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Knight hawks fromTSAR


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

At The Mountains of the North Wind, by Gordon Barbour,


Terrain, Weather and Climate in Role-Playing Games
Contents
2
Forthcoming Events 4
Stirge Corner, by Roger Musson,
a guide for the inexperienced player 5
Lost Event Horizon, by David Langford,
the adventures of Malsenn, Agent of the Cosmic Patrol 6
M o r a n m e J o b s w u r f , by Philip Briggs,
pass the buck fast or you'll get caught out! 9
I l l u m i n a t i o n s , t h e latest news from the world of gaming 1 0
G a m e R e v i e w s , recent game releases, examined by independent reviewers 1 2
Chain Mail, by Brian Creese,
a bi-monthly feature on postal gaming — this month looking at Soccerieague 1 5
Letters 1 6
The Imagination Machine, by Mike Costello,
news and reviews on micros and software for garners 1 8
Published by
TSR U K Ltd
The Tombs of the Kings, by Mike Brunton
ready-to-play solo module suitable for novices 2 1
Publisher D o n Turnbull P A N , t h e magazine within a magazine,
Editor K e i t h Thomson with a new format aimed at the name-droppers in the hobby
Assistant Editor P a u l Cockburn Turnbull Talking 3 1
Editorial Assistant K i m Daniel Game Company 3 2
Features Assistant M i k e Brunton Dialog, by Lew Pulsipher 3 2
Art P h i l Kaye Tavern Talk, by Pete Tamlyn 3 3
News D o u g Cowie Rubic of Moggedon 3 4
Computing M i k e Costello Fanzines 3 5
This month's contributing artists: Enchantment, by Chris Felton,
create new magic items for the AD&D game 3 6
Paul Ruiz P e t e Young The Mound In The Ring, by Graeme Morris
Simon Senior D a v e Glass a multi-level Advanced brief encounter 3 9
Sarah Hocombe G r a e m e Morris
N i c N o v i c e , the adventure continues with 'The Attack' 4 2
Graham Crossland & a n Hicks
Dave Carson I a n Williamson
Dispel Confusion 4 3
Film Review, by Colin Greenland 4 5
Cover: Guardian awakes by Rodney The Sword of Alabron, by Ian Williamson 4 6
Matthews

Editorial Next Issue


Look up Imagine in a dictionary and Will Our Thirteenth Issue Leave You
it w i l l say something like t o use the
imagination'.... Big Deal. Look up
Imagination, and first i t says 'the act
SCREAMING?
of imagining', at w h i c h you sigh, but
read on: t h e creative facility, the A special edition, celebratin9 the work
operation of the mind, thinking, of the Master of Gothic horror:
thought, opinion, the ability to create H. P. LOVE CRAFT
original and striking images and
concepts.' Then look up Creative, Featuring:
and you w i l l find 'originality of * A n appreciation of his macabre work
thought anti execution.'
* A look at the Call o f Cthulhu game
Whether you are a new reader, or
you have been w i t h us for a while, * Gothic scenarios for the Call o f Cthulhu and AD&DTM games
* The Mirror of Nitocris — sinister fiction from a modern master of
YOU w i l l see that, taken together,
these are the things that this the genre, Brian Lumley
Plus:
magazine, anti the hobby of role-
playing, are all about. I M A G I N E All our regular features, and the concluding part of the Philosopher's
magazine is, hopefully, f u l f i l l i n g the Stone prize competition.
promise of its title.
WU Keith T h o m s o n Venture into the awesome pages o f I M A G I N E Ina9azine, /41.3* Just 411

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I M A G I N E magazine, March 1984


1
At the Mountains of
the North Wind
by Gordon Barbour
Terrain, Weather and Climate
and their importance in FRP games

cultivation,
and rivers that
are frequently
large and difficult
to cross. Typical
areas o f jungle are
included in the 'Isle of
Dread' module, and the
Barbarian Atlanis area o f
the Judges Guild wilderness.
Throughout history, jungles
have been lethal places to tra-
verse, difficult to fight in, unpleasant
for explorers, and full of hazards of all
monsters a t long kinds — heat, mosquitoes which can
range, w i t h little risk to sometimes deny sleep altogether, drench-
themselves. Such characters ing r a i n , leeches, venomous insects,
are frequently in control of most snakes, and constant exposure to disease.
situations t h e y e n c o u n t e r, a n d Malaria, worms, dysentery and cholera
have t h e p o w e r t o m a n i p u l a t e are p a r t a n d parcel o f l i f e i n m a n y
conditions to suit them. This is a critical equatorial countries. Somehow I think
Players and Games Masters (GMs) component o f party strength, a n d t h e r e clerics should be very busy keeping the
often ignore the most fantastic or are two basic ways the GM can respond. party disease-free.
dramatic countryside and weather He can u s e overkill, o r h e can b e m o r e The c o n f i g u r a t i o n o f t e r r a i n , o f t e n
in role-playing games, and thus let subtle, and use perfectly ordinary mani- made worse by frequent rainstorms, can
slip many opportunities for conceal- festations of climate and terrain to weak- seriously l i m i t a p a r t y ' s m o v e m e n t s .
ment and surprise. en t h e party's offensive ability and deal Jungle is thick. In large areas of jungle,
blows t o t h e i r c u r a t i v e p o w e r s a n d the only access to the interior is by river.
Through terrain and climate, G M s morale. Native villages lie along these rivers, so
have a perfect chance to make their
Overkill may occasionally be fun, but in
scenario come to life, fleshing i t out realistic terms, it is far more desirable to co-operation
a n y gsoor rcoercion
t no f s ui p pi lsi eessential,M
vs o v eor l a n d
and i n t r o d u c i n g a n a s p e c t o f t h e use the crippling effect of difficult terrain under t h e s e c o n d i t i o n s c a n t h e r e f o r e
cinematic t o t h e i r narrative. I f t h e and b a d w e a t h e r t o achieve f i v e m a j o r force a party to use up valuable fly or even
players c a n visualize t h e G M ' s d e - objectives: teleport spells t o circumnavigate t h e
scription of the nature of the country- 1) Limitation of party movement difficulties of movement.
side, i t makes encounters, o r even 2) Limitation of party detection ability Ambush i s t h e c l a s s i c s c e n a r i o i n
the business of getting from A to B, a 3) Limitation of party firepower jungle fighting, because no other country
much m o r e e x c i t i n g m a t t e r. T h i s 4) Physical a n d m o r a l a t t r i t i o n o f t h e is quite so well suited t o cover. With
party's strength t h r o u g h natural haz- visibility at a minimum, the enemy can
holds true for any FRP game, be it the ards and disease appear literally on top o f the players.
ID&DO.') game, Runequest, Traveller 5) Building u p paranoia, dissension and Jungle beasts move silently and w i t h
or a n y other, t h o u g h t h e examples disaffection a m o n g t h e p a r t y m e m - considerable capacity f o r self-conceal-
given h e r e a r e c h i e f l y f r o m t h e bers. ment. Tribes of natives can wreak hor-
AD&DTM game. Two o f t h e m a i n types o f terrain t h a t rendous damage o n a party, attacking
On a p r a c t i c a l l e v e l , w e a t h e r a n d lend themselves to all four objectives are with blowpipes from concealed positions,
countryside c a n b e u t i l i s e d e x t r e m e l y jungle and mountains. utilising poison-snake traps, and event-
effectively to pose more difficult problems ually coming in with parangs to finish off
for a strong party. A G M dealing w i t h a J u n g l e terrain difficulties include rain- the quivering remnants. In such dense
potent medium or high level party faces a forest, w i t h i t s t a l l t r e e s , u n d e r g r o w t h country, characters' abilities o f visual
group o f e x p e r i e n c e d p l a y e r s , w e l l and l a c k o f paths, m o u n t a i n s i n m a n y detection are reduced. Sending scouts off
tricked-out w i t h i t e m s that enable t h e m jungle areas, s w a m p s , t h e impassable to reconnoitre is dangerous — they are
to locate, engage and destroy his precious scrub j u n g l e t h a t i s a r e s u l t o f shifting prey to all the forest's hostile elements.
2
I M A G I N E ma9azinc, March 1984
clans
off against each
other, b u t t h e forests
presented r e a l d i ff i c u l t y. T h e i r
Higher journey w a s constantly interrupted b y
or m o r e rugged attacks f r o m m a l e v o l e n t forest-spirits,
Dense mountains a r e e v e n m o r e o f a n operating under cover of night and trees,
vegetation obstacle to fantasy characters. They are completely at home in their environment
also s e v e r e l y fraught w i t h d a n g e r s o f exposure a n d and, like Drow, very difficult to detect. As
limits f i r e p o w e r. frostbite, a n d h a u n t e d b y l e g e n d s o f a result of these running battles, the party
Effective a r r o w range giants and gods. Imagine a party attempt- lost quite a lot of vital e q u i p m e n t before
is s e r i o u s l y r e d u c e d . ing some expedition through a Himalaya- reaching t h e icefields t h a t guarded t h e
Moreover, a torrential down- like range t o find a lost plateau such as summit of the goal.
pour does little for bowstrings. Lovecraft's F o r b i d d e n L e n g . S u c h a
Sometimes even t h e wielding o f a scenario would be ideal for combining a T h e s e are just t w o of the m a n y terrain
two-handed sword can be obstructed by jungle approach w i t h a m o u n t a i n finish, types t h e G M c a n u s e t o create hassle
creepers, b r a n c h e s a n d vines. Fireballs but w o u l d only be recommended for the and weaken the formidable striking power
might come in handy, b u t a d r u i d in t h e highest level characters! of experienced parties without escalating
party, w h o m i g h t o t h e r w i s e b e i n s t r u - The p h y s i c a l a s p e c t s o f m o u n t a i n s the monsters beyond reasonable proport-
mental i n g e t t i n g r o u n d s o m e o f t h e severely limit movement. Weather cond- ion. I f the G M can bring t h e terrain a n d
problems of movement, will probably take itions c a n r e d u c e a p a r t y ' s d e t e c t i o n weather to life and make t h e m w o r k for
a dim v i e w of precious vegetation being capabilities: blizzards, w h i t e - o u t s , m i s t him o r h e r , i t c a n a l w a y s g i v e t h e
callously blown to bits. and c l o u d s c a n r e d u c e visibility t o n i l . adventure plenty of character.
Bandits with their lair in swamp country Imagine f i r i n g o f f a w a n d o f e n e m y The classic example of making a party
could use small sampan-style boats, and detection in the middle of a white-out, look v e r y s i l l y i n d e e d w a s a m a r i t i m e
dig t h e i r h i d e a w a y s b e n e a t h h u t s w i t h and picking up three traces, t h i r t y yards journey a g r o u p o f t h i r d t o s i x t h l e v e l
tunnels r u n n i n g t o t h e r i v e r b a n k — away a n d closing rapidly. B o l d e r s o u l s characters u n d e r t o o k t h r o u g h t r o p i c a l ,
meanwhile s o w i n g a l l approaches w i t h might d i s m i s s t h e m o n s t e r s a s m e r e shark infested waters.
lethal traps. wolves; paranoid players m i g h t be con- 'An encounter with a large sea-monster
Finally, h e r e i s a n o r m a l , e v e r y d a y vinced t h a t t h r e e w h i t e d r a g o n s o r i c e p u t paid to our pathetic ship, and we were
creature w h i c h could prove a nightmare demons w e r e o u t t h e r e . T h i s s o r t o f left in a leaky canoe a good hundred miles
swamp monster to parties. In the upland speculation c r e a t e s p a n i c o u t o f a l l from a n y landfall. W e h a d to r e p a i r t h e
marshes of Central Sulawesi there lives a proportion t o t h e w i n t e r wolves t h a t boat, r i g an improvised sail out o f part o f
deadly type of liver-fluke which enters the finally appear. the s k i r t o f a f e m a l e passenger, t h e n
body through the skin. This accounts for Unless a party is adequately equipped navigate by the stars through treacherous
the extraordinary m o r t a l i t y r a t e a m o n g for operating in s n o w and ice conditions, coral reefs and shoals. The dangers o f a
the natives and m u c h of the local fauna. it w i l l s uff er considerably from exposure second sea-monster attack n o w seemed
Research t e a m s e n t e r t h e area i n w e t - and frostbite. The obvious party response vastly magnified and, a s t h e G M gently
suits, a n d a n y exposure o f s k i n t o t h e is a L e o m u n d ' s Tiny Hut, or sleeping up a reminded us, i t was the typhoon season.
water is disaster. Think about the effects rope trick with extension cast upon it. In t h e end, w e came ashore on a w h i t e
of that on an unprepared party! Fair e n o u g h : b u t i t u s e s u p p r e c i o u s beach scarred by ribbons of black volcanic
Thus to set a d i ff i c u l t expedition f o r a spells. sand, w i t h dense jungle behind.'
medium-level party without great teleport Mountain encounters can be unusually
capacity, there can be f e w better wilder- deadly. A high-level party attacked by a
nesses than a j u n g l e rainforest, w i t h the couple o f rocs o n t h e level c a n u s u a l l y
final o o j e c t i v e a n o r i e n t a l t e m p l e l y i n g take care of itself. But suppose that same
ruined among m o u n t a i n s that touch t h e party is trying to struggle up a face such
sky. as t h e N o r t h Wa l l o f t h e Eiger, w i t h i t s
lead fighter i n t h e middle of negotiating
M o u n t a i n s can be equally upsetting to an overhang and the rest of the characters
an ill-prepared party. The GM has a whole clinging p r e c a r i o u s l y t o b e l a y s . T h e n
range o f p o t e n t i a l l y t r i c k y t e r r a i n a n d those same two monsters are altogether
weather to choose from. The mountains more formidable.
need n o t b e p a r t i c u l a r l y h i g h : a n y o n e The p a t t e r n o f a t y p i c a l m o u n t a i n
who h a s t r a v e l l e d o v e r t h e d e s o l a t e expedition can be illustrated by the tale of
ridges of eastern Turkey and Iran can see one party instructed to raid the halls of an
just h o w perfectly the terrain is adapted ancient white dragon and his family in a
to fantasy adventure. The same country remote m o u n t a i n a r e a i n m i d - w i n t e r.
that A l e x a n d e r ' s a r m i e s t r a v e r s e d Medium-level characters h a d t o u n d e r -
and C r u s a d e r k n i g h t s s a c k e d , f r o m take a t r e k t h r o u g h m a n y m i l e s o f h i l l
Antioch t o A n k a r a a n d the Caucasus, is country a n d f o r e s t before reaching t h e In one simple encounter, t h e G M had
filled w i t h ruined forts and dungeons and objective, a n d t h e w a y w a s guarded b y managed to reduce a party of confident,
grim l e g e n d s . A f g h a n - s t y l e t r i b e s m e n hostile tribes and various spirits based on powerful c h a r a c t e r s t o a w a s h e d - o u t
who k n o w every p a t h a n d f o o t o f rock, the C e l t i c m y t h o s . T h e p a r t y h a d t o gaggle o f castaways, a t t h e s a m e t i m e
every cave and hiding place, could harrass specify t h e c o l d w e a t h e r a n d c l i m b i n g giving them an exciting sea j o u r n e y of a
any p a r t y o f i n t r u d e r s w i t h t h e s a m e gear they they w e r e taking — and, as a kind they never quite bargained for — one
ferocity as they have throughout history, result, set off with a mule train, which cut up to the GM!
and the potential for ambush among the down their movement and defence potent-
narrow defiles is boundless. ial. T h e y m a n a g e d t o p l a y t h e v a r i o u s I P Gordon B a r b o u r
I M A G I N E maga•*tc, March 1984 3
Warriors, Thieves, Pakichns FORTHCOMING EVENTS
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Friday 6th until 6.00pm on Sunday 8th April, with a
Subscribe now to seminar led by Gary Gygax on Friday followed by a weekend
filled w i t h t h e u s u a l a t t r a c t i o n s , i n c l u d i n g t h e O p e n

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S T I R G E
It seems strange at first, to play badly
deliberately, but it's fun! And because the
WED® game is not competitive, you don't
lose through 'bad' or foolish play in the
way you would in other games.

The D & D game is n o t called a role- profession. All that study and poring over your c h a r a c t e r. I s h e g e n e r o u s , k i n d ,
playing g a m e f o r nothing. A s m e n - dusty tomes is sure to leave its mark, and brave, pious, warm-hearted, or what? On
tioned in an earlier article, the great magician-types are likely t o be s o m e o f the other hand, if he is Evil, just what sort
the m o s t unsociable characters around. of e v i l c h a r a c t e r d o e s h e h a v e ? I s h e
difference between a true role-play-
On the other hand, a fighter may well be a selfish, sadistic, vain, choleric, scheming
ing game and a board game in which or insincere?
much more simple soul, seeing the world
you 'take the part' of a character (as in in a s t r a i g h t f o r w a r d w a y, i n t e r m s o f
Cluedo, f o r instance), i s t h a t i n t h e issues t h a t a r e c l e a r - c u t a n d c a n b e Of c o u r s e , y o u m a y p i c k o n a f e w
former, most of the f u n comes from decided as often as not by force of arms. A attributes t h a t r u n c o u n t e r t o t h e m a i n
developing your character into a real cleric's a t t i t u d e t o l i f e w i l l b e s h a p e d alignment of your character, just to make
person. In the latter, the 'role' is just largely by religion (it's a good idea, by the him a l i t t l e m o r e complex — one m i g h t
part of the game mechanics, and the
object of the game is to w i n in some
conventional way.

So if you are going to get the most out of


A page for the
playing t h i s o r a n y o t h e r r o l e - p l a y i n g
game, it is important to try and play your
not-so-experienced
character as t h o u g h s h e o r h e w e r e a n adventurer
independent person w i t h particular traits
and characteristics. This is usually called
'playing in character'. If one treats one's
player character as a colourless puppet, by Roger Musson
performing only those actions that seem
to the player as the most efficient in the
circumstances, the result can be a rather
dull g a m e , n o r i c h e r t h a n t h e average way, to k n o w w h a t religion that is). This even say, m o r e h u m a n . A L a w f u l Good
computer adventure game. may lead in one of a n u m b e r of different character may still be a coward, and could
ways. O n e w o u l d e x p e c t a c l e r i c w h o probably b e conceited a s w e l l w i t h o u t
The question is, h o w does one set about worshipped O d i n t o b e a v e r y different infringing the alignment. A n Evil Chaotic
'playing in character', w h e n all you start sort from one who followed in the ways of character c a n b e a s b r a v e a s t h e n e x t
off w i t h i s a s e t o f statistics on a b i t o f Bacchus. A n d as for the thief.... well, you person, and might even be soft-hearted, a
paper? We l l , f o r a start, those statistics don't need me to tell you w h a t a shifty lot villain w i t h a heart of gold.
tell s o m e t h i n g o f a story in themselves, these usually are.
To c h a r a c t e r a t t r i b u t e s d e r i v e d f r o m
especially wisdom and intelligence. These
immediately give you an idea of whether The same sort of analysis can be done for alignment, y o u m i g h t l i k e t o add a f e w
your character is wise or foolish, clever or the v a r i o u s sub-classes — a barbarian, personal f o i b l e s — f e a r o f t h e dark, o r
stupid. I f y o u r character h a s a very l o w for i n s t a n c e , l i v i n g i n a c i v i l i s e d a r e a , extreme credulity, f o r instance. T h i n g s
wisdom score, then play it that way! Have would have some difficulties in adapting like this will flesh out your character into
him continually putting h i s foot in it, o r to t h e d i ff e r e n t w a y o f life. A l s o , n o n - someone believable, who may become as
making o b v i o u s l y w r o n g d e c i s i o n s . I t human races in a human-oriented cam- real to you as a well-loved character from
seems s t r a n g e a t f i r s t t o those used t o paign m a y f i n d t h e m s e l v e s despised by a b o o k — provided, t h a t is, t h a t h a v i n g
conventional games, t o play badly delib- humans, and develop an almighty chip on decided w h a t your character is like, you
erately, b u t it is fun. A n d because this is their shoulder. do truly play it that way.
not a competitive game, you do not lose
through ' b a d ' o r foolish play in t h e w a y Of g r e a t i m p o r t a n c e t o h o w a p l a y e r Your c h a r a c t e r w i l l n o t r e m a i n s t a t i c ,
you w o u l d in other games. I m u s t admit, character w i l l b e h a v e i s a l i g n m e n t . though. Progressing through a campaign,
though, t h a t i t is m u c h easier t o play a Indeed, if players act out of character with this 'person' w i l l react and interact w i t h
dumb character than to play a convincing respect to alignment, t h e y may even be both p l a y e r c h a r a c t e r s a n d n o n p l a y e r
genius c h a r a c t e r w h e n o n e i s n o t a penalised b y t h e d u n g e o n m a s t e r f o r characters A s t h e y o u n g a d v e n t u r e r
genius oneself. But make a stab at it. doing so. Quite evidently, those w h o are develops, e x p e r i e n c e s w i l l l e a v e t h e i r
Lawful G o o d d o n o t g o s t a b b i n g t h e i r mark, maturity. A n d t h a t is w h a t a role-
Charisma will have a small part to play, as comrades in the back. (On the other hand, playing game is all about.
well. Characters w i t h high charisma w i l l wily evil players may conceivably perform
be u s e d t o a d u l a t i o n , a n d g o a r o u n d insincerely good acts in order to hide their 0.; R o g e r M u s s o n
smooth-talking everyone. The ugly-pugs true n a t u r e u n t i l t h e y c a n t a k e b e s t
among player characters are more likely advantage o f t h e i r comrades' defences
to be sullen and resentful. being down. In such cases the DM should If you have found this feature useful, you
take a lenient attitude.) might b e interested t o r e a d previous
Then s o m e t h i n g o f t h e w a y a p l a y e r beginners' a r t i c l e s b y R o g e r M u s s o n .
character will develop will be inherent in But o n e c a n d e v e l o p a l i g n m e n t a l o t Back issues o f I M A G I N E magazine can
their class, as well. Magicians are likely to further. If one has a Good character, think be obtained for f ( + 50p P&P) from TSR
be complex, s o l i t a r y, i n t e l l e c t u a l c h a r - of s o m e ' g o o d ' a t t r i b u t e s , a n d d e c i d e UK L t d , T h e M i l l , R a t h m o r e R o a d ,
acters, j u s t t h r o u g h t h e n a t u r e o f t h e i r which o n e s a r e p a r t i c u l a r l y e v i d e n t i n Cambridge C B I 4AD.

I M A G I N E magadnc, M a r d i 1984
5
O v e r h e a d , w i t h o u t a n y fuss, t h e s t a r s message a t the t h i r d pip, a t w h i c h t i m e
were going out. before, overhead, without any fuss, it had
this m e c h a n i s m w i l l automatically r i n g gone o u t . A s a l w a y s , t h e S t a r Vo l e ' s
off. Pip....' interstellar drive was based on an aston-
M e a n w h i l e , t h e Cosmic Patrol's even- 'I k n o w you're there, M a l s e n n r It was ishing n e w principle devised by Ma Isenn
ing r e c r u i t i n g s e s s i o n w a s g o i n g w e l l , the voice o f Alkloyd, t h e Starfleet c o m - whilst studying rubber models of Centaur-
with Cosmic A g e n t M a c M a l s e n n a s i t s mander whose daring and initiative rival- ian duckoids i n h i s bath. T h e A x i o m a t i c
chief attraction. M a l s e n n w a s d e m o n -
led t h a t o f t h e s l o t h . M a lsenn sighed, Drive was unusual in that at no time did it
strating the virtuosity of the trained Agent thrust his tongue into the override cavity exceed t h e velocity o f light; i n s t e a d i t s
by juggling a dozen forty-pound sacks of of the transceiver tooth and, while dictat- counterlogical field redefined said velocity
thulium g r a n u l e s w i t h h i s l e f t h a n d , ing a n unbroken stream o f chess moves as being infinite (give or take a little), thus
whilst h i s r i g h t operated t h e incredibly off o n e s i d e o f t h a t s a m e tongue, s a i d ensuring t h a t t h e r e w a s n o n e e d t o
sensitive c o n t r o l s o f t h e g e n e t i c m a n i - with t h e other: ' I ' m a b i t busy n o w. Is i t exceed it. A by-product of this axiomatic
pulation d e v i c e w i t h w h i c h h e w a s important?' shift was that by Einstein's E=mc2, infinite
creating a h i t h e r t o u n k n o w n species o f 'Try looking up.' energy c o u l d n o w b e extracted f r o m a
telepathic whelk. His voice w a s calm as Malsenn l o o k e d u p ' B l a c k , ' h e said. finite mass: t h e fusion o f one hydrogen
he snapped o u t his moves i n thirty-five 'Very.' atom w a s adequate for any j o u r n e y and
simultaneous g a m e s o f 4 - D chess; h i s 'Don't you see that overhead, w i t h o u t left an infinite energy surplus w h i c h had
chained-together l e g s m o v e d w i t h u n - any fuss, the stars are going out?' to be stored in batteries.
canny precision a s t h e y negotiated t h e 'One m o m e n t . . . . ' A s i n g l e t w i t c h o f
murderous lava pits and banana skins of Malsenn's t r a i n e d e y e b r o w s c o n v e r t e d T h e n t h e impossible happened. I n a
the Stage -I 0 Commando Assault Course. the b l i n d f o l d t o a c o n f e t t i o f s c o r c h e d transition so s w i f t that Malsenn's w h o l e
He w a s , o f c o u r s e , b l i n d f o l d e d . T h e cloth. ' 8 / 3 ?rr3II!' he swore., 'Good grief, life was only able to flash before his eyes

1
casual observer would perhaps not have Alkloyd, it seems that overhead, w i t h o u t by p l a y i n g s e v e r a l m i l l i o n f r a m e s p e r
realized t h a t h i s t h o u g h t s w e r e e l s e - any f u s s . „ : second, t h e b o t t o m dropped o u t o f t h e
where.... dwelling upon the loveliness of 'I know, I know,' said the Commander in universe. In a moment, it dropped back in
his sweetheart, Laura, w h o had told him a hysterical shriek which sent Malsenn's again, and the dazed Cosmic Agent found
only that morning she was his betrothed. tooth on edge. 'Now will you do something
Malsenn h a d a n o t i o n t h a t ' b e t r o t h e d ' his e n v i r o n m e n t t o t a l l y c h a n g e d . T h e
about it? R i g h t u p y o u r street, I ' d h a v e Star Vole w a s no more; o n l y one o f the
meant 'pal', and he was elated. thought. Can't stop now..., coffee time.' sacks of t h u l i u m granules w a s still w i t h
Inspired b y h i s performance, r e c r u i t s Ma lsenn p u t o n a b u r s t o f s p e e d , him in this strange, shimmering envelope
jostled o n e a n o t h e r f o r t h e privilege o f dictating m a t e s i n t w o o r t h r e e m o v e s of indefinable, y e t inarguable, material.
becoming a Cosmic A g e n t and killing all whilst tackling the final, lethal antimatter Through the glittering something he saw
the alien life forms they wished. The basic hoops of the obstacle course, and doing a a dreadful leer and a terrible beard — a
entrance t e s t w a s a s i m p l e m e n t a l a n d rush job on the whelk genes which meant leer a n d a b e a r d w h i c h c o u l d o n l y b e
physical one devised by Malsenn himself. that the markings on the creature's shell those o f h i s o l d e n e m y — t h e s a t a n i c
At the rear door of the recruiting station, — w h i c h h e h a d intended should s h o w archfiend, connoisseur of megagenocide
endless queues of numb-brained invalids the O d e o n a G r e c i a n U r n i n exquisite and critic: Nivek!
emerged to jostle feebly to be the top man calligraphy — w o u l d merely form a dis- 'Ha, h a ! ' said t h e evil one. ' W e m e e t
on the high-piled stretchers. N o pansies pleasing s a n s e r i f t y p e s c r i p t o f G u n g e again, accursed Cosmic Agent! Little did
were a l l o w e d i n t h e C o s m i c Patrol, a n Din.
you k n o w o f m y K l e i n B o t t l e t r a p , a n
organization s o exclusive t h a t M a l s e n n Bursting free f r o m h i s chains, h e r a n invention m o r e s a t a n i c t h a n d a n d r u ff .
was i n v a r i a b l y t h e o n l y m a r c h e r a t i t s for t h e spaceport so s w i f t l y as t o cause Little d i d y o u k n o w t h a t o n c e y o u l e f t
great pageants and parades (giving e n - reports of curiously blurred, low-altitude Earth's protection, I could redefine space
vious ones the chance to m u r m u r that he UFOs. H i s t i n y scoutship t h e S t a r Vo l e so that a l t h o u g h Klein bottles have no
was out of step). awaited him, fully armed w i t h universe- inside o r o u t s i d e — y o u w o u l d f i n d
Suddenly the transceiver in Malsenn's busters of various sizes and fully fuelled yourself apparently w i t h i n i t ! L i t t l e d i d
left bicuspid began to ring. He gritted his with f u e l . I n l e s s t i m e t h a n i t takes t o you know....'
teeth, accidentally t u r n i n g on a w i s d o m enter a n a i r l o c k h e h a d e n t e r e d t h e 'Actually, I r a t h e r expected t h i s a n d
tooth which immediately gave of its store airlock, dived for the controls and blasted merely allowed myself to be trapped,' said
of w i s e sayings s u c h a s 'Fast-spinning clear of the solar system; o n l y then, h i s Malsenn, unobtrusively hefting t h e sack
planetoids g a t h e r n o m o s s ' a n d ' F i n e concentration on duty momentarily relax- of thulium granules. He had a hunch that
words butter no parsecs'. Meanwhile, his ing, did he notice that his left hand w a s it might be useful.
left c a n i n e w a s d r o n i n g : ' T h i s i s a still juggling a dozen forty-pound sacks of 'Little d i d y o u k n o w t h a t i n a l l o w i n g
recorded message. The Cosmic A g e n t is thulium granules. He let them fall, and set yourself t o be trapped you w e r e i n f a c t
otherwise engaged. P l e a s e s p e a k y o u r a course for where Sirius had been stepping into a trap,' said Nivek.
6
I M A G I N E magazine, March 1984
'Little do you k n o w, ' riposted Malsenn, Jesuitical c u n n i n g . ' M y i n t e n t i o n i s t o point w h e r e space w a s going d o w n t h e
'that in allowing me to step into a trap you duplicate the entire universe!' drain. Wa s t h e r e n o chance o f escape?
have stepped i n t o a trap. Since i f inside 'Sounds a b i t . . . , c o n s t r u c t i v e , ' s a i d Suddenly h e recalled a n a r t i c l e h e h a d
and outside are t h e s a m e f o r t h i s Klein Malsenn dubiously. once read while passing through 1978 on
bottle, I c a n r e a d i l y r e d e f i n e m y s e l f a s 'Ah, but the n e w universe, down to the business: a n a r t i c l e e x p l a i n i n g t h e i r -
being outside, t h u s leaving you trapped!' tiniest p a r t i c l e , w i l l o c c u p y t h e s a m e rational p r o p e r t i e s o f s i n g u l a r i t i e s . I t
And with a mighty effort of will, Malsenn space as the old one. Bang.' seemed t h a t i f y o u o n l y w a i t e d l o n g
wrenched at the conceptual structure of 'Clever, fiendishly clever,' t h e Cosmic enough, t h e n i n due course a n y t h i n g a t
w h a t m i g h t l o o s e l y b e t e r m e d r e a l i t y. Agent admitted. ' B u t t h e r e i s s t i l l t h e all w o u l d inevitably be emitted. This had
Spatial contiguity bent in several places singular business of the singularity.' not b e e n checked, m a i n l y because n o -
with a r u s t y c r e a k , a n d t h e r e w a s a 'But there is no singularity in my plan.' one h a d w a i t e d t h e necessary aeons....
terrible sound as though a n u m b e r of red 'That is w h a t is so singular. Yo u m u s t but it seemed his only hope!
giants and white dwarves were engaging realise t h a t every p l o t contains a black
in disgusting perversions (which w a s in hole or a singularity, these days.' R e m o v i n g t h e v a r i o u s microelectronic
fact t h e case). T h e Klein b o t t l e belched Nivek b r i g h t e n e d . ' H o w c o n v e n i e n t assemblies invariably built into his teeth
and everted itself, leaving Malsenn on the that y o u s h o u l d s u g g e s t t h e m e a n s o f and underwear, Malsenn set to work with
outside w h i l e Nivek stood w i t h i n , h e l p - your own disposal,' he shrieked happily. his m i c r o t o o l k i t . M i c r o s c r e w d r i v e r s ,
lessly t r a p p e d . U n f o r t u n a t e l y, t r a p p e d have but to touch this button and you will microhacksaws, m i c r o s l e d g e h a m m e r s ,
inside w i t h Nivek w a s t h e entire k n o w n be precipitated i n e x o r a b l y i n t o t h e i n - all w e r e c a l l e d i n t o p l a y a s h e p a i n s -
universe. escapable confines of a nearby singular- takingly constructed an improvised sus-
'You did not think, my foolish adversary, ity! Have you any last words?' pended a n i m a t i o n c h a m b e r, a n i m p r o -
that I would omit to seal the bottle with a 'I w o n ' t give you that satisfaction, you vised megabyte computer and an impro-
conceptual plug?' swine,' Malsenn rasped through clenched vised pillow. Sooner or later, the random
'All right, you fiend. You win this round, jaws. laws o f chance m u s t cause a replica o f
but the next hand will be mine w h e n w e Nivek w r o t e t h e s e w o r d s d o w n i n a the S t a r Vo l e t o b e e m i t t e d f r o m t h e
cross swords again. No doubt it's you w h o volume w h o s e c o v e r b o r e t h e l e g e n d singularity — and he had only to w a i t i t
is making the stars go out?' LAST W O R D S O F C O S M I C A G E N T S : out! H e p r o g r a m m e d t h e c o m p u t e r t o
There w a s a h i d e o u s rasping s o u n d : Malsenn at least had the satisfaction o f watch f o r e m i t t e d S t a r Vo l e s a n d f o r a
Nivek w a s c o m p l a c e n t l y s t r o k i n g h i s seeing h i m m a k e t h r e e a t t e m p t s a t certain other device..., and then pressed
beard. 'Yes. I require power sources and spelling 'satisfaction'. Then t h e w a r l o r d the s w i t c h t h a t w o u l d t h r o w h i m i n t o
am thus enclosing 99% of all known suns touched the top button of his kaftan, and trance t h r o u g h a v i g i l s o l o n g t h a t h i s
in D y s o n s p h e r e s i n o r d e r t o t a p t h e i r with a s t r a n g e s e n s a t i o n o f i m p l o d i n g gene-shifted whelks w o u l d have t i m e to
energies. I s h a l l t h e n h a v e s u f f i c i e n t bananas, t h e t o p , b o t t o m a n d s e v e r a l evolve i n t e l l i g e n c e , t a k e a g o o d l o o k
energy on call to put an end to this rather sides dropped out of Malsenn's universe. round and hastily start devolving before
mundane universe.' the tiniest fraction of the time concerned
Malsenn was aghast. 'Nivek, this is not A n d a t once h e w a s inexorably falling had b e g u n t o a p p r o a c h t h e p o i n t o f
like you. Why aren't you using the galaxy- towards a point in space whose immense commencing t o elapse.... A n d a s h e
draining p o w e r leeches you used to rely warps and distortions made the starlight pressed the switch, Malsenn was smitten
on? T h e n o v a generators? T h e p l a n e t - run i n c r a z y p a t t e r n s l i k e a T V screen with a ghastly m e m o r y o f a R e v i e w s o f
fired heating systems?' when t h e station closes o r s h o w s a Modern Physics he had paused to sneer
'These days I'm into conservation,' said political broadcast. There came a queasy at while passing through 1979 on his way
Nivek, and made a languid gesture. 'See sensation o f space-sickness, caused b y back from business.
that? Not many people can train Rigellian the surge and ebb of gravity waves. With 'Oh n o , ' h e h a d t i m e t o t h i n k before
lang uids to make gestures like that.' desperate i n t u i t i o n M a l s e n n w r e n c h e d oblivion fell upon him like a rice pudding
'Did i t have to be a gesture like that? off his left boot and flung i t to one side. from 30,000 feet.
But, I say, h o w about if you gloat over me The reaction force o f t h i s m i g h t y t h r o w
and reveal t h e i n g e n i o u s w a y i n w h i c h diverted h i s p l u n g e i n t o t h e i n d e c e n t l y 1 0 io years passed. A l l t h e stars in t h e
you i n t e n d to end the universe, so that I naked s i n g u l a r i t y a n d t h r u s t h i m i n t o universe ran d o w n and o n e o r t w o very
can, er.... be duly terrified.' orbit. A s h e adjusted h i s pocket space strange things popped out of the singular-
'Certainly not.' helmet, h e r e a l i s e d t h a t h e w a s s t i l l ity. B y a r o u n d 1 0 6 5 y e a r s , t h e f i r s t
'Nyahh n y a h h n y a h h , s i l l y o l d N i v e k clutching t h e sack o f t h u l i u m granules. prediction o f t h e r e m e m b e r e d a r t i c l e
doesn't have a plan!' The hunch that they would be useful was came to pass: all matter flows like liquid
The evil overlord was wholly taken in by stronger than ever. B u t his mighty m i n d on this vast timescale, and in a little while
Malsenn's subtle psychological manipul- brooded helplessly for many hours as he Malsenn, his computer and all his clothes
ation. d o I do I do!' he responded w i t h circled o r to be precise, ellipsed t h e had coalesced i n t o a perfectly spherical
I M A G I N E ma9azinc, March 1984 7
lump. B y a r o u n d 101500 years, s e v e r a l
more even stranger objects had zoomed
past the lump as they fled the singularity
— and the lump was n o w a lump of
warmish iron, since on this timescale all
matter is radioactive a n d decays to iron
(it's amazing h o w much physics you can
learn f r o m t h e m o s t appallingly w r i t t e n
SF). I t w a s a v e r y long t i m e a f t e r w a r d s
that the unexpected occurred, as sooner
or later it must. Through the workings of
random chance, an artifact popped from
the singularity, a n a r t i f a c t w h i c h m i g h t
have been specifically designed to restore
the l u m p w h i c h had been Malsenn to its
former state. Unfortunately there was no-
one to turn this artifact on, and it floated
away until aeons later it was worshipped
by a r a c e o f s e n t i e n t w h e l k s . S e v e r a l
more such misfires occurred until at last a
deus e x m a c h i n a e m e r g e d f r o m t h e
s i n g u l a r i t y i n p e r f e c t w o r k i n g o r d e r,
turned o n , a n d p o i n t i n g i n t h e r i g h t
direction. Instantly Malsenn was restored,
and instantly his computer woke him, for
amid t h e debris orbiting t h e singularity
there were by n o w several Star Voles and
two or three time machines, though these
were a l m o s t h i d d e n i n v a s t s h o a l s o f
variorum e d i t i o n s o f S h a k e s p e a r e i n
simian t y p e s c r i p t . I n n o t i m e a t a l l ,
relatively ( i n f a c t i t w a s a f e w weeks),
Malsenn w a s o n h i s w a y b a c k t o a
confrontation w i t h Nivek — armed w i t h
his ship, a time machine and a sackful of
thulium granules.

Reality w a s wrenched i n various i n -


compatible directions as the time machine
knotted w o r l d l i n e s i n t o b o w l i n e s a n d
sheepshanks; a spume of tiny black holes
was r e l e a s e d t o d i s r u p t t h e w h o l e o f
recorded h i s t o r y ( a c e r t a i n f u r o r e w a s
caused by one which landed in Calcutta).
The f a b r i c o f s p a c e i t s e l f w a s f o l d e d ,
spiked, spindled, stapled a n d mutilated:
w h a t remained was worn and threadbare
by the time Malsenn had finished w i t h it,
and f r o m t h e n o n , i t h a d t o be handled
very carefully.

' N o t so fast! Not so fast, you fiend! U p


against the wall! Don't touch that button!'
So s a y i n g , M a l s e n n b u r s t i n t o N i v e k ' s
secret control room, cunningly located in grinning a n d t h i n k i n g eschatological existence and began to regret it. The n e w
the c o r e o f B e t e l g e u s e a n d c o s t i n g a thoughts.... W a s t h i s t h e v e r y e n d ? Nivek, as stunned as the old by Malsenn's
fortune i n a i r conditioning. I t had taken Already t h i n g s w e r e bulging a n d s h i m - manoeuvre, was easily restrained after a
even his trained mind fully ten minutes to mering as the duplicate universe began to brief struggle which destroyed the entire
deduce t h e location... 'Ha! Little did you creep into being within their very withins. secret base and provoked a solar flare i n
know t h a t a C o s m i c A g e n t i s n e v e r Only Malsenn w a s not being duplicated, the shape of an u n u s u a l l y vile Rigellian
defeated! Little did you know that I should having b e e n a b s e n t a t t h e s t a r t o f t h e gesture.
return t o f r u s t r a t e y o u r f o u l s c h e m e s ! process. Suddenly he realised in a flash of
Stay away from that button, now...' realisation, a s dazzling a n d unexpected Back o n t h e n e w, improved Earth,
Nivek smiled a n a w f u l smile, a n d t h e as a t a x r e b a t e , t h a t t h e s o l u t i o n l a y Malsenn t o l d t h e t a k e o f h i s c o s m i c
much-abused fabric of space/time gave a w i t h i n his very hands! It was the work of exploits t o t h e n e w e d i t i o n o f L a u r a
little shudder. 'Tee-hee,' he said. seconds t o pull t h e pin o f the universe-- (whose y a w n s o f k e e n e n t h u s i a s m
'Why do you smile?' enquired Malsenn. buster g r e n a d e , t h r u s t i t i n t o N i v e k ' s seemed much the same as ever).
'I pushed t h e b u t t o n several m i n u t e s hand a n d s w i f t l y conceptualize h i m s e l f 'But w h y, ' she said in puzzlement, 'are
ago.' into t h e safety o f t h e s h i m m e r i n g Klein you still carrying that forty-pound sack of
Malsenn rushed for the S t a r Vole and bottle. Even as he pulled the plug in after thulium granules?'
found his way blocked by an impassable him, the grenade burst with a muted pop He gave an enigmatic smile. 'I just have
neutronium door. A l l he had w i t h w h i c h and the universe was no more. this h u n c h t h a t i t ' s g o i n g t o c o m e i n
to s a v e t h e u n i v e r s e w a s h i s t r u s t y handy.'
blaster, h i s s l i g h t l y l e s s t r u s t y b a g o f ' I t became necessary t o destroy t h e
thulium granules and the universe-buster universe in order to save it,' said Malsenn O v e r h e a d , w i t h o u t a n y fuss, t h e stars
grenade w h i c h h u n g a t h i s belt. T h e r e mournfully as the n e w scheme of things were coming back on.
stood Nivek beside his foul Klein bottle, completed i t s u n o p p o s e d j o u r n e y i n t o IOU David L a n g f o r d
8
I M A G I N E magazine, March 1984
klIORAVIIE
JOBSWIJ
a fun board game for 2 players
by Philip Briggs, with help from IMAGINEIm magazine.

The Buck:
Have you e v e r w o n d e r e d w h a t i t ' s like,
working for a games company like TSR, or 1p1000 The b u c k i s passed f r o m c h a r a c t e r t o
w h a t kind of people end up doing it? Well,
take it from us, it's no bed of roses. One of
100,0 character a r o u n d t h e b o a r d . T h i s i s
simulated b y i t j u m p i n g — d r a u g h t s
the m o r e gruelling aspects is t h e b i t t e r
inter-departmental r i v a l r y, t y p i f i e d b y
00© fashion — f o r w a r d s , b a c k w a r d s , s i d e -
ways or diagonally — over the character
squabbles over using t h e company biro, counters. The buck may be passed over
or access to a n e w tea bag every week. characters of either side. Thus the follow-
ing example:-
So, if you w a n t to get a taste of life at the
bottom, t h i s i s y o u r chance. M o r a n m e
c icl c
J o b s w u r f is a game of skill and daring for
two players, w h i c h recreates t h a t m o s t
c B C
testing o f a l l t a s k s , p a s s i n g t h e b u c k .
Have y o u g o t w h a t i t t a k e s t o b e a
C C] C
successful backstabber? Could you betray
B Buck C Counter • i n Tr a y s
your c o l l e a g u e s w i t h o u t a t w i n g e o f In order to be passed, the buck must start
conscience? P l a y M o r a n m e J o b s w u r f , The Scenario: its m o v e f r o m a n a d j a c e n t square t o a
and find out! All the posh games have one or more of character. It must be passed to the square
these nowadays; so shall we. directly opposite, and may only be moved
thus if that square is unoccupied. There is
The t w o departments have just received no l i m i t t o t h e n u m b e r o f t i m e s a b u c k
The Rules separate memos.... a n d t h e y a r e v e r y may be passed in one turn.
embarrassing. J u s t w h a t h o r r o r s a r e
Equipment: portended in these documents, only you The buck cannot capture other counters,
One M o r a n m e J o b s w u r f board (included can g u e s s , b u t i f t h e a l l - p o w e r f u l but m u s t b e p a s s e d t o t h e o p p o s i n g
in the centre of this magazine). Managing Director catches your depart- player's in tray to win the game.
18 c o u n t e r s ; 8 s a l e s c o u n t e r s , 8 ment w i t h o n e of these, i t ' l l be curtains
publications counters, and 2 bucks (cut for everybody. There is only one w a y to
these o u t f r o m t h e p a n e l b e s i d e t h e save y o u r b a c o n . Yo u m u s t g e t y o u r The Characters:
board). memo — t h e b u c k — i n t o t h e o t h e r Characters move 1 square at a time in any
players in tray, and then call the boss and forward o r s i d e w a r d d i r e c t i o n , i n t o a n
Dice o r other items of equipment are not grass t h e m up! Simple. So, j u s t h o w do unoccupied s q u a r e . T h e y m a y c a p t u r e
required. you do it? any of the opposing player's pieces by a
forward, d i a g o n a l m o v e — a s a c h e s s
pawn. They may even capture the oppos-
Object: Movement: ing p l a y e r ' s b u c k , i n w h i c h c a s e t h e
To be the first player to transfer his or her Decide who will move first. N o w ' s a good capturing player m a y place t h e buck o n
buck into the other player's in tray. time to get a bit more atmosphere into the any unoccupied square on the board.
game, so decide this by arm-wrestling, or
by s o m e m o r e c o n v e n t i o n a l ( b o r i n g ! ) When a c h a r a c t e r c o u n t e r reaches t h e
Setting up: method like tossing a coin. opposing p l a y e r ' s i n t r a y, t h e c o u n t e r
Decide amicably (it's best to start o ff as may, at the owning player's discretion, be
friends) which player is going to be sales From n o w o n b o t h p l a y e r s w i l l m o v e returned to anywhere w i t h i n h i s o w n i n
and w h i c h w i l l b e p u b l i c a t i o n s . E a c h alternately. The t w o types o f counter — tray area. This does not count as a move.
player s h o u l d t h e n s e l e c t t h e r e l e v a n t the b u c k a n d t h e c h a r a c t e r s — m o v e
characters f o r t h e office c h o s e n ; r o u n d differently, but three general rules apply:
chits f o r t h e sales t e a m a n d square f o r Winning:
publications. D o n ' t forget to pick up t h e 1 A player may move one piece o n l y in As soon as the buck has been passed into
buck! Notice how the background of each each turn. the opponent's in tray, the player may call
player's buck c u n n i n g l y matches one o f 2 E a c h completed move must result in a for the Boss, w h o will arrive on his or her
the in tray areas on the board? Well, that change of position for that counter. next turn. If the Boss finds a buck in either
shows w h o s h o u l d s i t w h e r e — b o t h 3 O n t h e completion o f each move, n o t in tray, that player has lost, and the other
players should have their in trays in front more t h a n o n e piece can occupy the has won. If he findsbucks in both in trays,
of them. N o w set up the board like this:- same square. or in neither, the game is drawn legt5
I M A G I N E ma9annt, March 1984 9
1 / 4 611111
11102
1101-011
-1111
1OPHIIIIIimminionolonumENIMEHIPTOMmoloptilimismumummumuno1111111116Nommummonofinuo,

•0
I 1
0 0
Games Centre Liquidated
Whimsical Machinations
One s p i n - o f f f r o m t h e d e v e l o p m e n t o f but n o w there h a s been a n e v e n m o r e
Adventure G a m e s h a s b e e n a p a r a l l e l dramatic casualty. Games Centre, boast- There is a little bit of gentlemanly pushing
expansion o f g a m e s shops. I n t h e p a s t ing some of the biggest, most prestigious and s h o v i n g g o i n g o n o v e r G r e n a d i e r
there wasn't enough business to support outlets in the country, w i t h a head office Models' 'Official' 2 5 m m Tr a v e l l e r figures.
more than three or four such shops in the When t h e y f i r s t a p p e a r e d i n t h e U K ,
and s h o w p i e c e s h o p i n O x f o r d Street,
whole c o u n t r y. B o a r d g a m e s — M o n o - marketed by Grenadier's agents Games of
London, announced a t t h e beginning o f
poly, S c r a b b l e a n d o t h e r s — sold well, Liverpool, G a m e s W o r k s h o p o b j e c t e d .
this y e a r t h a t t h e y w e r e g o i n g i n t o Workshop are the UK agents of G D W, the
along with traditional games c h e s s and receivership. T h i s development w a s n o t producers of the Traveller game. A s such,
draughts — but they were looked after in exactly a surprise to most people in t h e they have the option of producing ' O ff i c i a l '
department stores and toy shops. Further- business, b u t s u b s t a n t i a l a m o u n t s o f Traveller figures in Britain via their Citadel
more, t h e y o f f e r e d o n e - o f f p u r c h a s e s money w e r e still lost. Big companies i n Miniatures s u b s i d i a r y. S o f a r t h e y h a v e
w i t h o u t follow-up business. Role-playing the games supply business are only small made such figures in 1 5 m m but not 2 5 m m
games c h a n g e d a l l t h a t . R u l e s e x p a n - organisations in general terms; inevitably (you may like to go and make a cup of strong
sions, figures, modules, paints, play aids they will become more careful about who tea a t t h i s stage because t h i s i s w h e r e i t
and o t h e r b i t s a n d p i e c e s p r o v i d e d gets complicated). G D W in t h e States, o n
they supply.
retailers w i t h a s o u n d f o u n d a t i o n f o r behalf of GW, protested to Grenadier w h o
It is a fact that both Games Gallery and decided that t h e i r licence f r o m G D W pre-
business. As further reinforcement to the Games C e n t r e r a p i d l y i n c r e a s e d t h e i r cluded t h e m f r o m s e l l i n g t o t h e UK. T h e y
viability of specialist games shops, closely retail outlets, G a m e s Centre eventually informed Games of Liverpool of this.
allied i t e m s s u c h a s b o a r d w a r g a m e s , having n i n e shops. I t could be t h a t t h i s GoL, h o w e v e r, f o u n d t h a t t h e Tr a v e l l e r
specialist b o o k s a n d t r a d i t i o n a l g a m e s was the cause o f their troubles — rapid figures w e r e r a t h e r p o p u l a r a n d s o t h e y
were s m o o t h l y a s s i m i l a t e d i n t o t h e i r expansion o u t s t r i p p e d r e s o u r c e s . C e r - were q u i t e keen t o sell t h e m . S i n c e t h e y
stock. I n r e c e n t years, c o m p u t e r games tainly t h e r e i s n o s i g n o f w i d e r - s c a l e were not breaking any laws or agreements
have been added. closures a m o n g g a m e s r e t a i l e r s , t h e in doing so and since they are Grenadier's
The h a p p y r e s u l t s o f t h i s convenient agents (and therefore w a n t e d to be able to
majority of whom have one or two shops.
coincidence o f d e v e l o p m e n t a r e w e l l - offer all their products), they made contact
Meanwhile, w e h a v e t h e curiosity o f w i t h a n o t h e r U S c o m p a n y, n o t b o u n d b y
stocked games shop in most major towns. central L o n d o n d e v o i d o f a s p e c i a l i s t any a g r e e m e n t o r l i c e n c e a n d t h e r e f o r e
These arrived during a period when most games shop. I t c a n b e s a f e l y a s s u m e d able to sell these highly contentious figures
economic activity has been in the grip of that someone will step in quickly and it is to the UK.
severe recession. I t is n o t w i t h o u t irony fair to say that most people would bet on It so happens that your c o l u m n i s t w o r k s
that n o w, j u s t as w e are being told that Games W o r k s h o p a s t h e m o s t l i k e l y for G a m e s o f L i v e r p o o l a n d h a s b e e n
recession is easing, the signs are that all contender. There is no need for London- involved in these whimsical machinations.
is not well. Last year the collapse of the Furthermore, he can assure you t h a t it's a
ers t o f e e l d o w n i n t h e m e a n t i m e ,
Scottish chain G a m e s Gallery left many lot more fun t h a n m a n y board games h e ' s
however. There a r e m a n y fine s h o p s i n played. S o f a r, h i s o p p o s i t e n u m b e r a t
suppliers w i t h significant losses. A d m i t - the area o f the capital only too happy to Workshop, the urbane Peter Darvill-Evans,
tedly the Games Master chain, backed by welcome ex-Games Centre customers. seems to have viewed the goings on in the
Games Workshop, appeared in its place, Doug Cowie same sporting light.
Should y o u c h a n c e t o p u r c h a s e a n y o f
these f i g u r e s , s p a r e a t h o u g h t f o r t h o s e
Flextiles & other textiles unsung desk-warriors and t h e i r u n e n d i n g
campaigns t h r o u g h t h e post a n d over t h e
Flying B u ff a l o o f Walsall h a v e a n u m b e r o f Also from Hero come new Champions extras, telephone. It may all sound pretty pathetic
n e w items available and I'm grateful t o Jon Enemies II & Ill; Escape from Stronghold to you but w h e n you get right d o w n to it...
Wesley-Smith f o r p r o v i d i n g d e t a i l s . F r o m (adventure pack); and C h a m p i o n s er, you're dead right!
Hero Games, t h e y h a v e received Flextiles.
Floor plans o f various types are well-estab- The 'Blade' division of Flying Buffalo have a
lished and many producers of these have also new module suitable for both M e r c e n a r i e s ,
provided card f u r n i t u r e , statues, boats a n d Spies & Private Eyes and Hero Games' Transatlantic Tales
trees to f u r t h e r enhance the effect. Flextiles Espionage. S e t o n S a v a g e I s l a n d i n L a k e
are on t h e s e l i n e s b u t are m a d e o f durable Champlain a n d c e n t r e d i n a n d a r o u n d t h e A quick w o r d about s o m e TSR products
electrostatic plastic. T h e y a r e designed f o r mansion of Stormhaven, this package offers arriving this spring. Most interesting is AC1
use w i t h C h a m p i o n s but w i l l be suitable for a variety of adventures. As well as the usual The Shady Dragon Inn, a D&D'Ik) game aid
any system. P r o d u c e d i n 2 5 m m scale, t h e maps, p l a n s , s t a t s a n d s c e n a r i o s , S t o r m - listing over 1 0 0 NPCs. It doesn't quite live
range c u r r e n t l y extends t o f o u r sets. S e t 1 haven contains 23 Cardboard Heroes design- up to the title, but is still a useful tool. There
gives a v a r i e t y o f c a r s , t r u c k s a n d m o t o r ed exclusively f o r t h i s m o d u l e . R e v i e w s o f are n o m o d u l e s o n release f o r a n y o f t h e
cycles. S e t 2 i s called S t r e e t S c e n e r y and these t w o g a m e s systems w i l l appear i n a fantasy games, but there are new scenarios
has lamp posts, f i r e hyarants, n e w s stands, forthcoming IMAGINETm magazine for many of the other game systems. Best-
phone booths and the like. In Set 3 w e have looking a r e T S 0 0 5 a n d t h e TOP SECRET®
Laboratory S c e n e r y c o m p r i s i n g c o m p u t e r Finally, J o n t e l l s m e t h a t t h e P B M g a m e character sheets, G W 5 f o r t h e G A M M A
banks, a g i a n t dynamo, a forklift, pallets o f Feudal L o r d s is doing ' p h e n o m e n a l l y ' well. WORLD g a m e a n d S F 3 f o r t h e S TA R
crates and w h a t are described as 'scientific Unlike the more common SF computer PBM FRONTIERS® g a m e . A l s o , t h e m u c h
gizmos'. Set 4 brings us back to nature w i t h games, this one has a medieval setting. Rules heralded SPITM games are en route, as are
an assortment of trees, shrubs, hedges and._ are 5 0 p and each t u r n costs £1.00. Details the l a t e s t U S m a g a z i n e s a n d m o r e E N D -
potted plants! All four sets are sold in zip-lock from Flying B u ff a l o ' s sister company ICBM, LESS QUESITm b o o k s . A f u l l l i s t o f u p -
bags at £ 3 . 5 0 each. PO Box 94, Bath St, Walsall, coming goodies in next m o n t h ' s issue.

10
I M A G I N E magazine, March 1984
_

Make a journey to
C.d

BILAOR.
:001122tEit,t
GAMES SHOP
3 Waverley Place
Aberdeen A131 IXH
Tel. 0224-643740 A n d d i s c o v e r the new s h o p in t h e M i d l a n d s for all y o u r
Science F i c t i o n , F a n t a s y and War games. O u r large s t o c k is
s t i l l g r o w i n g , new g a m e s are a r r i v i n g all t h e t i m e and we are
always w i l l i n g to o r d e r any i t e m s n o t in s t o c k . O u r two f l o o r s
FOR GAMERS a l s o c o n t a i n A m e r i c a n and B r i t i s h : Science f i c t i o n
p a p e r b a c k s , c o l n i c s , p o s t e r s , f i l m s t i l l s , f a n t a s y art books,
NORTH O F f i l m a n d rock magazines, plus much more!
' F a n t a s y World' is open M o n d a y to S a t u r d a y, 1 0 . 0 0 am
INCHTUTHIL • • 1
t i l l 5 . 3 0 pm and is easily l o c a t e d in t h e m i d d l e of Hanley c i t y
c e n t r e , a t 10 Market Square A r c a d e . The e n t r a n c e ando
e s c a l a t o r up to ' F a n t a s y World' is in L a m b Street, o p p o s i t e
Lewis's. H a n l e y Bus S t a t i o n a n d S t o k e - o n l Ye n t Railway
S t a t i o n are j u s t m i n u t e s away. I f you are t r a v e l l i n g by car,
t h e r e are p l e n t y of car parks a v a i l a b l e and j u n c t i o n 16 o f the
M6 Motorway is o n l y 2 0 m i n u t e s away via the A 5 3 and A5001
Stochists o f t h e l a t e s t ' M i c r o users'
software- S p e c t r u m
Commodore 64
Dra9on
BBC

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4C•oJ 0 Ca) Ca) rsah,d C A N ) Ca0 C A J ,b0 C A O C O CO C.) (AO cd o A , 0 4 C , • ) c A d , • . A . d ' 4 4 cd

110Iwlarket Square Arcade, Hanley, Stoke•on-Trent.

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11
•••••••• • • • • • • • • • • • • • • • • • • • • • ••••••
•1
co N O HONOUR IN SATHPORTE
The p e r c e n t a g e o f t h e However, any deficiencies in introduct- is contracted to find and return the errant
total p o p u l a t i o n t h a t p l a y s ory material are more than made up for by son o f a r i c h w o m a n . H e h a s r u n a w a f
adventure g a m e s i s p r o b a b l y the t h o u g h t f u l p r o v i s i o n o f p l a y a i d s . form h i s w e a l t h y parents t o f u l f i l s o m e
very similar in Britain and the US. Most interesting is the novel inclusion of romantic n o t i o n o f a l i f e o f adventure.
However, that means that the actual seven pages of 'geomorphs'. These pro- Certainly this is by no means an original
number o f garners i n t h e States i s f a r vide c u t - o u t p l a n s o f r o o m s f r o m t h e idea, b u t v a r i o u s t w i s t s a n d s u r p r i s e s
higher. Therefore, U S game producers various major areas in the adventure, and have been incorporated into the scenario
have a m u c h bigger domestic market to are i n t e n d e d t o b e u s e d i n c o n j u n c t i o n which m a k e s i t a n i n t e r e s t i n g exercise
sell t h e i r p r o d u c t s t o . T h i s i n p a r t with model figures. They are d r a w n to a which w i l l severely punish players w h o
explains w h y m o s t a d v e n t u r e g a m e s scale o f 1 " = 5 ' , a n d s o a r e a m p l y b i g do not keep their preparedness at a high
originate over there. It is pleasant to be enough for the job they are designed to level. It is always unfair to su m m a r i se a
able to report that several British com- do. Top marks for original thought here — scenario, b e c a u s e e v e n a b r i e f o u t l i n e
panies are standing up to be counted. So people using model figures w i l l certainly may provide information that the players
far, m u c h o f t h e i r m a t e r i a l i s s u p - find t h a t having a ready-made floor plan should n o t have, a n d t h u s i m p a i r t h e i r
plementary r a t h e r t h a n n e w g a m e s saves t i m e appreciably during play. A n - enjoyment. S u ff i c e i t t o say, therefore,
systems. other time-saver is having the statistics of that the characters will have to locate and
Chaotic Intellect Products are a case important NPCs printed separately f r o m penetrate t h e HC) o f t h e l o c a l t h i e v e s '
in p o i n t . T h e i r f i r s t p r o d u c t i s N o the m a i n t e x t , f o r m i n g a n e i g h t - p a g e guild in an attempt to fulfil their contract.
Honour in Sathporte, which is a fantasy pullout w h i c h g r e a t l y facilitates speedy It should be obvious that such an under-
role-playing scenario. A l t h o u g h I could reference. There are also seven pages of taking w i l l be no m i l k run. It can also be
find n o r e f e r e n c e a n y w h e r e i n t h e blank NPC record forms s i x to a page. said t h a t t h e players c a n n o t relax t h e i r
booklet to the games system this scen- Another n e a t l i t t l e w h e e z e i s a r a t h e r guard u n t i l t h e referee closes t h e book
ario is intended to be used with, all the well-designed t i m e - s h e e t w h i c h i n d i c - and declares the adventure over.
statistics a r e g i v e n i n AD&DTM g a m e ates the location o f various NPCs at any
form and an acknowledgement of TSR's given t i m e o f t h e d a y. T h e S a t h p o r t e
trademarks on A D & D books is printed. It package is completed by the main text of
is thus a fair assumption that Sathporte nearly 3 0 pages along w i t h a separate
is i n t e n d e d t o b e u s e d a s a n A D & D card cover w h i c h carries clearly d r a w n
scenario. Christopher Read, the author, plans of the principal locations detailed in
gets v e r y quickly i n t o t h e m e a t o f t h e the s c e n a r i o . I t c a n b e s e e n t h a t t h e
adventure, a n d does not, f o r example, publishers h a v e n o t s k i m p e d o n t h e
utilise t h e n o w standard scenario pro- quantity o f material i n t h e i r module b u t
cedure o f w a r n i n g prospective players then, a s t h e y a r e a s k i n g £ 3 . 9 5 f o r a
that t h e y should n o t read descriptions British product, we are justified in expect-
intended f o r t h e referee. N o r i s t h e r e ing something substantial.
any indication o f t h e level a n d size o f The adventure itself is very good. It has
party the adventure is intended for. a common enough central plot; the party
• • • • •-•• • " . •

••

TORTURED SOULS
The application of British creative talent is m y favourite. T h e s u b j e c t m a t t e r i s Although the necessary information c a r
to the production o f role-playing scen- most o r i g i n a l a n d a v e r y e ff e r v e s c e n t be gleaned from the text, a map key would
arios continues apace and Beast Enter- evening's e n t e r t a i n m e n t s h o u l d r e s u l t . be useful.
prises have broken n e w ground in their There i s a n i c e m i x t u r e o f d a n g e r a n d Little details of good design technique
approach. N o t c o n t e n t w i t h m e r e l y amusement w h i c h w i l l k e e p p l a y e r s crop up throughout all the scenarios. For
designing a single adventure, they are involved a s t h e y s t r i v e t o c l e a r u p t h e example, o n occasions w h e n a d i ff i c u l t
offering n o f e w e r t h a n f o u r f o r t h e mystery of the strange goings-on i n t h e patch o f play i s likely t o arise, t h e t e x t
incredible p r i c e o f E 1 . 9 5 . To r t u r e d temple of the Chevalier's Shrine. Certain- helpfully refers the DM to the page in the
Souls is an A 4 size, magazine format, ly, if some of the rumours concerning the D M G which will help to adjudicate in the
bi-monthly publication given over entire- place a n d i t s attendant clerics are true, event of problems. There are also explan-
ly to the presentation of complete role- something very odd is afoot. In common ations o f exactly w h a t happens w h e n a
playing modules. It is a great idea but of with the other scenarios in TS, S h r i n e is player fails, say, a 'move silently' roll in a
course it stands or falls on the quality of pleasantly written without that infuriating particular c i r c u m s t a n c e . S m a l l p o i n t s .
its adventures. = 1 h a s four scenarios, overblown pomposity s o often f o u n d i n but evidence of care in design.
all f o r the A D & D game, so let's take a US products. Equally, t h e temptation t o
closer look at w h a t is on offer. indulge in toe-curling 'clever' h u m o u r is The other two ref-moderated scenarios in
largely r e s i s t e d — a n e x a m p l e t h a t , issue 1 are printed on distinctive coloured
The Chevalier's S h r i n e i s principally regrettably, a l l t o o m a n y B r i t i s h p u b - paper a n d a r e designed t o b e r e m o v e d
:::• designed for inexperienced players and lications n e e d t o f o l l o w. A n interesting from the main body. This is because they
DMs. Modifications are provided so that innovation in this scenario is the use of a form part of a complete campaign, details
more e x p e r i e n c e d p l a y e r s c a n b e commercially produced s e t o f D u n g e o n of w h i c h a r e promised i n f u t u r e issues.
accommodated, b u t e i t h e r w a y, Floor Plans in making the ref's map of the These scenarios c a n a l s o b e played a s
low level characters are recom- temple in which the action occurs. This is one-off adventures by those not interest-
mended. Of the three stand- printed i n f u l l c o l o u r, a t a reduced size ed i n g e t t i n g i n v o l v e d i n t h e w h o l e
ard scenarios in issue 1 from t h e original, a n d provides a m o s t campaign.
(the f o u r t h i s a s o l o attractive p l a n . U n f o r t u n a t e l y i t i s n o t To m b o f D a d i r i s f o r m i d d l e l e v e l
adventure) S h r i n e keyed ( a p a r t f r o m r o o m n u m b e r s ) . characters and experienced players. They

12 I M A G I N E magariztr, March 1984


CHIVALRY & SORCERY
Chaotic I n t e l l e c t h a v e p u t together a • :
good product in Sathporte. The adventure
(2nd Edition) 0
is i n t e r e s t i n g a n d challenging, a n d t h e In t h e b e g i n n i n g w a s t h e D & D ® game, Where o n c e a d 2 0 w a s
various p l a y a i d s provided s h o w s o m e and the D&D game was alone, and all was rolled t o g e n e r a t e c h a r a c t e r
originality as well as being useful. I think good. T h e n c a m e t h e i m i t a t o r s a n d requirements, n o w p r o g r e s s i v e
a little more could have been done to developments of the game — necessary 'allocative' systems are used. Combat
provide t h e D M w i t h s o m e p r e - p l a y because, l e t ' s face it, t h e original g a m e has s i m i l a r l y b e n e f i t t e d f r o m R o l e -
advice about r u n n i n g t h e adventure and was a mess. The first three FRP games to gaming a d v a n c e m e n t s s i n c e 1 9 7 7 —
the size and strength of a suitable party. follow were Arduin Grimoire, Tunnels & the archaic method of rolling 'to hit' an
Finally, t h e layout could be a bit slicker, Trolls and Chivalry & Sorcery. The latter armour c l a s s h a s b e e n dropped, a n d
perhaps u s i n g t h e system pioneered b y quickly established a r e p u t a t i o n o f e x - replaced b y t h e m o r e c o m m o n l y u s e d
TSR w h i c h clearly delineates in the text treme d e t a i l a n d c o m p l e x i t y f o r i t s e l f , method of armour absorbing damage. A
information that the D M should give the •••• exemplified by the infamous 'Trout tickl- skills system has been grafted onto the
players f r o m t h a t w h i c h s h o u l d n o t b e ing' r u l e s . I t w a s a d o p t e d b y a s m a l l rules, and sits uneasily in the company

1
divulged.
I look forward to more Chaotic Intellect
products, perhaps for systems other than
minority who found its attention to detail
and firm g r o u n d i n g in the Feudal A g e to
their t a s t e — t h e m a j o r i t y, h o w e v e r,
of a level-based experience system.
Presentation has also been improved
since the first edition. There are still a
the A D & D game. 1 4 0 D o u g C o w i e spurned i t as incomprehensible and u n - f e w glitches — i n i t i a l social s t a t u s i s
playable. poorly explained, and the Magic system
No H o n o u r a t S a t h p o r t e ( 1 3 . 9 5 ) i s Now, h o w e v e r, C & S r e t u r n s i n a n (unchanged f r o m t h e f i r s t edition), t h e
available from Chaotic Intellect, based at extensively rewritten form. The game has rules m a j o r selling p o i n t , c o n t a i n f r e -
Southcourt, O r i e n t Drive, Harestock, moved w i t h t h e t i m e s , a n d t h e o n l y quent references t o f i r s t e d i t i o n r u l e s
Winchester, Hampshire S 0 2 2 6NZ. problem is that so has the FRP hobby. that have since been phased out.
Chivalry & S o r c e r y mistakenly a t -
tempts to compete with the AD&D game
in t e r m s o f detail — a hopeless t a s k
which c a n o n l y produce a fragmented
and complex set of rules. As a reference
work, a n d a s a s o u r c e o f i d e a s f o r
incorporation into other games, Chivalry
& Sorcery is still excellent, but I doubt it
will shake i t s popular i m a g e as a c u l t
game o n t h e f r i n g e s o f t h e h o b b y
mainstream. 4 1 . 5 Paul Mason

Chivalry & S o r c e r y i s available as. a ••••••


boxed set, price 1.13.95, a n d there are
numerous accessories. Enquiries should
be m a d e t o G a m e s o f Liverpool, 8 9
Victoria St, Liverpool L l 6DG.
••••••••

are f a c e d b y a n o m i n o u s o l d t e m p l e , In fact it is distinctly average — certainly action has both wilderness and dungeon
beneath w h i c h l i e s a s i n i s t e r t o m b . below par when compared with the high locations. P l a y e r s p r o d u c e a m a p a s
Problem: a rapacious band of goblins has standard of the rest of the publication. I'm they progress, using a neat generation
occupied the temple. No particular adven- referring h e r e t o t h e illustrations o n l y. system. This is a very good solo. : • : • •
ture is provided here. T h e module i s all The m a p s a n d p l a n s a r e i n e v e r y w a y
details: NPCs, d e t a i l e d locations, d a i l y satisfactory, a p a r t f r o m t h e l a c k o f a To r t u r e d S o u l s r e p r e s e n t s a m a z i n g
routines, t r e a s u r e . T h e D M u s e s t h i s proper key i n t h e m a p f o r S h r i n e m e n - value. The quantity o f material f o r t h e
information to create an adventure. Nor- tioned e a r l i e r. D u e t o t h e n e c e s s i t y o f money m a k e s i t a r e c o m m e n d e d p u r -
mally I o b j e c t s t r o n g l y t o c o m m e r c i a l l y keeping the price down (I assume), there chase. T h e q u a l i t y o f t h a t m a t e r i a l ::::
produced m o d u l e s t h a t expect t h e p u r - are less maps and play aids than one has makes it an essential purchase. My only
chaser to do a lot of leg work. However, I become a c c u s t o m e d t o i n c o m m e r c i a l worry is — can they possibly keep it up
think in this case it is not unreasonable, modules. I n S h r i n e , f o r e x a m p l e , t h e issue after issue?
considering t h e o u t s t a n d i n g v a l u e t h a t location o f the temple i n relation t o t h e (PS: I have just seen issue 2, and I must
Tortured Souls represents. rest of the t o w n is not mapped. ' M a k e it say that the quality seems to have been
The R i s i n g T o w e r i s a m o d u l e f o r up yourself,' advises the designer. maintained a n d t h e physical c o m p o n -
higher l e v e l c h a r a c t e r s . T h e a c t i o n i s ents are improved in that the covers are
limited to the environs of an old fortified The final scenario, The Crystal Keys, is a now thin card rather than t h i c k paper. ••
tower, b u t t h e r e i s m u c h variety t o t h e solo a d v e n t u r e . I n s c o p e a n d d e t a i l i t Issue 2 contains four ref's scenarios and
encounters therein. To w e r, unlike Tomb, outstrips anything else I've seen before. one solo — all for the AD&D game. After
is f u l l y w o r k e d o u t f o r t h e D M . I w a s I'm afraid it makes the familiar Tunnels & a quick scan, I would say that it looks like
unable to play through this adventure, but Trolls s o l o s l o o k positively a n a e m i c b y another good issue.)
it certainly looks well up to standard. comparison, a l t h o u g h i t d o e s u s e t h e ISO Doug Cowie
In the introduction to issue 1, the editor same n u m b e r e d paragraph system. The To r t u r e d Souls is published by
tells us t h a t the originals of the a r t w o r k player h a s a c o m p l e t e p a r t y o f 5 - 7 Beast Enterprises, D i v i n i t y
are for sale. 'Our own piece of history,' he characters. These can be thieves, clerics, Road, O x f o r d 0 X 4 I LE?,
suggests. We l l , i t ' s your money, b u t the fighters or MUs and can be human, elf or at 1 4 . 9 5 f o r t h r e e
standard of the artwork is not THAT good. dwarf. Q u i t e a c h o i c e f o r a s o l o . T h e issue, post free.

I M A G I N E nuTanne, March 1984 13


C 9 I 5 1 J N 9 e l - A I L b y B r i a n Creese
, I ••••• A bi-monthfy feature about the postal gaming hobby
/1/P•
(eA ••• • ( t ,

SOCCERLEAGUE
...there was an unexpected result here
at the M i l l ground today when lowly
TSR United humbled mighty Tolkien
Wanderers in a manner which belied
their respective league positions. A
crowd of 18,000 saw Cockburn open
the scoring i n t h e 1 7 t h minute.
Wanderers replied with a superb solo
goal from ['rod° a minute from the
break. T h e second h a l f saw T S R
strengthen their grip on the game and
Turnbull scored the decisive goal on
the hour. TSR continued to dominate
the closing stages o f the game and
Wanderers' chances o f saving the
match v i r t u a l l y disappeared when
Sauron was sent off 10 minutes before
time...'
Unsurprisingly, there have been many
popular football games invented over the
years, but if intellectual skill is more your
forte t h a n t h e f i n g e r t i p c o n t r o l o f S u b -
buteo, t h e n o n e o f t h e Soccer Manage-
ment games is probably for you, and you )1/
could soon be running one of the teams in
my spoof report above.
It would cause an instant argument to will be particularly difficult if your club is game mechanics w i l l vary, United rules
suggest that Soccerleague games repres- not commanding the sort of crowds that being a good deal m o r e straightforward
ent true role-playing. However, i n terms generate lots of income. than t h e traditional leagues. I f you a r e
of decisions t o be made, some o f these Finally t h e r e i s a m a t t e r o f t h e g a m e lucky you may get the opportunity to be in
games c o m e very close t o s i m u l a t i n g a itself. Each league running has different a n e w g a m e j u s t starting u p , b u t m o r e
manager's position; h o w closely depends rules, b u t most are sufficiently sophisti- usually you will have to join a waiting list,
on the exact game you join. cated to produce a report such as that at waiting f o r y o u r c h a n c e t o t a k e o v e r a
It would be an exaggeration to say that the start of this column. They w i l l a l l o w manager's r o l e w h e n t h a t player drops
no-one k n o w s w h o invented the Soccer for different formations, alternative tac- out f o r s o m e r e a s o n . I n s u c h c i r c u m -
Management game — but I certainly have tics a n d e v e n a n a m o u n t o f deliberate stances you w i l l be once again in some-
no idea. Originally known as Soccerboss, clogging! There are chances of injury as thing o f a role-playing situation, having
more recently Soccerleague, and closely well a s sendings-off and bookings, a n d no choice of stand sizes or even playing
related to United, all these games put you sufficient chance to a l l o w for the occas- pool. Yo u m u s t j u s t m a k e t h e m o s t o f
in the position of running a football club. ional surprise result. w h a t you have!
Accordingly y o u h a v e n o t o n l y t o p u t While the immediate aim o f the man- Soccerleague games are very popular,
together a w i n n i n g t e a m , b u t also look ager must be to end the season at the top and there are something like 12 leagues
after t h e e n t i r e f i n a n c e s o f t h e c l u b ; of the league, it is also important in these currently running. A s it w i l l probably be
deciding the tactics for Saturday's match recessionary days to be financially solv- necessary to wait some time to get into an
constitutes only a small part of the game. ent. H e a d i n g t h e l e a g u e i s n o g o o d i f established game, it is w o r t h w h i l e doing
The e l e m e n t s o f t h e s e g a m e s a r e bankruptcy threatens! A long-term v i e w a little b i t o f research i n t o t h e d i ffe r e n t
broadly similar. In the beginning you have is required if you are to be successful in styles of play before committing yourself
an amount of money. This has to be used these games. to a game. I can d c n o m o r e t h a n once
to e q u i p t h e c l u b w i t h stands, trainers, Not only will your team have to compete again suggest that you obtain a copy of 20
scouts, p h y s i o s a n d p l a y e r s , e a c h o f in a league — a n d i f t h e r e a r e several Years On which lists all such games. You
varying levels of skill and potential. It is divisions t h e r e w i l l b e p r o m o t i o n a n d can then write to the various G M s of the
important to remember that these start- relegation t o consider — b u t t h e r e w i l l games asking t h e m f o r a c o p y o f t h e i r
ing c o n d i t i o n s w i l l b e w i t h y o u f o r t h e probably b e a c u p competition a s w e l l . rules, and decide which game suits you.
entire game (which could be a long time) Then t h e r e m a y b e a n i n t e r - l e a g u e And i f t h a t is w h a t you decide t o do,
so initial decisions are very important. competition w h e n you p l a y t e a m s f r o m good l u c k — a n d I h o p e y o u g e t a n
The week-by-week decisions are rather other z i n e s a n d m a y b e e v e n a n i n t e r - understanding chairman!
more fundamental than picking the team. national to look forward to...
Firstly there is an auction of new players While w h a t I h a v e w r i t t e n p r o b a b l y .00 Brian Creese
w h o m you may bid for. Players have both applies to most United or Soccerleagues
a current skill and a potential. To reach a currently running, all such leagues have 2 0 Ye a r s O n costs 3 5 p a n d is available
skill close to a player's true potential w i l l highly individual r u l e s w h i c h m a y cover from S i m o n B i l l e n n e s s , 2 0 W i n i f r e d
need c o n s t a n t attention, a n d decisions more o r less t h a n I h a v e s e t o u t here; Road, Coulsdon, Surrey CR3 3,b4.
I M A G I N E i n a g a n c , March 1984 15
letters.... letters l e t t e r s l e t t e r s l e t t e r s l e t t e r s . . . . letters..., letters.... letters.... letters..., letters..., letters..., letters..., letters..., letters... letters..., letters l e t t e r s l e t t e r s . . . . letters...,

Letters
This p a g e i s f u l l o f t h e a c c u m u l a t e d Paul M a s o n , C o v e n t r y : H a l f o f t h e watching a lesser-spotted greebly walk,
wisdom o f g a r n e r s u p a n d d o w n t h e Cantrips appear t o be m o r e useful t h a n run, j u m p , c r a w l , b r a c h i a t e , r o l l a n d
country, w h e r e t h e y h a v e w r i t t e n t o 1st level spells, and, in my opinion, take breaststroke for t w o days doesn't fill m e
IMAGINEIm magazine (letters), The Mill, the trivialization of magic a stage further. with much excitement.
Rathmore Road, CAMBRIDGE CB1 4 A D .
Letters a p p e a r i n g h e r e m a y have b e e n OK.... T h e response to m o s t of the issue Pete Ta m l y n , B u c k s : O n e p o i n t t h a t
edited for length. was pretty good: Chris d i d n ' t b r i n g o u t v e r y w e l l i n
Now, t h i s is the sort of letter we like to Phantasmal Forces is that a successful
get. None of your orc's hit points here, oh Jeremy N u t t a l l , Cheshire: T h e Purple illusion involves deception of a number of
no. O n l y those w i t h intelligence over 17 Parrot — W o w ! T h i s i s w h a t w e w a n t . senses, not simply the visual. This allows
need read on. Perhaps you could print more stories like the G M to cut down the effectiveness of
this, t h e y h e l p g e t m y b r a i n i n t o g e a r the spell, and a l l o w s f o r a g r e a t deal o f
Don Pavey, Art Arena Games, London: I before DMing. interest to be generated. Simply split the
have t h o r o u g h l y e n j o y e d r e a d i n g t h e PF spell i n t o five, o n e f o r e a c h sense,
magazine; I hope you will forgive me if my Where do we find these people? Let's get allow h i g h e r l e v e l s p e l l s t o d e f e a t a
comments are vast generalizations. back to the relative calm of Rules vs Play, number o f senses. Players w i l l h a v e t o
It occurs to me that if you are taking the and more recent attempts to turn this into think much more about an illusion, since
grand o p e n - m i n d e d philosophical v i e w Rune quest vs the Dt&D® game. a simple visual illusion c a n b e very
that you seem to be (even the concept of effective indeed provided that the victim
rules i s o p e n t o question), t h i s l e a v e s Hamish Paterson, D u r b a n , S A f r i c a : is a long way off, while a dog w o u l d never
some special c h a n n e l s open f o r f u r t h e r Most of the so-called inconsistencies in be deceived w i t h an illusion t h a t did not
investigation. the D & D a n d A D & D g a m e can be dealt include smell.
Isn't it the scenario that first hooks the with by a competent DM. I cannot say the
potential gamer? Marvellous contrasting same o f o t h e r games. M o s t o f t h e R Q Clearly there are a great many solutions
illustrations f r o m totally diff er ent g a m e inconsistencies a r e n o t b r o u g h t o u t — to the problem o f the PF spell already in
worlds w o u l d be stunning. W h o k n o w s and w h y ? B e c a u s e i t i s n o t played s o use, I f you have one, w h y not drop us a
what psychological symbolism the games much? line, a n d we'll print the best ideas. M a n y
conjure up in players? of you. I know, found Chris Felton's article
As i n t h e classic concept o f ' d r e a m - Paul M a s o n : The lack of R Q material in very helpful, a n d I ' m g l a d t o s a y t h a t
work' o f Freud, t h e scenario o f a g a m e IMAGINE magazine does not say anything another of his articles, on Enchantment,
involves particularly the first and second about its popularity. I w o u l d guess that if can be found on page 36 of this magazine.
processes o f d r e a m w o r k , n a m e l y t h e you only consider people w h o have been
Dramatisation o f Emotion (the game has playing a year, RC1 would outsell the D&D M u c h c o m m e n t h a s c o n t i n u e d to f i l t e r
a tone and character of its own, from cold game. through a b o u t t h e DRAGONCILIESTT"
intellectual to firey volcanic) and Second- game. M a n y o f y o u d e v o t e d D O f a n s
ary E l a b o r a t i o n ( t h e c o n s t e l l a t i o n s o f And you'd be wrong. I include these enjoyed our # 7 a great deal, a n d various
possibilities i n t h e g a m e universe often letters as an example of the way mention rumours concerning t h e f u t u r e o f the
centre a r o u n d s o m e h i d d e n o r i n c o n - of these two games seems to cause more game have added fuel to your letters.
spicuous detail); w h e r e a s t h e t h i r d a n d polarised opinion t h a n a P a r t y Political
fourth processes a r e metamorphic Broadcast. P e r h a p s I ' d better go o n t h e J a m i e Revell: D Q is too restrictive for my
(Displacement & Condensation). record a g a i n a n d s a y t h a t I M A G I N E liking — no, Mr Kern, the same is not true
magazine exists to serve the players of all of the AD&DTM game.
We can't really do justice to Don's letter varieties of adventure games, but that we
here, s i n c e h e w e n t i n t o t h i s m u c h recognise t h a t t h e r e i s o n e g a m e t h a t Duncan Harris, Avon: It says in the D Q
deeper. J u s t goes to show, though, t h a t outsells all others umpteen fold. I hope to rules 'the object of an RPG is not for an
there's m o r e t o o r c s ' h i t p o i n t s t h a n be able t o announce, h o w e v e r, t h a t w e individual to win.... but to enjoy a stimul-
meets t h e eye. M a y b e w e ' l l ask D o n t o will be doing a Rune quest special for the ating i n t e r c h a n g e b e t w e e n t h e p l a y e r s
expand on this theme sometime.... maybe rest of you frustrated players soon. and GM'. In other words, it m u s t be fun.
when w e ' v e b o u g h t a n e w dictionary. DO tries to encourage role-playing rather
A n d Don isn't the only genius who reads Jamie R e v e l l , N o r t h u m b e r l a n d : O n e than fighting ('fighting is a deadly process
IMAGINE magazine criticism I o f t e n h e a r a b o u t t h e B a s i c and should be avoided if at all possible').
game i s t h e l o w s u r v i v a l r a t e . L e w
Mike D e a n , F i f e : M e l i k e IMAGINETm, Pulsipher s e e m s t o t h i n k t h a t t h i s pro- For now, TSR Inc have no plans to expand
I M A G I N E ' good. IMAGINEIm get better & motes role-playing, though I don't follow or provide n e w m a t e r i a l f o r t h i s g a m e
better. M e t h i n k IMAGINETm b e s t RPG his a r g u m e n t . M i k e B r u n t o n s h o w e d a system, w h i c h seems t o be m u c h m o r e
magazine around! certain naivety too, i n believing that the popular in Britain t h a n i t is i n t h e USA.
new classes a n d t h e c a n t r i p s p r o m o t e However, k n o w i n g h o w m a n y o f you do
I apologise for Mike, he's a fanzine editor. better play. The barbarian will be used as have a soft spot for this game, I M A G I N E
have tried to w a r n you in the past about a strong fighter, the cavalier the same. magazine w i l l continue to publish occa-
what that can do. sional articles and scenarios, a n d I hope
We had more reponse to our Christmas Chris F e l t o n ' s a r t i c l e o n P h a n t a s m a l that Robert Kern w i l l be available to pen
issue, # 9 , t h a n t o a n y 4 s u e since t h e Forces w a s w i d e l y praised, t h o u g h i t something else before long.
first. M o s t l y good, too: provoked various additional ideas: One l a s t w o r d . J e r e m y N u t t a l l a n d
others berated us for the w a y the Trans-
Antony J o n e s , L o n d o n : Cantrips a r e J a m i e Revell: I disagree with Chris about atlantic Tales section of the Illuminations
quite uselesS — p r i n t i n g o n l y t h r e e o f the t w o d a y s t u d y p e r i o d . I t h i n k a n page is often inaccurate. Well, strange as
them w o u l d s h o w garners h o w to invent illusionist w o u l d b e a b l e t o c r e a t e a n it may seem, we d o n ' t always know what
their own. D o cough, blink and groan illusion o f anything seen fairly close up, is happening w i t h o u r parent company,
need a paragraph of their own? Surely the though s o m e preparation f o r t h e s p e l l particularly w o r k i n g 2 m o n t h s a h e a d o f
name explains it all? would b e r e q u i r e d i n w h i c h t h e caster the time the news appears! Bear w i t h us
visualised t h e desired i t e m , effectively - w e ' l l get it right one day.
How did he get in here? increasing casting time. The t h o u g h t o f 1A0 Letters edited by Paul Cockburn
16 I M A G I N E magazine, Mardi. 1984
THE
it I W a r t i a i r
GAMES SHOP ,Itwariopir
1,4TO1RIrtbcSo
We now stock
* IRREGULAR
POSTAL GAME
MINIATURES
SIEGE
Crasimoffs World is a fantasy game of exploration and adventure. As a player you assume the
EQUIPMENT role of chieftain in a band of brave adventurers set on gaining knowledge and power. You must
create a party of nine fellow travellers, from three character classes (fighter, mage and priest) to
*CHRONICLE assist your chieftain.
FIGURES
Your party will set out from a small town, knowing nothing about the world apart from a few rumours. As
* PLATOON 2 0 you travel you will learn more about the land and its secrets, encountering other parties, races and
FIGURES creatures. There are tokens detailing magic items, spells, creatures, gods, money and many more things
that you will discover later in the game.
* GALLIA 25mm
BUILDINGS 'KJC Games has been running Crasimoff's Wo r l d for over a year now,
and the effort the gamesmaster puts into each turn never ceases to amaze
me. Most players find themselves offered a different scenario each turn, or
as well as
find that a new twist has happened to an existing adventure.'
as reviewed in
Dungeons & Dragons • Traveller and most
RPGs a n d supplements. W a r G a m e s *
Science Fiction Games * Citadel Figures
Torchlight Fantasy Products * Rule Books* 1\i' 37
Davco Microtanks
I f you wish to enrol in C r a s M o f fs world send a .f5 cheque/P.O. payable to K.J.C.
Games. For this you will receive a rulebook, set up material, and the first four rounds.
818 LONDON ROAD, Future rounds are .E1.25 each. Copies of the White Dwarf review are available free o f
charge from G a m e s .
LEIGH-ON-SEA
Tel. S O U T H E N D 7 3 3 0 8 Send to: K.J C. Games, 5 Vicarage Avenue, Cleveleys, LANCASHIRE FY5 2BD.
Open 9 3 0 - 1 . 3 0 and 2 . 3 0 - 5 . 3 0 Closed M o n d a y s

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STOCKISTS OF:- Tel. 061 - 434 5390

ALL L E A D I N G M A K E S O F WA R G A M E S ,
R O L E - P L AY I N G GAMES A N D A I D S , M I N I AT U R E S ,
FANTASY G A M E S FIGURES. FA N TA S Y & BOARD GAMES, FA N TA S Y, SCIENCE F I C T I O N
MILITARY. COMICS, MODELS, TOYS, POSTERS, T-SHIRTS,
BADGES, POSTCARDS, CARDS
BY CITADEL AND M M H G &

35 H I G H L A N D R O A D
* H O L O G R A M EXHIBITION
*
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P O S TA L C ATA L O G U E . PO4 9 D A and Stockport (306, 316, 370)
OVERSEAS 5 0 p . (0705)-733208

Please m e n t i o n I M A G I N E magazine w h e n replying t o a d v e r t i s e m e n t s 17


r e

Vi/tMPUTERSmicroCMPUTERS'

Settling Down
The home computer hobby in the be w r i t t e n f i r s t o f a l l f o r t h i s m a c h i n e , great m a j o r i t y o f c o m p u t e r b u y e r s ( o r
UK is now around five years old. It then r e w r i t t e n t o r u n on a m a x i m u m o f recipients of presents) during the Christ-
has certainly been a chaotic five three or four other computers. As a result, mas sales period were boys in the 1 0 - 1 2
new software tends more and more to be age range, mostly choosing the Spectrum
years, but it looks as if things are tailored t o f i t t h e capabilities a n d l i m i t - or the Vic-20 starter pack. Leisure inter-
stabilising and the future becom- ations of this micro. ests among other age groups appear to be
ing a little more predictable. oriented in quite different directions. One
Rehashed Software can expect the type and level of complex-
One r e a s o n f o r t h i s , s a d l y, i s t h e ity o f g a m e s s o f t w a r e produced d u r i n g
simplification o f the situation caused by Software prices also stabilised; there was this year to be matched more and more to
the disappearance of so many hardware a t i m e w h e n you m i g h t be asked to pay this dominant age group.
and s o f t w a r e companies. O n t h e h a r d - anything from f 2 (for a ZX81 tape) to E40
ware side, it n o w appears that '1983 was for a c a r t r i d g e o r d i s c f o r o n e o f t h e Looking at Trends
the last chance for a brand n e w eight-bit American computers. B u t t h e poor per-
micro t o establish i t s e l f as a significant formance o f t h e cartridge s o f t w a r e So w h a t d o e s a l l t h i s m e a n f o r t h e
contender in the market. Machines such market, coupled w i t h t h e relative failure development o f t h e i n d u s t r y d u r i n g t h e
as the Aquarius did not sell fast enough to of t h e A m e r i c a n m a c h i n e s , t e n d e d t o present y e a r ? S e v e r a l t e n d e n c i e s a r e
establish a significant market share, from make the higher prices more and more of already apparent; t h e disappearance o f
which i t f o l l o w e d t h a t t h e s o f t w a r e a r a r i t y. A t t h e s a m e t i m e , i t b e c a m e the s m a l l r e t a i l o u t l e t s w h o c a n n o t
houses were not prepared to spend time uneconomic t o c h a r g e a n y t h i n g u n d e r compete w i t h the big retail chains in the
rewriting t h e i r programs for it. A steady .E4.50 o r so for a games cassette. There home computer market; the migration of
stream of sales over a long period might are several reasons f o r this; o n e i s t h e many suppliers to the business computer
have improved t h e m a c h i n e ' s chances, shift from mail order to retail sales, which market, where margins are less tight and
but the Aquarius had spent so much time introduced middlemen (distributors) eag- competition is slacker.
on t h e d r a w i n g b o a r d t h a t i t a l r e a d y er to take their cut from the selling price of I suspect that in due course the sheer
looked obsolete when it was launched. So each item. Another was the trend towards size o f the current market w i l l cause the
the proliferation o f different and incom- expensive packaging, found necessary by wheel t o come f u l l circle. I f you h a v e a
patible m a c h i n e s c e a s e d t o g i v e t h e each s o f t w a r e house i f it w a s to sell i t s specialised g a m e s s o f t w a r e p r o d u c t
software companies headaches; b y t h e products against those of its competitors. which will appeal to not more than .5% of
expedient of ruling out any micro that did This in t u r n w a s due to a large extent to potential buyers, you are not going to find
not a l r e a d y h a v e a t l e a s t 1 5 % o f t h e the nearly identical nature of much of the an impressive number of takers among a
market, t h e y c u t d o w n t h e n u m b e r o f software on the market, consisting mostly population of, say, 5 0 , 0 0 0 o w n e r s o f a
machines to a manageable size. of rehashes of old arcade themes. particular micro. But now that there are a
The d i s a p p e a r a n c e f r o m t h e n e w s - million S p e c t r u m s , y o u c o u l d a c h i e v e
Fast-action games agents' shelves of most of the magazine reasonable sales w i t h s u c h a m i n o r i t y -
titles l a u n c h e d i n t h e l a s t t w o years i s interest game, provided y o u w e r e p r e -
Similarly, m a n y o f t h e s m a l l s o f t w a r e also a welcome clarification of a confused pared to write for this particular machine.
companies t h a t m a d e t h e i r m a r k in t h e position. M a n y o f these titles continue, At t h e s a m e t i m e , m a x i m u m s a l e s o f
early years disappeared o r became dor- but o n a s u b s c r i p t i o n o r c o n t r o l l e d - 5,000 are n o t really e n o u g h t o i n t e r e s t
mant; those w h o tried to expand in size circulation basis. In t h e former category the distributors w h o move t h e s o f t w a r e
did particularly badly. All the demand was are most of the machine-specific public- from the producers to the shops.
for fast-action games, and t h e assets of ations d e d i c a t e d t o t h e l e s s p o p u l a r So w e m a y s e e a g r e a t e r v a r i e t y o f
such a c o m p a n y w e r e r e a l l y j u s t t h e micros. T h e l a t t e r c a t e g o r y i n c l u d e s games s o f t w a r e b e c o m i n g available i n
number of competent machine-code pro- magazines which are really aimed at the future, i n c l u d i n g m o r e o r i g i n a l g a m e
grammers it could employ. Unfortunately, business side o f t h e m a r k e t a n d w o u l d designs than those being produced by the
these talented gentlemen showed a con- never normally be found in a retail outlet established s o f t w a r e h o u s e s . B u t t h i s
tinuing tendency to leave their employers at a l l . T h e y s e e m t o h a v e f l o u r i s h e d material w i l l t e n d t o b e s o l d p a r t l y o r
and s e t u p t h e i r o w n s m a l l s o f t w a r e during a s h o r t p e r i o d i n w h i c h l a r g e wholly as a mail-order operation — just
houses. numbers o f b u s i n e s s executives w e r e as in the old days of 1979 to 1981. A n d if
A f u r t h e r simplification c a m e about spending the firm's petty cash on desktop that h a p p e n s , t h i s s p e c i a l i s t a r e a o f
because of the continuing success story computers, b u t had n o t yet got onto the computer .gaming w i l l c o m e m o r e a n d
of the Spectrum, which n o w accounts for mailing lists of the business machine and more t o resemble t h e characteristics o f
at least 50% of h o m e computer sales in accessory suppliers. the existing gaming hobby,
the UK. T h i s makes i t almost inevitable The final simplifying trend w a s in t h e
that any new piece of games software will type of computer user. It seems that the AU Mike Costello
18
I M A G I N E maggzdne, March 1984
M P U T E R S micro C MPUTERO
, e e • • 0 . 0 0 00 • • • • • • • • VD • • • •
eer Igoe o w e s e • a • • • • • ea e e •••••e•ofo e s * Imo e • . . • • • • • • • Ill• • 0 0 00•••••••

T h e ImagMachine
.
4010 • •• • • • • • • • • • • • • • • • • • • • • • • • • • w •
m e e e •
d o • e v• e• •* • • • • • • • • • • • • • • : : : • • : : : : : : : : e" e1 : •: :• . • : : : : •1 1 10=0• : : :• : .
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• • • • • • ow e • • • ....Dee • • • • e • **es. • • • • " ' s o . . . . . . 8. 0 . • • . . . . . .. • • • w o e e • e a e • o o • • • e• • 00 0 0 • • • •

G R O U C H O f o r the ZX Spectrum
Game Reviews
Grouch() is a f o l l o w - u p to Pimania from Playing G r o u c h o is by no means easy. things c o u l d happen: y o u c o u l d g e t h i t
Automata U K Ltd. F o r E l 0 you g e t t h e To start w i t h , you a r e asked a question with a bill (lowering the number of cigars
cassette, an outline of the game, a song that h a s s o m e a p p a r e n t r e l e v a n c e t o held); you m i g h t get one o f the Pima n's
and a cigar! The song, 'Groucho', is sung Pimania. I f you g e t t h e a n s w e r w r o n g , and G r o u c h o ' s j o k e s ( c o m e b a c k To n y
by Lady Clair Sinclive & the Pimen. The you a r e i n f o r m e d ' Yo u n e v e r p l a y e d Blackburn, a l l i s forgiven); a c h a n c e t o
best thing to be said is that it is abysmal. A Pimania did you s o r r y about this I won't play 'guess the star' (if you guess correct-
Bob D y l a n s o u n d - a l i k e w a f f l e s o v e r a be long.' There is a slight delay, hopefully ly, y o u g e t a n o t h e r c l u e t o t h e f a m o u s
noise similar to that of a train derailing. to make the game easier for the uninitiat- personality); finally, a clue to the famous
The effect is as jolly as Napoleon's retreat ed b u t m o r e probably t o make i t harder person o r t h e chance t o g u e s s w h a t i s
from Moscow, but no doubt it will win the because y o u d i d n ' t b u y t h e f i r s t g a m e . under one of three shells, w i t h a surprise
next Eurovision Song.Contest. The game then starts in earnest. One of under each.
I found that the game loaded easily, and the difficulties i s the use of commands. On the w h o l e I didn't think G r o u c h ° a
during t h i s process you are treated t o a They m u s t b e e n t e r e d perfectly o r t h e great game that would keep you coming
picture o f Groucho M a r x complete w i t h computer refuses t o accept them. M i n d back for more, unless you are a compet-
raising eyebrows and moving cigar. you, y o u d o n ' t g e t a b o r i n g ' I d o n o t ition f a n a t i c . O n t h e p l u s s i d e : t h e
The object is to wander around various understand.' O h n o , y o u g e t responses unusual f o r m a t , w i t h n o o r c s t o k i l l o r
locations of the USA picking up clues to a such a s ' T h a t s o r t o f p h r a s e g i v e s treasures to find. It is reasonably amusing
famous personality. Once you have decid- stupidity a bad n a m e ' o r 'I suppose you (well, slightly f u n n i e r than T h e Hobbit),
ed w h o t h e person is, you s e n d o f f t h e w a n t me to do the Hokey Cokey as well'. the graphics are good and of course there
entry f o r m w i t h a slogan. I f you are t h e My favourite one was when I entered 'Go is the prize.
lucky one, you win a trip to Hollywood and North'. It came up with 'What do you think On t h e bad side: t h e l a n g u a g e i s n o t
£500 spending money. Then you might as this is, another Scott Adams adventure?'. very user-friendly, t h e subject m a t t e r is
well t h r o w the game away because apart As t h e phraseology i s d i ff i c u l t I f o u n d not exceptionally strong, a n d o f course
from picking up cigars (the currency used) these statements appearing quite often. there is the song...
there is nothing else to do. When visiting the locations, one of five D J Robinson

VA M P I R E V I L L A G E f o r the 48K Spectrum


The p a c k a g i n g f o r t h i s g a m e f r o m the game down, as the program pauses do battle w i t h the vampire. A s your hero
Terminal Software is eyecatching and the each time it is done. Wandering into the can o n l y c a r r y a l i m i t e d a m o u n t o f
box is robust. The only fault in the box is river without a boat causes you to drown. equipment, t h e f a c t t h a t y o u c a n h i d e
that t h e i n s t r u c t i o n s are printed o n t h e Buildings can only be entered w h e n the things is very helpful. If your hero dies, his
back o f t h e i n l a y card w h i c h h a s t o b e owners o p e n t h e doors; h o w e v e r, t h e y replacement can find the items hidden by his
removed to read them. can be left through walls. The buildings predecessor.
The cassette has a copy of the program are a mixture of shops and houses, most The g a m e i s n o t b a d , b u t c o u l d b e
on b o t h s i d e s a n d I h a d n o p r o b l e m of which can be used at a cost. Your hero better. Y o u r h e r o c a n n o t a c c o m p l i s h
loading i t . T h i s takes approximately 31/2 needs to eat and sleep, otherwise he will much before he has to sleep, and cannot
minutes, a f t e r w h i c h you a r e presented die A readout of his physical condition sleep t h e w h o l e n i g h t w i t h o u t dying o f
with a 5 - p a g e prologue. T h e p r o l o g u e and w h a t he is carrying can be obtained starvation. M o v e m e n t i s s l o w a n d t h e
gives s o m e background i n f o r m a t i o n o n by pressing ' P ' . T h e r e i s also a n a u d i o night seems to last forever. Yo u r hero is
the game, and repeats the instructions on warning of impending doom. M o v e m e n t hard to see at certain times, particularly
the inlay card. You are then asked if you is c o n t r o l l e d b y t h e c u r s o r k e y s a n d at the bottom of the screen. If he misses a
wish t o repeat t h e prologue o r begin t o certain letters obtained by pressing 'V'. door, h e ricochets h a p p i l y o f f t h e w a l l
play. I f y o u e l e c t t o p l a y, y o u a r e s o The s c r e e n d i s p l a y i s q u i t e g o o d , (normally ending in the river), and will do
informed. I n fact, y o u a r e i n f o r m e d f o r although the fields are garish. W h e n the so continually until you gain control.
about 17 seconds while the village is set vampire appears (you c a n o n l y see h i s I have never yet killed the vampire, but
up. Yo u are t h e n told you have L. 999 to eyes), he proceeds around the map killing have ended up strangely addicted to this
equip your hero w i t h all h e needs to kill at random. Once the vampire has visited a game. If you are persistent, I recommend
the vampire. building, y o u c a n n o l o n g e r use it. Yo u you to buy it. However, i f you are easily
Your h e r o i s q u i t e d i m a n d w i t h o u t also h a v e t o v i s i t t h e outlying f a r m s t o annoyed, forget it; it will drive you crazy.
constant s u p e r v i s i o n h e i s l i a b l e t o instruct the farmers w h i c h crops to look _00 Daniel T Canavan
wander into walls or the river. Wandering after. Yo u t h e r e f o r e h a v e a b u s y t i m e Read T h e I m a g i n a t i o n M a c h i n e n e x t
into walls has no other effect than to slow running between farms and preparing to month for more micro n e w s & reviews.

I M A G I N E ma9azine, March
19
IT'S THE

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20 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
THE TOMBS
OF THE KINGS
by Mike Brunton
This is a solo adventure, designed for three systems — a special
set o f r u l e s f o r people w h o have n e v e r played a n adventure
game before, the Basic D & D ® rules and the Tunnels & Trolls
rules system.

If you have never played an adventure game before, read the


section called THE SPECIAL RULES now. It tells you what you
need and h o w to play. If you intend to play using either the D&D
or Tunnels & Trolls rules, read the section marked THE HOUSE
RULES before you start playing.

THE SPECIAL RULES


To play the game you will need two ordinary dice (you can make do w i t h
one if you t h r o w it twice when needed) and a pencil and paper for notes.

You control t h e actions o f t h r e e adventurers i n search o f riches and


glory. T h e t h r e e are a Fighter, deadly i n combat; a Priest, w h o fights
nearly as well and can cure wounds; and a Magician, w h o does not fight
but can cast deadly spells. Invent a n a m e for each character, and note The F i g h t e r is simply that — someone good i n combat. Generally the
these down on a piece of paper, leaving space for other details you will fighter w i l l be better able to defeat things than his or her companions.
discover during play.
The Magician is an adventurer who cast spells, which are deadly against
This game is probably unlike any other you have ever played. There are some creatures a n d useless against others. H e o r s h e h a s n o o t h e r
no boards, counters, play money, cards, w i n n e r s or losers. Instead of special abilities using these Special rules.
moving a c o u n t e r round a board to the t h r o w of a dice, you f o l l o w the
adventure by reading the numbered sections in the middle pages of the
magazine. Sections give you a description of the situation and a choice Jargon
of actions, each o f w h i c h refers you t o a d i ff e r e n t n u m b e r e d section. The t e r m 'gp' is used a lot in fantasy adventure games — it means 'gold
Thus, a typical section m i g h t look like this piece(s)', the basic unit of money. You may like to keep a running total of
the value (in gold pieces) of any treasure you find.

195. S t a n d i n g next to a bronze fountain in the middle of the chamber is The only other terms that you may be u n f a m i l i a r w i t h in the rules are
a large ogre. If you w a n t to run away go to 235. If you want to fight 'roll a d6' or 'roll 2d6'. These mean, respectively, roll one or t w o six-sided
go to 121 (Special Rules), 5 6 7 (D&D Rules) or 9 9 0 (T&T Rules). dice (yes, the other rules use dice with more or fewer sides). You should
always add the results of the t w o dice together.

You s h o u l d decide w h a t you w a n t the t h r e e adventurers to do. I f you Now that you have read the Special rules you should go to the section
w a n t to fight the ogre you should go to section 1 2 1 . If you decide that it marked S TA R T and follow the instructions from there. You might find it
might be a good idea to run away, then you w o u l d turn to section 2 3 5 a good idea to make some kind of sketch map once you are playing — it
and read w h a t it says. Yo u r adventurers m i g h t escape, o r they m i g h t will make finding y o u r way about a lot easier.
have to fight t h e ogre.

You will notice that some choices (eg 1 2 1 ) are only used w h e n you are THE HOUSE RULES
playing w i t h the special rules (which you are!). O t h e r choices are only
for people using the full DUNGEONS & DRAGONS® or Tunnels & You may take only first level Fighters (or Dwarfs or Halflings using the
Trolls rules leg 5 6 7 , 990). Choices which do not mention a rules system D&D rules) into the adventure, and then only one at a t i m e T h i s rule
(eg 2 3 5 ) can be used by anybody. always applies, despite the fact that there are references to 'adventurers'
rather t h a n ' a d v e n t u r e r ' . T h e Special R u l e s a l l o w a p a r t y o f t h r e e
If you get into a fight, t h e rules for this will be explained to you at the characters to enter the adventure.
appropriate time.
You need not worry about sources of light (for convenience these have
been ignored), but you m u s t have other standard equipment w i t h you.
Adventurers
Each adventurer has three states of health — whole, wounded or dead. The format of the adventure consists of reading numbered sections and
All the adventurers start the game whole, but some of your choices — following t h e instructions, m a k i n g choices w h e r e t h e s e a r e offered.
and fighting w i t h monsters m a y cause wounds to these adventurers. Ignore options w h e n these refer to a different rules system.
A w o u n d e d adventurer w h o takes a n o t h e r w o u n d is dead — so it is a
good idea to cure wounds as soon as possible. This is w h e r e the Priest's The standard rules are only modified a little for this adventure. As well
special abilities come into play. as acting as a player, you will also act as the Dungeon or Games Master.
However, to simplify this task:
The Priest can cure w o u n d s completely (even his or her own), because
this healing is magical. These w o u n d s can be cured at any time, even 1. Unless stated otherwise creatures will attack until they are killed.
during a fight, b u t the Priest can only cure 5 w o u n d s during,the whole
adventure. Note this number down and tick them off as the Priest cures 2. There is no need to roll to see if secret doors are spotted.
wounds. However, curing w o u n d s will not bring a dead character back
to life! Once the Priest has used all 5 cures (or is dead) he or she cannot All the other rules remain the same, but if you come across a case where
perform this medical miracle. they do not apply — improvise, DON'T CHEAT.

IMAGINE maga.*m March


21
THE TO M B S OF THE KINGS

START:
Eight hundred years ago, the Kingdom of Almete rose up to be the most
powerful Empire the world had ever seen. Under the despotic rule of its
Caliphs the Empire prospered, then g r e w decadent.

With t h e d e a t h o f H i Id, l a s t o f t h e Caliphs, t h e E m p i r e fell. I n t h e i r


struggles to gain the Imperial throne, the generals destroyed the very
thing t h e y desired. HiId did n o t care, safely buried as she w a s in the
Tombs of the Kings - surrounded by her worldly wealth.

Over the years, many adventurers perished searching for the Tombs. A
diadem k n o w n as the Jiggalorum of Hild, a symbol of Imperial M i g h t -
perhaps more than a m e r e symbol - was the object of their quests.

Deep in the r u i n s of the f o r m e r Imperial capital, you have found w h a t


could be the entrance to the Tombs of the Kings, and the resting place of
the Jiggalorum. Before you lies a small square, once a forum, and on the
other side of the square a set of steps leads down into the Tombs.

Unfortunately, a large blue dragon is sitting in the middle of the forum.


16. Yo u are in a dank passage, that curves to the east. If you w i s h to
If you are using the Special Rules go to 1, otherwise go to 10. search for secret doors go to 1 3 2 . I f you wish to go into the room
to the south go to 75. If you w i s h to go north and east go to 1 2 3 .

17. The Dragon rears up and makes a hideous, low hissing noise in its
1. T h e Dragon has noticed you. You have three o p t i o n s - talk to the throat. It raises a c l a w as though to strike, and then speaks:
creature, fight i t or flee. If you w a n t to run away go to 34. If you 'Petty beings, I d o not w a n t your miserable lives. Put up your
w a n t to fight go to 17. If you w a n t to talk to the Dragon go to 21. weapons and listen to me.' Go to 21.

2. Yo u are standing in the burial chamber of some powerful lord or 18. Yo u m a n a g e a m a d , d e s p e r a t e s c r a m b l e i n t o t h e r u i n s -


lady, r i c h l y decorated w i t h w a l l p a i n t i n g s s h o w i n g s c e n e s o f escaping from the angered Dragon. Go to 1 5 0 .
Imperial might. A large stone sarcophagus, w i t h a jar at its foot,
stands i n the middle of the room. If you w i s h t o look for secret 19. The viscus has a Monster Rating of 24. At the end of each round of
doors go to 15. If you w i s h to investigate the jar go to 1 0 4 . If you combat you may run away (go to 140). If you kill the viscus go to
wish to inspect the sarcophagus go to 1 6 2 . If you w i s h to leave 138. If the viscus kills you go to 111 .
the burial chamber by the eastern door go to 11 4 .
20. Yo u have killed O h m Molniya, the Blue Dragon. Go to 2 2 .
3. There are no secret doors here. Go to 43.
21. The Dragon sinks back Onto its haunches, and speaks in a voice
4. Yo u have fallen victim to a g i a n t centipede, w h i c h w i l l dine well filled w i t h ancient malice and wisdom. Go to 48,
off y o u r r e m a i n s . I f y o u w a n t a n o t h e r g o c r e a t e s o m e n e w
adventurers and then go to the S t a r t section. 22. Congratulations. Yo u h a v e s u r v i v e d t h e To m b s o f t h e K i n g s ,
though you didn't find t h e Jiggalorum of Hild. T H E E N D .
5. The chest collapses as soon as you touch it, causing dust to swirl
up around you. In the r e m n a n t s of the chest lie t w o gems worth 23. A s you take the diadem the corpse crumbles and falls in on itself,
100gp each. I n f u t u r e i g n o r e t h e t r e a s u r e c h e s t and go t o 5 6 t h r o w i n g up a cloud of dust. The jar at the foot of the sarcophagus
instead (note this n u m b e r down). Go to 56. cracks and shatters, releasing a foul vapour. You n o w have the
Jiggalorum of Hild! In future ignore the sarcophagus description
6. A s you w a l k through the door and into the corridor behind it, the and go to 41 (note this n u m b e r down). N o w go to 4 1 .
world a r o u n d y o u w a v e r s a n d dissolves. A l l a r o u n d y o u i s
darkness, b u t i n t h e distance a b r i g h t l i g h t i s shining. A s you 24. Roll a d6. On a r e s u l t of 1 o r 2 go to 1 4 9 , otherwise go to 8 2 .
travel towards the light - w i t h o u t actually bothering to walk - it
grows larger and dimmer. Go to 1 8 1 . 25. Roll a d6. On a r e s u l t of 1 o r 2 go to 1 4 1 , otherwise go to 1 5 7 .

7. T h e statue is much too slow to catch you and you easily manage 26. Yo u have killed the centipede. A r o u n d one of its legs was a ring
to run from the room b u t too quickly to choose a direction other w o r t h 50gp. In future, ignore the centipede and go to 1 6 6 instead
than 'OUT'! Roll a d6. On a result of 1, 2 or 3 you run west (go to (note this number down). Go to 1 6 6 .
16), otherwise you r u n east (go to 43).
27. The skeletons have a Monster Rating of 9 each. At the end of each
8. T h e alcoves contain nothing but dust and old bones. Go to 1 6 6 . round o f c o m b a t y o u m a y r u n a w a y (go t o 1 3 ) . I f y o u k i l l t h e
skeletons go to 58. If the skeletons kill you go to 1 3 9 .
9. Yo u a r e standing i n a s m a l l r o o m , e m p t y save f o r a gibbering
figure h u n c h e d i n o n e corner. H e rises and advances t o w a r d s 28. Yo u are standing on a flight of stairs. If you wish to go up the stairs
you. W i t h h o r r o r in your heart you realise that it is the w r i t e r of go to 181. If you wish to go down the stairs go to 75. If you wish to
this a d v e n t u r e . ' C h e a t ! Yo u s h o u l d n ' t b e r e a d i n g t h i s ! ' h e search for secret doors go to 1 2 9 .
screams at you.
29. Yo u a r e s t a n d i n g i n t h e c o b w e b - f i l l e d c o r r i d o r. I f you w i s h t o
10. Rising up on its haunches, the Dragon beckons you into the open. search f o r secret doors go to 1 9 1 . I f you w i s h t o leave b y the
square. You see little alternative but to obey. The Dragon stares at southern d o o r g o t o 7 4 . I f you w i s h t o e n t e r t h e r o o m a t t h e
you, measuring your worth - and you look away, knowing that it northern end of the corridor go to 73.
is dangerous to meet a Dragon's gaze. Finally, it speaks. Go to 48.
30. O h m M o l n i y a has a M o n s t e r Rating of 80. You receive a combat
12. There are no secret doors here. Go to 1 3 4 . add o f +15 f o r possessing t h e Jiggalorum. A t t h e e n d o f each
round o f combat you m a y r u n a w a y (go to 59). I f you kill O h m
13. Roll a d6. On a r e s u l t of 6 go to 1 4 9 , otherwise go to 82. Molniya go to 1 5 0 . If O h m Molniya kills you go to 3 8 .

14. T h e statue is shattered. Its sword and scabbard are particularly 31. T h e green liquid hits one adventurer. Roll a d6. On a result of 1,2
fine, and worth 200gp. Next time, ignore the statue and go to 1 0 5 or 3 t h e Fighter is wounded. O n a r e s u l t of 4 or 5 the Priest is
instead (note this n u m b e r down). Go to 1 0 5 . wounded. O n a result of 6 the Magician is wounded. The Priest
may cure the w o u n d . If all your adventurers are dead go to 6 9 ,
15. There are no secret doors here. Go to 2. otherwise go to 1 5 4 .
22 I M A G I N E magazine, M a r d i 1984
THE TO M B S OF THE KINGS

32. T h e giant rat is dead. Hidden in its nest is a ring worth 40gp. Next 4 3 . Yo u are on a landing. If you wish to search for secret doors go to 3.
time i g n o r e t h e r a t a n d g o t o 1 3 7 instead (note t h i s n u m b e r If you w i s h to go down the north stairs go to 11 6 . If you w i s h to
down). Go to 1 3 7 . leave by the east door go to 123.1f you wish to go down the south
stairs go to 11 8 . If you wish to leave by the west door go to 1 8 7 .
33. Yo u are standing in an ancient burial chamber with four alcoves,
empty save for a few bones and piles of dust. If you want to search 4 4 . A s you move the boxes, you notice that one is moving of its o w n
for secret doors go to 72. If you w a n t to inspect the alcoves go to accord. If you have already beaten the mimic you k n o w where to
102. If you w a n t to leave by the eastern door go to 1 3 4 . go now. If you wish to run go to 86. If you wish to fight the mimic
go to 1 9 2 (Special Rules), 1 6 0 (D&D Rules) or 1 2 8 (T&T Rules).
34. Before you can even start to run away, the Dragon tenses itself for
flight and says 'Where will you run to escape me, fools?' Go to 21. 45. Roll a d5. On a result of 5 or 6 go to 1 4 7 , otherwise go to 1 0 0 .

35. H O W TO FIGHT OHM M O L N I YA THE BLUE DRAGON 46. There are no secret doors here. Go to 1 0 5 .
First Ohm M o l n i y a attacks twice. For each attack roll 2d6.
If the result is 2-7, the attack misses; 47. Yo u have not found any secret doors in the room. Go to 1 8 7 .
8 or 9 the Fighter is wounded;
10 or 11 t h e Priest is wounded; 48. 'I, Ohm Molniya, have a task for you. Beneath this square lies the
12 the Magician is wounded. Tombs of the Kings. I see from your eyes that you knew as much. I
Adventurers die if wounded TWICE w i t h o u t being cured. am too large to get into the tunnels, but you could do so easily.
Then your surviving adventurers each make one attack. 'Hidden s o m e w h e r e w i t h i n t h e To m b s i s a b a u b l e w h i c h I
The Fighter swings his or her sword; roll 2d6. If the result is 10 desire t h e Jiggalorum of Hild. A l l else that you f i n d y o u m a y
or m o r e Ohm Molniya dies. keep, but that dainty is mine.
The Priest wields his or her mace, roll 2d6. If the result is 10 or 'Your lives hang by a thread, a thread t h a t is m i n e to break.
more Ohm M o l n i y a dies. Return with the Jiggalorum and you will live. Fail, and the ravens
The Magician casts a spell, roll 2d6. If the result is 7 or more will pick over your bones w h e n I have finished w i t h t h e m . '
Ohm Molniya dies. Ohm Molniya gestures at the stairway with a long, curved claw.
You may run away (go to 5 9 ) or the Priest may cure a wound. With mounting apprehension you step forward and go d o w n into
Finally, repeat all the above steps until Ohm Molniya dies (then the darkness. Go to 28.
go to 1 5 0 ) or all your adventurers are dead (go to 38).
49. There is nothing of value in the rubbish. Go to 75.
36. There are no secret doors here. Go to 1 4 2 .
50. H O W TO FIGHT THE LARGE SPIDER
37. Yo u a r e i n a n o l d t o m b , f a c e d b y t w o tebbyts - s m a l l g r e e n First the spider attacks. Roll 2d6. If the result is:
humanoid c r e a t u r e s w h o r u s h t o w a r d y o u , w a v i n g s h o r t 2-9 the attack misses;
scimitars. If you have already beaten the tebbyts you w i l l k n o w 10 the Fighter is asleep and can not attack;
w h e r e to go now. If you wish to run away go to 107. If you wish to 11 t h e Priest is asleep and can not attack;
fight go to 5 7 (Special Rules), 9 7 (D&D rules) or 1 5 2 (T&T rules). 12 the Magician is asleep and can not cast spells.
Then your conscious adventurers each make one attack.
38. O h m Molniya has won the fight, and your adventurers are dead. The Fighter swings his or her sword, roll 2d6. If the result is 7 or
You very nearly completed the quest. Despite t h e fact that you more the spider dies.
failed, t h e r e i s little p o i n t i n s t a r t i n g again, because i f you are The Priest wields his or her mace, roll 2d6. If the result is 9 or
reading this you k n o w too much about the adventure. THE END. more the spider dies.
The Magician casts a spell, roll 2d6. If the result is 10 or more
39. There are no secret doors here. Go to 1 4 6 . the spider dies.
The Priest may cure a wound.
40. Unfortunately, you have lost the fight with the tebbyts. The Tombs Finally, repeat all the above steps until the spider dies (then go
have claimed some more victims. If you w a n t to have another go, to 11 0 ) or all your adventurers are asleep (go to 25).
create some more adventurers and go to the S t a r t section.
51. There are no secret doors here. Go to 11 2 .
41. Yo u a r e standing i n t h e b u r i a l c h a m b e r o f Hild. A large stone
sarcophagus with its top open stands in the middle of the room. At 52. Before you get a chance to run the Dragon has sprung into the air
the f o o t o f t h e sarcophagus s t a n d t h e shattered r e m a i n s o f a and c u t off your line of retreat. N o w you m u s t fight. G o to 1 8 6
stoneware jar. If you wish to look for secret doors go to 1 8 0 . I f you (Special Rules), 7 6 (D&D Rules) or 9 3 (T&T Rules).
wish to leave the burial chamber go to 11 4 .
53. A l l lost hit points are restored. Go to 91.
42. Before you can start looking for secret doors, you catch sight of a
large spider lurking above the southern door. If you wish to enter 54. Scattered in the rubbish pile are a handful of coins, w o r t h lOgp.
the room at the northern end of the corridor and avoid the spider You may find these coins once, next time go to 4 9 instead (note
go t o 7 3 . I f you h a v e already beaten t h e spider you w i l l k n o w this number down). Return to 75.
w h e r e to go now. If you w i s h to fight the spider go to 5 0 (Special
Rules), 1 6 3 (D&D Rules) or 9 9 (T&T Rules). 55. There are no secret doors here. Go to 1 2 4 .

I M A G I N E magazine, M a r d i 1984
23
THE TO M B S OF THE KINGS

56. Yo u are standing in the treasure chamber. All that remains of the 73. Yo u are standing in a chamber, roughly square-shaped. There is a
treasures once h e r e is a broken chest against one wall. I f you pile of rags and other rubbish in one corner. If you w i s h to search
wish to search for secret doors go to 1 0 1 . If you w i s h to leave by for secret doors go to 159. If you wish to investigate the rubbbish
the west door go to 3 7 . pile go to 1 7 6 . If you w i s h to leave by the eastern corridor go to
179. If you w i s h to go down the southern corridor go to 11 7 .
57. H O W TO FIGHT THE TWO TEBBYTS
First the tebbyts attack. For each surviving tebbyt roll 2d6. 74. Yo u are standing in a l a r g e burial chamber, long ago converted
l i t h e result is 2 to 9 the tebbyt's attack misses. into a torture chamber. Rusted t o r t u r e r ' s e q u i p m e n t lies about,
10 the Fighter is wounded. and the floor is covered in a layer of rust and rotted wood. If you
11 t h e Priest is wounded. w i s h to search for secret doors go to 1 5 5 . If you w i s h to leave by
12 the Magician is wounded. the northern door go to 1 0 8 . If you go down the eastern corridor
Adventurers die if wounded TWICE w i t h o u t being cured. go to 1 5 8 . If you wish to go through the southern door go to 1 6 7 .
Then your surviving adventurers each make one attack.
The Fighter swings his or her sword, roll 2d6. If the result is 7 or 75. Yo u are standing in a bare hall, the floor covered in dead leaves
more a tebbyt dies. and t w i g s that have b l o w n in over the years. In one c o r n e r is a
The Priest wields his or her mace, roll 2d6. l i t h e result is 9 or deeper pile of rubbish. If you wish to search for secret doors go to
more a tebbyt dies. 177. I f you w i s h t o search t h e rubbish pile go to 5 4 . Yo u m a y
The Magician casts a spell, roll 2d6. l i t h e result is 10 or more a leave by going up the stairs (go to 28), by the corridor to the north
tebbyt dies. (go to 1 6 ) or by the southern door (go to 37).
You may run away (go to 1 0 7 ) or the Priest may cure a wound.
Finally, repeat all the above steps until the tebbyts die (then go 76. O h m M o l n i y a i s a b l u e d r a g o n ( A C 0 ; H D 9 ; h p 3 6 ; # A T 3 ;
to 9 4 ) or all your adventurers are dead (go to 40). D 2 - 7 / 2 - 7 / 3 - 3 0 ; xp 2300). Ohm Moiniya will not use his breath
weapon. At the end of each round you may run away (go to 81). If
58. T h e skeletons are n o w only heaps of old bones. One of them was you kill O h m Molniya go to 20. If the dragon kills you go to 83.
carrying an inlaid buckler (a type of shield)worth 1 25gp. In future
ignore t h e skeletons and go to 1 2 4 instead (note t h i s n u m b e r 77. The statue has a Monster Rating of 19. A t the end of each round of
down). N o w go to 1 2 4 . combat you may run away (go to 7). If you kill the statue go to 14. If
the statue kills you go to 61.
59. Roll 2d6. On a result of 10, 11 or 12 go to 18, otherwise go to 1 8 3 .
78. Leaving the enraged tebbyts behind, you manage to scramble out
60. Yo u a r e standing i n t h e b u r i a l c h a m b e r o f Hild. A large s t o n e of one of the doors in the room. Roll a d6. On a result of 5 or 6 you
sarcophagus, w i t h a broken jar at its foot, stands in the middle of leave through the eastern door (go to 11 2 ) , o t h e r w i s e you leave
the room. A r o u n d the jar is a red-brown stain. If you w i s h to look through the northern door (go to 75).
for secret doors go to 174. If you wish to inspect the sarcophagus
go to 1 6 2 . If you wish to leave the burial chamber by the eastern 79. H O W TO FIGHT THE GIANT RAT
door go to 11 4 . First the rat attacks. Roll 2d6.
If the result is 2 to 9, the rat's attack misses.
61. T h e dark defenders of the Tombs have claimed you. If you want to 10, the Fighter is wounded.
have another go, create a new group of adventurers and return to 11, t h e Priest is wounded.
the S t a r t section. 12, the Magician is wounded.
Adventurers die if wounded TWICE w i t h o u t being cured.
62. There are no secret doors here. Go to 11 8 . Then your surviving adventurers each make one attack.
The Fighter swings his or her sword, roll 2d6. If the result is 5 or
63. The creature is a giant centipede, which scuttles forward to attack more the rat dies.
you. I f y o u h a v e a l r e a d y beaten t h e centipede y o u w i l l k n o w The Priest wields his or her mace, roll 2d6. If the result is 7 o r
w h e r e to go now. If you w a n t to run away go to 45. If you w i s h to more the rat dies.
fight the centipede go to 1 4 4 (Special Rules), 8 0 (D&D Rules) or The Magician casts a spell, roll 2d6. If the result is 9 or more the
6 4 (T&T Rules). rat dies.
You may run away (go to 1 0 6 ) or the Priest may cure a wound.
64. T h e centipede has a Monster Rating of 8. At the end of each round Repeat these steps until the Rat has wounded an adventurer. It
of combat you may run away (go to 45). If you kill the centipede go will then run off (go to 11 3 ) . If the Rat is dead go to 3 2 .
to 26. If the centipede kills you go to 4.

65. Depending on w h i c h rules you are using, you should go to 1 8 4


(Special Rules), 5 3 (D&D Rules) or 1 6 4 (T&T Rules). 1•••-sr7,2/2/i
66. Yo u manage to escape the mimic, barely slamming the door back
to the torture chamber in the creature's 'face'. Go to 74.
a
//1/0 • •- t [ 1 ;
67. Yo u are standing in an emptied treasure chamber, w h e r e only a
f e w heaps of dust and splintered wood s h o w w h e r e chests and 0
coffers once stood. If you wish to search for secret doors go to 8 5 .
If you w i s h to investigate the remains of the chests go to 1 3 5 . If
you w i s h to leave the room by the northern door go to 11 4 .

68. Yo u are standing in the old tomb. In the middle of the room are the
remains of the tebbyts. If you wish to search for secret doors go to
89. If you wish to leave by the northern door go to 75. If you wish
to leave by the eastern door go t o 11 2 . •Jti
.04V
69. Yo u have fallen victim to a trap, rather than a monster b u t you
have still 'lost' this time. If you want another go, create some new
adventurers and go to the S t a r t section.

70. T h e creature is a statue (AC 3; HD 2; hp 9; # AT 1; D 1-8; xp 20). At


the end of each melee round you may run away (go to 7). If you kill / (c•f,_
the statue go to 14. l i t h e statue kills you go to 61. /(iJ
ft(jh
71. Yo u cannot avoid the oncoming tide of sludge! To fight the viscus
go to 1 7 0 (Special Rules), 9 5 (D&D Rules) or 1 9 (T&T Rules).
...

72. There a r e n o s e c r e t d o o r s h e r e , b u t y o u r s e a r c h d i d d i s t u r b atr /7-


something.... G o to 63.
24
I M A G I N E magazine, March 1984
MIORAISIME
JOBSWURF
THE TOMBS OF THE KINGS

80. T h e creature is a centipede (AC 9; HD 1-4hp; hp 2; D 1-8 + poison; 9 3 . O h m M o l n i y a h a s a M o n s t e r Rating o f 80. A t t h e e n d o f each
xp 6). At the end of each round you may run away (go to 45). If you round o f combat you m a y r u n a w a y (go to 81). I f you kill O h m
kill the centipede go to 26. If the centipede kills you go to 4. Molniya go to 20. If Ohm Molniya kills you go to 83.

81 R o l l 2d6. On a result of 12 go to 22, otherwise go to 52. 94. B o t h tebbyts are n o w dead. W h e n you search t h e i r bodies you
find a n icy blue sapphire w o r t h 60gp. N e x t t i m e you m e e t the
82. Despite your efforts, the skeletons block your escape and attack. tebbyts i g n o r e t h e m a n d g o t o 6 8 i n s t e a d ( n o t e t h i s n u m b e r
Go to 1 5 1 (Special Rules), 1 7 8 (D&D Rules) or 2 7 (T&T Rules). down). Go to 68.

83. O h m M o l n i y a t h e Dragon has killed you - an heroic death, but 95. T h e c r e a t u r e is a viscus (AC 4; H D 2+3; h p 14; # A T 1; D 1 - 6 ;
death nevertheless. I f you w a n t a n o t h e r go, create some n e w xp 25). A t the end of each round you may run away (go to 140). If
adventurers and go to the S t a r t section. you kill the viscus go to 1 3 8 . If the viscus kills you go to 111

84. Yo u m a n a g e t o s c r a m b l e b a c k f r o m t h e a d v a n c i n g s l u d g e - 96. O h m M o l n i y a i s a b l u e d r a g o n ( A C 0 ; H D 9 ; h p 3 6 ; A T 3 ;
creature and get through the eastern door. Go to 11 4 . D 2 - 7 / 2 - 7 / 3 - 3 0 ; xp 2300). O h m Molniya will not use his breath
weapon. Yo u r A r m o u r Class is improved by 3 a n d your attacks
85. Despite much effort, you did not find any secret doors. Go to 67. receive a b o n u s of +1 vs O h m Molniya because of the effects of
the Jiggalorum. A t t h e end o f each m e l e e r o u n d y o u m a y r u n
86. Roll a d6. On a result of 1, 2 or 3 go to 66, o t h e r w i s e go to 1 4 3 . away (go to 59). If you kill Ohm Molniya go to 150. If Ohm Molniya
kills you go to 38.
87. The urn is made of good quality china clay with a wax seal around
the lid. The plinth t h a t it stands on has a n u m b e r of small holes 97. The creatures are t w o tebbyts (AC 9; HD 1; hp 5; # A T 1; D 2-5;
round the edge. These seem to be spray holes of some kind. If you xp 10). A t the end of each melee round you may run a w a y (go to
w i s h to open the urn carefully go to 1 3 0 . If you wish to break into 107). If you kill the tebbyts go to 94. If the tebbyts kill you g o t ° 40.
the urn go to 1 7 5 . If you w i s h to ignore the urn go to 1 2 4 .
98. M a k e a saving t h r o w vs poison at +3. If you fail take 1-4 points of
88. F r o m w i t h i n the jar, a red-brown sludge flows quickly across the damage. If your character is dead go to 69, otherwise go to 1 5 4 .
floor t o w a r d s you, as though motivated by some intelligence. If
you h a v e already beaten t h e viscus you w i l l k n o w w h e r e to go 99. T h e giant spider has a Monster Rating of 18. However, it does not
now. There is no chance of escape; you m u s t fight t h e creature. cause normal damage - any successful attack by the spider puts
Go to 1 7 0 (Special Rules), 9 5 (D&D Rules) or 1 9 (T&T Rules). you to sleep (go to 25). If you kill the spider go to 11 0 .

89. Yo u have found a secret door in the western w a l l of the tomb. If 1 0 0 . The centipede was too quick to allow you an escape route - y o u
you w i s h to go t h r o u g h it go to 1 3 4 . If you w i s h to leave by the must f i g h t t h e creature. G o t o 1 4 4 (Special Rules), 8 0 ( D & D
northern (ordinary) d o o r go t o 7 5 . I f you w i s h t o leave by t h e Rules) or 6 4 (T&T Rules).
eastern door go to 11 2 .
1 0 1 . There are no secret doors here. Go to 56.
90. Yo u are standing in a long dusty corridor. If you wish to search for
secret doors go to 1 2 1 . If you wish to go up the eastward steps at 1 0 2 . Before y o u c a n s e a r c h t h e a l c o v e s p r o p e r l y, s o m e t h i n g i s
the n o r t h e r n e n d g o t o 1 4 6 . I f y o u w i s h t o g o t h r o u g h t h e disturbed by your activity.... Go to 63.
southern door go to 11 4 .
103. There are no secret doors here. Go to 1 6 7 .
91. The l i o n - h e a d f o u n t a i n i s v e r y o l d . A s m a l l r i v u l e t o f w a t e r
emerges from a s p o u t in the lion's mouth, and dribbles into the 104. T h e jar is stoneware, and inscribed w i t h the w o r d 'HILD'. If you
bowl below, on w h i c h the words 'DRINK AND REM ADE WHOLE' have already opened or broken the jar you know where to go now.
are carved. If you w i s h to drink the w a t e r go to 65. If you wish to If you w i s h to break the jar go to 88. If you wish to open it carefully
search for secret doors go to 153. If you wish to leave by the west go to 11 5 . If you w i s h to ignore the jar go to 2.
door go to 1 7 9 . If you w i s h to go up the south stairs go to 11 6 .
105. Yo u a r e s t a n d i n g i n t h e l a r g e c h a m b e r. I n t h e m i d d l e o f t h e
92. The chest is made of old, rotted wood. I t does not appear to be chamber a r e t h e r e m a i n s o f t h e s t a t u e w a r r i o r. T h e s t a t u e i s
trapped. You may ignore the chest (go to 11 2 ) or open it (go to 5). valueless. If you w i s h to search for secret doors go to 46. If you
w i s h to leave by the eastern door go to 43. If you wish to leave by
the western corridor go to 16.

106. Roll a d6. On a r e s u l t of 1 o r 2 go to 1 4 8 , otherwise go to 1 6 9 .

107. Roll a d6. On a r e s u l t of 5 or 6 9 0 to 1 2 7 , otherwise go to 78.

108. A s you go through the door and enter a cobweb filled corridor, a
large s p i d e r f a l l s u p o n y o u f r o m above t h e door. T h e r e i s n o
chance to escape. If you have already beaten the spider you will
know where to go to now, otherwise you m u s t fight it. Go to 5 0
(Special Rules), 1 6 3 (D&D Rules) or 9 9 (T&T Rules).

109. The m i m i c i s dead a n d n o w you c a n investigate t h e boxes. I n


future, ignore the mimic and go to 1 7 3 instead (note this number
down). Go to 1 7 3 .

11 0 . N e x t t i m e , i g n o r e t h e s p i d e r a n d g o t o 2 9 i n s t e a d ( n o t e t h i s
number down). Go to 29.

111 Y o u have fallen victim to a viscus, a type of undead creature. If you


w a n t to have another go, return to the S t a r t section.

11 2 . Yo u are in an abandoned treasure chamber. All that is left here is


a large chest against one wall. I f you have already opened t h e
chest you will k n o w what to do now. If you wish to open it go to 5.
If you w i s h to inspect it go to 92. If you wish to search for secret
doors go to 51. If you w i s h to leave by the west door go to 37.

11 3 . A f t e r managing one bite, the rat realises the odds are against it
and scuttles down a small hole behind the rubbish pile. If all your
adventurers are dead go to 1 7 1 , otherwise go to 1 9 3 .

I M A G I N E magazinc, Alarcit 1984 25


THE TOMBS O F THE KINGS

148. You escape the rat, and run down the nearest exit. Roll a d6. On a 160. The creature is a mimic (AC 7; HD 3+1; hp 10; D 1-4; xp 50). At the
result of 1 or 2 you run south (go to 117), otherwise you run east end of each melee round you may run away (go to 165). If you kill
(go to 179). the mimic go to 109. If the mimic kills you go to 133.

149. You scramble away from the skeletons bony clutches. Roll a d6. 161. HOW TO FIGHT THE STATUE
On a result of 1 or 2 you run through the northern door (go to 90). First, your surviving adventurers each make one attack.
On a result 3 or 4 you run through western door (go to 2). On a The Fighter swings his or her sword, roll 2d6. If the result is 10
result of 5 or 6 you run through the southern door (go to 67). or more the statue dies.
The Priest wields his or her mace, roll 2d6. If the result is 11 or
150. As you hold the Jiggalorum of Hild, it glows in the fading sunlight. more the statue dies.
You have succeeded in the quest, and though you can feel that The Magician casts a spell, roll 2d6. If the result is 9 or more the
the Jiggalorum has at least temporarily lost its power, selling it to statue dies.
some Wizard or other will yield a handsome reward. Well done, Then the statue attacks. Roll 2d6.
you have effectively 'won' this adventure. THE END. If the result is 2-7 the statue's attack misses.
8-9 the Fighter is wounded.
151. HOW TO FIGHT THE TWO SKELETONS 10-11 the Priest is wounded.
First the skeletons attack. For each surviving skeleton roll 2d6. 12 the Magician is wounded.
If the result is 2-8 the skeleton's attack misses. Adventurers die if wounded TWICE without being cured.
9-10 the Fighter is wounded. You may run away (go to 7) or the Priest may cure a wound.
11 the Priest is wounded. Finally, repeat all the above steps until the statue dies (then go
12 the Magician is wounded. to 14) or all your adventurers are dead (go to 61).
Adventurers die if wounded TWICE without being cured.
Then your surviving adventurers each make one attack. 162. The sarcophagus is made of granite blocks, but does not appear to
The Fighter swings his or her sword, roll 2d6. If the result is 9 or be trapped in any way, relying upon its weight to deter intruders.
more a skeleton dies. If you wish to slide back the lid and look inside the sarcophagus go
The Priest wields his or her mace, roll 2d6. If the result is 6 or to 182. If you wish to ignore the sarcophagus go to 2.
more a skeleton dies.
The Magician casts a spell, roll 2d6. If the result is 10 or more a 163. The creature is a spider (AC 7; HD 1+1; hp 7; D special; xp 19). The
skeleton dies. spider does not inflict normal damage, but a successful hit puts
You may run away (go to 13) or the Priest may cure a wound. you to sleep (go to 25). If you kill the spider go to 110.
Finally, repeat all the above steps until the skeletons die (then
go to 58) or all your adventurers are dead (go to 139). 164. All damage to your constitution is healed. Go to 91.

152. The tebbyts have a Monster Rating of 6 each. At the end of each 165. Roll a d6. On a result of 5 or 6 go to 66, otherwise go to 143.
round of combat you may run away (go to 107). If you kill the
tebbyts go to 94. If the tebbyts kill you, go to 40. 166. You are in an ancient burial chamber with four alcoves, which is
empty except for a few bones and piles of dust. If you want to
153. There are no secret doors here. Go to 91. search for secret doors go to 122. If you want to inspect the
alcoves go to 8. If you want to leave by the west door go to 134.
154. Inside the urn were a broadsword worth 150gp, a small crystal
box (worth 200gp in itself) containing three red gems each worth 167. You are i n a storeroom for the torture chamber. The room
35gp and a gilt dagger worth 25gp. Next time, ignore the urn and contains several large wooden boxes, most of which are badly
go to 185 instead (note this number down). Now go to 185. mildewed and rotted. If you wish to search for secret doors go to
103. If you wish to investigate the boxes go to 44. If you wish to
155. There are no secret doors here. Go to 74. leave the room and go back to the torture chamber go to 74.

156. Ohm Molniya rears up to his full height and bellows 'What do you 168. Make a Level 1 Saving Roll. I f you fail take 1-6 hit points of
mean? Why haven't you got the Jiggalorum of Hild? I give you one damage. If your character is dead go to 69, otherwise go to 154.
last chance to bring it to me, foolish and petty beings!'
If you wish to go down the stairs go to 28. If you wish to run 169. The giant rat was too quick for you, and you must fight it. Now go
away go to 81. If you wish to fight the dragon go to 186 (Special to 79 (Special Rules), 145 (D&D Rules) or 195 (T&T Rules).
Rules), 76 (D&D Rules) or 93 (T&T Rules).
170. HOW TO FIGHT THE VISCUS
157. You wake up, cocooned in silk, but with the spider nowhere in First the viscus attacks. Roll 2d6.
sight. Although you feel sick because of the spider's venom, you If the result is 2-7 the viscus's attack misses.
nevertheless manage to break the silken strands and crawl away. 8-9 the Fighter is wounded.
If you wish to crawl through the southern door go to 74. If you 10-11 the Priest is wounded.
wish to crawl to the room at the north end of the corridor go to 73. 12 the Magician is wounded.
Adventurers die if wounded TWICE without being cured.
158. You are in a long passage, unused to judge by the dust on the Then your surviving adventurers each make one attack.
floor. If you wish to search for secret doors go to 126. If you wish The Fighter swings his or her sword, roll 2d6. If the result is 11
to go up the stairs at the east end go to 118. If you wish to enter or more the viscus dies.
the room at the west end of the passage go to 74. The Priest attacks, roll 2d6. If the result is 12 the viscus dies.
The Magician casts a spell, roll 2d6. If the result is 7 or more the
159. You have found a secret door in the northern wall. If you wish to viscus dies.
go through the secret door go to 136. If you wish to search the You may run away (go to 140) or the Priest may cure a wound.
rubbish pile next to it go to 176. If you wish to leave by the Finally, repeat all the above steps until the viscus dies (then go
southern corridor go to 117, or by the eastern corridor go to 179. to 138) or all your adventurers are dead (go to 111).
I M A G I N E magazine, March 1984
27
THE TO M B S OF THE KINGS

The Magician casts a spell, roll 2d6. If the result is 9 or more


Ohm Molniya dies.
You may run away (go to 8 1 ) or the Priest may cure a wound.
Finally, repeat all the above steps until Ohm Molniya dies (then
go to 2 0 ) or all your adventurers are dead (go to 83).

1 8 7 . Yo u are standing in an empty room. The only features of interest


are a f e w faded and chipped w a l l paintings s h o w i n g scenes of
conquest. If you w i s h to search for secret doors go to 4 7 . If you
w i s h to leave by the western door go to 4 3 . If you wish to leave by
the south-eastern door go to 6.

188. There are no secret doors here. Go to 1 3 6 .

171. T h i s is the end of the adventure for you. If you w a n t to start again, 189. A s you reach the s o u t h e r n door a large spider falls from above.
create some n e w adventurers and go back to the S t a r t section. There i s n o c h a n c e o f escape. I f you h a v e already beaten t h e
spider you k n o w where to go to now, otherwise you m u s t fight it.
1 7 2 . Yo u have found a secret door in the ceiling. You find that it leads Go to 5 0 (Special Rules), 1 6 3 (D&D Rules) or 9 9 (T&T Rules).
to a r o o m s t a c k e d w i t h t r e a s u r e . Yo u c a n ' t f i n d i t o f course,
because you shouldn't be reading t h i s at all. 190. A s s o o n a s O h m M o l n i y a t o u c h e s t h e J i g g a l o r u m o f H i l d a
strange grey fire r u n s u p the dragon's forearm a n d spreads to
1 7 3 . There is nothing of value in the boxes. Go to 1 6 7 . cover all its scales. With a shriek of agony Ohm Molniya drops the
Jiggalorum - still the fire continues to burn, u n t i l there is only
174. T h e r e are no secret doors here. Go to 6 0 . ash w h e r e once there was a mighty dragon. Go to 1 5 0 .

175. A s you touch the urn, a green liquid sprays out from its plinth. Go 191. There are no secret doors here. Go to 29.
to 31 (Special Rules), 9 8 (D&D Rules) or 1 6 8 (T&T Rules).
192. H O W TO FIGHT THE MIMIC
176. Before you can properly search the rubbish you manage to disturb First the m i m i c attacks. Roll 2d6.
the nest of a giant rat, w h i c h leaps out to attack you. If you have If the result is 2-6 the m i m i c ' s attack misses;
already fought the giant rat you will k n o w where to go now. If you 7-8 the Fighter is wounded;
w i s h to run away go to 1 0 6 . If you w i s h to fight t h e rat go to 7 9 9-10 the Priest is wounded;
(Special Rules), 1 4 5 (D&D Rules) or 1 9 5 (T&T Rules). 11 o r 12 the Magician is wounded.
Adventurers die if wounded TWICE w i t h o u t being cured.
177. T h e r e are no secret doors here. Return to 7 5 . Then your surviving adventurers each make one attack.
The Fighter swings his or her sword, roll 2d6. If the result is 8 or
178. The creatures are t w o skeletons (AC 7; HD 1; hp 3; # A T 1; D 1-6; more the mimic dies.
xp 10). A t the end of each round you may run away (go to 13). If The Priest wields his or her mace, roll 2d6. If the result is 9 or
you kill the skeletons go to 58. If the skeletons kill you go to 1 3 9 . more the mimic dies.
The Magician casts a spell, roll 2d6. If the result is 6 or more the
179. Yo u are in a dusty corridor, h u n g w i t h cobwebs so l o w that you mimic dies.
have t o bend d o w n t o pass beneath. I f you w i s h t o search f o r You may run away (go to 1 6 5 ) or the Priest may cure a wound.
secret doors go to 11 9 . If you w i s h to enter the room to the west
go to 7 3 . If you w i s h to go through the east door go to 1 4 2 . Finally, repeat all the above steps until the mimic dies (then go
to 1 0 9 ) or all your adventurers are dead (go to 1 3 3 ) .
180. T h e r e are no secret doors here. Go to 41.
193. N e x t time, ignore the rat and go to 1 3 7 instead (note this number
1 8 1 . Yo u emerge into the open square. Before you sits Ohm Molniya, down). In the rat's nest is a ring w o r t h 40gp. Go to 1 3 7 .
w a i t i n g f o r your return. O n e c l a w taps gently on t h e ground, a
sign that the dragon is growing impatient. Catching sight of you, 194. T h e r e are no secret doors here, but hidden in the dust on one of
the O h m M o l n i y a asks if you have found the Jiggalorum. If you the steps i s a g i l t brooch w o r t h 7 5 g p . Yo u m a y o n l y f i n d o n e
have it go to 1 2 5 , otherwise go to 1 5 6 . brooch, so note d o w n the fact that you have found it, a n d t h e n
ignore this part of the section next in future. Go to 11 6 .
1 8 2 . Ly i n g i n s i d e t h e sarcophagus is a body, w r a p p e d i n bandages.
Clutched in the corpse's hand is a diadem, w h i c h seems to glow 195. Standing next to a bronze fountain in the middle of the chamber is
w i t h a light of its own. If you w i s h to take the diadem go to 23. If a large ogre. If you want to run away got° 235. If you want tofight
you w i s h to ignore the body and close the lid go to 2. go to 1 2 1 (Special Rules), 5 6 7 (D&D Rules) or 9 9 0 (T&T Rules).

1 8 3 . B e f o r e you get a chance to run the dragon has sprung into the air
and c u t o f f your l i n e o f retreat. N o w you m u s t fight. G o t o 3 5
(Special Rules), 9 6 (D&D Rules) or 3 0 (T&T Rules).
CREDITS
1 8 4 . A n y wounded adventurers are cured. Go to 91.
Design, text: Mike Brunton
1 8 5 . Yo u are i n t h e antechamber. In t h e middle o f the r o o m are the Art: Pete Young
remains of the skeletons and a large urn. If you wish to search for
secret doors go to 1 2 0 . If you wish to leave by the northern door
g o t ° 90. If you wish to go through the western door go to 2. If you
wish to leave by the southern door go to 67.

186. H O W TO FIGHT OHM M O L N I YA THE BLUE DRAGON


First O h m Molniya attacks twice. For each attack roll 2d6.
If the result is 2 - 4 Ohm M o l n i y a ' s attack misses.
5-7 the Fighter is wounded.
8-10 the Priest is wounded.
11 - 1 2 the Magician is wounded.
Adventurers die if wounded TWICE w i t h o u t being cured.
Then your surviving adventurers each make one attack.
The Fighter swings his or her sword, roll 2d6. If the result is 11
or m o r e O h m Molniya dies.
The Priest wields his or h e r mace, roll 2d6. If the result is 12
Ohm Molniya dies.
28 I M A G I N E magazine, Mardi. 1984
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CIVILIZATION 1829

A GAME OF THE HEROIC AGE DEMOCRACY

A w a r game w h i c h y o u w i l l lose i t y o u h a v e
too m a n y wars. A g a m e o f trade i n w h i c h
mere wealth w i l l g e t y o u nowhere. A g a m e
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From all good games shops.


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30 Please mention IMAGINE magazine when replying to advertisements
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Fuller details of the special offers are TURNBULL TALKING
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Last month, I told you about my party's this set whose name is drawn out of the
* Free postage a n d packing o n m a i l discovery of the eight principles of a cult bag o n April 1 , 1 9 8 4 — The S h a d y
orders from TSR UK Ltd for UK and of spell-casters whose valley we were Dragon Inn, the latest D&O-5.) game acces-
BFPO members. passing through. Well, towards the end of sory — but be warned, the third and last
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• Discounts on tickets for GamesFair puzzles. A s usual w e had landed our- requires the answers from this set.
hobby conventions. selves i n many different kinds o f hot
water — and one day I must tell you about A clue which we had stumbled on in the
• Listings of PA members in your area Dave Tant's approach to the role-playing course of the adventure and which I will
(send SAE). of a paladin — so it was somewhat to our pass on gratis — the cult of Math was
surprise that we survived this far. preoccupied with fund-raising and magic,
but was also rather keen, collectively, on
Membership of the PA costs £2.50 per There are some new symbols here, so mathematics (obviously) in some of its
year for n e w UK o r BFPO members those of you who have already solved the more unusual manifestations.
(E2.00 for renewals) and £5.00 (or US first part still have work to do. Again,
$10) for overseas members. Just fill in there is a small prize to the first solver of Have fun... 145 Don Turnbull
this coupon and send it to:
PA Memberships, TSR UK Ltd, The Mill,
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England aX a n 1 3 a X - V I a n mm a a a J k a a a n a X A m a 1 a l 1 a l a 4 a a

together with a cheque or postal order aX h a a X a n I am a l aX 1 ak a X x X X 1 k ma 1 1 X


made payable to TSR UK Ltd. a am 1 - 0 , a 1 k a

11 Please enrol me as a new member mX a n 1 a N an m a a -ta X a k

of the Players Association. I enclose 1.


a cheque/PO f o r f 2.50 (overseas
1'5.00 or US $10). mX a n 1 a N a n I am a a X a N am a k

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My PA number is aX x m a l a X a n

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Name (Mr/Mrs/Miss/Ms*) -act.L

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Address am 1 X a l a J X a a U a X a l al.

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PAN, March 1984 31


-larold Wood. Essex H A R O L D WOOD WARGAMERS are 30
ranters aged 11 - 3 5 w h o m e e t t o play D & D . R D , G A M M A
••• ORLD, GANGBUSTERS and En Garde games T h e y meet at
•-e Scout H u t I n Q u e e n ' s Park Rd, Harold Wood, Sundays
7pm Contact lan Lee, 4 9 Fleet Avenue, Upminster, Essex

Wooburn Green S O U T H BUCKS FRP GROUP meets 7-11pm


rn alternate Tuesdays, and l a a m onwards one Sunday each
month. C o n t a c t Hartley Patterson, 1 0 Waterside, Wo o b u r n
Green, Bucks, for details

High W y c o m b e C o n t a c t Stephen Easton, 6 Sedgemoor Rd,


z ackwell Heath, Bucks HP10 9AU, for details of a club which
—.nets in the British Legion Hall on Wednesdays, 7 -10 30pm. to
r ay the A D & D game and others
Helen French, doncha j u s t love her? (Helen's little f o r t h e m b u t i s m a r v e l l o u s publicity f o r
Brine Norton A t the CARTERON WARGAMES CLUB they play
letter a p p e a r e d i n # 1 1) W e l l I d o , a n y w a y. CMG). I think they deserve their success, and I
an RPGs and wargames every Sunday from 2pm onwards, in
the Brine Norton Community Centre, Carteron, near Witney 'Poisonous To e r a g ' ? M y d e a r, I ' m a g o s s i p hope that their recent elevation to the ranks of
Contact Steve Chicken on Carteron 8 4 3 7 2 9 columnist, I have to be mean occasionally, and establishment figures w o n ' t distance them too
it w a r m s the cockles of my non-existent heart much from the rest of us.
Hockley A c l u b f o r players o f t h e A D & O g a m e m e e t s o n
Monday a n d Tuesday nights. 7-10prn, a t t h e Hockley Yo u t h that you find me so good at my job. Keep the fan Now for s o m e t h i n g completely different. A
Centre, Membership is free C o n t a c t Rick Auger, 11 Foxf ield mail coming. f u n n y t h i n g happened t o m e w h i l e doing m y
Close, Hockley.
But I do seem to have upset a lot of people of Christmas shopping. I wandered into Hamleys
Haverhill A n experienced DM asked for gamers to play AD&O late, a n d p e r h a p s i t i s t i m e t o do s o m e t h i n g to b u y a t e d d y b e a r f o r m y n i e c e ( e v e n u s
and BOOT HILL games Contact -fern Ward. c / o 32 High Street, about it. The cause of Ms French's ire seems to
i-iaverhill Te l 0 4 4 0 705711 Ext 2
poisonous toerags have a soft spot somewhere)
have been my vicious attack on t h a t warm and and some familiar letters caught my eye: 'TM'.
Buntingford A D & D games are played regularly at a school wonderful furry creature, SuperMole. I w o u l d Aha, I thought, w h e r e they are, can ' A D & D ' be
iouth w i n g C o n t a c t A n d r e w M u l l e y, 3 0 M o n k s W a l k ,
Buntingford, Herts
like to say n o w that I apologise most sincerely far i n f r o n t ? A n d s o i t w a s , a t t a c h e d t o a
for all t h e n a s t y words, a n d f o r dropping t h e mindboggling range of LI" high, bendy figures.
London T H E FOUNDATION club aims to promote Fantasy/SF
ferret d o w n h i s b u r r o w. W h y ? We l l , f o r o n e J u s t the sort of thing that you w o u l d n ' t want to
RPGs and computer gaming, and run book and comics clubs
Contact David Hodson, 104 Debden, Gloucester Road, London reason he seems remarkably adept at digging be seen dead using on an expedition. A n d do
N17 6LN for more details up embarrassing stories about TSR which !can you k n o w, i n s t e a d o f j u s t calling t h e f i g u r e s
Finchley A recently•advertised c l u b i n N London a i m e d t o
recycle i n t h e A c o l y t e gossip c o l u m n . A l s o I 'dwarf' o r 'wizard', e a c h h a s been given a
start a campaign a t 1 st level, a n d play a couple o f t i m e s a had f o r g o t t e n t h e t e r r i b l e c o n d i t i o n s u n d e r name, a n d t h a t n a m e h a s a trademark. J u s t
--ionth ' E x p e r i e n c e d , non-sexist players preferred,• Contact which he has to work. According t o his last i m a g i n e ' ' , if this continues, you w o n ' t be able
Seof Hogan, 01-346 8707 for details,
column h e didn't even rate a freebie ticket to to play anything except the A D & D game as you
Covent Garden, L o n d o n T h e S I G M A G A M E S CLUB meets Games Day.... w o n ' t be able t o f i n d a c h a r a c t e r n a m e t h a t
every 2 n d a n d 4 t h Sunday, 3 - 11 3 0 p m , a t 3 - 5 The Piazza,
Also on the 'distraught and outraged' list is isn't in breach of copyright!
Covent Garden M e m b e r s pay f l e a c h session, non-members
51 50 T h e club has its own stock of games, or you can play any Chris Baylis who 'phoned up to say that he and Still w i t h t h e season of goodwill, spare any
game you care to take along. the D r a g o n l o r d s r " team are the best of friends Christmas cheer you m i g h t have l e f t over f o r
London C l i v e Bailey and Joe Dever of Games Workshop have and that all the arguments in print are just their poor o l d (but n o t a s o l d a s U n c l e D o n ) Dave
started up a games club which meets in the Conway Hall, Red way of showing it. I understand, Chris, I do. Langford. N o t o n l y d i d h e m a k e a c o m p l e t e
_non Square, London WC2, on at least two Saturdays in each Mentioning D r a g o n L o r d s t G w reminds m e mess of a useful piece of gossip (and m y Irish
month, from 10am to 5pm There will be an A D & D game mini-
!ournament, f a n t a s y a n d SE tabletop battles, a Runequest that o n e o f t h e m a n y t h i n g s t h a t p o p p e d whiskey looked suspiciously like a pint of bitter
Tavern Tussle, a Traveller game and much more Details from through m y l e t t e r b o x o v e r C h r i s t m a s w a s a w h e n he bought it), but in the very same issue
._,oe a t L o n d o n G a m e s Club, c / o 2 7 / 2 9 S u n b e a m Road,
_ONDON NW10 6JP sample copy of D e m o n ' s D r a w l of w h i c h the he is voted the third m o s t loathsome t h i n g in
most interesting p a r t w a s the apparent air of the Drain. I'm pleased to note that none of the
a n t i - D L backlash. M i k e and Ian have c o m e a philistines who responded to the questionaire
Q u e s t T h i s is a contact service for role-players w h i c h long w a y i n t h e l a s t y e a r, f r o m b e i n g t h e buys or reads Acolyte.
hers an easy w a y to find n e w players, DMs, pen•pals and wittiest and most intelligent fanzine around to I've g o t h o l d o f s o m e b o o k i n g f o r m s f o r
Clubs, Contact Trevor Graver, QUEST. 2 Essex Court, H a m - SeaCon at last, and can reveal t h a t the list of
mersmith Grove, Ha.. mersmith, London W6 for a registration
semi-professional status. Unsurprisingly
form A l l you will have to do is fill it in and send it to Trevor along younger fanzine editors j u s t coming o n t o the famous n a m s f a i l i n g t o o u t d r i n k L a n g f o r d ,
with a c h e q u e o r postal o r d e r f o r t 1 5 0 E v e r y o n e o n t h e scene can't see w h a t is so m u c h better about Hoare e t a l a l s o i n c l u d e s A n n e M c C a f f r e y,
--.-,,ster will get quarterly listings of gamers and clubs
DL. S u p e r f i c i a l l y t h e r e i s n ' t t h a t m u c h , a n d Gene W o l f e a n d J u l i a n M a y A n d m e , o f
they'll take flak because of it, but they've also course. W h a t with that and GamesFair, I think
been doing w h a t they do regularly and reliably April i s l i k e l y t o d i s a p p e a r i n a n a l c o h o l i c
for 2 0 issues, w h i c h i n RPG fanzine t e r m s is haze....
pretty impressive. They've also done a l o t for (See P a u l , I c a n d o i t , I g o t t h r o u g h t h e
the hobby in general on the way (and continue column w i t h o u t mentioning H e a r t q u e s e '
to do so; witness the team-up issue which does once.) $ O Pete Tamlyn

oraftlitrarttz, Txttteng,,,mr,
A•• " •

'Which can be anything from a substantial job column of game-related jokes? Surely their readers 'I seem to have become notorious, Alter. L o o k
to an honorific,' I added. can make up good ones, especially puns. And that at t h i s survey r e t u r n . T h e y a s k e d " I s t h e r e
'Well, there's a Producer and t w o Executive way they don't have to pay anyone for trash —' anything you really loath about White Dwarf'?",
Producers, which might not leave much undone. I 'Alter!' and there in sixth place is " L e w Pulsipher".'
was never sure what a producer does, anyway.' 'OK, for "material unsuitable for games maga- Alter looked. ' M a y b e that's w h y w e haven't
'How's the animation?' zines". A n d i f they have a good man to edit the heard from Games Workshop in months. And one
'Not Wa l t Disney, but good by current stand- jokes column i t ' d be m u c h funnier than those o f their cartoons and the book review column were
ards, a fair bit of movement. Those awful cartoon comics. Remember Clive Booth's joke competit- ahead o f you in... loathsomeness? I d o n ' t see why
strips i n W H I T E D W A R F, I M A G I N E ? a n d ions in Chimaera'? Great stuff.' anyone wouldn't like Critical Mass.'
DRAGON® magazines can't compare.' 'You're not going to offer yourself as editor?' 'Well, no one who does anything worth doing
'Come on, Alter, the drawings aren't so bad in 'Naw, I can't even remember jokes, let alone can a v o i d offending people. I suspect a l l t h e
some o f those strips.' make 'em up or edit 'em.' discussions in the letter column have something to
'Yeah, sometimes; a n y w a y, comics have n o 'Anyway, back to the cartoon. D o you recom- do with it, but when the editors make a career of
place in games magazines.' mend it to people who read game magazines?' printing critical (and sometimes ridiculous) letters,
'Well, magazine editors seem t o believe that 'I guess anyone who enjoys comic books or TV I have to respond, don't I?'
people w o u l d rather l o o k a t pictures than read cartoons will like it. And it's worth looking at once 'Sure Puls, a n d i t doesn't help that they cut
things — they can't a l l be wrong, can they?' I just to see what's happening to the young. But it'll articles to fit their pages exactly. Especially when
confess I agreed with Alter, but it doesn't do to let probably get boring after a while....' they cut the qualifiers intended to make items less,
him think he's right all the time. Cr, authoritarian? Yo u ' r e defending w h a t t h e y
'Think how much better those magazines would Later, as I read White Dwarf and Alter was sorting made you say, not necessarily what you said.'
be if they printed good articles in the space they through one o f the file cabinets i n m y study, I 'Thanks for the support, Alter. Take the rest o f
waste o n comics,' said A l t e r. ' O r i f they need sighed. A l t e r is always looking f o r an excuse to the day off. In fact, we'll both take the rest of the
humour, w h y n o t s t a r t a reader-contributed stop working', so he asked, 'What's up, Puls?' day off.' 1 1 0 Lew Putsipher
PAN, March 1984 33
t TRE SAG-ES HE A Rp THE C l I F I L L E W S e c h e ,
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34 PA N , M a r d i 1984
fanzine reviews fan tine reviews fanzine reviews fanzine reviews fanzine reviews fanzine reviews fanzine reviews fanzine reviews fanzine reviews fan tine reviews fanzine reviews fanzine reviews fanzine reviews fanzine reviews

Fanzine Reviews
Every now and again one feels the urge to do prepared to dig a little deeper into the fanzine One seemingly 'way out' zine is The Church
something new. So, Just to present a new slant world, i t w o u l d p r o v e o n e o f y o u r m o s t Mouse, p r o d u c e d b y D a v e T h o m a s , g a m e s -
on this section, we've invited a guest reviewer rewarding incursions. player a n d a m a t e u r t h e a t r i c a l t y p e . H e a l s o
to look at some of the amateur publications out Not so much close to the edge as over the top organises a regular games day con in Stanley,
early in 1984. And who better than the editor is the aforementioned Tamlyn's A c o l y t e , con- Co D u r h a m . T h e C h u r c h M o u s e , a f t e r y o u
of the zine that won the '83 Zine Poll, the L A tinuing to shoot from the hip and relishing the negotiate i t s r a t h e r w e i r d l a y o u t , i n v e n t i v e
Raiders of fanzinedom, Pete Birks of Greatest flak at a later date. A slight idea of Mr Tamlyn's titling and pseudo-punk attitude to life, really
Hits. Cue tape, roll.... attitude to life m i g h t be gleaned from the first has an interesting, conservative content. # 1 8
t w o lines of # 5 3 , where he refers to Saturnalia writes o f S o p w i t h , M i d c o n , a n d ' L o s e Yo u r
At the top of my list for postal games players is rather than that later, and rather more vulgar, Shirt' ( G o l d e n O l d i e r e v i e w ) , a s w e l l a s
H o p s c o t c h . Not only does Alan Parr smoothly event involving giving and receiving presents. including a g a m e s q u i z (all t h e r a g e a t t h e
run s u c h diverse g a m e s as S o p w i t h , M y s t i c moment), c a r t o o n s , s c r a b b l e a n d a g a m e s -
Wood, Railway Rivals, Plutonomy and his orientated letter column. Highly recommended.
own S o c c e r l e a g u e v a r i a n t , U n i t e d , b u t a l s o The foregoing has simply been a random flip
includes some w i t t y chat and n e w s about the through the pile of zines a foot-high to the right
hobby a t l a r g e . A d d t o t h i s a l a y o u t w h i c h of my typewriter. Space precludes me mention-
clearly t e l l s b o t h p l a y e r a n d c a s u a l r e a d e r •
ing m a n y o t h e r e m i n e n t l y readable zines, so,
w h e r e everything is likely to be, and you have a The A c o l y t e is, I suppose, the thinking role- here, a b r i e f appendix:
zine t h a t p e r f o r m s e v e r y t h i n g t h a t a z i n e players' zine. All-embracing questions such as G a z f i n c i s a zine using the latest high-tech
should perform. w h e t h e r it is possible to take on t h e role of a hardware, produced by Richard Bairstow on a
Railway R i v a l s w a s invented b y D a v i d character with w h o m you have no empathy; or VDU, slapped onto the printer w h i l e he makes
Watts, w h o , v i a h i s z i n e R o s t h e r n e G a m e s w h e t h e r alignment has any place in an rpg; or a coffee, a n d photocopied by h i s secretary....
Review (formerly Railway Rivals Recorder) to w h a t extent, indeed, o n e m u s t 'live' o n e ' s Inflammatory Material is the new zine from
has w a g e d a v i r t u a l l y s o l o c a m p i g n a g a i n s t character; o r e v e n i f y o u c o m e a c r o s s a Simon w a n t t o b e f a m o u s ' B i l l e n n e s s •
non-games material, bad language, a n y t h i n g Kentucky Fried Chicken store on the 5th floor Should be one of the best. Perspiring D r e a m s
but the most basic layout, and irreverent sods of Cthulhu's castle, w h e t h e r you should order is the zine f r o m ace statistician J o h n Dodds.
like me w h o fail to bow obsequiously when the coleslaw on the side. Zine To B e B e l i e v e d i s a g r e a t place t o play
word 'boardgame' is uttered. David has recently It i s a n u n d e n i a b l e f a c t t h a t o n e i s o f t e n games, a good read, and a useful place to find
taken early retirement from his teaching post, biased i n f a v o u r o f z i n e s i n w h i c h o n e i s out w h a t h a s b e e n h a p p e n i n g i n t h e hobby.
so his interest in publishing his own game can playing, although it may be that the reason you Ode, e x Z i n e Poll w i n n e r specialises i n t h e
be assumed t o be c o n t i n u i n g . W e ' v e had t h e started playing the game in the first place was hideously c o m p l i c a t e d M e r c a t o r, a D i p l o m -
Middle Earth map w h e n the One Tree map? because you liked the zine.... We l l , w h a t e v e r, acy v a r i a n t w i t h a b o u t 2 0 sub-variants. A n -
the M y s t i c Wo o d map? t h e N e w c a s t l e M e t r o Mercurius A u l i c u s , f r o m P a u l M c G i v e r n , other Mercator zine is the foolscap Road Goes
map? noted N e w c a s t l e d a r t s p l a y e r, d r i n k e r o f Ever On, f r o m A u s s i e - l o v e r Gary Piper. M a d
Exhibition ( w h e n c e t h e p h r a s e ' t o m a k e a n Policy, from Richard Walkerdine, concentrates
Exhibition o f oneself'), a n d s u p p o r t e r o f t h e on D i p l o m a c y , b u t o c c a s i o n a l l y r e p r i n t s
Jacobite Restoration, i s o n e o f m y favourite articles f r o m t h e p a s t — u s u a l l y t o t h e
zines. I f I tell you t h a t t h e editor's dateline is embarrassment of the author. P e t e Birks
called 'The V i e w From Edgehill', and that one
of t h e g a m e s P a u l i s r u n n i n g i s called ' T h e Also received: t h e e x c e l l e n t D r a g o n l o r d s /
Why i s h o u l d m e n t i o n P a n z e r k r e u s e r, I ' m Great Rebellion', t h e n y o u m i g h t guess t h a t Quasits & Quasars team up, a b u m p e r edition
not sure. Mike Sharpe is a complete disgrace to Paul i s keen on the Civil Wa r. I ' m sure that if of Psycho, W a r Machine a n d Wargame
the hobby, the University of Essex and human- walking two miles to the pub every night didn't News, Walamalaysia Gazette, which carried
ity in general. However, the zine is quite a jolly exhaust him, h e ' d join t h e Sealed K n o t — so a reprint of the latest Moral Majority nonsense
little read, i f you like U n i t e d , D i p l o m a c y and long a s t h e Royalists w o n every t i m e M A i s from Enfield, Oink, the fast improving J o u r n a l
tales o f t h e a v e r a g e d r u n k e n s t u d e n t a t keenly r e c o m m e n d e d f o r its laconic sense o f of the SCS, the ever-diagonal Tales From
university. Work? Don't you believe it. h u m o u r (for example, 'I had a dart for a 15 dart Tanelorn, the brand new GamesMaster and
Someone aiming f o r a l i f e of massive grant 501 l a s t week.... u n f o r t u n a t e l y I failed to get something called Greatest Hits. Thanks again
and idle t i m e is Steve Norledge, w h o aims t o the 4 3 7 required....'). to Pete f o r al: t h e a b o v e . _ a n d t o a l l t h o s e

2actia3tP
replace Pete Northcott (once of Last Stand) as brave souls w h o send their zines in.
the y o u n g e s t l o o k i n g p e r s o n a t t h e L a m b
Hobbymeet. H i s zine, R a p s c a l l i o n (affection- A d d r e s s e s : Hopscotch, Alan Parr, 6 Longfield Gardens.
Tring, Hens HP23 4DN, Rostherne Games Review, David
ately known as Rapso, unaffectionately known
as a n u m b e r o f t h i n g s ) i s t h e f i r s t t h u s f a r
mentioned w h i c h i s n o t m i m e o g r a p h e d , b u t
12 'ts1 a t a Watts, 102 Priory Rd. Milford Haven, Dyfed, Wales; Panzer-
kreuser, Mike Sharpe, 'Sandy Brae', Stonleigh Re, Blackdown,
Leamington Spa, Warsivicks CV23 6QR, Rapscallion, Steve
Norledge. 75 Hawkhurst Way, W Wickham, Kent BR4 9PE,
reduced p h o t o c o p i e d . T h e t a l k i n # 4 i s o f One w o u l d i m a g i n e t h a t a zine featuring a NM111, Brian Creese, 256 Canbury Pk Rd, Kingston, Surrey
University i n t e r v i e w s ( h e w a s r e j e c t e d b y KT26LG, The Acolyte, Pete Tamlyn, 2 Poplar Rd. The Coppice,
front c o v e r p i c t u r e o f J o s e p h S t a l i n w i t h Aylesbury, Bucks. Mercurius Aulicus, Paul McGivern, 11
Bristol), f a n t a s y c h a t , Ta n i t h L e e b o o k s , a rabbit's e a r s p o i n t i n g o u t o f h i s h e a d ( B i g Airdale, Hadrian Lodge West, Wallsend. Newcastle on Tyne
'Prisoner' r p g , a m u s i c q u i z , a n d a l e t t e r Bunny is watching you) would be run a person NE28 811_, M o p s y, Bryan Betts, 48 Cotham Vale, Redland,
column d i s c u s s i n g prozines, p o p m u s i c , a n d Bristol BS6 60E; Home of the Brave, Geoff Challinger, 117
certifiably i n s a n e . B r y a n B e t t s , h o w e v e r, i s Shrubbery Road, S Darenth. Kent DA4 9AP, The Church
Edgar Allen Poe. W h a t more could one ask? uncomfortably normal — indeed my girlfriend Mouse, Dave Thomas, 16 Ballater Close, Burnside, Stanley,
Co Durham, Gattinc, Richard Bairstow, 20 Queen's Drive,
says he r e m i n d s h e r of me (or w o u l d do if he
Guildford, Surrey GU2 6PP; Inflammatory Material, Simon
didn't h a v e m u c h l o n g e r l e g s — ta, love....). Billenness, 2 0 Winifred Rd, Coulsdon, Surrey CR3 3JA;
One o f t h e W a r w i c k U n i v e r s i t y l a y a b o u t s , Perspiring Dreams, John Dodds, 47 Mossford Lane, Barking-
side, Essex IG6 2JA, l i n e To Be Believed, Nick Kinzett, 11
Bryan runs En Garde!, Judge Dredd and Daleway Rd, Green Lane. Coventry CV3 6SF, Ode, John
others in his A 5 reduced zine. Its name? Well, Marsden, 14 East Ascent. St Leonard's, Hastings, E Sussex
Masters o f the Prime, officially, but # 1 1 IN38ODS, The Road Goes Ever On, Gary Piper, 5a Billing Rd,
N M R I c l a i m s to be ' t h e zine that's close to North'etn, Mad Policy, Richard Walkerdine, 144 Stoughton
seems to be titled Flopsy. Mopsy and the Rd, Guildford, Surrey GU2 6PG, Dragonlords, lan Marsh,
the e d g e ' a l a b e l I h a d a l w a y s h o p e d t o Class Struggle. Avalon, Grams Rd, Warmer, Kent CT14 7PU, Quasits &
copyright f o r G r e a t e s t H i t s . A f t e r i t s special Quasars, Dave Hulks, 54 Slimmons Drive, Marshalswick, St
A n o t h e r relatively sane zine is H o m e of the Albans, Herts AL4 9AP, Psycho, Mike Dean, 32 Newlands
'fantasy' issue, it is still attracting flak from the Brave, w h i c h Geoff Challinger produces to an Ave, Scarborough, N Yorks Y012 6PS; Wargame News / War
'serious' role-players. # 4 6 h a s a l e t t e r f r o m admirably professional level considering its A4 Machine, Mike Costello, Ermay, 17 Langbank Ave, Rise Park,
one A n d r e w Glynn, writing of Pete Tamlyn: 'he Notts NG5 5BU; Oink, Dave Messenger, 3 The Leasow,
mimeo production. M a i n l y postal D i p l o m a c y, Aldridge, Walsall. W Midlands W 5 9 OEF, Walamalaysia
seems t o b e a b * * * * * n u t t e r ' . T h e r e t h e n Gazette, Dave Thorby, 200 Lavender Hill, Enfield, Middx EN2
but w o r t h getting f o r t h e quizzes, occasional
,ollows a c o m m e n t b y a n o t h e r s u b s c r i b e r articles (such as # 3 3 ' s appreciation o f J o h n 8NJ, Journal o f the Senseless Carnage Society, Simon
Hartley, 5 Burgh Heath Rd, Epsom, Surrey, Tales From
which certainly w o u l d n ' t pass the blue-pencil- Morgan, commentator on Radio 4's The World Tanelorn, Matt Williams, Tanelorn, 2 4 Moor St, Earlsdon,
Iers at I M A G I N E ' . magazine. On the whole, I To n i g h t ) and subzine S e r e n d i p i t y from w o r l d Coventry CV5 6EQ, GamesMaster, Steve Fielding, 262 Beake
think N M R I w o u l d be a mite elitist and cliquey Ave, Radford, Coventry CV6 2JR,
famous Krypton Factor w i n n e r J o h n Webley,
for the average reader of this magazine, but if dentist extraordinaire, p r o u d n e w f a t h e r and and of course, Greatest Hits, Pete Birks,
you live i n London, like d e c e n t beer, a n d are non-qualifier i n the Midcon quiz.... 65 Turney Rd, London SW21 7 J B .
PAN, March 1984 35
W h e n (sorry: IF) magic-users reach the may decide t h a t t h e m a n u f a c t u r e r w a s in the hilt, decorative carvings and so on
lofty h e i g h t s o f t w e l f t h l e v e l , t h e y a r e not willing to risk the possible constitut- are s h o w y a n d c a n b e i n c l u d e d i f t h e
entitled to begin manufacture of magical ion drain o f p e r m a n e n c y and make t h e maker so desires, but they interfere w i t h
items. They are t h r o w n i n t o t h e i r labor- party's ring o f feather falling a charged the simple lines of the weapon and upset
atories b y t h e r e s t o f t h e p a r t y w i t h item...). the w e a p o n ' s efficiency i n m o s t cases.
entreaties not to emerge until they have Most p o w e r f u l i t e m s ( s t a f f o f t h e This will not matter w i t h a mere +1 or +2
finished t h a t v o r p a l f r o s t b r a n d o r t h e archmage) or those w i t h multiple funct- weapon, b u t except i n u n u s u a l c i r c u m -
hobbit-sized l e a t h e r a r m o u r + 2 2 o f ions ( w a n d o f f i r e ) a r e e v e n m o r e stances ( s u c h a s H a w k t h e S l a y e r ' s
invisibility, w a t e r b r e a t h i n g , f e a t h e r difficult, requiring far more research and mindstone) really good swords w i l l have
falling, t r a p detection, g i a n t strength, probably several wishes in the manufact- classically s i m p l e l i n e s . D r a g o n h i l t s
speed a n d p r o o f against poison. They uring process. T h e e x a c t specifications holding big black pearls i n t h e dragon's
enter their labs, cast enchant an item on must be worked o u t by the D M for each mouth may please a Black Dragonslayer,
a sword, t h e n enchanted w e a p o n t o item, b u t a s a n example, h e r e a r e m y but a Vo r p a l s w o r d w o u l d s c o r n s u c h
make it +1, another to make it +2, a third to rules f o r t h e m a n u f a c t u r e o f m a g i c a l fripperies.
put it up to +3, and then start wondering weapons. Likewise, wooden items are best made
why, i f i t i s t h i s e a s y, p e o p l e b o t h e r from t h e wood of a f i r m thousand-year-
making 'ordinary' swords+1 O f course, Firstly, t h e research m u s t be done. The old y e w, carved b y a m a s t e r c a r p e n t e r
it's not that easy. first p h a s e o f r e s e a r c h i s t o w a n d e r into simple lines (but don't let the druids
All magical items made by magic users around all the magic users you know, and catch y o u taking t h e wood). Composite
require the e n c h a n t an i t e m spell, so if it the s a g e s i n t o w n , t o f i n d o u t i f t h e i r items such as battleaxes are m o r e diffi-
fails t h e m a g i c u s e r i s i n r e a l trouble. grimoires contain a n y details o n t h e cult t o make, a s t h e c a r p e n t e r f o r t h e
One-shot i t e m s s u c h a s t h e j a v e l i n o f manufacture of the items you are interest- handle and the master dwarven smith for
lightning b o l t s o r t h e slingbullet o f ed in. Obviously, if one of your friends has the blade m u s t be brought together and
fireball are fairly simple: just work out the the notes of a magic user who has made the weapon m u s t be worked by the t w o
exact v a r i a n t o f t h e e n c h a n t m e n t r e - the s a m e i t e m , a l l i t w i l l n e e d i s t o craftsmen. W h a t the weapon is does not
quired, cast enchant and the spell requir- negotiate the cost with them. Otherwise, change t h e e n c h a n t m e n t : a d w a r v e n
ed, and throw! Charged items are almost you m u s t research i n t o t h e subject f o r flame t o n g u e battleaxe i s a s easy t o
as easy: enchant, limited wish, a sample 6-36 m o n t h s , o r l o n g e r f o r t h e m o r e make a s a l o n g s w o r d o n c e t h e h i g h -
of the spell to be cast out of the item, and difficult items. If you have the notes of a quality weapon has been manufactured.
as many of the spells as the caster cares magic user who was researching into the Once t h e w e a p o n i s i n h a n d , t h e
enchanting can begin. First the e n c h a n t
an i t e m spell i s cast, t h e n t h e spells t o
provide its power. The required spells are:
Tip for the Chaotic Evil D M : Yo u may decide that the
manufacturer of a ring of feather falling was unwilling to risk +1 weapon: e n c h a n t e d weapon,
permanency
a permanency, and made the ring a charged item... +2 weapon: e n c h a n t e d weapon x2,
limited wish, permanency
+3 weapon: e n c h a n t e d weapon x3,
to put into i t e a c h o f w h i c h , i f the i t e m same process it will take 1-12 months off wish, permanency,
makes i t s s a v i n g t h r o w, b e c o m e s o n e the research time needed, and if you are extension Ill
charge). T h e caster w i l l n o t k n o w h o w working from a similar item manufactur- +4 weapon: e n c h a n t e d weapon x4,
many o f t h e c h a r g e s h e p u t i n h a v e ing p r o c e s s ( y o u h a v e t h e n o t e s o n wish x2, extension
become charges stored in the item. When making a javelin o f lightning but want to permanency
the m a g i c u s e r b r e a k s t h e i n p u t t i n g make a slingbullet of the fireball) it will +5 weapon: d i v i n e intervention on a +4
sequence, the enchantment ends and the take only 2-16 months. weapon
item will then be ready for use. If the item The i t e m t o be enchanted m u s t be o f
is to be rechargeable, a full w i s h must be the finest possible quality; a +1 w e a p o n , The v a r i o u s w i s h e s a r e t o m a k e t h e
exchanged for the limited version. before enchantment, w i l l cost ten times enchanted w e a p o n s p e l l s c u m u l a t i v e ,
This works for simple items like w a n d s the a m o u n t c h a r g e d f o r t h e s t a n d a r d and the extension is to keep the first t w o
of magic missiles or m a g i c detection. item, a n d the prices go up appropriately enchanted weapons tied down w h i l e the
Items intended to have a continual func- as more expensive alloys are used, until a next ones are placed on top of them. The
tion (ring of feather falling, eversmoking +5 l o n g s w o r d m u s t b e m a d e o f p u r e divine intervention must come from the
bottle) m u s t have e n c h a n t , t h e approp- mithril, which costs 9600gp for the metal deity the magic user worships and must
riate spell(s)(in the case of the bottle, they and 1200gp for the four months work by have t h e c l e a r a n c e o f t h e appropriate
are produce f l a m e a n d pyrotechnics), the best M a s t e r Swordsmith, a s s u m i n g deity i n c h a r g e o f t h e m a n u f a c t u r e o f
and p e r m a n e n c y. (NB: Chaotic evil D M s six pounds of mithril are available. Gems weapons: Hephaestus in the Greek pan-
36 I M A G I N E ma9adhc, March 1984
Br

theon; M o r a d i n , t h e d w a r f - g o d , i n t h e if the wording o f t h e geas a l l o w s it, n o t weapon o f w o u n d i n g : + 1 i n t e l l i g e n t


Norse ( w h o d o n ' t h a v e a g o d o f black- co-operate w i t h a n y o n e b e h a v i n g i n a weapon, scroll o f reversed regenerat-
smiths, a s t h e d w a r v e s produce a l l t h e way w h i c h conflicts w i t h t h e w e a p o n ' s ion, polymorph any object, wish
great magical items), and so on. alignment a l t h o u g h in such a case the life s t e a l e r : + 2 w e a p o n , u n d e a d w i t h
To g i v e a w e a p o n p o w e r s r e q u i r e s a sword c a n n o t g i v e a l i g n m e n t s h o c k s . level-draining ability, geas, p o l y m o r p h
wish f o r each p r i m e ability, p l u s lesser Speech requires magic m o u t h and limit- any object, wish
enchantments w h i c h d e p e n d o n t h e ed w i s h , t e l e p a t h y r e q u i r e s E S P a n d sharpness: i n t e l l i g e n t + 3 w e a p o n , p a r t
ability being sought: d e t e c t secret doors wish, empathy only a message. water, wish
takes wizard eye, detect gems requires Remember that the weapon cannot be vorpal: i n t e l l i g e n t + 5 w e a p o n , p a r t
locate object plus clairvoyance, and so left unattended for long without breaking water, wish
on. Extraordinary powers need even more the enchantment sequence, and though a +1 cursed: +1 weapon, geas, teleport as
care on the more difficult enchantments, short absence o f t h e w i z a r d w i l l d o n o extraordinary powers
and t h e e n c h a n t m e n t r e q u i r e s t h e a p - harm, the gap must be bridged by further -2 cursed: + 2 weapon but w i t h full w i s h
propriate part of some creature w i t h the magical m e a n s i f t h e w i z a r d h a s t o d o instead o f limited, t e l e p o r t a s e x t r a -
ability (fresh, of course), enchant an item, much other work. To allow the maker to ordinary powers, globe of invulnerab-
the s p e l l c o n c e r n e d , p o l y m o r p h a n y go o f f t o w o r k o n s o m e t h i n g e l s e l o n g ility plus limited wish
object, and wish. Thus to make a weapon enough t o s u m m o n t h e creature to give cursed b e r s e r k e r + 2 w e a p o n , g e a s ,
which t e l e p o r t s i n t o t h e o w n e r ' s h a n d the sword its intelligence and put it into a teleport, confusion, a n t i p a t h y, u s e
takes t h e w e a p o n e n c h a n t m e n t , t h e n form which allows it to be bound into the full w i s h i n s t e a d o f l i m i t e d d u r i n g
before the p e r m a n e n c y is cast (the spells weapon, requires a l i m i t e d w i s h , w h i c h +2 enchantment.
may n e e d m o r e extending, w h i c h m a y will a l s o sustain t h e e n c h a n t m e n t long
take a n o t h e r l i m i t e d w i s h ) , t h e m a g i c enough f o r a f o l l o w - u p e x t r a o r d i n a r y The abilities of the weapon must be put in
user must p o l y m o r p h the fresh cerebral power which the intelligence is intended during t h e o r i g i n a l e n c h a n t i n g o f t h e
cortex of a Type 3 demon into a suitable to control. A l i m i t e d w i s h is also able to weapon: it cannot be 'upgraded' after the
form (such as the leather of the handgrip), extend the enchantment gap long enough permanency has been cast.
enchant t h a t separately, c a s t t e l e p o r t to a l l o w t h e preparation o f t w o e x t r a - The enchantment of other items follows
onto i t , w i s h t h a t t h e s w o r d h a s t h i s ordinary p o w e r p a r t s f o r adding t o t h e a similar pattern, each DM is free to work
power, bind it onto the m a i n body of the weapon. A f u l l w i s h w i l l extend i t long out his or her o w n rules on the matter (I
sword w i t h a m e n d i n g , a n d t o p o ff t h e enough for four extraordinary powers, or have m i n e , b u t t h e y u s e n a u g h t y n o n -
e n c h a n t m e n t w i t h t h e p e r m a n e n c y. an intelligence, special purpose, and one approved spells so t h e editor w o u l d c u t
Such a n ability can o n l y be given t o an extraordinary power, or even intelligence them to prevent me corrupting his read-
intelligent s w o r d w i t h telepathic ability, and t h r e e e x t r a o r d i n a r y p o w e r s , b u t ers.... A s f o r i t e m s being e n c h a n t e d b y
or it will not know w h e n it is required. although the maker does not have to be clerics, d r u i d s o r i l l u s i o n i s t s , I a m a s
A weapon with special purpose is made continually f o n d l i n g t h e i t e m a n d r e i n - much i n t h e dark as you. A n y ideas o u t
in a similar way, but divine i n t e r v e n t i o n forcing t h e enchantment, h e c a n n o t go there in the Outer Darkness?
is required. A n intelligent sword requires more than 30" from the item, which must
a m o n s t e r summoning spell, caco- remain on its stand in the laboratory.
demon, g a t e , o r conjure elemental t o Special f u n c t i o n s o f t h e s t a n d a r d
produce a spirit for the weapon, (gain its weapons a r e m a n u f a c t u r e d w i t h t h e
agreement to being a weapon for a w h i l e following spells:
or if you a r e n ' t w o r r i e d about its agree-
ment you can always gees it), p o l y m o r p h +1,+3 v s s p e c i f i c c r e a t u r e s : a s a + 1
any object (to some form which can be an weapon, plus enchanted weapon x2,
!ntegral p a r t o f t h e w e a p o n ) , a k n o w limited w i s h , and part of the creature
alignment scroll merged with the weapon who will be its target
by limited wish, shocking grasp (for the flame tongue a s +1 plus burning hands,
alignment shock), and wish it all together wish
with t h e o t h e r p o w e r s o f t h e w e a p o n luckblade a s l u c k s t o n e p l u s r i n g o f
before t h r o w i n g t h e p e r m a n e n c y i n o n wishes
top. N o t e t h a t t h e a l i g n m e n t o f t h e frost brand: + 3 weapon plus otiluke's
weapon i s t h e s a m e a s t h a t o f t h e freezing sphere, wish
summoned s p i r i t a n d t h a t w e a p o n s +4 d e f e n d e r : a s + 3 w e a p o n a n d + 3
'containing' e l e m e n t a l s w i l l g i v e a l i g n - armour, linked by a w i s h
ment-shocks t o a l l t h e e x t r e m e a l i g n - holy avenger: b e c o m e a major deity
ments (LG, LE, CG, CE). I f the s h o c k i n g weapon, o f d a n c i n g : i n t e l l i g e n t + 4
grasp scroll a n d / o r t h e scroll o f k n o w weapon, f l y, p o t i o n s o f invulnerab-
alignment are not used, the weapon will, ility, haste, clairvoyance, wish 1140. Chris Felton
37
IMAGINE maficthne, March 11384
Enchantment: Five Artifacts For Magical Creation.

The C r o w n o f the I m p e r i u m Glain's Crystal Spheres

This is a magic item generally constructed operate w i t h a n i l l u s i o n i s t w h o casts These a r e s m a l l ( f o u r i n c h e s diameter) im


by t h e c o u r t m a g i c i a n s o f vainglorious change self while the magic user casts hollow g l a s s s p h e r e s w i t h p o r c e l a i n
rulers. c h a r m person o r c h a r m m o n s t e r. The cores. Enlarge and shatter are cast upon
magic user burns the heart of a doppel- the core, a n d m e n d i n g u p o n t h e glass
The c r o w n i t s e l f i s c o n s t r u c t e d b y a ganger i n a b r a z i e r a n d p a s s e s t h e sphere, w h i c h b i n d s i t i n t o a s i n g l e
master j e w e l l e r o r g e m c u t t e r f r o m t h e Crown though the smoke, following this incredibly strong unit, w i t h o u t any flaws
finest p o s s i b l e m a t e r i a l s available a n d with a p e r m a n e n c y. or weaknesses, containing the core. Each
should cost at least 25,000gp. Optionally, individual Crystal Sphere has a command
for m i l i t a r i s t i c r u l e r s o r t h o s e w h o s e The e n d p r o d u c t i s a C r o w n w h i c h word w h i c h n e g a t e s t h e e ff e c t s o f t h e
culture emphasises strength this Crown makes its wearer seem more imposing m e n d i n g spell. Once the command word
may be made of black iron or similar. (up to 15% taller; wiser; more 'noble') to is spoken t h e slightest m o v e m e n t of the
members of the same race or species, as sphere will cause the core to expand and
Once constructed t h e C r o w n is given t o well as allowing the wearer to cast the shatter with a fragmentation effect doing
the magic user who washes it in a p o t i o n appropriate c h a r m spell once per day. 4d6 ( p l u s t h e A C n u m b e r t h e v i c t i m )
of delusion, casts en c hant an i t e m upon points of damage to all creatures within a
it a n d t h e n leaves i t soaking i n a n o t h e r The Crown has an xp value of 7 5 0 and a 10' radius.
potion of delusion for one month. During sale value of 45,000gp.
the third week a philtre of persuasiveness The sphere can be used as a booby trap
is p o u r e d o v e r t h e C r o w n a s i t soaks. by p l a c i n g a m a g i c m o u t h u p o n i t ,
During all these processes the magic user primed to say the command word.
must be careful n o t to touch t h e C r o w n
except w h i l e casting the enc hant spell. Glain's C r y s t a l S p h e r e s h a v e a n x p
value of 500 and sell for 1500gp each.
On t h e day that the C r o w n is recovered
from the potion, the magic user must co-
The Hourglasses o f A u q u h o l
The Cloak o f Lordliness These magic items are named after the
first m a g i c u s e r t o c r e a t e o n e . T h e
The C l o a k i s a c o m p a n i o n i t e m t o t h e hourglasses come in three types and are
Crown. It should be constructed from furs the t r a d i t i o n a l s h a p e , c o n s t r u c t e d o f
or skin appropriate to the ruler's culture lead crystal and jade. The 'sand' in the
worth a t l e a s t 6 , 0 0 0 g p , s e w n t o g e t h e r hourglasses is t h e powdered bones o f
with p l a t i n u m t h r e a d w o r t h 2 5 0 g p . A one o r m o r e n i l b o g s (see t h e F I E N D
Cloak of Lordliness for a human prince or FOLIO® Tome).
princess w o u l d b e m a d e o f t h e f i n e s t
ermine, w h i l e one for a hobgoblin chief- The magic user wishing to create one of
tain would be made of dwarf or elf skin. The Cloak has the effect of making any these useful i t e m s m u s t cast e n c h a n t
oratory by the wearer so inspiring as to an i t e m upon both the powdered bones
The magic user then takes the Cloak and cause a l l w i t h i n 6 " t o s t o p w h a t e v e r of the nilbog(s) and the structure of the
casts enchant an item and ventriloquism they are doing t o listen t o the speech, hourglass itself. The magic user creates
on i t before a n i l l u s i o n i s t casts a u d i b l e unless t h e y m a k e a s a v i n g t h r o w v s a s c r o l l bearing o n e o f t h e e x t e n s i o n
g l a m o u r and deafness. The m a g i c user magic a t - 4 . T h i s p o w e r c a n b e u s e d spells and burns this in a new silver pan.
then casts a permanency upon the Cloak. three times per day. Once the resulting ashes are cold they
are m i x e d w i t h t h e p o w d e r e d n i l b o g
bones a n d t h e n sealed i n t o t h e h o u r -
glass. Finally, p e r m a n e n c y is cast over
the whole assembly.

\\\\\\M‘‘NMX\N
The S h a d o w s w o r d

This longsword i s m a d e f r o m t h e finest a m i x t u r e o f skulk spittle a n d b l i n k dog


steel, i n f u s e d w i t h n i g h t hag's blood t o blood. Finally the magic user binds all the
darken t h e m e t a l t o almost black. O n c e dweomers together w i t h permanency.
the b l a d e h a s b e e n t h u s f o r g e d , i t i s
treated d u r i n g c o n s t r u c t i o n a s a + 4 The r e s u l t i n g w e a p o n v a r i e s i t s attack Once constructed, each hourglass w i l l
weapon. The magic user casts m o n s t e r effectiveness with the lighting conditions. act, once per day, as an extension spell
s u m m o n i n g V I t o call a s h a d o w demon In b r i g h t s u n l i g h t t h e s h a d o w s w o r d i s of t h e t y p e u s e d i n t h e c o n s t r u c t i o n
(see the F I E N D FOLIO Tome), geas, and treated as a normal longsword; in overcast process. The components of an e x t e n -
p o l y m o r p h a n y object, t u r n i n g i t into a conditions it acts as a l o n g s w o r d +1; in sion I h o u r g l a s s c o s t 1 , 5 0 0 g p , a n
handgrip f o r t h e s w o r d . T h i s t h e n h a s torchlight it is +2; i n darkness, +3. Once extension II hourglass cost 3000gp and-
enchant a n i t e m a n d p e r m a n e n c y cast per d a y t h e s w o r d c o n f e r s i n v i s i b i l i t y an extension III hourglass cost 6000gp.
upon i t and is joined to the sword blade upon its user, until he or she attacks. They require the bones of one, t w o and
with a m e n d i n g spell. three nilbogs respectively.
The s h a d o w s w o r d i s a l w a y s o f chaotic
K n o w a l i g n m e n t is placed on the sword evil alignment, as must be the magic user An hourglass of Auquhol may be easily
by a l i m i t e d w i s h and shocking grasp is who constructs it, the weaponsmith w h o recognised since t h e ' s a n d ' r u n s f r o m
added t o t h e mix. T h e m a g i c u s e r t h e n forges it and the person who wields it. It is the bottom to the top. It has an xp value
casts invisibility and bathes the sword in worth 900xp and sells at 4,500gp. of 750 and a sale value of 10,000gp.
38 I M A G I N E ma9atinc, March 1984
BRIEF ENCOUNTERS - Role-playing Mini-Scenarios

THE M O U N D I N THE RING


An AD&DTM Mini-Adventure for parties of 5-8 Adventurers
by Graeme Morris

10

kp,
1

How to use this BRIEF ENCOUNTER Eventually only one remained. This was protected by the w i s e ones of
the most powerful tribe at the peak of their art, and w a s the last to be
Brief E n c o u n t e r s are m i n i - a d v e n t u r e s designed so t h a t t h e y m a y be built before the tribes were overrun by foreign invaders.
used w i t h parties of 5 - 8 adventurers of d i ff e r e n t levels. I f you intend
to 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 r e a d n o f u r t h e r, s i n c e t h e The m a g i c t h e y placed u p o n t h e t o m b gave a m p l e p r o t e c t i o n t o t h e
remaining i n f o r m a t i o n is f o r your G a m e s M a s t e r o n l y. nameless king and his treasures, since the mound, its contents and the
standing s t o n e s a r o u n d i t w e r e placed o n a special e t h e r e a l p l a n e
The M a i n K e y describes t h e adventure, r e f e r r i n g t o t h e encounters, Although the m o n u m e n t remained visible, all normal objects, creatures
traps and treasure in general terms eg the guards, the priest's treasure, and even the wind passed through it as if it were a phantom. A n y person
the pit trap. Italics are always used for these general references. walking i n t o t h e place occupied by t h e m o u n d f o u n d h i m s e l f i n i n k y
blackness, n o t penetrated by magical or ordinary light, or even by the
The exact n a t u r e o f an e n c o u n t e r, t r a p o r treasure depends upon t h e infravision of the n o n - h u m a n races.
level o f t h e a d v e n t u r e r s i n v o l v e d , a n d s p a c e s a r e p r o v i d e d a t t h e
relevant p o i n t s in t h e text f o r the Games M a s t e r to insert the details The m o u n d a n d i t s r i n g developed a n evil reputation a n d t h o s e w h o
which are appropriate. These details can be found in the section called knew of it gave it a w i d e berth. A l o n e i t stood, defying t i m e , t h e last
Encounters, Tr a p s a n d Tr e a s u r e , listed according t o the level of the inviolate reminder of a forgotten race.
adventurers.
Inviolate, that was, until a druid named Croxley discovered the secret of
Example. If a 4111 level AD&DT" party was exploring 'The M o u n d In The how to penetrate the magical defences. By casting a h u m b l e faerie fire
Ring', the following section of the M a i n K e y. . . . spell on the trilithon (a structure consisting of a horizontal slab of stone
supported by two uprights) opposite the mound's entrance he caused it
If they approach him, datrnel, , (AC M V ; HD to become a portal into the ethereal plane on which the mound had been
hp ; A T D ) w i l l feel t h a t t h e adventurers are placed. Eagerly passing through, Croxley was able to pull back the stone
threatening the body of his master and w i l l attack. slab w h i c h blocked the en.rance by shaping it into a door w i t h a s t o n e
shape spell. He had forgotten, however, that the ancients guarded their
_would be filled in by the Games Master using the E n c o u n t e r s , Traps dead in m a n y ways and, on moving the slab, w a s killed by the simple
and Treasure section as follows: glyph cast upon it.

If they approach h i m , J a i r n e l , a y o u n g roc (AC 4; M V 3 " / 3 0 " ; HD 8 ; J a i r n e l (Croxley's avian a n i m a l friend), w h o had passed t h r o u g h t h e
hp 39; # AT 2 or 1; D 1 - 1 0 / 1 - 1 0 or 2-1 6) will feel that the adventurers trilithon with his master, stood guard over the body and, thus grounded,
are threatening the body of his master and w i l l attack. attracted the attention of the pack. These canines made to attack the bird
but, u n w i l l i n g to go through the trilithon w hi ch glowed still w i t h faerie
fire, t h e y c o u l d n o t m a k e contact w i t h t h e i r target. J a i r n e i c o u n t e r -
Background to this BRIEF ENCOUNTER attacked b u t w a s s i m i l a r l y t h w a r t e d . N e v e r t h e l e s s , b o t h b i r d a n d
hounds continued to lunge at each other, the hounds h o w l i n g in anger
Many years ago the chiefs of the primitive tribes w h i c h inhabited this and confusion. The DM should use this noise to attract the attention of
area c a m e to desire that the glory and wealth w h i c h they had known in the party to the scene.
life should remain w i t h t h e m after death. To this end those wise in tne
ways o f t h e G o d s devised elaborate r i t u a l s b y w h i c h t h e i r departed
rulers could be assured of eternal life. A f t e r preparation, the dead were
laid to rest with their riches in stone-vaulted chambers beneath mounds
of earth. These mounds, adorned w i t h r i n g s of standing stones, w e r e
then sealed and protected by the most powerful wards which the priests
and magicians could devise. Location of the mound
They had t h o u g h t that their defences w o u l d resist the ravages of time The m o u n d m a y be sited by the OM a t any location, provided that the
but it was not to be. The tombs were broken into and looted one by one, surrounding region i s sparsely populated and t h a t a pack o f the type
the s t a n d i n g s t o n e s w e r e c a s t d o w n a n d t h e m o u n d s f l a t t e n e d . specified could reasonably be found there.
IMAGINE magazine., March 1984 39
THE M O U N D I N THE RING

Main key When the party reaches the chamber:

1. T h e Pack
As t h e party approaches the m o u n d the D M should read the following This chamber resembles a beehive in shape. It is about 16 feet
boxed section to them: acr'oss, and the walls, cunningly made of unmortared stones,
converge to a central point about 1 4 f e e t above the floor. Lying
on t h e centre of the floor t h e r e is a stone slab, h e w n i n t o a
A m o u n d o f e a r t h , a b o u t 4 0 feet across a n d 1 8 f e e t h i g h , rough rectangle. Tw o small, sealed ceramic jars stand on the
comes into view. Placed around it are about a dozen standing floor on either side of the slab.
stones, each approximately 1 0 f e e t high and 3 or 4feet across.
Two o f t h e s e , c l o s e r t o g e t h e r t h a n t h e r e s t , s u p p o r t a
horizontal stone slab to form a trilithion. A faint, glowing light Each of the jars contains a Canopic Shade (see opposite for details). The
plays over this structure. northern jar contains a 'brain shade a n d the southern a 'heart shade'.
Either will attack if the jar is approached.
At the foot of the mound, adjacent to the trilithon, a stone door
stands open. Beyond, a dark passage leads within. The rectangular slab covers the shallow depression which is the tomb of
the c h i e f . T h e r i t u a l s p e r f o r m e d b y h i s p r i e s t s o n l y e n s u r e d p a r t i a l
Between t h e t r i l i t h o n and the door a pack of hounds can be afterlife for him and he n o w exists as one of the undead. Since his brain
seen attacking a large bird w h i c h s e e m s t o be defending a and heart were removed and placed in the canopic jars the undead chief
prone, h u m a n figure. I t is t h e noise o f t h i s f i g h t w h i c h you (AC ; MV ; HD ; hp ; N AT D
heard earlier. A l t h o u g h t h e attacks o f both sides are fierce, ; SA ; SD ) is unconstrained
they do not seem to be h a r m i n g each other at all. and resistant to the turning of clerics.

In the tomb the adventurers will find t h e chief's treasure (


When the party comes into view the pack;
(AC M V ; HD ; hp ; FIAT D ( w i l l break away
from J a i r n e l and attack the adventurers.
Encounters, Traps and Treasure
2. T h e Trilithon The Pack
The trilithon w i l l remain a portal to the m o u n d ' s ethereal plane so long Level 1: 8 wild dogs (AC 7; M V 15"; HD 1+1; hp 5 each; NAT 1; D 1-4)
as t h e f a e r i e f i r e r e m a i n s (i.e. 7 - 1 2 t u r n s a f t e r t h e p a r t y arrive). Levels 2-3: 1 5 w i l d dogs (AC 7; M V 1 5 " ; H D 1+1; h p 5 each; N A T 1;
Characters passing through it from East to West will become ethereal. D 1-4)
Going f r o m We s t to East reverses the process. Casting another faerie Levels 4-6: 1 5 wolves (AC 7; MV 18"; HD 2+2; hp 10 each; NAT 1; D 2-5)
fire w i l l n o t prolong t h e existence of the portal n o r can i t be restored Levels 7-9: 1 5 worgs (AC 6; M V 18"; HD 4+4; hp 23 each N A T 1 D 2-8)
once the faerie fire h a s ended.
Jairnel
Characters m a y only m a k e physical contact w i t h Croxley, J a i m e ' and Level 1: B l o o d h a w k ( A C 7 M V 2 4 " ; H D 1 + 1 ; h p 8 ; N A T 3 ;
the m o u n d w h i l e ethereal. I n t h i s s t a t e t h e m o u n d w i l l s e e m q u i t e D 1-4/1-4/1-6)
normal to them ( w h i l e the rest of the w o r l d will appear insubstantial), Levels 2-3: G i a n t e a g l e ( A C 7 ; M V 3 " / 4 8 " ; H D 4 ; h p 2 1 ; N A T 3 ;
but otherwise the druid and his friend will seem to be mere phantoms, D 1-6/1-6/2-12)
and entering the space occupied by the m o u n d w i l l simply plunge any Levels 4-6: Yo u n g r o c (AC 4; M V 3 " / 3 0 " ; H D 8; h p 3 9 ; N A T 2 o r 1;
character i n t o inky blackness as described above. N o other m e a n s of D 1 - 1 0 / 1 - 1 0 or 2-16)
becoming ethereal will enable characters to reach the mound. Levels 7-9: Yo u n g roc (AC 4; M V 3 " / 3 0 " H D 11 ; h p 52; N AT 2 or 1;
D 1 - 1 0 / 1 - 1 0 or 2-16)
If the faerie fire expires w h i l e any characters are still ethereal they will
immediately be restored to the normal plane, breaking short any action Croxley's Possessions
or combat taking place at the time. Objects from inside the mound may Level 1: S c i m i t a r : n o r m a l ; p e r s o n a l t r e a s u r e : 3 0 g p ; c o n t e n t s o f
o n l y b e b r o u g h t onto the normal plane if passed through the trilithon back-pack: 1 vial of H o l y Water; fire trap: d4+3.
from We s t to East w h i l e the portal is still in operation. Levels 2-3: S c i m i t a r : normal; personal treasure: 30gp and 1 gem (value
70go); contents o f back-pack: flask c o n t a i n i n g 1 d o s e of a
potion of animal control (avians), fire trap d4+4.
3. C r o x l e y and his Animal Friend Levels 4-6: S c i m i t a r : n o r m a l ; p e r s o n a l t r e a s u r e : 3 0 g p a n d 3 g e m s
If they approach him, Jairnel, a ( A C (values 70gp, 2x 100gp); contents of back-pack: scroll w i t h
MV ; H D ; hp ; NAT D ( w i l l the druidic spells predict w e a t h e r, plant g r o w t h , insect
feel that the adventurers are threatening the body of his master and will plague; fire trap: d44 6.
attack. Note that Jairnel and the party may only harm one another if the Levels 7-9: S c i m i t a r : +1; p e r s o n a l treasure: 30gp and 4 gems (values
adventurers h a v e b e c o m e ethereal. H o w e v e r, i f t h e p a r t y a l l o w t h e 70gp, 2x 100gp, 300gp); contents o f back-pack: flask con-
faerie fire to run out, Croxley and Jairnel will automatically return to the taining a dose of a p o t i o n o f extra-healing; fire trap: d4+8.
material plane.
U n d e a d C h i e f (Note that this undead creature is non-intelligent and
When the adventurers are able to examine Croxley's charred body they is resistant to the turning effects of clerics).
will f i n d t h a t h e h a s t h e f o l l o w i n g t r e a s u r e a n d e q u i p m e n t : l e a t h e r Level 1: G h o u l (AC 6; M V 9"; HD 2; hp 16; N AT 3; D 1 - 3 / 1 - 3 / 1 - 6 ;
armour and wooden shield (both burned and useless), his scimitar SA paralysation, SD i m m u n e to sleep etc.)
a belt pouch, containing some greater mistletoe and hispersonaltreasure: Levels 2-3: G h a s t (AC 4; M V 15"; HD 4; h p 27, No. AT 3; D 1 - 4 / 1 - 4 /
, and a back-pack. The contents of the back-pack are a 1-8; SA paralysation and stench; SD i m m u n e to sleep, etc)
gem (value 20gp) with a c o n t i n u a l l i g h t spell cast upon it, t w o flasks of Levels 4-6: M u m m y (AC 3 ; M V 6 " : H D 6+3; h p 4 1 ; N A T 1 ; D 1 - 1 2 ;
oil, a cloak, a w i n e s k i n full of water, some food, SA fear and disease; SD need magic weapons to hit w h i c h
do half damage).
The back-pack is protected by a fire trap (damage t h if save). Levels 7-9 Va m p i r e ( A C 1 ; M V 1 2 " / 1 8 " ; H D 8 + 3 ; h p 4 7 ; N A T 1 ;
In his hand is a small piece of soft clay shaped into the form of a crude D 5 - 1 0 S A energy drain; SD need magic weapons to hit).
door.
Chief's treasure
Level 1: 5 finely m a d e f l i n t a r r o w h e a d s w h i c h m a y be attached td
4. Inside the Mound shafts to produce +1 a r r o w s . 5 pearls (value 100gp each).
As t he party enters the mound the DM should read Out the following: Levels 2-3: 5 a r r o w h e a d s ( a s above); a n a m b e r b r a c e l e t w i t h t h e
properties o f a r i n g o f p r o t e c t i o n + 1 ; 1 0 p e a r l s ( v a l u e
100gp each).
The passage into the m o u n d is about 6 feet high and 6 feet Levels 4-6: A m b e r bracelet (as above); a bag c o n t a i n i n g 5 packets of
wide. T h e floor, w a l l s and roof are o f crudely shaped stone dust o f disappearance; 2 0 pearls (value 100gp each).
slabs. The passage leads to some sort of chamber. Levels 7-9: A golden censer of summoning air elementals; 4 0 pearls
(39 are worth 100gp each, the other is a pearl o f wisdom).
40 I M A G I N E nta9arte, March 1584
N e w Monster (unofficial)

CANOPIC SHADE

FREQUENCY: Rare
No.APPEARING: Usually 2 (one of each type, see below)
ARMOUR CLASS: Not applicable
MOVE: Instantaneous (up to 10 feet)
HIT DICE: 1+6
% IN LAIR: 100% VAIMILIMIElreatallige
TREASURE TYPE: Nil
# ATTACKS: Nil
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: See below
SPECIAL DEFENCES: See below
MAGIC RESISTANCE: Total
INTELLIGENCE: None
ALIGNMENT: Neutral
SIZE: Not applicable
PSIONIC ABILITY: Nil
Attack/Defence modes: Nil
LEVEL/xp VALUE: I I I / 1 0 0 xp + 2xp per hit point.

-5-out—a = , z = 4- 7 -nv-L-Frr-c--
J
These non-corporeal entities may be thought of as fragments of The only thing which can prevent a canopic shade from entering
an undead creature. They are created when the brain and heart a character is a protection from evil (spell or otherwise). Failing
of a corpse are removed to be interred separately in containers this, the shade will automatically gain entry and begin to attack
known as canopic jars. the creature from w i t h i n . Each round that the shade is w i t h i n
the character the DM should subtract d8 x d6 (i.e. d8 multiplied
Any u n d e a d c r e a t u r e w h i c h a r i s e s f r o m t h i s corpse w i l l b e by d6) from the current total of the character's two appropriate
sundered into three parts. The first will be one of the usual kinds ability scores and apply the results as follows:
of undead. This will develop from the main corpse and will have
all t h e usual attributes except that, lacking a brain, i t w i l l be Total o f abilities Result
non-intelligent and, lacking a heart, will be fearless even to the minus d8 x d6 is:
extent of being resistant to the turning effect of clerics. Clerics 0 to 35 Shade takes one hit point o f damage
and Paladins) affect them as if they were 3 levels below their -1 t o -12 Character l o s e s d z i p o i n t s (temporarily)
actual level. Therefore, clerics of levels 1 - 3 cannot affect these from o n e r a n d o m l y d e t e r m i n e d a b i l i t y
undead. score.
-1 3 to -34 Character loses o n e p o i n t (permanently)
The other two fragments, which arise from the brain and heart, from o n e r a n d o m l y d e t e r m i n e d a b i l i t y
are known as canopic shades. These shades are quite separate score.
from the main undead and remain inside their canopic jars until
a living being comes within 10 feet. When this occurs the shade If any of the character's ability scores falls below 3 (including
will move instantaneously from the jar into the creature's body temporary effects), it will be fatal. If the victim dies the shade will
and there try to fulfil its one desire, to become free of the earthly pass away with it and not attack any other character.
plane by killing the creature and finding rest along w i t h it.
Canopic shades will always attack until destroyed (reduced to
The ability of a character to resist the attack depends on two of zero hit points) or until the victim dies.
its ability scores; intelligence and w i s d o m in the case of a shade
which arises from the brain, and s t r e n g t h and c o n s t i t u t i o n in A victim managing to destroy a shade will gain one point on one
the case of the shade from the heart, randomly determined ability score.

Brief Encounters are short scenarios, CREDITS! Graeme Morris


designed to be inserted into any campaign, Art and Design:
either to introduce some new element into the [
game, such as a new monster, spell or magic
item, or just as an entertaining diversion
along the way.
Could you write a Brief Encounter for
IMAGINE magazine? Why not give it ,a try?

IMAGINE ntaaazute, March 1984 41


PAKTTWELVE
LuJM
Al-ChEN
Glcol5SEN THE KotoLDWHO
HASMENKESOJEDFA,THE
AIWENTURERS,HASTRASED
lo W E THEM ID PE
oRc5' LAJ v f A 5ECRET
WAY H E LEADs THE/A
FUKT14EfcINTO IHE Mop
ANDTHENDoWN A SWILL
PANS'TUNNEL HIPPEri
FERINPSoME L3U5HES..•

Players o f f a n t a s y r o l e - p l a y i n g g a m e s After resting f o r the night in a cave, the Sue asks one o f the players to make an
take on the personae of fearless fighters, party follows the kobold along the trail. initiative roll t o see i f they react quickly
devout clerics, spell-casting magic users enough. Jon rolls a 5, and Sue rolls a 3.
and c u n n i n g thieves. U s i n g these char- Sue — 'Grobsek leads you t h r o u g h t h e The party w i l l r e a c t first. S a r a k ' s spell,
acters, they experience the thrill of explor- dark wood for nearly an hour, stopping at according t o t h e description S u e h a s i n
ation a n d combat on m a n y exciting a n d the b o t t o m o f a s m a l l h i l l . H e p o i n t s the rule book and a roll o f t w o dice, w i l l
unique adventures. towards a c l u m p o f bushes, a n d says: put all the kobolds to sleep. Sue tells the
The f o l l o w i n g is an account o f a Basic "That secret w a y t o orcs• See! M e lead players that this is so.
DUNGEONS & DRAGONS® game. Sue is you h e r e , s o o n y o u b e l o t s r i c h a n d
the Dungeon M a s t e r or referee w h o has Grobsek go home to family." Brumhold ' I ' m checking t h e w a y they
previously p r e p a r e d t h e a d v e n t u r e a n d came in. Can I see any more coming?'
runs i t w i t h reference t o t h e rules. S h e Covered by Brumhold's b o w, Norva a n d
acts as t h e eyes a n d ears o f the party, Jolinda advance cautiously to the bushes Sue — ' N o . _ but it is dark, and you can't
describing what they can see and reason- and search them, slowly. see very far.'
ably expect t o k n o w. T h e players t h e n
react to her descriptions according to how Sue — 'Hidden behind them is a four foot- Jolinda p u l l s Norva o u t f r o m u n d e r t h e
their characters would, w e r e they actual- high t u n n e l t h a t slopes d o w n s l i g h t l y. net, w h i l e L e m m y searches t h e f a l l e n
ly in the situation described. Hardly a n y l i g h t p e n e t r a t e s , a n d y o u kobolds — quietly slaying each w i t h h e r
cannot see very far.' dagger. Sue is aware that a second group
The party consists o f five characters: of kobolds will n o w make an appearance,
N o r v a I r o n a r m s , played by Nic. A 1 s t Jolinda opens her backpack and removes and she rolls a die to decide w h e t h e r the
level fighter lacking experience, b u t will- a torch and tinderbox. Once i t is lit, she party is surprised b y them. Fortunately,
ing t o e n g a g e i n c o m b a t t o p r o t e c t h i s holds i t i n t h e e n t r a n c e . S u e i n f o r m s they hear the kobolds coming.
friends and to gain glory. Anne that the tunnel continues for fifteen
B r u m h o l d , played by Jon. T h e party's feet and then widens. She then tells the Sue ' M o r e sounds come from the east
other fighter, also o f 1st level, B r u m h o l d players that Grobsek is offering to go first. tunnel. You see a huge, ugly kobold enter,
has seen more action than Norva. He is a Sarak's suspicions are aroused sufficient- carrying a sword. O n e i t h e r side o f h i m
very honourable c h a r a c t e r w h o f i n d s i t ly for him to insist that a fighter go first. are four big, mean-looking kobolds. They
difficult to reconcile the taking of life with With N o r v a l e a d i n g , t h e y e n t e r t h e see the bodies, h o w l obscenities at you,
the need to defeat evil. small t u n n e l a n d make t h e i r w a y to the and rush to the attack.'
L e m m y, p l a y e d by Terry. A 2 n d level point w h e r e i t widens. S a r a k begins t o
thief who is not adverse to backstabbing make a map to prevent them getting lost. The players quickly describe the reactions
and stealing anything w h i c h comes h e r of t h e i r characters. S a r a k h a s used h i s
way. S h e a n d B r u m h o l d h a v e o f t e n Sue ' T h e tunnel enters a c h a m b e r 20 only spell, and runs for the entrance, and
disagreed in the past, since he considers foot w i d e a n d 3 0 f o o t long. A c r o s s t h e Lemmy d i v e s f o r t h e s h a d o w s . W i t h
her profession evil and dishonourable. chamber are three narrow exits, one east, Norva struggling t o g e t free o f t h e net,
Jolinda, p l a y e d by A n n e . A 1 s t l e v e l one s o u t h - e a s t a n d o n e north-east. A s only Jolinda a n d B r u m h o l d a r e f r e e t o
cleric, d e d i c a t e d t o t h e e r a d i c a t i o n o f you e n t e r t h e c h a m b e r, G r o b s e k r u n s face the kobold chief and his bodyguards.
chaos. A l t h o u g h compassionate, Jolinda forward yelling and disappears down the The players lose t h e initiative roll, s o
shows no mercy to enemies o f Law. north-east tunnel.' Sue rolls to see i f the kobolds h i t them.
Sarak, p l a y e d b y A l a n . A 1 s t l e v e l The players are unlucky. The chief kobold
magic user interested in gaining w e a l t h Norva — g e t him!' and a bodyguard h i t Brumhold, a n o t h e r
and power. Sarak cares little w h a t hap- hits Jolinda. S u e rolls again t o f i n d t h e
pens d u r i n g an adventure, providing he Sue — ' N o r v a , y o u g e t a l m o s t t o t h e damage caused, and tells the players t o
profits in the long run. entrance w h e n a weighted n e t drops on subtract this from t h e current h i t points
you f r o m a b o v e , p i n n i n g y o u t o t h e for their adventurers. B r u m h o l d is badly
The p a r t y h a s b e e n h u n t i n g a b a n d o f ground. A t this point 1 2 kobolds charge w o u n d e d — he has just 1 of his previous 7
marauding orcs responsible for destroying into the room from the north-east.' hit points left, while Jolinda, w h o started
a village. They encountered part of the arc at 6 hit points, n o w has only 2.
band a n d rescued a captive k o b o l d - a Sarak — 'I'm casting my sleep spell!' It i s n o w t h e p l a y e r s t u r n t o a c t .
small, scaly creature. Grobsek, the kobold, Brumhold s w i n g s a n d h i t s o n e o f t h e
has promised to lead them to the orc lair. Brumhold — 'I'll save you, Norval' bodyguards, k i l l i n g i t i n s t a n t l y. J o l i n d a
42 I M A G I N E ma9adne, March 1984
DISPEL CONFUSION
ALIAS14DRVA
Q. G i v e n t h a t half-elves a n d h a l f - o r c s
RDNARMS! Role-playing games have complex rules
(in t h e Advanced game) exist, w h y
which s o m e t i m e s c a u s e p r o b l e m s o f
interpretation to garners. D i s p e l Confus- aren't there any half-dwarves, half-
ion is a c o l u m n intended to help garners ling-gnomes o r dwarf-elves? (Basic
by providing solutions to these problems. & Advanced)
A t present we mainly answer questions
about TSR games, and while the answers A. H a l f - e l v e s and half-orcs are hybrids
we arrive at may not be fully official, w e of those races w i t h h u m a n beings,
do a t l e a s t h a v e c o n t a c t w i t h t h e who a r e , i f y o u l i k e , t h e b a s i c
THECHIEFOF- designers. humanoid creature of the game. The
1HEKOI5OLD5/ A n answer column needs questions, so other races a r e n o t prolific e n o u g h
&UTNOT (or t h a t w a y inclined) t o interbreed
send yours to: D i s p e l Confusion, T S R
FORLONG..., UK L t d , T h e M i l l , R a t h m o r e R o a d , with each o t h e r. T h e Racial Prefer-
C A M B R I D G E CB1 4 A D . ences Table (PH pi 8) shows just how
f e w of t h e races w o u l d g e t o n w e l l
enough. The o n l y exceptions to this
DUNGEONS & D R A G O N S ® general p r i n c i p l e a r e probably o r c s
and ADVANCED DUNGEONS who, g i v e n t h e chance, w i l l b r e e d
& DRAGONS® games with anything.

Q. A r e rangers s p e l l s identical t o true Q. H o w does a potion of fire resistance


magic-user s p e l l s (ie r e q u i r i n g t h e work against dragon breath w h e n i t
misses. Sue tells Nic that his fighter has ranger to possess a spell book, use reduces the amount of damage done
successfully escaped from under the net. material components etc), or merely per damage die? Dragon breath does
For the next round of combat, initiative similar in effect? (Advanced) not work that way. (Advanced)
is rolled again, and the players win. Norva
rushes in and kills a bodyguard, Jolinda A. T h e u s e o f m a g i c - u s e r s p e l l s b y A. D r a g o n b r e a t h i s calculated a s t h e
wounds another, b u t B r u m h o l d misses. rangers is identical in all respects to equivalent of the dragon's current hit
The situation is now desperate, since it is their u s e b y t r u e m a g i c users. points. Therefore we suggest that the
the kobolds' turn t o hit, a n d any b l o w is Rangers are bound by the restrictions effect o f a potion o f f i r e r e s i s t a n c e
of intelligence as far as the number would b e t o reduce t h e a m o u n t o f
likely t o k i l l B r u m h o l d o r J o l i n d a . B u t
Terry suddenly a n n o u n c e s t h a t L e m m y of magic-user spells they may know damage done by dragon breath by 2
will leap out of the shadows, aiming her is concerned. They are also subject to points per hit die of the dragon.
shortsword at the back of the chief. She the rules concerning the acquisition As an example: a 9 h i t dice adult
adds 4 to her 'to hit' roll, since she is using of magic-user spells set out on p39 of red dragon (with 5 h i t points per h i t
her thief's backstabbing ability, and then the Dungeon Masters Guide. die giving 45 hit points and 45 points
doubles t h e d a m a g e d o n e a s w e l l . T h e However, t h e r e i s a m a j o r differ- of d a m a g e f o r i t s b r e a t h w e a p o n )
result is t h a t t h e chief falls to the floor, ence w i t h spells w h i c h are variable would be treated as a 9 hit dice sub-
with the sword between his shoulders. in t h e i r effects b y t h e level o f t h e adult dragon with 3 hit points per hit
With t h e c h i e f d e a d , S u e m a k e s a caster (such as dancing lights). In a die when breathing on someone who
morale t h r o w f o r t h e t w o r e m a i n i n g case like this, the ranger is treated as had consumed a potion of fire resist-
guards, to determine whether they remain being h i s o r h e r level m i n u s 8 f o r ance. A n o t h e r adventurer s t a n d i n g
in the fight. They choose to run, but do not magic user spells, or his or her level next t o t h i s potion-tippler w i l l s t i l l
get f a r before Norva a n d Jolinda s t r i k e minus 7 f o r d r u i d i c spells. T h u s a take 45 points of damage. The moral
them down. The adventurers take a well- 10th level r a n g e r casts magic-user of this example is share your potions
earned r e s t , a n d S a r a k r e t u r n s t o j o i n spells as t h o u g h a 2 n d level m a g i c with your friends.
them. L e m m y h a s completed h e r grisly user and druidic spells as though a
work o n t h e sleeping creatures, h a v i n g 3rd level druid. Q. I f a Cleric with a wisdom of 18 gains a
spared just one — Grobsek.... pearl o f w i s d o m does the use of the
Q. W h a t d o e s a q u a r t e r s t a ff cost? I t s item e n a b l e t h e c l e r i c t o g a i n a
Brumhold — 'Curse it, t h a t w a s close. I price i s n o t g i v e n i n t h e P l a y e r s wisdom of 19? (Advanced)
thought we were dead, until.... until....' Handbook. (Advanced)
A. Ye s . T h e c l e r i c i n q u e s t i o n w o u l d
Lemmy ' I saved y o u r neck, e h hero? A. A quarterstaff is one of the simplest gain a wisdom of 19 for as long as the
Don't m e n t i o n i t . J u s t b e c a u s e y o u ' r e weapons i n t h e w o r l d — n o t m u c h pearl w a s i n h i s o r h e r possession.
dumb as they come, I w o u l d n ' t let you get more t h a n a s i x f o o t l e n g t h o f Details of the effects of this improved
done over by something even uglier.' hardwood, such as ash. Consequent- wisdom c a n b e f o u n d o n p 7 o f t h e
ly we think its price would be no more DEITIES St D E M I G O D S ' Cyclo-
Brumhold — 'You make it very difficult to than 2sp. T h e o n l y simpler weapon pedia.
we can think of is a rock — and they * Mike Brunton, Graeme Morris,
be grateful for long, cut-throat....'
are free! Phil Gallagher and Jim Bambra
Jolinda — ' W e m u s t n o t f o r g e t t o o ff e r
grateful prayer for our deliverance.'

Norva — ' B u t w h a t n o w ? Y o u a n d
Brumhold are sorely hurt, and our mage
has cast his only spell. Do we press on, or
do we seek a safer refuge?'

The players discuss their choices, aware


of t h e d a n g e r t h e i r characters face. D o
they go, or stay? How should they decide?
Next month - The Treasure
0 0 Jim Bambra & Paul Ruiz
IMAGINE magating, March 1964
43
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44 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
1101110•011111111111111=A01110•0•0110•0110110•0111111110110•0•1111111111111110•011101110

This m o n t h , C o h n G r e e n l a n d takes a

Fifm Review look at more films w i t h a s c i - f i / fantasy


theme t h a t m i g h t appeal to adventure
garners: Krull, Never Say Never Again,
and on video, The Raven.

•OMEIELIEDIELIMIDOEIEEELIME11011011EMEIME110•111•0110•10•0111111•00111110•1111110

What i s i t a b o u t w o r l d s o f fantasy a n d his refresher course, a n d h a s t o spend don't have any of those things' apologizes
magic t h a t m a k e s t h e m s o vivid i n t h e time a t a health f a r m before going back Price. 'We're vegetarians.' Not so m u c h a
mind's eye but so difficult t o capture on into t h e field. H i s gadgets a r e n ' t w h a t raven, more a bit of a lark.
celluloid? The planet of Krull (Columbia, they w e r e , e i t h e r, w i t h Q ' s department
PG), b e s i d e s locations i n I t a l y a n d t h e feeling the pinch of budget cuts. But the Speaking o f b i r d s , d i d y o u k n o w t h a t
Canaries, o c c u p i e d t w e n t y - t h r e e l a v i s h luxurious locations are the same as ever, Hitchcock's movie needed 3,200 of them,
sets a t P i n e w o o d f o r f i v e m o n t h s . I t if not more confusing, w i t h a shark fight all specially trained? T h a t J o a n Collins,
features a friendly cyclops,
a fourteen-foot crystal
spider ( n o t friendly), s i x -
teen h o r s e s w i t h f l a m i n g
hooves, a n d a m o u n t a i n
that flies through space —
and yet, and yet....
Krull i s t h e s t o r y o f
Prince C o l w y n (Ken M a r -
shall) a n d h i s q u e s t t o
rescue P r i n c e s s Ly s s a
(Lysette Anthony) from the
Beast a n d h i s i n h u m a n
Slayers. D i r e c t o r P e t e r
Yates s u r r o u n d s h i s h e r o
with a m o t l e y b a n d o f
fantasy f i g u r e s , w i z a r d s
and r o g u e s , b u t m a k e s
very l i t t l e u s e o f t h e i r
characters. A l l Lyssa gets
to do is run up and down in
a f r i l l y w h i t e dress, w h i l e
Colwyn a n d c r e w a r e
shunted relentlessly f r o m
awesome set to awesome
set. ( ' O n l y o n e p e r s o n /
thing can help us now: the
Magic G l a i v e / E m e r a l d
S e e r / W i d o w of the Web.
We m u s t go t o t h e G r e a t
S w a m p / I r o n Desert/Black Fortress with- in t h e Bahamas and a bike chase in the Eartha Kitt and Liberace all played villains
out d e l a y. ' ) S o m e o f t h e s e t w o r k i s South of France — or was it the other way in the B a t m a n TV series? That Bruce, the
undeniably i m p r e s s i v e , e s p e c i a l l y t h e round? At times Connery comes on just a Jaws shark, w a s named a f t e r Steven
interiors of the Black Fortress, which look shade t o o deliberate, a s i f r e m i n d i n g Spielberg's attorney? That if Christopher
as i f t h e y w e r e carved o u t o f b o n e b y himself of w h o he is supposed to be, but Reeve h a d n ' t g o t t h e p a r t , S u p e r m a n
Salvador Dail. I f as m u c h attention h a d apart from that he emerges quite credit- might w e l l h a v e been played b y Robert
been p a i d t o t h e p l o t a s t o t h e visuals, ably. D o n ' t expect h i m t o h a v e learned Redford? You didn't? Well, w h a t you need
instead of all this 'It is the time. I / w e must anything about changing sexual manners, is t h e H a m l y n B o o k o f H o r r o r a n d S F
g o / s t a y alone/ together' stuff, perhaps it though. L i k e K r u l l , N e v e r S a y N e v e r M o v i e Lists. Roy Pickard lists everything
wouldn't be so hard to care what happens Again i s a complacent m a l e sexist fan- from the historical (all 71 H a m m e r films)
next. tasy, w h e r e w o m e n can be only fernmes to the horrible (50 grisliest scenes), from
fatales or passive victims. Mad Doctors to Music Scores, from S t a r
Doing it once more with feeling is also the Trek credits to King Kong's vital statistics.
problem o f J a m e s B o n d i n t h e approp- Come to that, t h e same is true of Roger (And do you want to know who did his hair
riately t i t l e d N e v e r S a y N e v e r A g a i n Corman's T h e R a v e n , t h o u g h t h a t w a s in the 1976 remake?). Entertain guests by
(Warner, PG). Fighting off cruise missiles made t w e n t y years ago. N o w o n v i d e o listing all ten curses from T h e A b o m i n -
with one hand and toupee jokes with the from O r i o n , i t f e a t u r e s V i n c e n t Price, able Dr Phibes or the ten rea/ curses that
other, S e a n C o n n e r y m a k e s a m u c h - Peter L o r r e a n d J a c k N i c h o l s o n a s a n jinxed T h e E x o r c i s t . B a f f l e e x p e r t s .
trumpeted comeback i n a m o v i e loosely improbable t r i o r o m p i n g i r r e v e r e n t l y Amaze f a m i l y a n d f r i e n d s . B e c o m e
based o n t h e o n l y f r a g m e n t o f B o n d through a yarn that must have had Edgar absolutely insufferable.
written by Ian Fleming but not bought up Allan Poe turning in his vault. Lorre gets Colin Greenland
by Cubby Broccoli. changed into a big black bird (no, not the Watch this space next month when David
Wisely (apart from the toupee) Director Maltese Falcon) b y D r Scarabus (Boris Pringle w i l l b e b a c k a f t e r a p e r i o d o f
Irvin K e r s h e r h a s chosen t o emphasize Karloff — yes, h e ' s i n t h e r e too, s o m e - unexpected absence, r e v i e w i n g s o m e
Bond's a g e i n s t e a d o f d i s g u i s i n g i t . where). He begs Price for the ingredients f a n t a s y / science f i c t i o n b o o k s r e c e n t l y
Certainly Bond h a s n e v e r l o s t s o m a n y of a spell t o s e t h i m right: 'Dead m a n ' s published that m i g h t be i n s p i r a t i o n a l to
fights before. He gets killed twice during hair? B a t ' s blood? Jellied spiders?' ' W e adventure garners.
IMAGINE magazine, March 1984 45
'TRUE ENOUGH...THE ROOM HAS VANISHED
qARDOR OF OLD, MYSTIC SAGE/SORCERER,AND BRINGER OF VERY
AWKWARD tDD(fiS LEAVES IN A PUFF OF CRON SULPHUR 8trEcHlyof1/15if AND THEY ARE IN A VAST CAVERN..
I COULDN'T EVEN SEE
HIM...SOME THINGABOUT
A GUARDIAN. .I THINK.

'MEWAND NOW LISTEN HERE°141000)?


WIzARDAIvE MUSK' HELLSPAWN THOU ARTSO
ME/NEWAND. STAND ASIDE OR FACE MINE SWORD
..,01kY0USIIALL DANTE- tis t4 vs undead so I WIIIN
NEVERPASS. tH.f)
46 I M A G I N E magazine, March 1984
A BLINDING qltEEttaSH-WRITE FLASK
ENGULFS THE UNDEAD CREATURE
2,* MUCH TO EVERYONE SURPRISE
wELL.,.1Tsc•,_
.joRcH 1 NOD THA'WUS
CLEVER WIZARD
Al LIKED THAq!

c'AJ
NIGHT SWIFT)OF COURSE,
PRETENDED IT WAS INTENTIoNAl_

THE'DYINCCREATURE RAISES TH51ORTCULLiS 4 A v t i v i , , c l e THE PARTY CHARGE PASTAS THE B a u m _ R y


OF SOME FEARSOME DENIZEN
H CA VE !HESFIND!
ISSUES
/10 r

BUT FOR"ONE DWARF AND HIS BOGCURIOSI TY IS -ro SAY THE PARTY MOVED IN THE OPPOSITE DIRECTION
FASTER THAN THEY HAD EVER MOVED BEFORE WOULD BE
AuCHreKIIN KRELLS T O O MUCH GROSS UNDERSTATEMENT
NAME,D0 NOT TARRY

th'43-cArtiottiropfk•••• t-11
N44;t:1441is<111 M I T !

ITS A _PUT GUESSWHA'ITS

6)RACTON Go-r•FfVf HEADS!'


I M A G I N E magazine, March 1984 47
THESCENE;ANHOURHASPASSED..WEARYTHE
ADVENTURERSWAITANDHOPE."
I STILLTHINKWESHOULD t.

HAVESTAYEDANDFOUGHT
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ADVENTURERS,ACRACK
/OPENSABOVEINACAVERNWALL
48 I M A G I N E magazine, Mann 1984
Games FOR WAR, FANTASY
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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 1 0 2 3 4 1 5 8 5 1 7 . I S S N 0264-1399
A

An epic TSRTm production in glorious monochrome


featuring words on paper from trees!

Based on the original module monsters but including


a galaxy of new stars
SOLIFUGID B O G G A R T
as 'the creature with lots of legs' a s 'the incredible shifting man'

KAMPHULT T h e MUNE
as 'the sinewy mugger' a s HERSELF
And introducing the
BOOKWORM
The producers at TSR wish -)Adva e d
to thank the Outer Planes of Dunseon r a s o n s
MONSTER MANUAL
Good, and the Lower Outer
Planes o f Gehenna f o r
making the crowd scenes
such fun.

The Mill, Rathmore Road,


Cambridge CB1 4AD
I l k , TTelephone
S R UK0223 Limited,
212517

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