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TM

VS et0 TheMARVELSUPERHEROES' Role-PlayingGame will knock ya out!


Now you can bash heads with the best of them Swing through the city with SPIDERMAIr. Save the citizenty with
CAPTAINAMERICAT1Knockdown entire bulldogs with 'ME IIfiNG1 Piece of cake!
TheauthenticMARVELSUPER h o a r Haltingly Gamecome; with everyday youneed to
join the tanks of MARVELSUPER N S W Chsoothrs Battle Book,CamPullin 000k,
Introductorymodule, fulicolor meg dwoctor coal, sod25 Ploling pieces
M A O , now et al Onetoy, hobby,sod booboos. From ISO, kr, theproducers or
thewwid4omtmDUNGEONS&DRAGONS* Row Mellwing Gown.

All Marvel Characters and the dNtinct e liken thereof are trademarks of the Marvel Comics Group MARVELSUPERHEROESCC dapedua, uricManiel Comics Group P1984 Marvel Comics Group, a dr,SIOr 1 , 7 7 1 0 0 -
DUNGEONS& DRAGONS andPRODUCTSOFYERJRIMAGINATION are dadernarks °vetoed by TSR, Inc. P1984TSR, Inc All Rights Reserved
1 rE, 1
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Contents
To Save The World, by Nige Squires
Introducing the world of Superhero gaming 2
The Case Of The Purple Potion, by Roger Musson
A healthy dose of Xmas fiction — remember you w e r e warned 8

P E L I N O R E - the IMAGINEtm magazine Campaign World


THIS MONTH: The Arena - a massive stadium in the City League 1 1
plus - rules for an exciting chariot-racing game 1 4

Dialog, by Lew Pulsipher 1 6


I l l u m i n a t i o n s , n e w s from the world of gaming 1 7
N o t i c e s — recent game releases examined by independent reviewers 1 8
Kiss O f Death, by Paul Cockburn
A scenario for the MARVEL SUPERHEROES game

Editorial Earth is besieged, and only Captain Britain can save us!
Captain BritainTM, by Pete Tamlyn
2 5

The right kind of hero for the Marvel game, don't you k n o w 4 0
The arrival o f the M A R V E L SUPER-
HEROES game must be one of the most Monsters, Magic & Menageries, by John McKeown
mportant events i n gaining i n the last Need a winged, vorpal rhino to guard your treasure?
year — and possibly o f next year too! They are not as easy to get hold of as you think! 4 2
Judging from the interest shown i n the Stirge Corner, by Roger Musson 4 7
sample that was on show at Games Day in Harrier Comics, by Martin Lock
September, it will be a huge success. British comics — the tip of the iceberg 4 8

Many of you have noticed the increasing


For Whom The Bell Jingles, by P Howard, G Baker & L King
A sinister Yuletide adventure 5 1
trend towards 'tie-ins' i n g a m i n g ; a
process whereby new games are based on Fantasy Media, by Colin Greenland
existing book or cinema properties. In the The latest on books, films and videos 5 5
last year we have had CONAN modules Soapbox, by Mike Lewis 5 6
for t h e A D & D game; t h e I N D I A N A
P r e s s C u t t i n g s — full fanzine review coverage 5 6
JONES r p g ; a n d M A R V E L S U P E R -
HEROES. T h i s process seems to be the Letters 5 8
iesult of the mass market acceptance that VOP, by Ian Gibbs 5 9
role-playing h a s achieved; w h e n y o u Game Company, Clubs & Events 6 0
think o f t h e sudden interest t h a t t h e
itish paperback publishers have shown Rubic of Moggedon 6 0
in gaming, you see how people outside of Phalanx, by Robin Grenville-Evans 6 1
gaming have become aware o f i t s National Ballot — your chance to shape the way
potential. IMAGINE magazine looks in 1985. A simple poll to fill i n —
and you could w i n a copy of the MARVEL SUPERHEROES game! 6 4
I S R is coining up to its 10t h anniversary,
and things have doubtless changed a great
deal over that decade. One thing you can I M A G I N E magazine,N o 2 1 , December1 9 8 4
all b e sure o f — t h e D U N G E O N S gc P u b l i s h e d b y I S R U K L t d P u b l i s h e r D o n Tu r n b u l l
E d i t o r KeithT h o m s o n A s s i s t a n t EditorP a u l C o c k b u r n
DRAGONS® game has not been forgotten
E d i t o r i a l AssistantK i m D a n i e l F e a t u r e s AssistantM i k e B r u n t o n
in t h e m i d s t o f a l l t h i s activity, a n d
A r t PhilK a y e A d v e r t i s i n g LesleyHudson-Jessop
IMAGINE magazine w i l l r e m a i n t h e News D o u g C o w i e
place to find out what's going on. T h i s m o n t h ' s contributingartists:R o b i n Grenville Evans,P a u l R u i z ,
Ian G i b b s , Ti m Sell
Merry Xmas! C o v e r CaptainA r r o w b y StevenKyte
Jilit5 Paul Cockburn an IMAGINE magazine original

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in the UK only Overseas please enquire separately are made to the contrary in writing. publisher yi n that publication

I M A G I N E ma9azine, December 1984 1


An Examination of the World of Superheroes and Superhero Roleplaying
but perhaps more importantly, the char- Superman was a true Superhero. His
by Nige Squires acter w a s immediately successful i n
commercial terms. The result of this was
powers, even his origin, were of super-
human (or extrahuman, possibly) nature.
'Comics? They're j u s t f o r kids — that Detective Comics, Inc (also known as His abilities were beyond the 'Human'.
everyone knows that.' 'DC' or National Periodical Publications) The Sub-Mariner too was superhuman, if
started to produce similar kinds of char- slightly more Earthly in origin. Then, in
This is the typical response from the man acters. T h e y w e r e n o t w i t h o u t t h e i r May 1939 DC published a story in #27 of
in t h e street, reflecting t h e general imitators, either. I n particular, Timely Detective Comics which introduced a
attitude towards any and all publications Publications, which was formed in 1939, non-superpowered hero, Batman. This
that resemble the traditional comic. And created several notable characters, the character shared the costumed element
it is just as likely to be the response if the first of which was the Sub-Mariner. of being a 'hero' with Superman et al, and
word 'comics' is replaced by 'games'. The Among other early Superheroes were yet had much more in common with the
public at large will always have this set Batman, t h e Human Torch, Captain pulp heroes of the thirties, such as the
point of view about comics, I believe, but Marvel, Wonder Woman, and Captain Shadow and Doc Savage, who had no
roleplayers should be more sympathetic America. A l l o f these, except Captain special powers. Batman was a halfway
towards this form of escapism. Moreover, Marvel, were the creations of either DC or house between the two kinds of hero and
you could find a great deal of enjoyment Timely. Today, though Timely are n o w represents a group o f 'human' Super-
from playing games that are based on, called Marvel Comics, these two publish- heroes which today includes such char-
and drawn from, the stories presented in ers still account for the vast majority of acters a s M o o n K n i g h t a n d Captain
comics and the growth in this sector of Superheroes found i n comics. Indeed, America. T h e vulnerability o f these
the roleplaying industry shows that many until recently DC and Marvel had a n heroes means that they often rely on their
people are finding this to be true. almost exclusive monopoly on the genre. knowledge and intelligence in order to
The particular field that I am going to Since 1981, however, many smaller survive and overcome their foes. This
examine is that of the Superhero, though comic publishers have sprung up; these results i n deeper characterization and
comics contain other milieux that lend are termed Independents in the comics perhaps a better choice for roleplaying
themselves t o rpgs, such a s Science world. Individually they present no threat than t h e t y p e w h o b e l o n g s t o t h e
Fiction. The bulk o f Superhero source to t h e 'big two', b u t collectively they megapowerful/immortal/invulnerable
material comes from the USA; everyone represent a significant group that cannot category.
should have a good idea o f what the be ignored. Much of the output from the But I ' m jumping ahead o f myself.
traditional American 'comic-book' is like. Independents is non-Superhero material, Batman was the first basically human
Therefore s o m e things n e e d n o t b e though, so little mention will be made of Superhero. Later his strip i n Detective
explained a n d I w i l l assume a basic them here. Comics introduced another common
knowledge of what a comic-book is. Two element of superhero comics, when in
main topics will be covered — first, I will Let u s examine t h e development o f #38, R o b i n t h e B o y Wonder became
present an overview of Superhero comics; Superheroes in a bit more detail. There Batman's protege and sidekick. This idea
second, I will look at the implications of are broadly three periods in comic-book was copied many times afterwards i n
joining the Superhero theme to rpgs. history; other comics. The Human Torch picked up
Comic-books have their origins back in 1. The Golden Age, which began i n Toro, and Captain America took on Bucky
the last century, but the Superhero comic 1938 and finished around 1950. Barnes, to name but two examples. DC
was born in 1938. In June of that year a 2. A period of recession, a Dark Age if provided another innovation later on in
publishing company, 'Detective Comics, you like, in the fifties. 1940 w h e n t h e y assembled several
Inc', brought out A c t i o n Comics # 1 , 3. The Silver Age, which began in 1961 Superheroes together in one story; two
which featured Superman i n his first and has no defined end as yet. issues later All Star Comics contained
appearance. The Man of Steel was very The Golden Age is a fascinating period, the Justice Society of America, a group
different from any other character yet little documented, but studied by many formed out of these heroes. Again, this
presented in a comic-book. The creators people. All the ins and outs are a little idea was used on numerous occasions
of Superman, J e r r y Siegel a n d J o e beyond this article, but I would like to afterwards, a n d t h e r e a r e n o t m a n y
Shuster, had produced something unique, point out a few key events. heroes of modern times who have not
2 I M A G I N E ma9adne December 1984
been a t s o m e p o i n t associated w i t h a C o m i c s #1, Marvel did the same with FF comics at least, mutants are very promin-
team of fellow heroes. The importance of #1. Following this success, the company ent a n d m u c h discussed. I w o u l d a l s o
the Superhero group to role playing w i l l that had been called Timely in the Golden guess t h a t m o s t r o l e p l a y e r s w o u l d
be discussed later on. Age revived some of its heroes from that immediately t h i n k o f t h e X - M e n a s t h e
The G o l d e n A g e w a s f o l l o w e d b y a period, created some fresh, and blended Superheroes they might roleplay. The X-
period i n t h e f i f t i e s w h e n Superheroes them a l l w i t h v a r i o u s supporting c h a r - Men in t h e i r current incarnation provide
were largely supplanted by Horror stories acters to form the Marvel universe. Marvel with the industry's biggest selling
in comics, notably t h e l i n e produced b y There are two points to make from this. title, t h o u g h a t o n e stage t h e t i t l e w a s
'EC'. S u p e r h e r o c o m i c s w o u l d r e t u r n First, the comic buying public loved it all discontinued.
w i t h a bang i n t h e early sixties, b u t the and M a r v e l r a p i d l y overtook D C a s t h e In 1 9 8 1 t h e f i r s t I n d e p e n d e n t c o m i c
Silver Age was heralded by the resurrect- foremost comic-book company; a position publisher, Pacific Comics, began publish-
ion of several DC superheroes and comic- they still hold t w e n t y years on. Second, ing comics that differed from Marvel's
book titles. This was initiated in 1 9 5 6 by roleplayers h a v e a r i c h s o u r c e t o d r a w and DC's in certain respects. These new
the appearance of the Flash in Showcase from, n o t o n l y i n reference t o M a r v e l ' s comic-books w e r e s o l d o n l y through
z;41. Later on the Flash would spark off the comics, b u t also to the other companies subscription or in specialist comic shops.
complicated s y s t e m o f m u l t i p l e E a r t h s w h o followed their lead. They were generally of higher physical
that the DC universe consists of. I shall be The l a t e r h i s t o r y o f t h e S i l v e r A g e i s quality, being printed on better paper, but
mentioning this again further on. well recorded but mention of a few events consequently m o r e expensive. Lastly,
The S i l v e r A g e c o m m e n c e d w i t h t h e may serve t o bring o u t some i m p o r t a n t these comics were under the creative
publication of the F a n t a s t i c F o u r # 1 . In points. control of the writers and artists more
November 1961 S t a n Lee, a veteran o f In t h e year f o l l o w i n g FF # 1 ' s launch, than ever before; the creators retained all
the c o m i c s i n d u s t r y, h a d w a n t e d t o Stan Lee, working with artist Steve Ditko the c o p y r i g h t s t o t h e m a t e r i a l a n d
produce a d i ff e r e n t k i n d o f comic-book this time, created Spiderman. Here was a received royalties from sales. Since the
featuring S u p e r h e r o e s i n a s o a p opera Superhero w i t h characterization, b u t first o f these comics was published a
style. H e collaborated w i t h a n o t h e r ex- more t h a n t h a t , h e r e w a s a h e r o w i t h plethora of companies has arisen and a
perienced craftsman of the industry, Jack problems! T h e a f o r e m e n t i o n e d s o a p quite staggering amount of material is
Kirby, and created a Superteam that had opera e l e m e n t w a s deeply embedded in now available. Other Independent comic
members w i t h v i s i b l e l i v e s o u t s i d e o f this comic-book f r o m t h e w o r d go, a n d publishers, aside from Pacific, include
fighting baddies. F u r t h e r m o r e t h e f o u r this i s probably t h e l a r g e s t f a c t o r t h a t First, Eclipse, Americomics, and even a
heroes bickered and fought among them- contributes to the popularity of the char- British one, IPC, w h o publish J u d g e
selves. Such characterisation as portray- acter and the titles he appears in. Again, Dredd.
ed in Marvel Comics' Fantastic Four, and the reservoir o f useful material f o r role
later o n i n o t h e r t i t l e s l i k e S p i d e r m a n , players is overflowing, looking at just this Moving away from the history and devel-
had never existed in any other company's one Superhero. opment o f S u p e r h e r o c o m i c s n o w , I
comics. Previously, even c o n t i n u i t y had The X - M e n w e r e premiered i n 1 9 6 3 , would l i k e t o d i s c u s s t h e r a n g e o f
been haphazard, a n d m o s t stories w e r e and t h e y g a v e u s a n e w k i n d o f h e r o characters a n d s t o r i e s p r e s e n t i n t h e
contained i n a s i n g l e i s s u e . M a r v e l origin. Not alien like Superman, n o r the field, and h o w these can be used directly
introduced superior continuity, with multi- product o f s o m e s c i e n t i f i c e x p e r i m e n t or indirectly in application t o Superhero
part s t o r i e s a n d 'cross-overs' b e t w e e n that w e n t astray, t h e X - M e n w e r e born rpgs. I hope that with pertinent examples I
different comics. Just as DC had changed with latent powers resulting from mutat- can adequately convey the potential that
the direction of comic-books with A c t i o n ions in their genes. Today, in the world of exists for roleplayers.

I M A G I N E magazine, December 1984 3


The idea of borrowing from Superhero as Captain Aborigine goes off to try to get level m a g i c users, s o t h e ' t h e r a p y '
comics to provide an alternative to the his boomerang i m b u e d w i t h m y s t i c perhaps should be the exclusion of very
usual fantasy or science fiction setting for power.... powerful characters from all rpgs.
roleplaying is not new. Superhero 2044 Other characters worth a mention in Physical strength often goes hand in
was around w h e n I first entered t h e the human-level class are Moon Knight, hand w i t h some degree o f resistance,
hobby five years ago. However, i t has Batman, Robin, and Daredevil. The vari- toughness, or invulnerability. Superman
taken some time for SHrpgs to develop ous devices and gimmicks that Batman is at the extreme here, being vulnerable
into an advanced state, as was the case uses are well known from the TV series, to a single substance; this single weak-
with Frpgs in the seventies. Superhero albeit slightly exaggerated. Daredevil ness i s a common device i n the char-
games are more closely linked with their could be thought of as superhuman as he acter's stories and would make an inter-
source material in other media than are possesses a radar sense, but I think he esting aspect of a game, but unfortunately
other types of game, and as such follow belongs in the human class as he has Superman is quite unsuitable for role-
the spirit of comic-books fairly rigidly. A much in common with those characters. playing because he is far too powerful.
key difference between Fantasy/SF rpgs Many o f these less powerful heroes There are several heroes in comic-books
and the Superhero variety i s that the have intriguing personality traits t h a t with manageable physical qualities,
former are open ended, while the latter enhance what is otherwise, perhaps, a luckily.
are more directional in intent, mimicking slightly dull appeal. Batman is driven by a Another common power is the energy
the style of comic-book plotlines. As will sense of mission; it is his purpose to fight blast. This comes in several forms, and
be seen, this has its pros and cons, but the underworld of criminals and villains. can be one of several energy-manipula-
nevertheless provides a relatively u n - Captain America tries to be a symbol of tive skills that a hero has. First Comics'
explored alternative approach t o role- certain aspects of his country, though just E-Man is made of energy itself and he can
playing. exactly which ones even he sometimes achieve almost anything. It has to be said,
can't say. though, that this particular strip is fairly
Any overview of the field of Superheroes Characters with superpowers make up humorous and so perhaps is not a very
in comics must rely on some form o f the bulk of comic-book heroes and vil- good example. The touches of humour,
classification o f Superheroes — o r o f lains. The range of raw power and the incidently, could provide inspiration for
supervillains for that matter. There are diversity o f abilities w i t h i n t h e latter the odd light-hearted moment in a game,
two m a i n groups o f 'super-powered' group i s enormous. O n e might think, though such things are usually spontan-
characters: therefore, that every character would be eous and not premeditated.
1. Those with little or no superhuman totally unique. However, this is not quite Two types of powers present in Super-
power true, as there are some common blends of heroes also lend themselves t o other
2. Those w i t h abilities t r u l y beyond powers that enable one to conveniently areas of role playing: psionics and magic.
human achievement. group various characters together. One of Psionics fit in well with SF games, and
Equally valid analyses of Superbeings in the most basic types of superhuman often magic with Fantasy rogs. In the fictional
comic-books might be based upon origin, found i s t h e ' b e h e m o t h ' w i t h v a s t world of Superheroes, I feel that psionics
race, sex, o r even t h e company t h a t strength. The best example is the Hulk, fit in more easily than do mystical powers,
publishes the character. For the moment, one of Marvel's oldest and most popular but there are several good examples of
let's stick to my first method. heroes. The Hulk is a Jekyll-and-Hyde both, and a perusal of a couple of titles
Most human-level characters w i l l creature, unintelligent and awesomely may provide inspiration n o t o n l y f o r
either be found employing a gimmick of strong in his Hulk form, in contrast to the Superhero gaming, but also for SF/Frpgs,
some description, or be fairly acrobatic. exceptionally intelligent b u t p u n y D r too. D r Strange, published by Marvel,
Typical gimmicks for a superhero to use Banner w h o turns into the Hulk when contains a great deal o f useful source
would be a bow and arrow, a shield or a excited. A nice twist to this is that the material connected with both psionic and
device that discharges electricity (though more excited or angry the Hulk gets, the magic abilities. The N e w Teen Titans
in truth there is no such thing as a typical stronger he gets. from DC is generally an excellent comic to
gimmick). Marvel's Captain America uses Unfortunately, such a character is very have a look at, but in particular several of
a shield, for example, in combination with hard to play and manage in an rpg. Other, their stories have featured psionics or
magic, and one of the teams members
(Raven) is a mystic.
There a r e t o o m a n y miscellaneous
powers t o mention, b u t t o w h e t your
appetites here are a brief few. DC's Flask
can move w i t h super speed, Marvel's
Superman is unsuitable for roleplaying Nightcrawler can teleport, DC's Plastic
because he is far too powerful... Man can change his shape into virtually
anything, and Pacific's Missing Man can
Many of the less-powerful heroes are make most of his body vanish completely.
There are many kinds of Superheroes,
enhanced by intriguing idiosyncracies then, b u t w h a t about plotlines a n d
devices present in the comics, and other
characteristics o f heroes and villains?
Most o f t h e good comic-book writers
move from company to company or are
freelance anyway. Therefore the good
his acrobatic skills, and extensive adven- more playable, heroes in this category plot elements a n d ideas h a v e b e e n
turing and combat experience. The bow would be the Thing of the FF or Blok of distributed among the various publishers
and arrow gimmick occurs at least twice the Legion of Superheroes. more or less equally, at least regarding
in comics, being employed by DC's Green Physical strength is one of the most the output of the last decade or two. As a
Arrow and Marvel's Hawkeye. The frequently encountered superpowers. For source for GMs, comic-books are cheaper
question of who copied whom may be roleplaying the upper end of the range is than commercial modules, so the advice
irrelevent as it is probable that both drew hard to handle; characters that can lift is to grab a handful because they will
on some obscure Golden Age character. mountains need special treatment! Ways provide much of what you need to run a
This is often the case where similarities can b e f o u n d o f neutralizing g r e a t SHrpg.
occur. One point about gimmicks in game strength o f course, b u t i t r e q u i r e s An easily recognisable plot feature in
terms i s t h a t t h e y h e l p t o establish competent GMing and is always a relief of comic-books is the secret identity. Heroes,
individuality for a player character, and the symptoms, not a 'cure'. GMs of Frpgs and occasionally villains, hide their true
even provide the basis for adventures — often have similar problems with high identities from t h e general public for
4 I M A G I N E magarie, December 1984
become unacceptable. Deaths of heroes
in comics are very rare, and often villains
y o u PUNY return from seemingly inescapable doom.
HOMelA/ 6N,e173 In a SHrpg, characters are expected to die
c g N SE f r f o R E more frequently than their comic-book
IgIVIVOY/NG counterparts, b u t nevertheless t h e y
77/67N / 1--/eq D should not die very often. Some role-
SUPPOSED! players stick to the spirit of comic stories
very closely, making death as rare as in
the stories. I n these cases a l o t o f
manipulation (or fudging) is required by
the GM, not to mention a high degree of
co-operation by the players. These groups
are effectively acting o u t a storyline
together, rather than playing it out. At the
extreme t h e y m i g h t 'play' a n actual
comic-book story, following i t detail for
detail.
In games where more actual play is
involved, death will occur every once in a
while, though. Deathtraps are frequently
lethal, so over-use is a bad mistake on the
GM's part. A deathtrap, as seen in comic-
books, i s deadly, a n d escapable b y a
single cryptic method. The players of rpgs
are n o t all a s devious a s comic-book
writers, so they will often fail to solve the
puzzle in time. GMs please take note of
this, a s I t h i n k i t i s t h e most poorly
handled aspect of SHrpgs. GMs who have
lacked the foresight to realise what will
happen a r e often l e f t w i t h o n l y t w o
options: kill the character(s) or fabricate
some highly unsatisfactory explanation
for an escape. I also warn against some of
the advice I've often seen in magazines.
Very often the writers apparently relish
pointing t o books o f logic puzzles f o r
various reasons. A hero may do i t t o The easy w a y o u t o f the secret ID problems to set players. Most of the time
protect f r i e n d s a n d r e l a t i v e s f r o m problem i s to go public. The Fantastic these puzzles would be unsuitable due to
enemies, or to avoid constant invasions of Four did this almost from the very start. their relative difficulty.
privacy. Villains may do it so that they can This matters little to the Thing, since his Contemporary comics have another
fade i n t o t h e background w h e n t h e real identity is seen so rarely, and this widespread story feature: the team-up.
authorities are nearby. There are exam- may be true for a player character who The best example of a comic that features
ples of heroes having their secret ident- spends most o f h i s o r h e r time i n a this element is Marvel Team-Up, which
ities revealed in comic books. Spiderman transformed state. nearly a l w a y s s t a r s Spiderman a n d
has been unmasked a n d revealed a s Interaction o f superheroes, i n either another hero. Team-ups sometimes last
Peter Parker more than once. On each identity, w i t h supporting characters i s more than one issue and occur as cross-
occasion the identity has been restored to another crucial element in modern comic- overs. The simplest formula for a team-up
its unknown state b y some contrived books. The precedent was set on day one, is as follows. A villain dupes two heroes
reversal and explanation. Such i s the when Lois Lane made an appearance into fighting e a c h other; t h e heroes
stuff of comic-books of course! No matter with Superman i n Action Comics # 1 . eventually talk instead of fight; the heroes
that the secret ID plot is now a bit cliched. Eventually this character had her own team u p and go after the villain. The
Half the fun is from picking holes in the strip, a s d i d another o f Superman's details are often superfluous. Limited use
explanation, but for rpgs things have to be supporting characters, J i m m y Olsen. could be made of the team-up in SHrpgs,
considerably tighter, so be careful when These normal humans (typically) provide mainly for GMs with only one or two
using this theme. Several avenues could the potential GM with really quite fascin- players. However, knowing w h a t role-
be explored by a GM, and the players ating Non Player Characters. They allow players can be like, it may not be wise to
could be kept on their toes, having t o opportunities to roleplay, and can be used let heroes fight each other, as they could
constantly worry about maintaining their as tools to direct players' actions. Study of fight t o t h e death. I n comics, s o m e
secret IDs. Can they be sure there wasn't a few comics would produce many ideas Superhero fights have become almost
someone else on that roof top where they for a GM to use. Titles notable for large annual events, for instance the Thing vs
changed? And i f there was, w a s i t a casts o f supporting characters include the Hulk, but death never occurs in any
member of the public, a fellow hero, or Superman, Spiderman, and the Fantastic fight.
worst of all, a villain? Four. In the FF's case the cast has at least The majority o f roleplayers choose
The only time any similar plotline can two important cosmic entities among its Superheroes over supervillains as char-
arise in other types of roleplaying game number! acters. The baddies are perhaps equated
as a m a t t e r o f course, i s w h e n a n If anything i s more cliched than the with the monsters of Frpgs and consider-
Assassin or Spy is being run by a player. previously mentioned secret ID plot ele- ed as bashing fodder in a similar way. I do
SHrpgs therefore provide the opportunity ment, t h e n i t i s surely t h e so-called feel it is worth briefly discussing villains
for GMs to fully explore this aspect of deathtrap. In any episodic medium this as player characters, however. In comics
roleplaying. Players too might find the tool i s an obvious way of keeping the there are several outstanding villains,
possibilities of playing such a dual role audience eager for the next instalment. none m o r e s o t h a n Marvel's D o c t o r
interesting. How different might a char- Care should b e taken n o t t o use t h e Doom. He is a superb model of a villain
acter be when not wearing a costume? At deathtrap t o o often i n r p g s f o r t w o that a skilful role player could get to grips
times Spiderman has evinced remarkable reasons; it will become hackneyed in a with. He has a complex personality, being
differences. short t i m e , a n d t h e death r a t e w i l l insane, megalomaniacal, jealous, evil
1144AQINE magazine, December 1984 5
and unscrupulous, yet he is also caring of include Storm of the X-Men, Starfire of worse. Of course the Flash (the 'real' one)
his people, honourable, and a cultured the N e w Teen Titans, and Daredevil's knew a l l about the comic-book Flash,
genius who appreciates the arts. 'Incon- sometime companion the Black Widow. including his secret identity, because he
sistent writing'? Who said that? Well, The natural way of playing rpgs is in a had read the stories in the comics. This all
maybe, but aren't we all multi-faceted? group. In SF or Fantasy games there can gave rise to the 'Earth-1 /Earth-2' contin-
Doc Doom is a classy supervillain. Any of be several justifications for characters to uum of universes that is present in DC
his appearances will supply a roleplayer band together. In Superhero rpgs there comics. The one benefit of this is that it
with a good idea or two about how to be a are also several reasons for the existence did help to straighten out the continuity
quality villain. His schemes to rule the of groups of characters. between the Golden Age stories and the
world and his comebacks from death are Drawing f r o m comics f o r reasons, Silver Age ones, for instance explaining
extremely numerous. superteams exist formally or informally Batman's long career. The Golden Age
heroes live on Earth-2. There are still
gaping holes in the continuity, but hope-
fully these w i l l b e tied u p w h e n DC
publish t h e i r twelve issue series D C
Universe: Crisis on Infinite Earths next
Doc Doom is a classy Supervillain — any year w h i c h promises t o resolve t h e
of his appearances will supply a roleplayer situation for good.
Moral: avoid jumping around with the
with good ideas about how to be period o f the campaign setting, never
include comics w i t h i n t h e g a m e a s
a quality villain. anything other than 'fiction', and don't
get carried away with alternate universes
and time paradoxes.
The Marvel universe is far more reason-
There is one negative factor in playing a due t o g o v e r n m e n t a u t h o r i s a t i o n able. I t will give you some good ideas
supervillain, however. Often t h e y are (the Avengers), friendship (the New Teen about other dimensions, cosmic beings,
portrayed as being somewhat self-des- Titans), employment (the DN Agents), or gods, and acceptable time manipulation.
tructive. One does not have to simulate other factors. In comic-books there are In particular Thor and Doctor Strange are
comic-books exactly, of course, but it is well over a dozen different superteams, good references.
undeniably a built-in element of being a so there is a lot of reference material for In summary then, the field of Superhero
villain. The natural way of things is that roleplayers to use. roleplaying presents an exciting alter-
the self-destructive villains are always In general superteams, a n d h e n c e native t o t h e commonly encountered
beaten by the heroes. Good triumphs over groups of Superhero characters in rpgs, Fantasy a n d Science Fiction themes.
evil. It is sometimes hard to accept that meet greater foes and challenges than While based i n a 20th Century world,
your character is going to meet his or her single heroes do. The actual stories are players can be placed into almost any
end, and it is harder still to play it that often multi-part, with cliffhanger endings environment and given countless chal-
way. linking the episodes. This situation lends lenges. The roles available are varied and
In the sixties Marvel introduced a new itself well to campaigns and long adven- the depth of personality and motivation is
and different type of character; the anti- tures, w h e r e t h e players can b e l e f t limited o n l y b y t h e players' skill and
hero. As far as roleplayers are concerned wanting more at the and of each session, imagination. G M s and players have a
the anti-hero represents a kind of cross meeting possibly tougher opponents or truly vast reference library o f source
between a hero and a villain. The anti- more difficult challenges each time. material.
hero lacks the touch o f madness that The final area I want to cover before The SHrpg GM must be judicious, how-
invariably causes a villain's demise, but concluding is the campaign background. ever. A n y ideas borrowed from comics
at the same time goes his or her own way, The GM must first decide on the kind of must b e suitable f o r a game, w h i c h
often at odds with society, and bound only world i n w h i c h t h e players w i l l live. involves players writing their own scripts
by a personal code of conduct. The Sub- Unlike SF/Frpgs the setting is vaguely and not always acting as expected. Be
Mariner, w h o was reintroduced at the contemporary, so i t is possible for the flexible, and don't repeat plot devices too
beginning of the Silver Age, is an anti- game world to be based on the real world. often or they will become pass. Players
hero, He has attacked mankind more than The degree to which this is done can should u s e comic-book characters a s
once, but he has also acted on behalf of range from loose modelling with a lot of models, but not copy every aspect. Con-
the human race. While he is the sovereign fictitious places, people and events, up to sistent behaviour patterns and person-
of his people, in the world of humans he is a very close correspondence with actual alities should be developed according to
something of an outcast. This kind of role home towns and players being involved in the setting, aims of the character, and
is a more appealing one for roleplayers the gameworld. In this situation a large interaction with other player and non-
than that of a true villain, and certainly amount o f background knowledge i s player characters.
warrants investigation. Be sure to develop already held by the players which saves I have recommended several comic-
a sound premise for the status of an anti- time a n d effort, allowing more actual book titles in this article, but there are
hero — such a character should have a play. The one possible disadvantage of several generally useful ones I wish to
good reason for going his or her own way this is that the challenge of roleplaying a refer you to now: from your local news-
in life. Try and develop some sort of moral completely different personality may be agent Tales of the New Teen Titans, Tales
code and set of goals for the character. removed if the players are used as the of the Legion of Superheroes, the X-Men,
Superheroines deserve a brief mention characters' alter egos. the Fantastic Four, Marvel Superheroes'
as another option for player character A GM may wish to develop some sort of Secret Wars; and from specialist comics
choice. Wonder Woman w a s the first cosmic framework for a campaign a s shops (some of which also sell games)
superheroine. Today there are several well. The examples to draw upon in the Marvel Fanfare, Official Handbook of the
other noteworthy females such as the comic world are, for once, limited; either Marvel Universe. This latter title i s a
Invisible Girl, who as one of the Fantastic the DC Universe or the Marvel Universe. must, because it gives details of all the
Four was the first Silver Age heroine. The DC Universe is an excellent example, significant Marvel characters; statistics,
Although several modern Superheroines however, of how not to develop a cam- origins, equipment, the lot. Buy as many
have touches of unoriginality about them, paign universe. Shortly after the Flash as you can carry.
and some are duplicates of existing male was revived in the '50s, one story in the 010 Nige Squires
characters, for instance Wonder Girl and comic-book had the hero transported by My thanks to Simon Burley, Martin
She-Hulk, and some are a bit stereo- vibrating in a special way to the world of Lock, and Paul Cockburn for their
typed, they can provide a quite reasonable the 'comic-book' Flash that had inspired comments in the early stages of this
basis f o r roleplaying. G o o d models the Flash himself. Confused? I t gets article.
6 I M A G I N E mcu3azine, December 1984
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Please m e n t i o n I M A G I N E m a g a z i n e w h e n r e p l y i n g t o a d v e r t i s e m e n t s 7
by Roger Musson

Down the chute they went, and landed affectedly, and complained that the straw gloomy, with dank stone walls, and bare of
with a 'whumph' on the conveniently gave him hay fever. The party's Thief, who any contents save the pile o f straw o n
placed pile of straw. insisted on being called the Pink Ocelot, which the party had landed.
'No h i t points lost, anybody, I had spilt the bag of silver pieces he was 'We're trapped' moaned the Cleric.
carrying, and rummaged around i n the 'Not yet' replied MacPherson i n a
hope?' MacPherson enquired solicit- confident voice; 'I sense a secret door.'
straw trying to find them all. In doing so,
ously. The highest level member of the he bumped into Ebenezer the Cleric who 'You can't,' wailed Ebenezer, 'you're not
party, and the proud possessor of a was struggling to get to his feet in his heavy an Elf.'
sword +I to boot, he naturally regarded plate mail, and they both went down in a 'You muddle-headed Ochre Jelly o f a
himself as the party's leader and father heap and a clatter of armour. The least Cleric, there's more than one way to detect
figure. But much good had his protect- bruised member of the party was the Thief- secret doors. There must be one, or how
ive eye done this time; the floor had acrobat, perhaps because he was used to would the Dungeon designers get in to put
slid away before they could reach the falling. 'Sacre bleu,' he muttered, for he the straw down?' Actually MacPherson
door, and now, here they were, lost was French. As he also plied his acrobat could t h i n k o f several ways, b u t h e
somewhere in the furthermost reaches skills as a tumbler i n a travelling circus preferred not to dwell on the matter.
of level 3c. (when not adventuring) he Called himself The Pink Ocelot, however, was already
Duralex. turtling words into action, and was dili-
Slowly the members of the party got up Eventually they were all up, the torch gently searching the opposite wall.
and dusted themselves down. Evans the re-lit, and they began to take stock of their 'I think I've found something' he called
Magician straightened his robes, sneezed surroundings. The room was small and out.
8 I M A G I N E magazim, December 1984
'Excellent' cried the Fightingman, and burst out laughing. 'And then, d o you oil. If the worst comes to the worst, at least
went over to examine the narrow crack in know what happened when we complained it will clear up that abominable smell of
the wall the Thief had discovered. It was to the Dungeon Master?' garlic.'
definitely a secret door. 'Listen at it' he 'He s a i d i t was a case o f Wr a i t h The Magician took the phial from the
said. Everyone held their breath as the Relations,' said the Thief in a tired voice. Thief, unstoppered it, and carefully set it
Thief listened. 'Yes!' exulted MacPherson, a n d f e l l down on the floor; everyone stood back as
'I hear no sound at all' he announced. about laughing again. he took out a scroll and sonorously read out
'It must be Undead' the Cleric cried. 'If we could be serious a motnent,' the spell. T h e smell o f Parma Violets,
'They make no sound at all.' inten opted Ebenezer, 'haven't we got any already strong, became almost overpower-
'There's one sure way to find out' said missile weapons we can use against these ing. Then, without a word, the smiling
Evans, 'now, where's my Wand of Undead things through the bars?' Magician handed the little bottle to the
Detection? 'Ah, there we are,' cried the Fighting- Tumbler and indicated the Ghouls with a
The party looked on dubiously as the man. ' T h i n g s aren't so bad after all. sweep of his hand. Duralex stepped for-
Magician fished out a short bit of wood.
They had heard this one before, and didn't
believe a word of it. Evans pointed the
wand at the secret door and appeared to
concentrate deeply. Ebenezer carefully threw the die on the floor.
'Quite likely Undead,' he announced at 'Three,' he said.
last, 'Quite likely.'
'I hope so,' said the Cleric, ' I feel like 'Rubbish,' cried the Thief angrily, 'Do it properly.'
turning something.'
'I w i s h you'd t u t n i n t o something,'
muttered Duralex.
By this time, MacPherson, putting his Where's my bow... er, where's my bow? I'm ward, hesitated, and took a swig. Then,
whole weight against the secret door, had sure I had it when we set out...' with a barely audible rasping sound, he
managed to push i t open. Cautious and The party gave him a tired look. spewed a fine spray o f l i q u i d over the
quiet, the party slipped through into the 'Um. Perhaps things are so bad after all.' ghastly creatures beyond the bars. T h e
next room. They found themselves etnerg- 'If I might make a suggestion,' offered party strained their eyes to see what would
ing into what looked like a prison cell, the Evans, 'while you lot have been cavorting, I happen. Slowly, and then more quickly,
far wall being mostly occupied by iron have been working on a plan' (here he the Ghouls got smaller and smaller. By the
bars, beyond which were another set o f paused for effect). 'Ocelot, have you still time they were only six inches tall, the
bars, and beyond them a corridor could be got that Purple Potion you found? The one Thief had got the bars open.
seen, a n d even better, stairs u p . B u t you couldn't identify and smelt of Parma 'Stomp on them!' went up the cry.
between the two sets of bars were horrible Violets? You have? Good. Now, I didn't tell The Ghouls, having been taken by sur-
green skeletal monsters. you at the time since you wouldn't give it to prise by the effects of the Shrinking Potion,
'Ghouls!' gasped MacPherson. me, but I think I know what i t is. Or at were in tu ter confusion. They checked for
'Told you so' muttered Evans. least, it's one of three things. It tnay simply morale, thought better o f it, and raced
'Last time you said you detected Undead be a powerful breath freshener, in which through the second set of bars as fast as
it turned out to be Yellow Mould,' carped case it will do some good anyway. Or it may then tiny legs would carry them, even as
Ebenezer. 'We nearly got asphixiated.' be a Potion of Kobold Repulsion, since it is the Thief went to work on the second lock.
'It was Undead Yellow Mould' replied well known that Kobolds abhor the smell MacPherson turned to Duralex.
Evans, in a hurt tone. of Parma Violets. O r i t may be a third 'Brilliantly done,' he said, 'Brilliant.'
The Thief, meanwhile, was examining t h ng, in which case we are saved. I happen 'Ah,' said t h e Frenchman modestly,
the padlock on the bars, going as close as he to have with me an Extension scroll, which 'Thank Evans for little Ghouls.'
dared. I t hink w i l l heighten the effect. N o w, Roger Musson
'Does it open?' asked the party's leader. Duralex, in that circus act
'Should be no bother to pick this lock,' of yours, you d o a few
came the reply, 'but what are we going to more tricks than jumping
do about those horrors? If I open the bars about and falling over,
they'll come rushing i n . ' Indeed, t h e don't you?'
Ghouls looked as if they would sorely like 'Mais o w , m y act i s
to do just that. varied, but I do not see...'
'Cleric, there's a bit of turning needed.' 'And would I be right in
'Very well, hand me a twenty-sider.' thinking that you some-
Ebenezer crouched down and carefully times do a firebreathing
threw the die on the floor. stunt as part of your act?'
'Three,' he said. 'Mais oui, but...'
'Rubbish' cried the Thief angrily, and 'Good. Now if I'm not
kicked the die into a corner of the room. mistaken, this is how you
•Do it properly.' do it. You take a mouthful
So Ebenezer waved his wooden cross a bit of oil, and spray i t out
at the Ghouls, and said a few stumbling between your lips through
prayers, and very little happened. a f l a m e t o produce a
•Ruddy first level Cleric' muttered the fountain of fire out of the
Thief. 'We're trapped.' fine shower of droplets. Is
'Now, now' said MacPherson, trying to that not how it is done?'
sound as j o l l y as he could. 'Let's n o t 'Ow do you know that?
despair. I've been in worse problems than It is a great secret.'
this. Did I ever tell you about the time I 'Aha,' smiled the Magic-
went adventuring i n a South African ian. 'I don't have an Intel-
dungeon?' ligence of 17 for nothing.
'Yes,' said Ebenezer wearily. What I want you to do is
MacPherson ignored this. 'We couldn't to spray the potion over
get to the best bits, because they all had the Ghouls i n the same
signs u p saying Wig/its Only.' A n d he way as you normally spray
I M A G I N E magazine, DeCallbeT 1984

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10 Please mention IMAGINE magazine when reptvind to advertisements


Deep in the hearto f Telinore has grown the City League;
a mighty hive of humanity, offering everything an
adventwer calla desire. E.-h. month IMAGINE
magazine presents a few buildings w i t h i n the City;
desaibes their inhabitants; and tilers one or two ideas for
adventures. 'This provides an ideal campaign base for the
PELN 0 RE
D M who can collect these articles and steadily build them
up into the most comprehensive campaign setting THE CITY LEAGUE
avoil.bk. Copy them, or cut them out and store them in a
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by Chris Felton

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FRorit DEW 011TO BRoADIDAY

a t A G I N E magazine, December 1984


11
Situated at the north-western end of the Broadway so that its great
pillars face the Capitol down the Broadway's length, the Arena is the 21d Erriados the Charioteer; m; F7; N/CN;
Whip; AC 9/9; hp 49/63
centre of the city's sporting life. It is one of the few places in the League
where the law against gatherings on festival days does not apply, and its D• 1 6 0 Young, clean-cut, handsome; affects a thlight lithp which
Games are consequently heavily attended. Attendances have dropped, I 1 3 with his silky clothes makes him appear a fop; carries a
however, since the calendar change reduced the number of festivals, W 13 jewelled riding crop when not using his whip
and because smaller arenas have appeared elsewhere in the City D 16 0 Charioteer
League (and in some towns in Cerwyn). Each district has its own arena, C15 0 Hard, ambitious, cunning, ruthless
known by its district name (Borough Arena, New City Arena, etc), but Ch 1 3 0 Knows wilder sons of many nobles and Aethelron (2114;
throughout Pelinore this place is known as the Arena. Since running it is his history is shrouded in mystery and although he has
an expensive business, it is quietly subsidised by the Katar a populace noble bearing h e never speaks o f his past; the best
sated on vicarious thrills in the Games is less likely to be troublesome! charioteer known

Games include man-to-man and man-to-monster combat; chariot,


horse, monster and foot races; a n d execution b y monster. O n l y
Religious Orders now condemn blasphemers to death this way as the 21e Eli Mestikor; m; F5; N;
Dagger (Arena: net & trident); AC 8/9; hp 35/40
Secular Courts prefer quieter and quicker methods. The convicted
prisoner is thrown naked into the Pit with a hungry beast. Traditionally, S• 1 7 0 Aging and much-scarred; bright, cheap clothing
if the prisoner single-handedly defeats the three toughest monsters I 1 0 0 Gladiator
available, then he or she is set free (the chief prosecutor in the trial is W 1 2 0 Convivial and happy except when viewing his future
then thrown to the beasts in exchange). These combats are called the D 15 0 Known by gladiators and in most of the nearby ale-houses;
Three Trials. Currently the Third Trial is an eight-headed hydra and as a C 1 5 h a v i n g spent his purses and with his strength waning he
consequence no-one has survived the Trials for some time. Oh 1 0 w i l l now do almost anything for enough money to allow
him an honourable retirement, even facing the hydra....
Within the Arena's confines are several enterprises that provide for the
needs of the crowds, including two taverns, Zalu's (22) and Quad's (23).
On b i g d a y s t h e place swarms w i t h amateur a n d professional
bookmakers (punters must seek their own redress against cheats as, 21f A n o n ; F; F12/139; N/CN;
Battleaxe ('The Divider'); AC 5/6; hp 78/102
technically, gambling isn't allowed). Beneath the building are housed
the gladiators a n d monsters. T h e gladiators a r e a mixture o f S1•841 0 Archetypal barbarian, h u g e a n d bronzed; wears furs,
professionals and unwilling conscripts, all receiving regal treatment I 9 l e a t h e r s and feathers to enhance her savage appearance
before a contest. Also in these Underworks are an armoury and a forge. W 7 0 Gladiator
Beneath the Underworks is the home of a Chapter of a Secret Cult (24), D 1 6 0 Wild, fun-loving, practical joker, heavy drinker, v e r y
and beneath that are further chambers, long forgotten. The map (drawn C 1 8 superstitious
by Ograffa the Mapmaker) shows only those areas that are known, Ch 9 0 Very famous, some acquaintances but no friends as she
although it is rumoured that other, more extensive, maps do exist. trusts only The Divider; once a slave, Aqop liked the
Gladiatorial life so much she has stayed on and is now a
Entrance to the Arena is by a series of doors that can be shut firmly when prime attraction
the Arena is closed or full. At one end is a special area reserved for the
Katar, and beside it are prestige booths let out at Marrik's discretion. In
theory it costs 250gp a day but in practice this sum can be multiplied as Sir Follor of the Ridge; F; F7; N/LN;
rivals vie to hire them. Other seats vary in price from l s p to 100gp 21g Longsword; AC 8 / 9 (Arena: 4); hp 45/55
depending on how near to the action and the Katar they are. There is no
better way of impressing business partners or country cousins than S 17 0 Tall, elegant, sumptuously dressed
treating them to good seats at the games. I 9 0 Gladiator
W 8 0 Formal, serious, modest, preoccupied
Of the following characters 21a & 21b live with their servants on the D 15 0 Many fighting acquaintances but will not admit to knowing
unmapped top floor of the Arena, the others unless otherwise specified C 1 5 a n y o n e ! Sir Follor considers himself a cowardly failure
live in varying degrees of luxury and squalor in the Underworks. Ch 1 4 f o l l o w i n g an error of judgement during battle - now he
fights to rid himself of this self-inflicted ignominy

21a Marrik Calazar; m, C5, N/LE;


Staff, AC 9/10, hp 20/25
There are many other gladiators that fight in the arena, the ones listed
S• 1 1 0 Middle-aged, dark haired, blue tunic, white trousers above are simply the most able and famous. Most are captives of low
I 1 5 0 Arena manager and secret curate level who fight to free themselves; but some are professionals who seek
W 1 3 0 Obsequious perfectionist, a l w a y s seems w o r r i e d b y their fortunes in this desperate game. There is little petty jealousy
D 9 something amongst these stalwarts; their business is grim and they share a
C 11 0 Has met the Katar and is on terms with much of the nobility fatalistic camaraderie.
Ch 1 3 d u e to favours he can grant with seats; knows the Secret
Chapter (24) of which he is a senior member; keeps his To assist Tarraneg (21c) there are nearly a dozen animal handlers who
religious background concealed and consequently would are specially trained to get the beasts safely into the arena and to patch
only learn spells in extremis or specifically for a function up the wounded ones afterwards. They are all fighters of levels 3-5 with
low intelligence and average hit points.

21 b Aetheiron Verthill; m, Fr5, N/LN,


No weapon; AC 9/10, hp 15/21
Around the arena are 50 men-at-arms divided into 10 squads. Each
squad is led by a "Captain" (F4, hp 30/35). The men are levels 1-3 with
average hit points. All are armed with longswords, nets and spears.
S• 1 0 0 Young, blond, muscular; wears tight trousers and silk They are ruthless and are quick to call on outside assistance if they get
I 1 4 shirts open to the waist into trouble. Due to the special esteem with which the Arena is held,
W 15 0 Arena manager's assistant serious troublemakers w i l l b e dealt w i t h b y t h e Knights Ocular
D 10 0 Vain, self-important, boring (IMAGINE magazine 419 ppl 0-15).
C 10 0 Known by much of the nobility; very friendly with Erriados
Ch 8 (21d); member of the Secret Chapter To complete the staff of the Arena, over a hundred assorted slaves and
servants are controlled by Cossa Orkil under Tarraneg's watchful eye.
They do most of the everyday work, and when the Arena is open, serve
21c Tarraneg; m; Fr7; N/LN;
Unarmed; AC 9/10; hp 17/24
food to nobler viewers (a particular favourite being boar's tripe fried in
auroch's dripping).

S• 1 8 0 Massively built eunuch usually decked out in bright silks When the Arena is open, the opportunities for enterprising player-
1 1 7 a n d heavy-duty boots characters are virtually endless. The public areas w i l l be filled t o
W 1 2 0 Manager of the Underworks overflowing with people of all races and professions. In particular,
D 11 0 Martinet, cold, cruel, loves kittens thieves will find the environment perfect for earning a little dishonest
C 10 3 Revered among games fans, invited to nobles' parties (he money, while clerics from all the major religions will be found trying to
Ch 1 4 r a r e l y goes); knows of but shuns the Secret Chapter persuade honest gamblers, hoydens and cutpurses to mend their ways.
12 IMAQINE trubymine December 1984
ejU$ g5- 5-'.-\"kJ57--T'-_i-q3U-dTI:',$-TkpWAV
2 2 M A D A M E ZALU'S TAVERN 2 3 a A n Unarmed;
g o r Poddikan;
A C 9 / 1 0 ; hpM;
1 7Fr7;
/ 2 1 N;

Of the two genuine taverns that serve the Arena (along with the general S 1 5 LI Young, handsome, well-dressed; hang-dog expression
food and drink supplied by the Arena's servants)this one is definitely the I 1 3 El Tavern-keeper
more up-market. With its colourful street awnings and parasols added to W 15 El Perpetually depressed and lacking in self-confidence
the mystique of its proprietor, M m e Zalu's is a v e r y trendy place to be D 11 El Knows ()Liar, and local merchants
seen. W h i c h is possibly w h y no-one objects to the horrendous prices. C 1 0
M m e Zalu used to run a fortune-telling stall in the various markets as a Oh
front f o r h e r b u r g l i n g . H e r d r e a m i n t e r p r e t a t i o n s w e r e a l w a y s v e r y
accurate, m u c h t o h e r o w n surprise, a n d one day a d r e a m revealed a
great t r e a s u r e — s o m e w h e r e b e n e a t h t h e A r e n a . S h e t o o k a l l h e r
savings a n d o p e n e d t h i s t a v e r n s o s h e c o u l d s e a r c h u n h i n d e r e d .
23b M e l 0 M ; F; Fr2; L / L G ;
Unarmed; A C 9 / 1 0 ; hp 6 / 8
Dreams are funny things w h o knows whether the treasure she seeks
is actually hidden in the forgotten chambers of the Underworks or is in S 12 E l Simply dressed; stunningly beautiful
fact the huge profit she generates in her popular tavern. I 1 6 0 Peasant
W 16 E l Charming, smitten, slow-witted
D 15 E l Melom loves Angor (23a) who hardly notices her; she
22a Madame Zalu; F; T8; N;
Unarmed (Adventuring: poison dagger); A C 7; hp 2 0 / 3 0
C 11
Ch 1 8
h a n g s around the tavern day and night; the regulars mock
h e r , but she reacts only when they mock Angor
H/1/2 E
S 1 0 El Well-dressed, attractive, young, usually heavily made-up
I 1 8 El Tavern-keeper, pilferer/sharper
W 11 El Bright, cheerful, pleasant 2 4 SECRET CHAPTER
D 1 7 El Many suitors, member of local thieves' guild, very famous
C 11 Beneath the Underworks lie the chambers used by a Chapter of a Secret
Oh 1 2 Cult. Organised and controlled by K a n w a s Pyral (24a) the Cult follows
arcane t e a c h i n g s a n d h a s i n f l u e n c e i n m a n y s t r a n g e a n d p o w e r f u l
Za lu employs 1 0 f i g h t e r / g u a r d / h e l p e r s (F2-5, average hp) who do the places. H e a l t h y, h o n e s t f o l k s h u n t h e a c t i v i t i e s o f t h e C u l t f o r t h e y
donkey w o r k in the tavern and assist h e r in h e r secret forays into the debilitate the mind and rot the body. Nevertheless the w e a k - w i l l e d are
depths of the Underworks. d r a w n to it and it boasts some surprising members j u d g e s , officials,
military leaders and the senior staff of the Arena. Although the entrance
through t h e A r e n a i s t h e o n e m o s t often used by m e m b e r s there are
22b Z o r e e n ; F; 14; N;
Dagger; A C 7; hp 1 0 / 1 5
other entrances that lead to cellars and w e l l s and sewers.

S• 1 2
16
E
E
l
l
Slim and tall; dresses like a boy
Adventurer 24a Kanwas Pyral; m, C9, C/LE,
Horseman's Flail +3, AC 0/1; hp 45/55
W 11 E l Cheerful, aggressive, liar
D 17 E l Zalu's (22a)daughter; Zoreen makes the Tavern her base; S• 1 0 E l Thin, balding; blue tunic over chain mail
C 11 s h e works as an independent which doesn't please her I 1 6 A D & D : Chainmail +4, boots o f striding and springing,
Ch 1 4 m o t h e r or the local guild W 18 p o t i o n of sweet water, ring of shooting stars
D 14 D & D . - Chainmail +4, b o o t s o f traveling a n d leaping,
C 14 p o t i o n of antidote, staff of harming
Ch 1 5 E l Patriarch/High Priest
2 3 T H E GLADIATOR'S REST El Grim, brooding, intense
El Knows only senior Cult members, keeps close watch on
A l t h o u g h rougher and scruffier than Zalu's, this too is a trendy drinking City League leaders as far as he can
house, but for very different reasons. This is the place the gladiators go
for r e f r e s h m e n t w h e n they are not 'working'. Consequently fight fans Usual spells memorised:
throng h e r e t o m i x w i t h t h e i r heroes a n d heroines. A c t u a l l y t o h a v e AD&D (6,6,4,3,1): 1(1, 2x2, 4x2, 7) D&D (3,3,3,2): 1 (1 x2, 4)
bought Aqop a drink n o w , there's something to tell your friends! The 2 (3, 6, 5x2, 9x2) 2 (1, 3, 4)
tavern is owned by an absentee landlord called Q u a d (51a, Fr6, hp20) 3 (5, 6x2, 11) 3 (3, 6, 8)
and managed by Angor Poddikan. There was a time when Poddikan was 4 (2 rev, 6, 9) 4 (5, 8)
Quarl's boss and w a s fast developing a sizeable business empire. B u t 5 (9)
Poddikan r e c k o n e d w i t h o u t t h e e v i l b e t r a y a l o f h i s a s s i s t a n t . A s
Poddikan's f o r t u n e s faded, s o d i d h i s m i n d , r e s u l t i n g i n a c o m p l e t e
collapse. Q u a d seized h i s opportunity a n d took control o f everything 2 4 b K a n w a s is a l w a y s accompanied by a hooded f o l l o w e r (07,
Poddikan had built up. In a rare m o m e n t of remorse Quarl established h p 3 2 / 3 5 ) w i t h s i m i l a r spells but no magical items. K a n w a s was once
his o n e - t i m e boss in t h i s tavern. This story is public knowledge, along such a f o l l o w e r and succeeded his m e n t o r just as this one will succeed
w i t h t h e f a c t t h a t Q u a r l a l s o s t o l e Poddikan's b e a u t i f u l y o u n g w i f e Kanwas. The i d e n t i t y of the f o l l o w e r is k n o w n o n l y to K a n w a s w h o is
Drassanna (51b), and there are m a n y regulars of the Gladiator's Rest passing on all his secrets secure in the knowledge that one day he will
w h o would be delighted if the worm turned. To assist Poddikan there are be murdered and usurped by this follower; such is the w a y of the Cult.
6 b a r - s t a ff / g u a r d s all F2, hp 8 / 1 0

PLOTLINES be unearthed. W h a t e v e r it is, t h e r e is sure to be m o n e y and glory in it


somewhere for brave adventurers — or even cowardly ones!
1 N o t h i n g has proved quite as popular in recent years as the Third Trial
by the hydra. Each appearance of this magnificent beast guarantees a 3 I t ' s inevitable that w h e n you keep nasty monsters in your basement
full house at the Arena. Thus it is very definitely in the interests of the sooner or later one of them is going to escape and run away down secret
manager, M a r r i k (21a), and other interested parties, to keep the hydra passages. I t ' s e q u a l l y i n e v i t a b l e t h a t y o u c a n ' t afford t o lose s u c h a
alive, to keep the tradition of Trial by Beast going and to ensure that the valuable item, so you are more than likely to offer a huge reward to any
condemned survive the first t w o Trials. Jealous local arena owners are party whose can go after it and fetch it back — unharmed, of course!
unlikely t o s h a r e t h e s e a i m s a n d a r e q u i t e l i k e l y t o o ff e r g e n e r o u s
rewards t o a d v e n t u r e r s u n s c r u p u l o u s e n o u g h , b r a v e e n o u g h ( a n d 4 T h e story of Poddikan a n d Q u a r l m i g h t seem like t h e m o s t obvious
stupid enough!) to kill the hydra or to find some other way of stopping the story to follow up, but this is not going to be as easy as it seems. Should
third Trial. characters try to track him down, they will find an infuriating trail of dead
ends a n d m y s t e r i o u s s i l e n c e s . M i d d l e m e n r u n a l l h i s b u s i n e s s
2 S o m e of the gladiators (Sir Follor and Erriados in particular) are real interests, s h i e l d i n g o t h e r m i d d l e m e n w h o w i l l o ff e r n o answers. N o
enigmas — o b v i o u s l y c o n n e c t e d t o s o m e n o b l e h o u s e a n d e q u a l l y home address can be discovered. P e r h a p s m o s t disturbing is the fact
obviously hiding some dark secret. Perhaps there is some ancient wrong that w h a t leads t h e r e a r e a l l l e a d t o w a r d s o n e place — t h e K a t a r ' s
to be righted or avenged, some disgrace to be disproved or some truth to palace....

I M A G I N E magazine, December 1984 13


),F.'\ T\c"Te' F — \ \ 17-\ 'V \ , ? 1 A . J T C ' \ 5 7 , 5 ; - L T 6 O V ,
CHARIOT RACING
in the CITY LEAGUE
These are the rules of a simple chariot-racing game that will allow
you and your fellow players to re-enact the drama and excitement of
the Arena — a City League building published elsewhere in this
issue. If you don't use the City league material the game still works
well and is fun to play for its own sake.
Set-Up Falling from a chariot
Cut out the plan of the Arena from the centre of this issue. You should If all the Structure points of a chariot are expended or if a driver is pulled
find two corner pieces and two straight pieces. By aligning the two off during combat, then the driver falls to the ground taking damage
corner pieces you will make a track the same size as that in the Arena in equal to the speed of the chariot. In each case the driver should make a
the City League. The two straights are to be used if you want to have dexterity check (roll 1 d20 to get less than the dexterity score). If the
races in other arenas, or, by alternating the straights in a 1-2-1-2-1 check is failed the driver is caught in the reins and is dragged along
sequence you could simulate a race down t h e full length o f the behind the chariot taking speed damage as above each turn. Check each
Broadway! It is recommended that you mount the Arena pieces on card turn to see if the driver breaks free. Chariots without drivers lose one
to give them extra durability. point of speed each turn and may not change heading.

Next cut out the tokens that are used for the chariots and their teams.
These too should be mounted on card.
Skill
Each charioteer has a certain skill rating (usually about 6 although
Finally make copies (you may photocopy this part of the magazine if you Erriador — see Pelinore this issue — would have 15). Player characters
wish) of the chariot record cards printed below so you can keep track of all start with a Skill of 0 — they need to win some races to earn the Skill
progress. points! These skill points can be spent during a race. For each point
spent the player may increase the speed of the chariot by 1 or make an
Rules extra side-slip or both. Only one skill point may be spent on speed each
turn although any number may be spent on side-slipping. For each race
These rules are not meant to be encyclopaedic. If they do not precisely won the Skill of the driver is increased by one point.
explain something, invent a rule for yourself to cover it. Certain 'home
advantages' could be built into different Arenas in this way.
Whipping horses
Select a chariot from those you cut out. Before starting play, make a The horses may be whipped to make then go 1 space faster each turn. No
record card and note the Skill score and Structure Points score that combat of any sort is allowed by that charioteer if the horses were
apply to your chariot. Decide which of your characters is to be the driver whipped that turn.
and note his or her characteristics where required. Some of the chariots
have more Structure points than others. If you want a balanced race give
more Skill points to a driver whose chariot has fewer Structure points on Crashing
a one-for-one basis. You are free to invent chariots of your own if you It is possible that the chariot may crash into a wall. In that case use table
wish. If the players are simulating a private race, then clearly chariots 2 treating the chariot as the victim.
with more Structure Points cost more to buy.
Winning
Order of play The winner is the chariot which goes furthest across the finishing line
All chariots move and then all drivers perform combat routines i f on the final turn (not the first across the line).
possible. Chariots move in the order of the position they hold in the race
— so the leading chariot moves first. If two chariots are together then
the one nearest the central barrier is considered to be leading. If you
have any doubts about who's leading check diagram 1. Drivers fight in
the reverse order of their positions after movement (ie, the character at
the back makes the first attack) a g a i n consult diagram 1 if you're not
sure.

Movement 51711617110
Chariots must move one hex for each point of current speed shown. The
maximum speed possible is that shown on the chariot token. You should
120015
keep a record of how fast your chariot is going on your record card. The
direarn
chariot may accelerate by up to 3 points each turn and may decelerate as
allowed on table 1. During each turn each chariot may change its
heading by 60 degrees (ie, by one hex-side). This change of facing may
AD
only occur during the second half of the movement, so a chariot going at
a speed of 7 may not turn in the first 3 hexes. A chariot may side slip (see

d
diagram 2) once per turn. Note that no change of heading occurs during
a side-slip.

Combat
After movement any chariots in adjacent hexes may conduct combat.
Drivers may whip other drivers or chariots may be deliberately crashed
into other chariots or both. Use the normal D&D and AD&D combat
tables for the whipping attack t h e s e whips do 164+1 points of damage
and use table 2 for chariot crashing damage. Note that crashing may
poinis
damage your chariot more than your opponent's. If during a whipping
attack a natural 20 is rolled the whip has wrapped around some part of
the opponent. The stronger combatant then pulls the weaker from his or
her chariot — whereupon the whip breaks loose. A character rolling a
natural 1 loses the whip due to entanglement.
14 I M A Q I N E magazine, December 1984
c477\ a q 7 - - \ OC;T Gr k

Diagram One
To decide the order of play, the players
should compare the position in their
game to the diagram on the far right.
The leading chariot of two side-by-side
is the one towards the centre of the
Arena. In the three examples on the
right, the chariots would move in
alphabetical order.

Diagram Two
A chariot may side-slip once per turn, in
addition to any turning manoeuvre.
Each additional side-slip per turn w i l l
:dst one skill point. A n example of a
s!de-slip is shown to the right. This
:n.ariot is moving at speed three.

dloytam two diagram one

Table 1: Braking strength Table 2: Crashing chariots


Strength of driver Speed Damage to Damage to
AD&D D & D Differential victim's chariot own chariot
14 or less 13 or less 1 p o i n t per turn
15-17 14-15 2 points per turn 0
1d3
18 16 3 points per turni 1
180'-1850 17 4 points per turn2 2
1d4 1d3
1851_1 800 18 5 points per turn2 3
Notes 4
1d6
- B r a k i n g three or more points per turn requires both hands. Therefore, 4+
no attacking is possible in the same turn.
: B r a k i n g four or more points per turn requires both hands, as above,
but also permanently reduces maximum speed by one.

Race Record
Skill Points Driver:
• Remaining
STR:
Structure Points
Remaining

Current Speed DEX:

Driver's hp

134AGrNE magacbte December 1984


15
D I A L O G by Lew Pulsipher
Being the life and times of a son of the 'New Patriotism'

I was sitting at my desk in Castle Puls, evidently methods are one-way doors, rotating rooms, on some graph paper.
with a faraway look on my face, because as soon sinking rooms, teleports and chutes. But how 'Also, I wouldn't differentiate the two types of
as my Alter Ego came in he asked what was up. many dungeon inhabitants are going to build dungeon b y size. T h e governing factor i s
You know, I played i n the semi-annual such things, and the original builders of the "command control". If a place is controlled by a
invitational DReD recently, and Zandy p u t us place aren't likely to have installed them, so how single entity or group, it's suitable for one or a
through a more-or-less old-fashioned dungeon can they realistically get there? They can't.' series of connected adventure sessions, until the
instead of devising a specific-mission one-off Alter shrugged. 'That's okay. A lot of hack- controllers are defeated. If it's not controlled by
adventure. A n d everyone seemed to like it. I t and-slash types hate getting lost; they don't even anyone, then the adventurers can come round as
wasn't extremely old-fashioned, because there like to be required to travel to the dungeon. They often or as seldom as they like. Size matters
was at least some rationale for the existence of just want to beat up one monster after another. insofar as the larger a place is, the harder it is for
the place, and there was plenty of room between So I wouldn't put in many ways of getting lost.' one entity to control it all. Nor does a dungeon of
encounters instead of a door every 30 feet, but 'Perhaps. I think that to help the "realism' any sort need to be packed tight, one room after
other than that it was quite dungeonlike. The angle I'll have to set the dungeon in-under the another. In fact, that not only makes it easier for
players liked it; and although many of them City of a Thousand Names that I'm creating as a the players, because their ranged detect spells
aren't exactly sophisticated i n t h e i r tastes, background for fiction. Then I'll be forced to cover a larger percentage of the dungeon, it also
preferring 'good ol hack'n'slash', I suspect that ditch the least believable ideas, and I ' l l have a makes for silly juxtapositions.'
most DkDers have the same tastes.' starting reference point, and this'll help me stay 'Like the ore horde living a few hundred feet
'So what's the problem?' Alter asked. away from making the place too AD8cD oriented, from the dwarves, you mean?'
'You know I've been trying t o make m y because the city is intended to be a background 'Right. Here, hand me that paper.' I sketched a
underground scenarios as "realistic" as possible, for fiction as well as for games.' few " r o o m " complexes o n widely separated
even t o having the inhabitants wander i n , 'Did you read what Roger Musson said about parts of several sheets of paper, then drew a
wander around, and clash with other inhabitants "adventure" or one-off dungeons and "main" separate diagram of lines connecting squares.
in the process of finding a place to live. And I dungeons?' ( #5) As you know, Alter is an avid 'This may be the ideal way to make a "main
abandoned my huge dungeon years ago. But I'm IMAGINE reader. dungeon", sort of modular construction as they
not sure i t all makes for the most interesting 'Yes, and I see the point, although I disagree call it. Instead of cramming everything together
game from the players' point o f view. So I with the sizes he mentions. M y "adventure" on one sheet of graph paper, even a big one, you
haven't been constructing underground scen- dungeons — which are often buildings above draw the individual complexes separately — the
arios lately. Now I'm thinking about making ground, such as a magic user's stronghold — ore lair here, the evil cleric's temple there, thc old
another huge all-purpose "dungeon" that could have as few as a dozen rooms. Making one with a graveyard/catacomb on another sheet. Then you
accommodate all, or at least most, tastes, and hundred rooms would be a waste of effort, since make a large-scale diagram showing the tunnels
wondering what to emphasize.' the players surely won't even visit most of those that connect the separate areas you've drawn.
Alter pondered this. 'I guess you'll just have to rooms. A n d it's easier t o make a place o f The diagram need not even be to scale, though
try to make it "realistic" ' — you could hear the adventure fairly "realistic" i f there are fewer it's more convenient when it is. I f there is the
quotemarks in Alter's voice — 'and retain as rooms.' occasional empty room or small group of rooms
many traditional elements as you can.' 'And I remember, when you started a "main" here and there along the tunnels, they can be
'Easier said than done,' I said. 'There are all dungeon you worked level by level, rather than marked on the main diagram without being
sorts of problem. For example, my notes say that try to create a massive place all at once.' drawn separately.'
two of the most exciting times in a dungeon 'Yes, it's impossible t o be reasonable and 'This is probably easier for the players to map
adventure are getting lost and getting attacked varied and imaginative and still fill up a huge too.'
by a wandering monster when the party i s space, hundreds of rooms according to RM, in 'Yes, but it may be harder to cut them off or let
already fighting someone. But there won't be one stretch. And why expend a lot of effort on them get lost.'
much wandering in a "realistic" dungeon.... places the players may never reach? Especially 'But isn't drawing the dungeon first putting
'Except patrols.' for a beginning referee, it's easier to make the the cart before the horse?'
'Yes, but many groups aren't large enough or first couple of levels, not too large, to get a feel 'Yes, you should write some descriptions first,
organized enough to patrol frequently, and I for what's going on and what the players like, including history/reasons why the place exists,
refuse to believe that some "mad wizard" o r and then keep a couple of levels ahead of them.' then draw something. But we can't talk about
other creature controls the entire place. No way.' 'Like a new teacher staying just ahead of the that now...'
'As for getting lost,' I continued, 'or maybe I students in an unfamiliar subject.' As he said
should say "cut off from the exit", the usual this, Alter began to sketch some kind of dungeon Mks Lew Pulsiphor

,••••-•-millEMIRMTEIEb.

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DE L U X E R Q Secret Ingredient
concerning, a fantasy campaign in Dark Standard Games are pursuing a relentless
It m a y seem odd, b u t i t t u r n s out that i t
Age-ish Europe. There i s also a booklet policy of controlled leaks to heighten pre-
only comes in an ordinary cardboard box. release interest in their forthcoming all-
No velvet cushion nor mink-trimmed book called Players' Notes which includes play
British, all wonderful rpg. In case you're
covers. Not even a particularly marvellous hints, summaries of character generation
concerned about this, it does not signify a
box illo. I'm talking about Runesauest 3 of rules a n d h o w t o convert old R Q c h a r -
corporate physiological malfunction; rather
course, n o w available for only E39.95 (de acters to the n e w rules. A n d there's the it is a system of providing carefully selected,
luxe set). ' W h a t on earth d o you g e t for rub. T h e n e w s y s t e m i s s i g n i f i c a n t l y periodic snippets of information so that col-
that price?' i s a q u e s t i o n , c o u c h e d i n altered. D o u b t l e s s a f u l l r e v i e w w i l l umns like this one will mention the damned
terms o f i n c r e d u l i t y, t h a t I ' v e a l r e a d y appear i n IMAGINE magazine, detailing thing every month.
become accustomed t o h e a r i n g s i n c e I these changes; suffice i t to say that they Standard's official propaganda machine
preclude mixing RQ1 & 2 with 3 w i t h o u t tells u s t h a t t h e game w i l l b e called
furtively brought a set home. The quest-
extensive conversion work. Dragon's Roar. There will be a Basic Set
ion is easily answered since Avalon Hill which includes a solo adventure and a
have thoughtfully included a sheet head- Is it worth the heavyweight price? Well,
group adventure, c o l o u r e d c h a r a c t e r
ed 'What's in this box'. There are five soft- it sure isn't a bargain but, speaking as an counters and character sheets. Among the
covered books: Players', M a g i c , G a m e - RQ enthusiast since the first p r i n t i n g o f monsters w e can look forward t o , say
master's, Creatures, and Glorantha. They the f i r s t edition, I'd say t h a t almost a n y Standard with a certain discreet pride, are
are all self-explanatory except Glorantha price is worth paying for this marvellous, Giant Hedgehogs a n d K i l l e r Penguins.
which i s a book detailing t h e campaign original a n d h i g h l y sophisticated g a m e s Following u p the Basic Set will come a
system. A n d r e m e m b e r, b y t h e t i m e Dictionary of Dragons, a Compendium of
setting of RQ's designers.
you've b o u g h t t h e f i r s t t h r e e A D & D Knowledge and several modules, the first
As well asthis campaign material, RQ3 of which is called A Matter of Honour. Still
includes a m a p o f , a n d i n f o r m a t i o n books, you've paid out E30....
no clue of what the secret ingredient 'x' will
be. Standard's marketing main man John
Maitland persists in maintaining that this
idea w i l l b e latched Onto b y a l l t h e i r
competitors as soon as they know what it is.
Brawling in the Streets Transatlantic Tales An unofficial Standard source (Peter
Back to more prosaic games. Avalon Hill It will come as no surprise to you, having O'Toole, t h e designer) describes t h e
have released The Yeti Sanction, which is skimmed the contents of this magazine, mystery ingredient succinctly enough. He
an adventure module for Lords of Creation. that the major release i n the UK at the says it's 'brilliant'. He also tells me that the
Let me quote from the description on th moment is the MARVEL SUPERHEROES combat system is much more detailed than
back of the box... 'YETI. The Young Everest game. Pete Tamlyn's review on page 18 that in Cry Havoc. Apparently it's based on
Terrorist International operated a world- shows just how much material is already a delightful little set of rules he wrote while
wide network for extortion, kidnapping and on show, and there is another scenario, he was at university, called Blood and Snot.
assassination. They were l e d by Anton Lone Wolves, a n d a s e t o f cardboard How quaint.
Markov, the mad Russian anarchist who figures due in the New Year. I'm sure the Standard are also going into the figures
had once been chief of the KGB's Asian designers have plenty more up their sleeves manufacturing business with a range o f
Bureau. Markov was a fanatic...' — and so for later on; which brings me to a delicate medievals to complement their Cry Havoc
on, a classic piece from the AH ad depart- point. Two issues ago, I intimated that the system games.
ment. MSH designers had left TSR for pastures
new. They haven't, and the team is busy
now o n extending t h e MSH range. M y
apologies to them all. Off-the-Peg Figures
Devotees of the AD&Ok game may well Someone else going into figure manufact-
hear tell that a n e w volume, Legends & ure i s Prince August. S o far they have
Lore, has appeared in the shops. Don't be produced a range of moulds with which
confused if you are already the owner of a garners can cast their own figures. Now
copy of the DEITIES & DEMIGODS Cyclo- there will be Prince August ready-mades as
The players in this module are charged pedia; this is a repackaged version of the well. It's not yet clear whether these will be
with the responsibility of rescuing the US same volume, and the contents are exactly an entirely new range or taken from their
Secretary of State. This will involve them in the same. home-cast ranges.
traditional Outdoor Pursuits such as climb- Stopping only to boast that the latest
ing Mount Everest and defeating 'a host of figures w e have seen s h o w U K 2 T h e
Gauntlet at the top of the '1984 best-sellers
foes reaching out from beyond the bounds
of unknown dimensions.' Gordon Bennett! list, we can proudly announce the arrival of
Down Under
There is also a new module for Powers & UK5 Learning The Hard Way and UK6 All Another Australian gaming magazine has
Perils. Players start b y brawling i n t h e That Glitters. More modules will be on recently come my way. Multiverse is an A4,
streets of Porta, and end (if all goes well) by release i n the New Year; CM2 Death's 36-page prozine with the sub-title of The
Ride, X3 War Rafts of Kron, X8 Drums of Australian Roleplaying Garners' Magazine.
combating the ultimate magical power of
Fire Mountain and the latest in the epic The Spring ' 8 4 issue h a s articles o n
n e game world. On the way from the one to
Dragonlance s a g a , D L 5 D r a g o n s o f Traveller (hi-tech starships); Vampires in
I l e other, they have to traverse some pretty
Mystery. For those of you who want to go AD&D as a character class (something to
unpleasant terrain. In fact the whole thing
sounds rather unpleasant with words like deeper into this series, there will also be get your teeth into, etc, etc); Priests and
the DL Source Book and even a DL Novel, Paladins for Dragonquest (whatever hap-
'i'estering' and 'putrescent' liberally spot-
the description. A l l i n all, a good Dragons of Autumn Twilight. pened to DQ by the way?) and a Superhero
module to avoid playing if you're thinking of Lastly, the latest SPI re-release will be adventure. There is a sterling cover price of
that of the Spies game, a popular game in El .95 but I don't know of any importer at
inviting the vicar round for a game. Yeti
Sanction f 9.95; Tower of the Dead L. 8.95 its last incarnation. present.

17
.alAGINE mapzcine, December 1984
/


••••-••

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MARVEL SUPER
One thing that has to be said about this game character sheets f o r several o f the better- games in other ways as well M a n y of the
is, 'with so many Superhero rpgs on the market known heroes and each scenario pack contains systems are somewhat reminiscent o f the
already, who needs another one?' I suppose the necessary extra characters for that adven- James Bond game, for example the use of
one could reply that none of the existing games ure. True, there a r e some comments o n Karma points which allow the heroes to modify
designing your own hero at the back of the their die rolls when they are in a tight corner,
have taken off to any great extent. How often
do y o u s e e articles about, s a y, V & V o r campaign book, but the system provided is by and the grading of actions according to their
Champions in professional magazines? Then no means as comprehensive as those given in difficulty. Overall, however, the game is much
again, t h i s g a m e h a s b e e n produced i n other games and I get the impression that it is simpler than Bond p e r h a p s designed with a
collaboration with Marvel and that opportunity not intended for general use. Pregenerated younger audience in mind b u t also leaning
characters actually make the game easier to towards the D&D philosophy of allowing the
itself is probably worth a new game release.
However, MARVEL SUPERHEROESTM is not run as you don't need to describe the char- GM to improvise when necessary rather than
acters' powers in terms of 'a complex character the AD&D concept of 'a table for everything'. It
just another Superhero game. In many ways it
is substantially different from other SHrpgs. generation system. However, playing a well- is probably the easiest rpg to learn and GM that
known, clearly defined character can be a I have ever seen (though I confess to falling
Those of you w h o have bought more than
one set of rpg rules will by now be used to much more difficult roleplaying exercise than over myself a few times in running playtests
playing someone you've designed yourself, due to sheer overconfidence).
opening the book and finding that the first
especially if you are not 100% familiar with the The referee's screen has kindly been pack-
chapter concerns character generation. Not so
with MSH, this game is about playing Marvel comic character in question. aged in with a whole lot of useful information
The design of MSH is different from existing about New York and the Marvel Universe. As
characters. When you buy the game you get

CHAMPIONS Supplements
I have very mixed feelings about Champions good in this respect, covering a lot of stuff that
as a game system. Where the MARVEL SUPER- doubtless got squeezed out of the initial book
HEROEStm game tries t o make life easy by by all the character design material. Designing
expecting you to use pregenerated characters, your own hideouts and vehicles is covered, as
Champions spends over half of the main rule are character income, encounter charts and
book on character design. And if this weren't legal implications of superheroing. Champions
enough, large parts of the two supplements, III i s not so good i n this respect. With the
Champions II and Champions 111, are devoted notable exception o f the random character
to expansions of this. generator mentioned above, m o s t o f t h e
Considering the complexity of the character hardware concerns new powers or modificat-
generation system, the set of character rolling ions to old ones. It is more of a set of upgrade
tables finally produced in Champions III must notes than a supplement.
seem like a Manna from Enemies I (there is an Enemies II as well) is
Heaven to Champions GMs. simply a l i s t o f Supervillains. A g a i n t h e
On the other hand, some of designers manage to demonstrate their aware-
the stuff in Champions II was ness of t h e importance o f atmosphere b y
mildly astonishing. Did you giving each character an interesting back-
know that you can make best ground. E v e n s o I w o u l d n o t n o r m a l l y
use of the Champions game recommend anyone with a decent imagination
mechanics by having all your to bother with this, were it not for the fact that
character's Prime Requisite the villains get used elsewhere. The Island of
scores ending in 3 or 8? Did Dr Destroyer, one of the scenario packs, uses
you want to know, and will several o f t h e characters from Enemies I ,
you make use of the fact? Is giving their stats but not their backgrounds.
this roleplaying or a book of This is quite naughty enough, but I notice that
mathematical puzzles? my copy of Enemies I had revised stamped on
On the other hand, secreted the cover. Sure enough, the stats for some of
away among the reams of the villains in Enemies I were different from
hardware and commentary those in the scenario!
thereon are a number of truly Deathstroke, the third scenario pack, is an
excellent articles which prove altogether better proposition. Whereas Island
that the designers of of Dr Destroyer is a simple raid scenario that
Champions do know what sounds vaguely reminiscent of a number of
roleplaying is all about, and James Bond plots, Deathstroke has a certain
are of interest to any GM amount of subtlety and complexity to it. It also
regardless of the game she or provides f u l l backgrounds f o r t h e baddies
he intends to run. If you want (despite the fact that they were nearly all
advice on how to run a good featured in Enemies II). In addition it suggests
campaign, get these two that players control the villains as well and
supplements. provides as much of a challenge for them as for
Champions players, the goodies. This is a very interesting depart-
however, will probably be ure, though while the designers say that it
interested in useful new rule works well, I have my doubts about the ease of
systems. Champions II is quite running such an operation. * 0 Pete Tamlyn
-



/
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71;reireivi 6414; ;6.1.e1.1.110ifil 4 1 I 1

HEROESTm GAME
most of the actions are adjudicated on two very Superhero rpg stands and falls on h o w well it addition, and here I am probably being far too
simple tables, the designers must have been at recreates t h e atmosphere of the comics and, utopian in my requirements, I have yet to see a
a loss as to w h a t to p u t on t h e screen. T h e y w h i l e M S H ' s game mechanics and a u t h e n t i c Superhero r p g t h a t c a n e m u l a t e t h e v i s u a l
seem to have opted for t h r o w i n g in every table Marvel background put it ahead of most others jokes w i t h w h i c h t h e b e t t e r c o m i c a r t i s t s
in t h e b o o k r e g a r d l e s s o f h o w o f t e n i t i s in this league, there are still a f e w shortfalls. brighten t h e i r w o r k . W h e n I w r o t e p l a y t e s t
To start with, w h e n you are reading a comic scenarios I t r i e d t o t h i n k like a c o m i c w r i t e r
needed. P e r s o n a l l y I t h i n k a f e w w o r d s o f
explanation a b o u t the c o m m o n l y - u s e d tables you don't often stop to consider the rationale of and, as a result, put in cameo appearances for
might have been a far better choice. a s u p e r v i l l a i n ' s actions; t h e a u t h o r k n o w s Bruce Springsteen in one and A r t h u r Dent and
The scenarios, like the main game, are nicely w h a t he wants both sides to do and constructs Ford Prefect in a n o t h e r. Needless to say, t h e
put t o g e t h e r a n d w e l l i l l u s t r a t e d b y M a r v e l a storyline round this. In a game the storyline is jokes fell f l a t w i t h o u t t h e visual e l e m e n t , b u t
artists. M a r v e l w r i t e r s a n d e d i t o r s have a l s o generated by the players' perceptions of w h a t this did start me thinking about visual aids to
helped i n t h e p r o d u c t i o n t o e n s u r e t h a t is going o n a n d t h e w h o l e t h i n g t e n d s t o fall games. T h e s c e n a r i o p a c k a r t w o r k i n c l u d e s
characters a r e p o r t r a y e d i n t h e e x p e c t e d down if the G M has to do m u c h prompting to panels d e p i c t i n g e v e n t s i n t h e a d v e n t u r e . I
m a r i n e r. T h e p l o t s a r e s u i t a b l y i n v o l v e d get them to go in the right direction. By having found these snapshots of the scenes potential-
(though perhaps the one for the Avengers is a villains stupidly standing on top of skyscrapers ly u s e f u l i n play, b u t I c o u l d h a r d l y h a n d t h e
bit t o o involved) a n d h a v e n o o b v i o u s l o o p - threatening t o l a y w a s t e t o t h e s u r r o u n d i n g scenario booklet around for the players to look
holes. M a p s / p l a y i n g b o a r d s a r e p r o v i d e d , area a s t h e y a r e w o n t t o d o i n c o m i c s , a at. Next time, TSB and Marvel, could w e have
w h i c h i s j u s t as w e l l c o n s i d e r i n g t h e game's scenario can have t h e players sitting a r o u n d some more of these drawings, and on separate
special a r e a m o v e m e n t s y s t e m . H o w e v e r, a for h o u r s w o n d e r i n g i f t h i s i s a diversion. I n sheets, please? l k Pete Ta m l y n

Product Information
The M A R V E L SUPERHEROESIm game ( f 1 0 . 5 0 ) is supplied by TSR UK Ltd, The Mill, Rathmore Rd, Cambridge CB1 4 A D
C h a m p i o n s supplements are from Chris Harvey Games, P 0 Box 100, Walsall, W Midlands, prices Champions II and III
7.95 and Deathstroke and Enemies I E4.95
To o n ( f 7 . 9 5 ) is a Steve Jackson game, distributed in Britain by Games Workshop, 2 7 - 2 9 S u n b e a m Rd, London NW10.
These addresses are for information only; all games should be available in your local games shop.

TO O N
Steve J a c k s o n G a m e s h a v e a l w a y s b e e n of t h e a c t i o n f o r t h r e e m i n u t e s , a n d t h e n
known for producing innovative, and above all, returns w i t h full hps.
amusing n e w g a m e s s y s t e m s . T h e y h a v e Each character not only has ordinary skills,
succeeded o n c e a g a i n w i t h To o n , a g a m e but they may have special skills and abilities as
w h i c h b r e a k s o u t o f all t h e g e n r e s c u r r e n t l y well. T h i s enables characters to carry o u t all
invented f o r roleplaying g a m e s , a n d creates those cartoon tricks such as
one of its own. flying, having incredible speed,
Toon i s the g a m e of t h e Saturday m o r n i n g having a bag full of just about
American cartoon series, and draws on Hanna everything, and so on. These
Barbera and Wa r n e r Brothers cartoons for its skills can be improved upon,
The Cartoon Roleplaying background. Gone are the usual cultures and as can ordinary skills, by
serious attitude of most frp systems h e r e the w i n n i n g plot points during
tiobipled by
Greg Costikyan emphasis is on Fun w i t h a big F. actual game sessions, and
° w o k / A d by The g a m e c o m e s a s a s i n g l e r u l e b o o k , then expending these points.
Warren Spector profusely illustrated with cartoons and pictures The r u l e s booklet also
of cartoon-type characters — giving examples contains four example
for each section o f t h e rules. Characters a r e adventures, three of w hi ch are
created w i t h just four characteristics: Muscle, short scenarios, w h i l e the
Zip, S m a r t s and Chutzpah. These are r o u g h l y fourth is a full feature-length
equivalent t o S t r e n g t h , S p e e d , I n t e l l i g e n c e plot.
and ' p u s h i n e s s ' . E a c h c h a r a c t e r a l s o h a s a Toon is a very refreshing
rating in one of the 23 skills available, w h i c h change from the usual r u n - o f -
vary f r o m r u n n i n g t o b r e a k i n g d o w n doors, the-mill rpgs w h i c h have been
taking in driving and fighting o n the way. appearing recently. The game
The w h o l e atmosphere of the game is very very firmly puts a sense of
close t o t h a t o f the cartoon background. T h e h u m o u r back into rpgs. If you
action is controlled by a G M w h o is referred to are interested in cartoons,
as t h e A n i m a t o r. Each scenario is referred to then Toon is an essential
as a cartoon, a n d c h a r a c t e r s a t t e m p t t o w i n purchase — but even if you
plot points through their actions. These actions aren't, try it for a change. I a m
are mainly to cause the other player characters very impressed w i t h the ideas
to 'fall down'. behind this game and hope
This l a s t a c t i o n i s t h e m a j o r appeal o f t h e that it gets more support than
combat system, i n t h a t n o - o n e actually dies. most minority RPGs have don
Just like i n t h e cartoons, w h e n a character's in the past. It deserves it.
hit p o i n t s a r e reduced t o zero, t h e c h a r a c t e r
falls down. This means that he or she stays out " 5 Mike Lewis
- ••••• - •

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• • • •• • • 1 1 1 1 4 i•••••• • 0 0 0 1 1 , • • •
. . . . 4 1 1 1 4
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JUSTICE INC The Adventures of INDIANA JONES


Hero Games' Justice Inc is a game about the Roleplaying games based on film/TV series designers have persisted in the TSR notion of
pulps — the rip-roaring adventure stories of seem to be the current craze in the industry, play balance, hence Indy himself is the weak-
the 30s and 40s. It consists of two rulebooks presumably because games companies want est of the adult males offered as characters.
packaged in a good-looking box. The rulebooks to reach new markets, and fans of films are Another major flaw is that while the brawl-
themselves are well laid out and illustrated, as easiest to reach. I mention this because it is ing system works well and feels true to the
we expect from professional games nowadays. clear the The Adventures of Indiana Jones is films, the shooting system is feeble. It takes at
The larger of the two books covers character pitched a t a level understandable t o t h e least three good shots to kill a man, and the
creation, combat and skills. The rule system is complete novice. chances are that a single shot will have no
that used in all Hero games, the most popular The presentation i s slick, with numerous effect on the person it hits, even if the shot is
of which is Champions. What sets Champions- stills from the films being used to break up the from a high velocity rifle. All this rather spoils
based systems apart from virtually every other text of the single rulebook. The main strength the introductory adventure, much o f which
system on the market is their total flexibility in of the rules lies i n t h e system used. The depends on Indy being threatened at gunpoint.
character generation. There are no dice used designers have come up with an ingenious Under this system there is no threat!
to create a character; instead players must way of combining chance with success, quality The adventure i s presented i n episodes
assign character points t o determine their of result and (in t h e case o f combat) h i t throughout the booklet, which causes much
attributes and skills. This takes a little time and locations with a single percentage roll. The frantic page flipping on the part of the GM,
thought, but at least ensures that you get to whole game depends on this simple system, especially as the scenario isn't very clearly laid
play exactly the character you want. making it easy to pick up quickly. out. The first part of the adventure is a solo
The combat system is designed to give an However, while the rules system is extreme- scenario. It is not well written, forsaking the
authentic feel, and hence is moderately com- ly elegant, the game falls down in virtually usual numbered paragraph system for flowing
plex, though since i t is based on the same every other department. The first problem is prose in which you have to read through the
system as the rest of the rules this shouldn't be that there is no character generation system; various alternatives t o f i n d t h e o n e y o u
too much o f a problem. What is worrying, players must choose from the roles of Indy, selected. This would really spoil it were it not
though, is the way it is explained. Most of the Marion Ravenwood, Sallah, Jock Lindsay, Wu for t h e fact t h a t t h e same things happen
description is clear and easily understandable, Han, Willie Scott and Short Round. If you think whatever you choose to do.
but at times it seems to assume that the reader about those characters you will realise what a This demonstrates how, while the game
already plays Champions. T h e r u l e s a l s o ludicrous idea i t is to limit players to them. structure is spot on, the execution i s poor,
assume a fair amount of knowledge on the Sallah, for example, is clearly not the kind of making me feel overall that the game is a
subject of firearms. I should stress that these person to go gallivanting round the world in missed opportunity.
features are irritants only — any competent search o f adventure. W h a t i s more, t h e ILA Paul Mason
player could sort out the rules. They do mean,
however, t h a t I wouldn't recommend t h i s
game for novices.
Skills are handled in an admirably straight-
forward manner, and a good selection of Skills, CALL OF C T H U L H U Scenarios
Psychic Powers and Weird Talents is given.
One omission of note is the lack of a system for Imagination makes the good scenario. With it, Which leads t o t w o Chaosium offerings.
Occultism/Black Magic, something that feat- any number o f faults may b e overlooked; Firstly, Curse of the Cthonians, a package
ured prominently in the pulps without it, the most detailed adventures are boasting four separate scenarios. It may sound
and would be important for a merely grey. It is in this light that I judge the like quantity not quality, but it isn't.
Lovecraft-inspired campaign. following... Curse begins with 'Dark Carnival', which
The campaign sourcebook in First, t w o TO M E scenarios. D e a t h i n appeals because of its setting: all the veuve
a game like this will compete Dunwich sees the players employed to invest- and colour of an amusement arcade. The plot
directly with the equivalent in igate the brutal murder of an art dealer. The never reaches beyond cliché, but that doesn't
Call of Cthulhu. Justice Inc is adventure is easy to run, plays well, and has a matter. Here the enjoyment is roleplaying in
a fine attempt, making it clear nice balance between thoughtful sleuthing odd surroundings, not 'what happens next'.
that the game is designed to and fast action. The second adventure succeeds because of
have a wider scope than Unfortunately, there are two major failings. the sensitive portrayal of its lead characters. A
Cthulhu. However, I believe Firstly, DiD is very short. For E7 you expect famed archaeologist limping his way to mad-
the designers have made a more than this single-facet plot. Secondly, the ness under the curse of a Tibetan god... Keeper
mistake in following the atmosphere is wrong. DiD, one feels, is more manipulation is subtle and ingenious as the
Champions line and ignoring influenced by low-budget horror films than by players meet the daughter and friends of this
money. Nowhere in the rules Lovecraft. What use is a Cthulhu supplement tragic figure. Despite the contrived ending, this
are prices for equipment, where the paranormal is the flaw of the story?! is a most memorable scenario.
costs, etc given; the only word Overall, I'm afraid, the adventure left me cold. And so to the last duo, by William Hamblin,
on the subject suggests that The Arkham Evil was also disappointing, which offer the investigators the ambience of
the GM use one tenth of though for different reasons. This time the plot legend-filled Egypt. The action begins w i t h
current (dollar) prices. This was intriguing, b u t o u t o f control. Druidic mystery surrounding the theft of an ancient
must be held against the game rituals, terrorist miners, fated asteroids and ceremonial dagger. Again, believable NPCs
when considering its overall unlikely German barons just don't tie together. and clever twists in the plot manipulate the
merit. Result? Contrivance on a massive scale. The party quietly but inexorably along the desired
If you like the Champions players are bundled from scene to scene like path... The distinctive quality o f Hamblin's
rules system, and want a puppets, reeling as unexplained 'happenings' work is his knowledge of things occult. Genu-
campaign set in the era of the bombard them from every side... A pity, since ine heiroglyphics and kabbalistic riddles prove
pulps, then Justice Inc will be many scenes were potentially quite interesting. very effective i n conjuring u p atmosphere.
perfect for you. Otherwise I'm To sum up, I think DiD and Arkham Evil were Street-life i n teeming Cairo should prove
afraid I can't recommend it valuable when Call of Cthulhu was new; they interesting tool
over its competition. filled the gap when there was nothing else. The presentation of Curse is exemplary. The
* Paul Mason Now, I suspect, they are outclassed. layout is neat and logical, the artwork relevant,
/ •

194_07_4
••

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PSI W O R L D
Psi World, the latest of a long line of role-
playing games from FGU, is somewhat refresh-
ing in as much as one (or one's party) is not
pitted against a multitude o f real a n d / o r
fantasy creatures. Friends and adversaries are
human, t h e t i m e i s n o w and t h e settings
realistic of small town USA.
Included in the standard size FGU box are
two booklets — rules and scenarios a GM's
shield and a single card character sheet which
you are expected to photocopy. The production
and printing of all these is top quality with a
layout designed for clarity.
There i s a very short introduction t o the
game idea, but not the system, as Book One —
the r u l e s — g e t s straight i n t o character
creation, skills, psionics, combat a n d t h e
world. Each section i s clearly defined with
boxed examples for an 'assumed' character
being available t o add weight t o the rules
where necessary.
Basically, t h e World i s divided i n t o t w o
peoples — Normals o r 'norms' as they are
called, and Psis or Psionics. Players take the
part of either a norm or a Psi and attempt to live
in this world where Psis are hunted almost as
relentlessly as Hitler pursued the Jews. This is
not a light comparison as much of the game
system seems to rely heavily on the Jewish
persecution and the similar American attitude
towards the ethnic races of their country. Psis
are forced to live 'undercover' or in ghettos,
while a Ku Klux Klan force — 'the League' i s
dedicated to ridding the world of them com-
pletely. Players can find themselves in moral
realistic situations with the fact that this is
and the texts very well written. Really, there is 'Just a game' being lost among the heated
little to fault, unless it be the potential dead- conflict of personal opinions.
lines of some of the finales. All in all, if one-off The two scenarios in the
scenarios are your thing, Curse is a must. adventure booklet are very
What The Fungi from Yuggoth promises, basic, being intended only to
though, is more than just a scenario: it is the introduce players to both
basis for a whole campaign. A very ambitious aspects of play, but there is so
plot too, though of course I can only hint at it. much possible additional
A famous New York spiritualist goes missing material available in today's
— but what could his strange dreams have told real world for any GM to
the players anyway? The trail leads to Boston intensify each situation to suit
and a series of hideous child-murders. Slowly, his/her own knowledge of life
it becomes apparent that there is some deep as it is.
evil afoot, far more than any mere kidnapping. Bringing the game back into
17-e players are drawn to Transylvania, Egypt unreality are the Psionic
a-:: Peru before the truth begins to emerge... Powers available to Psis,
Fungi employs with great effect the CoC which range from Telepathy to
: o n - s k i n ' method of layout. From routine Telekinesis and are thus a
zeginnings, the players become embroiled in Product information constant reminder that this is,
occurences more and more macabre until Justice Inc (E13.75) from Hero games is after all, a game.
almost any horror seems possible. Once more, distributed in this country by Chris Harvey I would suggest that this is a
rt is not Chaosium's impeccable technique Games; system for the slightly more
which shines, but their conviction. Weird and Indiana Jones is a TSB game costing £9.50; mature player, not for the
worldly, simple or sinister, their NPCs live. The TOME (E6.95 each) and Chaosium young and blood-thirsty beat-
They contrive t o make Lovecraft's horrific scenarios (f7.95 each) for the Call of 'em-up brigade. Much thought
worlds rather too close for comfort... Cthulhu game are distributed by Games and planning is required
To conclude, Curse and Fungi are worthy Workshop; by both GM and player,
supplements indeed: well-detailed and origin- Psi World is an FGU game supplied in the UK and character interaction
al. With Call of Cthulhu so capably documented by Games of Liverpool, 85-7 Victoria Street, and party co-
and now so reasonably priced, the world of Liverpool Li 6DG. Price — L8.75. operation is a must
Twenties style and pulp-fiction atmosphere for survival and
must loom as a considerable threat to the more enjoyment. 4

conventional RPGs. 1 1 1 1 0 Richard Lee 146 Chris Baylis


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RING WORLD
Chaosium's n e w science fiction roleplaying different once you replace ancient weapons of creatures that you meet are diverse and in
game Ringworld has a background derived with modern and futuristic missile weapons. many cases very odd. It may be that if the game
from L a r r y Niven's award-winning K n o w n Combat ranges expand considerably, a n d is not properly regulated these creatures may
Space novels. Known Space is large; the role- missile hits become deadly. It is very difficult to be treated as fantasy monsters. Thus Ring-
playing game centres on the Ringworld of the protect an explorer to the extent that even an world needs some skill on the part of the Game
title, a huge artificial construct built aeons ago average range shot doesn't bring him down. Master, it is definitely not for the novice.
by a race called the Pak, creating a narrow strip This tendency is exaggerated by the science One way round this is to set the campaign in
of land all the way around a star. One of the fiction background. No SF medical technology another part of known space. Quite a lot of
major tasks of the adventurers is to discover is a match for fantasy healing or resurrection background i s given o f Known Space, i t s
some of the secrets of the Ringworld's design. spells. So combat must be kept to a minimum. history and some of the worlds are described at
The game is immaculately presented and A problem for the Game Master is the sheer length. I n such a campaign m a n y o f t h e
produced. The box art i s striking, and t h e size of the ring, it is literally millions of miles intelligent races o f t h e Niven books could
interior artwork easily matches that on the around. It is broken into hexagons, a third of a interact on a personal and political level in a
cover. The four books which comprise the million of them. Each hex is 50,000 km across way that is difficult on the Ringworld. However,
game include a Game Masters Guide, Explor- — if a party marched 30km a day it would take there might be problems; for instance, there is
ers Guide, and material on Technology and them 40 years to cross one hex. Yet there are no space combat system because o n t h e
Creatures; about 150 pages of information. rapid transit systems available, which poses a Ringworld you simply don't need one. The
Ringworld's physical systems rely heavily dilemma: do you design one area in detail or characters' ship is down and heavily damaged.
on other Chaosium products. The character many superficially? The playing area of Ring- Also, one would waste much of the background
generation system is similar to that used in world is the largest yet to face the roleplayer, information presented, information that you
Call of Cthulhu. It places a lot of responsibility and this vastness may dwarf the players. They pay a substantial amount of money for.
on the player or 'explorer'; as one cannot be need a lot of guidance to feel that they are Altogether, Ringworld's advantages and
master of all trades, this system needs thought actually having an effect on the campaign. disadvantages stem from its campaign setting.
and co-operation if a suitably balanced party is Another problem i s maintenance o f a The actual mechanics of the game are top
to be the end result. The combat system is science fiction atmosphere. Because o f the quality, yet background and atmosphere are
basically that used in RuneQuest. Thus there Ringworld discovered Pak artifacts may take what make o r break a campaign, a n d i n
is little to fault what must be one of the better on the appearance of 'magic items'. Further- Ringworld t h i s aspect could be somewhat
melee systems in common usage. A word of more the entire population of Ringworld was daunting to the uninitiated.
warning however: melees can become very transplanted there. Thus the numerous types Steve Nutt

Ringworid is a Chaosium game from Games Workshop costing f 24.95


Westminster (f9.95), H P Gibson & Sons, Littlers Close, London SW19; Poleconomy (f10.99) is a Woodrush game, available from all leading department stores; The
President is from Merad Games, 155 Ecclesall Road South, Sheffield, and costs f '14.95
Torchlight Fantasy Products are at 23 Clifftown Rd, Southend on Sea, Essex
X5 costs £4.50 from TSR UK Ltd

WESTMINSTER, POLECONOMY ge T H E
If boardgames are your thing, Reading. The board shows the chamber of the Properties, Charge Rent, Make Money game,
Xmas is the time when you House of Commons, a 'track', about which the but t h e extra dimension o f elections a n d
might be dropping the heaviest M Ps move, and an outer ring of constituencies government bring it much closer to the real
hints about which one you and 'chance' squares. Seats are contested in thing. The elections themselves are pretty dull,
want to receive. For anyone an opening general election ( i n w h i c h a although t h e bartering a n d haggling over
with an interest in politics, this maximum of 16 seats will be won), and in by- government seats can be entertaining w i t h
is a year when you find elections which allow for fortunes to change. four o r more players, b u t once you're i n
yourself spoilt for choice, for While it is possible for players to co-operate in power.... Manipulating inflation, government
there are three games with an the First Reading, thereafter i t is a case of bonds and government salaries means that
political slant, all of which dog-eat-dog. even if you have lost out in the scramble to buy
were on show at Games Day It i s n o t a simulation game; should t h e properties, you are still in with a chance. The
in September. Which one do players g e t t o t h e stage where a second board is very attractive and the packaging is
you go for — assuming you general election i s called, i t w i l l take n o excellent, so this looks like a game that could
persuade someone to buy one account o f the existing distribution of seats be a winner. But watch out t h e r e is a serious
for you in the first place? among the parties, and all the players will fight flaw in the rules, whereby the player in last
it as equals — even the Communists! It's a race place can force a drawn game by bankrupting
The three games share little in game, with a neat theme and a fairly simple set the government. Indeed, i n a game where
common beyond their area of of rules. As such, it is very easy to play, and players are being cautious and keeping the
interest. Westminster (Gibson there is sufficient need for intelligent play that amount of cash in front of them at a minimum
Games) is the oldest of the good players w i l l triumph over the not-so- (which limits the government's ability to tax)
three, previewed at Games good. it's very hard not to bankrupt the country.
Day '83. The game presents
an abstracted look at the With Poleconomy (Woodrush Games), it's not Back a t t h e electoral stakes, w e move t o
workings of the British the election that matters, it's how you use the America and The President (Merad Design
parliamentary system, and the power. This i s Monopoly w i t h state inter- Games). Here the object is to become the next
aim of the players is to be the ference; less a case o f t h e Free Market president of the USA, by winning the nomin-
first to pass a Bill through Economy regulating itself, than o f i t being ation o f a party, making sure o f maximum
three stages of the legislative tampered with by those with the power, so that exposure on radio, TV and in the Press, and
process — First Reading, wealth flows freely i n t o the right pockets. It then winning the election itself. It must be said
Committee and Second is possible t o play this as a straight Buy that Merad does itself no favours by publishing
-

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Torchlight D U N G E O N M O D E L S
There w a s a w h i t e postcard w a i t i n g f o r m e , sample I was sent is 8 ” x 8" and depicts a room
telling me that the postman had been unable to fallen i n t o ruin and littered w i t h treasure and
deliver a parcel. Enjoyable speculation ensued. skeletons. G o o d d e t a i l a n d v e r y a t t r a c t i v e
Who normally sends me parcels? Why, Paul at when painted up. B y the w a y — follow the
IMAGINE of course. Down at the sorting office, advice g i v e n i n t h e a c c o m p a n y i n g l e a f l e t
sure enough, tastefully designed, b r o w n TSR concerning t h e p a i n t i n g . I d i d n ' t a n d w a s
sticky t a p e emblazoned t h e j i f f y bag. H e l l o , rewarded w i t h a disappointing result initially,
hello; t h i s p a r c e l ' s c o n t e n t s r a t t l e i n a n w h i c h required about five t i m e s more work to
enticing m a n n e r ! C o u l d i t b e I ' v e b e e n s e n t rescue it than if I'd used the staining technique

some interesting, s h i n y toy soldiers to r e v i e w suggested. A c t u a l l y, t h e i n s t r u c t i o n s g i v e n ,
for a change? A q u i c k look inside a n d o h w h i l e perfectly adequate for plain rooms, were
dear, o o h dear, w h a t ' s this? The p o o r m a n ' s inadequate for beginners to tackle a piece with
editorial r e s p o n s i b i l i t i e s h a v e f i n a l l y c r a z e d as m u c h detail as the one I looked at.
him. H e ' s gone and sent me a j i ff y bag f u l l o f The fundamental question to be asked of 3D
false teeth moulds! H o w very sad. dungeon m o d e l s i s ' a r e t h e y o f a n y use?' I
Happily, c l o s e r e x a m i n a t i o n r e v e a l s t h a t I w o n d e r. T h e y certainly look good and w o u l d ,
have u t t e r l y m i s t a k e n t h e n a t u r e o f t h e for e x a m p l e , m a k e b e a u t i f u l s e t s f o r p h o t o -
contents. T h e y a r e i n f a c t t w o e x a m p l e s o f graphs. T h e y w o u l d a l s o m a k e e x c e l l e n t
Torchlight P r o d u c t i o n s ' D u n g e o n m o d u l e s , settings for a game restricted to the small area
one of which has broken into three parts. Thus that, say, four or five rooms and interconnect-
an important feature of these items is revealed ing c o r r i d o r w o u l d a f f o r d . B u t f o r a f r e e -
in the process of transmitting them from editor ranging dungeon exploring RPG? I doubt their
to reviewer. Unless packed extremely careful- utility in such a context. The n u m b e r of pieces
ly, they will break. required to reflect accurately the variety in size
For t h o s e w h o h a v e n o t s e e n To r c h l i g h t ' s and shape of the area of an average dungeon
products, a b i t o f explanation. T h e y a r e 3 D w o u l d be prohibitively expensive. In fact, even
models of dungeon rooms and corridors, made to attempt to use t h e m in such a role, I w o u l d
from a n o ff - w h i t e resin. The latest examples suggest d r a w i n g t h e d u n g e o n p l a n s t o f i t i n
are produced w i t h w a l l s fixed t o floors u n l i k e w i t h y o u r available To r c h l i g h t m o d e l s r a t h e r
the originals whi ch required gluing. This one- than vice versa.
piece construction is supposed to make t h e m In s u m m a r y, t h e s e a r e e x c e l l e n t m o d e l s ,
stronger b u t t h e i n h e r e n t b r i t t l e n e s s o f t h e rather fragile in some circumstances and with
material w i l l , apparently, s t i l l a s s e r t i t s e l f i n limited appeal to those w h o wish to play D&D
moments of stress such as Royal Mail custody. in extensive and varied settings.
They a r e u n d o u b t e d l y n i c e m o d e l s . T h e AU Doug Cowie

PRESIDENT
one o f t h e m o s t incomprehensible rulebooks X5 T E M P L E OF D E AT H
I've ever read, but perseverence shows this to
be another race game, w h e r e hitting the right The D & D expert m o d u l e Te m p l e o f D e a t h i s such as a w a l l e d t o w n w i t h no
squares at the right time is the key to success. intended as a sequel t o X 4 — M a s t e r o f t h e gates shown.
The luck element in The President is stronger Desert N o m a d s . I t i n v i t e s a p a r t y o f 6 - 1 0 t h More seriously for the DM,
than i n t h e o t h e r t w o g a m e s , w h i c h m i g h t level characters to enter the c o u n t r y ruled by the pace of the module seems
make it more acceptable for family play, but the the evil Master, find his stronghold, and 'Make rather uneven. The early
theme is more likely to be a hinderance to sales your o w n d e c i s i o n ' a b o u t w h a t t o d o o n c e encounters set a good pace,
in the UK than a help. there. w h i c h is dropped rather
The module will take the players through the drastically by a long cross-
So, as Acting Returning Officer on this review, mountains via the Great Pass — a combination country journey of no special
it's m y d u t y t o t e l l y o u t h a t t h e candidates of t u n n e l s a n d villages. T h e p a r t y w i l l t h e n significance. Interest is revived
among t h e Election g a m e s f a r e d a s follows: descend i n t o t h e e n e m y l a n d o f T h u l e a n d by the finale, w h i c h w i l l
WESTMINSTER, w i t h i t s j i g s a w - t y p e b o a r d , across it to the master's headquarters beyond stretch the abilities of most
plastic playing pieces and cards is good value the Dark Wood. Combinations of Random En- parties to the limit.
for money, simple and entertaining to play and counter tables and pre-generated encounters In conclusion, a fairly good
should s u i t m o s t p e o p l e a p a r t f r o m t h o s e are used. Several o f these a r e q u i t e testing, module capable of offering a
hoping for a genuine simulation of the govern- and t h e r e a r e a b o u t h a l f a d o z e n n e w well-presented e n t e r t a i n m e n t
ment p r o c e s s ; P O L E C O N O M Y i s a l a v i s h , monsters. for several sessions, but not
excellent reproduction of an old game-playing From t h e D M ' s point of v i e w the m o d u l e is particularly inspired and rather
theme, w i t h t h e r i g h t b a l a n c e o f p l a y e r well p r e s e n t e d a n d s e e m s t o h a v e b e e n marred by the errors
interaction and selfishness to sharpen up the thought o u t carefully. Descriptions are clear, mentioned. I c a n n o t escape
diplomatic skills, and a h i g h e r difficulty level. and material to be read to players is laid out in the feeling that if the
THE PRESIDENT lacks the polish of the others, boxes. G e t t i n g started w i t h o u t having played module had been
and h a s a rulebook that reads as well as any the 'prequel' is easy with a b i t of thought. thoroughly played
political m a n i f e s t o . I t h i n k t h e f i r s t t w o w i l l In play, h o w e v e r, t h e r e are a f e w traps f o r before publication these
comfortably s h a r e O u t t h e v o t e s b e t w e e n the u n w a r y D M . S o m e o f t h e s e s u c h a s errors and a w k w a r d -
them, n e i t h e r gaining a majority. The Presid- encounters placed a couple of pages after the nesses w o u l d have
ent, I'm afraid, lost its deposit. terrain in w h i c h they occur, are caused by the been found.
$O Paul Cockburn layout. O t h e r s a r e m i n o r l o g i c a l o m i s s i o n s , .00 Steve Hampshire
'1,1,110,;,,,..,•• •

U LT R A F O R C E PI-BALLED
This is a two-scenario module designed for use tot the 48k Spectrum
with most Auto Combat games and games
systems currently available. It is of especial If you know any other programs in the Pi-man While I cannot imagine a better implement-
use to players of Battlecars, as within its pages series by Automata and you know the arcade ation of this game for the Spectrum I cannot
are three well-designed new vehicle cards and game Obeli, then there is no need to read this see any other reason w h y readers o f this
the necessary coloured playing pieces to go review y o u already know everything there is magazine should be interested in it, as it has no
with them. to say about this game. It is a straightforward FRP or adventure content whatsoever. If you
The Ultraforce o f t h e t i t l e i s a k i n d o f Spectrum adaptation of the arcade original in are one of the sufferers of Pimania, which is a
vehicular 'A' team, and within the scenarios which you are Bert and have to change the very original adventure, do not be misled into
you are invited to set up your own Ultraforce colours of the cubes in a pyramid by leaping thinking that this is a follow-up. Automata are
team to combat the rebellious Sword of the from block t o block while avoiding miscel- clearly trying to use the popularity of their first
Lord adversaries. Unfortunately there are no laneous descending nasties. E a c h l e v e l big success t o sell very different kinds o f
rules for compiling the 'stats' of your driver/ changes the colours and adds to the creatures games. I f y o u w a n t another f a s t action,
characters despite the bold announcement on out t o get you, making quite an attractive eyestraining, fingerbreaking activity, you'll
the module cover t h a t AutoVentures a r e game, fun to play, with very good graphics and enjoy this, but if it is your mind or imagination
roleplaying adventure supplements. excellent control — a standard Automata that needs the exercise, forget it.
The Ultraforce background along with de- seems to adhere to. $.5 Noel Williams
scriptions o f t h e Wo r l d : 2 0 1 2 a n d t h e
American Southeast make considerable role-
playing material, and the inclusion o f non-
player characters aid the creation of player-
scenario ideas, but without an RPG system to
back them up they are unnecessary space-
fillers.
D A E M O N S PAW N OF T H E
Mad M a x fans will surely recognise the M YAT H L O N C U LT
thoughts b e h i n d Scenario O n e , T h e
Juggernaut, as it is more than similar to the Daemon Spawn of the Myathlon Cult is a search of a rare herb required to heal a sick
climax of the movie Mad Max 2 with assorted fantasy a d v e n t u r e f r o m M y s t i c A r t s colleague. That's fair enough reason to get the
bikers converging on the armed tanker. In this Publications o f Essex, designed b y Rod adventurers into the first section, although the
case it is the Ultraforce skyborne cycles versus Stevenson. So far as I am aware it is the first links between this and the subsequent en-
the Sword o f t h e Lord heavily weaponed effort from both designer and publisher. counters are a little weak. Section Two sees
Juggernaut — great fun! Physically it is an Azt, 12-page booklet with a the players on a wilderness trip with suitable
Scenario Two is a basic ambush with the loose, thin card cover on the inside of which hazards of both a random and planned nature.
Sword of the Lord boys attempting to gain their are printed plans of the two major encounter The culmination of the module occurs at the
revenge. areas. The front cover is to a standard about interesting Myathlon Crypt of the Atoll Temple
Completing the module is a Quick Combat equal to that of the better sort of fanzine. The which a skilled referee should be able to run as
System for use if you don't happen to have the booklet itself is also reminiscent of a fanzine. It a perfectly respectable dungeon trip.
necessary game system at is not typeset, the grammar and punctuation And t h a t i s D a e m o n S p a w n o f t h e
hand, but in truth the are innovative, a n d t h e spelling i s q u i t e Myathlon Cult. Only twelve pages long but not
adventures do work better appalling. Anyone producing a written work of devoid of merit. It has good background and the
with the proper rules being any sort, who cannot be bothered to consult a encounter areas are interesting and challeng-
used. dictionary from time to time, is treating his ing. Sadly it is in urgent need of development
I don't see Battlecars or readers with something like contempt. and proofreading. T h e l i n k i n g n a r r a t i v e
Car Wars as roleplaying This adventure i s intended f o r 'starter between the encounters is lightweight, neces-
games, more as characters'. I am unsure whether that means sitating more work for the referee who, after
supplements to other new characters of experienced players or new working out all the stats for whichever system
already available characters o f new players. Either way i t is she is using, must by now be wondering why
adventures or campaigns, intended for 6-8 characters of 1st to 3rd level. she didn't just run one of her own adventures.
and therefore am in two Certainly I would not recommend it to novice Furthermore, in the interests of economy, two
minds as to the intrinsic referees; too much is required of the adjudi- maps have been edited from the package —
value of the Ultraforce cator in the way of filling in details and bridging draw them yourself, the designer suggests!
module. It is in no way a gaps in the narrative. A lot of this work is the The price is the saviour of Daemon Spawn,
necessity for auto-combat inevitable result o f the otherwise laudable At around £1.60 (direct sales) i t i s worth
gaming but might awaken feature of making the adventure suitable for buying for the three encounter areas if you are
some latent ideas in any rules system. short of ideas or time in your own campaign.
players bored with the The adventure has three sections, each of All purchasers will have to be prepared to do
routine run of play. which details an encounter area. First off there the development w o r k t h a t t h e publisher
1#0 Chris Baylis are some high jinks at the Rakshar Monastery. should have done before offering this product
The players find themselves at this place in for sale. l k Doug Cowie

Product Information
Uhraforce, f r o m A u t o Combat, is distributed by Games Workshop
Pi-Balled, for the 48k SpectrUM, is from Automata U K Ltd, 65a Osborne Road, Portsmouth, Hants.
Daemon Spawn... costs fi1.60 from T h e Flat, Boarded Barns Farm, Fylield Road, Ongar, Essex
For Captain BritainTM, the trouble begins as a re-match with one of his earliest foes....
....but is all as it seems?

by Paul Cockburn
An Adventure for the MARVEL SUPERHEROESTM Game

Games Master's Overview


Introduction
It has been a while since the Earth was directly involved in the Skrull-
This i s a n adventure f o r the M A RV E L SUPERHEROES" game, Kree war, but that doesn't alter the fact that there are many aliens on
designed for a Games master (GM) and one player (using Captain Britain both sides who remember the importance of the planet. The Super-
as a character). It can be easily adapted for more players. Complete Skrull" is one such, and he has formulated a plan that will not only give
statistics for Captain Britain are on page 40 of this magazine. Should him vengeance on his enemies in our world, but may also tilt the balance
more heroes be required, additional players should use characters from of the galactic conflict permanently in the Skrulls' favour.
the MARVEL SUPERHEROES boxed set — no statistics for other
Heroes are included here. In a two player (plus GM) game, the use of The Super-Skrull has spent a great deal of time infiltrating the Kree's
Captain Marvel as the second character is recommended. The GM intelligence services, using h i s Shape-Shifting power t o disguise
should note that where more Heroes are involved, the encounters in this himself as a member of the command echelons of the Kree military
adventure may need altering to give a sufficient challenge. establishment. At last, his efforts have been rewarded. Captain Kay-tell
as he is known to the Kree h a s been given command of a new elite
The adventure is divided into seven chapters. The first six chapters of the unit, the Kree Intelligence Special Squad (KISS.), equipped with the
adventure set Out the main episodes, and are further divided into latest military and scientific hardware. Aboard their mothership, the
Campaign, Battle, and Aftermath sections. Chapter Seven provides loyal and unquestioning KISS troopers have travelled to Earth, little
statistics for all the major characters in the adventure. realising that they are the unwitting pawns of his plan.

The GM should note that if the one-player option is being used, Captain The plan is simple. The Super-Skrull has told the KISS soldiers that they
Britain could be beaten by unlucky die rolls at several points during the are to carry out a series of terror attacks on Earth, which will paralyse
adventure. The GM should not be afraid to give the good Captain some the planet in preparation for a full-scale invasion. What he hasn't told
help (but without making life too easy) if it looks as if he will fall victim to them is that he hopes this will cause Earth to ally with the Skrulls in
bad luck. Don't forget that what seems impossible in real life is meat and order to destroy the Kree. With Earth's Superheroes on their side, the
drink to your average hero, and complete defeat should be very rare Skrulls could easily win the war with the Kree, and then turn on their
indeed (and even then i t should just set the scene for an amazing allies — leaving themselves supreme in the Galaxy once and for all!
come-back against the odds). If the villain is winning hands down, don't
forget the "gloat factor", which has been the undoing of many a bad guy and e 1984 Marvel Comics Group, a division of Cadence Industries Corp.
in the past, and if the Captain is stuck in a situation from which it is All rights reserved. A l l Marvel characters and likenesses thereof are the
impossible to escape — let him make a FEAT roll anyway. property of Marvel Comics Group and are used with permission.

IMAGINE mapcine, December 1984 25


Chapter 1:

al
tremendous destruction and loss of life. The memory will be confused
and imprecise, but the effect will be inescapable a l l will believe that
the attack to have been fantastically more damaging than it actually
was. Absolute proof to the contrary will only confuse the victim unless a
red Reason FEAT roll is made.

The AugMENT device causes these effects at up to Unearthly range. The


only protection is a special helmet which carries signal filters. The Kree
soldier is wearing such a helmet.

For Brian Braddock the effect is distorted. As soon as the Kree warrior
operated his jet thrusters, it triggered a memory in Braddock's mind of
his previous fight with HurricaneTM. The GM should treat the fight with
the KISS trooper exactly as if it were a fight with Hurricane n o matter
if it is illusion, it is very real to Captain Britain. The stats in Chapter 7
have been designed just as if it were the Supervillain himself; the GM
should give no clue during the fight that it is in any way odd.

Battle
The GM should draw up a map similar to the outdoor map provided in the
MARVEL SUPERHEROES boxed set. The Kree ship and "Hurricane"
should be placed in the middle of a park, with members of the public
around. Brian Braddock should be placed at least two areas away.

Braddock's first problem is that he is still in the guise of his secret


identity, and he needs to be able to make the change to Captain Britain
away from spectators. I f the player asks, the GM should indicate a
location two areas away (and not in the direction of the spacecraft!)
where he can make the change unseen.
Campaign
"Hurricane" will apparently spend two rounds summoning up a mini-
Brian Braddock (Captain Britain) is visiting London as the adventure hurricane to unleash upon the members of the public (they will believe
begins. themselves to be under fire from alien weapons). This will start before
Captain Britain can hide, change and rush his opponent. The Captain
will not be able to penetrate the winds, but must enter through the eye of
You are walking across St James' Park, watching the people the mini-hurricane. As soon as he makes an attack on "Hurricane",
milling about by the lake, when a dark shadow falls across Captain Britain will be the sole victim of attacks until the combat is over.
them. Looking up, you see an incredible sight a sleek, silent
vessel is drifting downwards, causing the people to run in
panic from beneath its bulk. The ship settles upon the ground, Aftermath
and there i s a moment o f tense anticipation among the
terrified crowds. If Captain Britain is defeated, "Hurricane" will turn his attention back to
the destruction o f t h e immediate area. H i s m a i n target w i l l b e
With a hiss, a door opens in the side of the vessel, and a tall Buckingham Palace, which will be utterly destroyed. By the time the
figure rushes out, soaring suddenly into the air with a sound of Captain can recover, the spacecraft and its occupant will have departed.
rushing air. The woman beside you screams in alarm "What
are they...?" If Captain Britain defeats "Hurricane", he will believe that he has beaten
an old foe — a super-villain. When the police arrive, they and the general
A blast of air sweeps you across the ground and you recognise public will be convinced that they were attacked by blue-skinned aliens
your assailant in that moment — from out of your past, — hordes of them.
Hurricane has come to battle you again.
The GM should make a secret Intuition FEAT roll for Captain Britain. If
the result is red, the Captain shakes off the effect of the AugMENT
In fact, Braddock's assailant is not his old adversary, but a Kree warrior completely, and sees the Kree craft and soldier for what they are. If the
— a member of the KISS team. Braddock has been deceived by an result is a yellow FEAT, he will realise that something has tampered
apparatus mounted behind the cockpit of the Kree landing craft t h e with his memory (or with the memories of scores of other people), but
AugMENT device — a key part of the Super-Skrull's plan. will not know what or how. The GM should repeat this die roll on each
subsequent day until the Captain "remembers" exactly what happened.
The Kree developed the AugMENT device for use with their special units
who are always outnumbered in combat. AugMENT has two effects The spacecraft will have been completely immobilised (with a Disabling
upon its victims. First, it penetrates the subconscious of opponents' Device that the Kree activated when h e landed) before i t can be
minds, and draws an amplified sense of terror from them. The victim(s) investigated, and i t (and the Kree soldier) will be taken into police
will see, hear and feel something which is a hundred times more custody. One day after its capture, the landing craft will be activated
powerful than any actual attack. In this instance AugMENT causes the from the mother ship, and fly back into orbit.
ordinary passer-by in St James' Park to see scores of blue-skinned alien
soldiers laying waste to the area instead of just one. After a long session with the Police, and a lot of badgering by the
gentlemen of the Press, Captain Britain may leave the scene. No matter
The second effect is a powerful imprint on the memory — no matter what he has said or done, the papers, TV and radio will carry lengthy
what actually occurs afterwards, the people in St James' Park will news items about the attack w i t h horrendously exaggerated accounts
remain convinced that they saw hundreds of aliens, and that there was of the damage and casualties. The news will also inform him that there
26 I M A G I N E magazine, December 1984
were five duplicate attacks in major cities around the world — New York, The Karma awards are in addition to those given in the Campaign Book.
Moscow, Tokyo, Canberra and Brasilia. The other attacks caused vast
damage before they came to an end. Brian Braddock changes into Captain Britain in full view
further alarming the public - 1 0
If Captain Britain returns to his home, Braddock Manor, and uses the Each round that "Hurricane" attacked the public unhampered - 2 0
facilities there, or contacts SHIELD or another Superhero, he will learn "Hurricane" defeats Captain Britain
that, all around the world, people are coming to one conclusion about and destroys Buckingham Palace - a l l
the attack — that the Kree were responsible. The Captain may wonder if Captain Britain insists to Police that they are wrong
he is going mad._ or if ghosts are working with the Kree.... about "blue-skinned aliens" - 1 0

Captain Britain defeats "Hurricane" +40


Karma Captain Britain "humours" police theory +20
Captain Britain helps ferry any injured to hospital +10
Captain Britain regains 30 health points at this point. He cannot have
more Health points than he started with. Captain Britain talks nicely to the Press +10

11iY1111101
Chapter 2:

Campaign "Kay-tell" will then turn and enter his ship. The GM should make a
secret Intuition FEAT roll for the Captain. If the result is red, the Captain
Wherever Captain Britain goes after his battle with "Hurricane", he will will see something that will make him realise that the Kree warrior
be monitored. The Super-Skrull watched the battle in St James' Park, before him may be a disguise; a feint to disguise the true perpetrator of
and will use detection devices aboard the Kree mothership to keep track the Kree attacks.
of Captain Britain's movements.
If the Captain attacks "Kay-tell", the GM should proceed to the Battle
The Super-Skrull's f irst concern is that Captain Britain may have spotted section. If Captain Britain loses the fight, the Super-Skrull will still
some clue as to what is going on. He will know that the Captain believed return the following day to see if Mar-vell has arrived.
he was fighting someone or something other than a Kree assault (he will
know exactly who if the Captain called out his foe's name). The Super- After the Super-Skrull departs, the GM should make a Reason FEAT roll
Skrull also has an additional reason to be concerned and angry with for Captain Britain. If a green result is achieved, Captain Britain will
Captain Britain if the Kree soldier was defeated — there are only six recall that the Kree warrior once known as Captain Marvel is dead, and
KISS troopers in his unit. that a female Superhero currently serving with the Avengers now uses
the name. If the Feat Roll is failed, Captain Britain will have forgotten the
If Captain Britain goes to Braddock Manor, the next encounter will take original Captain Marvel and assume Kay-tell wants him to contact the
place there. If he remains in London, or goes to another location, the GM Avenger.
should inform the Captain that he has received a mysterious message
telling him that it is vitally important he returns to Braddock Manor. The Before the Super-Skrull's next visit, Captain Britain may try to contact
message is from someone signing himself "Kay-tell". If the Captain Captain Marvel. This will be simple enough if he calls the Avengers'
makes a green Intuition FEAT roll, he will recognise "Kay-tell" as a Kree Mansion. She will happily come to his aid, but like everyone else she
name. believes that the Kree are responsible for the attacks. If Captain Britain
makes any attempt to persuade her otherwise she will reverse her
The GM should also make an additional secret Intuition FEAT roll to see decision, and remain in New York.
if the Captain has been able to recover his true "memory" of the events
in St James' Park. The results of such a roll are the same as before. Captain Britain will recover 30 Health points at the end of the day after
the Super-Skrull's first visit.
The next encounter will take place outside Braddock Manor. A sleek
spacecraft, identical to the one that landed in London, will land on the At this point the GM can introduce the other Heroes into the adventure if
moor outside the house. A blue-skinned (seemingly unarmed) humanoid it is a multi-player game. Captain Marvel could be accompanied by
will step from the craft, and will wait for Captain Britain to appear. whatever assortment of Superheroes are required. Before this, the GM
could invent similar battles (in New York, etc)to Captain Britain's one in
The humanoid is the Super-Skrull himself, disguised as a Kree warrior. London for these heroes, although their opponents should be vast
He has decided that his plan might be thwarted by anyone who was able numbers of Kree soldiers armed with powerful weaponry. It is not
to see through his disguise. He is specifically worried about the Kree advised that the GM give clues to any other player that this is anything
warrior, Mar-vell, known on Earth as Captain Marvel; he has no idea other than an attack by the Kree.
that the Kree is dead. Since there is now a woman Superhero operating
under the same name, he will hear reports of Captain Marvel on Earth Whether or not Captain Marvel comes to Braddock Manor, the Super-
wireless, and will be determined to destroy this "Kree menace". Skrull, still perfectly disguised as the Kree Commander Kay-tell, will
arrive at the manor in his landing craft again on the following day. He
He will approach Braddock Manor, and introduce himself as Kay-tell, will suffer no delay before demanding that Captain Britain bring Mar-
Commander of the Kree Intelligence Special Squad. He will then tell the vell out, and will be furious that the Kree warrior has not been produced,
Captain why he has come to the manor: for he knows nothing of the female now using the Captain Marvel name.
As soon as Captain Britain appears, he will curse angrily "Where is
Mar-veil? You dare to defy me!" and he will attack.
"Although w e o f t h e K r e e h a v e decided t o e n d t h e
independence of your petty little planet, we have no desire to
destroy all of the humans on Earth. There will be survivors. If Battle
you are intelligent, you can be one of them.
No matter what heroes are present, the Super-Skrull's tactics will not
"We are not asking you to betray your fellow humans. In order vary. Throughout the battle, he will not use his powers, relying instead
to join those who will continue to live upon this planet under upon his strength and his Kree weaponry. He will battle the Captains
the domination of the Kree, all you have to do is to bring the Britain and Marvel (if she is present) and any other Hero(es) until they
warrior known as Captain Mar-vell to this place by this time are unconscious or his Health drops below 100. If Super-Skrull's Health
tomorrow. Do not fail. I shall return at the appointed hour." does drop below this limit he will use his power of invisibility andflee in
his spacecraft.
27
I M A G I N E ma9azine, December 1984
Aftermath
successful the GM should make a second roll. I f a yellow result is
In the unlikely event that the Super-Skrull is defeated, his disguise will achieved, Captain Britain w i l l suspect t h e involvement o f t h e
disappear, and he will be revealed for what he is. The GM may wish to Super-Skrull.
ensure that this ending does not occur by having the Super-Skrull
escape no matter what. If Captain Britain makes a green Reason FEAT Captain Britain will be unable to convince Captain Marvel (if she was
roll he will realise that the Super-Skrull (who he will automatically present for the battle) o r any other heroes that the Kree are not
recognise) must be behind the Kree terror attacks. That will still leave launching an all-out war upon the planet. She will not be swayed from
the problem of the KISS warriors on the mothership, and the GM should this even if the Super-Skrull is unveiled. If Captain Marvel or any other
proceed to section 5 and treat this as the last chapter in the story, Superhero is being run as a player-character, those characters should
possibly adding an escape by the Super-Skrull and a final, all-out, be allowed intuition rolls too.
no-holds-barred scrap as the finale.
Karma
If, as is more likely, Captain Britain is defeated, the Super-Skrull will
leave him, (and any companion Heroes) stretched out on the heather, in Captain Britain (nor any other Hero involved in the battle) does not gain
the mistaken belief that the Captain is incapable of further involvement. any Health points at the end of this chapter.

However, in using his greatly amplified strength, the Super-Skrull will If the Super-Skrull defeats captain Britain -20
have left a clue for Captain Britain — and his invisibility power will be If the Super-Skrull defeats him twice -50
another if he used it to escape. The GM should make an Intuition FEAT If Captain Britain fails to get Captain Marvel to help -10
roll for each of these clues. If the result is red, Captain Britain will realise
that he is dealing with an opponent who is not of the Kree. If the if Captain Britain defeats the Super-Skrull +50
Super-Skrull used the invisibility power, and this first FEAT Roll is If Captain Britain's Reason unveils the Super-Skrull +10

Chapter 3:

77L BELIUD6E,IZZ BE (AIRY"

Campaign
"Lissen, Cap. Ya don't need me to tell ya what's happenin'.
Some time after "Kay-tell's" visit, a second vessel will appear in the sky There's been more'n a dozen attacks all round the world.
over Braddock Manor. They've just one thing in common — a helluva lot of innocent
people get hurt. Fer once, everyone agrees what's gotta be
This time, however, it is the SHIELD helicarrier, the flying 110 of the law done.... Uncle Sam, the Soviets, the Chinese — even you
enforcement agency. W i t h i n seconds, a small helicopter w i l l b e Limeys. We're gonna do summat about it, Cap, an' we're
launched from the helicarrier, and descend to the front of the house. gonna do it together.
From the helicopter three figures emerge, two SHIELD agents and the
Director himself, Nick Fury. "But ya can guess the problem. We can try anythin' to protect
our people down here, but we can't fight back. Now, I bin a
soldier long en uff to know that ya don't win a war sittin' on yer
butt waitin' to get hit all the time. But how're we gonna fight
against a inter-Galactic invasion. I mean, this ain't Star Wars.

"So, we've bin talkin' to a few of you costumed clowns, and we


think w e got us a solution. With super-brains like Reed
Richards and Tony Stark workin' fer us, we got us a way to get
us all the way to Home Base, and we know just who's goin' to
go. They're all ready and rarin' to go, Cap; the Avengers, the
Fantastic F o u r _ heck, if ol' Doc Doom were alive, I reckon
he'd be on that ship too. Everyone in fancy britches is gonna be
on that ship, Cap — and I've come ter take ya there, i f ya
wanna go along fer the ride."

Fury looks at you expectantly, waiting for an answer. After a


brief pause he adds, "Cap, we're gonna finish the Kree, once
an' fer all — or we're gonna go down tryin'."

Battle
What happens next depends entirely upon Captain Britain's reaction to
what he has been told. By now (at the very least) he will be unsure that
the Kree are behind the terror raids. It is possible that he knows a lot
more than that.

If he starts trying to persuade Fury, or if he flatly refuses to go, he will


quickly get on the wrong side of the Director's temper. If the Captain
persists in this line of reasoning for more than a f e w seconds, Nick
Fury's patience will snap:

"Ya don't haveta say no more. I had yer figured as some sorta
Fury will come up to the house alone, and will ask to see Captain Britain. chicken. Well, I got my orders, an' I mean to carry 'em out. If
Assuming that the Captain will see him — there is no reason why he y'ain't goin' by choice, then I gotta take ya in anyway."
should not — Fury will quickly get to the point of his visit:
28
I M A G I N E magazine, December 1984
With those words, Fury will pull out his pistol, and start to level it at Aftermath
Captain Britain.
By the end of this chapter Captain Britain could be in any one of several
If the Captain offers any resistance, Fury will try to subdue him. He will predicaments. If, for whatever reason, he goes along with Nick Fury's
press a stud on his communicator, summoning the two agents from the proposals, and joins the "crusade" against the Kree home planet, the
helicopter and they will arrive in two rounds. Fury will try to hit Captain GM should then reveal that in l a s t - m i n u t e decision, the UN Security
Britain with the butt of the pistol, and will engage him in slugfest Council has ordered that not all of the Superheroes are to go on the
combat. However, the two agents will be less confident in their abilities, mission, leaving the Earth defenceless. Captain Britain will be one of
and will open fire with their plasma beam weapons as soon as they can those left behind. Play should then proceed to Chapter 4.
get a clear shot.
If Captain Britain has resisted Nick Fury and lost, the GM should allow
If Captain Britain is defeated by the SHIELD agents, he will be trussed up him to make every effort to escape, or to find an accomplice for a
and taken aboard the helicarrier. The GM will have to decide how the desperate journey into space ahead of the mission. Once there, his craft
Captain manages to salvage his position from there. If he is completely will be spotted by the Kree mothership, and brought in by tractor beam
restrained, or fails in his escape attempts, he will be helpless to stop the for the encounter in Chapter 5.
other Superheroes from setting off on their mistaken mission. He may,
however, be able to persuade one of the less dogmatic members of the If, as seems most likely, Captain Britain escapes, the GM should proceed
expedition to aid him — Captain Marvel, perhaps. With her (or anyone to Chapter 4.
else's) assistance he could even find a vessel that could take them up
into space for an encounter with the Kree mothership (Chapter 5). Karma
If Captain Britain manages t o subdue the SHIELD agents quickly Captain Britain will recover up to 60 Health points, although not to a
enough, he will be able to escape from Braddock Manor, and go into greater total than he had at the start of the adventure.
hiding. If this occurs he will be a hunted fugitive, without friends or
resources. The GM should try to make the player feel that he is at the If SHIELD manage to defeat Captain Britain - 4 0
lowest ebb in his fortunes, and might even invent a few (negative) If Captain Britain kills a SHIELD agent - A l l
encounters with the police or the criminal underworld as he tries to keep
out of the clutches of the authorities. If Captain Britain defeats the SHIELD agents + 3 0
Chapter 4:

Campaign The GM should read the following to set the scene for the player:

Regardless of whether Captain Britain is on the run after the battle with
Nick Fury and the SHIELD agents or he has been left behind as part of the The vision of destruction and suffering that meets your eyes
Earth's Superhero defence forces, he will eventually find his way to a fills you w i t h horror. The street ahead o f you i s full o f
major city. There, a day or two after the encounter with Fury, he will screaming, running people, fleeing from the peril behind
once again be on the scene as the KISS unit continues its terror attacks. them.

The form of attack will be much the same as before. One of the Kree At the next junction, innocent people are calling for help from
ships will land in a public area, and the pilot will emerge. The referee a furiously blazing building. In the street beyond, a grim-
should set up a similar situation to that in St James' Park (Chapter 1). visaged being with the powerful, orange arms of The Thing
Captain Britain is "off-stage", but the Kree warrior has emerged from himself has lifted a car containing three helpless people, and
his ship with the AugMENT device operating. is preparing to toss it into the fire. As you look at the scene, and
the flames lick hungrily about the building, you realise that
In much the same way as before, Captain Britain will see events in an part of the building's front wall is only seconds away from
entirely different fashion t o the public. On this occasion the KISS falling into the street, onto the milling, frightened crowd
warrior is using Kree flame/blast weaponry (which has Excellent range below.
and does Excellent damage to all targets within an area). The citizens
within range of the AugMENT device w i l l believe themselves to be
under simultaneous ground and air attack by Kree troops. The GM should make it clear that there are only a few seconds in which
Captain Britain can act. The correct sequence of actions for the Captain
Captain Britain's mind will be a maelstrom of different ideas. As the is:
AugMENT device affects him, his mind will be triggered by the events
that have taken place since his first battle with "Hurricane". This time, 1. To deflect the car away from the fire as it is thrown. The landing will
Captain Britain w i l l s e e t h e K r e e w a r r i o r a s i f h e w e r e t h e not harm the occupants beyond a few cuts and bruises. If Captain Britain
Super-AdaptoidTM. tries to catch the car he will take Incredible damage. A t the GM's
discretion this may require a green Agility FEAT roll.

Battle 2. To hold the facade of the building for a few moments to allow the
crowds to escape. Again, at the GM's discretion, this may require a
This attack is primarily aimed at creating an aura of terror in the streets green Strength FEAT roll.
of the city, and therefore the Kree will not be particularly selective in his
targets. Instead he will lay waste to his immediate surroundings, setting 3) To deal with the "Super-Adaptoid".
fire to buildings and razing small structures. The GM should now set out
the play on a map of a small section of a major city centre (using the map 4) To aid the people in the building — they are not in immediate danger.
from the MSH Boxed Set if no other can be prepared), which should The GM should make this clear to the player if specifically asked about
again feature a park or piece of open land whereon the Kree landing the details of their predicament.
craft may come down. The Kree warrior will advance on foot along the
city streets, creating mayhem wherever he goes. If the problems are tackled in a different order, the GM should inform the
player of the following events connected with each at an appropriate
This will have been going on for several minutes at least before Captain moment:
Britain can arrive. The GM should allow the Captain to enter at any point
from a randomly selected side of the map, so long as he enters more 11 If the car is not prevented from being thrown into the flames first,
than three areas away from the Kree warrior. Captain Britain will be powerless to help the occupants.
J34AG1NE magazine., December 1984 29
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STAR TREK 9 95
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CTHULMU ADVENTURERS 25104 MINIATURES 7 95 WHITE DWARF CHARACTERS 3 95 THE ASYLUM 8 . 9 5 MANDALA ( F U T U R E G A M E S ) 11.75
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I M A G I N E mcg9artne, December 1984
2) If the facade of the burning building is not held up as one of the If Captain Britain makes a yellow Reason FEAT roll, he will be able to fly
Captain's first two actions, it will collapse into the street onto the crowds the craft back to its mothership on automatic pilot. If the Reason FEAT
below.
roll gives a red result, Captain Britain will be able to fly the ship manual-
ly, and will be able to find the mothership from the autopilot program.
3) If the Captain ignores the "Super-Adaptoid" for more than three or
four rounds, the "android" will return to his ship. Should he fail the Reason FEAT roll, Captain Britain may make another
attempt to understand the craft's controls at the beginning of each
4) As soon as Captain Britain starts rescuing people from the building, succeeding day. The landing ship will be taken away by the military to a
he will find that there are thirty men, women and children trapped nearby base. Nick Fury will arrive that night. His reactions to Captain
within. All are frightened and pleading for help, but they are not in Britain will depend entirely on how much damage the Captain has done
immediate danger. If the Captain persists in rescuing the people before to SHIELD agents in the last few days. Assuming that the Captain has
dealing with the "Super-Adaptoid", the GM should prompt him into done nothing to alienate Fury, the Director will apologise to the Captain
action by describing another outrage that the android is about to commit for his short temper, accept an apology from the Captain and agree that
as it returns to the landing craft, before the Captain can finish clearing the Captain m a y have h i s reasons f o r n o t wanting t o j o i n t h e
the building. He could also reinforce the information that the people in Superheroes' mission to the Kree home planet.
the building are fairly safe.
If Nick Fury is taken to the Kree landing craft, Captain Britain should
Despite the fact that Captain Britain sees the Kree soldier as the Super- make a Reason FEAT roll (for persuasiveness). If the result is yellow,
Adaptoid, there is a key difference in the way this fight will progress, Captain Britain will be able to convince Fury that there could not have
compared to a fight with the real android. The "Super-Adaptoid" (as been a large scale attack from such a small vessel, and he may (another
presented in the statistics) has only retained a template of The Thing's yellow Reason FEAT) b e a b l e t o persuade h i m t h a t t h e Earth
Strength and Fighting abilities and it will not take on any of Captain Superheroes' attack should not take place. If he doesn't sway Fury's
Britain's abilities during the course of the fight. opinion the mission to the Kree home planet will blast off in three days.

If Captain Britain is unlucky with a string of die rolls which mean that he
Aftermath cannot fly the landing ship, the autopilot will cut in while he is sitting at
the controls trying to make sense of them. The device will have been
If the "Super-Adaptoid" defeats Captain Britain, it will take him back to activated from the Kree mothership, to bring the smaller vessel home.
the landing ship. The Captain will then be taken to the Kree mothership This will occur one day after the fight with the "Super-Adaptoid".
as a captive. The adventure can still progress to Chapter 5, but Captain
Britain will enter the mothership as a bound prisoner, not as a surprise If the Captain makes a successful red Reason FEAT roll he will be able to
guest. At the very least, the GM should allow the Captain to make one operate the AugMENT device. This will affect the Kree aboard the
attempt to break his bonds and escape with one mighty bound.... mother ship every bit as dramatically as it affects human beings (it will
also affect Captain Britain unless he dons the Kree helmet captured
If Captain Britain defeats the Super-Adaptoid, he will again find that his from the second Kree warrior which is kept aboard the landing craft).
memory of events is substantially different from the memories o f
everyone else.
Karma
If, (after saving the people in the blazing building), Captain Britain makes Captain Britain has no opportunity to recover any Health points at the
a successful green Reason FEAT roll he will be able to fight his own end of this chapter (unless he fails his Reason FEATs when attempting
memory. The Captain will realise that he has not been fighting the to work the controls of the Kree landing ship and spends a day trying to
Super-Adaptoid — and that his earlier battle with Hurricane could not understand them).
have been real either. It will become clear that his defeated opponent
was but a single Kree warrior. If the "Super-Adaptoid" defeats Captain Britain -20
If further damage to property occurs during the fight -10
If he now investigates the Kree ship, the Captain will find that his luck If the people in the car are not rescued -30
has improved — the ship is not immobilised (the Kree soldier had If the building front crashes onto people in the street -30
switched off the Disabling Device by remote control moments before
Captain Britain arrived, in anticipation of his own return to the ship). The If Captain Britain holds the building front in place
Kree ship has Amazing Control, Monstrous Speed and a Good Body and allows the people to escape from beneath
and is armed with a blaster cannon that will cause Incredible damage. If Captain Britain defeats the "Super-Adaptoid"
The targeting computer is treated as having Excellent Agility when If the people in the car are saved
firing on automatic. If the people in the burning building are saved

36
IMAQINE IM:194Zille, December 1984
Chapter 5:

Campaign seemingly random blasts of energy. The GM should roll Agility FEATs for
the Kree gunners, but only on a 100 result will fire come near to Captain
Having activated t h e K r e e s h i p ( o r h a v i n g h a d i t activated f o r him), Britain's ship. The Kree gunners must still make a green Agility FEAT to
Captain Britain will be lifted up to the Kree mothership. This vessel has actually hit the landing craft. The blasters cause A m a z i n g damage.
remained undetected because of its small size — all detection devices
on Earth have been looking for a ship large enough to carry the hundreds As the Captain docks the landing craft, the Kree will cease firing. A t that
of Kree warriors " s e e n " during the terror attacks. The mothership is no moment, the front section of the mothership will detach and fire its own
bigger than a large satellite. motors — the Super-Skrull has remembered that discretion is the better
part of valour. The Kree w i l l s u r r e n d e r to Captain Britain as he enters
The landing craft will head towards one of the docking bays on the flank through the airlock.
of the bigger vessel. A t this point, the G M should place the map of the
mothership on pages 30 & 35 in front of the player. The internal details
of the ship should be hidden until the Captain has passed through the Aftermath
airlock. IMAGINE magazine grants permission for players to photocopy
this map for personal use. There are many ways that this battle may end, the GM's task is simpler if
the following points are considered:
If C a p t a i n B r i t a i n h a s m a n a g e d t o o p e r a t e t h e c r a f t m a n u a l l y,
approaching the ship is a green Agility FEAT and docking successfully If Captain Britain approached under cover of the A u g M E N T device, the
w i t h the mothership is a y e l l o w Agility FEAT. Kree may have surrendered, and the Super-Skrull w i l l have detatched
the Command Centre in an attempt to flee. Captain Britain can convince
Suppressors on the Kree landing ship's weaponry computer will prevent the Kree that their c o m m a n d e r, " K a y - t e l l " , is not w h a t he seems. The
it firing o n t h e Kree m o t h e r ship and an alarm w i l l be sounded in the Kree soldiers have f o l l o w e d their orders with total obedience, but with
Super-Skrull's Command Centre if any attempt is made to open fire. In increasing concern — they may be fanatics, but they are not stupid. They
this case the Kree warriors aboard the ship will be ready and waiting. have been m o n i t o r i n g t h e p r e p a r a t i o n s f o r t h e attack o n t h e i r h o m e
world, a n d a r e n o w less t h a n s u r e t h a t " K a y - t e l l " k n o w s w h a t he i s
The Kree will also be prepared if Captain Britain flies u p to the mother doing; t h e y h a v e h a d s e v e r a l d o u b t s r a i s e d b y o n e o r t w o m i n o r
ship at any other time than immediately after the defeat of the "Super- inconsistencies in " K a y - t e l l ' s " behaviour. They will listen to any simple
Adaptoid". They will not fire upon the landing craft, but will a l l o w it to instructions he m i g h t give t h e m , and if he attempts to convince t h e m
dock. W h e n the airlock opens, the Kree soldiers will be waiting. that t h e i r c o m m a n d e r is n o t w h o h e seems, t h e y w i l l be prepared t o
listen, Captain Britain w i l l successfully persuade the Kree to aid him if
the G M makes a red Reason FEAT for each Kree soldier. T h i s FEAT is
Battle shifted 1 c o l u m n to the right for each w a r r i o r w h o has already decided
that the Captain is right. If Captain Britain mentions that " K a y - t e l l " was
If Captain Britain has flown i n t o space immediately after the fight w i t h confused over the identity of Captain Marvel, successful yellow Reason
the " S u p e r - A d a p t o i d " (and w i t h o u t activating t h e A u g M E N T device), FEATs will suffice. I f convinced of " K a y - t e l l ' s " non-Kreehood, the KISS
the G M s h o u l d place o n l y as m a n y KISS soldiers aboard t h e ship as warriors will join the Captain for the last part of the adventure, operating
there a r e player characters. T h e r e m a i n i n g Kree a r e still engaged i n a tractor beam to return the C o m m a n d Centre to the mothership.
raids on the planet's surface. The Kree expect no-one other than their
own to arrive, and will be completely surprised as Captain Britain makes If Captain Britain did not use A u g M E N T, but still boarded and defeated
his entrance. However, they will not surrender w i t h o u t a fight. the Kree, he will be able (as above) to persuade those still conscious of
the oddities of " K a y - t e l l ' s " actions. Since the Super-Skrull will not know
The Kree w i l l n o t use heavy weapons. Their shipboard hand weapons that he is aboard, Captain Britain and the Kree he has convinced will be
are the equivalent of shotguns (except that they only need one hand to able to surprise the Super-Skrull in the adjacent Command Centre.
fire) o r c a n b e u s e d a s b l u n t w e a p o n s (see t h e B a t t l e Book, p l 4).
Although t h e o u t e r w a l l s , a n d b u l k h e a d s b e t w e e n t h e b o d y o f t h e If Captain Britain boarded the ship in any other way (after a day's delay,
mothership a n d t h e c o m m a n d c e n t r e a r e o f M o n s t r o u s Strength, all so t h a t the Kree w e r e w a i t i n g f o r h i m f o r example), and defeated the
other internal walls, and all the equipment in the ship is of Remarkable Kree soldiers, he will not have time to persuade any of them to his side.
strength, and the Kree w i l l not risk disabling the vessel. The adventure should proceed to the beginning of Chapter 6.

If Captain Britain defeats the Kree aboard, he may look around the main Lastly, the Captain may have been captured by the Kree, after this, or an
body of the ship. If he makes a Reason FEAT roll and gets a yellow result earlier battle. The G M should a l l o w the Captain at least one chance to
he w i l l f i n d a s e n s o r panel. T h e display w i l l s h o w a n u m b e r of dots escape, but if this fails, the final s h o w d o w n w i t h the Super-Skrull w i l l
converging on the centre — the other Kree warriors returning to base. have to take place in a s o m e w h a t disadvantageous position! If Captain
Britain is b r o u g h t aboard as a p r i s o n e r the Kree w i l l be less w i l l i n g to
The Captain can again gain surprise by w a i t i n g for the Kree to enter the believe him (the G M should shift the Reason FEATs one column to the
mothership. To disable t h e airlock o r o t h e r w i s e b a r t h e e n t r y of t h e left). He could gain an advantage over the Kree if he could give away the
returning KISS troopers requires a yellow Strength FEAT to destroy the position of the mothership to a ground station on Earth. If Captain Britain
instrumentation on the airlock panel. The Kree will be unable to escape can distract or b l u ff h i s w a y to t h e c o m m u n i c a t i o n s gear i n t h e m a i n
in their landing ships as all will be l o w on fuel. Firing the main batteries chamber a n d m a k e a y e l l o w Reason F E AT r o l l ( t o w o r k o u t h o w t o
at the r e t u r n i n g Kree ships will require a y e l l o w Reason FEAT to w o r k operate the alien technology) he w i l l be able to send out a signal. The
Out h o w the gun works and a red Agility FEAT to hit a Kree landing craft. GM should decide how this is received on Earth, taking particular note of
the Captain's popularity after meeting Nick Fury, b u t a s m a l l group of
If Captain Britain activates the A u g M E N T device as he approaches the Superheroes might be sent into space to investigate. The Kree might not
mothership, the Kree aboard the ship w i l l believe that they are under give Captain Britain their full attention as another spacecraft closes i n . _
attack by a huge fleet of Kree ships sent to destroy them (they are fearful
that their mission might not have the blessing of their masters). The GM
Karma
should m a k e an I n t u i t i o n F E AT roll f o r the Super-Skrull, a r e d r e s u l t
indicating that he has resisted the effects of the device. He will order the There is no opportunity to recover any Health points.
Kree warriors to put on their screening helmets, and they will await the
approaching ship as before. If the Kree defeat Captain Britain -20
If Captain Britain causes the death of a KISS trooper -All
If the Super-Skrull is deceived by AugMENT, the Kree will not don their
helmets and w i l l believe their chances of survival to be slim. Tw o will If Captain Britain defeats the Kree +30
operate t h e blasters aboard t h e m o t h e r ship. Captain B r i t a i n w i l l see If Captain Britain persuades the Kree to join forces w i t h h i m +40
I M A G I N E magazine, December 1984 37
Chapter 6:

Campaign duel with Captain Britain, who has been a thorn in his flesh. As soon as
Since his earlier encounters with Captain Britain at Braddock Manor, he has shed his guise as Kay-tell he will use his force field to sweep the
the Super-Skrull has isolated himself in his Command Centre at the Kree soldiers into an airlock, and manipulate the controls by stretching
front of the Kree mothership. He is aware that the Kree soldiers are his arm, blowing the Kree Out into the vacuum of space. He will then turn
beginning to have doubts about "Kay-tell" and his orders. His plans are his full attention to Captain Britain.
entering the critical phase with the preparations for the Superheroes'
punitive attack on the Kree home world being well advanced. The GM should keep note of the damage done to the Kree ship during the
fight. The ship plans included in this issue of IMAGINE magazine have
He will, therefore, pay no attention to the arrival of a KISS raiding craft the various control points and machinery for the different operations of
(carrying Captain Britain) at the mothership. The Command centre is the ship marked. All controls are capable of taking Remarkable damage
sufficiently isolated from the main body of the mothership that the before they cease to function, and the heavier equipment (such as
Super-Skrull will not be able to hear any sounds of conflict from there. engines) of the ship can withstand all but Amazing damage.

If any of the KISS troopers join Captain Britain for this final battle, or if If the tractor beam controls are destroyed the Command Centre cannot
Captain Britain is a prisoner, the lock on the Command Centre door will be pulled back to the mothership, and the Super-Skrull will be able to
be operated by a Kree soldier. In other circumstances, should Captain escape. Five rounds after the Life Support controls are destroyed all
Britain examine the door, he will notice that it is operated by a metallic within the mothership will start to feel the effects as the air becomes
card. He will be able to find a keycard on any Kree soldier. foul. Everyone will lose 1 Endurance rank and 20 health points per
round until they reach a source of fresh air (such as the Command
If surprised, "Kay-tell" will be sitting at a Control Console at the front of Centre or one of the Kree landing craft). Once in fresh air a character can
the vessel, monitoring the Superheroes' mission to the Kree home recover 1 Endurance rank and 10 health points per round (but only the
world. In other circumstances (such as the Command Centre being Health points lost due to the lack of air).
pulled back to the mothership by tractor beam) "Kay-tell" will be in the
corridor with a plasma weapon (treat as a blaster that does Incredible
damage) in his hands. If he sees the Kree acting with Captain Britain, or Aftermath
sees that they are incapacitated, he will take the first opportunity he gets
to shape change into his normal form. Once the Super-Skrull is defeated, any of the Kree soldiers still alive,
will offer whatever aid they can to the Captain, but will insist that he
make every effort to convince the authorities about what has really been
happening.

If the Super-Skrull has been captured, taking him back to Earth will
convince the authorities of their error, and the attack on the Kree will be
aborted. If he escapes, or the Kree mothership is damaged to such a
degree that he and it cannot be taken to Earth (the engines or pilot's
console are destroyed), Captain Britain must try to persuade someone in
authority that the attack should be postponed. If he contacts Nick Fury,
or the Secretary General of the UN, the GM should make a green Reason
FEAT roll for the individual concerned. Politicians have Good Reason for
this purpose. If the Captain is successful in persuading them to call off
the attack all will be well. But if he fails....

Karma
If the Super-Skrull escapes -30
If Captain Britain fails halt the Superheroes' attack
on the Kree home world -30
If any Kree allies are killed by the Super-Skrull -1 0

If the Super-Skrull is defeated +70


If the Kree mothership is brought to Earth +20

Envoi
Well, that's all over.., and hopefully the good Captain saved the World —
and the Kree world, too! What happens now is up to you, the GM, and
the player(s). If you carry on using Captain Britain in a MARVEL SUPER
HEROES campaign, then you might like t o consider some o f the
following:
Because of the close quarters, the Super-Skrull will not use all his
powers — it would clearly be suicidal for him to use the fire-throwing Did the Super-Skrull escape? Then vengeance will be uppermost in his
abilities of the Human Torch. However, he is still a formidable opponent mind for quite a long time — look out Captain!
who knows that if he can keep control of the mothership he may still What's SHIELD's attitude towards CB when he goes around beating up
cause war between the humans and the Kree — even without the aid of Nick Fury and not obeying orders? And the other Superheroes who know
the KISS unit. He will fight until the battle is utterly hopeless, and then that the Kree were behind it all? If the Captain finds himself ostracised
try to escape in the Command Centre. If any Kree are alive, or if Captain by his fellows, what will he do?
Britain makes a yellow Reason FEAT roll, this will be futile, because the
Command Centre can be held by the tractor beam indefinitely a l w a y s Captain Britain can now recover from the rigours of this adventure, but
assuming it hasn't been disabled by the fight! another one is sure to be just around the corner.... Remember, the best
source of further adventures are the comics themselves.
He will only fire the plasma gun if he has a clear target. His first targets
will be the Kree soldiers, since he relishes the thought of a one-to-one Have fun!
38
I M A G I N E magazine, December 1984
And A Cast of Thousands....
HURRICANE NICK FURY SUPER-SKRULLIm
Real N a m e - A l b e r t Potter Director of S.H.I.E.L.D. Skrull Wa r r i o r
Fighting: TYPICAL Fighting: EXCELLENT Fighting: R E M A R K A B L E
Agility: TYPICAL Agility: E X C E L L E N T Agility: E X C E L L E N T
Strength: TYPICAL Strength: G O O D Strength: A M A Z I N G
Endurance: EXCELLENT Endurance: EXCELLENT Endurance: AMAZING
Reason: R E M A R K A B L E Reason: E X C E L L E N T Reason: T Y P I C A L
Intuition: TYPICAL Intuition: EXCELLENT Intuition: TYPICAL
Psyche: T Y P I C A L Psyche: G O O D Psyche: G O O D
Health: 3 8 (22) Health: 7 0 Health: 1 5 0
Karma: 4 2 Karma: 5 0 Karma: 2 2
Resources: AMAZING Resources: FEEBLE
Powers Popularity: 7 5 Popularity: 0
B O D Y A R M O U R : H u r r i c a n e ' s body a r m o u r is also
his l i f e - s u p p o r t s y s t e m . I t g i v e s h i m I n c r e d i b l e Talents Powers
protection against attacks, and raises his Endurance Fury h a s t r a i n e d a s a p a r a t r o o p e r, a r a n g e r, a S H A P E - S H I F T I N G : Like all Skrull, Super-Skrull can
to Excellent. His vulnerable spot is the a r m o u r ' s back demolitions e x p e r t ( i n c l u d i n g u n d e r w a t e r d e m o l i - alter his shape and appearance to resemble anything
pack. T h i s o n l y h a s E x c e l l e n t protection, a n d i f i t is tions), and a pilot. He can operate any vehicle made on of a b o u t the same size and w e i g h t .
disconnected H u r r i c a n e ' s E n d u r a n c e w i l l b e c o m e Earth, i n c l u d i n g s p a c e - c r a f t . H e i s a m a s t e r o f t h e BODY A R M O U R : Super-Skrull h a s Remarkable
Poor. In addition, he will take 1d1 0 points of damage martial a r t s a n d w r e s t l i n g , a m a r k s m a n a n d a body armour.
per r o u n d as his m e t a b o l i s m r u n s out of control. weapons master. F L I G H T: B y creating a blast of fire f r o m h i s feet and
W R I S T B L A S T E R S : H u r r i c a n e ' s w r i s t blasters con- Fury i s a l s o k n o w l e d g e a b l e i n l a w a n d l a w legs, t h e S u p e r - S k r u l l can fly a t Incredible speed.
centrate h u r r i c a n e force w i n d s into a s m a l l area. enforcement, engineering, h i s t o r y, a n d t h e m i l i t a r y. GENERATE AND CONTROL FIRE: Like the Human
W i t h t h e m , H u r r i c a n e h a s Incredible s t r e n g t h f o r He is even skilled in first aid, Torch, t h e S u p e r - S k r u l l c a n c r e a t e f l a m e s f r o m h i s
S l u g f e s t s a n d o t h e r S t r e n g t h FEATs. T h e y can also own body or control external flames, doing so w i t h
do I n c r e d i b l e d a m a g e a t E x c e l l e n t r a n g e . W h e n Equipment/Possessions M o n s t r o u s power. S u p e r - S k r u l l can also use fire as a
shooting w i t h h i s w r i s t b l a s t e r s H u r r i c a n e h a s Nick F u r y c a r r i e s m u c h o f t h e s a m e e q u i p m e n t a s distance w e a p o n , c a u s i n g M o n s t r o u s d a m a g e w i t h
Excellent Agility. other SHIELD agents. H o w e v e r, h e h a s access to a Good range (3 areas). He has M o n s t r o u s resistance to
Hurricane c a n a l s o u s e t h e m t o c r e a t e a m i n i - n u m b e r of u n u s u a l devices, a n d he i s likely to h a v e fire.
h u r r i c a n e in t h e i m m e d i a t e l y s u r r o u n d i n g areas (he several pieces of special e q u i p m e n t w i t h h i m at any I N V I S I B I L I T Y: S u p e r - S k r u l l can make h i m s e l f invis-
stands i n t h e c a l m eye o f t h e hurricane), T h i s takes time. ible t o n o r m a l , u l t r a - v i o l e t a n d i n f r a - r e d l i g h t w i t h
t w o rounds, a n d the storm does A m a z i n g d a m a g e to Excellent power.
all t h o s e caught in it. Personality F O R C E FIELD: S u p e r - S k r u l l ' s force field is Amazing.
F L I G H T: T h r u s t e r s on H u r r i c a n e ' s a r m o u r allow him Nick F u r y l i k e s t o p r e t e n d h e ' s a d u m m y s o h i s S T R E T C H I N G : Like M r. Fantastic, S u p e r - S k r u l l can
to f l y a t Remarkable speed. enemies will u n d e r e s t i m a t e him, stretch his body and reach as far as three areas away.
He c a n a t t a c k o r g r a p p l e s e v e r a l n o n - a d j a c e n t
Talents opponents at one t i m e
Because o f h i s s c i e n t i f i c b a c k g r o u n d H u r r i c a n e ' s SHIELD Agent C O S M I C P O W E R : The Super-Skrull's powers are
Reason i s I n c r e d i b l e i n a l l m a t t e r s r e l a t i n g t o Fighting: G O O D stronger w h e n h e is absorbing m o r e c o s m i c energy.
metereology. Agility: TYPICAL The a b i l i t y and p o w e r r a n k s listed h e r e are w h a t h e
Strength: TYPICAL can do u n d e r Earth's n o r m a l doses of cosmic rays. If
Background Endurance: G O O D the S u p e r - S k r u l l i s g e t t i n g a d d i t i o n a l c o s m i c rays,
Albert Potter began h i s c a r e e r as a m e t e o r o l o g i s t at Reason: T Y P I C A L from a n a t u r a l o r artificial s o u r c e , t h e f o l l o w i n g
the London We a t h e r Research Centre. Mocked by his Intuition: TYPICAL abilities and p o w e r s increase by one rank: Strength,
colleagues for his research failures, he secretly built Psyche: T Y P I C A L Endurance, Flight, G e n e r a t e a n d Control Fire, Force
an e x p e r i m e n t a l w e a t h e r control craft, b u t w h i l e he Health: 3 2 Field and Stretching. His health also increases by 5 0
was a t t e m p t i n g t o t a m e H u r r i c a n e Linda s o m e t h i n g Karma: 1 8 points,
went wrong. The power of the maelstrom entered Resources: G O O D
him, and H u r r i c a n e w a s born.... Popularity: 1 9

Talents
All a g e n t s are trained in firearms, f i r s t aid, a n d l a w
e n f o r c e m e n t and m i l i t a r y operations. S o m e are also
trained i n m a r t i a l arts, w r e s t l i n g , special w e a p o n s ,
and piloting,
KREE'm
Equipment/Possessions Alien Race
SUPER-ADAPTOIDr" S U I T: A g e n t s ' s u i t s provide Typical p r o t e c t i o n f r o m Fighting: G O O D
android damage and Excellent resistance to fire. Agility: TYPICAL
Fighting: TYPICAL WEAPONS: E a c h a g e n t carries a handgun, a Strength: E X C E L L E N T
Agility: TYPICAL t h e r m i t e bomb, a fragmentation grenade, a gas bomb, Endurance: EXCELLENT
Strength: TYPICAL a 2 0 - i n c h piece o f strangling w i r e , a flexible s a w, a Reason: G O O D
Endurance: TYPICAL radio-link p o c k e t c o m p u t e r a n d t w o s p a r e a m m o Intuition: G O O D
Reason: T Y P I C A L clips. Psyche: T Y P I C A L
Intuition: TYPICAL BLASTER: This weapon does Excellent damage to Health: 5 6
Psyche: T Y P I C A L w h a t e v e r it hits, Agents prefer this weapon because it Karma: 2 6
Health: 1 5 0 can bring d o w n large opponents w i t h o u t killing them. Resources: TYPICAL
Karma: v a r i e s Its range is 5 areas. Popularity: 3 0
Resources: n o n e
Popularity: 5
5UPER-ArAVIDID The Kree is an alien race that keeps tabs on the Earth
f r e q u e n t l y. M o s t of the powerful individuals are blue-
Powers skinned h u m a n o i d s , b u t t h e m a j o r i t y o f t h e r a c e ' s
D U P L I C AT I O N : The Super-Adaptoid can imitate and m e m b e r s have the same skin c o l o u r as h u m a n s .
retain p h y s i c a l a b i l i t i e s a n d p o w e r s o f a n y s u p e r - They are extremely militaristic and w a n t to conquer
powered b e i n g s t h a t h e c a n see a n d t h a t are i n h i s as m u c h t e r r i t o r y as possible. They have been at w a r
area. T h e S u p e r - A d a p t o i d c a n i n s t a n t l y a n d c o m - with t h e Skrulls, a shape-shifting alien race, f o r
pletely imitate up to five separate heroes. longer t h a n a l l o f r e c o r d e d h u m a n h i s t o r y. T h e i r
The Super-Adaptoid duplicates the Fighting, Agility, CREDITS advanced t e c h n o l o g y m a k e s t h e m a t h r e a t t o a n y
Strength a n d E n d u r a n c e o f its targets, a n d physical race.
Penned w i t h 1 0 0 0 Karma by Paul C o c k b u r n
manifestations of power. It cannot duplicate Reason, They c o n t r o l m o r e t h a n 1 , 0 0 0 star systems. T h e y
Altered w i t h Poor Reason by M i k e B r u n t o n
Intuition o r Psyche. I t c a n p i c k a n d c h o o s e w h i c h have m a s t e r e d i n t e r g a l a t i c a n d h y p e r - s p a c e t r a v e l
abilities a n d p o w e r s i t w a n t s . I t h a s d u p l i c a t e d
Map d r a w n w i t h t h e M o n s t r o u s P o w e r o f
and t h e y possess a b u n d a n t p o w e r f u l w e a p o n r y.
android, a l i e n a n d m u t a n t a b i l i t i e s , a s w e l l a s Image G e n e r a t i o n b y H i t c h i n ' s a n s w e r t o There have been three major representatives of the
material o b j e c t s s u c h a s H a w k e y e ' s b o w s a n d I r o n Captain America, Paul Ruiz. Kree to Earth: C a p t a i n M a r - v e l l , Ronan the Accuser,
M a n ' s a r m o u r. A r t w o r k drawn faster than a speeding bullet by and S u p r e m o r (The S u p r e m e Intelligence). F o r t h e
The Super-Adaptoid can retain the powers of up to Ti m ("I really like Judge Dredd") Sell most part, the Kree leave Earth alone and just observe
five h e r o e s for t w o years. D u r i n g t h i s adventure, t h e Aided b y m e m b e r s o f T S R U K ' s P r o d u c t it. In t h e past they have used p o w e r f u l giant robots of
templates o f t h e A v e n g e r s h a v e b e e n e r a s e d , Development team — the "Triffic T h r e e " : varying a b i l i t i e s c a l l e d S e n t r i e s t o w a t c h o v e r o u r
leaving o n l y its The T h i n e template. planet.
Graeme (Feeble A g i l i t y ) M o r r i s , J i m ( P o o r
The A v e n g e r s h a v e d i r e c t l y i n v o l v e d t h e m s e l v e s
Background Intuition) B a m b r a a n d P h i l ( S h i f t 0 Psyche) w i t h t h e K r e e b y e n t e r i n g t h e K r e e - S k r u l l w a r. O n
Created by A I M (Advanced Idea M e c h a n i c s ) in w h a t Gallagher many occasions the Avengers have interacted w i t h
may have been a freak accident, the Super-Adaptoid Special f a n x : T o m K i r b y ( w e b o r r o w e d h i s The Supreme Intelligence and the Kree, sometimes to
has f o u g h t the Av e n g e r s on a n u m b e r of occasions. comics), t h w a r t a plot and s o m e t i m e s to save the universe.

IMAGINE magazine, December 184 39


A new hero for the MARVEL SUPER HEROES Game:

Real Name: Brian Braddock


(Secret Identity)
Profession: Adventurer
Fighting: Incredible (40)
Agility: Remarkable (30)
Strength: Remarkable (30)
Endurance: Remarkable (30)
Intuition: Incredible (40)
Psyche: Excellent (20)
Resources: Excellent 20/500
Health: 130
Karma: 80
Popularity: 80
Powers
Bio-Electrical Force Field: This counts as
Remarkable Body Armour against all physical
and energy attacks.
Flight: The Captain can fly with Excellent
speed
Costume: Captain Britain's costume enhances
his natural abilities. Without the costume
reduce all Prime Requisite and Power ratings
by one rank.
Talents: Physics, computers and a little
chemistry
Background: Brian lives at Braddock Manor
and is independently wealthy. His sister,
Elizabeth, is a telepath. The Manor basement
houses a powerful computer built by Brian's
father which he is still learning to use to its full
potential.

Captain Britain in MSH He can fly. He is capable o f inhuman strength and Each PR rank has a value associated with it as the
Designer's Notes endurance. His senses are acute to the point of being four physical attributes combine to give the Captain a
uncanny. H e i s also protected by a bio-electrical Health (hit points) of 130. The mental PRs combine to
The MARVEL SUPERHEROES G A M E i s really force-field. However, while these powers are innate, give him a starting Karma of 80 which is pretty useful.
designed for use with pregenerated characters, but they rely to a great extent upon amplification circuitry His Popularity rating should be fairly high thanks to
by no means every Marvel hero and villain is currently built into his costume. his patriotic image but then we British are not really
available in official publications, so there is still a used to superheroes yet so we knock it down a bit for
need for character adaptations. The nearest thing to Checking with the writers confirmed that the costume that. 8 0 (Out o f 100) w a s Jamie's figure. Brian
an 'official' source is the Marvel Universe publication, affects all the Captain's abilities. I've assumed that it Braddock's parents were very wealthy, bequeathing
but even this can be out of date, especially when the makes one rank difference all round (MSH rates all him Braddock Manor. This gives us his Resources
current plotline is being generated in the UK rather Prime Requisites as discrete ranks rather than a level. His university course will have given him some
than at Marvel H a For this article I've called on some continuous scale. The scale i s not linear and an Talents: physics, obviously; probably a reasonable
expert help, and I'd particularly like to thank Frank improvement of one rank represents a considerable knowledge of chemistry; and a good knowledge of
Plowright, A l a n Moore and Jamie Delana. W h a t increase in power). On the physical side I've rated him computers.
follows should provide a good guide as to how to go as an exceptional human without the costume, with a
about adapting a character to the game. little extra bonus on fighting ability. The Captain has
The Campaign Book in MSH contains a large list of no other means of laying low his opponents, so he had
examples of characters exhibiting the various ranks better be good in a slug fest. On the mental side Brian
Captain Britain stats f o r t h e Marvel
of Prime Requisites. This is a good place to start when Braddock's university degree helps us in rating him Superheroes Game by:
developing a n e w character. Captain Britain only for Reason and his experiences with 'magical' forces

Pete Tam lyn


features once on the lists, being given a Strength of (Merlin and the Otherworld) should give him slightly
Remarkable. The Marvel Universe confirms this (he above average Psyche. The comments above suggest
can lift just under a ton) and gives his flying speed as a fairly high rating for Intuition. The force-field should
132 mph, a rating of Excellent. Further information be proof against most things, but not too strong as it is
can be gleaned from stories. This extract from an Alan
Moore story was particularly useful:
actively generated rather than a permanent fixture
like Hulk's skin. Art: T i m Sell
40
IMAGINE tria9azine, December 1984
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Please m e n t i o n I M A G I N E m a g a z i n e w h e n r e p l y i n g t o a d v e r t i s e m e n t s 41
Monsters,
Magic
Menageries
'N I
‘0
'of

A n e w look at a v e r y old h o b l n 1 6
A r c

by --0011-at

John McKeown \
, 4 \ \I\ \

\
\ 1\*I4
/
LtJ murIEF--

Having looked at the creation of magic Very few projects are so successful. They mutations or unnatural crosses. If cross-
items in #12 of IMAGINE magazine, it is rarely result in the desired mutations or ing, a t least t w o different species are
natural that we turn now to the creation, crosses, m o r e often i n unwanted o r required. Some m a y be purchased a t
or rather breeding, of magical monsters. useless differences, and very frequently large markets o r by sending agents to
in sick, infertile o r crippled monsters. purchase them in exotic lands. The MU
I stumbled across a mention o f t h i s Understandably, this pastime is utterly may w e l l w a n t magical creatures, a s
strange occupation in the volume First despised by all druids, w h o will often these t e n d t o have m o r e interesting
Fantasy Campaign, by Dave Arneson, descend upon the perpetrator's workshop properties, and are more amenable t o
and decided to draw up some workable on hearing of such practices, to free all distortion t h a n n a t u r a l purebreeds.
guidelines for its use in campaigns. I was the pure breeding stock and k i l l a n y Parties must be hired to capture these,
prompted partly by the oblique references experimental progeny. M o s t ordinary perhaps in some numbers, giving rise to
in the Monster Manual to the origins of people dislike the practice because o f many expeditions.
some of its denizens, but mainly by the (usually exaggerated) fears o f strange
fact that here is a traditional pursuit of beasts breaking out of their pens at night. The menagerie should h a v e enough
magicians of which the A1384131® game Accordingly, i t is best done some way secure pens and cages of suitable sizes to
gives us barely a glance. from settled populations, or at least out of hold all the current stock, and experi-
sight. mental births — which will probably be
The driving force o f some ambitious kept in isolation. There should in addition
magicians is an aspiration to create new always be a lot of spare quarters, for new
and different forms of life. In the Advanced SETTING UP births which may come in unpredictable
rules, magic users of very high level are numbers, and also for new breeding stock
able to create golems (covered in # 1 9 ) Mind set on taking up this Chaotic hobby, which may arrive at any time, as groups
and homonculi. The former are mono- our M U takes o ff into a nearby dark, sent out to trap specimens return.
tonous a n d t h e latter a r e nearer t o impenetrable forest. In a small, separate
warped clones than n e w life._ yet i n spell book are one or both of the spells Some monsters will require pens that are
terms of actual creation this is a powerful fundamental to the plan; distort life I and considerably more costly than normal.
achievement. ritual of twaining (see descriptions later). Proofing against fire, acid, violence o r
Both are Level 4 spells, effectively limiting other hazards, will have to be adjudicated.
Among magic users of more moderate the experiments to magic users of 7th or As well as the dangers from within, the
prowess this aspiration often expresses higher level. creature may have to be protected from
itself, not in creation — which is beyond what is without — it may require a certain
them — but in the engendering of new The skills of animal breeding and animal environment, whether heated, chilled,
forms, unnaturally born of magical cross- handling a r e essential, a n d t h e M U light, dark, or even air-tight to retain a
es between radically different species, or should acquire these or assistants who special atmosphere (extreme, b u t n o t
warped in the womb by the magician's have them. Actually, it's a good idea to get beyond advanced experimenters). A l l
will. The Owlbear and Peryton are exam- a few helpers anyway, as a lot of the tasks these may add to cost and often require
ples of crosses, and most giant varieties associated with looking after a load of attendant keepers.
of normal animals are cases of the latter animals and keeping their pens clean are
— usually only achieved i n their final menial and not befitting even a disreput-
form after a number of generations of able magic user. BREEDING
magical breeding. All those mentioned in
the MM represent wildly successful ex- The breeding stock that the MU is able to
AND RAISING
periments; achieving sustained, unsuper- acquire will strongly influence his future For each species involved, the DM must
vised breeding i n t h e wild, and often operations. He is not creating life, but decide on certain statistics; the Species
expanding to relatively large populations. breeding f r o m old forms, by inducing Traits.
42
I M A G I N E ma9azine, December 1984
SOME E X T E R N A L F E AT U R E S -
Species Traits D I S TO R T I O N OF T H E FIRST ORDER
Colouring: change colour or pattern; spots, stripes etc. Base — 80')/0
1 T h e time of year and frequency (usually Covering: this may be hide (GO), fur (G2), scales (G6) or feathers (G9). The change takes as
annual) of the breeding season many generations as the difference between the numbers in brackets; ie, seven generations
2 The chance of captive animals breed- from feathers to fur. Feathers or hide do not a bird or bat make, but they're a step in the right
ing during the season direction. Base chance of success — 40%.
3 The period of pregnancy (or incubation Toughening: takes two generations per shift in Armour Class. Toughening can be taken much
for eggs) further with scales than other coverings. Fire and acid resistant coverings can be induced,
though these are of course not magical in nature and do not provide invulnerability. Base— 20%
4 Litter size — a range eg 2d6 or a fixed + (current AC x 5'/0).
number (very often a single 1) Limbs: Such changes affect pairs of limbs, except where the 'limb' is a tail.
5 Mothering period (no new pregnancy). — Alteration of the ends of limbs: enlarged claws and even spiked tails are included in this.
Can range from nil to a year or more. Base 40%, but very variable.
6 The age of maturity ii — Whole limb changes: wings (tricky, but popular), prehensile tail, increased movement
7 Gender o f offspring — unless other- speed. Base — 30%, G2.
wise noted, a 5 0 % chance of either. Limb (Dis)Appearance: legs, arms, tentacles, tails and proto-wings. Base 20% (or 40% for
disappearance). G2 for either.
Senses: Hearing, Smell, Taste or Touch can be made more acute. Base — 60%.
Sight: Specialities like Nightsight and Infravision. The range can reach a maximum of 120', at
30' per generation. Base — 50%.
For instance, t h e D M m i g h t decide t h a t Mouth: Teeth size, hollow incisors. Base — 40%, G2.
the traits of the Griffon are: 1 a n n u a l l y / Noise (larynx): Base — 70%.
spring; 2 60%; 3 four months; 4 one only;
5 six months; 6 two years
INTERNAL P H Y S I O L O G Y
The D M doesn't have to w o r k these o u t D I S TO R T I O N OF T H E SECOND O R D E R
for a species until a player starts experi-
Lungs: Breathing, or tolerance of, different gases. Gills. Base — 50(Yo, G3.
menting w i t h i t — s o d o n ' t w o r r y, y o u
Glands: Venom, Acid, Fire. Base — 40%, G2.
haven't got to go through the whole M M Eating Habits: Between carnivore and herbivore, or to induce a taste for wood or iron or other
and FF assigning these. strange things. Base 6 0 % , G3; or 40%, G5.
Size: Raise or lower hp by 10%; eg, if you breed from two horses with an average of 10 hp you
There i s o n e chance o n l y per breeding naturally find a +/- 10% variation in the progeny, giving horses which when mature have
season, so when this time comes around, between 9-11 hp. A spell for increased size would bring 10-12hp horses. Base — 50%.
the D M l o o k s u p t h e p r o b a b i l i t y o f Age of Maturity: A 10% change is possible per generation, up to 50%. Base — 60%.
breeding i n c a p t i v i t y — s a y 9 0 % f o r a
rabbit or 10% for a dragon, and makes a
roll. I f successful, h e t h e n d e t e r m i n e s
SPECIAL AND M A G I C A L POWERS
exactly when within the breeding season D I S TO R T I O N OF T H E T H I R D O R D E R
the m a t i n g happened (this i s i m p o r t a n t Vision Into Other Planes: Base — 60%, Gd3.
w h e n calculating t h e t i m e o f birth). For Plane-Shifting: Base — 40%, Gd4.
cross-breeding you m u s t make t h e rolls Petrifying Vision: Base — 30%, Gd3.
for both species involved, so if you want to Shape-Changing: Base — 50%, Gd3+1.
engender a rabbit-dragon, 1-90 and 1-10 Intelligence: Base — 20%, G1
rolls must both be made successfully. Speech (must have INT): Base — 40%, G2d6.
There are many more possibilities than I can mention, not the least of which are powers of invisibility,
Some o f t h e m o r e exotic m o n s t e r s a r e regeneration, or invulnerability to all but magical weapons. The DM must work Out a reasonable Base Chance
notoriously hard to breed in any case, but for the mutation to succeed, and a generation delay where necessary.
Where the attempted mutation fails, the DM should make a percentile roll against the Mutation Misfire table
an M U c a n r e s o r t t o t h e s p e l l a n i m a l
below, according to the spell being used:
m a g n e t i s m (what else could I call it!)
Mutation Misfires
The actual t i m e of birth w i l l vary around
the e x p e c t e d t i m e b y + / - 1 2 % o f t h e Distort I Distort II Distort III Failures in Distortion
01-30 01-15 01-10 Right aspect, wrong way
pregnancy period. Roll a d6: 1, 2 — d6 x 31-70 16-50 11-60 Nothing happens
2% premature; 3 , 4 — on time; 5 , 6 — d 6 71-80 51-75 61-70 Wrong aspect affected
2% overdue. 81-90 76-90 71-90 Raise defect chance 10c/0
91-00 91-00 91-00 Roll twice on this table
The chance of a disorder is increased by
All effects of multiple rolls would be cumulative.
5% f o r every 2 % t h a t t h e t i m e o f b i r t h
varies from the norm (see Defects).

The M U w i l l probably w a n t to raise t h e as a guide, a creature in close proximity to and they have two strong magics to hurry
infant to maturity, either for sale, use, or others o f a n y k i n d h a s a 1 0 % chance, nature o n h e r w a y, n a m e l y t h e s p e l l s
most likely as n e w breeding stock, part- rolled at intervals of a tenth of its infancy hasten growth and age animal. The best
icularly i f h e t h i n k s i t h a s successfully until mature, and thereafter at intervals way to get quicker and surer results in the
taken on a desired feature. If there are no of a quarter of the time taken to mature, of long r u n i s t o increase t h e n u m b e r s o f
complications arising from defects, this is sickening. F o r i n s t a n c e , o u r G r i f f o n , breeding stock. O n the other hand a big
simply a m a t t e r o f t i m e a n d care — oh mature at 2 years (100 weeks) has a 10% menagerie i s h a r d e r t o h i d e a n d m o r e
yes.... a n d food.... l o t s o f i t . A r u l e o f chance each ten weeks of falling ill, until likely t o a t t r a c t a t t e n t i o n f r o m a n g r y
t h u m b for the cost is 1 sp per day per HD adulthood, and a roll every 6 months after druids. A l s o , a p a r t f r o m n o t h a v i n g
per c r e a t u r e . C a r n i v o r o u s a n d e x o t i c that. I l l n e s s e s a r e o f t e n f a t a l , b u t a n enough s p e l l s t o c o p e w i t h a l l t h e
creatures w i l l b e m o r e costly to feed. I f animal h e a l e r o r a t t e n t i v e k e e p e r c a n animals, t h e M U m a y need an assistant
you think this is excessive, go and talk to a help. Remember that people with animal keeper t o t a k e r o u t i n e decisions. Q u i t e
modern zoo keeper. empathy a n d h e a l i n g m a g i c w i l l r a r e l y possibly he will appoint a resident keeper
become involved with such experiments. anyway if he doesn't want to be tied down
Disease is a threat. It varies enormously to the place, though in a small menagerie
from species to species and also by the Impatient magic users m a y n o t w a n t t o he would only need to be there at times of
area in which the menagerie is sited, but wait upon the natural course of maturity, births and matings. In a large and varied

I M A G I N E magazine, December 1984


43
menagerie such events may be going on INTELLIGENT his own kind — the more likely he is to
find his neighbours becoming increasing-
all the time, and the MU should keep a
diary if he doesn't want to be absent at C R E AT U R E S ly agitated....
crucial moments. The DM must keep a
diary, and I suggest this be kept separate When a magician comes to experiment The principles are much the same when
from t h e main campaign diary as dis- with thinking beings he is posed awful dealing w i t h humanoids. Many o f the
cussed in IMAGINETH 414, so as not to questions of morality and responsibility — Aspects are similar, but new ones can be
clutter t h e latter u p w i t h births a n d or would be i f he wasn't likely t o be introduced. In the Second Order, height,
deaths. Chaotic-Evil anyway. Strangely, druids strength, dexterity and constitution can
are less antagonized by experiments on be altered, and in the Third, charisma,
Enough o f preparations — on with the humanoids, but the closer the MU gets to psychological implants and innate magic-
experiments! the 'ultimate challenge' — meddling with al and special abilities can be introduced.

T H E M U TAT I O N DEFECTS H A R M F U L M U TAT I O N S


METHOD Whichever method is preferred, the greatest risk facing the creative MU is that of some harmful
The distortion of unborn offspring is one defect appearing in the offspring. The basic chance of one occuring is 20%. There are a number
of modifiers:
of the two main experimental techniques.
+5% per 2% that the birth was premature
Its difficulty l i e s i n focusing t h e w i l l
+40% if siblings were used as mates (+20% if cousins).
accurately on the particular feature of the +10% if distort life II applied
animal which one wishes to change. To +20 if distort life Ill applied
achieve this end, three spells of increas- plus half the incompatibility total for cross-breeds.
ing power have been developed to effect
the desired changes. These spells, detail- There is also a chance of a new or extra defect developing at the age of maturity. Basic chance is
ed in the appropriate boxed section, are 10%, with the following modifiers:
Distort Life I, II & Ill. +5% per 10% of mature age put on by age spells.
+1% per month aged by hasten growth spells.

CROSS-BREEDING Whenever a defect occurs as a result of the above procedure, a roll should be made on the
Defect Table below, using the relevant column for Distortion or Cross-Breeding experiments
There are of course natural half-breeds, (where both apply, use the Distortion column).
like the mule; half donkey and half ass. As
is well known, mules are always sterile,
but there are other cross-breeds which Distortion Cross-breeding Defect Type u s e sub-table
can reproduce themselves, like those of 01-40 01-20 Physical
wolf and dog. 41-60 21-50 Psychological
61 -90 51-97 Genetic
91-00 98-00 Magical i v
All these are crosses of similar creatures.
Many o t h e r permutations w h i c h o n e Sub-table i
might imagine — the dreaded pig-vole 01-40 Some aspect of the First or Second Orders (determine randomly)
and t h e much misunderstood wabbit- 41-50 Nasty smelling, continuous or periodic
tiger — are (of course) impossible. A t 51-80 Susceptible to disease (+ d6 x 5% per disease roll)
least, in nature.... 81-00 Environmental awkwardness (aversion to light, or heat, etc)

Here w e enter t h e second branch i n Sub-table ii


monster breeding; inducing diverse crea- 01-25 Violent, rabid, crazed
tures to mate and making the offspring of 26-70 Listless, death-wish
71-80 Positively suicidal
the match feasible; twaining. Once again,
81-00 Manic depressive or another humanoid insanity
powerful magic exists to help the M U
with this task. Sub-table iii
01-30 Sterile
31-55 Weak genes, aspects have 25% chance of being passed on
DIAGNOSIS of 56-70 Crippled genes, 0% chance of aspects being passed on
ASPECTS &DEFECTS 71-80 Unstable genes, different defect appears in each subsequent generation
81-90 Roll again, defect occurs one generation later
In a new-born creature the results of a 91-00 Roll again, defect occurs after d4 generation delay
distort spell, or of inheritance of different
Sub-table iv
parental features, m a y n o t be readily 01-40 A Third Order aspect in some uncontrollable or warped form
discernible. Accordingly, ALL rolls con- 41-70 Terrified of magic and magic users
nected with monster breeding should be 71-90 Hatred and violence towards anything magical
made by the DM. The MU only sees the 91-00 Some other curse, perhaps involving the experimenting MU as well
results of his work when he diagnoses.
In addition to these defects, there is a problem which is handled separately because it is so
At birth, size will be noticeable as ratio common. For all magically bred creatures there is a chance that some unusual supplement to its
over other young. Colour and covering diet will be required. For distorted creatures there is a 50% chance of this, for crossbreeds a 20%
usually become apparent after a f e w chance only.
weeks. All external features will become Such special needs become apparent when the creature starts to waste away (though there
could be other explanations for this) and the food required can only be discovered by trial and
obvious at some stage before the age of error. This can be abstracted into a week's search with a 25% chance of success, plus 2% per gp
maturity i s reached, b u t m a n y other expended to a maximum of 75'70.
things w i l l remain hidden, especially If not discovered the animal will either (50%) die within 3d6 days, or (20%) develop a defect, or
genetic defects. Special a n d magical (30%) only grow to half normal size and hp.
abilities may need some trigger to provoke If discovered and administered, the cost will be l g p per week per HD. The creature will not
their use. A w i s e M U w i l l p u t n e w need this supplement after it has reached the age of maturity.
offspring in cages proofed against every- The MU shouldn't have to detail things individually, but the DM can add colour to the
thing he can think of, until he knows abstraction; eg, "Well, it hasn't touched the powdered beech bark, or the giant ant entrails, but it
did sip a little of that dove's blood you got yesterday, that might be it". Some items might require
exactly what he's dealing with. There are a minor quest to find.
spells to help him find out.
44 I M A G I N E magazine, December 1984
T H E E X P E R I M E N T E R ' S SPELLBOOK Covering — different — -10%
Type — fish (0), animal (30), bird (50)1
The following spells are essential parts of the processes of cross-breeding and mutation. The ,subtract difference between bracketed numbers
spells are not intended for general use, and should not be learned by an MU undergoing normal leg, cross-breeding a haddock and a house-martin
training. However, specialized — and expensive — teaching by an existing practitioner, or the suffers a 50% reduction in the chance of success).
discovery of a spell book containing the magics, will provide the MU with the powers required. The offspring will draw on both parents for
Such spell books are normally kept separate from all others, and whilst they will fetch the most characteristics. For each aspect, go through
extravagant price from the right purchaser, any Good or Lawful cleric — or any other character them as listed in the section on Mutations,
class for that matter — is going to want to see these 'unnatural' works cast into the fire. with a 50% chance o f taking after either
parent. If it is decided that certain aspects of a
Casting Area of certain species are genetically dominant,
Level Components Range Time Duration Save Effect there can be up to a 75% chance for the
4 VSM touch 2 hours
dominant aspect to be inherited.
Animal Magnetism 1breeding Neg 2 creatures
season For example, if there were such a thing as a
Distort Life I 4 VSM 1" 1hour permanent none 1creature wabbi.-lion, i t might be white, furry, herb-
Ritual of Twaining 4 VSM touch 1 hour permanent none 1offspring ivorous, with 4 limbs, a mane, a quivery nose,
long ears, big canine teeth and a manic-
Distort Life II 5 VSM 1- 2 hours permanent none 1creature depressive disposition. Now you know why
Hasten Growth 5 VSM touch 2 hours permanent Neg 1creature even 'successful' crosses die off in the wild!
Opening the Living 5 VSM touch 3 turns 3 turns special 1 creature
Revelation of Auras 5 VSM 1" 3 hours 3 hours
The Species Traits i-vii (see Breeding and
special 1 creature
Raising) are rolled a s f o r Aspects, each
Age Animal 6 VSM touch 1hour permanent Neg 1creature taking after one parent or the other. Size is
Clone Animal 6 VSM touch 1hour permanent Neg 1creature handled a little differently; it can be anywhere
Distort Life III 6 VSM 1" 3 hours permanent None 1creature on a range between the two parents' HD (not
forgetting t h e natural +/-10% as well). I f
Animal Magnetism abbreviated hereafter to 'Gn'). In these cases if cross-mating produces a litter, each one
(Enchantment/Charm) Reversible there i s a successful alteration in an early should have all its aspects and size rolled
This raises the mating chance by 5% per level generation and a failure in the subsequent separately.
of the MU. It may be cast once per pair per generation, the partially altered strain is still
mating season. The material component is useful as advanced breeding stock since i t Revelation of Auras
orc blood. carries o n e generation's worth o f change. (Divination)
However, a partial alteration w i l l t e n d t o This gives the MU a 10% per level chance of
Hasten Growth disappear entirely in three generations. The divining the exact nature of one Aspect of the
(Alteration) material component is a silver model of the creature under inspection. The subject must
This may be cast once per week on any animal in question (worth 200gp x animal's be held perfectly still so that the auras are
animal. The creature ages by one month HD), which must be hammered flat during stable to the inner eye. Any failed roll within
instead o f one week. The material com- casting. 10°/0of success gives a wrong result, otherwise
ponents a r e a p i n c h o f spinach a n d a it just fails. The material component is an
spoonful of cod liver oil. Distort Life II eagle's eye, which the mage must swallow.
(Necromantic)
Age Animal As above, but this can be used to alter internal Opening the Living
(Alteration) and fundamental aspects. I t automatically (Necromantic, Divination)
This spell may only be used on creatures of raises the defect chance 10%. A gold model More precise knowledge can be gained by an
less than humanoid intelligence. It instantly (worth 600gp x the animal's HD) is substitued unobstructed view o f internal auras. The
ages them by as much as the MU desires up for the silver one above. monster dies as a result of being cut open,
to 1 year per level of the MU. However, if the but the spell keeps it alive for its duration. Not
caster fails a saving throw, he or she ages by Distort Life III only does this spell give the M U a 95%
as many months as the creature ages years. (Necromantic) chance o f correctly reading t h e aura (all
This spell can bestow special and magical failures being mistakes, not blocks) but also
Distort Life I powers on the unborn creature, but the chance the MU may add 5% to future distort spells
(Necromantic) of inducing defects is 20'Y° higher if this spell is aimed at that Trait of that species. This aid in
This spell is cast during a pregnancy, and one used. Multiple generation requirements may focusing future distortions i s useful, b u t
aspect of the unborn child is altered according be (secretly as always) randomly rolled; eg, discovering t h e properties o f a particular
to t h e magic-user's w i l l . O n l y external 'Gd3'. A platinum model (1200 x HD gp) is offspring is of little value once it is dead. The
features can be changed with this spell. It is hammered flat during the process. material component is a small, sterile scalpel
very uncertain i n operation and the base made of silver and platinum, worth 500gp.
chance of success depends on the aspect and Ritual of Twaining
the manner in which the MU wants to affect (Alteration, Enchantment/Charm) Clone Animal
it. Some Base chances are listed later, but Casting this spell during the mating gives a (Necromantic)
lots of DM arbitration is required here. If it basic 5% chance per level of the MU for the This spell is useful to check the results of
fails the aspect may change in a way other cross-breeding t o become feasible (but the experiments w h e n using a opening t h e
than that intended, a different aspect may normal rolls to see if mating occurs, for still- living spell. It will work on any creature of
change, nothing may happen, the chance of births; e t c , m u s t a l l s t i l l b e made). T h e less than humanoid intelligence. The clone
defects may arise, or a combination of these following adjustments need to be made for will have exactly the same Traits, Aspects
possibilities may occur (see table opposite). compatibility: and Defects as the original. The material
Some changes require two or more gener- Size — per 10% difference in hp — -4% component is 1 pint of blood per Hit Dice of
ations to manifest themselves fully (these are Limbs — per pair different — -15c/o the creature to be cloned.

new pastime for magic users, who may capture some breeding stock for him? Or
MAGIC, MONSTERS & never produce anything enduring on the the party might be involved i n a race
MENAGERIES landscape, but will have a lot of fun and against time, to stop an evil experiment
IN Y O U R C A M PA I G N frustration trying! I suggest you give xp before it can be unleashed upon a city.
for all research efforts, plus bonuses for You may only get one or two player magic
Barring a n y psychological problems, achievements, like live births. users of sufficient level and inclination to
monsters raised by an MU will feel some take up these experiments in your cam-
loyalty towards him, and an inventive MU If you want to introduce an MU in your paign, but I can assure you that this is
can often find uses o r buyers for his campaign to the hobby's existence, why enough t o provide a lot of interest and
'creations'. I hope however that I have not put a distort life I or ritual of twaining adventures — it's a very exclusive hobby.
made i t clear that these rules are not scroll in the next treasure, or better still
really concerned w i t h creating n e w let h i m meet and talk w i t h a n NPC; May your monsters always multiply!
monsters for people to fight. Rather, it is a perhaps a patron who wants the party to * J o h n McKeown
I M A G I N E magazine, December 1984 45
8

On F R I D AY, S AT U R D AY & S U N D AY
2 9 t h 9 3 0 t h & 3 I s t M A R C H 1985 at R E A D I N G U N I V E R S I T Y
Special guest E . G A RY G Y G A X

Starting at 12 noon on Friday, and continuing until 6.00 pm on Sunday, GamesFair '85 features:-
* THE AD&D® OPEN CHAMPIONSHIP A n individual, * RESIDENTIAL OR NON-RESIDENTIAL
knockout competition to find the British AD&D Champion PLACES — Non-residential bookings
of 1985. Held over Saturday and Sunday, this limited entitle you to full use of all the
entry event must be booked in advance. convention facilities including in-
* ALL THE NEW AND ESTABLISHED FAVOURITES — expensive hot and cold food, extended bar
Including MARVEL SUPERHEROESTm game, STAR (adults only), ideal gaming areas and an
FRONTIERS® game, DRAGONQUEST® game, impressive array of arcade computer
Traveller, RuneQuest, 1829, Railway Rivals, Call of games. Residential bookings entitle you
Cthulhu, Illuminati, En Garde and many more. to all these plus two nights in a private
bedroom and full breakfast on Saturday
• AD8113 TEAM COMPETITION A fun, single-round and Sunday. Booking in advance is
competition for teams of 5 players on Friday afternoon. essential. There will be NO tickets for
Team leaders: send an SSAE for more information. sale on the door.

WE NEED YOUR HELP. Reliable, careful, experienced DMs are needed to help run the AD&D competitions.
Please mark your application form accordingly if you would like to help us.

Successful bookings will be confirmed by post. Full details and confirmation of events will be given in the GamesFair programme, which will be mailed to attendees in February.
Only those who book in advance can be admitted.
Refunds (minus a (2.00 administration charge) will only be possible on cancellations made before 31st January 1985
Persons under 14 years of age cannot be admitted.
Bookings accompanied by an incomplete list of names or the incorrect money will be returned unprocessed.

GAMESFAIR '84 WAS SOLD OUT TWO MONTHS IN ADVANCE


SO BOOK EARLY TO AVOID DISAPPOINTMENT.
TICKETS WILL NOT BE AVAILABLE AT THE DOOR.
PA Discount applies to member's ticket only. If booking for more than one person please include ALL names and addresses.
The symbols t,) and ' denote trademarks owned by TSR Inc, Wisconsin, USA.

B O O K I N G F O R M — Please read ALL the small print before booking


Please make cheques/POs payable to TSR UK Ltd, and send to the organisers at: GamesFair,
TSR UK Ltd, The Mill, Rathmore Road, CAMBRIDGE CB1 4AD. Te l e p h o n e (0223) 212517.

Please send me r e s i d e n t i a l ticket(s) for I am/am not a member of the PA.


GamesFair '85 at £29.00 (f27.00 for PA My membership number is
members) each.
I do/do not wish to help DM one of the competitions.
Please send me n o n - r e s i d e n t i a l ticket(s) (Please give brief details of your experience - including
for GamesFair '85 at £8.00 (f7.50 for PA age - on a separate sheet).
members) each.
My name:
I do/do not wish to enter the AD&D
Open. F e e £1.50 My address:
TOTAL

46 Please mention IMAGINE magazine when replying to advertisements


STIRGE

Neutrals fighting beside their buddies


against a band of orcs and then switching
in mid-fight when the orcs start losing
-7-
would not be popular!

Having n o w discussed in detail Law, simply d o n e b y s i d i n g w i t h w h i c h e v e r Player characters, I hope, are a t least
Chaos, Good and Evil, i t remains t o side is doing least well, and then, i f the slightly more sophisticated, but the same
say something about that in-between tide t u r n s the other w a y, switching ally. general p o i n t i s appropriate. T h e r e i s
alignment, NtOutrality. In terrnsqf,the rhis might not be easy; one side might not normally no need for characters (except
character a l i g n m e n t g r a i n ' W e l c o l l i e as friends forces t h a t had b u t for clerical types) t o b o t h e r t h e i r heads
recently been fighting on the other side. about m o r a l s o r philosophy; t h e y m a y,
shows From the point of view of the individual and f r e q u e n t l y d o , f o l l o w t h e i r o w n
four c o trhnee r'tk,t
v oher
f a alignments
square, t h e ri n
e are 7nterests without reference to any gra nd-
PlaVer-characters, it is doubtful w h e t h e r,
shown five different types of Neutral- ose view of what is best for the world in
they a e obliged t o i m p l e m e n t t h i s doc
ity; L a w f u l N e u t r a l , E v i l N e u t r a l , r i r i e f i t s logical concl usiorirn everyday general.
Chaotic Neutral, G o o d N e u t r a l a n
Absolutely Neutral. Of these, I wo,V1
contend t h a t t h e A b s o l u t e N e u t
position is the most interesting, a n
also t h a t a f u r t h e r d i v i s i o n page for the
Absolute Neutrality is possible. not-so-experienced
The four outer bands of neutrality in thefl
alignment graph have little to do with trd
adventurer
Neutrality. Basically, t h e y just represent
alignment patterns of the sort that would
characterise a g a m e played w i t h a t w o - by Roger Musson
way alignment system rather than a four-
way system. The Lawful Neutral charact-
er cares about Law, and just Law. Good,
Evil, doesn't matter. If it's Lawful it's okay, life — fighting with their Lawful buddies It is worth pointing out that there is a
if i t ' s n o t L a w f u l i t ' s not. A n d so o n f o r against a band of ores, and then switching great tendency for player-characters to
Chaotic Neutral and the rest. in * M i g h t v011ep the ores start toil, ng. drift in this direction. Examine the guiding
It's w h e n w e come to the alignment in Nottley wouldn't be popular, B A l f tnere principles of most player-characters and
the m i d d l e t h a t w e d e t e c t t h e special are" powerful forces- co-ordinating t h e see what you find. W hat is the moral
characteristics o f N e u t r a l i t y, a n d t h e Cosmic Balance, they might well have basis of dungeon-bashing anyway? Just
Absolute Neutral is s i m i l a r in both t w o - need of parties of Neutral adventurers t$,./ because you think ores are Evil, does that
way a n d f o u r - w a y a l i g n m e n t systems. fulfil tricky missions to foil one of the give you the right to go stormiiig into iheir
But h e r e w e c o m e t o t h e i m p o r t a n t other alignments getting too much of the home, s l a y i n g t h e m i n c o l d blood, a n d
division: b e t w e e n t h e character w h o i s upper hand. making off with all their treasure? Such
Neutral in alignment because of passion- But a s w e l l a s t h e character w h o unprovoked behaviour arguably constit-
ately c a r i n g a b o u t N e u t r a l i t y, a n d t h e pursues the active and positive cause of utes robbery and murder — certainly from
character w h o is neutral because of just Neutrality, t h e r e i s t h e o t h e r s o r t o f the ores' point o f view. I s t h a t G o . . ? Is
not caring about anything. And I use here neutral character who has a more negat- that Lawful? Can any Good cleric con-, •ne
deliberately t h e distinction b e t w e e n t h e ive alignment and just wants to opt out. Is such t h i n g s w h e n t h e ores m i g h t h a v e
capital N and the small n. Gondor threatened? T h a t ' s n o t h i n g s o been converted o n hearing t h e W o r o f
Let's consider the Neutral with a capital long as the character is elsewhere. Does the One True God?
N first. M a n y players have the prejudice Sauron rally the forces of Evil? Let him. Altogether, t h e morals of t h e ave g e
that N e u t r a l c h a r a c t e r s a r e a r a t h e r Neutral characters (with a small n) will be adventurer are somewhat open to suSpic-
colourless l o t r e l a t i v e t o o t h e r a l i g n - obedient to L a w when it suits them, and ion. O f t h e players I h a v e seen, o n l y a
ments. However, the true Neutral is in a Chaotic i n b e h a v i o u r w h e n t h e r e i s relative f e w h a v e d e m o n s t r a t e d a t r u e
complicated and interesting position, liv- something to gain thereby. In a way, they alignment in any positive sense. The rest
ing i n a w o r l d w h e r e t h e r e i s c o n f l i c t are not so much neutral in a l i g n m e n t as have concerned themselves a l m o s t e x -
between f o r c e s t h a t a r e d i a m e t r i c a l l y non-aligned. Their first, i f not their only, clusively w i t h s t a y i n g a l i v e , g a t h e r i n g
opposed and constantly at war, and believ- loyalty is t o themselves, a n d t h e y cam- treasure, a n d gaining experience levels.
ing that both of them are wrong and yet, paign for no other cause. All non-aligned neutral stuff. I t tends to
in a way, both are right. The forces of Law In some early D&D magazines, you will be only in those campaigns w h e r e major
proclaim 'all m u s t be Lawful', the forces come across monsters described as being confrontations o f forces are i n progress
of Chaos counterclaim that salvation can of alignment 'Hungry', and this is another that alignments really come i n t o play to
only be achieved t h r o u g h total freedom. word f o r t h e s o r t o f n e u t r a l i t y w e a r e their full extent.
The Neutral believes total L a w and total discussing here. Yo u r average dinosaur, Roger Musson
Chaos are equally wrong; t h a t both L a w for instance, though described as Neutral Previous Stirge Corner themes are detail-
and Chaos are necessary; that a balance in alignment, doesn't consider the ethical ed below. To obtain back issues see p58.
must b e p r e s e r v e d b e t w e e n t h e t w o niceties of the need for balance between
& 3: Introduction to rpgs; .4 & 5: Beginning as a
extremes. And similarly for Good and Evil. Good a n d Evil a n d t h e rest, n o t w i t h a DM"; . 6 & 7 : Staying alive; . 8 : Treasure"; . 9 :
The p r o b l e m i s , h o w i s t h i s t o b e brain t h e size o f a pea, i t doesn't. I f i t Monsters"; .10: Treasure & monsters"; .11: Time &
achieved? Obviously, a delicate juggling moves, e a t i t — t h a t ' s t h e beast's sole motion"; . 1 2 : Role-playing; . 1 5 : Mapping"; . 1 6 :
Scale; miniature figures; .17: DM-ing equipment";
of position i s necessary. T h e i m p o r t a n t guide t o c o n d u c t , a n d i f a n a l i g n m e n t .18, 19 & 20: Alignments
thing is to prevent one side or the other must b e described, t h e n ' H u n g r y ' i s as *mainly for DMs.
from w i n n i n g outright, a n d t h i s is m o s t descriptive a word as any. Please note that .2, 13 & 14 are out of print.

1MAQINE magazine, December 1984 47


Publishing Superheroes in Britain

HARRIER
COMICS
by Martin Lock
Superheroes are an American invention. These people have
The USA has given us Superman, Spider- an interest in sell-
Man, a n d hundreds m o r e colourfully ing comics, a n d
costumed characters, and even created there a r e n o w
Captain Britain for us, while the estab- more than 3000
lished British publishers have concen- comic stores in
trated on The Beano, footballers, and the America. T h e s e
continuing adventures of World War Two. days, a l o t o f t h e major
However, there are quite a few fans of titles are only available in this way,
Superheroes in Britain, brought up on the and the industry has prospered. A new
Marvel and DC comics tucked into the comic publishing company can tell retail- Th e
bottom o f a w i r e r a c k i n t h e local ers what is to be in its new title, take firm story focuses
newsagents, or the weekly reprint comics orders, print, deliver and get paid —finally on the HMS Conquer-
that a British off-shoot o f the Marvel sharing o u t t h e profits among those or, with its crew of 500, patrolling the
operation has been publishing for the last responsible for the magazine. Commonwealth sector of the galaxy. The
ten years. Britain is part of the 'direct Simple? Well, i n theory. Launching regular cast are mainly members of the
sales' system for American comics, since Harrier Comics was far from an easy bridge crew: Captain Russell, his first
we speak approximately the same lang- task. For a start, I can't draw! It wouldn't officer Lieutenant Luke, Lt F1'ff, Ensign
uage. If you go to a specialist comics and have been possible without the contacts Kathlar and Commodore Jenkins, along
fantasy shop in London, or Birmingham, that I ' v e developed f r o m editing t h e with Corporal Frank, who began with a
or Glasgow, or a number of other large amateur magazine Fantasy Advertiser; fairly minor role which has since expand-
cities, you'll f i n d t h e whole range o f particularly Titan Distributors, who are ed. Being the narrator must help him!
American comics, brought over specially handling the distribution and export, and Conqueror is in standard comic format,
by air and sea. Pick them up, and you my long-time friend Dave Harwood, the the same size as X-Men or Daredevil,
could easily imagine yourself to be in New main artist on Conqueror. with colour covers a n d Black&white
York, or Detroit, or Los Angeles.... That, by the way, is the name of the first interiors. A s I write, the third issue is
You will find very little material publish- Harrier comic. It doesn't feature a Super- ready for printing t o follow its predeces-
ed in Britain; a few copies of a couple of hero; instead i t ' s an SF title, set five sors into British and American comic
monthly magazines from British Marvel, centuries into the future, and featuring a shops. Since we can't quite compete with
using some original British material large starship, H M S Conqueror, o n a the established American four-colour
mixed i n w i t h t h e American reprints, mission of exploration. The series springs giants, our low print run means that we
2000AD from IPC, and maybe Quality from a short strip that Dave and I worked end up charging 70p — more than the
Publications' Warrior. The comparison on in 1979, published in a fanzine called cheaper American titles, but not bad all
with t h e 1 0 0 o r s o different comics BEM. At the time, neither of us realised the same.
produced that month by the American how f a r t h e strip might take us, and Perhaps more relevant to Superhero
companies could not be more striking. therefore you will have to forgive the lack roleplayers will be Harrier's second title,
The direct sales system has allowed of foresight that led to similarities to Star currently in development, Swiftsure. This
new companies in America to come onto Trek. The two have common ancestry in anthology should feature a number o f
the scene, and revived the whole comics the classic S F stories b y Eric Frank different continuing features, by various
business. When comics were sold 'on the Russell, and The Voyage of the Space writers and artists. Lt F1'ff will get her
newsstand', they were distributed along Beagle by A E van Vogt. Had we thought own series, as befits the most popular
with newspapers, puzzle magazines, and more deeply, we might have avoided call- member o f Conqueror's cast, a n d a
many other periodicals. Neither shop- ing the main female character Lieutenant number of new heroes will be presented.
keeper nor wholesaler knew much about F1'ff, and avoided giving her those ears. One strip, Rock Solid, will be by humour
comics, or cared. They were on sale-or- Dave has cunningly modified them since. artist Lew Stringer, frequent contributor
return, so if they weren't sold, they went I stand by the name of the Conqueror, to British Marvel. There is Jim Dandy in
back. Sometimes the bundles weren't though discovering that the Royal Navy the Underworld by Stephen Baskerville,
even opened.... actually had a vessel of that name when it with a foppish aristocrat struggling to find
Once 'direct sale' w a s introduced, sank the General Belgrano was a bit of a his way through his planet's seamiest
things changed. A few specialist shops surprise. Using such a 'belligerent' name society; Forest by James Hill and Key
ordered in advance, taking the titles on was meant to be tongue-in-cheek, but it Hopgood, with a crisis hitting Atlantis and
'firm sale', with a better profit margin. does give a good strong title to the comic. its farming colony on Earth's second
48 I M A G I N E magazine, December 1984
Dave Gibbons, B r y a n Ta l b o t a n d J o h n
JUNE 4 . t h 2 1 . 9 2 A D
10.40 I N THE MORNINC, Bolton have very kindly worked on covers
C R E E N W I CH M E A N T I M E .
for us, w i t h o u t payment, w h i l e a n u m b e r
of t h e y o u n g e r artists, o n e s w h o so f a r
have n o t m a n a g e d t o g e t t h e exposure
their work deserves, have rallied round to
draw features f o r u s a t w e l l b e l o w t h e
normal professional rates. B e s i d e s t h e
people I ' v e a l r e a d y m e n t i o n e d , t h e r e ' s
Jeff Anderson, who's developing a series
as well as volunteering his services as an
inker, p l u s Richard Starkings, doing e x -
cellent w o r k a s a l e t t e r e r, a n d M a r k
Farmer, G r e e n L a n t e r n i n k e r , w h o ' s
taking o n t h e t i m e - c o n s u m i n g t a s k o f
providing c o l o u r s e p a r a t i o n s f o r o u r
covers. Heroes all, I say!
We may, in future, bring in other Super-
hero features, a n d i n d e e d w e d o h a v e
AFTER A S U C C E S S F U L O U T WA R D T R I P
USING T H E E X P E R I M E N T A L O R C I L L plans for a m o r e conventional character,
S TA R D R I v E , A P E . N E W TO N W A S based o n a fan-created Superhero o f a
ABOUT T O S TA R T F O R H O M E .
f e w years ago called Solarman, but with
a n e w name.
The t r o u b l e is, Superheroes are s u c h
persuaded him that w h a t they an American invention that one stands in
had was a member of the crew a giant, trans-Atlantic shadow working
not something thrown out of on t h e m in this country. A character like
the larder! Carefully, t h e body Judge D r e d d , w i t h a solid S F back-
was p l a c e d i n t h e r o b o - d o c ground, seems more our cup of tea than,
tank. B u t i t w a s s o different! for example, G r e e n Lantern; w h i l e D C
Internal skeleton instead of an Thomson's K i n g C o b r a i s u n l i k e l y t o
exo-skeleton.... mainaxis sym- attract m a n y f a n s o f B a t m a n . E v e n
0 m e t r y instead of the p o w e r f u l Marvelman, the Superhero star of many
pincer-claw b a l a n c e d b y t h e issues o f t h e m a g a z i n e W a r r i o r, w a s
two m o r e delicate, dexterous directly derived from the Golden Age hero
arms.... and how was it that the Captain M a r v e l . I t was the fact that the
o ' s k i p ' capability t h e ability to American publishers of Cap w e n t out of
teleport short distances — was business that caused people in Britain to
no longer evident? replace h i m w i t h a B r i t i s h s u b s t i t u t e ,
The r o b o - d o c d i d a p r e t t y even going so far as to r e - w r i t e and re-
0
good job, even i f some purists draw s o m e C a p t a i n M a r v e l s t o r i e s f o r
might argue that it would have Marvelman. T h e n e w stories i n Wa r r i o r
been nice to have left restoring have explained t h e whimsical, fantastic
consciousness until fairly late nature of many old stories rather cleverly,
on i n t h e r e g e n e r a t i o n . T h e and placed t h e graceful, u l t r a - p o w e r f u l
robo-doc rebuilt her, and gave and a l t o g e t h e r s u p e r i o r h e r o a g a i n s t a
her t h e s h o r t - r a n g e t e l e p o r t - realistic background.
ation t a l e n t t h a t i t b l i t h e l y The same w r i t e r and artist team, A l a n
assumed s h e ' d a l w a y s had.... Moore and Alan Davis, w e r e responsible
A R O E O - D O C I S N ' T I N T E L L I C E N T, A N D ,
L E F T T O I T S E L F , I S M E R E LY DOC,CED. but, somehow, tying that into a for Britain's other Superhero, the repatri-
human brain had made some- ated C a p t a i n B r i t a i n , i n v a r i o u s British
moon; there's Ram, Assassin, written by thing more powerful come together. The Marvel m a g a z i n e s . T h e r e t h e y t o o k a
me and drawn by Key Hopgood, starring a final results were not clear at first a n d different approach, w i t h a m o r e ' m u n -
female assassin o n a l o s t colony w o r l d since I've only seen the script for chapter dane' hero, a relatively ordinary person
without a n y visible l a w ; a n d t h e r e ' s two, w h a t h a p p e n s a f t e r w a r d s w i l l b e who h a s been granted extra strength,
Codename: Andromeda, by Bill W Ryan news to me too! flying p o w e r and stamina, operating in a
and D a v e H a r w o o d , w h i c h f e a t u r e s a I d o k n o w t h a t Kris Prescott punches world of other heroes and super-villains;
26th c e n t u r y Superhero.... t h o u g h y o u her way instantaneously across the light- the ' M a r v e l Universe', i n fact, w h e r e all
might not be able to tell that from the first years to reappear on earth, reassembling the A m e r i c a n c h a r a c t e r s c r e a t e d b y
couple of episodes. herself f r o m local a t o m s w i t h a c l a p o f Marvel Comics in America exist.
Chapter One of Codename: Andromeda thunder a m i d s t t h e s t a n d i n g s t o n e s a t But anyway, if you do investigate your
opens aboard a starship equipped w i t h a Stonehenge and she does a better job of it nearest comics and fantasy shop, look out
new, experimental stardrive. Kris Prescott than t h e aliens did, r e t u r n i n g h e r s e l f to for Warrior, Captain Britain, Conqueror,
was among those present w h e n a small normal a t least externally! That hints at and next spring, S w i f t s u r e , as well as the
meteor penetrated the heart of the drive, a certain degree o f power, and i t seems imported A m e r i c a n comics. I w o n ' t s a y
causing an explosion t h a t destroyed the likely t h a t she can fly, a n d , w h i l e doing that we're better than the Americans, but
ship, a n d k i l l e d e v e r y o n e o n b o a r d . the 'local reassembly' trick, she can use we d o b r i n g a d i f f e r e n t a p p r o a c h t o
Prescott's lifeless body was just about the more durable atoms than t h e traditional comics, one which, I hope, is refreshing.
largest piece of debris left to drift in t h e carbon, nitrogen, oxygen a n d hydrogen 1Ak3Martin Lock
high v a c u u m o f space. A f e w m i n u t e s ones — so she can be pretty powerful. As
to w h o t h e n g i v e s h e r t h e c o d e n a m e Copies of Conqueror are available by post for
later, a n u n k n o w n s t a r s h i p appeared,
75p each from Harrier Comics, 3 Marlow Court,
attracted t o t h e scene by the explosion, Andromeda, well, I suppose we'll have to
Britannia Square, Worcester WR1 3DP.
and a s t r a n g e c r a b - l i k e a l i e n t o o k t h e keep reading S w i t t s u r e . Please make cheques/postal orders payable to
flash-fried, freeze-dried corpse on board. Harrier C o m i c s i s s m a l l , s o f a r, b u t Martin Lock. A six issue subscription costs Elk
Captain ' B r o w n ' a n d h i s c r e w h a d nevertheless I ' m v e r y h a p p y w i t h t h e
never seen a h u m a n before; i t w a s only support t h e p r o j e c t h a s b e e n g e t t i n g . All artwork on these pages is copyright
some s u r v i v i n g s c r a p s o f c l o t h i n g t h a t Established a r t i s t s l i k e B r i a n B o l l a n d , Harrier Comics 1984

I M A G I N E ma9azitte, December 1984


49
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worthy game. It has been running for several years now
and has a large number of players. Compared to others SPECIAL E D I T I O N I
of its kind it is not expensive and it goes out of its way to
encourage communication between players. I found
the initial scenario interesting, and the world lived up to
this promise. The fact that they are hand-written merely
testifies to the immense amount of effort put in by the
GM. So, with its regular newsletter, Crasimoff's World
is a friendly, efficient and relatively cheap game to play,
and if you wish to try a commercial PBM game with a
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As reviewed in I M A G I N E 1 8

EarthWood The

THE M A J O R US PLAY-BY-MAIL GAME IMAGINEm


EARTHWOOD has been running for over 3 years in America
and currently has over 2,000 players. KJC games has been
granted t h e exclusive r i g h t t o m o d e r a t e t h i s u n i q u e
computer-moderated Play-By-Mail game in the UK. Twenty-
five players compete all the cities of Earthwood and be the
Magazine
ultimate player. A typical game will last about 18 months
with the first knockouts after six months.
Each player is either a king or a fantasy race or a powerful
charismatic character in this world of conquest and sorcery.
Special Edition
Your character or king controls several groups, each of which
is totally independent of the others. You can recruit NPC
trolls, wild men and others into your service, or even control Six of the best scenarios
such powerful creatures as dragons or giant spiders. Yo u r
characters may also control or capture cities, upon which you
from the first eighteen
can spend gold to improve security, increase your workshop's months of Britain's brightest
production, build defences and maintain or enlarge you army.
With gold your wizards can undertake magical research to RPG magazine:
increase their power and knowledge and thus aid your armies THE BEACON AT ENON TOR
in battle. Spies can search out enemy strongholds, attempt to SIANDABHAIR
do acts of sabotage, theft and assassination. These are just a
few of the options available to a player in EARTHWOO D. JACK OF ALL TRADES
EARTH WOOD is completely computer-moderated, but the GUARDIAN OF THE KEY TO TIME
turn sheet and replies are written in plain English so that you BLACK ROSES
can easily understand t h e m . N o need t o l o o k through
complex charts and code books to understand this game. ROUND THE BEND
Brand new information for the
If y o u w i s h t o e n r o l i n C R A S I M O F F ' S W O R L D o r PELINORE campaign world,
EARTHWOOD, send a E5.00 cheque/PO payable to KJC
Games. For this you will receive a rulebook, set-up material, including details of the
the latest newsletter and the first four rounds. Future rounds
are El .25 each. European rates are as UK.
County of Cerwyn and two full
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Return to:
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50 Please m e n t i o n I M A G I N E m a g a z i n e w h e n replying t o a d v e r t i s e m e n t s
A Not-Terribly-Serious AD&D® Mini-Module for Christmas

by P Howard, G Baker and L King


This adventure is suitable for a group of 4-6 mid-level characters (between levels
2-5), w i t h some — but not too much — magical equipment. One item each
should be about right. If you intend running a character in this adventure, you
should stop reading here.

All the statistics and things are sort of standard.

DM's Background Unfortunately for Nurk, Santa realised that something w a s amiss, and
wisely r e f u s e d t o t a k e t h e dolls. E n r a g e d b y y e t a n o t h e r f a i l u r e t h e
Once upon a time there was —and maybe still i s — a demon called Nurk. incompetent Nurk gathered all of his kobold servitors and marched on
Santa's workshop to demand that he deliver the dolls.
He is q u i t e s i m p l y t h e m o s t u n p o p u l a r d e m o n o f all t i m e , a m o n g h i s
f e l l o w d e m o n s a n y w a y. A r e n o w n e d b u n g l e r, h e h a s n ' t e v e n b e e n
invited to the Demons' Festive Roast this year. But, before Nurk could engage in m e a n i n g f u l negotiations, his kobolds
took matters into their o w n paws. Driven frantic by the presence of so
This particular story begins just before Christmas when, angered by this many unarmed wood-elves, they stormed the lodge and killed the lot. In
latest insult, Nurk was sulking and plotting. He had managed to devise the resulting massacre Nurk managed to capture Santa, and imprisoned
the old man in the same caverns he used to store the dolls. Nurk is n o w
the most dastardly scheme of his career, a plot so fiendish that even his
fellow d e m o n s w o u l d b e impressed! N u r k w a s g o i n g t o destroy thinking again, trying to make up his m i n d w h a t to do w i t h Santa.
Christmas as the season of goodwill for all time!
The adventure starts on Christmas Eve. The player characters can have
He had bought some extremely vicious carnivorous dolls from Algernon, any reasonable e q u i p m e n t (note t h e restri cti on o n m a g i c items), b u t
the S n o w Queen's nephew, who, dishonest to a fault, had stolen them should have no more than 4cp (and a brass washer) cash in total. If the
from u n d e r B i l l y B a l r o g ' s C h r i s t m a s tree. N u r k i n t e n d e d t o discredit players a s k f o r a n e x p l a n a t i o n , a l l t h e i r m a g i c a l g o o d i e s h a v e b e e n
Santa Claus — and the very idea of Christmas b y persuading the old pawned to pay for the season of goodwill and the money has been given
man to deliver the 'charming little dollies' to lots of innocent children. away to orphans — it's Christmas, right?
51
I M A G I N E Inapzitaz, December 1984
BELL JINGLES
Players' Introduction footprints and disturbed snow leads off to the north, in the direction of
some unfriendly looking hills. If the party follow this trail they will arrive
The DM should read the following to the players at the start of the at the Ice Caverns after another hour of hard walking.
adventure:
The only encounter in the wilderness will be with Frosty the Snowman
(see below), shortly before the adventurers reach the Ice Caverns.
It is almost Christmas and you are sitting in the White Weasel, a
drafty inn far to the north of civilization, and to keep warm you are Frosty is a happy and mischievous creature whose only aim in life is to
huddled around the few spitting logs that make up the fire. In your have lots of (relatively) harmless fun — throwing snowballs (which
hands you are all holding half-empty mugs of mulled ale, though cause no damage) at passing strangers is just his way of introducing
none of you are eager to finish them and find the money for himself. He will do this from a place of concealment. When he finally
another. Outside the snow lies deep and crisp and even w o r k shows himself he is a large, happy looking snowman dressed in a tall hat
has been hard to find this winter and it is colder than anyone can and scarf, carrying an old broom. Frosty should be treated as having a
remember. charisma of 17.

Suddenly a small, bald-headed — but obviously wealthy — man He will readily aid anyone in distress or those who fight against evil, but
rushes into the inn. Pausing to recover his breath he announces he will have no part in hunting his friend the yeti. On the other hand,
that he has a very urgent mission for which he is prepared to pay Frosty is not very friendly with the Snow Dwarf, because he knows that
up to 2,500gp, on the condition that it is completed within 24 the dwarf cheats at cards.
hours. He explains that he must get his wife a real yeti fur for
Christmas — or she'll kill him! His problem is that the yeti is an Frosty the Snowman: AC 3 (wet); MV 9"; HD 5; hp 32; A T 1; SA see
extremely rare creature. He also says that he will have the money below; SD immune to cold-based attacks, double damage from fire-
at the inn tomorrow evening. based attacks; AL CG; S L (8' tall); 250xp.

Before he can say more, the dulcet tones of his wife shriek from Frosty can control weather (as the 7th level clerical spell) once per day.
outside 'Wilfred...Wilfred! Hurry up, I'm getting cold out here!' He can also hide in snow (cf hide in shadows) 80% of the time, becoming
The merchant rushes to the door crying 'Yes, dear! Coming, dear!' totally invisible at distances greater than 10 feet.
As the door bangs shut behind him the voice starts again 'Where
have you been? I've been out here for hours waiting for you in this Frosty's scarf acts as the equivalent of a rope of entanglement and his
freezing cold. I f I've told you once, I've told you a thousand tall hat is also magical i t raises charisma by 1 or to 17, whichever is
times...' most advantageous. His broom is a wand o f snowballs which can
project a snowball equivalent to a fireball. This is the only magical
function that the broom can perform, but it can still be used as a broom. It
The barman-owner of the White Weasel believes that a yeti lives has 24 charges.
somewhere in some ice caverns to the north. He doesn't know where
the caverns are himself, but thinks that a wise old man who lives in the
lodge about a mile from the inn will know. He will give them exact The Ice Caverns
directions to the lodge, and will tell them that the old man can be
recognised by his large girth and long white beard. After the encounter with Frosty, the trail of footprints carries on for
another mile and then disappears into the side of a small hill — the
entrance to the Ice Caverns. The opening in the hill side is 10 foot square
with the inscription 'Ice Caverns' written in Common above it. To one
side i s a Northern Borough Council t o u r i s t m a p showing t h e
surrounding area. The map is completely white except for one small dot
in the centre marked with a large You are here' arrow.

The Ice Caverns are made o f compacted ice, the floor i s smooth
compressed snow. Soft, bluish illumination — reflected light from
outside — lights the tunnels and halls, so no lights sources are required.
Because of the nature of the Caverns (or maybe it's the time of year)
some spells will not have their normal effects within the Caverns

Dancing lights, faerie fire, pyrotechnics, and colour spray will cause a
small fir tree to appear in addition to the normal lights of the spell. The
lights will then settle on the tree which remains for the duration of the
spell. Light and continual light spells will have much the same effect,
except that a single light will settle on the top of the tree.

Wandering within the Ice Caverns is Algernon, the Snow Queen's


nephew. If the adventurers encounter him (30% per turn) he will join the
party, but only in order to be as annoying as possible. The adventurers
will hear what sounds like a giant rumbling towards them before
Algernon appears, as he is wearing a large pair of boots that make a
thudding sound as he walks.
The Lodge and The Wilderness
Algernon is a naughty schoolboy who has escaped from his nanny and
The terrain between the White Weasel and the lodge is barren save for although he has only been out of her care for a few hours he has already
the occasional pine tree, and i s covered i n snow. Movement i n done lots of naughty things. He has stolen Billy Balrog's Christmas
conditions of such cold is very laborious and slow, and it will take the presents and sold them to the demon Nurk. He has put a lurker between
adventurers some two hours to cover the three miles to the lodge. The (see page 54) in the yeti's sandwiches and has also tricked him into
surrounding wilds are totally a l m o s t supernaturally — quiet, without believing he is to host a non-existent party. If attacked he will squeal
even the howling of wolves to keep the adventurers company. The only loudly for anyone to help him.
sound to be heard is the crunching of snow as the adventures struggle
through the drifts. Algernon: AC 10; MV 12"; 'Thief' 1; hp 4; #AT 1; D see below; SD spell
use; AL Naughty; S 6, 19, W 9, C 15, D 14, Ch 3; 44xp.
When the adventurers arrive at the lodge they will find a charred and
smouldering wreck. Around the remains of the building are several dead Algernon can cast the clerical spell feign death and the magic-user spell
wood elves, partly covered by the drifting snow. There is no sign of 'a mirror image once per day. He is armed with a peashooter +1 (D 1-2)
wise old man'. and a conker of striking (automatic hit, D 1-3).

If the adventurers search the ruins they will find that one of the elves is Algernon's only friend is his pet — a baby rust monster called Arthur
still alive, but only just. Before he expires, he is just able to whisper 'He's (HD 1, hp 8, 22xp, otherwise as standard). Algernon delights in dropping
been kidnapped... you must rescue him.., the world A broad trail of Arthur into expensive suits of armour when the owner is still inside!
52
I M A G I N E magazine, December 1984
BELL JINGLES

0 10 20 30

7 7 ; F E E T
1. T h e L a k e C a v e r n - This large cavern is circular in shape w i t h a 12 kobolds: A C ] ; MV 6"; HD 1/2; hp 3; *AT 1; D 1-6; AL LE; S S (3' tall);
round lake in the middle. The path a r o u n d the lake is cambered, and a xp 8 each.
discerning n o s e m a y (15%) detect a f a i n t s m e l l o f peppermint. T w o
letters are incised in the floor — a ' P a n d an ' L . There are t w o other 3. The Dolls R o o m - Propped against the walls of this chamber are
peculiar features on this path: the first is a circular hole which opens to 12 large bags tied with red ribbons; one has a label which reads 'Merry
the lake beneath; the second is a ' s a w trap'. A d e t e c t traps spell w i l l Christmas, Billy' in Common. Each bag contains a very pretty, dark-eyed
china doll—these are the dolls that Nurk wanted Santa Claus to deliver.
indicate its presence. Stepping onto the trap will magically cause a saw
In the darkness of the bags the dolls are silent and harmless. If exposed
to appear u n d e r t h e f l o o r a n d c u t t h e f l o o r a w a y. T h e s a w w i l l t h e n
vanish. A dexterity ability check (roll u n d e r dexterity on a d20) must be to light, the dolls will become animated, attacking with their vicious
teeth and knife-like nails. The dolls will continue to attack until they are
made by any character standing in the indicated area. Failure indicates
that t h e c h a r a c t e r h a s f a l l e n i n t o t h e l a k e b e l o w t h r o u g h t h e n e w l y destroyed or returned to a darkened environment.
created hole.
These horrible creations are the work of the Snow Queen. She gave
The lake is w e l l stocked w i t h d a n g e r o u s looking f i s h — easily visible them to Billy Balrog as an 'amusing' Christmas present. Algernon stole
them and sold them to Nurk, who doesn't know what to do with them.
from a n y p o i n t on t h e path. These are k i l l e r halibut, second cousins,
once removed, to piranha. A failed charisma ability check (a roll of more
than the character's charisma on a d20) means that the killer halibut did 12 China Dolls: AC 4, MV 6"; HD 3; hp 20 each; #AT 3; D 1-4/1-3/1-3;
not l i k e t h e t a s t e o f t h e c h a r a c t e r a n d o n l y i n f l i c t e d 1 - 4 p o i n t s o f SD edged and piercing weapons inflict only 1 point of damage, immune
to mind-influencing spells; AL N; S S (3' tall); 80xp each.
damage. A successful charisma check means that the killer halibut love
the t a s t e a n d w i l l i n f l i c t 8 - 8 0 p o i n t s o f damage p e r r o u n d u n t i l t h e
4. The Snow Dwarf and the Seven Wights - In the middle of this
character can be dragged clear.
room are a card table and 8 chairs. The only occupant, a white haired
2. T h e K o b o l d R o o m - In here are 12 kobolds, happily mutilating a dwarf, sits facing the door playing Patience. The dwarf is expensively
dead wood elf w h i l s t boasting to each other about the massacre at the dressed — he wears a ring of white gold — and apparently armed only
with a small dagger. He will invite the players to join him for a game of
lodge. Their laughter can be heard in all the surrounding corridors. One
kobold i s e x p l a i n i n g w i t h p r i d e h o w h e ' k i c k e d t h e f a t g u y i n t h e
cards, introducing himself as 'the Snow Dwarf'. Any questioning as to
stomach'. T h e y a r e a l l w e a r i n g bloodstained leather a r m o u r and a r e the meaning of his title will bring the response, 'as in the story'. He will
armed w i t h short swords. The leader also has a s h o r t b o w — it is a toy become annoyed by any further questioning.
and w i l l break the first t i m e he uses it.
Should the players play a game of cards with him they will discover that
he is an obvious cheat. He will not play fair nor will he pay up if and when
When approached b y a n y party t h e y w i l l b e hostile. I f asked t h e
whereabouts o f t h e 'fat guy' o r t h e yeti t h e y w i l l claim t h e y k n o w
he loses. If the Snow Dwarf is threatened in any way or thinks he might
be attacked he will use the power of his ring. This has seven skulls
nothing. O n e w i l l d e c l a r e t h a t ' t h e y w o u l d r a t h e r d i e t h a n t e l l y o u
anything' u n l e s s (75% chance) t h e o t h e r s m a n a g e t o stifle h i m first. engraved on its side. Each time the ring is turned a wight will appear and
one of the skulls vanish. Up to seven wights may be summoned, after
However, in spite of this 'brave' soul, they will not attempt to fight a party
obviously stronger than themselves, preferring to give out information. which the power of the ring is exhausted.

The r o o m i s empty of furnishings, apart f r o m the koboid's rough sack


The Snow Dwarf: AC 4; MV 12"; Fighter 5; hp 40; A T 1; D by weapon;
bedding. Each kobold possesses 1 -6sp. The wood elf's body has nothing
AL LE; S 17 (+1, +1), I 13, W 16, D 17, C 18, C 16; 390xp. The Snow Dwarf
of value. has a belt pouch containing 1009p.
53
I M A G I N E magazine, December 1984
BELL JINGLES
(Up to) 7 Wights: AC 5; MV 12"; HD 4+3; hp 20 each; # AT 1; D 1-4; Around the walls hang several paintings, aged portraits or the yeti's
SA Energy drain; SD Silver or magic weapons to hit; AL LE; S M; xp 640 family, and an embroidered motto: in yeti it reads 'Home, Sweet Home'.
each.
In the opposite corner is a table made of ice. On it are four glasses and a
5. The Pear Tree — In the centre of this chamber is a pear tree in a decanter of sherry, a plate of mince pies, a plate of sandwiches (in one of
large pot. Hanging from the branches of the trees are five golden rings. which is hidden a sinister lurker between)and a number of scrolls. They
On the floor are the remains of a partridge, a turtle dove, a french hen, a are all addressed to 'Mr Yeti' and are in Common. They read:
calling bird, a goose and a swan. All have been mauled to death. Amid Dear Mr Yeti, Will be pleased to attend your party on the 24th.
the feathers are banners saying 'Free the Turkeyr, 'The Turkey is Yours, Billy Balrog
Innocent!' and 'This is a PEACEFUL demonstration'. The rings are Dear Mr Yet4 Thanks for the invitation for the 24th. Look forward
magical and have the following effects: to seeing you. Morris Mindflayer
Dear Mr Y, See you on the 24th!!! Trevor Troglodyte.
I. Drummers Drumming: When this ring is worn a uniformed drummer There are other acknowledgements from Ernie and Eddie Ettin, Sally
boy appears and immediately begins drumming. Anyone within 20 feet Succubus, Cecil Cyclops and Sue Monster.
must save vs spells or march in the direction they are facing. After two
rounds the drummer will disappear and all the marchers stop. The All the scrolls have been placed here by Algernon as a practical joke. He
drummer will reappear unless the ring is taken off. It has a total of 12 has tricked the yeti into thinking that he is about to play host at a party for
charges. all these people. The yeti, having fallen for it, is currently out looking for
extra food. However, he would dearly like to get his hands on the person
II: Pipers Piping: When this ring is worn an elven piper appears and who arranged the party.
begins to play. All who hear the music and do not save against magic will
fall asleep for two turns, after which the piper vanishes. There are There is a 5% chance (cumulative) per round that the yeti will return
eleven charges in the ring, and each time it is turned another piper will once the adventurers have begun exploring his room.
appear.
Lurker Between (or Spam Monster): AC 26 (always gets bitten), Move
Lords-a-Leaping:This ring is slightly larger than the others. When it 0"; Hit Dice NA; hp NA; # AT 1 per bite; SA see below; AL N; S Fairly
is put on a 10th level Fighter (AC 2; MV 9"; 60hp; A T 1; D 1-8) appears. Dinky; xp NA.
He will stay to help any 'good' party for one turn and then vanish. The
ring has ten charges. By placing it on other fingers the fighter will return These terrible monsters are indistinguishable from luncheon meat.
for one turn for each charge used. He will not return if slain; his wounds They hide (90%) in ordinary food and wait to be eaten. Each time it is
heal at the normal rate. bitten it will attack, from the inside! It automatically causes 1 hit point of
damage and the victim must roll under his or her constitution on a d100.
IV, Ladies Dancing: This ring is dented and if worn nine ballerinas Failure indicates that the victim is violently ill for 1-10 rounds. Only
appear and start to dance. Eight are very pretty but one is ugly and fat. Vikings are immune to this attack — they value the creature as a rare
She is a harpy (AC 7; MV 6"/15"; HD 3; hp 15; A T 3; D 1-3/1-3/1-6; delicacy and will pay up to 20gp for a fine specimen.
SA Singing and charm; A L CE; S M; xp 190). O n c e a character is
charmed — apparently engrossed in the ballet — the harpy will strike. The Yeti: A C 6; M V 15"; HD 4+4; hp 36; # A T 2; D 1-6/1-6; S A
The dance lasts for one turn. paralyzation i f surprises opponents, squeeze for 2-16 on a 20; SD
impervious to cold; AL N; S L (8' tall); 615xp.
V. Maids-a-Milking: When the ring is first placed on a finger a maid
appears, sitting on a stool and vainly attempting to milk her cow. The 8. N u r k ' s A b o d e — This chamber i s completely devoid o f any
maid is having no luck because the cow is a dummy, hollow in the furnishings — Nurk forgot to bring any! Nurk, a bald, overweight and
middle. An intelligence ability check (roll intelligence or less on a d20) wrinkled Type I demon, is crouched over a pile of wet twigs, attempting
means that the cow has been recognised as such. Inside the cow are two to light them. He is having his usual lack of success. In one corner of the
'warts (AC 7; MV 6"; HD 1-1; hp 4; AT 1; D 2-5; AL CE; S S; xp 9 each) room, tied up but asleep, is a fat old man dressed entirely in red S a n t a
who have travelled from a distant land in this cow of teleportation. Claus. His face is hidden beneath a long white beard.
They have been summoned by the ring by mistake. Anyone standing
near the cow will hear the one of the xvarts complaining that someone is Nurk (Type I Demon): AC -2; MV 12"/18"; HD 8; hp 50; A T 1; D by
tampering with the udder, while the other replies that it is better than weapon; S A see below; S D see below; M a g i c Resistance 80%;
being in a balrog's pantry. The entire group will vanish after one turn. Int Incompetent; AL Off Centre S L (more than 8 feet tall); 1200xp.
Any of the remaining seven charges will summon a normal cow and Nurk fights with a broken club which gives him splinters. This causes
maid. Each pail of milk from these cows (if milked by its maid) is the him to fumble and miss his target 90c/'8 of the time. Once per week Nurk
equivalent of a potion of healing. The maid remains for the one turn it is able to use the following: pyrotechnics, produce flame, wall of fire,
takes to milk the cow, then disappears leaving a perfectly ordinary cow polymorph self, confuse (this only affects himself), fireball (6d6),
and a pail of 'milk'. symbol of pain and symbol of fear. However, as he can never usually
remember the spells, they have only a 10% chance of working. Like most
6. D e a t h R o w — The cells on 'Death Row' all have transparent ice demons, Nurk has the ability to gate in other demons, but as no self-
doors, barred o n the outside b y massive icicles. Only one cell i s respecting demon would be seen in Nurk's company they will simply tell
occupied, by a very corpulent turkey — the yeti's Christmas dinner. him where to go and teleport away.
The turkey will plead with the adventurers to save him from the dinner Santa Claus: AC -10; MV 9"; HD 10; hp 100; SD See below, AL Very
table. If they agree, he will tell them where the yeti hides his treasure Nice; S M (but fat); S 14,118, W 19, C 19, D 12, Ch 20(25 for pixies, wood
(358 wolves' teeth — see below). Getting the turkey out will not be easy elves and faerie folk) 3350xp.
since the cell door is only 3 feet in width, and the turkey is 3' 6" wide
even when he breathes out. If anyone attempts to attack Santa Claus they must save vs spells.
Failure means that the character in question must suffer the effects of
The turkey will squeal loudly (this will not attract anyone's attention, but the 8th level magic-user spell symbol o f hopelessness. Santa also
don't tell the players that) at any attempt to pull it through the door (roll radiates a sphere of happiness. All characters within 20 feet must save
as though attempting to break down a door). Chipping away enough ice vs spells o r become very happy and friendly with everyone. Once
to get him out will take 1 turn. Should the players get him out he will not characters step outside the sphere they will return to normal, but will
stop complaining about all the hardships he has had to endure. have to save again if they re-enter the circle

The Turkey: AC 10 (tender); MV 3"; HD 4; hp 25; A T 1; D 1-2; SA Santa will reward anyone who frees him by presenting them with a
Boredom, save vs spells at +2 or fall asleep for 5 rounds due to the harmless, but magical toy, eg Elven rollerskates (movement 18" in
extreme dullness of the turkey's conversation; AL N; S Fat; xp 110. silence); Cardboard armour +1 (AC13), an Otto's Irresistible Teddy
Bear (save vs. death magic or hug the teddy for 1-10 rounds); Tenser's
7. The Ye t i ' s R o o m — This is the home of the yeti who lives in the Floating Jellybaby (when eaten acts as a potion of levitation).
caverns, although he will always be outside when the adventurers
arrive. In one corner of the room is the yeti's bed of wolf skins. These are
worthless and smelly. Underneath the bed is the yeti's treasure hoard of C r e d i t s : D e s i g n : P Howard, G Baker and L King
358 wolves teeth, a testimony of his fighting prowess but otherwise Cartography: P a u l Ruiz
quite useless. Art: T i m Sell
54
I M A G I N E magazine, December 1984
Colin Greenland, author of
Daybreak on a Different

Fantasy Media Mountain and co-editor of SF


magazine Interzone, reviews
the latest additions to the
fantasy/SF media.

Robert A s p r i n ' s T A L E S F R O M T H E
VULGAR UNICORN (Penguin, E1.95) is
a s e c o n d a n t h o l o g y o f stories f r o m t h e
disreputable port of Sanctuary, a sequel
to T h i e v e s ' W o r l d , w h i c h i n s p i r e d t h e
Chaosium g a m e o f t h e s a m e n a m e .
Seven a u t h o r s h a v e e a c h c r e a t e d a
character a n d w r i t t e n h e r o r h i m a n
adventure, involving other people's char-
acters, locations, plot elements and so on.
Not s o g o o d a s v o l u m e 1 , p a r t l y
because o f space wasted by Philip Jose
Farmer and A E van Vogt, t w o burnt-out
stars if ever there were; but Lynn Abbey is
on form, and the overall idea continues to
be entertaining. W h a t would anyone say
to a Pelinore anthology?

The prospect of orbital space colonies is


an attractive one. Every political, religious
or ethnic group could bid for an environ-
ment o f i t s o w n . B u t w o u l d i t s t o p u s
blowing e a c h o t h e r u p o n E a r t h ? N o t
according t o J o e H a l d e m a n , w h o s e
W O R L D S (Futura, E2.25) is the story of
Marianne O'Hara's educational trip from
orbital N e w N e w Yo r k t o old Earth, a n d
her brush w i t h an international terrorist
conspiracy t h a t n e a r l y k i l l s h e r — a n d
everyone else.
Film director Neil Jordan is also a talented Call GHOSTBUSTERS: (Columbia, PG). In W O R L D S A P A R T (Futura, £ 2 . 2 5 )
Sacked in university funding cuts, three Haldeman describes the terrestrial after-
writer; h i s l a s t novel, T h e D r e a m o f a
New Yo r k parapsychologists o ff e r t h e i r math: t w o t h o u s a n d m i l l i o n s u r v i v o r s ,
Beast (Chatto, E2.95), described an eerie
metamorphosis t h a t s t r o n g l y foreshad- services as hi-tech exorcists on the open prey t o a v i r u s t h a t k i l l s everyone o v e r
ows h i s n e w film, T H E C O M P A N Y O F market, only to discover that 'this city is twenty. W h a t can O'Hara and the rest of
headed for a disaster of Biblical proport- the N e w New Yorkers do?
W O LV E S (Palace, 18). Angela Carter has
ions!' Sixth-century deity Zool i s on H i s It f e e l s perverse t o s a y t h a t a s e r i e s
adapted h e r original s h o r t story for t h i s
way back to a rooftop temple designed for about t h e n e a r extinction o f t h e h u m a n
dark, h y p n o t i c f a n t a s i a w h e r e d r e a m s
Him b y a c r a z y a r c h i t e c t — a n d D r race seems uneventful, b u t s o m e h o w it
melt into dreams. Young Rosaleen (Sarah
Venkman (Bill Murray)'s girlfriend's apart- does. The futuristic detail is fascinating,
Patterson) is w a r n e d b y granny (Angela
ment i s t h e transdimensional g a t e w a y. but H a l d e m a n r e l a t e s i t i n a c a s u a l ,
Lansbury) t o b e w a r e o f t h e w e r e w o l f ,
America's surprise hit of the year, this lax rambling w a y t h a t d i l u t e s m u c h o f i t s
whose eyebrows meet in the middle. But
but likeable comedy had m e laughing at drama.
this L i t t l e Red Riding H o o d i s e a g e r t o
awake the beast in man, and is a match the daftest lines.
for him w h e n she does. The c i t y i n P R O T E C T O R A T E ( N E L ,
It's a Freudian fairytale with deliciously Anyone who cares about SF films should f l . 9 5 ) b y M i c k Farren s o u n d s familiar.
badger librarians or gift-givers for a copy The decadent rich sprawl smugly in t h e i r
gruesome t r a n s f o r m a t i o n s c e n e s a n d
of The Aurum FILM ENCYCLOPEDIA: gleaming t o w e r s , w h i l e t h e L o w e r
deep, vigorous imagery, b u t not w i t h o u t
twee patches. Science Fiction (Aurum Press, E17.95). Dwellers t e e m i n desperate a n d m u c k y
From 1895 (a one-minute French novelty poverty, f a r b e l o w. A l i e n overlords, t h e
RED DAWN (MGM, 15) is a self-congrat- called The Mechanical Butcher) to 1983 Wasps, control h u m a n i t y absolutely b u t
ulatory little B-picture, the sort America (21 entries, including R e t u r n o f the Jedi apathetically. M e a n w h i l e r u m o u r s a y s
does so well. Set in t h e early months of and Wa r g a m e s ) , P h i l H a r d y p a t i e n t l y that a strange young prophet is abroad in
World War Three, it's a loving chronicle of catalogues o v e r t w e l v e h u n d r e d t i t l e s , the Lowers, doing forbidden and imposs-
complete w i t h s t i l l s , p l o t s u m m a r i e s , ible t h i n g s . F a r r e n s t r o l l s o n c e m o r e
juvenile h e r o i s m i n R u s s i a n - o c c u p i e d
principal credits and background inform- down these mean streets with his hands
Colorado. S c h o o l k i d s c a u g h t b e h i n d
ation. Films from twentysix countries are in h i s pockets, cheerfully pessimistic. He
enemy lines become crack guerillas over-
included, so you can find out all about not quite likes i t all, really. N o great w r i t e r,
night, slaughter nobly, die even more so.
only Metropolis or Things to Come, but Farren, b u t n o b o d y ' s f o o l e i t h e r, a n d
Nice scenery, shame about the movie.
also Godzilla Versus the Bionic Monster, that's quite valuable these days.
'Professional staff on call 24 hours a day or A M a r t i a n i n Paris, o r (my favourite ligt3 Colin Greenland
to serve all your supernatural elimination title) Jesse James meets Frankenstein's Watch t h i s space f o r more f a n t a s y /
Daughter. science fiction media reviews in 1985...
needs. No job is too big, no fee is too big.
55
I M A G I N E ma9a4,ne, December 0385
SOAPBOX Press Cuttings
T H E HARDWARE & SOFTWARE OF GAMING b y Mike Lewis Pride of place this month has to go to
MAD POLICY 100. Very few zines reach
the m a g i c one-hundredth issue and
There are some startling similarities between Consider FGU, and their excellent range of
the world of computing and the world of role- games for the roleplayer looking for a detailed Richard h a s t o b e congratulated f o r
playing, and some are worth a closer look. and complex system. The hardware is good, achieving it. The issue follows the trad-
The most successful o f all gaming com- well thought out, with fewer inconsistencies itional approach and contains a potted
panies is TSR. There can be no doubt about than AD&D and a greater opportunity for true history of the sine through its years since
this, their turnover is largest, they sell the most roleplaying. But — and it is an important but MP1 appeared on 11 th August 1972. The
popular game; they totally dominate the rpg — there is no 'software' support. Bushido is history makes fascinating reading as a
market. To a lot of people the DUNGEONS & popular, yet it has just one scenario available history of the development of the postal
DRAGONS game is roleplaying. — with a second promised for over a year. hobby as well as a recollection of the ups
Now, to a lot of people, IBM is computing. Chivalry & Sorcery has only two scenario and downs of MP itself. Good luck with
They dominate the market, perhaps not with packs and needs more support than a system the next 100 issues Richard!!
technological revolutions, b u t they have a like Advanced, due to its complexity. And so on.
strong reputation, and an image of infallibility. Selling a games system like this is like asking Having passed the 100 mark 19 issues
When IBM decided to start producing personal the purchaser of a computer to accept that ago and still going strong is GREATEST
computers, people sat up and took notice, and there is only one program for his system. You HITS — Pete Birks' communication with
others began to follow suit, with IBM compat- only have to consider the fate of the Aquarius, the world. It still contains the well-written
ibles. IBM doesn't offer anything very new, but COMX 35, etc, computers with little or no soft- book, music and film reviews which have
it does offer machines that work, are depend- ware, to realise that this situation is untenable. made i t o n e o f t h e best 'chat' zines
able and have fully debugged systems software There is also the question of back-up and around, p l u s games such a s M o g u l ,
— more than most companies can say. continued support for the company's product.
Trainer and Diplomacy. Over halfway
Each o f IBM's successive generations o f The D&D family of games are well supported
mainframes have been built around the same by TSR and you can be sure that there will be a there is NMR! 54, which contains letters,
hardware configuration and architecture de- regular flow of new modules, new rules and chat and games as ever and includes
veloped originally in the '60s, with improved modifications available for your system. Due to Brian Creese o n t h e story behind his
performance. There is no reason to doubt that the status of the system you are investing your IMAGINE magazine Chainmail column
IBM will be taking the same approach to its money in, you can b e sure that TSR w i l l on PBM games. TTYF INTERNATIONAL
next generation of personal and micro com- continue to support it, and that it won't fade 24 celebrates the wedding of one of the
puters. It makes sense, basing new develop- away overnight, or be sold off. editors with a ball&chain cover and offers
ments on a tried and trusted product to meet Yet, this is what Chaosium have done to the
the new needs of the market.
a report of the wedding. Lots of discussion
RuneCtuest system — probably t h e m o s t
of politics and the miners' strike, heavy
Now consider TSR. Their original product popular fantasy games system after D&D. They
was the DUNGEONS & DRAGONS ® game, the have sold the system to Avalon Hill, with a stuff for the usually light ITYF. This is
first roleplaying games system. T h i s w a s resulting massive price hike in the USA, and an balanced by discussion o f Greek back-
followed by the ADVANCED DUNGEONS & incredible increase in price for this country of ground i n f r p games, letters, and the
DRAGONS® g a m e , B a s i c DUNGEONS & around 500%. Many people have predicted usual games. Marauder of the Post is the
DRAGONS, Expert DUNGEONS & DRAGONS that this will lead to the death of RQ in the UK, latest t i t l e f o r M A S T E R S O F T H E
and now the Companion Set. Each of these as it will stop the game selling to new garners PRIME, and i t still offers Diplomacy,
products is based on the same inner core t h e in anywhere near the same numbers; and Baseball Wa r s a n d J u d g e D r e d d .
same successful formula which makes the quite honestly I think they are right. Chaosium HOPSCOTCH 4 5 is an unusually thin
world's best-selling rpg. TSR do not produce have killed off their most successful product issue, but offers the same wide selection
radically new products, they build on previous, and betrayed the trust that fans of RQ placed in
successful products and known game formats. their system; and no matter what the reason, of postal games as ever.
TSR a n d I B M h a v e something e l s e i n this is going to damage their reputation. WALAMALAYSIA GAZETTE is pad-
common: they are aware of the other require- Consider the situation —should I now invest ded out this time by reprinting cartoons
ment of a system if it is to succeed s u p p o r t . time and energy, to say nothing of money, in galore from Punch and Mad and man-
You don't buy a business computer without another new Chaosium product? If, after I've ages a staggering 1 8 pages! Some o f
suitable business software to run your com- been playing in a campaign for a year, they them even have Diplomacy or Dungeon!
pany for you. Nor are you likely t o buy a then decide to sell this game off, I will be stuck games on. Trey Mendham's SCHOOL
computer from a new, fly-by-night manufact- with a considerable investment in a system FOR SCANDAL continues to be thin but
urer, or one with a bad reputation for support. which will be out of the reach of most people.
Where your business is as stake you cannot This will mean a gradual decline in the support
afford to take risks of this sort. This is why IBM for t h e product, fewer scenarios available,
still sells a lot of IBM PCs, despite the cheaper more expensive 'software', fewer magazine
and more advanced rivals being produced. articles and far fewer new players entering the
The same is partially true of rpg systems. system. You only have to look at the fate of
Now that they are spreading i n popularity DragonQuest to realise what this means.
beyond the hobbyist and obscurist stage, to be However, if I base my new game campaign
a pastime accepted by the general public (as on AD&D or another TSR product; even with
computing has done), they are reaching a changes to it, !can be sure it will still be around
different audience. The n e w era o f garners in a year's time. I can be certain of finding
won't want a system that is incomplete, that players willing to play the game, who have
doesn't tell you exactly what you have to do. copies even, and I will be certain of finding new
They also won't want to have to write their own players who can afford to invest in their own
'software'. The AD&D®, game sells because it copies of the game. Which choice would you
has support in the form of modules, supple- make? I may not like the TSR game I have
ments, magazine articles and scenarios. chosen, but at least I can be sure of playing it.
Yet consider the other companies in the rpg It ctrikes me that Chaosium and other com-
market, and the systems 'hardware' they have panies would benefit from a study o f t h e
on offer. Some of it is very good; it is neater, computer market, and they could also learn a
easier to play, perhaps even better than AD&D lesson from TSR about supporting their own
(though that is a purely subjective opinion). products. Otherwise, TSR and AD&D are going
Why doesn't it sell as well as, or even approach- to continue to dominate the games scene as
ing the level of, AD&D and the corresponding IBM and Cobol have dominated the computer
family? The major reason, I feel, is lack of pro- market, and any computer professional can tell
duct support and back-up; and perhaps a slight you how that has led to stagnation. We don't
feeling of unreliability from some companies. want that for the games market do we? 1 4 5
56 I M A G I N E magazine, Decentber 1984
informative w i t h p l e n t y o f h o b b y a n d better p l a c e t h a n F A N T A S Y
A D V E RT I S E R . The latest issue unmasks MAGES CARRY TORCHES?
games i n d u s t r y n e w s — s t i l l t h e b e s t
place to check up on all the news. Jim Shooter, discusses Doonesbury and
THE SECOND FIVE YEAR PLAN 1 is American Flagg as well as offering all the
the new title for The Malkuth Scripts news o n c o m i c s a n d S F, p l u s l e t t e r s ,
from Denis Jones. He claims a dislike of reviews, etc. It's still a necessity for any
the occult and witchcraft as a reason for comic fan.
changing the name. The appearance has D E M O N S D R A W L 8 leads off the frp
improved but the range of contents is still zines, and it is still improving in leaps and
pretty poor. Postal g a m e s a r e o n o ff e r, bounds — from simple beginnings... This
including several o f Denis' o w n ; b u t h e issue offers a w i d e range o f articles for
needs to brush up his spelling and writing frp, as well as letters, discussion, and the
before t h e z i n e b e c o m e s a reasonable first postal games to start. A t 44 pages it
one. SWANSEA WITH ME 13 (the Matt is also excellent value for money.
Williams one!) parodies Mad Policy on its
cover rather poorly and fails to reach the
standard o f M P inside. T h e r e are s o m e
games reviews, games and a fair amount DEMOVS ,., 2

CIRSCUIVITY
4 5 p

of waffle, but Matt seems to have lost the


endearing c h a r a c t e r t h a t TUFTY had b y DRAWL-
his change to mimeo. Perhaps he'll settle
down w h e n h e ' s m o r e u s e d t o t h e
production method? Graham Staplehurst
, ,
offers a l m o s t t h e s a m e t h i n g a s M a t t O B S C U R I T Y I N C is on issue two, and

.,.-i,. ,
Williams i n h i s T H E W I N D S N I N T H 1 A the p r o d u c t o f t h e G r a n d E d i n b u r g h
Q U A RT E R , b u t does it w i t h m u c h more :v ' ) Adventuring S o c i e t y. A p a r t f r o m b e i n g
.;•
style and content. TWICIU (as it is known) -,::, double-spaced t h r o u g h o u t , i t i s v e r y
is a communication f r o m Graham t o his fljtrr'J:) nicely d o n e , a n d c o n t a i n s A d v a n c e d
't. ;
friends a n d a n y o n e w h o ' s i n t e r e s t e d , Pillocks a n d P o p s t a r s ( a l m o s t a n rpg),
w i t h o u t pretending to be anything more. articles on magic, an A D & D scenario and
It o f f e r s h i s a n d o t h e r s ' t h o u g h t s o n i ' i l - 5 : : * • - • ':, . , / , . ' --.V, . ' ! . -
a rather poor cartoon strip. Worth looking
subjects t h a t i n t e r e s t t h e m , a s w e l l a s through, t h o u g h . D R A G O N F I R E i s a
reviews, c h a t and t h e odd postal game. ,k, 90,7,— ' 1 , •I',,-1,:q.14"---.,.,,,r,., , n e w zine to me, but has reached issue 22
Everything a good personal zine should already. I t i s p r o d u c e d b y M a n c h e s t e r
be! This issue also has M O N O C H R O M E 44 PACES-45 PENCE Grammar School- Fantasy Wa r g a m e s
— a personal zine from Robin ap Cynan Group, and is certainly a step above most
attached, m a i n l y a b o u t c a r s . I t ' s w e l l
:,-,:.';,•„,:ctil-17:76n.:1-4, school c l u b productions. T h e r e i s t h e
written, if a little pompous in style. IMAZINE 7 sees Paul M a s o n sticking continuing s e t o f Science Fiction rules,
w i t h the same title for two issues in a row pieces o n c o m i c s , A D & D , c o m p u t e r
— a minor miracle! Paul did say he'd put games and another poor comic strip; also
T H E G R E A T
R E M toe ?ECRU CE,AANOTA,GraATHRN , c c u r „ , so m u c h e f f o r t i n t o t h e t i t l e t h a t h e a short Bob S h a w interview. Perhaps the
1111T21_1731:-.,D1 nuu rawen
couldn't bear to use it only once! A s well zine i s a l i t t l e l i m i t e d b y i t s s c h o o l
as t h e satirical articles a n d advertising production, but it doesn't match up to the
-
spoofs, t h e r e a r e t h e u s u a l i n t e l l i g e n t other frp zines available at the moment. It
discussions o f f r p games, a convention should improve n o w that it's 'come out in
C I \ 1 --1
report a n d p l e n t y o f r e v i e w s . A g a i n the open' though.
excellent value for money. 1010 Mike Lewis
—- Q tr,vr ' – ' gli7Ggiff ••::'-';
. oGtrk 4. D A G O N 3 marks the relaunch of this
st ,,
''' • • • • -1001 Call o f C t h u l h u z i n e , w h i c h v i r t u a l l y
Contact Addresses
folded a f t e r i s s u e t w o d u e t o l a c k o f
DAGON, Can F o r d , 11 W a r w i c k Road, Twickenham,
f – ,, .::.-, support and large losses. S o i f you play Middlesex T W 2 6 S W (55p); D E M O N ' S DRAWL, Jeremy
740 -1/110
Elipits, CoC a n d w a n t some n e w material, give
Dagon some support i t features a good
Nuttall, 4 9 L o n g d o w n Rd, Congleton, Cheshire;
DRAGONFIRE, Jez Keen, 1 Glenfield Road, Stockport, 5K4

. . • -i-r--.7 scenario, a c o m i c adaptation o f an H P


20P (30p), FANTASY ADVERTISER, Martin Lock, 3 Marlow
Court, B r i t a n n i a Square, Wo r c e s t e r WR1 3 D P (50p);
GREATEST HITS, Pete Birks, 65 Turney Road, London SE21
Lovecraft tale a n d a n article o n B r i t i s h
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r i z D O A To I A gun laws. SPECTRAL VISIONS i s a Tring, Herts HP23 4DN (40p); IMAZINE, Paul Mason, 1 6
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brand new zine, and superbly produced in Corncrake Close, Sutton Coldfield, W Midlands 9721HY (50p);
__-_-1(limNytc, _ _—
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• The z i n e i s a l i t t l e s h o r t o n r e a d i n g PRIME, B r y a n B e t t s , 3 6 Ingestre Road, H a l l Green,
--,-.0
Birmingham (40p), NMRI, Brian Creese, 256 Canbury Park
lb, V - - material, b u t o f f e r s p l e n t y o f A D 8 E D Road, Kingston on Thames, Surrey KT2 ELG (45p), NORST
monsters, demi-gods, a scenario a n d a CLAW, Peter North, 29 Latchford Road, Heswall, Wirral L60
new character class as well as some very 3RN (45p); OBSCURITY INC, A Keen, Kitchener House,
SCAN h a v e dropped u s t h e i r latest 6 Gordon Terrace, Edinburgh EH16 50H (55p), SCAN,J o h n
issue, 4436 according t o their o w n w e i r d nice art. Certainly a very promising start Freman, 126a Greaves Road, Lancaster LA1 4UW (30p r p&p),
numbering system, and it nicely parodies for a n e w zine. N O R S T C L A W i s a l s o SCHOOL FOR SCANDAL, Trevor Mendham, 53 Tovvncourt
Crescent, Petts Wood, Kent BR5 1PH (5 for f ); SECOND
various comic targets as well as offering new, b u t looks terrible n e x t t o Spectral FIVE YEAR PLAN, Denis Jones, 22 Beechhill Rd, Eltham,
articles on ' H o w to Train Your Tarantula' Visions. It is poorly laid-out, with articles London SE9 1HH (?);SPECTRAL VISIONS, Mark McLean, 9
Hill Wa l k , Nashe Wa y, Fareham, Hants P 0 1 5 6 N F (?);
and D & D advice for people w i t h o u t pop- covering A D 8 E D scenarios, r a c e s , e t c . SWANSEA WITH ME, Matt Williams, 24 Moor St, Coventry
up toasters! H e a v i l y r e c o m m e n d e d f o r The producers of the zine also claim to be CV6 6E0. (40p), TAKE THAT YOU FIEND, Kevin Warne, 48
Boscombe Avenue, Hornchurch, Essex RM11 1 J G (35p);
everyone w i t h a sense of humour. A n d if producing T i m e M a s t e r s , a n e w r p g TWIOLI, Graham Staplehurst, 62 Church Road, Harlesden,
you w a n t to find o u t about all t h e o t h e r system. I o n l y h o p e t h e y i m p r o v e p r o - London NV1/10(?); WALAMALAYSIA GAZETTE, DaveThorby,
comic z i n e s available t h e n t h e r e i s n o duction before releasing it! Flat 63, Cliffords Inn, Fetter Lane, London EC4.

57
I M A G I N E magadste, December 1984
letters.... letters..., letters..., letters.... letters.... letters..., letters..., letters._ letters._ letters..., letters.— letters.— letters..., letters..., letters..., letters..., letters..., letters.— letters.— letters..., letters..., letters.... letters....

Letters dozen dancing-girls can be exotic i n itself Andy Kent: Pelinore. While applauding and
without being labelled "property of Baghdad". admit able idea, may I ask what is the point in
Twenty-one today; twenty-one today. Welcome giving us little bits every month? How many
to the IMAGINE magazine 21st issue party. Jonathan Smith, Oxford: Celtic/Egyptian adventurous explorers will be content with one
Come in, sit down, have a drink. Oh, didn't you specials are definitely not a waste of space. I'm square and two pubs when there is a whole city
realise it was a 'bring a bottle' do? Never mind, looking forward to the Norse Special. waiting there! There's more to recreation than
this is still the right place to air your views getting drunk and buying swords. And suppose
about any subject other garners might find Andy Kent, Sheffield: Many people seemed to a crime is committed? We had t o wait two
interesting. J u s t send your contribution to: dislike the Celtic and Egyptian articles as they months to find out what the Law does! A better
I M A G I N E magazine (letters), T h e M i l l , didn't fit into their campaigns. All I can think is idea would be to give us brief outlines of larger
Rathmore Road, CAMBRIDGE CB1 4AD. that they must have pretty limited campaigns! areas to be filled out later, rather than details of
* * To assume that in a centre of civilization the small bits.
only humans will be from within a 100 mile
A little while ago. I dropped a small hint that it radius is pretty dull. With spells like wish, astral Jason Whittaker, Cannock, Staffs: #I9 raised
might be good if a few of you let us know what spell, phase door, wind walk, fly, etc, as well as the idea of systemless scenarios. Here's one for
you think of our 'culture specific' issues, where sturdy transport l i k e pegasi, griffons, a n d possible use in Pelinore.
we concentrate on one background, like the hippogriffs w i l l have representatives of many A troupe of actors arrives in the City League,
Celts or the Egyptian milieu. A few readers had continents present; not to mention slaves from not particularly attracting the party's attention,
written in to say that they couldn't see how the exotic conquered nations. And they will all have except for one beautiful, half-elven actress. Her
AD&D game and cultures like the Egyptian their own customs, gods and languages. So let's deportment suggests some kind of nobility, and
came together. Here's some of the response have more; A f r i c a n , Chinese, etc. T h i n k when she takes a liking to an attractive male in
we had. Cosmopolitan! the party, you realise you may be on to a good
thing. This actress, jerina, is going through an
Chris Fardon, Leeds: Personally, I'm in favour That's just what Don says to us when we talk old c o n t r i c k t h a t she's t r i e d successfully
of covering different cultures for incorporation about circulation. The above seems to be a elsewhere; she marries a wealthy adventurer,
into Ems. Not only did #16 and #17 provide good pretty heavy imbalance of 'yeas' over 'nays', so then she and the troupe disappear along with
introduction into Egyptian and Celtic myth and we can all breathe a sigh of relief and get on most of her husband's property. While Jet ma is
magic, but they also provided inspiration for with the next in our series o f Around the hinting about marriage and the possible recovery
further development. Contrary t o Duncan World In 8 0 Issues. The next background to of lost titles and land, two other NPCs arrive in
Harris' belief, Egyptian culture — or any other feature in this way will be the Far East - not the story. The first is a handsome member of the
background, for that matter — does not require a just t h e o l d stalwart o f Japan, b u t a l s o militia, t h e other a petty, b u t respectable
system totally removed from the D8cD game. The Indonesia a n d other parts o f t h e region, member of the bureaucracy — deviously evil. He
very appeal of the D8cD game lies in the fact that Sharpen up your samurai swords! will attempt to insinuate his way into the party's
anything is possible, and the only restriction is On a vaguely connected subject, here are a friendship, and w i l l then start a fight between
the imagination. Furthermore, Egyptian culture few observations about Pelinore. In general, the militiaman a n d jerina's "intended" b y
is not anachronistic with regard to the ideals of this campaign world has really taken off, Not hinting at affairs or attempts on her life. The
DO) o r Runequest. I n fact, m u c h o f t h e everyone is using it complete; we have heard bureaucrat is looking for someone to use to
inspiration for frps came from the mythology of a great many players who are making use of dismiss the meddling militiaman, and finds the
and history of ancient cultures, as well as from individual elements for their own campaign adventurers just the tight types. When I tried this
fantasy literature. I'll look forward to the Norse the buildings from the City League have been sub-plot, it made an interesting and devious trap
and Ear Eastern specials. May I also suggest particularly popular i n t h i s regard. M o r e into which the players might fall if they did not
features on the Romans and Greek myth — there recently, there has been a broadening of the keep their wits about them, resulting in them
must be lots of scope there. And what about the material we've published about Pehnore, both ending u p dead, i n jail, a lot poorer or any
possibilities of other civilizations, like the Inca, in the IMAGINE Magazine Special Edition combination of all three.
Aztec and North American Indian? and the Law and Order article in 1.19, written
with great skill by.... oh, whatsisname.... This is typical of the kind of letters we have
Victoria Kassner, London: There are a couple of received about Pelinore, and we're very glad
famous sayings: 'One man's meat is another Jonathan Smith: Pelinore — well at least you that people are finding it useful, no matter how
man's poison', and 'You can't please all of the have admitted some responsibility. So far the they a r e actually using it. We ' v e l o t s o f
people all of the time.' Both these seem to apply material has been generally good, though I interesting plans for the future, and we hope a
to the alternative cultures argument. It seems to would like to see a touch-expanded national- lot more o f you will write in with ideas like
me that the idea is to use the flavour and values scale history and politics of the region. Law and Jason's. The best will be used in the same way
of different milieux, rather than just saying by Order was an interesting article, and an import- as Chris Felton's Arena in this issue.
the way; you've just been teleported to Ancient ant addition, though I hate being a slave to Lastly, an odd twist, There have been a few
Egypt....' Surely a throne-room laden with silk tables, preferring to "wing" it on only a basic complaints over t h e years about t h e w a y
and satin, precious jewels, heady perfume and a outline. Advanced has outresourced the Basic game.
Back Issues
Back copies of IMAGINEN magazine are still available direct from the publisher. Is your collection complete?

1Introductory scenario, figure painting


3 AD&D scenario, Dave Langford fiction
4 STAR FRONTIERSA game scenario, Anne McCaffrey fiction
5 CELTIC SPECIAL: new druid spells, Celtic mythology.
6 Acrobat class, multi-system scenario, Ian Watson fiction
7 The DRAGONQUEST game: introduction and scenario
8 Cantrips, Sorceror's Apprentice, intermediate level scenario
9 FREE BOARDGAME, 0-level MU scenario, Cantrips
10 Phantasmal Forces, AIMED scenario
11 Cavalier class, Horse Combat, Private Lives of NPCs
12 Solo adventure, Terrain/Climate, Brief Encounter, Enchantment
15 GamesFair '84 Special, Marsh Dragon
16 EGYPT SPECIAL: mythology, magic, scenario. PELINORE
17 CELTIC SPECIAL II: mythology, scenario. prow
18 SE features, Creating Monsters, Games Without Frontiers.
19 Companion Set scenario, Golems, Private Lives of NPCs II
20 CLERICS Special: New spells, new weapons, alignment.
Back issues are available at E 1.00 each, plus 50p P&P per order (UK price only).
* Stocks running low, please order now to avoid disappointment
58
I M A G I N E ma9azine, December 1984
letters—. letters.— letters..., letters.— letters.— letters._ letters.— letters.... letters.... letters..., letters..., letters.— letters.— letters.... letters..., letters..., letters..., letters..., letters.— letters.— letters..., letters.... letters....

Well, here's someone with a complaint that infinite levels, but what does that character do? We've no firm indication yet about the expan-
seems to signify the very opposite. The fun goes out of gaming when everything sion for Advanced, though there have been
except the most powerful beings are push-overs. rumours about second Players' Handbooks or
David Stone, Glasgow: As an Advanced player, As it has been said that Masters and Itnmortals Japanese/Samurai culture packs. For now, it
I'm disappointed that no supplements like the sets will be published for the Basic game, I feel looks as i f it's the D&DR game's turn to run
that the Advanced system is being left out in the with t h e b a l l I f you have ideas f o r t h e
Companion Set have beets published for the
AD&D® game. W i t h the P H B and H M G a cold. Conversion may be possible, but why pay Advanced system, guess who'd like to hear
character can theoretically win k his way u p for a product which needs work doing? them_ 101t5 Letters edited by Paul Cockburn

VOP by Ian Gibbs


I A 1 ) z._v-E - T- A ; K E S ork)ftrtps)t-rY To ra-c—rrE
To You Ar,) AN)cic-14-r A.Qt LYCZ97/04ALse ;'t)/\),>), 96E-m
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70
cif305 / 5 4 -

Next Issue
THE ONE YOU'VE BEEN WAITING FOR!
•*1
IMAGINE magazine presents
MICHAEL MOORCOCK
Featuring an all-new AD8LID scenario,
for one player to take on the role
of Earl Aubec of Melnibonel
THE IRON GALLEON
by Michael Moorcock and Mike Brunton
- plus -
1ne L a s t E n c h a n t m e n t , starring Elric himself
- plus -
an interview with Michael Moorcock;
• • • , • •
g_ # 2 2 : f l exclusive to I M A G I N E magazine
59
IMAGINE magazine, December 1984
GAME COMPANY On this page we wiff advertise your RPG event or club,
or appeal for other gangers in yaw- area, free of charge.
Write to IMAGINE) The MUG Ratfuttore RfC Cambridge.

aubs
ARROWSTORM of PENKRIDGE, STAFFORD Exeter University Games Society's Annual
Next issue will contain a full listing of all the play A D & D , Tr a v e l l e r, R u n e Q u e s t , Convention takes place on the weekend of
clubs to have been advertised so far in the Warhammer and 'one or two home grown 26-27 January, starting at 11 am on Saturday.
Game Company column. S o i f you still games' on Mondays and Fridays, 7-11pm. If 'Facilities will be provided for FRPG players of
haven't found a local group, watch out for you are 14+ and interested in joining, ring Rob most kinds, and wargamers.' The organisers
any you might have missed in the past! on 078 571 5230 after 6pm for more details. also hope t o h o l d a n A D & D competition.
Contact B R Hooper, Kilmorie, Pennsylvania
Starting this month with individuals looking for THE SURREY ADVENTURELORDS is a new Road, Exeter, Devon for full details.
other roleplayers... Robert Perello of NORTH club that has just been formed so that rpgers
LONDON plays the WILD® game but no-one at and wargamers can meet others interested in Yorcon w i l l t a k e place 5 - 8 A p r i l i n t h e
his sixth form college seems interested. Write their hobby. The group intends to meet once a Dragonara and Queens hotels, Leeds. Guest of
to him at 81 Friern Barnet Lane, London N20 if month but was still looking for a venue i n Honour will be author Gregory Benford, whose
you know of a group he could join. October — for the latest information contact novel A g a i n s t I n f i n i t y w a s r e v i e w e d i n
Paul Wedell (Chairman), 127 Chaldon Way, IMAGINE magazine (FIB F7, PB7,20). Enquiries
Russell Jackson i s also looking f o r D & D Coulsdon, Surrey CR3 1DN. to Christine Donaldson, 4 6 Colwyn Road,
players, this time in YORK, to start a new club Beeston, Leeds LS11 6PY.
or who belong to an existing group which he
could join. Contact h i m a t To w e r House, Next year's Eurocon takes place in Eindhoven
Landing Lane, Riccall, York Y04 6PW. Events on 1 2 - 1 4 April. There will be frp and war-
games, Diplomacy championship etc. For full
A roleplayer in the RHONDDA area is looking If you didn't realise roleplayers and comics details contact Jan Feringa, Radijsstraat 118,
for fellow players or clubs, and is willing to play fans had something in common, you now know 9741 BJ Broningen, Netherlands.
any rpgs w i t h beginners o r experienced better! News this month of two Comic Marts,
players. Please write t o Ross Morgan, 4 0 where you can buy Marvel, DC, Doctor Who, Finally this month, news of Sol III 85, which
Wengrieg Road, Tr e a l a w, Rhondda, M i d 2000 AD and other science fiction, fantasy and will be from 3rd t o 6th May at the Adelphi
Glamorgan CF40 film related magazines, etc. First, on Saturday Hotel, Liverpool. Confirmed guests include
1st December i n Bluecoat Concert Hall, Mark Lenard (Sarek) and SF authors James
Next, news of existing clubs looking for new School Lane, Liverpool. 11 am t o 3.30pm, White a n d L i s a Tuttle. M a i n programme
members... WADURST WARGAMES CLUB Admission 30p. There's another the following includes guest talks, films, fancy dress and a
is looking f o r garners i n the Wadurst area Saturday 8 t h December, a t Central Hall, disco. F e e f l 5 f o r weekend. Registration
interested in D&D, AD&D, KNIGHT HAWKS Westminster (well k n o w n t o Dragonmeet forms a n d f u r t h e r d e t a i l s a v a i l a b l e
and Middle Earth games as well as wargames. attendees!). For more information send SSAE from 3 9 Dersingham Avenue, Manor Park,
Call Antony Digman on 0892 883786. to Titan Distributors, PO Box 250, London E3. London E12. Please enclose a SSAE.

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62
I M A G I N E ma9a4ne, December 1984
IMAGINETm magazine

READERS SURVEY
While you're relaxing after the Xmas dinner, sleepily surveying magazine, t h e n t i c k t h e f i r s t b o x ; i f y o u d o n ' t e n j o y reading
the ten pairs of socks, two (identical) rpgs and the Wham! album, articles of that type, tick the second. Lastly, w h e r e appropriate,
it m i g h t strike you t h a t something very important is missing, tell us the name of the article of that type you liked the most, and
something worth all these things together... Yes, the object you attach a n y c o m m e n t s y o u m a y have. O n l y t i c k t h e ' l i k e ' o r
wanted most was your own I M A G I N E reader badge. 'dislike' box where you have a strong opinion about that kind of
Well, do not despair. This calamity can be remedied if you fill article — otherwise leave it blank.
in this form and send it to The Mill byJanuary 8th. Everyone who Finally, p o s t y o u r f o r m o r a p h o t o c o p y o f i t t o u s h e r e a t
submits a completed survey form by that date will receive one of IMAGINE m a g a z i n e (Readers' Survey), T h e M i l l , R a t h m o r e
these prized — er, prizes. A n d as a small additional bonus, the Road, C a m b r i d g e CB1 4 A D . A l l e n t r i e s m u s t a r r i v e h e r e b y
first three forms plucked out of the Editor's tammie on that day January 8th, 1 9 8 5 to qualify for the Draw y o u w o u l d n ' t want
will also w i n a MARVEL SUPERHEROES", game. to miss out on those prizes just for being late, n o w would you?
So, take a closer look at the form below. Horrible, isn't it? In Oh, yes — don't forget to fill i n your name and address...
fact, it's quite easy to fill in. On the left, w e have attempted to
categorize all t h e different types of article we've published so
far, giving a r e c e n t example w h e r e relevant. T h e n t h e r e are
three columns. If you like reading that kind of article in IMAGINE

ARTICLE TYPE: L I K E DISLIKE FAV O U R I T E / COMMENTS


Scenarios (MED)
Sinvel's Peril
Scenarios (AD&D)
Necklace of Lilith
Scenarios (SF)
Amber Zone
Scenarios (other systems)
Darklaw
Scenarios (multi-system)
Sethotep
Brief Encounters
(new gaming 'hardware')
The Marsh Dragon
Rules expansion articles
Looking for ar, Eoce
Discursive gaming articles
Clerics Are People Too
Historical/background articles
Magic & M a y h e m
General Articles
Roleplaying for Remetha,s
Pelinore
Stirge Corner
Chain Mail
Illuminations
Notices (reviews)
Press Cuttings (fanzines)
Media Reviews
Fiction
Competitions
Cartoons
Dialog
Turnbull Talking
Dispel Confusion
Letters
Forthcoming Events/Clubs
Advertising
Oh, and what about these old features, which don't appear in the lagazine any more...
Tavern Talk
Beginners' Guide
Imagination Machine
(micro-computers)

:NfAGINE magadne, December 1954


63
BEAST E N T Z PRESENTZ

TIN Halls or tIN Dwarvep Kipp


an e x c i t i n g scenario b y TORTURED SOULS!
w i t h realistic settings from ENDLESS PLANS
£7.95
* f u l l y detailed 24-page scenario * 12 sheets (A4) of floor plans
* 10 scenic i l l u s t r a t i o n s on artboard * 4 f u l l pages o f maps, scrolls, etc.
* 3-piece dungeon master's screen * 4 large cards of NPC s t a t i s t i c s

The Halls of the Dwarven Kings, Tortured Souls!


Endless Plans and Starstone are distributed by Beast Enterprises Ltd,
and available from the following games shops:

ABERDEEN BURNLEY KINGSTON-UPON-THAMES .NORWICH PRESTON


BLACKDONALD'S BENN'SSPORTS 'N' TOYS GAMESUNLIMITED THEGAMESROOM THEGAMESCORNER
3 Waverley Place 7 Yorkshire Street 2 Castle Street 29A Elm Hill 14-15 Fishergate
Aberdeen Burnley, Lancashire Kingston, Surrey Norwich Preston, Lancashire
Tel: (0224) 643740 Tel: (0282) 22547 • Tel: (01) 549 6486 Tel: (0603) 28140 Tel: (0772) 50434

BATH DUNSTABLE LEIGH-ON-SEA OXFORD SALISBURY


CYRILHOWE THEGUARDROOM THEWARLORDGAMESSHOP THEGAMESKEEPER TABLEGAMES
13-14 Cheap Street 38 West Street 818 London Road 105 Cowley Road 37 Fisherton Street
Bath, Avon Dunstable, Bedfordshire Leigh-on-Sea Oxford Salisbury, Wiltshire
Tel: (0225) 60444 Tel: (0582) 606041 Tel: (0702) 73308 Tel: (0865)721348 Tel: (0722) 332955

BRENTWOOD HARROW LONDON PLYMOUTH STOKEONTRENT


RAINBOWGAMES THEMODELSHOP FORBIDDENPLANET THEMODELCENTRE WARGAMESGUILD
147 King's Road 190-194 Station Road 23 Denmark Street 11 Old Town Street 145 London Road
Brentwood, Essex Harrow, Middlesex London WC2 • Plymouth Stoke-on-Trent, Staffordshire
Tel: (0277) 227043 Tel: (01) 863 9788 Tel: (01) 836 4179 Tel: (0752) 21851 Tel: (0782) 416637

BRIGHTON HULL MANSFIELD PLYMOUTH TAUNTON


GAMER GAMES 'N' MODELS WARHAMMERGAMES GAMES INC. KRACKERS
24 Gloucester Road 66 George Street 10 Skerry Hill 9 Frankfort Gate 158-159 East Reach
Brighton Hull Mansfield, Notts. Plymouth Taunton
Tel: (0273) 698424 Tel: (0482) 24910 Tel: (0623) 650050 Tel: (0752) 672149 Tel: (0823) 8563Q

BRISTOL IPSWICH NEWPORT ALLTHESEPRODUCTSAREALSO


FOREVERPEOPLE WARAND PEACE ARMCHAIRADVENTURERS
59 Park Street 8 Upper Orwell Street 50 Queen's Hill AVAILABLE (POST FREE) FROM:
Bristol 1 Ipswich Newport BEASTENTERPRISES LIMITED
Tel: (0272) 25454 Tel: (0473) 58356 Gwent
DIVINITY ROAD,OXFORD 0X4 1LR

64 P l e a s e mention I M A G I N E magazine when replying to advertisements


P r i n t e d b y T A V I S T O C K P R E S S ( B E D F O R D ) L T D . , M a n t o n L a n e , B e d f o r d M K 4 1 7 P G . Te l e p h o n e : ( 0 2 3 4 ) 5 8 5 1 7 . ISSN 0 2 6 4 - 1 3 9 9
TIN Halls of tIN Dwanrep Kipp
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Set 1111 THE COMPLETE DUNGEON MASTER series


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