notes I T h e defendant should be informed of t h e date o f his tnal, although i n t h e case of the
Note: Even if the calculation leads to a result in excess of 100 or less than 0, the DM should still Mayorial Courts this may not be I 00% accurate T h e bribe may then be offered at any time from the
make the percentile roll, since there are occasional travesties of justice - see Fair Cop datt informed - even if only approximately - of the roll he w i l l have to make rube found Innocent
before that roll is made T h e costs outlined are for each point reduction tn the required Verdict Roll
It is not possible to offer a bribe that guarantees guilt or innocence - see Fair Cop I f a bribe is
offered b u t the defendant is still found guilty, then 30 should be added to the Penalty Modifier when
sentence is decided S e e Society's To Blame
Fair Cop , See Going D o w n and S o c i e t y ' s To Blame T h e DM should inform the defendant of the range of
sentences available to the Court, before one has been selected T h e costs in the table above are to
Once the calculation Guilt Modifier • Innocence Modifier has yielded a result, and any bribes have
been considered, the result w i l l be the Verdict Roll Required T h e Verdict Roll is the percentage reduce the Penalty Modifier by 1 point
chance of the defendant being found guilty. The DM should make the roll, and inform the defendant Note: There is nothing to stop bribes being offered to make it more likely that someone will beloved
of the resulting verdict. If the Verdict Roll is 0-3% above or below the Required total for Guilt, the guilty, or given a higher punishment T h e table above works both ways
verdict will be Not Proven.
Regardless of the Verdict Roll Required, a Roll of 01-04% is always guilty (even if bribes have been
offered), a Roll of 05-06% is always Not Proven, and a roll of 96-00%0 is always Innocent
The N o t Proven i s a modified g u i l t y verdict by w h i c h the Court acknowledges that d e s p i t e t h e
verdict, the evIdence against the defendant was not quite perfect Thus, the defendant goes free, but
a note of the verdict is retained by the Court which will influence any future trials - - see Before The
Society's To Blame Compare the Penalty M o d i f i e r
to t h e Possible Sentences
Beak and Going Down.
Bribes may alter the final sentence
Example: A defendant ends up with a Verdict Roll Required of 55%, modified to 40% by bribes O n a The DM should take the Penalty Modifier and compare it to the ranges of each sentence listed below
Roll of 01 -04 she will be guilty, and would have been found so even if she had the alibi that she was
If the Modifier falls w i t h i n the ranger the DM should make a note, compiling a list containing 1-6
possible sentences. The actual sentence may then be selected randomly, or chosen by t h e DM
already in 37-43
fail at Not
the. Proven;
time; 0 544-95
)- 0 6 would
Innocent
! be Not
(and
Proven,
h if the Roll
0 7g- 3was
6 would
44-58./0
u be Guilty
the obribe
(thewill
bribe
nhave
wavee
been
worth every cp), 96-00 Innocent, and she would have been Innocent on this roll if she had confessed Penalty Modifier Punishment
and produced the missing jewels in the courtroom.. less than -r-10 Warning'
-10 - o20 Frye I gp x defendant's leve12
-10 - +20 Free 30gp x defendant's level,
*25 - +60 Fine 250gp x defendant s level'
0 - +50 Dismemberment (loss of fingers, eyes, e
+40 - +200 Banishmen0
G o i n g D o w n B r i b e s may influence the sentence -50 or more Death
Advocates may be retained at no additional cost if they were at the hearing 10 . 2 5 Jail 144 months,
Advocates: The advocates level and charisma replace the defendant's in calculating the Mitigation -215 - , 3 5 Jail 2d6 months
Modifier
+25 - +60 Jail 2d12 months
Sentence Modifiers M i t i g a t i o n Modifiers -235 - *80 Jail d12 years,
Punishment Modifier D e f e n d a n t L a w y e r Level -50 - +150 Jail 2d20 years'
(see The Rap) 3 x level +80 - +200 Life Imprtsonment,
Victim Modifier D e f e n d a n t / L a w y e r Charisma +100 - - +200 Slavery
(if applicable - see The Rap) 3 x charisma
Notes , Although the defendant goes free, the conviction is kept on record
Court Modifier M a y o r i a l Or
2 If the defendant cannot or w i l l n o t pay, add 1 0 to the Penalty Modifier and compile a n e w list,
Ravens 50, Religious 10
ignoring Fine results
Prosecution Modifier- Dist Or PC 5,
GM 10, Punc 20, RO 10, KG 0 , The disfigurement should be appropriate to the crime - loss of fingers for theft, loss of ears for
Form Modifier spying A d u l t e r y is not a crime in t h e City League.
t If the convicted felon is ever found within the City League again, the case will be reheard. The +10
Each Previous Guilty 30
Each Previous Not Proven 15 Form Modifier will apply to The Hearing. If the defendant is re-convictedr the DM should add 5 0 to
Bribe Modifier the Penalty Modifier in addition to the *30 Form Modifier - see Going D o w n .
5 There is no such things as remission in the CTty Leaguer
If bribe offered but still found guilty 30
' S i n c e slavery is discouraged in the City by a high tax on owners, the convict will be t r a n s p o r t e d , .
Perform calculation Sentence Modifiers • Mitigation Modifiers. Result ts the Penalty Modifier - see the small coastal port of Borth to the Mercantile Tradecities of k r , l o b e sold at public auction
Society's To Blame

12 I M A G I N E ma9azine, October 1984


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1 5 N D O C K L A N D S (No 7) COURT
Prisoners are t h r o w n into their underground cells through grilles in the
In a s u n n y spot on a popular promenade alongside the docks stands a
typical d i s t r i c t courthouse. T h i s o n c e grand building h a s seen better pavement. These grilles a l l o w locals to abuse the inmates, or s h o w e r
them w i t h f i l t h . T h e y a l s o g i v e r i s e t o t h e possibility o f hair-raising
days for it is slipping slowly into disrepair and decay and n o w its walls
bear the graffiti of countless generations. One wing has been sold off to escapes....
private e n t r e p r e n e u r s and n o w houses a short r o w of shops (including
16 and 17). The trade of the courthouse goes on undisturbed; its inner The Organising Magistrate (15a) selects local notables to sit with him in
courtyard periodically thronged w i t h people w h o willingly pay to watch judgement. The officers a n d guards o f the court are normal m e n and
whippings, executions, d i s m e m b e r m e n t s a n d worse; i t s officers a n d women, neither more nor less greedy than usual, although, inevitably,
there is one rotten apple in the barrel — Petronna Goldenhair (15e).
guards getting rapidly fat on the regular (and expected) bribes.
13
I M A G I N E magazine, October 1984
Tr'T 0 - / k V
1 5 a G No
i l eweapon
s W i d g e r y ; m; Fr7, L/LN, hp 22/29, AC 9/10; THE MAGISTRATES
In order to enliven proceedings at the court the DM may choose to have
S 13 0 Grey haired, tall, grey and black robes, r e d hood one or more of the following worthies sit for the trial of the PCs involved;
I 1 2 0 Organising Magistrate it won't be long before their names are feared (or loved) throughout your
W 10 U Dignified, concerned, n o t very wise, complete snob campaign!
D 11 0 On n o d d i n g t e r m s w i t h m a n y l o c a l dignitaries, b u t n o
C 8 f r i e n d s ; scrupulous in his application of the court rules, but
Ch 1 5 n o t averse to amassing a little wealth.
15h E s t o r i l l i a n ; M Fr7 L / L N h p 18/24, AC 9/10,
Staff-mace

15b Mailai Frith-Lorendar; F, Fr3, ULN, hp 13/15, AC7/8,


Dagger of Concealment +2
S 12
I 11
El Tall, e q u i n e , e l e g a n t , n a v y b l u e r o b e s t r i m m e d w i t h
hoar-fox
W 13 Silver-smith
S• 1 3 0 Elegant, w e a r s blue and silver suit and gold ring which is a D 8 0 Arrogant, supercilious, c o w a r d
I 1 6 D a g g e r of Concealment +2 (a ring which acts as a ring of C 9 We l l - k n o w n a n d h a t e d local-boy-made-good, n o w lives
W 1 3 p r o t e c t i o n + 2 a n d can be t u r n e d into a d a g g e r +2, u s e d Ch 11 out of the area but likes to return periodically to sneer and
D 12 a n d turned back again a l l in one r o u n d s e e module X8) h a n d d o w n vicious sentences; h e a l w a y s a l l o w s elves a
C 1 0 E Clerk
+50 Mitigation Modifier; loves to be ' l e n i e n t ' by 'reducing'
Ch 1 2 0 Clever, ambitious, s o c i a l climber, career civil servant sentences to d i s m e m b e r m e n t
Of modest background, M a i l a i scorned adventuring for a
life of anticipated wealth as a civil servant. She knows you
have to start at the bottom, w h a t she doesn't k n o w is that
she's probably stuck here f o r life; she got the D a g g e r o f
15i M a k e r R e d b e a m ; m, Fr3, N/NG, hp 11/14, AC 7/8,
Knobbed stick
C o n c e a l m e n t from an adventurer she met one evening
S 8 0 Wa l k s round looking like a court-jester with multicoloured
I 1 5 p a d d e d jacket, h o s e a n d huge codpiece
15c ' O l d ' D a l i e l ; m; Fr3; L/LG; hp 12/14; AC 9/10;
No weapon
W 14 0 Cooper (and local guild-officer)
D 9 0 Fire-brand, u n b r i b a b l e , h a t e s authority, i n f e r i o r i t y c o m -
C 7 p l e x , s w e a r s he i s n ' t a g n o m e
S 9 0 Ancient, scruffy, b r o w n jerkin a n d filthy y e l l o w hose Ch 1 0 0 Ve r y w e l l k n o w n l o c a l l y a n d l a r g e l y l i k e d despite h i s
I 1 5 0 Assistant clerk
eccentric habits; w h e n s i t t i n g a t t h e b e n c h h e ' r i d s t h e
W 14 0 Intelligent, h a r d working, kindly, far too honest for his own t o w n o f undesirables' by banishing or selling into slavery
D 9 g o o d
anyone he finds g u i l t y of anything; he completely ignores
C 8 0 A loner
Ch 5 all l e v e l o r c h a r i s m a m o d i f i e r s w h e n c o m i n g t o h i s
decision a n d woe-betide a n y gnomes that appear before
him!

15d K r a d E a r t h d e l v e r ; M, Dw6/E6, N/NG, hp 40/46, AC 5;


Battle axe, short sword or mace
Ow 15j M a r e t a t h e W i s e ; F; C4; L/LG; hp 14/22 A C 3;
Huge, strengthened, religious staff-mace
S 1 7 0 S h i n y c h a i n s h i r t , s t e e l helmet, p a d d e d leggings w i t h
I 9 l e a t h e r cross-garters D•1851 0 Squat, powerful, w e a r s breastplate over rough green habit
W 12 0 Head jailor I 1 0 E I Vi c a r / c u r a t e o f a L / L G church
D 11 E I Bluff, gruff, shrewd, businesslike W 14 0 Honest, disciplinarian, loud, k i n d l y
C 1 2 0 K n o w s Burbury Flataxe (5d) and doesn't much like h i m D 9 0 Runs a t i g h t little c h u r c h nearby (one o f the f e w never to
Ch 1 0
C 1 0 h a v e been r a i d e d by the l o c a l thieves guild); applies the
Ch 7 l a w s f a i r l y a n d squarely b u t considers t h o s e w h o m a k e
generous payments to her church or, even better, convert
15e P e t r o n n a G o l d e n h a i r ; F; F5; C/CE; hp 40/52; AC 7/8;
Dagger, whip, blackjack, torture instruments
on the spot, t o have redeemed themselves

S• 1 6
I 1 1
0 Black l e a t h e r j e r k i n a n d leggings, h i d e o u s black l e a t h e r
s k u l l cap and mask 15k L i r a u t h e R e d ; F, F6, L/NG, hp 36/48, AC4,
Longsword +3 and dagger
W 13 0 Assistant jailor and torturer
D 1 2 0 Calm, polite, w e l l - s p o k e n and very, very nasty S• 1 7 0 M e d i u m build, h e a d held high, r e d hair, wears velvet dress
C 1 7 0 A n adventuress, n o t a League native I 1 1 w h i c h conceals chain m a i l shirt
Ch 1 6
W 10 U Retired adventuress n o w living o ff her finds
D 15 0 Shrewd, rough-and-ready, b u t soft on plausible rogues
C 1 2 0 L i l r e t u r n e d from h e r adventures to this, t h e place o f her
15f T i b l i n a n a - R i s t o r i n ; m, Th6, N/NE, hp 24/27, AC 3/-3,
Concealed dagger, staff +3
Ch 1 5 b i r t h , s o m e years ago w i t h a strong reputation for valour.
H/'2 She k n o w s p r a c t i c a l l y e v e r y o n e l o c a l l y, b u t h a s k e p t
p a r t i c u l a r acquaintance w i t h m a n y adventurers, s o t h a t
D 1 2 0 Ragged grey and brown robes, leather headband (in A D & D h e r house sees the comings and goings of strange people
I 1 5 g a m e - bracers of defence AC4), ring of protection +3 at a l l h o u r s o f the d a y a n d night. S h e i s k n o w n a s t h e
W 12 0 Stick salesman (sharper/filcher) 'adventurers friend' w h e n sitting injustice, as she usually
D 18 0 Feigns stupid, benign oaf; actually ruthless and intelligent gives t h e m the benefit o f the doubt.
C 1 4 0 M e m b e r of the local thief' s guild; he wanders around in the
Ch 1 4 v i c i n i t y o f the c o u r t selling sharp sticks to passers-by so
they can p r o d the 'prisoners t h r o u g h the grilles; t h i s is a
cover for his true trade - pick-pocket and mugger. 16 GEMCUTTER
15 g T h e Chastiser. No details are given about this creature of
In part of the wing now let out as shops, Shoril the Gemcutter (16a)
now plys his trade. He is Dw4/F4 hp 20/25 and a dwarf. His brother,
mystery. The Chastiser appears hooded when called, to perform such Dalin (14f) is a member of staff in the Cock o' th Wa l k tavern (14).
corporal punishments as are demanded by the court. Adventurers can have rough gems improved in value here. Shoril's
payment will be 20% of the improvement.
Also working in the Courthouse are 6 minor clerks and 12 guards. The
clerks will be met drifting about, apparently trying to kill time. The
guards are all F2, hp 12/15 and they will be found chatting with one
another around the courtyard. The guards are well trained, despite their 17 COBBLER
appearance, and will act efficiently and quickly when called upon by
either Krandle or Petronna. A t night the guards take turns to patrol in Next t o Shoril's i s this homely cobblers run by Goldy and H a f t °
pairs. Petronna has the disconcerting habit of roaming abroad at night, Brushfoot(17a & b)who are the parents of Bando Brushfoot (14h)— a
looking for 'fun'.
thief who works around Gibbet Lane and The Walk (14).
14
I M A G I N E magazine, October 1984
Yr-\\T 'T47/cF6,' Tj7r- 6 7 1 1

When Constabulary Duty's To Be Done....


....a patroller's lot is not an 'appy one; but nothing like as un-happy as that of the miscreant. Listed below are some
patrols to help the DM persecute 'innocent' parties. Naturally if the D M feels the characteristics ascribed to the leader of
one of the patrols w o u l d fit another, they can be changed round. Each patrol is suitable for a campaign of modest level;
as always in the City League the D M should increase the level, h i t points and numbers if required by the campaign.

D i s t r i c t M i l i t i a Leader Knights Ocular

18a ' C o r p o r a l ' T h i r e l ; M , F2, N / L N h p 1 4 / 1 8 , AC 6 / 7 ,


Flail
This group will be tall and shrouded, revealing little of sex or race, and
will speak little and act as if each k n o w s w h a t all are thinking. It will be
made up of fighters, cavaliers, assassins and other classes as necessary
S• 1 5 0 Short and tubby, r i n g - s t u d d e d leathers, r e d bandana and i n a p p a r e n t c o n t r a d i c t i o n o f w h a t m i g h t be expected. O f t e n t h e
I 9 0 Leading militiaman, w a r r i o r initial e n c o u n t e r w i l l b e w i t h a s o l i t a r y individual, w h o w i l l o n l y be
W 9 U Basically honest, f e a r f u l of higher authority, cocky, b u l l y visible t o t h e p a r t y i f i n a n open, w e l l - l i t area, o r i f specifically a n d
D 1 0 0 We l l - k n o w n locally and mostly ignored, can often be found carefully searched out. Nine times out of ten, the party will never k n o w
C 1 2 i n inns bragging loudly about his onerous duties that they w e r e being observed by a m e m b e r of the Knights. B u t if they
Ch 8 see adventurers commit an offence, or if the Knights have some reason
to w i s h i l l o n a n individual o r group, t h e y w i l l a l m o s t a l w a y s m u s t e r
The group Thirel leads is made up of 6 first level fighters (all hp 6 / 7 ) w h o
j e e r and laugh loudly at Thirel's comments; as a group they can't wait for enough f i r e p o w e r ( b o t h m a g i c a l a n d n o n - m a g i c a l ) t o o v e r c o m e a n y
someone t o ' r e s i s t a r r e s t ' , a n d t h e i r v i c t i m s s e e m t o h a v e t h e party of mere adventurers, n o m a t t e r w h a t their level — it's as if they
unfortunate habit of continually 'falling down the cell steps, m l u d ' . have some uncanny way of knowing exactly w h a t to expect in advance.
Their behaviour is utterly ruthless, t h o u g h rigidly lawful.

Private C o n d o t t a Leader
Guild M i l i t i a Leader
18b B o r g r i m O r c e a t e r ; M F 3 , N / N E , hp 1 8 / 2 1 A C 2;
Longsword and dagger 18d R o n t o l l o ; ( m o s t guilds) M; F4 C/CN, hp 3 0 / 3 7 A C 6 / 7 ;
(thieves' guild) M; 14, C / C N ; hp 1 6 / 2 4 ; AC 7 / 8 ;
S• 1 5 U Big, burly, w e a r s breastplate over leather jerkin Long sword and dagger
I 1 1 E I Leader of his condotta, s w o r d m a s t e r / s w o r d s m a n
W 8 0 Vicious, nasty, effective, c o w a r d D• 1 3 E I Ordinary looking, w i t h l a r g e s c a r o n forehead, s t u d d e d
I 8 l e a t h e r or leather a r m o u r
D 15 0 Sucks up to anyone more p o w e r f u l than he is, universally
W 9 C i G u i l d militiaman
C 1 2 d e s p i s e d
Ch 9 D 1 0 U Serious, fanatically loyal to the guild, u n c o m p r o m i s i n g
His band is made up f r o m 3 second level fighters (hp 9 / 11 ) and 4 first C 11 U Stranger from across the seas but popular w i t h his men
Ch 1 2
level fighters (hp 4 / 6 ) a n d it is t h e i r m o o d and courage t h a t Borgrim
draws upon. T h e y are volatile a n d prone t o h a n d i n g o u t beatings The g u i l d militiamen are mostly loyal mercenaries w h o are ready (and
w h e n e v e r they feel they can get away with it. B o r g r i m on his own is not often e n c o u r a g e d ) t o t a k e t h e l a w i n t o t h e i r o w n h a n d s w h e n e v e r
necessary. J u s t i c e to t h e m is m a i n t a i n i n g the honour of the guild.
quite so tough - i f an orc said 'boo!' to h i m h e ' d probably faint.

Punctillan Leader Religious O r d e r ' s Leader

18c A m i r S c h e z h u a n X I V ; m F 3 L / L N ; hp 1 8 / 2 1 ; AC 3;
Spear and scimitar
18e I m p i r R o k k o ; M , C3; C / C N h p 1 6 / 2 1 ; A C 3;
Mace
H/H
S 1 4 0 Neatly attired in chain mail, dark w i t h neat beard S• 1 2 0 Tall, skinny, c l e r i c a l robes over breast-plate
I 9 U A m i r (leader) of his squad, s w o r d m a s t e r / s w o r d s m a n I 1 2 0 Priest
W 14 U Career officer, f a i r but rough w h e n needed, cool, efficient W 16 U Arrogant, raving, despotic, fanatic
D 1 6 E l U n k n o w n locally, popular w i t h his f e l l o w officers D 9 0 W h o ' d admit to k n o w i n g him?
C 1 2 C 8
Ch 1 6 Ch 7
His band of 6 first level clerics (hp 5 / 7 ) is scarcely less chaotic than he is
His s q u a d o f 6 s e c o n d level fighters ( h p 1 4 / 1 7 ) i s w e l l t r a i n e d a n d
and are m o s t e n t h u s i a s t i c i n t h e i r duties. H i s o n l y g o a l i s religious
obedient, a l t h o u g h they w i l l 'discipline' the t r u c u l e n t or unruly. W h e n
Schezhuan says 'come quietly and you w o n ' t get hurt', h e means it. 'purity' - a n d a party's best means o f escape is to grovel.
• •

-Hear Ye! Hear Ye!


Plotlines E R R AT U M
'By the powers invested- in me by the Honoumik Guild cf Herahls I herebygive warning that
Olaf Typesettertate cfGibbet Street confessed-to wutervaluing citizens of this the City League
1 O n e o f t h e c h i e f weaknesses o f all m i g h t y bureaucracies i s t h e before lie died. Know then, o princes, that the correct hit die value for FREEMENand
absolute belief that 'if it's in the files then it must be t r u e r. Imagine what FREEWOMAN(IMAGINE ma9azine ;,; 17, page 12) should be6415 the Basicgame
havoc, w h a t carriages, or miscarriages, of justice could be perpetrated and 66 in Advanced: Take heed and adjust your Hentidic Tomes cicconfingly.
by s o m e o n e bold e n o u g h t o break i n t o a repository of such files a n d
leave a s u i t a b l y forged d o c u m e n t . T h e r e i s s u c h a repository i n t h i s ADDENDUM
Courthouse; a Courthouse w h e r e friends of daring adventurers m i g h t By the powers invested in me by the Honoumbk Guild cpiemitts 1 fiirthergive warning that .1
face trial.... the confusion cf genders shall herebycease whereby all catalogued characters of this, our '••
2 There come occasions in the lives of most mortals when a complete League of Cities, shall have their gender inciwkd in their stats immediately after their name,
answer to life's problems can be found in the granting of the wish 'if only andthatfurthermore there shall cease to be repetition c f the said stats where the figures for
I could disappear'. It is not given to everyone to have the wealth to get 'Basic and Advanced are the same.
into such trouble and then get out of it. But what better way for a hunted
young noble to escape than to persuade a band of trusty adventurers to C O M I M U N I C AT U M
help him organise a trial, and a fake execution. The problems would be 'By the powers invested in me by the Honoumbk Guild- opieralcis1-warn you that rwnrnce •
many — w h o is the executioner and h o w is he to be bought, who can be of our Fair Countie c'Ceneyn (prorwunced-Ker-oo-un by you, shorty) that surrounds this city
trusted to 'bear' the body away, h o w to keep Petronna Goldenhair from shal be deernediftegat under By-Law 1877 cl'Enactittent,Crtilltfidowing the publication
delivering a messy coup-de-grace — but the rewards would be great. of much encyclopaedic information on that place in one of our most noble glouldic Tomes
3 It i s n o t a l w a y s t h e i n n o c e n t w h o s u ff e r miscarriages o f justice. known as IMAGINE magazine spe,h-d- Edition, due out later this month
W h a t if a g u i l t y m a n i s acquitted? Is i t not possible t h a t the outraged Felix Pursuivatat
neighbours and friends of the bereaved would demand retribution, and First Assistant to the Junior Herald
failing t o get the m a n retried w o u l d b u y the services of outlanders to
arrange false evidence of a n e w crime so damning that real justice could
not fail to be done in the end....
15
I M A G I N E ma9azine, October 1984
trigger o ff an idea for a sub-plot and an to liven things up. This could be man or
interesting NPC, maybe one who can give beast, friendly or otherwise. Just so long
information (or even mislead). For exam- as it does not detract from the encounter,
ple, I w a n t t o m a k e o n e s t o p o n t h e it is w o r t h w h i l e experimenting with.
adventure i n t h e r o c k y f o o t h i l l s o f a
mountain range. Perhaps t h e s a m e 6. D o e s he have a name? A definite yes
mountain range which contains the Paths to this, for our hermit is none other than
of Dread and the Temple of Shamadir? Drak'Nall — t h e priest w h o t o o k Beran
I w i l l call this encounter area the Ring into h i s c o n f i d e n c e a n d s u f f e r e d t h e
of Stones, obviously some a n c i e n t h o l y consequences.
place, signified by the deliberate placing
of a series of rough stone monoliths in a Much m o r e w o r k could, a n d should, b e
circular f o r m a t i o n . T h e R i n g i s i n a done on Drak'Nall to fully establish him.
clearing a l m o s t t o t a l l y s u r r o u n d e d b y We have given, o r implied, a history for
cliffs w h i c h a r e d o t t e d w i t h c a v e s — him stretching back around 5 to 10 years.
useful dwelling places, n o t only for arcs But he must be at least 40 to 50 years old
and wolves, but also for hermits, and it is by n o w, so a sketchy study going back a
the h e r m i t w e a r e i n t e r e s t e d i n . L e t ' s further 1 0 years would prove useful and
develop t h i s c h a r a c t e r b y t h e p r o c e s s would p r o b a b l y y i e l d s o m e g o o d i d e a s
described previously. about h i s priestly oraer. W h e e l s w i t h i n
wheels
1. H o w did h e g e t here? A s a r e s u l t o f About this point, you might be tempted
random w a n d e r i n g s h e arrived h e r e o n to think that I am quoting from an already
foot, half crazed, and set up home in one created adventure and that, consequent-
of the caves. He has lived here for 2 years. ly, it all looks much easier than it actually
is. I can only assure you, dear reader, that
2. W h y i s h e h e r e r a t h e r t h a n s o m e - this is not the case and that, in fact, n o t
where else? He is here as a result of his one s c r a p o f t h i s i n f o r m a t i o n e x i s t e d
random wanderings. The reason he stays before I s a t d o w n t o w r i t e . I h a v e ,
here is to worship his deity, purge himself therefore, created t h e m a i n features o f
of u n w o r t h i n e s s a n d e v e n t u a l l y t o r e - this adventure a n d i t s m a j o r NPCs i n a
claim his former glory. A s to w h e t h e r he matter o f a f e w h o u r s — say t h e equi-
will be encountered in his cave or at the valent o f o n e e v e n i n g ' s work. H o w t h e
Ring i t s e l f , t h a t w i l l d e p e n d o n t h e storyline is embellished and the number
lifestyle we give him, ie his daily routine. of other major NPCs incorporated into it is
largely a question of how much time you
3. H o w d o e s h e e a r n h i s l i v i n g ? H e have available.
doesn't exactly 'earn' his living at all. He Other s u b - p l o t s a n d N P C s c a n , a n d
subsists o n a l a r g e l y v e g e t a b l e d i e t , should, b e b r o u g h t in. These w i l l relate
eating w i l d t u b e r s a n d berries. H e gets directly to player characters. Maybe they
water from a secret well and he does not will e x i s t s o l e l y a s a r e s u l t o f o n e o r
have too far to travel each day to get his another player character being involved
food. Remember also that he is a h e r m i t in the story. As long as these encounters
engaged i n a p u r i f i c a t i o n p r o c e s s — do n o t destroy t h e internal l o g i c o f t h e
angle, a g i a n t o f a m a n s t e p s i n a n d fasting o r semi-fasting could be p a r t o f adventure, they can only help to make it
begins t o a t t a c k t h e c r e a t u r e w i t h a that process. Of course, his knowledge of more interesting.
seemingly superhuman zeal. His attacks herb-lore and o f some of the p o w e r s of I would like to issue an invitation and a
weaken the creature until, with a mighty the m i n d h a v e i n c r e a s e d e n o r m o u s l y challenge to readers. It should be easy to
sweep, t h e m a n h a c k s o f f i t s head. H e while he's been here. draw a sketch map of the region covered
approaches t h e c o r p s e a n d b r e a k s a by t h i s adventure. T h e r e a r e obviously
macabre t a l i s m a n f r o m a c h a i n a r o u n d 4. W h a t w a s h e d o i n g a n h o u r a g o ? many places and encounters to be 'filled
the creature's neck. The player characters Avoiding the temptation to be too blink- in' b e f o r e t h e a d v e n t u r e i s w o r k a b l e .
see that he holds a skeletal right hand, on ered, l e t ' s e s t a b l i s h a s k e t c h y d a i l y Readers a r e i n v i t e d t o c o n t r i b u t e t h e i r
which is a ring he obviously recognises. routine for him, beginning early morning own NPCs and encounter areas for this
He falls to his knees weeping. w h e n he will be found kneeling in prayer adventure and perhaps we can follow its
From this, any number of ways can be at t h e centre o f t h e ring. Later, h e w i l l development u s i n g t h o s e contributions.
found to introduce the players to Khalin walk i n search o f h i s daily food supply, Alternatively, if you feel really keen, w h y
and his story. The point is that he has just which h e w i l l c o n s u m e a r o u n d n o o n . not have a g o a t completing t h e w h o l e
saved t h e i r lives t h e y owe him some- Later i n t h e afternoon h e w i l l b e a t h i s thing. !would run the adventure using the
thing. This can be a powerful persuader to cave d o i n g h o u s e k e e p i n g c h o r e s a n d Tunnels & Trolls rules as I find them most
• t h e m t o a c c o m p a n y h i m o n h i s quest, preparing i t for his resting period. Early conducive to RPG adventuring, but there
which w i l l be, naturally, t o discover the evening sees him back in the Ring, trying is n o reason a t all w h y any set of rules
real fate of his brother and thus purge his to c o m m u n e w i t h his god. Mid-evening, could not be used. The important thing, at
guilt. A l l that remains is to find a device he makes his w a y back to the cave and this stage, i s not to get bogged d o w n in
which w i l l set Khalin and the players on there indulges in a narcotic drug w h i c h character s t a t i s t i c s a n d m a k i n g y o u r
Beran's trail. puts h i m i n a s t a t e o f transcendental encounters fit the rules. Design the NPC
Let m e suggest that you read the first euphoria for a couple of hours. A f t e r this a n d / o r the encounter and make the rules
part of this piece again, paying particular he sleeps till the following morning. The fit t h e m . D o something w i t h y o u r story.
attention t o t h e f a c t s c o n c e r n i n g t h e drug, derived f r o m berries, i s addictive E n s u r, o f alternative o u t c o m e s
landscape, people, politics and monsters and w i l l e v e n t u a l l y b u r n o u t h i s brain. exist to any given encounter. Add colour
we have already established or hinted at. This, then, is essentially his lifestyle from and 'body' to your game w h i c h will keep
Certainly w e a l r e a d y h a v e e n o u g h t o now until the day, not far off, when he will your players intrigued. Then go over and
provide a good storyline. A m a p o f t h e die from drug abuse. fill i n the mechanical details.
country we are in could usefully be drawn Therein lies the secret of satisfying role
and will, inevitably, add even more detail 5. Is he alone? The answer is, o f course, playing.
and n e w ideas to the adventure. Just the yes. But we could, just as easily incorpor- Katino
act o f a d d i n g n a m e s t o p l a c e s c o u l d ate some sort of servant or periodic visitor
I M A G I N E magathu, Odober 1984 17
• •
-A splendid novel...so magnificenty realised:
So complex! So gloriously alien! WOW!"
ANNE McCAFFREY

The distant world of Orthe is littered


with the remnants of a spectacular past; a once
great civilisation destroyed by its own advan-
ced technology Determined to avoid a similar
disaster, the survivors turned their backs on
science for good; all except a tiny minority...
Lynne de Lisle Christie is an envoy vir

from Earth; her mission is to win the confi-


dence of Orthe's leaders. But she finds
herself at the heart of a conflict that
threatens total war... .and her own
destruction.

"A spectacular
and wonderfully
evocative novel'9Julian May

£ 2 . 5 0 From all good bookshops


AN ARROW
PAPERBACK

f you've ever been killedby


he evil goblin, flamed
b d r a g o n or tarnedto stone
b y a wizard...
then you need Micro Adventurer—the new monthly
magazine devoted to all microcomputer
adventures, war games and simulations.
Each issue offers a wide range of stimulating features, including:
• Helpline and Contact columns • Reviews of the latest adventures
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18 P l e a s e m e n t i o n IMAGINE magazine w h e n repivino to a d v e r t i s e m e n t s


)/
0
I111111111111111111111111111111111111i111
.1011111
,1'11161111111111

P:1)
wj
II
0 0

M A RV E L O U S T I M I N G Victory Bonds
1930s g a m e s ; g o t h i c h o r r o r ; s u p e r - After a q u i e t start, t h e J a m e s B o n d r p g
A q u i c k l o o k round. C l e a r t o t h e r i g h t . seems t o be f i n d i n g i t s w a y i n t h e w o r l d .
Clear to the left. No TSR staff in sight so heroes; history-based.... I s i t n o w t o be
Nice things are being said about the system
far a s I c a n see. R i g h t , s o i t ' s s a f e t o time f o r t i m e - t r a v e l l i n g ? T h e c u r i o u s and m y o w n u n s c i e n t i f i c o b s e r v a t i o n s
mention t h e Marvel rpg. That's the TSR thing is that several companies seem to indicate a steady increase i n sales. I t h a s
superheroes g a m e o v e r w h i c h t h e release titles on a similar theme almost hauled itself out of the contending pack of
powers-that-be a t L a k e G e n e v a m a d e simultaneously so it's n o t necessarily a rivals and its progress must be affording its
such a snaffu of the licensing agreement. case o f b a n d - w a g o n j u m p i n g . F u r t h e r - publishers, V i c t o r y G a m e s , s o m e s a t i s -
more, i f P a c e s e t t e r a b b r e v i a t e t h e i r faction. This progress is being given some
Forgot to include the UK in it or something
game's t i t l e a n d apply t o have i t trade- firm consolidation by good back-up; p l e n t y
like that. Well, I'm told that that game was
marked, t h e y w i l l be able t o call i t IMTv of advertising, glossy leaflets and, of course,
designed b y a b u n c h o f lads w h o have adventure modules.
since m o v e d o n a n d called themselves and thus attract many kudos from envious
You Only Live Twice is one of two new
Pacesetter. competitors. I hope they do. A scenario for releases. A s t h e p r é c i s p r e s e n t s a p l o t
With a barely perceptible pause to draw TNIT'l is also available, Crossed S w o r d s , totally unfamiliar to me, I must assume that
breath, P a c e s e t t e r h a v e d e s i g n e d a n d costing f 4 : 9 5 . it is based on the film rather than the book.
released a couple of games of their own, Another rpg from the same company is Nevertheless, i t ' s g o t p l e n t y o f a t t r a c t i v e
one o f w h i c h i s Ti m e m a s t e r . 9 5 ) , Chills ( E l l .95) which is a Call of Cthulhu features: crashed Soviet space laboratory;
one of those 'if it's Tuesday it must be the type of game, although more suitable for deadly, m u t a t i n g v i r u s and, t h a t s u r e - f i r e
beginning players. I t is accompanied by ingredient o f success — Ninja. O n c e y o u
21st century' time-spanning games.
two scenarios: Village o f Tw i l i g h t and can get those lads to pop up in your game
Subjects for rpgs are highly influenced you can start looking for your holiday home
by fashion. In recent years w e have had Highland Terror, both at £4.95,
in the Seychelles.
The o t h e r n e w m o d u l e i s L i v e a n d L e t
Die. If I remember rightly, it was in this book
that Felix Leiter, Fleming's token American,
lost a high percentage of his appendages to
Transatlantic Tales Model Workers a voracious fish. Certainly t h e m o d u l e
It's here! I t ' s arrived! Honest, honest, t h i s The Lone Wo l f books are yet another series offers the delights of Mr Big and the powers
of g a m e books. I w o u l d g u e s s t h a t t h e s e of voodoo.
time w e r e a l l y m e a n i t . T h e D & D ®
things a r e a t t r a c t i n g q u i t e a f e w n e w - Both these modules promise to be up to
Companion S e t is n o w out there in the
shops, o n l y a w a i t i n g E 9 . 5 0 f o r i t t o b e comers t o t h e h o b b y, p a r t i c u l a r l y a m o n g the high standards of design and content of
the 1 0 - 1 4 year olds. N o w, Citadel M i n i a - the rest of the James Bond system.
yours, all yours. T h e r e ' s even a m o d u l e to
go with it (aside from the one in the middle tures a r e releasing t h e f i r s t ( t h a t I h a v e
of this magazine, t h a t is), CM1 Te s t o f the heard of)f i g u r e s to be based on such books.
Warlords. R u s h o u t t h e r e , f r i e n d s a n d They have a Lone Wolf set at E4.95 and ten
neighbours — y o u r l i f e i s i n c o m p l e t e individuals (different from the box contents)
without at 4 5 p each. They also have t w o boxes of Spectacular Surge
Other recent releases: the first D&D Solo superhero f i g u r e s f o r G a m e s Wo r k s h o p ' s Be prepared for a spectacular surge of S t a r
Module, Ghost of Lion Castle; the first much heralded, m u c h advertised but hard Trek g a m i n g releases. T h e t r i g g e r w h i c h
CONAW module, CB1 Conan Unchained, to spot Golden Heroes game. w i l l set off the explosion is the release by
and the second module in the D r a g o n l a n c e Coming up soon, Citadel promise a range Games Wo r k s h o p o f a B r i t i s h p r i n t i n g o f
series, DL2 Dragons of Flame. of lizardmen designed b y Trish M o r r i s o n , Star Trek t h e Role-Playing G a m e a t
There w i l l b e m o r e a n n o u n c e m e n t s o f née Turner, at 45p each and some / 1 4 4 - f 9.95. B a c k i n g u p t h i s h o m e - p r o d u c e d
ish scale robots (like those Japanese plastic version will be a host of goodies (there may
this magnitude next m o n t h . _ w e hope.
kits) w h i c h w i l l h a v e a u s e i n Battlecars be a f e w b a d d i e s l u r k i n g i n t h e r e w i t h
among other games. These models will be them). The K l i n g o n A l i e n P a c k is a boxed
about 3 0 - 4 0 m m in size. repository of all known information on that
Another self-employed figure d e s i g n e r / unsavoury race. A Klingon-heavy scenario
producer h a s o v e r n i g h t b e c o m e a n e m - is included. S t a r Trek 3 gives us ship plans
The Saga Remains the Same ployee. Robert Naismith, l a t e o f N a i s m i t h in 2 5 m m scale o f the d e a r old Enterprise
Mention of the Lone W o l f books brings us Design, has been captured by Citadel and (that ship has been w i t h us for so long n o w
nicely onto yet another in the interminable borne o ff t o languish i n t h e i r N o t t i n g h a m that it seems as archaic as Nelson's Victory)
list of solo gamebooks that are being put out er, c i t a d e l . B y C h r i s t m a s t h e e n e r g e t i c and a Klingon D7 w hi ch is, so I am reliably
Citadel team hope to have a couple of n e w informed, a c l a s s o f vessel n u m e r o u s i n
by e v e r y p u b l i s h e r a n d h i s dog. A c t u a l l y,
this l a t e s t o n e i s n o t e n t i r e l y n e w, b u t a Wa r h a m m e r supplements, perhaps cover- their o r d e r o f b a t t l e . Y o u w a n t s o m e
development o f t h e A r m a d a G r a i l q u e s t ing SF variants and providing a continent to scenarios? Well I have a list of eight which I
series. J H B r e n n a n h a s n o w devised t h e campaign i n . N o t s u r p r i s i n g l y, t h e y a r e am certainly not going to reproduce in full.
Sagas o f t h e Demonspawn, featuring looking f o r n e w s t a f f , p a r t i c u l a r l y ( s o Denial of Destiny; The Vanished; Demand
Fire*Wolf. T h e i n t e r e s t i n g s l a n t t o t h i s supremo Bryan Ansell says) from the ranks of Honour and Margin o f Profit are a
series i s t h a t i t a p p e a r s u n d e r t h e a d u l t of the hobbyists. He has had a f e w lined up sample of what's in store. Should you w a n t
Fontana imprint. W h a t does Fire*Wolf get already but other companies have swooped a break f r o m r p g - i n g y o u r w a y r o u n d t h e
up*to? W h a t a r e s o m e o f t h e o p t i o n s ? in a n d pinched t h e m f r o m u n d e r his nose. Enterprise, h o w a b o u t a f e w m i n i b o a r d -
What h a s t h e asterisk g o t t o d o w i t h However, t h a t s o u n d s a s t h o u g h a n y o n e games? I can suggest In S e a r c h o f S p o c k
anything? The books should be on sale w a n t i n g a career of their hobby is in w i t h a and Struggle for the Throne for starters.
now.... chance. There's much, m u c h more.

19
I M A G I N E magazine, October 1984
„-
• - -
'1,%1.6'ii71,47,1 • v"

The First Galaxy


First i m p r e s s i o n s a r e a l w a y s i m p o r t a n t
and on this The First Galaxy — G1 falls
down badly. The board, i n t h e form o f a
spiral galaxy, looks like a cross between a
cabalistic symbol a n d a h y p n o t i s t ' s aid;
the playing pieces are made in a garish
plastic and the whole presentation is, in a
word, 'cheap'. The rule book referred to in
the contents list is just two sides of rather
poor blue print, the list itself is inaccurate
(it states that there are 5 6 Supply Cards
when t h e r e should o n l y be 5 4 , detailed
later i n t h e rules) a n d t h e scenario, a s
outlined i n ' T h e S t o r y o f * G 1 * ( T h e
Quest)', is an insult to the intelligence of
the average child, never m i n d t h e adult
player. T h e casual b r o w s e r i n a g a m e s
shop is not likely to be attracted either by
the box or by its contents, but surprisingly,
after all this, the game plays quite well!
1
The aim o f ' G l ' is relatively simple as Powers ge Perils
the 5 p l a y e r s a r e t r y i n g t o r e a c h t h e
scattered p i e c e s o f t h e i r o w n s p a c e Avalon Hill have been remarkably slow to player gains experience up to the 'maxi-
stations, which are spread all over a spiral get i n t o t h e RPG scene, b u t w i t h t h e i r mum ability' (generated by applying multi-
galaxy, and reassemble them, thus prov- recent purchase of R u n e Q u e s t and n o w pliers to the NA from a second roll of the
ing their superiority over the other races! the release of their own Powers & Perils dice). P l a y e r s a l s o g e n e r a t e a n ' I n i t i a l
Moves are by dice t h r o w but have to be (and Lords of Creation) they have ob- Increase Factor' because 'it is rational to
paid for in Fuel Cells. These can be gained viously decided t h a t t h e t i m e i s r i p e t o assume t h a t every character w a s active
at Fuel D u m p s , a n d S u p p l y Cards yield make a push for a larger slice of the cake. in h i s w o r l d before t h e g a m e b e g a n ' (a
more, as well as laser weapons, shields W i t h RQ under their w i n g they have, o f 'rationality' w i t h w h i c h I disagree). T h i s
and extra moves (which have to be paid course, a ready-made sales market, b u t factor i s allocated b y players i n various
for) all o f w h i c h c a n be used t o f u r t h e r what of Powers & Perils? proportions t o i n c r e a s e t h e i r P R s , i n -
your o w n e ff o r t s a n d t o f r u s t r a t e y o u r Well, firstly it appears that they are not crease t h e i r c o m b a t e x p e r i e n c e , s t a r t
opponents'. A successful attack by laser directing t h e game a t first-time buyers. with expertise i n various skills a n d
or by landing on your Nowhere in the five booklets is there an generate w e a l t h . P l a y e r s m u s t a l s o
opponent's rocket sends it explanation o f exactly w h a t an RPG i s ! decide w h i c h r a c e t h e y w i s h t o b e ,
into the Blackhole in the However, this omission is perhaps not as human, elf, dwarf or faerry.
centre of the galaxy (it's serious as it may at first appear when it is Powers & Perils is a skills rather than
rather like Galactic Ludo) considered t h a t t h e s e d a y s t h e r e i s class based system, and these skills are
while movement can be almost no-one who hasn't heard of RPGs also listed in booklet one. There are only
along the spiral arms and m o s t b u y e r s w i l l h a v e b e e n i n t r o - 34 non-combat skills given, but these are
(there are 10) or in jumps duced via other systems anyway. Still, an the o n e s m o s t l i k e l y t o b e n e e d e d b y
from arm to arm. The rules omission nonetheless. players a n d h a v e c l e a r e x p l a n a t i o n o f
are not totally compre- The rules themselves are contained in their use and limitations. A l s o given is a
hensive or unambiguous four booklets which come boxed together vast equipment list covering m o s t items
but 'house rules' can soon with a fifth introductory scenario booklet, characters will ever want.
settle things; an example is 2d10, 1 d 6 a n d a p a d o f P & P character The second booklet concerns itself with
w h e t h e r a laser has to be sheets. P r e s e n t a t i o n o f t h e r u l e s i s the c o m b a t a n d m a g i c systems. E v e r y
fired along marked tracks reasonable w i t h s o m e f i n e a r t w o r k , l e t RPG h a s its strengths and weaknesses;
only or whether it can down by a f e w appalling pieces w h i c h I unfortunately in the case of P&P it is let
follow the movement rules cannot b e l i e v e w e r e a l l o w e d t o s l i p down by its combat system. Surprisingly,
(probably the former through. unlike most 'modern' RPGs, w h i c h have
although w e played the The f i r s t o f t h e f o u r r u l e s b o o k l e t s gone in f o r more complex and 'realistic'
lattec). details character generation a n d is per- combat systems, P & P takes a backward
All in all this is not a haps one o f the m o s t complex currently step, b e c o m i n g n o t h i n g m o r e t h a n a
serious game but if you on the market. Although there are quite a h i t / m i s s t y p e a f f a i r. T h i s i s a s h a m e
feel like some fun w h i c h lot o f dice rolls involved i n t h e process, because i n s t a r k c o n t r a s t t h e m a g i c
involves some tactical there is a f a i r degree of player control in system i s w e l l t h o u g h t out, logical a n d
thinking (perhaps after a the shaping of a character t h i s appears very practical.
hard game of Starship to b e b e c o m i n g t h e n o r m t h e s e days. Firstly, no character can automatically
Troopers) then you w i l l Firstly, players generate 'Native A b i l i t y ' become a m a g i c u s e r. I f h e w i s h e s t o
probably enjoy The First factors for each of their prime requisites. study m a g i c h e m u s t b e a c c e p t e d f o r
Galaxy — G1 This factor i s t h e starting ability o f t h e instruction (determined by a die roll based
"5 Jon Conner character, b u t c a n b e increased a s t h e on t h e PR f o r t h e m a g i c p a t h d e s i r e d
-
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i-i•-••

D I A - Dragonlance
The DLI m o d u l e Dragonlance is the first proved e n t e r t a i n i n g t o p l a y. E x i s t i n g as D M w a s reading t h e r a t h e r f l o w e r y
in a s e r i e s s e t i n t h e w o r l d o f K r y n n . characters can be brought in b u t clerics prose without being laughed down by the
Krynn s e e m s t o have had a t o u g h t i m e will obviously struggle a little. players. Revenge is at hand, however, in
lately, w i t h clerical magic u n k n o w n and Gathering some five years later, t h e y making the players sing a couple of epic-
recent natural disasters having plunged recount t h e i r experiences t o each o t h e r style silly songs.
at least one decent-sized empire into the and find t h a t none has succeeded. Little The c o n c l u s i o n o f t h e m i s s i o n i s s e t
sea. The background information provid- known to them, they are soon to be deeply ingeniously in a city ruined and partially
ed is sufficient to give players the feel of involved in a quest of great importance. buried by an earthquake. The finale w i l l
their new world, and to set the scene for a The quest entangles characters deeply in certainly challenge t h e party, and m a k e
number of potential sequels. a steady stream o f events and encount- up for any feeling t h a t early encounters
A g r o u p o f seasoned adventurers ers, covering much of the land of Krynn. A did n o t s e r i o u s l y e n d a n g e r a n yo n e . A
(levels 4-6) splits up to individually search great deal o f q u i t e detailed m a t e r i a l i s successful outcome will neatly set up the
for true clerical magic, which has become provided f o r t h e m a n y d i ff e r e n t locales next adventure, a la Star Wars.
lost to their world. Some good pre-rolled and encounters, and background events, I enjoyed t h i s m o d u l e a lot. I t is w e l l -
characters are provided. These include a which serve to give the party a sense of detailed a n d o r i g i n a l , a n d p l a y s w e l l .
new character race — the 'Kender', w h o peril and urgency. The only problem I had Good value! " 5 Steve Hampshire

TS006 A c e of Clubs
Ace o f C l u b s is a n investigation i n t o a Ingrams SMG and an experimental Ultra-
series o f ' a c c i d e n t s ' a t a n e x c l u s i v e sonic B o m b a r d e r a r e described. I a l s o
None o f y o u r m a g i c f o r e v e r y o n e , o r country c l u b i n u p s t a t e N e w York, t h e liked the information on h o w to calculate
illogical r e s t r i c t i o n i n f a v o u r o f ' p l a y resort being a cover f o r a We s t e r n s p y damage w h e n p l a y e r s r u n t h r o u g h
balance' here. Indeed, players w i l l f i n d school. I t i s d e s i g n e d f o r 2 - 6 n o v i c e kitchens o r a r e exposed t o extremes o f
their o w n restrictions, as an adventurer agents. temperature — something which always
will find it a very slow process advancing The f o r m a t bears a striking r e s e m b l - seems to happen in espionage films and
in m a g i c u s e i f h e u s e s experience o n ance to the original scenario, Sprechen- novels.
combat skills r a t h e r t h a n improving h i s halstenstelle; for example, in the hidden This i s a d i s a p p o i n t m e n t a f t e r t h e
performance a n d l e a r n i n g n e w spells. casino and the inclusion of rumours. A s excellent O r i e n t Express and unlike that
Players may choose one of three types of such i t contains throwbacks to dungeon scenario it will not provide many sessions
magic u s e r — wizards (sub-divided i n t o adventuring such as 'exploring' the under- of play. The 'mystery'
those serving the forces of law, chaos and ground a r e a w i t h c o r r i d o r s a n d s e c r e t which the players are
balance), shamans and sidhs (like druids). doors. M o r e a l a r m i n g i s t h e obsession given to solve seems a bit
Each o f these h a s advantages a n d dis- with m o n e y — s o m e o f t h e possible too shallow, especially if
advantages with certain spells being easy encounters i n c l u d e n o t e s a n d c a s i n o they are given the rumours
to cast for one type and difficult for others, chips, p r e s u m a b l y d i s c a r d e d b y r i c h suggested at the
spell casting being regulated by expend- guests. D o e s J a m e s B o n d g o a r o u n d beginning. Perhaps it is
iture o f ' m a n n a ' p o i n t s . T h e l i s t i n g o f looting items or worrying about paying? worth missing these out; I
spells is fairly large, well laid out and has Again t h e statistics o f t h e NPCs a r e did.
clear, logical explanations. impractical. Rather than including those Finally, it is w o r t h w h i l e if
Also contained in this booklet is a brief for 90 different individuals, it would be an the G M does not pressure
'background' t o t h e m y t h o s created f o r idea t o s t a n d a r d i z e a g r o u p s u c h a s the players into acting
P&P. The detail here is scanty, but we are security personnel (as is done w i t h t h e prematurely — they have a
told t h a t a companion product w i l l deal suites a n d weapons). T h i s w o u l d a l l o w week in w h i c h to conduct
with the subject in depth at a future date. more space f o r s u c h essentials a s t h e their investigation and can
The t h i r d a n d f o u r t h booklets a r e a s base accuracy of NPCs. A t present these use photographic and
well presented a s t h e f i r s t t w o , g i v i n g have t o b e w o r k e d o u t b y t h e G M . listening devices, although
details of human and 'creature' encount- Similarly t h e d e t a i l o f t h e r e s o r t i s this is clearly not
ers a s w e l l a s e n c o u n t e r t a b l e s a n d extensive, b u t m u c h o f i t i s p r o b a b l y everyone's idea of fun. A s
treasure/magic i t e m listings. T h e scen- unnecessary a n d w i l l m e r e l y sidetrack an encouragement for
ario given in the fifth and final booklet is the players. them to stick the week out,
well presented and should act as a good On t h e positive s i d e t h e r e i s a n i c e mentioning that the course
introduction t o t h e r u l e s f o r player a n d colour map o f t h e grounds t o s h o w t h e they take could improve
GM alike. players, a n d extensive briefing n o t e s t o their statistics is a good
have m y doubts as t o w h e t h e r P & P give t h e m . N e w i t e m s s u c h a s t h e idea.
will make it as a widely popular RPG, but I 140 Nick Davison
am s u r e i t w i l l g a i n a considerable a n d
well-deserved following. Hopefully, Ava-
lon Hill w i l l develop it to its full potential,
and I l o o k f o r w a r d t o s e e i n g f u t u r e
releases for P&P from them.
* M i k e Dean
i•
s',041010"i1
fo;;;fh

Quest (for 48K Spectrum)


This i s a n a d v e n t u r e w i t h Hobbit-style swinging! S u b t l e t y w a s n e e d e d . T h e leave them. Death can be quite sudden,
graphics, and a very good adventure it is attribute scores go up due to the various so be on your guard. If you get stuck, hint
too, the object being to find a map and an things you find o r buy. Eating bread is a sometimes gives you a clue, but not often,
ancient scroll. good way, but usually when you try to buy and w h e n i t does t h e c l u e c a n b e very
The cassette comes in a standard size it, that item is out of stock appears on the cryptic. G o l d p i e c e s t u r n u p a t v a r i o u s
box, w i t h a nice colourful picture on the screen. W h e n I t h o u g h t m y scores w e r e locations, at various times, and there are
front o f t h e i n l a y c a r d . T h e p r o g r a m high enough, I set out to waste the rat that never enough of them, so spend wisely.
instructions are printed on t h e inside o f had k i l l e d m e s o o f t e n , — n o t b e f o r e The world of Quest is richly populated
the card, w h i c h folds out, allowing quite saving t h e g a m e , t h o u g h . O h , h o w I by monsters and wizards. Dwarves tend
comprehensive instructions to be includ- enjoyed w i p i n g t h e g r o u n d w i t h t h a t to b e h e l p f u l , w a n d e r i n g a b o u t g i v i n g
ed. The cassette has a copy of Q u e s t on rodent. cryptic clues. There is a psychopathic elf
each s i d e , a n d b o t h l o a d e d p e r f e c t l y. The combat system is explained on the w h o runs about lobbing axes at you, and
Loading t a k e s approximately 5 . 2 0 m i n - inlay card, along w i t h a price list a n d a running away before you can hit him. Not
utes, after which a siren informs you that catalogue of various weapons and spells every location has a picture, and once you
the l o a d h a s b e e n successful. Yo u a r e you can buy. Every character in Quest can have been there, the picture is not drawn
then asked to choose the type of character cast spells, s o m e m o r e t h a n o t h e r s . I t again unless you look. There are several
you w a n t . T h e r e a r e f i v e c l a s s e s o f takes s t r e n g t h a n d d e x t e r i t y t o c a s t a mazes, every one solvable, and plenty of
character: w i z a r d , cleric, r o g u e , f i g h t e r spell, the points being regained at the rate things to kill and treasures to find.
and s i m p l e t o n . T h e c h a r a c t e r i s t h e n of one p e r m i n u t e . Yo u m u s t n a m e t h e The response time is excellent but you
assigned 5 r a n d o m a t t r i b u t e s c o r e s : creature y o u c a s t t h e spell a t , e g c a s t can q u i t e easily type too quickly for t h e
strength, luck, dexterity, constitution and magiczap a t rat. B u t beware, i f the spell keyboard scan t o pick u p t h e l e t t e r you
charm. The maximum scores are given in does n o t kill t h e creature, you m a y f i n d have typed. The only other fault is w h e n
the inlay card. The sixth attribute 'adds' you a r e t o o w e a k t o f i g h t i t . C e r t a i n you q u i t , o r die six times, t h e computer
depend on the other five scores. creatures c a n n o t b e f o u g h t a t a l l , a n d locks up and you have to pull the plug out.
I h a v e n e v e r achieved e v e n h a l f t h e some only with spells. On my copy of Quest there is a mistake on
maximum values f o r any attribute, t h u s You c a n f i n d o u t about creatures a n d the i n l a y card price list, w h e r e you can
my character died every time he got into a things b y t y p i n g h e l p f o l l o w e d b y t h e buy a maze f o r n i n e gold pieces. I t h i n k
fight. The program allows you five resur- name or whatever you are interested in, this should read mace.
rections; a f t e r t h a t you m u s t reload t h e eg help sword. Yo u are allowed to have To anyone w h o enjoys a good adven-
program. A f t e r a b o u t s e v e n reloads, I nine i t e m s o n y o u r person, b u t I h a v e ture, Quest is highly recommended.
decided to stop charging in with the boot found that things tend to stay where you l & Daniel T Canavan

Tin Soldier
The Tin Soldier of some of the bulk. Our samples included a range, w h i c h includes a very nice set of
Southsea, Hants, have couple o f g o b l i n s , b e s t d e s c r i b e d a s giant goblins. The crisp, clean details of
sent us some samples of 'spikey', s i n c e t h e y boast pointed ears, the larger scale have reduced very well,
their 2 5 m m and 1 5 m m noses, s p i k e d h e l m e t s , a n d s h a r p e n - giving the 1 5 m m range a super-detailed
Fantasy Ranges. So far crusted armour; a nice d w a r f hero, w i t h look, w i t h o u t making them too fussy. The
Tin Soldier offer about features reminiscent of a dark-age statue; figures themselves have t h e u s u a l l o w,
forty types in their 2 5 m m a cleric, whose proportions seemed a bit long-legged, pug-faced shambling appear-
series, and nearly sixty in stunted for a human, but who might make ance a s s o c i a t e d w i t h g i a n t goblins. A
15mm; apart from a We r e a reasonable hobbit; and a berserker. A giant in the same series is very nice, and
Dingo, a rather mind- most original figure this, clutching an axe again v e r y Scandinavian i n style, w i t h
boggling reminder of the in o n e hand, a dagger i n h i s teeth, a n d wolf-skin c l o a k a n d ale-tankard a t h i s
firm's Australian origins, drawing a sword from a scabbard on his belt; he is also, incidentally, about 25mm
most of those listed are back. H e is naked apart from a w o l f - s k i n high, a n d so w o u l d serve as a fighter i n
standard types, the usual over his shoulders, and the excitement of that scale too. T h e extras i n t h e 1 5 m m
mix of adventurers, orcs, the f r a y has certainly got t o h i m — b u t range i n c l u d e f i g u r e s m o u n t e d o n a
goblins and so on. beware, as the firm's lists say, 'this figure variety o f dinosaur types, w h i c h s h o u l d
In style, the figures might offend'! be interesting.
have a chunky look Generally, the standard of sculpting is Prices average 3 0 p for a 2 5 m m figure
similar to those of high, and the casting definition crisp. This and 9p for a 1 5 m m figure.
Chronicle, but w i t h o u t is e v e n m o r e a p p a r e n t i n t h e 1 5 m m * I a n Knight

Product information
The First G a l a x y (t7.99), a board game for 2-5 players age 8 to adult, is from H u n g r y O w l
Publications, 11 F i e l d m e w Court, Fryent Way, Kingsbury L o n d o n N W 9 9S1).
Powers & Perils ((19.95) is f r o m Av a l o n H i l l , 650 H i g h Rd, N Finchley, L o n d o n N12 ONL
D L 1 (f,4.50) and TS006 (L3.95) for the A D & D and T O P S E C R E T games respectively are
f r o m T S R U K L t d , T h e M i l l , Rath more Rd, Cambridge C B I I A ! ) .
UNICORN G A M E S TAKE NO CHANCES!
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DM's NOTES
by Doug Cowie Because of the nature of the area, Renima, in w h i c h t h i s adventure is
set, i t will w o r k best w i t h a predominance of fighter adventurers. The
DM should limit the magical capabilities of player characters: n o more
than 14 levels of magic user should be allowed, although this total can
Sinvel's Peril i s a D & D O mini-module f o r a be made up as one 1 4 t h level wizard, or t w o 7th level magic users or
whatever. Clerics, including druids, are restricted in a similar fashion.
group of 4-7 characters of 1 2th-15th level. You
will require access to copies of the Basic, Expert Other classes should also be restricted. There should be a m a x i m u m of
t w o thieves, o n e e l f (elves are r a r e creatures), a n d n o dwarves. A n y
and Companion rules to use this module. d e m i - h u m a n characters a t m a x i m u m level m a y gain t h e advantages
conferred by having a h i g h e r accumulation of experience points.
If y o u i n t e n d t o p l a y i n t h i s a d v e n t u r e , y o u s h o u l d n o t r e a d a n y
f u r t h e r. K n o w i n g details w i l l spoil t h e game f o r all concerned.
Renima is an area of l o w magic, and magic items are as rare as hens'
Where information on NPCs and monsters is presented in the text, it is teeth. However, it is of interest to note that the Tamoadab Fighting Hen
of w e s t e r n K a r t h r u n a c t u a l l y does have teeth — t h e r e s u l t o f cross-
given at the end of the relevant section in the following format:
breeding f o r ferocity. Characters should b e l i m i t e d i n t h e n u m b e r o f
Name; A r m o u r Class (AC); Character Class/Level or Hit Dice (HD); h i t magic i t e m s that they possess: M a g i c users may have one item per 4
levels, clerics and thieves one per 6, fighters one per 7, elves one per 3,
points (hp); M o v e m e n t (MV), Number of Attacks (#AT); Damage (D); Save
as; Morale (M), A l i g n m e n t (AL); Experience Point Value (xp), appropriate and h a l f l i n g s a m a x i m u m o f o n e i t e m . I f player c h a r a c t e r s h a v e t o
notes — Special abilities, Spells (by level), Weapons and Equipment temporarily discard items, the player may choose which items are kept.
25
I M A G I N E magodne, October 1984
SINVEL'S PERIL

The adventure commences when the player characters are summoned


Background Information to the presence of the Marchioness to hear the n e w s from Sinvel. She
has b e e n s u m m o n e d b y t h e E l d e r s o f S i n v e l t o f u l f i l h e r f e u d a l
The province of Welsma is large and varied. M o u n t a i n ranges border the obligations — n o t f o r s i x g e n e r a t i o n s h a v e t h e E l d e r s m a d e s u c h
north a n d w e s t w h i l s t u n h e a l t h y m a r s h l a n d s l i e t o t h e e a s t . T h e demands. Sinvel is in deadly peril.
southern boundary is marked by the River Aub•ron, beyond w h i c h are
the Beastlands.
Several w e e k s ago, a f e r o c i o u s h o r d e o f barbarians a p p e a r e d f r o m
beyond the Northern Mountains. Having routed the dwarves from their
Welsma is a human province, with communities of dwarves living in the Halls of Stone, they are massing for an attack upon Sinvel. The Elders
surrounding mountains. Elves, halflings and orcs are rare, and usually are therefore calling on all available forces, including the Marchioness
avoid h u m a n society. We l s m a has no single provincial government, a and her liegemen. A messenger has arrived, bearing a formal summons
state of affairs which has lasted for several hundred years since the fall for the M a r c h i o n e s s and h e r forces. The messenger is also carrying a
of the S o u t h e r n Princes. Va s t tracts of land are covered by the Great second, secret message.
Forest, a sea of trees w h i c h make communications difficult.

Most p e o p l e b e l i e v e t h a t m a g i c exists, a l t h o u g h f e w h a v e s e e n a
practical d e m o n s t r a t i o n o f i t — o r clerical m a g i c f o r that matter. The
more c r e d u l o u s , d r u n k e n o r s u p e r s t i t i o u s h u m a n s b e l i e v e a v a s t
number of fantastical creatures lurk in the wilderness, even though few
have seen such beings, o r evidence of their existence.

Sinvel marks the northern limit of civilization. It is essentially a farming


community, a r e a d y m a r k e t w h e r e f a r m e r s c a n t r a d e s u r p l u s e s f o r
manufactured articles. I t i s thriving, industrious, r a t h e r priggish a n d
ruled by a Council of Elders, the leading figure o f wh ich is the Invoker,
the m o s t p o w e r f u l c l e r i c i n W e l s m a . S i n v e l h a s a l w a y s r e l i e d f o r
defence upon an i n f o r m a l alliance w i t h K a r t h r u n (based on a c o m m o n
antipathy to Miltrin), and its o w n feudal levies.

Miltrin l i e s 8 0 m i l e s t o t h e s o u t h , a w e a l t h y c i t y t h a n k s t o t h e
exploitation o f silver deposits in t h e nearby Dragic M o u n t a i n s . These
mines are regulated by the Grand Council of Miltrin for the benefit of all.
Miltrin h a s f e w p o o r i n h a b i t a n t s , a n d s t r i c t l y c o n t r o l s t h e i n f l u x o f
outsiders. To i l s o m e work, such as the cultivation of land, is avoided by
anyone w h o can avoid i t — m u c h excellent land lies w i t h i n M i l t r i n ' s
boundaries, but it is mainly given over to large h u n t i n g estates for the
nobility. As a result food is imported, often from Sinvel, although such is
the antipathy between the t w o cities that M i l t r i n citizens would rather
pay double to anybody else than purchase food from Sinvel. This second message is of vital importance. The Invoker, c h i e f among
the Council o f Elders and spiritual leader o f Sinvel, i s missing. W h i l e
Cultured M i l t r i n opinion is against the idea of an army, so the only class making a Progress through the Pelwold, h i s escort w a s surprised and
to f o l l o w the profession o f a r m s is the nobility. The o n l y native force destroyed — the Invoker and his servant were the only survivors, and
under t h e c o n t r o l o f t h e G r a n d Council i s T h e M a y o r ' s R e g i m e n t o f they have been taken to Miltrin.
Horse — t h e ' D e a t h S q u a d r o n ' — although m o s t nobles keep feudal
retainers and mercenaries. The Grand Council employs bands of foreign Sinvel i s i n t h e d e p t h s o f d e s p o n d e n c y. W i t h o u t t h e I n v o k e r t h e
mercenaries on a m o r e or less permanent basis — including Dwarven townspeople believe their coming struggle w i t h the barbarians to be a
units. M i l t r i n has had a long history of good relations w i t h Dwarves. lost cause. W i t h o u t the Invoker and h i s p o w e r f u l spells w h a t hope is
there? The Elders m a d e c o n t a c t w i t h t h e G r a n d Council, b u t i t w a s
Between M i l t r i n a n d S i n v e l l i e s t h e P e l w o l d , a n a r e a o f g r e a t obvious t o all t h a t satisfactory exchange a r r a n g e m e n t s could n o t be
agricultural a b u n d a n c e . A l t h o u g h i t i s s l i g h t l y closer t o M i l t r i n , t h e made. Even when, in sheer desperation, the Elders offered the Pelwold
Pelwold i s p a r t o f S i n v e l ' s t e r r i t o r y. T h e G r a n d C o u n c i l h a s a l w a y s as ransom for the Invoker the only answer was a curt refusal. The Grand
coveted this area, even though cultivation is totally foreign to the Miltrin Council w a n t s n o t h i n g less t h a n total s u r r e n d e r —Sinvel as a vassal
nature. S k i r m i s h e s h a v e o c c u r r e d i n t h e a r e a b e t w e e n M i l t r i n a n d state, w i t h a M i l t r i n Governor and a M i l t r i n mercenary garrison. Even
Sinvelan patrols, but so far open w a r has been avoided. this d e m a n d w a s s e r i o u s l y considered, b u t e v e n t u a l l y t h e E l d e r s
decided that death w o u l d be preferable to humiliating capitulation.
Karthrun is the largest city in Welsma. Situated on the banks of the River
Aub'ron, it is surrounded by mighty walls and its Citadel is a formidable The gist of the second message is that the Marchioness should gather
fortress. The city is virtually impregnable. The Tyrant of Karthrun is an all h e r forces a n d those of her liegemen, for every soldier is required
implacable military dictator, and his legions are numerous and doughty — and proceed w i t h all possible speed to Sinvel to help delay the final
— supported by mercenaries and feudal contingents, they are w i t h o u t assault. Her most able liegemen — and any others she can gather (the
equal in Welsma. M o s t of the time they are in action against incursions player characters) — should travel i n t o M i l t r i n t e r r i t o r y a n d f r e e t h e
from the Beastlands, but w h e n e v e r a lull occurs, the Tyrant's attention Invoker. Resourcefulness a n d s u b t e r f u g e o n t h e p a r t o f a f e w w i l l
turns to the north. M i l t r i n , w i t h its silver, its university, its culture, its accomplish more than any army could.
fine buildings, its cosmopolitan atmosphere, its irreligious bombast, but
most of all its silver, is always an inviting prospect. Further, the Elders have added a rider to this instruction. In travelling to
Miltrin from Tressnor, any rescue party must inevitably pass through the
Tressnor is a small, dirty village over 200 miles to the east of Sinvel. It is Great Forest. Centuries ago, elves controlled t h e Forest a n d a l l o w e d
the c e n t r e o f a m a r c h e r f i e f : b a r b a r o u s , w i l d a n d uncivilised. T h e peaceable travellers to pass in exchange for a small toll. However, since
Marchioness holds her lands by a direct grant from Sinvel. S h e is not the e l v e s w e r e d r i v e n o u t , t r a v e l t h r o u g h t h e w o o d s h a s b e c o m e
unduly worried by the relative isolation; she and her liegemen are the hazardous. Bandits — peasantry displaced by Sinvel's expansion n o w
kind w h o relish the life of w a r and work that is the lot of border nobles. attack the trade route to Karthrun w i t h o u t restraint.

Beginning the Adventure Sinvel h a s every reason t o hope f o r K a r t h r u n s u p p o r t i n t h e c o m i n g


struggle with the barbarians; it is not in the Tyrant's interests for Sinvel
The h u m a n p l a y e r c h a r a c t e r s a r e a s s u m e d t o b e g i n t h e g a m e a s to b e absorbed i n t o a b a r b a r i a n e m p i r e o r M i l t r i n . A n y i n c r e a s e i n
liegemen o f t h e M a r c h i o n e s s o f Tressnor o r as p a r t o f h e r personal M i l t o n ' s strength would reduce Karthrun influence. It is believed that a
retinue, or as travellers w h o are called upon to help in time of crisis. A Karthrun c o n t i n g e n t i s a l r e a d y h e a d i n g t o S i n v e l ' s relief. T h e o n l y
thief i n t h e p a r t y could b e t h e Tressnor Guildmaster, o r a travelling practical r o u t e f o r such a force is t h r o u g h M i l t r i n territory; t h e r o u t e
rogue. Any elf in the party should be an ally of the Marchioness, from the through t h e Forest is impassable to large forces. To gain n e w s of this
Elvish C l a n l a n d s s o m e 8 0 m i l e s t o t h e w e s t o f Tressnor. S u c h a force, a n d t o establish r e l i a b l e c o m m u n i c a t i o n s w i t h K a r t h r u n , i t i s
character will not have any knowledge of the Great Forest. Any halflings imperative that the bandits be suppressed. A large force could not enter
may b e landholders, a n d o w e a l l e g i a n c e t o t h e Marchioness, o r b e the Forest, s o T h e E l d e r s — f r u g a l a s a l w a y s — propose t h a t t h e
townsmen f r o m Tressnor or mercenaries in the Marchioness' forces. Invoker's rescuers should deliver a salutory blow to the bandits as well.
26
I M A G I N E ma9adne, October 1984
S I N V E L ' S PERIL

After travelling into the Forest for one day the adventurers should be at
the junction of..the bridleways to Sinvel and K a r t h r u n (point A o n t h e
Players' Background Welsma Province map). Their instructions are to travel south. From this
The player characters' meeting with the Marchioness is short and to the point on, the bridleway to the south is untended, and the u n d e r g r o w t h
point — she is n o t a w o m a n t o be bothered w i t h social graces w h e n encroaches upon the path. In addition, the progress of the party will be
there i s t h e p r o s p e c t o f f i n e o u t d o o r a c t i v i t y l i k e w a r ! W h e n h e r monitored b y t h e bandits o f the Forest, o n e o f w h o m w i l l a l w a y s b e
liegemen, allies and acquaintances are gathered, she will briefly explain spying upon the party. There is a 1 i n 2 0 chance (2 in 2 0 for an elven
the position n e g l e c t i n g to mention the capture of the Invoker. She will character) each hour that one of the adventurers will spot the watcher —
then call the adventurers to a private meeting with herself and Selmer, a a h u m a n or humanoid figure disappearing into the gloom beneath the
Roamer — a m e m b e r of a s e m i - f o r m a l fighting o r d e r w h o spend their trees some distance away. Pursuit of the bandit will prove fruitless —
time wandering the wilds. the bandits a r e entirely a t h o m e i n t h e i r e n v i r o n m e n t a n d s u ff e r n o
movement penalties.
The M ar c h i o n e s s will begin by explaining the true position, and how the
rescue of the Invoker is vital to any military victory. A f t e r informing the A bandit patrol (see below) will first attack the adventurers some six or
adventurers t h a t any troops they m a y possess w i l l accompany h e r to seven miles beyond the bridleway junction. If possible, this attack w i l l
Sinvel, she will allow Selmer to explain the details of the special mission occur while the adventurers are making or breaking camp. The attackers
that the player characters must carry out. Then, w i t h a cavalier attitude will be careful to keep in the undergrowth on each side of the bridleway
to the dangers that await, she will leave. and use melee weapons. After 2d4 melee rounds the bandits will break
off their attack and vanish i n t o the gloom. Again, p u r s u i t will be futile
Selmer is a a l e a n m a n i n nondescript, t r a v e l - w o r n clothes, h i s face unless one or more of the bandits has been wounded.
largely h i d d e n b e n e a t h a f l o p p y b r i m m e d h a t . H e w i l l t u r n t o t h e
adventurers w i t h a grim face and tell the following: 15 bandits: AC 6; Fighter 1; hp 5 each; MV 90' (30');#AT 1; D by weapon;
Save: T h l ; M 8 ; A L C ; x p 1 0 e a c h ; a r m e d w i t h s h o r t b o w s a n d
'Although we Roamers take no sides in disputes between Sinvel, shortswords.
M i l t r i n and Karthrun, the barbarians must be halted at all costs.
You must open the route to Karthrun — and swiftly! a n d rescue The D M s h o u l d use this bandit ambush as an i r r i t a n t a n d repeat it
the Invoker. O n l y he, t h r o u g h t h e love o f his people i f n o t h i n g twice m o r e i f n e c e s s a r y ( d e p e n d i n g u p o n c a s u a l t i e s a m o n g t h e
else, can halt the n o r t h e r n hordes..., although he will not spurn adventurers). The a m b u s h should serve to w a r n the adventurers t h a t
the aid of the Tyrant's legions! they are in hostile territory.

'The G r e a t Forest is beset by wicked men, displaced f r o m t h e i r Adventurers who blunder about in the undergrowth will be harassed by
homes by such as the Marchioness. Their hatred of Sinvel and its yet another bandit patrol. The noise of this fight — should it occur w i l l
allies is, t o them, largely justified, b u t they nevertheless make attract a f u r t h e r t w o patrols, w h o w i l l arrive 1 d6 r o u n d s later. O n c e
much m i s c h i e f , a n d t h e j o u r n e y t h r o u g h t h e F o r e s t w i l l b e united, the bandits will initiate close combat with the adventurers. The
hazardous. Over the last f e w years, their strength has grown — 45 bandits w i l l be confident i n their attack, and call upon the party to
aided by some mysterious power. You must find out what this is, surrender. A n y w h o do w i l l be disarmed, stripped of all valuables and
and destroy it. T h e b a n d i t s themselves are t o o n u m e r o u s and murdered — the bandits are completely ruthless.
scattered to deal w i t h , b u t if their n e w strength w e r e lost, t h a t
would surely dishearten them. That is the first part of your task. 18 miles south of the junction, the undergrowth along either side of the
bridleway changes subtly in appearance. Closer examination will reveal
'The second is of greater import f r e e the Invoker! He is held in that t h e l i v i n g f o l i a g e h a s b e e n closely w o v e n t o g e t h e r f o r m i n g a n
the hunting lodge of Lord Atava, to the south of Miltrin. His lodge almost inpenetrable barrier. This barrier extends for 30 to 40 yards into
— castle w o u l d be a better word — is strong and you should not the Forest, isolating the bridleway from the body of the Forest proper.
try to s t o r m it. A s long a s you a r e careful, you should have no Cutting through this hedge-like boundary is an exhausting process, and
trouble in entering the castle; travelling knights are common in anyone attempting to do so will only be able to cut a path 5' long per turn.
that area, and jousts are popular w i t h M i l t r i n ' s nobility.... After 3 turns of cutting, 3 turns of rest must be taken. Once through the
barrier, the natural u n d e r g r o w t h is as thick as ever, and speed is only
'Once in the castle it should be a relatively simple matter to locate one quarter normal.
and release The Invoker. We can only hope that he is still there
w h e n you arrive. O n c e you have effected his release, it is but a At t h e p o i n t marked B t h e bandits have diverted t h e b r i d l e w a y. I t i s
short journey to the nearest Kathrun outposts. blocked b y a m a s s i v e p i l e o f o l d t r e e t r u n k s , t h o r n y b u s h e s a n d
brambles. To the west, the path n a r r o w s to about 10 feet, and is rather
'Luck, m y Lords!' overgrown. A t this point a sizeable force of the bandits in this part of the
Forest will be encountered:
Selmer will provide directions to take the party to the only trail into the
Forest, and the location of Lord Atava's 'hunting lodge'.

Supplies
The adventurers will be given (or should already have) a horse or pony,
and o n e pack a n i m a l each. T h e pack a n i m a l s a r e carrying s u ff i c i e n t
supplies for three w e e k s of wilderness travel — hard tack, preserved
food, a small a m o u n t of w i n e etc a n d any reasonable equipment the
DM c a r e s t o a l l o w. T h e G r e a t Forest i s stocked w i t h game, a n d t h e
supplies can be augmented by fresh meat.

The Bandits of The Great Forest


Using S e l m e r ' s directions, t h e a d v e n t u r e r s w i l l h a v e n o difficulty i n
finding t h e trail from Tressnor to the edge of the Forest.,ekt the edge of
the Forest, t h e trail becomes a broad bridleway, a 1 0 yard w i d e path
cleared o f t r e e s a n d u n d e r g r o w t h , a l t h o u g h t h e g r a s s i s l o n g a n d
unkempt. On either side of the path the Forest is a wilderness of trees,
bushes, brambles, bogs, pools and thorns.

M o v e m e n t along the trail to the Forest is at normal speed, (Expert Rules,


p41 ), but once on the bridleway this drops to two - th ir d s normal speed,
even though it is a cleared path. M o v e m e n t t h r o u g h the undergrowth
away from the path is difficult and treacherous. Horses must be led, and
the rate of progress is cut to one quarter normal speed. Once away from The b a n d i t leader, a w e r e w o l f : AC 5(9); HD 10*; hp 50; M V 180' (60');
the path the foliage is so dense that the sky can no longer be seen, and T--AT 1; D 2-8; Save as F10, M 10; AL C; xp 1600; Ring of Regeneration;
the chance of the adventurers becoming lost is equal to that of travelling Non-standard w e r e w o l f , but still causes lycanthropy, attacks w i t h the
in swamp. This is reduced to normal if there is an elf in the party. wolf pack below.
I M A G I N E magadne, October 1984 27
SINVEL'S PERIL

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29
I M A G I N E magazine, Octoner 1984
SINVEL'S PERIL

the a d v e n t u r e r s n i g h - u n t o - d e a t h w i t h s p u r i o u s theological d e b a t e s no prison bars were necessary to hold him, and the Invoker was given
before they are given to the bandits. W h e t h e r escape is possible (and over to one of the Council members, Lord Atava, for safe-keeping. Lord
deserved) is left to the D M ' s discretion. Atava sent the Invoker south to his hunting lodge and, w i t h a touch of
irony, gave orders that he was to be employed as a kitchen scullion — a
job where his lately acquired lack of wit would not be a handicap.
The Journey Onwards
After t h e e n c o u n t e r s w i t h t h e b a n d i t s a n d t h e i r d w a r v e n allies, t h e This is a deliberate move on the part of the Grand Council of M i l t r i n —
adventurers should press on with the second part of their mission — the they want the Invoker to be rescued; he would never agree to any of their
rescue of the Invoker. Although it is possible for them to travel across the demands, n e v e r t u r n t r a i t o r t o S i n v e l , a n d w o u l d b e a c o n s t a n t l y
Forest i n a s o u t h - w e s t e r l y direction, i t w i l l b e easier a n d quicker t o dangerous prisoner. The Grand Council had several options open to it.
follow t h e b r i d l e w a y t o w a r d s K a r t h r u n a n d t h e n t u r n b a c k t o w a r d s They could kill the Invoker out of hand, but Sinvel reaction to this would
Miltrin. be unpredictable. T h e y c o u l d k e e p h i m p r i s o n e r, b u t t h e c o s t s o f
guarding h i m constantly against escape o r rescue w o u l d b e h i g h —
At the other end of its diverted section the bridleway's original route is including the expense of a wizard to r e n e w the spell should it ever fail.
blocked by a s i m i l a r barricade of logs and uprooted undergrowth. This The Grand Council soon realised that the the Invoker would be located
barrier is unmanned, although the party will still be under observation sooner or later, and a rescue attempted.
by t h e b a n d i t s . A s above, t h e a d v e n t u r e r s m a y s p o t o n e o f t h e s e
watchers disappearing into the u n d e r g r o w t h some distance away. The The Grand Council have decided to make any rescue as easy as possible
bandits will not attack again. w i t h o u t seeming too easy i n an effort to be seen as injured parties
in the w a r they wish to start. A n y incursion by Sinvel forces a n d the
Once o u t o f t h e G r e a t Forest, p r o g r e s s b e c o m e s m u c h e a s i e r, a n d adventurers are Sinvel forces — will be treated as an act of war. M i l t r i n
movement w i l l b e a t n o r m a l speed. T h e r o a d b e t w e e n M i l t r i n a n d public o p i n i o n w i l l b e m a n i p u l a t e d i n t o s e e i n g t h i s a s t h e f i n a l
Karthrun is unusually fine, and movement will be at 11/2 times normal. provocation, a l l o w i n g the Grand Council to move against Sinvel w h i l e
The road is patrolled for 20 miles beyond the junction with the bridleway the barbarians provide a splendid diversion. It is even t h o u g h t possible
by detachments of Karthrun Light Cavalry (see below for a typical patrol that K a r t h r u n m i g h t not intervene in a ' j u s t ' w a r w h e r e M i l t r i n could
group). The adventurers will encounter at least one of these patrols, and, claim to be the offended party.
providing they are polite and apparently honest, all should be well.
Lord A t a v a h a s ensured t h a t the forces a t the h u n t i n g lodge are j u s t
Sergeant: A C 6; Fighter 4; hp 18; M V 1 2 0 ' (40'); A T 1; D by weapon; credible as a guard for such a prisoner, while not being too powerful. In
Save as F4; M 9; A L N; xp 75; longsword, light crossbow, mounted on a addition, the Miltrin road patrols have been given orders not to interfere
warhorse. w i t h any group heading towards Karthrun. Lord Atava himself is in the
15 troopers: AC 6; Fighter 3; hp 14; MV 120' (40'); # AT 1; D by weapon; city of Miltrin, gathering his feudal troops for the assault against Sinvel.
Save as F3; M 9; A L N; xp 50; longswords, spears used as lances, light If the adventurers choose to storm the castle, the garrison will defend it
crossbows, m o u n t e d on warhorses. to the best of their ability. The other inhabitants of the castle — including
the Invoker — will seek whatever safety they can find in the keep and the
All patrols will make a point of warning the adventurers to be careful in great hall and take no part in any battle. They are all treated as normal
Miltrin territory, 'because of the uncivil and brutal inhabitants'. men, w i t h o u t any special abilities.

A f u r t h e r t w e n t y miles along, t h e adventurers w i l l encounter at least If the adventurers approach the castle in a peaceful manner they will be
one M i l t r i n road patrol, o f a s i m i l a r composition to those above. A p a r t invited w i t h i n i t s w a l l s to m e e t t h e Castellan. H e w i l l a s k i f t h e y are
from the M i l t r i n livery, the patrol is equipped in an identical fashion to skilled fighters. I f any of the adventurers admit to being such, h e w i l l
the Karthrun Light Cavalry. These troops will also allow the adventurers declare a tournament for the next day, and invite the adventurers to take
to pass i f they are polite — t h e y are n o t K a r t h r u n citizens and Sinvel part. If they refuse, it will be made clear that they are not welcome. If
citizens are not expected on this particular road. The sergeant leading they accept, the Castellan will hold a banquet in their honour.
the patrol w i l l make a point of congratulating the adventurers on their
sense at leaving the 'brutal and uncivil lands of Karthrun.' The next morning the t o u r n a m e n t will be held in the courtyard, a field
list contest. Teams of equal n u m b e r s are matched in small melees, the
Lord Atava's Castle w i n n i n g team being the last one to have any unwounded members. Real
weapons a r e used, b u t because i t i s a ' f r i e n d l y ' m a t c h , a w o u n d e d
participant m u s t w i t h d r a w f r o m t h e f i g h t . F i g h t e r s a m o n g t h e
adventurers a r e treated a s a s i n g l e team, a n d t h e squires (and t h e i r
masters) among t h e garrison are apportioned into similar sized units.
Wounded characters will be treated by the castle's chaplain.

While t h e y a r e g u e s t s w i t h i n t h e c a s t l e , t h e a d v e n t u r e r s w i l l b e
accompanied by one of the masters-at-arms at all times, although t h i s
will not be as an obvious 'watchdog.' They will be expected to hand over
any arms they have (all the characters will be allowed to keep a dagger or
the equivalent) into the armoury, and house any horses within the stable
block. The castle has no dungeons as such, and it w i l l be regarded as
rather odd if the adventurers tour the servants' quarters, but there is a
25% c h a n c e t h a t o n e o f t h e a d v e n t u r e r s w i l l n o t i c e t h a t o n e o f t h e
kitchen scullions looks suspiciously like the Invoker.

The Invoker w o r k s a n d sleeps w i t h i n t h e castle kitchen, t u r n i n g t h e


roasting spit before the main fire. He will be wary of the adventurers and
will n o t t a l k t o t h e m . U n l e s s t h e a d v e n t u r e r s t r e a t h i m i n a k i n d l y
manner he will not accompany them w h e n they try to rescue him, but
will raise the alarm by crying Out in fear. T h i s is especially t r u e i f the
adventurers approach him at night. A n elf or magic user will recognise
that the Invoker is ensorcelled by a feeblemind spell. The castle garrison
are u n d e r orders not to interfere in any rescue attempt and, a l t h o u g h
they will behave as though suspicious of the adventurers' intentions will
Lord A t a v a ' s Castle is not the strong prison t h a t the adventurers may leave them alone.
have been expecting, but a fortified m a n o r house that Atava uses as a
hunting lodge and training establishment for his personal troops. No matter what plan the adventurers arrive at for rescuing the Invoker, it
will succeed. The garrison are under orders to allow it to do so, although
The G r a n d C o u n c i l r e c o g n i s e d t h a t t h e I n v o k e r w a s a n i m p o r t a n t a group of cavalry (statistics identical to the road patrol given above)will
prisoner that a n o r m a l prison simply could not hold. W h e n the Invoker pursue the adventurers in a half-hearted way. They will not catch them
was captured h e w a s k e p t a w a k e f o r days w h i l e t h e G r a n d Council unless the adventurers stop and fight.
summoned a wizard to cast a variety of f e e b l e m i n d spell upon him. In
his w e a k e n e d a n d e x h a u s t e d s t a t e t h e I n v o k e r c o u l d n o t r e s i s t t h e The castellan: AC 3; Fighter 8; hp 38; MV 90' (30'); # AT 1; D by weapon;
power of the spell and was reduced to a drooling simpleton. In this state Save as F8; M 10; A L N; xp 650; ceremonial bastard sword.
30 I M A G I N E ntapzine, Octo6er 1984
SINVEL'S PERIL

The Forces
The Army of Sinvel The Barbarian Horde
The Citizens Militia Tressnor Feudal Infantry Forces within the barbarian army are 3 Clan Units: Dog, Green Moon, Ruka's
Battle Rating: 2 3 Battle Rating: 1 1 8 given as several units o f equal power. Battle Rating: 3 5
Troop Class: P o o r Troop Class: G o o d The D M should keep a separate record Troop Class: P o o r
No. o f Troops: 1 5 0 0 townspeople No. o f Troops: 4 0 0 mounted infantry o f each clan's casualties as the battle No. o f Troops: 1 5 0 0 infantry
Notes: The Marchioness o f Tressnor progresses. The Battle Ratings do not
Sinvel Rabble-at-arms leads this unit. I t will be augmented by reflect individual prowess, but the ability 9 Clan Units: Sun, Wita's, Blue Hills,
Battle Rating: 1 9 the players' own forces, i f such exist. of the barbarians to fight as organised Deer, White Bear, Gerug's, Mancor's,
Troop Class: P o o r forces. Clans are named for animals, the Tree-Struck-By-Lightning, Haro's
No. o f Troops: 2 5 0 0 peasants The City Guard clan chief or a clan symbol. Battle Rating: 5 3
Battle Rating: 1 2 6 Troop Class: F a i r
The Monastic Order of Warriors Troop Class: G o o d 5 Clan Units: Eagle, Boar, Wolf, Hawk, No. o f Troops: 7 5 0 infantry
Battle Rating: 1 2 5 No. o f Troops: 2 5 0 heavy cavalry Running Man
Troop Class: E x c e l l e n t Battle Rating: 5 6 1 Clan Unit: Tamajin's
No. o f Troops: 1 2 0 heavy infantry The Guildmasters' Guard Troop Class: F a i r Battle Rating: 9 3
Notes: I f a third round o f battle is Battle Rating: 1 8 4 No. o f Troops: 4 0 0 light infantry Troop Class: G o o d
fought, the Invoker will lead this unit. Troop Class: E l i t e No. o f Troops: 3 0 0 medium cavalry
Increase its Battle Rating by 16 i f he No. o f Troops: 4 0 superheavy 7 Clan Units: Broken Arrow, Black Face, Notes: The commander o f the horde
does lead the unit. cavalrymen Brown Bear, Viper, Naru's, Fenrik's, accompanies this unit, and i f it is routed
High Mountain the rest o f the horde will suffer a penalty
Battle Rating: 5 0 o f - I S to their BR. As no other chieftain
Troop Class: B e l o w Average follows orders anyway, this unit may be
No. o f Troops: 1 2 0 0 mounted infantry put anywhere in the battleline.
Sinvel Rabble, t•arms
The Army of Sinvel
City Guard

Dog Green Moon F e n r i k ' s While Bear


Order of Warriors High Mountain B o a r

X
Guildmasters' Guard
Tressnor Feudal Infantry Nant's The Barbarian Horde G e r u g ' s Deer

X
Citizens S l l i
Mancor's

X Viper

Running Man
Bro)in Bear
Tamojin's Wolf
Eagle W i t a ' s B l a c k Face

Ha co's Tree-Struck-By•Ligh'oing
IlaRk
Sun
Gentlemen's Yeomanry
X X X Broken Aro). R u k a ' s

X X
3rd Squadron, (Ata,a's Oar)
X X
2nd Squadron, (Ata,a's Oren)

The Rock Brothers


Lord Atava
Main Battle,
Vanguard, - T h e Tyrant's Pets' Rearguard,
.>•K Balaeres Phalange

'The Tyrant's Pets' 'The Tyrant', Pets'

Green Company. of Archers


>K. Outlanders
•1 ilazha's Band

General Garla 1st Squadron


Tamoadab

Red Company Of Archers Rabble-at-Arms X Quarn's Band

2nd Squadron
Tamoadab
3rd (Reserse) Squadron
Miltrin Nlilitia Arak's Band Tamoadato

General Garla's
Lord Atava's Field Army Karthrun Field Force
1st Squadron, (Atava's Own) M i l t r i n The Green Company of Archers Vanguard, Karthrun 3rd Legion 3rd (Reserve) Squadron
Cavalry Battle Rating: 1 1 2 The Tyrant's Pets' Tamoadab Mercenary Cavalry
Battle Rating: 9 0 Troop Class: E x c e l l e n t Battle Rating: 9 0 Battle Rating: 7 0
Troop Class: A v e r a g e No. o f Troops: 1 5 0 archers Troop Class: G o o d Troop Class: A v e r a g e
No. o f Troops: 2 0 0 heavy cavalrymen No. o f Troops: 5 0 0 infantrymen No. o f Troops: 8 0 cavalrymen
Notes: L o r d Atava accompanies this Miltrin Rabble-at-Arms
unit, so it must be placed at — or near Battle Rating: 2 5 Main Battle, Karthrun 3rd Legion The Independent Balaeres Phalange
— the centre o f any battle line. Troop Class: U n t r a i n e d 'The Tyrant's Pets' Battle Rating: 7 0
No. o f Troops: 1 0 0 0 peasants Battle Rating: 9 0 Troop Class: F a i r
2nd Squadron, (Atava's Own) M i l t r i n Troop Class: G o o d No. o f Troops: 2 0 0 javelinmen
Cavalry Miltrin M i l i t i a No. o f Troops: 5 0 0 infantrymen
Battle Rating: 9 0 Battle Rating: 3 2 Cataphracts 'Carla's Slayers'
Troop Class: A v e r a g e Troop Class: P o o r Rearguard, Karthrun 3rd Legion Battle Rating: 1 4 0
No. o f Troops: 2 0 0 men No. o f Troops: 7 5 0 peasants 'The Tyrant's Pets' Troop Class: E l i t e
Battle Rating: 9 0 No. o f Troops: 2 0 0 extra-heavy
3rd Squadron, (Atava's Own) M i l t r i n Outlanders' Cavalry Troop Class: G o o d cavalrymen
Cavalry Battle Rating: 1 0 0 No. o f Troops: 5 0 0 infantrymen Notes: This is General Garla's
Battle Rating: 1 1 5 Troop Class: G o o d NB: A l l units o f the 3rd Legion receive bodyguard, and must be positioned near
Troop Class: A v e r a g e No. o f Troops: 1 0 0 medium and heavy +10 bonus to their Battle Rating when the centre o f any battle line.
No. o f Troops: 2 0 0 heavy cavalrymen cavalrymen fighting M i l t r i n troops, reflecting the
Notes: I f matched against the fact that they have fought — and beaten Arak's Band of Hennish Horse
Independent Balaeres Phalange, this Young Gentlemen's Yeomanry of Miltrin — them before. Battle Rating: 1 0 0
squadron receives a +10 bonus to its Battle Rating: 1 0 5 Troop Class: A v e r a g e
Battle Rating. Troop Class: G o o d 1st Squadron No. o f Troops: 7 5 light horse archers
No. o f Troops: 1 0 0 medium Tamoadab Mercenary Cavalry
The Rock Brothers Mercenary Legion cavalrymen Battle Rating: 8 8 Bazba's Band of Hennish Horse
Battle Rating: 1 1 5 Notes: This unit is composed o f 'young Troop Class: A v e r a g e Battle Rating: 1 0 5
Troop Class: E x c e l l e n t gentlemen' from M i l t r i n . They are No. o f Troops: 1 0 0 cavalrymen Troop Class: A v e r a g e
No. o f Troops: 5 0 0 dwarves touchy about their status and cannot be No. o f Troops: 7 5 light horse archers
placed in a battle line next to peasantry 2nd Squadron
The Red Company of Archers or archers, nor will they do battle with Tamoadab Mercenary Cavalry Quarn's Band of Hennish Horse
Battle Rating: 1 1 0 any unit that is not mounted. Their BR Battle Rating 1 0 0 Battle Rating: 1 0 1
Troop Class: E x c e l l e n t will be +10 against any unit o f Hennish Troop Class: G o o d Troop Class: A v e r a g e
No. o f Troops: 1 5 0 archers horse. No. o f Troops: 1 0 0 cavalrymen No. o f Troops: 7 5 light horse archers

C R E D I T S : Design: Doug Cowie Art: Dave Pearson Cartography: Paul Ruiz B a r b a r i a n Hordes and other bits: Mike Brunton
32
I M A G I N E mag =age, ( M a f i a 1984
The Adventures of INDIANA JONES. Role-Playing Game

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35
TOWARDS
SYSTEMLESS
SCENARIOS
An article on RPG scenario writing
by Pete Tamlyn
One of the most frequent complaints Now let me say right away that I realise
directed by outsiders at role-playing this w i l l u p s e t t h e partisans even m o r e
magazines concerns the vast amount because then they w i l l have to do some
of space taken up by scenarios, much conversion work instead of having every-
of which seems to be statistics for the thing handed t o t h e m o n a plate. There
various monsters and NPCs involved. will a l w a y s b e a m a r k e t f o r s t r a i g h t - ••• •
forward A D & D compatible material, f o r
More r e m a r k a b l y, r o l e - p l a y e r s t h e m - example, and someone will always come
selves c a n a l s o b e h e a r d c o m p l a i n i n g forward to fulfil that demand. However, if
about t h e s t a t i s t i c s i n s c e n a r i o s , n o t it is possible to have systemless scenarios
because they are there, but because they published, w h y can w e n o t have a f e w t•••
are for the wrong game system. The same more? Fanzines c o u l d t h u s save s o m e
can e q u a l l y b e s a i d o f t h e m a n y n e w pages a n d m a k e l e s s o f a l o s s , a n d
monsters, m a g i c i t e m s a n d s o o n w i t h professional m a g a z i n e s c o u l d i n c l u d e appropriate to the environment in w h i c h
w h i c h some magazines tend t o fill t h e i r more material a n d appear less daunting the m o n s t e r i s found, perhaps creating
pages. It is not surprising, therefore, that to casual readers. Besides, I believe there something n e w w i t h special talents, and
there is m u c h debate in the Hobby as to are a number of interesting advantages in most importantly, working out how tough
w h a t to do about all these statistics. having scenarios w r i t t e n w i t h o u t refer- the m o n s t e r should be in relation to the
One o f t h e r e s p o n s e s h a s b e e n f o r ence to any particular game system, not party (by t h e w a y, m y apologies t o SF,
some fanzines, notably the late, lamented all o f w h i c h a r e concerned simply w i t h Superhero and other non-fantasy addicts
DragonLords, t o p r i n t s c e n a r i o s w i t h saving space in magazines. for t h e u s e o f f a n t a s y t e r m i n o l o g y —
statistics for more than one game system. The f i r s t a r g u m e n t w h i c h c a n b e please substitute 'alien', 'villain' or what-
Were t h i s d o n e w i t h t h e o b j e c t o f e n - advanced is that what is really important ever for 'monster' where appropriate).
couraging p e o p l e t o t h i n k a b o u t h o w about a scenario is the plot. A n y o n e can Notice h o w I am emphasising that the
game mechanics are used, or to investi- take a n i d e a a n d f i l l i n t h e n e c e s s a r y scenario be w r i t t e n a s systemless f r o m
gate lesser known systems then it might numbers to make it work in a given game the outset. This is deliberate, as one of the
be w o r t h w h i l e , b u t i n p r a c t i c e i t h a s system, b u t h o w m a n y o f u s can w r i t e principal c r i t i c i s m s levelled a t m a n y o f
simply been used as an attempt to keep entertaining and bug-free story lines? In a those systemless scenarios w h i c h have
both AD8LID a n d RuneQuest camps systemless scenario the plot is laid bare appeared i n f a n z i n e s i s t h a t t h e y a r e
happy. A n a t t e m p t w h i c h , b y and large, to scrutiny w h i c h m a k e s i t easy f o r t h e simply A D & D o r R u n e O u e s t w i t h t h e
has failed as the partisans of either side reader to pick out the interesting bits and names o f t h e m o n s t e r s changed. N o w,
still complain about the unwanted mater- easier for both reader and w r i t e r to spot there is no doubt that the sort of world the
ial a n d the neutrals, w h o w o u l d convert any inconsistencies. Not having to worry writer has i n m i n d w i l l affect the end
the scenario to their own favourite system about rolling everything u p and m a k i n g product (I am a firm believer in the dictum
anyway, complain about the even greater sure you are conforming t o the rules o f that the mechanics of a game should be
waste of space. Multi-system scenarios, the system you are writing for gives you a tailored to fit the world in which it is being
it seems, lose out all round. lot more time in which to concentrate on run), b u t w r i t i n g a s c e n a r i o i n a g i v e n
Another approach, and one which has what i s going t o happen i n t h e game. system and then de-systemising it defeats
been used in I M A G I N E ' 1 magazine, is to Hopefully this will mean fewer published the e n t i r e object, o r at least t h e objects
present t h e s c e n a r i o i n t e r m s o f o n e scenarios where you get halfway through listed above. In fact I would prefer that all
game system a n d f o l l o w i t w i t h a short reading and suddenly think, "Hey, what if scenarios be written systemless initially.
series of notes on converting i t to other the players do...". That w a y t h e system-specific s c e n a r i o
systems. This idea shows promise in that Writing a scenario f r o m a systemless will also benefit from the advantages out-
the notes for the secondary system(s) do point of view also helps with getting the lined above. In addition it may lead to all
not l i s t a l l o f t h e statistics, b u t s i m p l y balance r i g h t . I f y o u a r e w r i t i n g f o r a scenarios being presented as systemless
explain h o w to convert from one system specific system it is very tempting simply plots, followed by notes on h o w to imple-
to another. But this does assume that any to pick something interesting out of a list ment them in one or more game systems
GMs d o i n g t h e conversion k n o w t h e i r of monsters w i t h o u t thinking too deeply which, even if it did still mean the inclus-
own game system reasonably well. If this about h o w m u c h o f a c h a l l e n g e i t w i l l ion of a fair amount of statistics, would at
is t h e case, w h y can i t n o t be assumed provide for the party. W i t h n o system t o least make it easy for the casual reader to
that, given a basic plot, a n y G M w i l l be write within, however, you will probably get something useful out of the article.
able to implement it in their own favourite design your monster around the needs of As an example of h o w such scenarios
system. T h e n w e c a n h a v e s c e n a r i o s the encounter as much as the other way could be presented, opposite you will find
without any statistics in them at all. round. T h i s m e a n s choosing s o m e t h i n g The Stolen Herd, a Celtic-flavour story.
36 I M A G I N E Ittoga,*te, October 1984
,,, I 19PAY'''1441r•4$

THE STOLEN HERD


A systemless scenario with a Celtic background
This s c e n a r i o w a s o r i g i n a l l y w r i t t e n f o r m y have t h e ability t o shape-change i n t o s o m e - rescued b y a h e r o a n d w i l l p i c k t h e m o s t
o w n Celtic campaign, I n i s Fail. There are n o thing m o r e c o m b a t - w o r t h y. T h e f o r m s t h e y handsome o f the party to receive t h e dream.
details o f g a m e m e c h a n i c s g i v e n , p a r t l y take are often equally hideous but fairly strong The following day the party will head off for the
because I d o n o t w a n t t h e players getting t o and often blessed w i t h sharp claws, h o r n s or lake. M a e g l i n will k n o w of their quest and will
know t h e r u l e s and p a r t l y because t h e y o n l y wings. T h e y are a m a r v e l l o u s excuse t o u s e try to aid them w i t h her magic, but will remain
amount t o a b o u t t h r e e pages o f A 4 , t h e rest some of the more outrageous figures available. hidden lest t h e y learn the true reason for the
being m a d e u p o n t h e s p o t a s e x p e d i t i o n s The d e D a n a n n , i n c o n t r a s t , a r e a l w a y s theft a n d d e c i d e t o h o l d t h e g i r l t o r a n s o m
progress. H o w e v e r, t h e scenario does have a beautifully f o r m e d b u t a r e comparatively themselves. W i t h t h e a i d o f t h e d e D a n a n n
strongly Celtic feel and this should be borne in feeble, p r e f e r i n g t o f i g h t b y m a g i c a l m e a n s w o m a n ' s illusions, the party should be able to
mind i f y o u a r e t h i n k i n g o f u s i n g i t i n a n wherever possible. They are masterful illusion- creep u p o n t h e h e r d w i t h o u t a l e r t i n g t h e
existing campaign. ists, b u t their magical creations are dispelled Fomoire but in doing so will realise that magic
The background to the scenario concerns a w h e n t o u c h e d b y living beings s o t h e y m u s t is being used about them and should therefore
wager b e t w e e n t w o o t h e r w o r l d l y beings: rely on stealth and cunning to w i n through. suspect the presence of a de Danann. In addit-
Maeglin, a w o m a n o f the Tuatha de Danann, To begin w i t h t h e players k n o w n o t h i n g o f ion, B r e g o n has a bull of his o w n in a m o n g s t
and Bregon, a Fomoire. In the original scenario the reason for the theft of the herd. The King the herd. This animal w i l l not prove too much
the b e t c o n c e r n e d a g a m e o f s h i n t y w h i c h will advise t h e m t o v i s i t a local w i s e w o m a n trouble f o r t h e party, b u t w i l l create e n o u g h
Bregon f i x e d b y a r r a n g i n g f o r t h e h e r o C u w h o lives in a nearby wood to gain information disturbance t o a l e r t B r e g o n a n d h i s f e l l o w
Chulainn t o join t h e g a m e at the last m i n u t e about Bregon. She will require some payment Fomoire. T h e n u m b e r a n d a b i l i t y o f t h e
and w i n t h e g a m e f o r t h e l e s s a b l e s i d e . for her services and, if the players are unable Fomoire should be balanced against the party:
However, s o m e o t h e r w a g e r c a n e a s i l y b e or u n w i l l i n g t o p a y i n kind, w i l l a s k t h e m t o their shape-shifted f o r m s should a l l b e
substituted, t h e o n l y i m p o r t a n t p o i n t s b e i n g fight a creature of her choice as entertainment. different.
that M a e g l i n w a s so sure of w i n n i n g s h e bet This task should not be made too difficult, b u t The exact outcome of the encounter will, of
her o w n daughter, Fand, on the outcome and should be made to seem so to the players thus course, depend on h o w quickly the players find
lost her thanks to Bregon's trickery. Hoping to giving t h e m t h e chance t o display s o m e t r u e out what is going on I n the last resort they will
save t h e g i r l , M a e g l i n c h a n g e d F a n d i n t o a Celtic h e r o i s m . O n c e t h e p a y m e n t h a s been be t o l d b y B r e g o n , e i t h e r a s a n a t t e m p t t o
ladybird, but she was accidently eaten by a cow made t h e w i s e w o m a n w i l l i n f o r m t h e p a r t y persuade the players not to go off with the herd
and r e b o r n a s a c a l f t h e f o l l o w i n g s p r i n g . that Bregon a n d h i s f o l l o w e r s l i v e i n a l a k e or i n t r y i n g t o save h i s life, f o r according t o
Bregon e v e n t u a l l y f o u n d o u t w h a t h a d h a p - beyond C e t ' s f a r m a n d w a r n t h e m t h a t t h e Celtic l a w, t h e death o f Bregon w i l l n o t save
pened a n d stole the h e r d o f c o w s i n order to Fomoire leader cannot be killed w h i l e his feet Fand f r o m h e r o b l i g a t i o n t o t h e F o m o i r e .
discover w h i c h one w a s the girl. A t this point are i n water. Ideally t h e p l a y e r s s h o u l d f o r c e B r e g o n t o
the p l a y e r s g e t i n v o l v e d a s t h e o u t r a g e d The lake is some distance away and Cet will renounce his claim on the girl and they will be
farmer, Cet, demands the King send a group of offer the party lodging at his farm for the night. suitably rewarded by the de Danann if they do
warriors (the players) to get his herd back. A boar h u n t on the j o u r n e y will provide some so. T h e r e i s n o o t h e r t r e a s u r e — a C e l t i c
Some explanation o f the p o w e r s of Bregon light relief on the way and an excuse for a feast w a r r i o r values his honour and skill in battle far
and M a e g l i n are i n order. T h e Fomoire are a on arrival. That night, one of the party will have above material wealth.
hideous race w i t h b u t o n e eye, o n e a r m a n d a dream about a beautiful girl w h o turns into a
one l e g i n t h e i r n a t u r a l f o r m . A l l , h o w e v e r, calf. T h i s i s s e n t b y F a n d w h o w a n t s t o b e 140 Pete Ta m l y n

I M A G I N E itto9adtte, October 1984 37


GAMES W I T H O U T FRONTIERS: PART H
by Graerrte Davis
discretion should always be used to avoid
upsetting the balance of the host system.

Weapon s k i l l s a r e f a i r l y s i m p l e ; f o r
example, a 3rd level A M I D fighter has a
65% c h a n c e (8+ o n d 2 0 ) o f h i t t i n g a n
unarmoured target (always used unarm-
oured targets for this calculation to avoid
problems a r i s i n g f r o m d i f f e r e n t t r e a t -
ments o f a r m o u r ) . I n R u n e Q u e s t t h i s
equates e a s i l y t o a s w o r d o r o t h e r
weapon attack of 65%, and in Bushido it
equates to a BCS of 13, including approp-
riate level a n d profession modifiers. I n
Traveller i t i s b e s t t o w o r k a l i t t l e
differently. A 6 5 % c h a n c e o f h i t t i n g
means a 35% chance of missing; looking
up 3 5 % o n t h e 2 d 6 table gives a r e s u l t
somewhere b e t w e e n 5 a n d 6 . L e t ' s b e
generous and call it 5. This gives our hero
a roll of 5+ to hit, w h i c h compared to the
-7-
basic 8+ to hit with any weapon might be
taken t o give h i m s w o r d - 3 . H o w e v e r, a
sword gets a +3 a d j u s t m e n t against n o
armour, leaving him with sword-0, which
seems a little unfair, since as an exper-
Last issue, Graeme Davis described Where the two systems share more ienced swordsman he ought to be better
the advantages o f being able t o than one weapon, the individual referee than these raygun cowboys w h e n i t
adapt adventures to different game may like to work through the calculation a comes to bladework. An alternative ap-
systems. He provided an ingenious number of times for different weapons, proach here might be to take the attack
for added precision. T h e results c a n percentage of the AMID Classic Man as a
set of tables to facilitate this pro-
cess, and showed how to calculate sometimes vary quite considerably with guideline. A level 0 character needs a roll
the weapon used, reflecting the different of 1 1+ on 1 d20 to hit AC 10 (50% chance),
character attributes. This month he
'strengths' accorded to various weapons so our 3rd level fighter w i t h his 65%
explains what to do about hit points, in different games. chance is 15% better. Taking the roll of 5+
weapons & armour, and magic & In some systems, such as Traveller and on 2d6 which we have already found is
psionics. Call o f Cthulhu, h i t points are fixed, equivalent to sword-0 and consulting the
while i n others, like MILD, AD&D and probability table for 2d6, we find that the
H i t Points Bushido, they are improvable, presum- Traveller Classic Man has a 16.667%
ably reflecting the improvement of defens- chance of missing. Therefore, a character
Hit points are probably the easiest part of ive skills as the character progresses. who is 15% better with a sword should
a character to convert between systems. There is no universal rule for dealing with have only a 1 .667% chance of missing,
Simply: this, but you should be guided by the which the 2d6 table shows us is less than
notes in last month's instalment on fixed a roll of 2+. If our hero needs only 2+ to hit
1. Find a weapon which is common to and improvable attributes. an unarmoured target, h e must have
both systems, such as a sword, dagger or In systems where hit points are derived sword-3, although since we have been
club; directly from one or more attributes, the dealing i n t h e rather murky area o f
attribute scores can frequently be used as automatic hits the calculation becomes a
2. Calculate how many average hits with a guideline to check or substitute for the little imprecise and it may be decided to
that weapon the character can withstand calculation given here. give him sword-4.
according to the first system;
Non-combat skills can be dealt with i n
Profession and Skills
3. Calculate the damage caused by that much the same way. A 4th level AD&D
number of average hits with that weapon The most basic distinction to be drawn thief with no race or attribute bonuses
in the second system, and that is the between skill systems in most RPGs is has the following abilities: Pick Pockets
number of hit points the converted char- between systems which use professions 40%, Open Locks 33%, Disarm Traps
acter should have. to g i v e t h e character a ready-made 30%, Move Silently 27%, Hide in Shad-
'package' of skills, like D&D, AMID, and ows 20%, Hear Noise 15%, Climb Walls
Example: a 5th level A D & D fighter has -MT, and those which allowfor each skill 87% and Read Languages 20%.
37 h i t points. I n t h e A D & D game a to be acquired and improved separately, These can be translated as they stand
longsword does 1-8 damage, giving an such as the RuneQuest family and Bush- to a system like Call of Cthulhu, Disarm
average of 4.5; thus the character can ido. The easiest approach is to list all the Traps becoming Mechanical Repair, Read
withstand 37/4.5 = about 8 hits with a skills (including weapon skills) available Languages becoming Linguist (written
longsword in the AD&D game. to the character, together with the chance languages only), and so on.
In Bushido, a longsword (katana) does of success for each in percentage terms, In a Gangbusters game, t h e same
1d6+2 damage, giving an average of 5.5. and match them up as closely as possible character would have Pickpocketing 40%
8 average hits therefore work out to 44 to skills available in the 'host' system. It and Lockpicking 33%, while Move Silently
points of damage, so the character should may be necessary to define new skills or and Hide in Shadows are both covered by
have 44 hit points in Bushido. amend existing ones for a better 'fit', but the Gangbusters Stealth skill, w h i c h
38 I M A G I N E ma9azine, October 1984
should be fixed a t a b o u t 27%, since n o 1 I n t h e A D & D game, a morning star from, b u t b e p r e p a r e d t o a m e n d t h e
skilled character has less than 26% under does 2 - 8 d a m a g e a g a i n s t a m a n - s i z e d results i f necessary t o p r e s e r v e g a m e
the Gangbusters rules. The Disarm Traps opponent, so the average damage is2+8/2 balance and credibility.
skill m i g h t be equated w i t h A l a r m Sys- = 5;
tems i n G a n g b u s t e r s a t t h e r e f e r e e ' s A r m o u r is dealt w i t h in one of two basic
discretion, b u t c a r e s h o u l d b e t a k e n t o 2. T h e average h i t p o i n t s o f t h e A D & D ways by most RPG systems. It will either
avoid a c h a r a c t e r k n o w i n g t o o m u c h Classic Man (level 0 character) are 1+8/2= reduce t h e p r o b a b i l i t y o f a h i t ( D & D ,
about an alien environment. 3.5; AD&D, Tr a v e l l e r, B u s h i d o ) , o r i t w i l l
reduce the damage caused by a success-
It will never be possible to match all skills 3. 5/3.5= approx 1 . 4 3 ; ful h i t (Runequest, The Fantasy Trip). In
from one system precisely to another; you most cases i t s h o u l d b e f a i r l y e a s y t o
must a d a p t a n d improvise, a n d s o m e - 4. I n Call o f C t h u l h u h i t points a r e t h e equate armour types from one system to
times d e f i n e n e w s k i l l s i n t h e h o s t average of CON (3d6) and SIZ (3d6); the another, r e m e m b e r i n g t h a t t h e m o r e
system. In some cases, it may be appro- average is 1 0 . 5 ; advanced a r m o u r types in SF RPGs w i l l
priate to give a character certain skills in be superior to anything in a fantasy game.
the h o s t system w h i c h h e / s h e d i d n o t 5. 1 0 . 5 x 1 . 4 3 = approx 1 5 , w h i c h i s
possess i n t h e d o n o r s y s t e m — i f t h e close to the average of 4d6. This makes a When u s i n g a r m o u r i n a system w h i c h
example o f t h e t h i e f i s a d a p t e d f o r morning star a pretty devastating weapon normally makes no provision for it, such
Traveller for example, the Streetwise skill in Call of Cthulhu — as effective as both as Boot Hill or Gangbusters, it is possible
is an obvious choice, though this has no barrels o f a 1 2 - b o r e — a n d y o u m a y to w o r k o u t a m e a n s o f d e a l i n g w i t h
equivalent in the D&D game. decide to reduce this to, say, 3d6. On the armour by looking a t the w a y a r m o u r is
other hand, in AD&D a morning star does treated i n t h e f i r s t system. I n D & D a n d
the same damage as a broadsword a n d AD&D, for example, several armour types
slightly more than a sabre, so you m i g h t are listed, each type generally making the
Weapons and Armour decide to give it the same damage in Call wearer 5 % h a r d e r t o h i t t h a n t h e t y p e
Weapons are considerably easier to deal of C t h u l h u a s a sabre, o r s l i g h t l y m o r e immediately i n f e r i o r t o i t ; t h i s c a n b e
with, since they are a lot less complex — (1d8+1 o r 1d8+2). translated fairly painlessly into a series of
in e v e r y RPG s y s t e m , a w e a p o n i s n o attack m o d i f i e r s f o r a n y a s s a i l a n t o r
more nor less than a device for reducing Example 2: A fantasy campaign in a post- defence modifiers for the wearer.
an opponent's hit points. holocaust setting, such as Saberhagen's
While a s w o r d i s a s w o r d w h e t h e r i t The Empire o f the East, might include Example: A Boot Hill referee, having read
features i n D & D , Runequest, B u s h i d o , such items as laser rifles left behind by a some o f R o b e r t E H o w a r d ' s f a n t a s y
Call o f C t h u l h u o r T r a v e l l e r , s o m e past civilisation. To convert a laser rifle Western s t o r i e s , d e c i d e s t o e n l i v e n a
weapons a r e u n i q u e t o o n e s y s t e m o r from Traveller to AD&D: campaign by introducing a lost valley in
milieu. W h e r e possible, look for s i m i l a r which an isolated c o m m u n i t y of Indians
weapons i n t h e h o s t s y s t e m — f o r 1. A Traveller laser rifle does 5d6 dam- is ruled by a descendant of the Spanish
example, t h e t o m a h a w k i n B o o t H i l l age, average 1 7 . 5 ; Conquistadores. The referee decides that
would be t h e h a n d axe in A D & D , a n d a this character's To l e d o breastplate a n d
blade in Traveller would be a large knife in 2. W o u n d s in Traveller reduce Strength, helmet gives him head and body protect-
Gangbusters or a butcher knife in Call of Dexterity or Endurance, the target being ion e q u a l t o p l a t e a r m o u r i n A D & D .
Cthulhu. incapacitated w h e n one characteristic is Consulting t h e A D & D rules w e find t h a t
reduced t o zero. F o r o u r purposes, i t is plate a r m o u r (AC 3) is seven 'pips' on a
Where it is impossible to convert directly easiest t o t a k e t h e a v e r a g e o f o n e d20 (35%) harder to h i t than n o a r m o u r
in this way, a weapon can be converted as characteristic a s t h e Classic M a n ' s h i t (AC 10), so that any hit to the head or body
follows: points. S i n c e t h e y a r e all generated o n is s u b j e c t t o a 3 5 % p e n a l t y t o t h e h i t
determination roll. The referee m a y de-
cide t o r e d u c e t h i s p r o t e c t i o n w h e n
dealing w i t h w e a p o n s w h i c h h a v e a
better penetration, such as carbines, and
In some cases, calculations may tell you more the We a p o n s / a r m o u r class table i n t h e
about the differences between the two games — A D & D Players Handbook should provide
food for thought here.
be prepared to amend the results if necessary. If RuneQuest, or some other game with
a damage reduction armour system i s
being used as the reference point in the
example above, t h e protection rating o f
1. C a l c u l a t e the average damage done by 2d6, w e c a n t a k e 7 a s t h e a v e r a g e , the armour can be calculated in the same
the weapon in the 'donor' system; ignoring mustering-out bonuses; way use above f o r weapons — t h e fact
that it stops damage rather than causing
2. Calculate the average hit points of the 3. 12.5/2= 2.5; it makes no difference to the calculation.
Classic Man in the 'donor' system;
4. F r o m the previous example, the AD&D Example: I n a G a n g b u s t e r s g a m e , a
3. D i v i d e the first figure by the second; classic man has 3 . 5 hit points; mobster o n t h e r u n a t t e m p t s t o d i s r u p t
pursuit by releasing a tiger from its cage
4. C a l c u l a t e the average hit points of the 5. 2 . 5 x 3 . 5 = 6 . 2 5 , w h i c h i s between in the city zoo. The referee decides to use
Classic M a n in the 'host' system; the averages for 2d6 and 2d6-1. the A D & D Monster Manual as a source,
Again, t h i s m a y be altered slightly t o and gleans the following:
5. M u l t i p l y this by the result of step 3; the make t h e l a s e r r i f l e a m o r e f e a r s o m e
result is the average damage done by the weapon if desired — at present it is less Attributes: n o t listed, b u t s t r e n g t h
weapon in the host system. than h a l f t h e s t r e n g t h o f t h e w e a k e s t (Muscle) and Agility should be superior to
lightning bolt spell. that of most humans.
This is a variation on the procedure used Hit points: 5d8+5, average 2 7 . 5
for determining a character's hit points. In some cases calculations of this nature Attacks: Attack as 5+HD monster, 5+ on
Example: W h i l e e x p l o r i n g a n a n c i e n t may tell you more about the differences in d20 ( 8 0 % c h a n c e ) t o h i t u n a r m o u r e d
castle i n t h e C a l l o f C t h u l h u g a m e , a emphasis between the two systems than target. We a p o n s a r e 2 fore-claws, 2 - 5
character is forced to snatch up a morning about weapon damage; it is always worth each, bite 1-10, and 2 rear claws 2-8 each
doing t h e calculation a s a base t o w o r k if both foreclaws hit.
star to fend off the approaching enemy.
I M A G I N E ma9azitte, Octo6er 1984
39
chance of success of a spell can normally
be worked o u t i n percentage t e r m s a n d
transferred fairly easily from one system
to another. I n s o m e systems, l i k e D & D ,
spells are assumed t o be cast success-
fully 100% of the time, b u t t h e target is
allowed a saving t h r o w to avoid t h e f u l l
effects of the spell — in these cases, the
chance o f t h e v i c t i m f a i l i n g t h e s a v i n g
throw dictates t h e s p e l l ' s c h a n c e o f
success. The saving t h r o w of the Classic
Man in one system should be equal to the
spell's c h a n c e o f s u c c e s s i n a n o t h e r.
Remember, t h o u g h , t h a t t h e e f f e c t o f
magic o n g a m e b a l a n c e v a r i e s f r o m
system t o system, a n d a l t e r r e s u l t s i f
necessary to preserve the balance of the
host system.
When t h e effect of a spell is t o cause
damage, the conversion should be carried
out as i f i t w e r e a w e a p o n (see above).
Otherwise, spell effects are usually self-
explanatory, a n d can b e converted w i t h
few problems. Details such as range, area
of e ff e c t a n d d u r a t i o n s h o u l d n o r m a l l y
cause few problems.
Some systems use a spell point system
to govern t h e extent of magic use avail-
Skills: None listed, but tracking should be sword in AD&D, and so is given the same able t o t h e character, a n d w h e r e b o t h
considered; d i f f i c u l t t o s u r p r i s e , q u i c k damage bonus as a s w o r d in t h e Gang- systems i n v o l v e d i n a c o n v e r s i o n u s e
reactions, r e i n f o r c i n g c o m m e n t s above busters game (+6 wounds). such a s y s t e m , s p e l l p o i n t s c a n b e
on agility. As t h e tiger has n o special skills, t h e converted in the same way as an attribute
The tiger w i l l attack as if fighting dirty conversion is n o w complete, so let's see — i n s o m e cases t h e y m a y b e derived
with h a n d weapons, b u t t h e referee what we have: from an attribute, such as constitution or
decides that the normal attack penalty for TIGER A g 80, HP 57 will-power. Other systems, like D&D, use
fighting d i r t y i s n o t a p p r o p r i a t e h e r e . Attack: as fistfighting, fighting dirty, no a 'level' system whereby the number and
Strength does n o t affect combat ability, penalty to Ag check. May attack with both potency of spells available depend u p o n
but agility will have to be estimated. The foreclaws and one bite in a single game the c h a r a c t e r ' s l e v e l o f a d v a n c e m e n t .
tiger's 8 0 % h i t probability i n t h e A D & D turn; i f b o t h f o r e c l a w s h i t successfully, When c o n v e r t i n g b e t w e e n t h e s e t w o
game can be equated t o a Gangbusters may also attempt to rake with rear claws. types o f system, p r o b l e m s c a n a r i s e i n
Agility score of 80. Weapons: 2 foreclaws, +5 wound. determining the level or spell point cost of
The a v e r a g e 2 7 . 5 A D & D h i t p o i n t s 1 bite, +7 wound. a given spell in the host system. It might
equate t o a b o u t 6 average h i t s w i t h a 2 rear claws, +6 wound. be possible t o d r a w u p a t a b l e o f spell
sword. In the Hand Weapons table in the If desired, t h e t i g e r ' s s t r e n g t h c a n b e level a g a i n s t spell p o i n t cost, based o n
Gangbusters r u l e s , a s w o r d d o e s + 6 found n o w that its Agility and h i t points identical or similar spells in each system,
wound points in addition to the 1-6 basic are k n o w n , although t h i s information is but since magic is such a crucial part of
damage points (1-5 according to Punch- not strictly necessary. the game balance of any FRP system, it is
ing score, or 6 for fighting dirty). For the probably best to proceed by instinct.
sake o f c o n v e n i e n c e w e w i l l a v e r a g e All creatures may be treated in a similar
these t o g i v e a n a v e r a g e s w o r d h i t o f way t o t h i s s i m p l e example. A n y n o n - Converting s p e l l s f o r u s e i n a n o n -
3.5+6 = 9 . 5 . T h e tiger can w i t h s t a n d 6 combat skills can be equated w i t h skills magical RPG m i g h t present a f e w prob-
average sword hits in AD&D, as we have from t h e h o s t s y s t e m , o r n e w s k i l l s lems; in nearly all cases it is best to follow
seen, so its Gangbusters hit points will be defined a s necessary, according t o t h e the magic system from the donor game as
9 . 5 x 6 = 57, nearly five times as much as guidelines a l r e a d y g i v e n . M a g i c a l o r closely as possible. Saving throws, where
the average beginning character, w h i c h psionic abilities can be treated as outlined necessary, can be derived with a reason-
accords well with the 5 hit dice in AD&D. in t h e a p p r o p r i a t e s e c t i o n . C r e a t u r e s able a m o u n t of accuracy by reference to
The t i g e r ' s attacks c a n b e treated a s which e m p l o y m i s s i l e - w e a p o n attacks, the classic man in both systems. In many
weapons. The two forec law attacks do 2- such as the tail spikes of a ma nticore or systems, m a g i c i s t r e a t e d a s a special
5 damage i n A D & D f a l l i n g s o m e w h e r e the venom of a spitting cobra, should use case o f t h e spell system, a n d t h e n o t e s
between the damage ranges of a dagger the gunfighting o r t h r o w n weapon rules already g i v e n u n d e r t h e s k i l l s h e a d i n g
(1-4) and a short sword (1-6), and on this where appropriate, i n s t e a d o f those f o r may be of use.
basis t h e referee decides t h a t t h e y w i l l hand-to-hand combat.
count a s a l a r g e k n i f e (+5 'wounds) f o r The r a n g e o f magical i t e m s available t o
damage p u r p o s e s . S i m i l a r l y, t h e 1 - 1 0 FRP systems is vast, a n d m a n y w o r k so
bite d a m a g e i s e q u i v a l e n t t o a t w o -
handed sword in A D & D , and the referee
Magic and Psionics tightly w i t h i n t h e l i m i t s o f t h e i r o w n
magic s y s t e m t h a t c o n v e r s i o n c a n b e
decides that since this has an average of Magic a p p e a r s i n m o s t f a n t a s y r o l e - difficult. For most purposes, they can be
5.5 damage, m o r e t h a n t h e average playing games in two forms — spells and divided into four basic headings:
damage of a sabre (4.5) or a broadsword magical items. T h e spell-like abilities o f 1. T h e f i r s t t y p e o f i t e m m o d i f i e s t h e
(5.0), it should receive a +7 wound bonus, some monsters can be treated as spells in attributes o f the user, c o n f e r r i n g addit-
more than a s w o r d ' s normal value in the most cases. ional s t r e n g t h , f o r example, o r s t o r i n g
Gangbusters g a m e . F i n a l l y, t h e A D & D There a r e t w o m a i n statistics t o con- spell power. These can be converted from
Monster M a n u a l s t a t e s t h a t i f b o t h sider w h e n converting a spell f r o m o n e one system t o another using t h e guide-
foreclaws hit successfully, the tiger may FRP system to another — the chance of lines established f o r dealing w i t h c h a r -
also r a k e w i t h i t s r e a r c l a w s f o r a n success and the effect of the spell. Some acter attributes.
additional 1 - 8 damage each. T h i s is the games a l s o u s e a s p e l l p o i n t s y s t e m , 2. O t h e r i t e m s p r o d u c e s p e l l - l i k e
same damage rating as a sabre or long- w h i c h w i l l b e c o n s i d e r e d l a t e r. T h e effects, e i t h e r duplicating a spell w h i c h
40 I M A G I N E magadnc, Octo6er 1984
already exists i n t h e i r native system o r
producing an effect which can be treated DISPEL CONFUSION
as s u c h . T h e s e m a y b e t r e a t e d i n t h e
same way as spells above. Role-playing games have complex rules process cannot be interrupted w i t h -
3. T h e third class modifies skills, some- that are open to interpretation, which can out spoiling the spell.
times c o n f e r r i n g s k i l l s w h i c h t h e u s e r cause problems w h e n two players inter- If a m a g i c u s e r i s w o u n d e d a n d
need n o t o r i g i n a l l y h a v e p o s s e s s e d . pret t h e m differently. D i s p e l C o n f u s i o n then, a f t e r t h e i n j u r y h a s b e e n
Magical w e a p o n s and a r m o u r m i g h t be is a column intended to help by providing sustained, begins to cast a spell, the
seen a s falling i n t o t h i s category, since answers to rules questions. fact that the MU is hurt has no effect
they modify the attack and defence skills A t present we mainly answer questions on t h e spell whatsoever. The M U is
of the user. The effects of such items can about TSR games. W h i l e the answers we assumed to have sufficient discipline
be modified in the same way as the skills give a r e n o t f u l l y 'official', w e d o h a v e of mind to block out any pain for the
which they modify. contact w i t h t h e designers a n d a g o o d time t h a t i t takes t o c a s t t h e spell
4. L a s t l y, t h e r e a r e i t e m s w h i c h give deal of playing and refereeing experience. (after all, he or she must concentrate
protection to the user. These will mostly A n answer column needs questions, so on t h e spell t o t h e exclusion o f a l l
fall into one of the three other categories send yours to: other activities anyway, and bleeding
— duplicating p r o t e c t i o n spells, f o r Dispel Confusion, T S R U K L t d , T h e to death is just another activity).
instance, or reducing the attack chance of R a t h m o r e Road, C A M B R I D G E .
an opponent, or modifying a saving throw If you don't want to wait for your question Q. I f a character already suffering from
or attribute check. T h i n k carefully about to appear in the magazine, please enclose lycanthropy (after being attacked by,
the way in which an item functions before a 9" x 4" SSAE
say, a were-bear) is badly w o u n d e d
trying to convert it. by a n o t h e r t y p e o f w e r e - c r e a t u r e ,
DUNGEONS & DRAGONS what f o r m w i l l t h e d i s e a s e t a k e ?
Some s y s t e m s f e a t u r e m a g i c a l i t e m s (Advanced)
with a fixed n u m b e r o f 'charges', w h i l e and A D VA N C E D D U N G E O N S
others a s s u m e t h a t t h e y h a v e a n u n - & D R A G O N S •F' games A. I f t h e wording i n t h e D M G i s taken
limited p o w e r supply a n d l a s t f o r ever. literally, then the second attack by a
The w a y i n w h i c h a p a r t i c u l a r s y s t e m Q. Can a troll use a crossbow? (Basic) were-creature will have no addition-
deals with this point will be an important al effect because i t states t h a t o n l y
element in its game balance, a n d w h e n A. Given sufficient time to work out how humans are afflicted b y lycanthropy
converting between two FRP systems you a c r o s s b o w functions, a t r o l l c o u l d — a n d lycanthropes a r e n o t t r u l y
should bear in m i n d the approach of the use o n e . H o w e v e r, w h e n u s i n g a human a n y m o r e . I f t h i s l i n e o f
host s y s t e m ; t h e p r e c i s e n u m b e r o f crossbow a troll would have only one argument i s followed, t h e n t h e
charges in an item can be decided more or attack per round, which could cause second type of lycanthropy will have
less b y i n s t i n c t i f y o u a r e s u ff i c i e n t l y up to six points of damage, instead of no effect.
familiar with both systems. its three normal attacks causing up to
22 points of damage. W h y it should Q. I f a 1st-level magic user cannot have
Psionics figure i n a n u m b e r of SF RPGs, want t o d o l e s s d a m a g e t o i t s Nystul's M a g i c A u r a o r Te n s e r ' s
and sometimes take the place of magic in opponent is open to question, except Floating Disc in his spell book at the
a non-magical SF milieu. Where psionics that i t w o u l d b e a b l e t o a t t a c k beginning o f h i s career, i s h e p r o -
appear, t h e systems w h i c h govern t h e i r enemies at a distance. hibited f r o m choosing o n e o f these
use can be treated as a magic system for spells w h e n h e g a i n s a l e v e l ?
purposes of comparison and conversion. Q. Does a t h i e f ' s backstabbing b o n u s (Advanced)
Conversely, t o o , a l o o k a t t h e m a g i c apply t o m i s s i l e f i r e f r o m b e h i n d ?
system in a host FRPG w i l l give valuable (Basic & Advanced) A. This q u e s t i o n r a i s e s p o i n t s o t h e r
hints about handling introduced psionics. than the obvious one. Both the above
A. No. The attack is treated in the same spells are specifically mentioned on
manner as a r e a r missile attack by p39 of the DMG as spells that m u s t
Conclusion anyone else. A thief would not cause be located by the character — either
double damage with a missile attack in t h e possession o f a n o t h e r c h a r -
It w o u l d b e impossible t o cover a l l t h e from behind. The backstabbing attack acter (PC or NPC) or on a scroll a n d
possibilities w i t h i n t h e scope o f a short of thieves c a n o n l y b e carried o u t copied i n t o t h e M U ' s 'recipe book'.
series l i k e this; a n d s o t h e coverage o f with melee weapons, and represents Naturally, the magic user who is after
certain a r e a s i s necessarily a l i t t l e a thief's ability to sneak up behind a the s p e l l s m u s t b e a b l e t o ' k n o w '
sketchy. There are bound to be problems I potential victim and strike for maxi- them, as with all other spells.
have overlooked, and there are obviously mum effect. in the case of spells acquired when
a great many rules systems with which I a character advances a level, t h e s e
am n o t f a m i l i a r, b u t I h o p e t h a t t h e Q. I f a magic user is hit by a missile or are n o t necessarily c h o s e n b y t h e
general g u i d e l i n e s a n d s u g g e s t i o n s melee weapon, c a n h e o r s h e cast player. The spell so acquired should
have given will be useful to anyone who is spells a t t h e a t t a c k e r ? ( B a s i c & be a f u n c t i o n o f t h e s p e l l s i n t h e
considering converting material between Advanced) NPC's spell books, or randomly rolled
RPG systems for one reason or another, by the D M i f the training supervisor
and was unsure as to h o w to go about it A. The a n s w e r to this one depends on has never been created in detail and
My i d e a s a n d a p p r o a c h e s a r e b y n o when the magic user was hit in relat- is simply assumed t o exist a t some
means t h e o n l y o n e s , a n d I m a k e n o ion to the process of casting the spell. vague point 'off stage'. In this case, it
claims that they are right or best — they If a magic user is hit by a weapon, is entirely possible that a magic user
are simply suggestions, and any method affected b y a n o p p o n e n t ' s s p e l l o r might learn Nystul's M a g i c A u r a o r
is satisfactory provided t h a t i t produces jostled— in short, if his or her concen- Tenser's Floating Disc. Unlike spells
something that is playable and believable tration is broken while in the process that a r e a c q u i r e d b e t w e e n l e v e l
and does not place too much strain on the of casting a spell, t h e n t h e spell i s rises, spells t h a t are gained a t t h i s
mechanics of the 'host' system. interrupted a n d does n o t ' g o o ff ' a t time are automatically in t h e magic
_045 Graeme Davis the intended time. The rules are quite user's book, and are also automatic-
clear that the M U i n question m u s t ally ' k n o w n ' b y t h e m a g i c u s e r i n
If you missed the first part of this article stand still, concentrate on t h e spell, question.
with t h e c o n v e r s i o n t a b l e s , y o u c a n say the correct words, use the correct
obtain a copy o f issue 1 8 at a cost o f f ? components (in the Advanced game) AD- Jim Bambra, M i k e B r u n t o n ,
from TSR UK Ltd. and m a k e t h e r i g h t gestures. T h i s Phil Gallagher & G r a e m e M o r r i s
IMAGINE maga—thte, Octotker 1984
41
UNCHARTED
STARS
by Paul Vernon 1
For m o s t g a m e p u r p o s e s , t h e w o r l d Each h e x from a subsector map which are habitable is the temperature. For life
generation p r o c e d u r e s g i v e n i n B a s i c is expanded to five parsecs across can be as we k n o w it to be possible, the average
Traveller w o r k admirably — all t h e sys- presented as in Diagram One, and can be temperature should be above the freezing
tems generated will be of interest to some seen to have 19 smaller hexes w i t h i n it. point of water and below boiling point, so
class of character and worth at least one The base c h a n c e f o r each s m a l l h e x t o the planet should be neither too close nor
visit b y a p a r t y o f adventurers ( G D W ' s contain a star system is 9+ on 2D. D M s too far away from the parent star, in what
Tarsus m o d u l e is a f i n e e x a m p l e o f t h e can be added for certain regions of space is known as the ecosphere. The hotter the
possibilities offered by a single Traveller — p o s i t i v e f o r d e n s e l y packed r e g i o n s star, the larger will be the ecosphere, and
world). H o w e v e r, t h e f a c t t h a t a l l s t a r s such as clusters and associations, negat- the greater the chance that one or more of
have planets, a t l e a s t o n e o f w h i c h i s ive for open regions such as spiral fringes its orbiting planets will fall within it. Many
inhabited, can lead to a sense of 'same- or interspiral space. of those planets which do, however, w i l l
ness', a n d poses o n e great question — For each s m a l l h e x containing a s t a r still b e u n i n h a b i t a b l e d u e t o h a v i n g
since current theory postulates that only system the actual number of stars may be unbreathable a t m o s p h e r e s , b u t m a n y
20% of stars have planetary companions, determined using the star number table. Traveller p l a n e t s h a v e t h e s e a n y w a y.
w h a t happened to the other 80%? When t h i s results in multiple stars they Also, i t w i l l be m o r e difficult f o r planets
Other q u e s t i o n s s o o n f o l l o w. I f t h e will be companions on a t h r o w of 3+ on orbiting stars in binary or trinary systems
whole o f space i s n o t o n l y k n o w n , b u t 1D, t h r o w i n g o n c e f o r e a c h p o s s i b l e to maintain average temperatures within
populated as well, w h a t do members of pairing. All stars within an expanded hex these limits.
the Imperial Interstellar Scout Service do can b e considered t o b e jump-1 a p a r t , The b a s e c h a n c e o f a n y o f a s t a r ' s
w i t h their time (apart from running the X with the exception of those deemed to be planets being habitable will again be 12+
boat service)? H o w c a n s p a c e p i r a t e s double or triple stars. on 2D, w i t h the following DMs: F and G
operate s o f r e e l y w h e n t h e y a r e a s When the total number and grouping of class +5; K class +3; M , N, R and S class
dependent on I m p e r i u m controlled star- stars is known, the spectral class and size +2; White Dwarf -6; Star in binary system
ports a s m e r c h a n t c r a f t are? W h y a r e of each can be determined from t w o (or -2; S t a r in Trinary system -3.
naval patrols so inefficient in apprehend- more in special cases) throws on the star For s t a r s w h i c h h a v e p l a n e t s , t h e
ing them? type tables. number o f g a s g i a n t s , o r J o v i a n t y p e
The only meaningful u n i t of measure- The q u e s t i o n o f w h i c h s t a r s h a v e planets w i l l b e 2 D - 4 w i t h t h e f o l l o w i n g
ment s o f a r a s Tr a v e l l e r p l a y e r s a r e planetary c o m p a n i o n s m u s t n o w b e DMs: 0 , B and A class -3; Star is a giant
concerned is the interstellar jump, jump- answered. Stars in the spectral classes 0, -2; S t a r is a supergiant -3; Star in binary
1 being 1 h e x (which is also deemed to be B and A have been found to rotate much system -1; Star in trinary system -2.
one parsec). I f w e w e r e t o expand each more rapidly than those in other classes. Similarly, t h e n u m b e r of Earth type or
hex, a n d c a l l i t f i v e p a r s e c s a c r o s s The a n g u l a r m o m e n t u m o f a s y s t e m Terran p l a n e t s w i l l b e 2 D - 2 w i t h t h e
(though s t i l l j u m p - 1 ) , w e w o u l d h a v e being constant, i t i s t h o u g h t t h a t t h e s e following DMs: 0 B and A class -1; Star is
room f o r planetless s t a r s a n d s y s t e m s other classes o f stars m a y rotate m o r e a giant -2; Star is a supergiant -3.
with n o habitable planets, providing slowly because m o s t o f t h e i r s y s t e m ' s The r e a s o n w h y n o n e o f t h e s e extra
answers t o a l l t h e above q'uestions. I n angular m o m e n t u m is possessed by the stars appear on commercial starmaps is
addition a w h o l e range of n e w scenarios planet Jupiter. Most of the planets in our that they would only be of interest to the
present t h e m s e l v e s — m i s j u m p s t o universe s h o u l d therefore o r b i t F, G , K Scouts, I m p e r i a l N a v y a n d t h o s e w i t h
planetless o r u n i n h a b i t e d s y s t e m s ( a and M c l a s s s t a r s , b u t t o k e e p t h i n g s nefarious motives. The authorities would
good w a y o f introducing players t o t h e interesting w e ' l l give 0 , B and A types a do t h e i r u t m o s t t o e n s u r e t h a t t h e
idea); secret Pirate, Zhodani or Solomani small chance of having them also. information needed t o navigate to t h e m
bases in t h e heart of the Imperium; lost The b a s e c h a n c e f o r s t a r s t o h a v e did n o t f a l l i n t o t h e h a n d s o f t h e l a t t e r
scout expeditions f r o m p r e s e n t o r p a s t planets w i l l b e 1 2 + o n 2 D , w i t h t h e category. F o r t h i s reason, a l t h o u g h t h e
civilisations; worlds whose existence has following DMs: F, N, R or S class +2; G, K information i s embedded i n commercial
been p u r p o s e l y k e p t s e c r e t f r o m t h e or M class +4; Black Hole or Neutron Star flight generation programs (each of which
authorities a n d s o on. O n c e a w a y f r o m in system -12. is useful only for a single sub sector) so as
the main spacelanes the possibilities are The m o s t important factor in deciding to plot courses around them, o n l y char-
limitless! w h e t h e r or not any planets orbiting a star acters w i t h c o m p u t e r - 4 o r a b o v e h a v e
42 I M A G I N E magazine, October 1984
any chance of retrieving it. Even they will S TA R N U M B E R TA B L E
only be successful on a throw of 10+ (plus
one f o r every level o f expertise over 4), 1D N o of Stars in System
and if the attempt fails the whole program 1-2 1Star
will delete itself (which can turn out to be 3-5 2 Stars
very expensive). The Scouts and Navy will 6 3 Stars
have Security Suppressor Programs en-
abling t h e m to travel to these uncharted
stars, but each of these will be good only S TA R TYPE TA B L E I - SPECTRAL CLASSES
for up to 7 large hexes in case they fall
into t h e w r o n g h a n d s ; o n e o f t h e b e s t 2D Spectral Class Colour of Star Surface temperature
ways o f interdicting a w o r l d i s t o make 2 M RED 3000k
sure t h a t f e w people k n o w about i t and 3-4 A WHITE 8 10,000k
even fewer can get there. 5 B BLUISH-WHITE 12-25,000k
If t h i s optional s y s t e m f o r expanding 6-7 K ORANGE 4 5,000k
the scope of Traveller is used, i t w i l l n o t 8 G YELLOW 5-6,000k
detract f r o m t h e i m p o r t a n c e o f j u m p - 1 9-10 F YELLOW-WHITE 6-7,000k
routes s u c h a s t h e S p i n w a r d M a i n , a s 11 A as A above
Traders will still want to conduct business 12 SPECIAL - see below after throwing 1D
at e v e r y s t o p , a n d f e w w i l l h a v e t h e
information necessary t o g o a n y w h e r e 1 BLUE-WHITE 35,000k
else a n y w a y. N o r n e e d t h e G M w o r r y 2
about having to expand every hex in the 3 RED 2,500k
campaign area, as four expanded hexes 4
two w i t h habitable systems a n d t w o 5-6 SPECIAL - see below after throwing 1D
w i t h o u t c a n be assigned when needed
if kept on hand. T h i s system brings t h e 1-2 BLACK DWARF
Traveller U n i v e r s e m u c h m o r e i n l i n e 3-4 NEUTRON STAR
w i t h our own, however, adding greatly to 5-6 BLACK HOLE
a sense of realism, in addition to opening
the w a y for a w h o l e range o f scenarios
which w o u l d n o t o t h e r w i s e be possible. S TA R TYPE TA B L E - S TA R SIZES
One s u c h i s o u t l i n e d i n t h i s i s s u e ' s
Throw 2 D and index by spectral Type
Amber Zone 'Posted M i s s i n g ' set in t h e
expanded hex below. Spectral Class Giant Main Sequence W h i t e D w a r f
Supergiant
Andy Slack's ideas on t h e subject w e r e 0 2-12
the starting point for much of the material 3 2 4-11 12
in this article. A &F 2 3 4-11 12
I t Paul Vernon G, K, M, N, R, S 2 3 4-12

D I A G R A M ONE
System Star Spectral Size J-Type T-Type No
D I A G R A M ONE Class Planets Planets Habitable
1 1 MS 0 0 0
2 1 MS 0 0 0
2 MS 7 4 0
3 1 SG 2 2 0
2 F MS 0 0 0
4 1 0 3 0
2 NEUTRON 0 0 0
5 1 F MS 0 3 0
2 MS 0 0 0
6 1 A WD 0 0 0
2 MS 4 5 0
1 MS 0 1 0
8 1 A MS 0 0 0
2 MS 0 0 0
3 MS 0 0 0
NOTE ON SIZE
m s = Main Sequence SG = S u p e r g i a n t WD = White
= Binary
Dwarf
Systems

I M A G I N E ma9adne, October 0384 43


POSTED MISSING --
AMBER ZONE
Players' Information
While socialising in the starport bar on the navigational i n t e r a c t console a n d
Feri/Regina (0405) the adventurers are was characteristically ignored. She has
approached b y a s m a r t y o u n g w o m a n kept t h e i n f o r m a t i o n t o h e r s e l f e v e r
dressed i n a M e r c h a n t 3 r d O ff i c e r ' s since, a n d i t i s h e r b e l i e f t h a t t h e
uniform w h o says t h a t a m u t u a l malfunction m a n i f e s t e d i t s e l f o n t h e
acquaintance told her they were seeking ship's last voyage resulting i n i t being
gainful employment. She tells them that caught i n t h e g r a v i t y w e l l o f s o m e
until r e c e n t l y s h e w a s employed a s a fuelless stellar system lying somewhere
Navigation Officer by a Sectorwide ship- between i t s p o i n t o f d e p a r t u r e a n d
ping firm, b u t refuses to give her name intended destination.
or that of her former employers. At some She would like the adventurers to aid
point d u r i n g h e r l a s t t e r m s h e served her in her search for the ship, in return
aboard a t y p e M l i n e r w h o s e captain for which she will offer them 60% of its
regarded h e r w i t h u t t e r contempt, e n - salvage value when found and claimed.
couraging her to request a transfer from In order that they can't leave her to go
her v e r y f i r s t d a y . S o o n a f t e r h e r looking themselves, s h e w i l l o n l y t e l l Once t h e y have t h e m e a n s o f getting
transfer came through, the ship failed to them e n o u g h t o c o m p l e t e w h i c h e v e r there, t h e y m u s t search t h e systems i n
complete o n e of its scheduled voyages part of the task they are engaged in a t the expanded hex given in the Uncharted
and was posted missing. any o n e t i m e , h e n c e h e r evasiveness Stars a r t i c l e (p43). B e f o r e t h e s e a r c h
Shortly b e f o r e t r a n s f e r r i n g t o a concerning h e r n a m e and her employ- begins, t h e players will be able to deter-
happier berth, she told the captain that ers' (in case t h e group f i n d w h a t t h e y mine t h e stars i n t h e systems (spectral
she suspected a fault to be appearing in need to know from library data). class a n d w h e t h e r s i n g l e , b i n a r y o r
trinary s y s t e m s ) b u t n o t w h i c h h a v e
planets. The referee may assign systems
to any location in the large hex in case the
players have also read the article.
Referee's Information W h i l e in each system, the players will
have t w o chances of encountering other
This adventure w a s designed for a party the party not have access to such a ship ships, occurring on a throw of 11+ (DM +1
w h o have access to a jump-2 ship of some then t h e m e r c h a n t officer m u s t h a v e a if refuelling possible in t h e system), t h e
kind, be i t Type S Scout, Type J seeker, noble a c c o m p l i c e w i t h a y a c h t b u t n o actual ship(s) to be determined from the
Type A 2 F a r Tr a d e r, o r e v e n a y a c h t crew, in which case the adventurers will ship table below.
capable of two successive jump-is. Should only be offered 30% of the salvage value.
2D
The smart young officer and her escort are: Throw Ship(s) encountered
2
N a v a l K i n u n i r Class Cruiser
MERCHANT 3RD OFFICER 3
P i r a t e s in 800 ton Type C Cruiser
Leila Pagella 7 7 5 9 9 8 A g e 26 2 terms Cr 30,000 4
P i r a t e s in 4 0 0 ton Corsair
Navigation-2, Computer-1, Steward-1, Gun Cbt-1 5
P i r a t e s / M u t i n e e r s i n Ty p e A
Free Trader
NOBLE 6 N a v a l Ty p e T Patrol C r u i s e r o r
Paulo h a u t - D e v i l l e 4 7 5 4 7 C A g e 30 3 terms Cr 50,000 Gazelle
Pilot-1, Engrg-1, Gun Cbt-1, Carousing-1 Yacht, Gun 7-8 T y p e S S c o u t / C o u r i e r
9 4 0 0 ton Scout Survey Ship
10-11 S m u g g l e r s
12 I f refuelling possible i n system
t h r o w t w i c e on the table ignoring
a 12 result. Otherwise the party
has f o u n d a m a r o o n e d Type A
Free Trader.

Naval p e r s o n n e l w i l l b e o n a n t i - p i r a c y
duty a n d b e v e r y s u s p i c i o u s o f t h e
adventurers' s h i p u n l e s s t h e y c l a i m t o
have m i s j u m p e d — s t e a l i n g I m p e r i a l
Scout Service programs and bribing scout
Both Leila and Paulo will be willing to use attempted. T h e F e r i s c o u t b a s e w i l l personnel both carry stiff penalties, and it
all t h e i r c a s h i n f u r t h e r a n c e o f t h e definitely have a copy of the program, and is possible t h a t a p i r a c y charge w i l l b e
salvage expedition. I f t h e yacht is used each s c o u t s h i p i n t h e Feri system w i l l pinned on them in addition.
Leila w i l l b e m o r e f o r t h c o m i n g , a s t h e have o n e on a t h r o w of 8+. The players Scout vessels a r e m o r e l i k e l y t o flee
adventurers would not be able to conduct may decide t h a t burglary or hijacking is and i n f o r m t h e Navy o f intruders in t h e
the search themselves in any event. the best method, or they may attempt to system, w h i c h w i l l b e t h o r o u g h l y
The adventure is in t w o parts, the first bribe s c o u t p e r s o n n e l t o f u r n i s h t h e m searched by naval vessels for 1D weeks
of which w i l l be to get hold of a security with t h e necessary navigation t a p e s t o afterwards. Neither pirates nor smugglers
suppressor p r o g r a m p e r t a i n i n g t o h e x visit e a c h s y s t e m i n t h e hex, o r h i r e a will r e a c t k i n d l y t o t h e a d v e n t u r e r s ,
0406 in the Regina subsector. There are a computer expert to crack the security on though smugglers are much less likely to
number o f w a y s i n w h i c h t h i s m a y b e their generate program (if they have one). attack them.
44 IMAGINE magazine, October 1984
enough supplies and fuel t o support life not been fired, a n d she has a complete
for 30 days if all the passengers and crew store o f m i s s i l e s . T h e l o w passengers
were taken into account. have b e e n d e a d m u c h l o n g e r t h a n 6 0
After calculating that there was enough days, a s anyone w i t h m e d i c - 2 o r above
fast drug (used by some high passengers) will easily determine. The ship's log has
on board to last the c r e w for f o u r years no record of the imaginary first misjump,
and that if the fuel from the 30 ton ship's the powerplant monitor log is incriminat-
boat w e r e u s e d a n d t h e l i f e s u p p o r t ing, and blood stains are in evidence on
turned on only periodically, it should last the passenger deck.
them a l m o s t a s long, h e depressurised The captain realises that their story will
the passenger deck a n d t u r n e d o f f t h e not hold u p under detailed examination,
power in all areas except the bridge and and i n t e n d s t o hijack t h e s h i p after t h e
crew quarters, effectively murdering all adventurers are feeling the effects of the
the passengers, h i g h , l o w a n d m i d d l e . rescue p a r t y h e h a s planned. They w i l l
The f e w high passengers w h o managed then tell t h e authorities t h a t both ships
to g e t i n t o e m e r g e n c y vacc s u i t s w e r e were h i j a c k e d b y pirates, b u t t h a t t h e
shot, as were those members of the crew Roxanne's c r e w w e r e l u c k y e n o u g h t o
who offered objections. C r e w members escape in that of their rescuers.
who are still alive will be equally culpable, If none of the adventurers realises that
and will continue to support the captain to all is not as it seems, Leila definitely will.
save their own necks. System 7 This star's planet
The laser on the ship's boat was used to (X-614000-0) i s t o o f a r a w a y f r o m t h e
hole t h e h u l l o n t h e p a s s e n g e r l e v e l primary t o b e i n t h e ecosphere. I t i s a
before its fuel was drained, and the crew regular stop-over for pirates in the area,
have been taking fast drug ever since. The however, as they can refuel from its ice-
Some of the systems have other factors passengers will have been dead for about caps, a n d t h e y m a i n t a i n a small, s e m i -
of note, as follows: 720days before the ship is found, 12 days permanent b a s e o n i t s s m a l l m o o n . A
System 3 O n e o f the terran planets subjective f o r t h e c r e w, w h o s e n u m b e r pirate vessel o f s o m e k i n d w i l l b e e n -
orbiting t h e S u p e r g i a n t i s i n f a c t a n and a r m a m e n t should be determined by countered here on a throw of 6+. On 10+ it
asteroid b e l t . A l t h o u g h m u c h o f t h e those of the adventurers. will be accompanied by a recent capture
material i s of little value, o n e section is in the 1 - 4 0 0 tons range.
fairly rich, and is being worked secretly by If t h e Travellers contact t h e ship before Once the adventurers have possession
a group of belters using a type J Seeker reaching i t , t h e c r e w w i l l h a v e t i m e t o of the Roxanne, t h e i r troubles are by no
and a 17 ton mining boat (6G, armed with take fast drug antidote. They will tell them means over. T h e ship needs 6 0 tons o f
a mining laser). The size and armament of that the ship misjumped originally to an- fuel t o enable i t t o make a jump-1 a n d
the group to be determined by that of the other system and was attacked by pirates earn t h e p a r t y a 10')/0 salvage payment
players. The belters will be encountered while m a k i n g i t s w a y f r o m a gas giant. plus 1 0 % o f t h e value o f its cargo. T h i s
on a 9+, t h r o w once per day spent in the The h u l l w a s h o l e d i n t h e ,battle, t h e will entail risking further encounters with
belt. T h e belters w i l l b e w o r r i e d a t t h e captain decided they couldn't hold the pir- pirates or the authorities, both o f w h o m
prospect of poachers and w i l l take steps ates off for much longer and activated the will claim the prize as their own.
to ensure t h a t n e w s o f their strike does jump drive. The ship was close to the gas Alternatively, they could give the posit-
not become common knowledge. giant, h o w e v e r, a n d m i s j u m p e d again. ion of the ship to the insurance firm w h o
System 4 The Neutron S t a r i n t h i s They w i l l s a y t h e y k e p t t h e l o w berths have title to it and receive 5% of the ship's
system is drawing o ff a constant stream functioning as long as possible, but had to value i f / w h e n they manage to recover it
of stellar matter from its giant companion switch them off 60 days ago to save fuel. Even in this case there is a chance (10+ on
and giving o ff a considerable a m o u n t of There are a n u m b e r o f clues t h a t the 2D) t h a t t h e i n s u r a n c e c o m p a n y w i l l
X-rays w h i c h w i l l r e g i s t e r o n s h i p s ' crew are n o t telling t h e truth, however, inform t h e a u t h o r i t i e s o f t h e p l a y e r s '
sensors immediately it enters the system. and they are visibly nervous. The hole in recent m i s d e m e a n o u r s , a n d a s i m i l a r
For e a c h h o u r s p e n t i n t h e v i c i n i t y, the h u l l w a s caused b y a s m a l l g a u g e chance t h a t t h e s h i p w i l l h a v e d i s -
characters lose 1 point of endurance, and laser f r o m s h o r t range, a n d t h i s can be appeared b e f o r e t h e i r r e p o s g e t t o i t
any points lost over 3 w i l l be permanent determined b y a n y character w i t h g u n - unless t h e adventurers h a v e purposely
(otherwise they will return at the rate of nery skill. The Roxanne's own lasers have disabled the Roxanne beforehand.
one p e r week). A c h a r a c t e r reduced t o
zero endurance will die. Another possible
danger i s t h a t t h e s h i p w i l l b e c o m e
caught in the neutron star's gravitational
field — escape velocity from its surface is
15,500 Gll
S y s t e m 5 N o n e of the three planets is
w i t h i n star 1 's ecosphere, and none have
any icecaps suitable for use in refuelling. ••• = " 7 - .":1--T-r-T-==1.7-"7-..-17-":
The CSS Roxanne Oberlindes, the type M
Merchant t h e party i s looking f o r, i s i n
orbit a r o u n d t h e o u t e r m o s t planet, a n d
ships' s e n s o r s w i l l p i c k u p i t s f a i n t
distress s i g n a l s f r o m 5 0 0 , 0 0 0 m i l e s
away.
The h a r d a n d c a l l o u s c a p t a i n o f t h e
Roxanne, realising the full implications of
the ship's predicament — stranded in a
fuelless system o ff the main spacelanes
with insufficient f u e l t o make a j u m p — ttic.st p a r t - 450--ppm
requested a c o m p u t e r prediction a s t o .1-1 7 lotus
how l o n g i t w o u l d b e b e f o r e a s h i p rs---Hatat-Licald Lir.
approached c l o s e l y e n o u g h t o p i c k u p
their distress signals. T h e a n s w e r w a s
three years, b u t t h e s h i p o n l y c a r r i e d
I M A G I N E ma9a-lny, October 1984
45
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CARGO DECK

K e y to Roxanne Oberlindes
Ship's Boat Upper Deck Middle Deck Cargo Deck
(Launch, 2 0 tons)
1 Lounge 1 Lounge 1 Boat Bay Doors
1 Locker 2 Lift Shaft 2 Lift Shaft 2 Ship's Launch
2 Bridge 3 Freshers 3 3 Lift Shaft
Passenger Airlock
3 Airlock 4-23 Staterooms 4 Freshers 4 Passenger Reception
4 Passengers 24 Crew Airlock 5 5 Low Berths
Sickbay
5 Low Berths 25 Locker 6-14 Staterooms 6 Main Airlock
6 Cargo/Drives 26 Bridge Access 15 7
Galley Vacc R e p a i r s / Store-
27-28 Companion Ways 16 Food Store room
Bridge Deck 29 Port Turret 17 Mech Stores 7a Fresher
1 30 Starboard Turret 18 Mech Wo r k s h o p 8 Access Passage
Bridge
2 32 Power Turret 19 Access Passage 9 Elec Repairs/ Stores
Computer
3
33 Drives 20 Cargo Lift Shaft 10 Cargo Office
Turret Access
4 Dorsal Turret
21 Upper Cargo Hold 11 Cargo Lift Shaft
12 Main Cargo Hold

46 I M A G I N E mogazineo October 1984


Colin Greenland, author of

Fantasy Media
Daybreak on a Different
Mountain and co-editor of SF
magazine Interzone, reviews the
latest additions to the
fantasy/SF media.

catastrophe, not least because dubbed throughout, b u t t h e w h o l e c a s t


it's in Cinemascope a n d black might a s w e l l h a v e b e e n g r u n t i n g i n
and white: an unusual combin- French f o r a l l t h e s e n s e t h e d i a l o g u e
ation, t o s a y t h e l e a s t . I t ' s makes. I may be old-fashioned, but I can't
mysterious, i t ' s violent, a n d i t help wishing today's film-makers thought
has a w i l d a n d f a s c i n a t i n g it w o r t h w h i l e i n c l u d i n g a l i t t l e l o g i c i n
beauty. D o n ' t w o r r y about the their fantasies, i n s t e a d o f having char-
fact that it's French: t h e char- acters w h o s e motivations, abilities a n d
acters c a n ' t s p e a k a w o r d , weaknesses change all the time, w i t h no
much a s t h e h e r o tries. Com- explanation w h a t e v e r. A f u n f i l m , i n a
munication i s reduced t o t h e vacuous sort of way.
primitive. D r e s s e d i n b i z a r r e
samurai gear cobbled together A n o t h e r heroine innocent of the w o r l d
from old uniforms and industr- and of her own powers is Lilune, in Tanith
ial equipment, t h e characters Lee's T h e C a s t l e i n t h e D a r k (Unwin,
gesture a n d g r u n t , a n d f i g h t . f 2.95). Perhaps she'd k n o w more if she
The effect i s touching, r a t h e r w e r e n ' t kept locked up in a lonely castle
than grim. by two horrible witches and never allow-
If I came away unsatisfied, it ed t o see l i g h t o f day. The harper Lir is
was for two reasons. First, that summoned by a force he k n o w s nothing
the i m a g i n a t i v e d e s i g n a n d of, t o r e s c u e L i l u n e — a n d t h e n t h e
photography had been lavished trouble begins. Tanith Lee starts with the
on a very basic and unimagin- most traditional of material, pure Brothers
ative p l o t — t h e y c o u l d h a v e Grimm; b u t s h e g o e s over a n d o v e r i t ,
used just about anyJ G Ballard peeling away layer after layer of assumpt-
story, a n d m a d e a f e w c o m - ions and illusions, inverting o u r expect-
ments o n l i f e i n t h e r u i n s , ations o f g o o d a n d e v i l t i m e a n d t i m e
instead o f j u s t w a t c h i n g i t go again. T h e r e ' s n o t h i n g s i m p l e a b o u t a
by T h e other thing that put me fairytale by the time she's told it.
off w a s B e s s o n ' s b l e a k a n d
wholly negative idea of the role I o f t e n h e a r people, s o m e o f t h e m
of w o m e n after the collapse of publishers, complaining that there's too
civilisation: two female charact- much fantasy published these days, and
ers only, both merely glimpsed too little solid science fiction. Those w h o
in t h e s h a d o w s o f t h e c e l l s are searching for a drop of the hard stuff
where their masters keep them should be glad t o find J a m e s P Hogan's
for their pleasure. Vo y a g e f r o m Y e s t e r y e a r ( P e n g u i n ,
f2.50): i t e v e n includes a nine-page
T h e r e i s , o f course, a n o t h e r speculation about two different versions
movie w h i z z i n g a c r o s s t h e of particle physics! T h e 3 6 8 r e m a i n i n g
cinema screens o f t h e n a t i o n pages a r e p a c k e d w i t h i n t r i g u e a n d
which o u g h t to offer m o r e for adventure on an alien world in the Alpha
female v i e w e r s , b e c a u s e i t ' s Centauri system. The venturers on board
called S u p e r g i r l ( T h o r n E M I , the Mayflower d o n ' t quite see eye to eye
PG). ' T h e o n e t h i n g w e d i d n ' t w i t h t h e people o f Chiron. T h e t w i s t is,
w a n t w a s Superman i n drag,' these aliens are humans too: four generat-
said director Jeannot Szwarc, ions of colonists who've been out of touch
Scene from Luc Besson's THE LAST BATTLE. and t o a l a r g e e x t e n t H e l e n while Earth has been preoccupied with its
which released on 10 August Slater m a n a g e s v e r y w e l l . own problems, m o s t notably World Wa r
Unlike her cousin, who came to Three. The clash o f worlds is a clash o f
I n a derelict office block surrounded by Earth as a baby, Kara has grown up in the world-views, t h e p e a c e f u l a n a r c h y o f
encroaching desert, a m a n is building a utopian r e f u g e o f A r g o C i t y, i n ' i n n e r Chiron a g a i n s t t h e n e w a u t h o r i t a r i a n
one-seater aeroplane. N o t f a r a w a y a space', and arrives on this troubled planet regimes of Earth. It's unfortunate Hogan
gang o f m e n live i n a n e n c a m p m e n t o f as a totally innocent adolescent. Slater is couldn't h a v e m a d e i t j u s t a l i t t l e l e s s
rusting cars. F r o m t h e c a r o f t h e g a n g convincing a n d s y m p a t h e t i c a s t h e i n - obvious w h i c h side's going to win.
chief, t h e lone aviator steals the battery genuous schoolgirl a n d t h e W o m a n o f 140 Colin Greenland
he n e e d s a n d f l i e s a w a y, t o crash i n a Steel w i t h o u t becoming e i t h e r butch o r
ruined city where a ragged doctor paints dumb blonde; though it is noticeable that
the evil Selena's worst crime is not steal- Next m o n t h Colin w i l l be back to take a
zodiacs and magical animals on the walls
of the fortified hospital. ing t h e w o r l d b u t s t e a l i n g S u p e r g i r l ' s look a t s o m e m o r e m e d i a r e l e a s e s ,
Luc Besson's The Last Battle (ICA, 15) boyfriend Ethan (played by Hart Bochner including U n i v e r s a l ' s f i l m C o n a n t h e
is visually the most startling evocation of doing his best John Travolta impersonat- D e s t r o y e r a n d Gregory Benford's n e w
life struggling on after some devastating ion). R u m o u r h a s i t t h a t S l a t e r w a s novel Against Infinity.
47
I M A G I N E ma9artste, October 1984
Fetters..,, letters.... letters_ letters..., letters letters.... letters.... letters.— letters_ letters— letters_ letters_ letters_ letters.... letters— letters.... letters_ letters_ letters_ letters— letters— letters l e t t e r s _

Letters
Once again, m e s amis, t h e l e t t e r s page, t h e is getting a bit entertainment-orientated, with less grid, rather than redrawing them, i f that kind of
meeting place for British garners. This is where emphasis on useful things. The Celt articles, for reference w a s required. A s f o r Denis. I t h i n k
you c a n g i v e v e n t t o y o u r f e e l i n g s o n a n y instance, were useless with regards to the D&D game. your problem is m o r e w i t h y o u r players t h a n
subject that might be of interest to your peers. They were OK as histories, but just did not compare with P e l i n o r e . D o y o u r p l a y e r s k i l l e v e r y
Personally, I f i n d i t astonishing t h a t in n e a r l y with the articles in #'5. thief/assassin t h e y m e e t ? D o t h e y s t e a l
t w e n t y issues we haven't had a letter about the everything they want? Do they ask for anti-tank
astonishing brilliance o f Essex County Cricket Tim Ellis, Sutton Coldfield: More, more, more — g u n s ? L e t me offer three solutions. ) A w o r d in
Club or West Ham United, but anyone may now for all regions. How about Near and Far East, eg the ear of the nearest Thieves' Guild w i l l cure
rectify that by w r i t i n g to: I M A G I N E magazine Arabian Nights style and Japanese. them o f t h e i r f i r s t a n t i - s o c i a l h a b i t . T h e
(letters), The Mill, Rat hmore Road, Cambridge Assassins o f the City League are very good at
CB1 4AD. So there you go. L e t ' s start having your votes r e f o r m i n g this kind of prejudice. 2) Turn to the
=16 - y o u loved it o r you h a t e d it. H e r e are n o w for the Far East a n d Norse backgrounds, L a w and Order material in this very magazine.
two opinions. and t e l l u s w h a t a r t i c l e s y o u w a n t t o s e e Assuming that y o u r party i s too t o u g h f o r
connected with them. Incidentally, in the Xmas Mylitis, a n d overcome any traps he might have
Simon Webster, Sheffield: I'm sure you'll be issue (#21) w e ' l l be printing a Feedback sheet, on the Apothecary's stocks, they might still run
pleased to know that you out-did the competition with w h i c h w i l l give y o u the o p p o r t u n i t y to shape f o u l o f the P u n c t i l l a n o r t h e K n i g h t s Ocular.
#16, which had the best cover to date; Egypt was the future of I M A G I N E magazine in 1 9 8 5 and This c o u l d give t h e m a n i d e a l o p p o r t u n i t y to
above average; the fiction likewise. Pelinore might beyond. Yo u ' l l a l s o b e i n w i t h a c h a n c e o f learn w h a t happens w h e n you go s t e a l i n g in a
develop into something worthwhile, but why launch w i n n i n g some pretty good prizes. city. 3) If your party can find a way of describing
the project when you have to ask other people to write One last look back at #16/17. These saw the an anti-tank gun to We t h e r l a m a n d the Elves,
it for you? launch of Pelinore, a campaign world designed a l l o w i n g f o r his 1 3 intelligence, a n d you can
to l i n k m a g a z i n e scenarios, t o p r o v i d e n e w f i n d a s m i t h able to knock together steel of the
Duncan Harris, Bristol: I must write and express my adventures, a n d - j u s t a s i m p o r t a n t l y - t o right quality, and some tungsten and HE for the
disgust at i16. The only useful pieces to my mind encourage the participation of British authors shells, t h e y ' l l have a go at making one for you,
were There & Back Again and Goroghwen. in its creation. O f course, it's early days yet, but and it shouldn't cost more than a f e w h u n d r e d
Sethotep was long, drawn-out and boring; VOP is here are some i n i t i a l reactions: t h o u s a n d gp. Then all they need to do is f i n d a
unfunny. I'm incensed by the waste of pages from the tank to use it on....
Egyptian special — all of it requires a backdrop totally Denis Jones: I'm not impressed. Should you go A n o t h e r f o r / a g a i n s t debate has broken out
different to the AD&D and DQ games. And GET through describing every inhabitant? The Thief and over the f i n a l o f the P l a y e r s ' A s s o c i a t i o n , a s
SOME GOOD COVERS! the Assassin will be killed by the party, Mylitis and announced in #17.
Grimnix will have their house searched for potions.
Opinion was completely divided about whether The public house will be a good place for a bar-room Donald McIntosh, Elgin, Scotland: I must protest
the D & O . g a m e s can cover a m i l i e u like the brawl; the Weapon Designers Workshop people will strongly at the wanton destruction of the PA. As a
Egyptian. T h o s e w h o f e l t i t could, a n d w h o be asked 'make me an anti-tank gun'. Is the designer member for the last 2 years, I can only express disgust
enjoy p l a y i n g i n d i f f e r e n t c u l t u r e s l o v e d t h e keeping his name secret for safety? at this decision.
magazine; o t h e r s d i s m i s s e d t h e m a t e r i a l as The PA provided those of us who were fanatical
irrelevant. A n interesting split of opinion, and it Philip J E Francis: With the promise of Pelinore, in enough to pay for it with an 'inside ear' into the
was very nearly 5 0 / 5 0 . Seeing as we intend to which w e garners, can participate, IMAGINE workings of TSR. Perhaps you could set up a method
cover F a r E a s t a n d N o r d i c m i l i e u x e a r l y i n magazine has really surpassed itself. for some of us io join the RPGA society other than by
1985, perhaps a few more of you had better tell applying directly to TSR in the USA.
us w h a t y o u t h i n k o f ' c u l t u r e ' t h e m e s ! W h a t Jeremy Lewis, East Croydon, Surrey: For the last
did people say about the Celts' return? 50 minutes I have been fuming while redrawing the Denis Jones: Well done on deciding to shut down the
plan views of Westmeet Square in the City League. I PA, as it was a waste of time since IMAGINE
Denis Jones, Eltham, London: Celts — it'll do; like to be able to tell at a glance the dimensions of a magazine arrived. At last you have seen sense.
perhaps the Arthurian Age could be covered in detail room or building; your scale meant that this would be
soon? Tir Nan Og — bring back Thunder Crag and next to impossible. You might like to print other Readers f r o m t h e v e r y e a r l y days w i l l r e c a l l
Black Rose style scenarios; Lyndum and The buildings with a grid. that it was only the t r e m e n d o u s outcry o f the
Honour of the Tribe were good one-off scenarios. m e m b e r s h i p o f t h e PA t h a t h e l d i t t o g e t h e r
Re-doing legends is not my style. Jeremy's w a s not the o n l y practical idea, a n d after t h e l a u n c h o f IMAGINE magazine. T h e
we h o p e t o incorporate a s m a n y o f t h e m a s problem all the way through has been the fact
James Manktelow, Bramley, Surrey: For once I practical in f u t u r e issues. Personally, I ' d have that the magazine starved resources that used
agreed with Lew Pulsipher, IMAGINE magazine put a bit of tissue paper over the maps w i t h a to produce the independent n e w s l e t t e r PA N ,

Back Issues
Back copies of IMAGINEm magazine are still available direct from the publisher. Is your collection complete?

1Introductory scenario, figure painting


3 AD&D scenario, Dave Langford fiction
4 STAR FRONTIERS k game scenario, Anne McCaffrey fiction
5 CELTIC SPECIAL: new druid spells, Celtic mythology.
6 Acrobat class, multi system scenario, Ian Watson fiction
7 The DRAGONQUEST* game: introduction and scenario
8 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, Marsh Dragon
16 EGYPT SPECIAL: mythology, magic, scenario. PELINORE
17 CELTIC SPECIAL II: mythology, scenario. Drow
18 SE features, Creating Monsters, Games Without Frontiers.

All back issues are available at E1.00 each (UK price only, +50p postage).
* Less than 100 copies remaining, please order now to avoid disappointment

48 IMAGINE magazine, October 1984


letters.... letters..., letters..., letters letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters letters.— letters..., letters..., letters.— letters letters..., letters.... letters..., letters..., letters.... letters„„

and a n a s s o c i a t i o n o f t h i s k i n d w i t h o u t a be altered immediately for each new situation. No Me too. The other element of our plans for the
n e w s l e t t e r i s n o k i n d o f organisation a t all. more pencils and erasers (and no more character magazine i n 1 9 8 5 I w a n t t o t e l l y o u a b o u t
sheets to buy!). revolves around scenarios based on the works
Recently, T S R I n c d e c i d e d t o t e r m i n a t e t h e
production o f t h e s p e c i a l R P G A m o d u l e s , I think people have tended to be awestruck by of best-selling authors. W h a t do people f e e l
which f u r t h e r eroded the advantages accruing computers. They are like calculators, just aids in about the idea of following the adventures of a
to t h e PA. M a n y o f us h e r e w i s h t h a t i t h a d allowing you to get on with an adventure. f o r e - r u n n e r o f Elric, s e t i n t h e h e r o i c l a n d s
proved p o s s i b l e f o r t h e P A a n d I M A G I N E devised b y M i c h a e l M o o r c o c k e x p l o r i n g t h e
magazine to co-exist, b u t w e have to confess No m o r e character sheets? W h y don't you go very fringes of known space in a version of Bob
that those w h o s a i d it c o u l d n ' t be done w e r e the whole hog, fit t w o cardboard wings to your S h a w ' s S h i p o f Strangers; m e e t i n g the very
right. telly s c r e e n ( s o r r y, m o n i t o r ) a n d s t i f l e t h e mysterious Tr a v e l l e r in B l a c k i n r e a l m s bor-
market f o r D M ' s screens a s w e l l ? A n d t h e n dering o n Chaos, a s i n t h e J o h n B r u n n e r
Adrian Evans, Barry, S Glamorgan: Chinz the what a m I going to do w i t h five g r o s s o f the stories, o r treading in t h e footsteps o f a n e w
Charisma King commented in the August issue of the things? This progress business is all very well, hero in a n e w world, devised by Brian Lumley.
letters page that computers have nothing to do with but let's be reasonable about Does t h i s s o u n d like the s o r t o f m a t e r i a l you
role-playing games. I take exception. want? G e t o u t t h e p e n c i l s a n d erasers y o u
True, the best computer adventure game cannot Christopher Gorman, Penmaenmawr, Wales: tucked i n t h e d r a w e r a f t e r y o u b o u g h t t h e
compare with a role-playing game and If eel this is the After reading your rave review of Steven Gallagher's computer, a n d let us k n o w !
fault of programmers who try to emulate rpgs — a Follower in the June issue, I went out and bought a Alt, n e a r l y d o n e f o r a n o t h e r issue. J u s t
technique which due to a computer's all too limited copy. I agree with everything Cohn Greenland said space for a quick question. A n y b o d y got one?
memory and input is doomed to failure, about it. It is excellent. I wanted to suggest that it
So, what use is a computer? In order to maintain a would make the basis of a reallly good role-playing Simon Webster: How can you keep ignoring
stable world, a series of rules were set up involving scenario; it's got a strong Quest element (John Visco's Runequest.
calculations for combat, etc, and it is precisely in this journey) and a final confrontation in an interesting,
field that the computer can be used. isolated place. Be patient - w e ' r e doing our best.
I have created a programme which contains current I hope you follow this up, as it's a book I'd really like
files on all the different character attributes which can to play. Letters e d i t e d by Paul C o c k b u r n

by Ian Gibbs
T i 4-tA
9 - e s T VAPbuit, r r. S SofPosET>
o t i v Io u S LY
THAI--•,_)tat,,)y 5 met.i...? -re \hoLeAvrt•Y itEPEL o1,4Y C i l e k r a t E - Ocrr.
— (.014,4-r-
LHoLh.o BALZErL, ,
•••t,wrw / 4 1 - E u . . t E o c E oft. L-F-55.

reni
1
e l e . 1 1 0V i e t -
70

WANTED: CLERICS
Applications are invited for the post of CLERIC
f
with an adventurous party.
Applicants need not be experienced,
but should be familiar with the following texts:
CLERICS — ideas for developing the class
A L I G N M E N T r e s t r i c t i o n s or challenges?
EDGED WEAPONS — the controversy continues
SPECIALIZATION — from acolyte to expert
FLAILS — new ways to chastise the disbeliever
TRIAL BY ORDEAL — an examination of its history
Successful candidates will be ready for the greatest test of them all
1 the Quest for the Necklace of Lillithl

All in I M I : \ G I magazine, #20, with full supporting features.


49
I M A G I N E magazine, October 1984
GAME COMPANY On this pa9e we wilt advertise your RPG event or club,
or appeal-or other 9amers in your area, free of char9e.
Write to I M A G I N E ma9azine, The M 4 Rathmore R 4 Cambrid9e.

Clubs any g a m e once, expecially t h e fantasy- Perry, 141 Bedford Rd, Walton L4 5PT or
type games, Rune Quest. A D & D , T&T, Tony Smith, 2 3 3 Fernhill Rd, Bootle 20,
First, a w o r d from Jenn in SOUTHWELL, etc.' 36 Saxon Rd, Hastings, E Sussex. 1_20 OAQ; or just go along to the Rice Lane
Notts: 'A b u n c h of us who play D & D , a n d Community C e n t r e o n M o n , T u e s o r
might g e t a r o u n d t o A D & D , p l a y C a r Paul S e a g e r, 1 9 , w a n t s e x p e r i e n c e d * Thurs at 6-10pm, Sat 1-5pm.
Wars and Risk, and even own the rules to players a n d referees i n t h e M A L D O N /
"that B u n n y game", a r e looking f o r a Dengle H u n d r e d / Wo o d h a m Ferrers area
large group o f idiots in our area to play: of Essex, to play D & D , S t a r Frontiers, Events
a) t h a t lot above, b) D i p l o m a c y a n d c) a T & T, T o p S e c r e t , Traveller, D r a g o n -
huge g a m e o f K i l l e r. W e a l s o p l a y Quest, R u n e Q u e s t and S t a r Trek; t h e Ipswich Games D a y 1 9 8 4 will be held at
Monopoly. Game o f Life, Whist, Crib- R PG — or anything else. Phone Paul on St J o s e p h s C o l l e g e , B e l s t e a d R d , o n
bage a n d G i n R u m m y ( h o u s e r u l e s (0621) 7 7 2 0 2 4 a f t e r 6 . 3 0 p m i f y o u ' r e Saturday 1 3 t h O c t o b e r f r o m 1 0 a m t o
apply). Wa t e r fights optional. Contact the interested. *Beginners also welcome. 6pm. A d m i s s i o n 3 0 p . There w i l l b e t h e
Secretary at 1 5 Pinewood Close, S o u t h - usual mixture of RPGs and board games,
well, Notts NG25 ODD; Te10636 813728' David Pearson is looking for garners in the plus the finals of the eastern region table-
HINCKLEY a r e a , i n t e r e s t e d i n p l a y i n g top w a r g a m i n g c h a m p i o n s h i p s , a n d a
Gary W i l t o n o f GLENROTHES, F i f e i s Dungeons & Dragons and Star Frontiers computer tournament. Enquiries to Wa r
looking for players in his area interested games. W r i t e t o h i m a t 4 4 R o s e w a y, & Peace, t h e I p s w i c h h o b b y shop. Te l :
in S w o r d b e a r e r ( o r a n y t h i n g e l s e ) . Stoke Golding, Warks CV13 6H0.. (0473) 58356.
Contact h i m a t 1 6 1 A b b o t s f o r d D r i v e ,
Caskieberran, Glenrothes, Scotland. North Liverpool R PG Club require ref- Details o f t h e f o l l o w i n g e v e n t s h a v e
erees and players for their newly-formed appeared i n r e c e n t issues o f I M A G I N E
r o t h e r Scot, from FORRES in Moray, is group. They play RuneQuest, Dungeons magazine: C o n Q u e s t , Glasgow, October
looking f o r a c l u b w h e r e h e c a n p l a y & Dragons, Call o f Cthulhu, Traveller, 12-14; M i d c o n ( t h e S t a r Trek version),
A D & D in his area. James H McLennan, Top Secret, M a n M y t h & M a g i c , S t a r L e i c e s t e r, O c t 1 2 - 1 4 ; N o v a c o n 1 4 ,
3 Urquhart St, Forres, Moray, Scotland. Frontiers, Bushido, M i d d l e Earth a n d Birmingham, November 9-11.
any other system you care to take along,
Hudson S h a w of HASTINGS asked us to particularly t h e l e s s e r k n o w n o n e s . Other g a m i n g events w i l l be covered i n
place t h e f o l l o w i n g n o t i c e : ' F a n t a s y Novices, v e t e r a n s a n d y o u n g s t e r s a l l future issues: Yo r c o n , Leeds, A p r i l 5 - 8
cartoonist a n d virtual novice gamer, 23, welcome; experienced referees to teach 1985; S o n o f Pandemonium, Toronto,
seeks players i n h i s area. W i l l i n g to t r y the above games required. Contact Dave Ontario, January 19 1985.

THE
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50 I M A G I N E magazine, October 1984
According to the Manicheean heresy, every
evil act you commit furthers the cause of
the devil, and every good act is
a blow on the side of the angels.

Judging players' behaviour w i t h conviction o r education, b e h a v e s i n a world i s a battleground b e t w e e n G o o d


morally good fashion. And I will trust you and Evil, f o u g h t n o t w i t h a r m i e s a s o n
respect to alignment is one thing that
to know the difference between good and Middle E a r t h , b u t w i t h m e n • s s o u l s .
many n e w c o m e r s t o t h e a r t o f Therefore e v e r y e v i l a c t y o u c o m m i t
evil; i f you don't, b y a n y chance, t h e n I
dungeon-mastering s e e m t o h a v e furthers the cause of the devil, and every
recommend you to see your local cleric —
trouble w i t h . I i n t e n d , therefore, t o good a c t i s a b l o w o n t h e s i d e o f t h e
ahem, I mean priest.
look at this in some detail. But first, a Under t h e allegiance system, a char- angels. I f enough acts are done o n o n e
little p r o b l e m t o d e m o n s t r a t e t h a t acter e x i s t s i n a w o r l d w h e r e a g r e a t side, t h a t side w i l l w i n t h e battle finally
judging alignment behaviour is not a struggle f o r d o m i n a t i o n i s g o i n g o n and have ultimate s w a y over the w h o l e
simple task. ibetween t h e f o r c e s o f G o o d a n d t h e world. I f y o u c h o o s e t o a d o p t t h i s a p -
You a r e a s e c o n d - l e v e l p a l a d i n i n a \ p o w e r s of Evil (Sauron o r Lord Foul o r proach t h e n e v i d e n t l y t h e d a y - t o - d a y
g e n e r a l l y l o w - l e v e l p a r t y, w a n d e r i n g
along a mountain trail. Suddenly the t r a i t \ \ , '
gives w a y, a n d y o u a l l s l i d e d o w n a
(fortunately gentle) slope to a gulley some
distance below. A s you pick yourself up, page for the
you notice that the cleric of the party has
fallen some distance from the rest of the not-so-experienced
group, a n d h a s obviously h u r t h i s f o o t
quite badly. A n d t o w e r i n g over h i m is a
adventurer
huge r e d dragon! T h e r e s t o f t h e party
bolts. W h a t do you do?
There i s a s c h o o l o f t h o u g h t w h i c h
maintains t h a t L a w f u l Good Characters
by Roger Musson
Help Their Comrades, and t h a t to m a i n -
tain y o u r a l i g n m e n t y o u w o u l d h a v e t o
pitch i n a n d h e l p t h e cleric. T h e r e i s ,
/-/-
however, t h e r e a l i t y t h a t a n y t h i n g b u t Satan or Kali — pick your baddie). I f a moral choices m a d e by y o u r -characters
character i s o f Good alignment, h e h a s are i m p o r t a n t i n t h e g r e a t s t r u g g l e
flight i s s h e e r suicide. D o e s a l i g n m e n t
overrule self-preservation? Personally, I ,:decided that he would prefer the powers:- between Good and Evil. Thus those w h o
don't t h i n k it does, b u t w h e r e you d r a w of Good to triumph, and will fight on their pr:Otess to be allied to the cause of Good
the line is difficult to see. If it were an orc side to that end. W h e t h e r all his day-to- w i l t b e anxious t o stamp o u t all a c t s o f
instead o f a d r a g o n , t h e n o n e w o u l d day actions a r e strictly good i s a n o t h e r evil-doing, w h i c h p i l l o t h e r w i s e i n k i b i t
matter, a l t h o u g h u n d o u b t e d l y, G a n d a l f and delay t h e findt victory of G o o d e v e r
expect the paladin to plough in. Suppos-
ing it was a bugbear, or an ogre, or a hill would be happier if they were. Evil, o r e v e A 5 t h e scales the other way
altogether.'
giant? A l s o , t h e r e a r e o t h e r c o n s i d e r -
ations of character personality. A Lawful Yo u can see that this makes a big
difference to h o w one views misdemean- S o there are several different styles yo
Good character, p u t in t h e w i t n e s s box,
ours against one's alignment, and align- can e m p l o y i n h o w y o u r e g a r d t h e
might argue as follows: 'I hold with all the
ment c h a n g e a s w e l l . U n d e r t h e f i r s t 'Goodness' of a character's behaviour. At
ethical principles of Law and Good, and I
system, a Good character w h o behaves the extremes of laxness, you can play that
apply t h e m w h e n e v e r I can; o n l y I ' m a
evilly h a s ' g o n e r o t t e n ' a n d a n E v i l drift of alignment is only really important
congenital c o w a r d and I go w e a k at the
character w h o behaves well has 'turned when i t affects the character's relation-
knees a t t h e t h o u g h t o f fighting. I d o n ' t
mind t h e odd spot o f adventuring w h e n over a n e w leaf'. D o e s i t really matter, ship w i t h a deity or similiar power, a n d
there's a big party to protect me, but don't apart f r o m h o w i t a ff e c t s themselves? pay relatively little attention to the pecca-
Does a d r i f t i n a l i g n m e n t r e a l l y m e r i t dillos of fighting men. Or you can play that
expect m e t o s t a n d a n d f i g h t i f t h e r e ' s
trouble.' I can't really see a paladin taking awful consequences? Possibly not, u n - what really matters is w h i c h side in t h e
this line, but it seems a legitimate enough less the character is involved with deities. cosmic struggle each character supports.
Any clerics w h o behave contrary to t h e Or at the strictest extreme, you can play
argument in itself.
moral precepts of their faith are likely to that e v e r y a c t i o n a f f e c t s t h e c o s m i c
find their powers desert them altogether, balance a n d m u s t b e j u d g e d c a r e f u l l y.
U l t i m a t e l y, t h e s o l u t i o n h a s t o depend
and the same can be said for paladins. Which style you prefer is really up to you.
on h o w you a s D M decide t o s t r u c t u r e
Under t h e s e c o n d s y s t e m , t h o u g h , 1&5 Roger M u s s o n
your campaign world. Basically, there are
two w a y s o f f i t t i n g a l i g n m e n t i n t o t h e change of alignment may mean actively Next month, language in FRPs; a n d some
game. The first is to treat it as a matter of switching f r o m o n e side t o t h e other, a further t h o u g h t s o n a l i g n m e n t i n a n
ethics; ie, a l i g n m e n t expresses the code very drastic course o f action. Similarly, article by Lew Pulsipher.
of conduct by w h i c h an adventurer lives. any player o f Good a l i g n m e n t w h o per- Previous beginners' articles are detail-
The s e c o n d i s t o t r e a t i t a s a f o r m o f sistently behaves in an immoral fashion ed below. To obtain back issues see )948.
allegiance t h a t t h e character m a k e s t o while professing allegiance to the powers .1, 2 & 3: General introduction to r p g s ; . 4 & 5: Advice
one of t w o opposing powers. The first of of G o o d m a y f i n d h i m s e l f b e c o m e a n for b e g i n n i n g D a s . ; . 6 & 7.- Hints on staying alive &
these i s p r o b a b l y t h e m o s t c o m m o n l y u n d e s i r a b l e a l l y, r e n o u n c e d b y t h e completing a mission; . 8 : Tr e a s u r e . ; . 9 : M o n s t e r s . ;
powers he vowed to serve. .10: Allocating dungeon treasure a n d monsters.;
employed; the second is the original basis . 11 : Ti m e & m o t i o n . ; . 1 2 : Role-playing; . 1 3 ; Role-
There is another twist to all this again,
of a l i g n m e n t a n d p e r h a p s t h e m o s t playing f o r DM.s.; N P C s . ; . 1 5 : M a p p i n g . ; . 1 6 :
interesting and fruitful for role-playing. in t h e f o r m o f w h a t in t h e M i d d l e A g e s Scale & t h e u s e o f m i n i a t u r e f i g u r e s ; . 1 7 : D M - i n g
Under the ethical system, a character was known as the Manicheean heresy. In e q u i p m e n t ' ; .18.- A l i g n m e n t s
* m a i n l y for D M s
of Good a l i g n m e n t is one w h o , t h r o u g h simple terms, t h i s is the theory that the
51
I M A G I N E ma9azine, October 1984
Dialog The infamous columnist from the land of the
Los Angeles Olympics takes another look at
Press
the world of adventure gaming The longer 1984 goes on, the more it seems to
by Lew Pulsipher be a year of escalating changes for the fanzine
industry. This month, a s the Zine Poll r e s u l t s
come t o l i g h t , s e v e r a l z i n e e d i t o r s h a v e
I w a s preparing for a long trip to Britain — ah, 'Yes, I like t o gauge the " n a t u r a l alignment" announced important decisions that are going
but this will be printed too late for any o f you to and " n a t u r a l character class" o f players. M o s t to r a d i c a l l y a l t e r t h e l i n e - u p o f t h e a m a t e u r
deliberately avoid me, chuckle — and pondering Americans — the males anyway — seem t o be press for the future.
the British gamer.s psyche, if there is such a thing. naturally Chaotic Neutral, n o t really evil, b u t
Turning to my A l t e r Ego, who had joined me in quite self-centred and unpredictable. They're very Not t h e least of these a n n o u n c e m e n t s is the
the study, I said: ' I wonder i f there's a notion — anti-Kantian.' home of the Zine Poll itself. In the pre-results
maybe hiding in a closet, but still there — among 'Not more philosophy! Whaddaya mean?' issue o f M A D P O L I C Y, R i c h a r d Wa l k e r d i n e
British gainers that being organized while playing 'Immanuel Kant said something like "treat no subtly dropped in the fact that he is considering
a game is somehow counter-productive; inimical human as a means, b u t as an end o n l y " — his folding the zine after issue 105. He did say that
to having fun._ a notion that to have fun you must reasoned form o f the Golden Rule.' he is only thinking about it, but that is usually a
be unorganized, "loose", unfocused.' 'Kant was Apollonian?' sure sign. Perhaps more immediately shocking
'Very romantic, that.' 'Oh, definitely, Critique of Pure Reason and all to r e a d e r s o f I M A G I N E ' I m a g a z i n e i s t h e
'Yes, with a capital R. Even Dionysian, i f you that. W h a t he meant was don't treat people like news t h a t Pete Ta m l y n i s d o i n g m o r e t h a n
prefer Nietzschean terms. G o o d o l d Philosophy objects, o r merely as means to getting your own thinking a b o u t a f o l d ; A C O LY T E 5 9 i s t h e
101.. way; t r e a t t h e m as something t o be valued i n penultimate i s s u e o f t h i s z i n e . T h e g e n e r a l
'Maybe y o u ' d b e t t e r explain t h a t f o r n o n - themselves. T h a t c o u l d b e o n e d e f i n i t i o n o f public will have to wait for issue 60 to find Out
intellectual types like me, Puls.' " G o o d " alignment; while " E v i l " would be those the reasons for the fold from Pete himself, but I
'Eh? That course was a long time ago, Alter. Let who go out of their way to treat people as means. can s a y a l r e a d y t h a t A c o l y t e w i l l b e s o r e l y
me see. Since ancient times Greek philosophers Hence slavery would be Evil, except perhaps in missed by both the postal gaming and frp ends
have divided human attitudes into two categories. quite peculiar circumstances.' of the hobby. Another, somewhat newer zine is
One c o u l d b e c a l l e d Classical, A p o l l o n i a n , 'So, what about American players?' biting the dust as w e l l ; lan M a r s h ' s Y E A R OF
intellectual. The other might be called Romantic, 'Well, they tend not to give a hoot one way or THE R A T h a s f o l d e d d u e t o t h e l a c k o f
Dionysian, emotional. L a w f u l a n d Chaotic are the other. Sometimes t h e y ' l l a c t i n a K a n t i a n response f r o m g a m e s p l a y e r s a n d r e a d e r s
just t h e latest expressions o f t h e d i c h o t o m y, manner, or in an anti-Kantian manner, but not out generally. A n understandable decision, w h e n
perhaps with slightly different meanings. Through of any conviction, merely out of a combination of the major reason for producing a fanzine is to
the centuries, historians can trace swings from one chance and self-interest. I n short, they act like
to the other — hence the Classical age of Mozart, thugs. A c t u a l l y, I should say their characters act
Hayden and the Enlightenment, followed by the that way. M o s t o f them aren't that way in their
Romantic age o f Schuman, Tchaikovski, Words- "real" lives.'
worth, etc.' 'I t h i n k s o m e referees w o u l d r e g a r d t h a t
'And y o u t h i n k m a n y B r i t i s h gainers — behaviour as Evil rather than Neutral.'
probably Americans too, I should think — are o f 'Yes, m y s e l f included, b u t m o s t A m e r i c a n
the e m o t i o n a l / R o m a n t i c persuasion, a t l e a s t referees let the thug players call their characters
when they are playing?' Neutral.'
'Yes, Alter, and as a result they are suspicious of 'Well, P u l s , i t ' s a n o t h e r case o f t h e g a m e
anything that makes game-playing more organ- enabling people to play a role they wouldn't play
ized, more 'mathematical', less uncertain. T h e y in real life.'
are suspicious o f detailed rules that attempt t o 'Yeah, b u t w h y n o t b e heroic? I t ' s " h e r o i c
define a s m u c h a s possible, even t h o u g h t h e fantasy", isn't it'? Why do these people want to be
burden o f decision-making may be decreased b y thugs instead of heroes?
more comprehensive rules. A n d they're not inter- 'Lack o f imagination, Puls. A n d besides, it's
ested in making the mechanical and physical parts easier to be a thug than a hero. There are fewer
o f the game easier to deal with, because it seems to constraints. A n d you're less likely to get killed.'
clash with the Romantic ideal.' 'What's that definition? " A foolhardy act is a
'Even though an ounce of organization before a brave act that fails." Thugs find it easy to avoid the
game o r during a game frees the players f r o m foolhardy, except when Chaos gets the better o f
mundane tasks a n d wasted effort t o a l l o w the their judgement — which seems to happen often.
players to enjoy the game itself.' Perhaps referees could try to encourage the heroic
'I couldn't have said it better myself, Alter. You and discourage thug-like behaviour.'
know I ' m A p o l l o n i a n — I s t a r t e d p l a y i n g 'How?'
wargames because I dislike boardgames that relied 'Well, heroes should get help, while thugs can't get s o m e response — r e m e m b e r t h a t w h e n
largely on chance, which is the supreme Dionysian expect anyone t o l o o k u p o n t h e m favourably. one next falls through the letterbox and try to
element — and I get frustrated when referees and Heroes should be honoured w i t h gifts o f land, drop t h e m a l i n e . YOTR's d e m i s e m a r k s t h e
players waste time — mine as well as theirs — titles, perhaps even magic items and money; thugs disappearance o f t h e l a s t r e m n a n t o f
simply because they're disorganized. I w a n t t o gain only those rewards they can grab from others. D R A G O N L O R D S f r o m the scene.
enjoy the game, and organization helps me enjoy And those referees who "fudge" situations and die
it. B u t w h a t can y o u d o w i t h people w h o are rolls can fudge in favour of the heroic, of the good Where does t h e f u t u r e lie? We l l , o n e c a n
suspicious o f organization on principle? A lot o f guys, or even the truly evil guys, and let the thugs hardly ignore S E WA R S 20, with the traditional
people w h o are suspicious become sold o n the suffer. A well-played E v i l character i s m o r e mix of hardware and scenarios for the A D & D
advantages o f being organized once they see how interesting than the thugs. By the way, know one game. C h r i s B a y l i s s e e m s t o h a v e t a k e n
much more they can enjoy an organized game, b u t - - r e a s o n w h y Traveller i s s o popular? Because offence t o t h e m e n t i o n s o f S E WA R S i n t h e
it's impossible t o show thousands o f magazine there's no alignment, characters are expected to article on editing a fanzine in -417, and gets in a
readers individually.' act like bully-boys. I t ' s too easy t o get killed to couple of digs at DragonLords in return, as well
'Let's face it, Puls, FRP is going to attract more encourage characters t o act heroically. Besides, as p r i n t i n g a n open l e t t e r f r o m a c o n t r i b u t o r
free-formers, more chaots, than any other kind of there's no reward for it. So the game caters for the w h i c h attacks the prozines. Chris is obviously
game — chess and such 'skill' boardgames must be preferences o f most role-playing gainers.' out to make a n a m e f o r SEWARS, w h a t w i t h
games for Apollonians. L o o k at all those dice in 'And that's why you don't play it?' talking a b o u t making physical i m p r o v e m e n t s
the D & D game! A n d heroic fantasy is universally 'One reason just about sufficient in itself....' to t h e z i n e a n d b l o c k v o t i n g b y t h e c l u b ' s
regarded as Romantic —' 'And what about "natural" character classes?' members i n t h e G a m e s D a y A w a r d s z i n e
'Yes, I ' m not entirely Classical.' 'Another t i m e , A l t e r . W e ' r e l a t e f o r t h e category....
'— so you're just going to have to put up with a computer users' group meeting.'
lot o f Chaos in A D & D and other games.' 14,.5 L e w Pulsipher. DEMON'S D R AW L 7 shows that Jeremy
'I just hate t o see people wasting their time Nuttall h a s b e e n s a v e d a n d b e c o m e a t r u e
unnecessarily, Alter.' Apologies to Put's fans over last month, when roleplayer (halleluyah, brothers!). T h e m a g a -
'Anyway, much o f the interest i n the game is Dialog was missing. Will next month's instal- zine itself continues to offer a good selection of
seeing how players express themselves through it, ment include t h e Doc's views o n British ideas and articles — even if the Heraldry piece
and Chaots are as interesting as Lawfuls.' garners? Watch this space! does seem suspiciously close to the one in the
52 I M A G I N E magazine, October 1984
Cuttings
can't really recommend this in the meantime, blood as an En Garde vehicle. Merde, even ze
even if it is offering En Garde, B a r r o o m B r a w l Paul Cockburn chappie 'as been d r a w n into ze
and U n i t e d amongst other games. playing!

R E D F O X is the most unusual zine this month, I'll have a f e w things to say about the Zine Poll
as i t i s really a comic. R e d f o x i s t h e f e m a l e and G a m e s D a y r e s u l t s n e x t t i m e . F o r n o w,
barbarian c h a r a c t e r w h o appeared b r i e f l y i n here are a selected f e w placings from the Zine
the last f e w issues o f DragonLords, n o w in a Poll, as published in Mad Policy:
full length comic of her own. While the art and
story will hardly give Barry W i n d s o r - S m i t h or 1st H o p s c o t c h
Dave Sim many sleepless nights, it is well done 2nd N M R !
and e n t e r t a i n i n g . T w o o t h e r p u b l i c a t i o n s t o 3rd M a d Policy
mention h e r e between t h e frp and the postal Cut & Thrust 6th; Acolyte 7th; Ta k e That You
zines, are FA N TA S Y A D V E RT I S E R 86, which Fiend 1 0 t h , M a s t e r s o f t h e P r i m e 3 6 t h ,
continues to offer a good service to comics fans Walamalaysia Gazette 42nd.
(although I d i d n o t i c e t h a t t h e r o l e p l a y i n g
column h a d b e e n c u t ) a n d C R A S I M O F F ' S W Z i n e s r e v i e w e d by M i k e L e w i s
W O R L D 6 w h i c h is issued to all players in the
CW pbm game, and contains articles, rumours Contact Addresses
and c o m m u n i c a t i o n s b e t w e e n t h e players — ACOLYTE, Pete Tamlyn, 2 Poplar Road, T h e Coppice,
most o f w h i c h s e e m t o b e t h r e a t s ! N i c e l y Aylesbury HP22 SBN (45p); CRASIMOFF'S WORLD NEWS-
LETTER, KJC Games, 5 Vicarage Avenue, Clevelys, Blackpool.
produced for 50p though. Lancs FY5 2BD (50p), CUT & THRUST, Derek Wilson, 321
Headley Road East, Woodley, Reading, Berks RG5 4SE (25p),
A quick blast through the postal gaming zines DEMON'S DRAWL, Jeremy Nuttall, 4 9 Longdown Rd,
to c l o s e w i t h , s t a r t i n g w i t h m u c h d e s e r v e d Congleton, Cheshire; FANTASY ADVERTISER, Martin Lock.
3 Marlow Court, Britannia Square, Worcester WR1 3DP (50p).
congratulations and cheers for H O P S C O T C H , HOPSCOTCH, Alan Parr, 6 Longfield Gardens, Trmg, Herts
Encyclopedia Britannica! S H A D O W E I R E is a w h i c h has w o n the Zine Poll for '84. Issue 43 (40p), M A D POLICY, Richard Walkerdine, 1 4 4 Stoughton
relatively n e w zine, aimed at a totally different Road, Guildford, Surrey GU26PG (30p), MALKUTH SCRIPTS,
market t o e i t h e r o f t h e l a s t t w o m e n t i o n e d ; Denis Jones, 22 Beechhill Rd, Eltham, London 5E9 1HH I?),
MASTERS OF THE PRIME, Bryan Betts, 48 Cotham Vale,
Richard Lee w a n t s t o produce a zine of ideas Redland, Bristol 8 S 6 6 H 5 (50p), M O U S E POLICE, Rob
which will appeal to the newcomer to fandom. Wilson, 6 Shorefrelds, Benfleet, Essex (20p),
So, if you are a novice fanzine reader, or just a MYSTIC CRYSTAL, (?). NMR I, Brian Creese, 256 Canbury
Park Road. Kingston o n Thames, Surrey KT2 GLG (45p),
potential one, this could be worth investigating. REDFOX, Alastair McGilvray, 393 Mansfield Ad, Nottingham
NG5 20G; SEWARS, Chris Baylis, 1 2 The Fryth, Basildon,
Perhaps the future lies somewhere completely Essex (60p). SHADOWFIRE, Richard Lee, 226 Graham Rd,
Sheffield S10 3GS, TTYF INTERNATIONAL, Kevin Warne,
different. M Y S T I C C R Y S T A L i s a n e w f r p 48 Boscornbe Avenue, Hornchurch, Essex R M 11 1 J G ,
zine, inspired, o r so the editor tells us, by the WALAMALAYSIA GAZETTE, Dave Thorby, Flat 63, Cliffords
article on zine editing that appeared in . 1 7 . It Inn, Fetter Lane, London EC4.
just goes t o s h o w h o w quickly you c a n get a
zine o u t w h e n you try! I t ' s a good f i r s t issue,
with s c e n a r i o s a n d d i s c u s s i o n a r t i c l e s f o r a
variety of frp systems. Unfortunately, they did
make a n e l e m e n t a r y mistake, a s t h e r e i s n o
contact a d d r e s s a n y w h e r e i n s i d e . S t i l l , t h e
There's only
original T O R T U R E D S O U L S did that too, and
look w h e r e t h e y a r e n o w I suppose, w h i l e one word
to describe
we're o n t h e s u b j e c t , w e ' d b e s t m e n t i o n
another zine eager to take the place of the 'old
guard'. THE M A L K U T H S C R I P T S is a strange
first issue, w i t h poor typing, poor spelling, and
articles such as the Drunkard character class,
and h o w t o d e s t r o y a s e n s i b l e r p g session.
Denis c l a i m s to be the youngest editor in t h e
a magazine
hobby, so he'll probably improve rapidly, b u t I offers the same comprehensive games service
as ever. N M R ! 5 2 w a s r a t h e r dull, a f t e r t h e that publishes
previous tapezine a n d 3 D issue, except for a
change to wordprocessing. It even lacks one of
the n o t o r i o u s R o d A n d e r s o n c o v e r s ! - r - r w
science fiction
I N T E R N AT I O N A L 4 3 m o d e l s i t s e l f o n t h e
Financial Times, w i t h a f r o n t cover depicting
the dollar-sterling exchange r a t e f o r t h e last
of this calibre.
year T h i s serious cover can't mask the light-
hearted f r p d i s c u s s i o n a n d g a m e s i n s i d e
though. M O N S T E R S O F T H E P R U N E i s a
rather apt title f o r MASTERS OF THE PRIME
[Zit•• Storms

15, w h i c h o ff e r s a s t o m a c h - c h u r n i n g m i x of
games such as J u d g e D r e d d , Baseball Wa r s
and D i p l o m a c y ; a s w e l l a s b o o k r e v i e w s ,
hobby n e w s , a n d s o m e over-the-top fanzine
reviews.
Ask your local
On the thin, but entertaining side, we have that retailer to deliver or
old, regular W A L A M A L AY S I A GAZETTE 45,
with e f f i c i e n t D i p l o m a c y, spacefillers, a n d
write to:
w h a t appear to be compromising photographs
from M a n o r c o n . M O U S E P O L I C E take t h e i r TSR UK Limited,
last review in this space to heart with 'odd, but The Mill, Rathmore Road,
promising' plastered across the cover of issue Cambridge 031 4AD
6. It is m a i n l y an E n G a r d e report, b u t offers Telephone 0223 212517
openings for R a i l w a y Rivals and Scrabble as
AMAZING i s a trade mark owned by TSR inc
well. Lastly, C U T & T H R U S T 2 5 d r a w s best
IMAGINE ma9axiste, October 1984 53
M• • %/boss'
r 'TA K Is*
I •
NG
V k
mil*AD peassso.so
loSPolattotati"
A space for the publisher to air his views

B a s i c or Advanced? other words, the option to make Basic the Expert, o r whatever, b u t quite often w i l l
wide-open free-for-all need not be exer- simply write D&D on their voting form for
If you can remember all the w a y back to cised b y t h e D M a n d players, i n w h i c h simplicity, and that ends up as a vote for
3, y o u w i l l r e m e m b e r N o e l W i l l i a m s case i t becomes t o a l l i n t e n t s a n d p u r - Basic. T h e f a c t i s t h a t t h e D u n g e o n s &
comparing the Basic and Advanced games poses a simplified version of Advanced. Dragons g a m e , a n d n o t t h e A d v a n c e d
in r e s p o n s e t o t h e p e r e n n i a l q u e s t i o n variant, has come out the winner in many
'What i s t h e d i ff e r e n c e b e t w e e n B a s i c But t h e w i d e - o p e n n a t u r e o f t h e B a s i c polls, yet I would guess that on at least a
D&D® and A D VA N C E D D&DO?' game, i n contrast to the more extensive f e w occasions i t s h o u l d h a v e b e e n t h e
but restrictive and controlled Advanced, other w a y around. B u t w h o cares? Polls
Of all the role-playing games available, I is the core o f t h e difference o f t h e t w o are f o r casual i n t e r e s t or for those w h o
think the D U N G E O N S & D R A G O N S ® styles (there's something of a m i s n o m e r want t o prove something w h i c h i s o f
game m u s t be unique in having the t w o here — Advanced i s probably harder t o monumental insignificance, a t l e a s t i n
versions w h i c h a r e i n s o m e r e s p e c t s play well than Basic, but the gap between the gaming world.
quite different. Advanced a n d Expert, a n d c e r t a i n l y
between A d v a n c e d a n d Companion, i s Incidentally, t h i s seems t o disprove t h e
Physically, their differences are strikingly hardly noticeable i f it's there at all). The notion t h a t p e o p l e t a l k a b o u t b e i n g
obvious — one looks like the sort of game two schools of thought are not, i t seems involved w i t h Advanced Whatsits rather
everyone was used to in the old days — a to m e , i n o p p o s i t i o n ; r a t h e r, t h e y a r e than Basic Whatsits since that supposedly
box, a n d d i c e r a t t l i n g a r o u n d i n s i d e — simply expressing a personal preference gives them additional prestige. And there
w h i l e the o t h e r looks like a s e t of books. about t h e s t y l e o f g a m e t h e y e n j o y. A am I trying to prove something of monu-
But t h i s t u r n s o u t t o b e a s u p e r f i c i a l competent D M c a n , f o r instance, q u i t e mental insignificance.
difference; after all, w h a t ' s a set of dice easily r u n a n E x p e r t m o d u l e w i t h A d -
and a crayon between friends. vanced characters; all this requires is to Another interesting point. If you go to the
keep a c a r e f u l e y e o p e n f o r i n c o n s i s t - USA y o u w i l l s e e a v a r i e t y o f ' o t h e r '
The c o n s t r u c t i o n o f t h e v e r s i o n s i s , encies, perhaps substitute a m o n s t e r or products on sale w i t h one or other name
actually t h i s t i m e , q u i t e d i ff e r e n t . T h e two w i t h a s e n s i b l e c h o i c e f r o m A d - on. J i g s a w s , play-sets, m o n s t e r masks,
Basic - E x p e r t - C o m p a n i o n ( - M a s t e r s vanced, and so forth. costumes, p e n c i l s a n d rubbers, p l a s t i c
- Immortals) series i s r a t h e r like t h e toys, pinball games, clay modelling kits—
successive slices of a vertical pole, w i t h Module S3 — Expedition to the Barrier even Fantasy candy. M a n y o f t h e m o r e
each slice resting on the one before, and Peaks w a s c r i t i c i s e d b y s o m e p u r i s t s juvenile of these things are treated w i t h
Basic s i t t i n g o n t h e g r o u n d . A p l a y e r when i t w a s published, for here w a s an disdain b y t h e g a m e r, s i n c e t h e y a r e
whose character achieves level 4 will find Advanced module w i t h a strong element directed a t a y o u n g e r a g e g r o u p ' a n d
nothing left in Basic t h e move to Expert of science fiction, and those who believed we've grown out of that sort of thing'. But
is v i t a l i f t h e c h a r a c t e r i s t o progress in t h e i n t e g r i t y o f A d v a n c e d f e l t t h a t the r e m a r k a b l e t h i n g i s t h a t m a n y o f
further — and, s i m i l a r l y, t h e 1 5 t h level science fiction properly belonged to Basic. these j u v e n i l e p r o d u c t s c a r r y t h e
character will find further rewards in the From personal experience, however, I can 'Advanced D u n g e o n s & D r a g o n s ' label
Companion set. say that the module is well-enjoyed by the rather t h a n Basic. There is n o apparent
Advanced players w h o have tackled it. reason w h y this should be so c e r t a i n l y
Advanced, b y comparison, i s m o r e l i k e it fails to match the assumed intellectual
the s k i n s o f a n onion, w i t h t h e Players Whatever w e a t T S R s a y a b o u t t h e m level o f t h e p r o d u c t ( e i t h e r w a y, a s i t
Handbook and the D M G as the core and being different games a n d I think there happens).
the o t h e r books providing additional — is enough difference t o justify t h i s con-
not vital, b u t certainly tempting — refer- tention — t h e f a c t is t h a t m a n y people So B a s i c a n d A d v a n c e d d o n ' t r e a l l y
ence material. In theory at least, a player perceive them as the same. Folk generally categorise standards o f skill i n p l a y o r
could develop a c h a r a c t e r u p t o 1 0 0 t h use ' D & D ' to describe t h e m both; i n m y difficulty of game-content. Basic is better
level and beyond w i t h o u t any more than group of player friends we still talk about than Advanced for the beginner, w i t h o u t
the PH (and a long-suffering DM). 'playing D & D ' even though w e switched doubt, because it introduces some rather
to p l a y i n g A d v a n c e d y e a r s a g o ( t h e unfamiliar i d e a s q u i t e s l o w l y a n d p r o -
The d i f f e r e n c e i n p l a y c a n b e q u i t e general public don't seem to be aware of gressively. B u t h a v i n g g o t b e y o n d t h e
marked o r almost negligible. O n e of the the difference, b u t I suppose t h e w h o l e novice stage, the switch to Advanced, or
more o b v i o u s d i ff e r e n c e s i s t h a t t h e thing is a mystery to them anyway). the progression u p the Expert/Compan-
Advanced m a g i c user can h a v e a m u c h i o n / w h a t e v e r ladder, w i l l be a m a t t e r of
greater repertoire of spells than the Basic Polls, f o r w h a t t h e y are w o r t h , c a n g e t taste rather than skill. I k n o w quite a few
counterpart. S i m i l a r l y, A d v a n c e d h a s confusing too. The player w h o votes for people w h o a r e q u i t e h a p p y t o e n j o y
more magical items, more monsters (and, the D & D g a m e m a y v e r y w e l l p l a y both...
as it happens, more modules available). In Advanced, or a mixture of Advanced and 046 Don Turnbull
54
I M A G I N E mo9azbw, October 1984
---•-••••• . 1 4 0 l e • SUREITWAS-n-UNDERs!-(EAvk•
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I M A G I N E n t a 9 a z i n g , O c t o b o - 1984
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(3Q. 1'40KIS C) TIAE A,?,0\)E'7 „ , . NEXT ,
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THE L A P S EICIDONTER A , M E R M A P C ) .
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5 6 P r i n t e d b y T A V I S T O C K P R E S S ( B E D F O R D ) L T D . , M a n t o n L a n e , B e d f o r d M K 4 1 7 P G . Te l e p h o n e : ( 0 2 3 4 ) 5 8 5 1 7 . ISSN 0 2 6 4 - 1 3 9 9
The Dragons vanished a thousand years ago.
Now the people smile at the old tales, the only memory
of the dark creatures.

O N T H E W O R L D OF K RY N N ,
T H E DRAGONS ARE BACK.
And the DRAGONLANCETM modules give you the chance to take part in
the epic quest that will unfold, to brave the dangers of ruined Xak Tsaroth,
to fight the draconians.
Now is your chance to save a world...
ADVANCED DUNGEONS & DRAGONS and AD&D
are registered trademarks owned by TSR Inc. TSR UK Ltd,
DRAGONLANCE is a trademark owned by TSR Inc. The Mill,
0 1984 TSR UK Ltd. A l l rights reserved 0 2 8 / E H D Rathmore Road,
Cambridge CBI 4AD
fi\'.1T219

(E1•25

72 BIG PAGES FEATURING


ILLUSTRATION OF THE CITADEL • T H E ABSOLUTE BEGINNERS GUIDE • T H E COMPENDIUM COMPETITION
RANGE OF MINIATURE FIGURES TO ASSEMBLING MODELS AND MORE
THE PAINT BRUSH AS AN THE SHRINE OF RIGG ELDRITCH EPISTLES
OFFENSIVE WEAPON • A SPECIAL WARHAMMER • L E T T E R S FROM THE CITADEL
PAINTING CITADEL MODELS SCENARIO MAILBAG
CITADEL MINIATURES, CHEWTON ST., HILLTOP, EASTWOOD, NOTTS. TEL: (0773) 769522.

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