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Adventure Games Magazine
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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
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.
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-
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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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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
onict
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FR0127 1MEW
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
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
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.
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.
• •
"A spectacular
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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
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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
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
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Publications, 11 F i e l d m e w Court, Fryent Way, Kingsbury L o n d o n N W 9 9S1).
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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
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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
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.
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.
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.
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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 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
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)
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
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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$
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
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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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
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6 Cargo/Drives 26 Bridge Access 15 7
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12 Main Cargo Hold
Fantasy Media
Daybreak on a Different
Mountain and co-editor of SF
magazine Interzone, reviews the
latest additions to the
fantasy/SF media.
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?
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
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
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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
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
HERO 'A DARK NIGHT ON THE PLAINS OF 'AHD AGRHA DRAMA IS ENACTED- INt'•
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H EART AND HOPE To G u L P !
P
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.
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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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