Professional Documents
Culture Documents
1 Aoltivrago#A5 1
it /0/157or IND-AvAioNtsy
The hottest film of 1984 is now the hottest adventure game of 1984.
Nowyoucan be part of the action, tool Search lost ruins for fabuloustreasures! Recover stolen artifacts from foul Nags!
Orracethrough the jungle to escape hostile natives!Youmake the choices. Can INDIANA JONES,. survive? It's up to you!
THEADVENTURESOF INDIANA JONES" RoleArying Gamefeatures stanckip
figures,arules booklet, adventure , Referee's Screen-
everythingyou need to enjoy your o 9 a l TSR, Inc.
Available now at all fine toy, hobby, and , • p o c o u c r s OFYOURIMAGINATION'
theworld-famousDUNGEONS&
-...1.111111,11.11
THEADVENTURESOF INDIANAJONES, game elements and character names and likenessen are trademarks of Lucasfarn Ltd used under authoriaation. ,1984 Lucasfilm Ltd. Of Rights Reserved,
DUNGEONS& DRAGONSandPRODUCTSOFYOURIMAGINATION are trademarks owned by TSR, Inc.019134TSR, Mc. All Rights Reserved.
TM
Contents
Criminal Negligence, by Kerry Bateman
Thieves — a sneaky look at a disadvantaged character class 2
Thieves' Den, by Venetia Lee
Guilded refuge in the city
4
Payment must accompany all orders I f one or more IMAGINE magazine welcomes unsolicited sub- Copyright 1 9 8 5 by TSR UK Ltd
IMAGINEiu magazine is published monthly by TSR
UK Ltd, The Mill, Rathmore Road, CAMBRIDGE CB1 issues in an order are Out of print, a credit note will missions of written material and artwork at all times.
be substituted which may be exchanged for cash or However, n o submissions w i l l be returned unless Opinions expressed i n t h i s m a g a z i n e a r e n o t
4A0. Telephone, (0223) 212517. Telex 8 1 8 7 6 1
merchandise from the publisher. accompanied by a stamped, self-addressed envelope necessarily those held by the publisher
IMAGINE m a g a z i n e i s available f r o m a l l good
The issue of expiration for each subscription will of s u ff i c i e n t size a n d postage U n d e r n o circum- Names printed in bold represent titles that may be
hobby s h o p s a n d n e w s a g e n t s I t i s distributed
be p r i n t e d o n t h e s u b s c r i b e r ' s m a i l i n g l a b e l stances will t h e publisher accept responsibility for protected by copyright legislation.
through the newstrade by Seymour Press Ltd, 334
Brixton Road, LONDON SW97AG. It is also available Changes of address must be notified to the publisher any s u c h submissions, Published material w i l l be
at l e a s t 3 0 days before t h e effective c h a n g e t o paid for. IMAGINE m a g a z i n e g r a t e f u l l y acknowledges t h e
direct from the publisher by individual subscription.
ensure uninterrupted delivery IMAGINE is a trade mark owned by TSR UK Ltd A l l support offered by its sister publication. DRAGON.
The subscription rate is f 12 for twelve issues.
All m a t e r i a l p u b l i s h e d i n I M A G I N E m a g a z i n e rights o n t h e p u b l i c a t i o n o f t h i s m a g a z i n e a r e magazine, published by TSR Inc, PO Box 756, Lake
Back issues o f IMAGINE magazine, w h e r e still
reserved, and nothing may be reproduced in whole Geneva, Wisconsin 53147, USA A r t i c l e s appearing
available, c a n b e b o u g h t directly f r o m t h e above becomes t h e exclusive property o f t h e publisher
prior t o publication, u n l e s s special arrangements or i n p a r t w i t h o u t t h e w r i t t e n c o n s e n t o f t h e in IMAGINE magazine may have appeared previous-
address for the price of L 1 0 0 0 50p p&p per order —
are made to the contrary in writing publisher ly in that publication
in the UK only Overseas please enquire separately.
1
I M A G I N E magazine, March 1985
rior. Ak'et
V . : W * 4 2 f IA 4
b i n d e r s a t £3.25each(+I p&p).
I enclose payment of E Dungeons & Dragons *Traveller and most
RPGs a n d supplements. W a r G a m e s *
Science Fiction Games • Citadel Figures *
Name Torchlight Fantasy Products* Rule Books*
Davco Microtanks
Address
818 LONDON ROAD,
LEIGH-ON-SEA
Send to: I M A G I N E magazine (binders), The Mill, Rathmore Rd, CAMBRIDGE CBI 4AD Tel. SOUTHEND 73308
Open 9 , 3 0 - 1 , 3 0 and 2 . 3 0 - 5 , 3 0 Closed Mondays
If all this sounds too good to be true then fill in the form below to make sure
you receive your copy of Micro Adventurer.
M I M N MEE M M . . . . . . . . . . . . . . . . MEE
SUBSCRIPTION ORDER FORM
Please sendwith
beginning methe
12 issuesi (a year's
s ssubscription)
u e of Micro Adventurer T h i s order should be accompanied by a cheque made
payable to Micro Adventurer
UK subscribers
Name
A year's subscription is i l l ) 00 — please send this form with
Address payment to Micro Adventurer, Subscriptions Department,
Oakfield House, Perrymount Rd, Haywards Heath, Sussex
US/Canadian subscribers
A year s subscription at air-speeded rates is USS33 95 — please
Signature D a t e send this form with payment to Micro Adventurer, c/a Business
Press International, 205 East 42nd St , New York, NY 10017
10
Please mention IMAGINE Magazine when replying to advertisements
THE CITY LEAGUE
'Deep in the heart of Pelinore has groom the City League; a mighty hive of humanity a n d more than
humanity — (*ring everything that an adventurer could desires Each month IMAGINE magazine presents
afro' buildings or institutions from within the City; describes the inhabitants and offers one or two 0'4..5 for
adventures. This provides an ideal campan base fin the Ggil who can collect these articles and soaddy build
them up into the most comprehensive campan setting available. Copy them, or cut them out and store them in
a ring file —and you need never be short of an idea for a city encounter again.
FIRST FLOOR
:1101611.1111—•—•
1-koL1t2DFLOOR_
mo SDen'T
Sewer channel 0 2 0 4 0 6 0 BO
-, 1 1 j o c e t A T H
KEY
LII [-T-] trapdoor In floor/in ceiling
rtklIPITSpm•--, h a i l 1 3 '
types o f 1 c a s 0 0 1 o 6 k f t 1 tocice
bcAgccessOte frun toth5065coax 01 1•
&lc acre55ebiefromooesrdeon,9L a
LIUDERGRoLinD PLA17 Et]
t6r or t,o11-
retr(orced dcor
(See Ncand hp5) I clocc cunt.
5eael- 51dc C 2 1 (
UIEW c BA5TIot2
Jon
a rcne
lain5 m o b * I f t i cicooellic"Otfitte(751e F L - 1
11
I M A G I N E ntagazine, March 1985
34 The OLD BASTION (aka the SCORPION'S NEST)
A Thieves' Safe House
Ii DIRECT10N REINFORCEDOR
130TH5IDESOFDOOR
LOOSPCCE5SIBLE ffiOM
Et
DOOROPEI15 METALDOOR
ONESIDE ONLY
Efi DOORWITH
5ECRETSIDE
MAOICALLYLOUSED
ORTRAPPEDDOOR
1 1 BAROR BOLT
EXAMPLE
DOORWITH DOORWITHPEEPHOLE
OPEN END Of •V' i s THE
CONCEALED5IDE olkEcrosi OFVIEW
SECRETDOOR,TRAPPEDAND
LOCKED,OPENING INWAnSi
COMPLEXDOOR.ET„, CONCEALED ON INSIDE
The Lads
(split into rough teams) 35•1 L l a r l i a r n a of Catrellis; F; T3; L/LE; AC 8; hp 8/12
(many independants) Nag . 1 ; E; vicious, vindictive, spiteful n a t u r e hidden behind fluttering
eyelids and blushes, very pretentious
Key:
M a s t e r — Master thief w h o runs the guild
L i e u t e n a n t — Thief in charge of all active operations 3 5 jH P
Nag ; i epleasant,
r r i o ; M , unambitious,
T3; N; A C 7; hp 1 0 / 1 3w i t h numbers, fine athlete
brilliant
S t a f f — T h i e f in charge of bureaucratic matters like maintenance of the
guild house, safe houses and records of local activities There are 15 T1-2 and apprentices working within the guild, each can be
Pip — S p e c i a l i s t in one or more areas of operations, must be consulted considered as AC 7; hp 6
before a specific job or scam is undertaken
The L a n d l o r d — Thief w i t h specific responsibility for the guild house
and the safe houses CHAOTIC-TYPE GUILDS
Records—Thief that controls the record keeping functions n a m e s of
guild members, amounts collected from various organised events, dates The organisation of chaotic guilds is fairly unpredictable. Most are small
of jobs, dates of big valuable shipments, etc groups of thieves ruled by the might of the leader or a faction w i t h i n the
The Lads - - the mass of members guild. The m e m b e r s h i p is mutually suspicious and changes frequently;
The N a g s — the clerks working in records each constantly looking for the opportunity to overthrow the leader and
take control. In large towns such small groups would soon be swamped
Larger g u i l d s w o u l d have m o r e t h a n o n e Lieutenant, m a n y Pips, a n d by the efficiency of lawful-type guilds, so there soon arise confederations
several Nags, while smaller guilds would probably have only one man on of chaotic-type guilds, w h e r e i n local guild-leaders agree to cooperate
the Staff side to control that whole area. Most well organised Guilds will over s h a r i n g s a f e h o u s e s , p a s s w o r d s a n d a r e a s o f o p e r a t i o n s .
also operate some kind of cell structure to minimise the possibility of Periodically, a charismatic leader will emerge from one of the guilds and
discovery, w i t h a l l t h e officers o f t h e G u i l d operating through exert a u t h o r i t y over all o f t h e m , g i v i n g r i s e t o a t e m p o r a r y period o f
intermediaries (even with each other!) who know very little of what is success and wealth. Inevitably, the leader will wane and the cooperative
going on. In some guilds, this structure may be so sophisticated that the will either be led by another charismatic leader or w i l l dissolve. These
Master, Lieutenant and Staff never meet, with even appointments to cooperatives are marked by occasional bloodbaths as certain groups try
office being done by proxy, and being judged on reputation alone. This to seize control.
means that names are very rarely used, and identification is often only
possible through a complicated system of code-words and ciphers, to Chaotic guilds do not hold property for meeting places or safe-houses
prevent penetration by 'undesirable' elements. but arrange such matters on an ad hoc basis as need arises.
14 I M A G I N E ma9azine, March 1585
TAKE NO CHANCES!
Would you send your friends out into the unknown,
with nothing to guide them?
1
Would you want to miss out on that vital piece
of information that might lead you to hidden treasure?
If you want to be sure of getting all the latest
information about the best in role-playing
subscribe to
A
The
, ,
M A
Adventure Games Magazine
ea-w-all
11 ChasmofDoom
Amissing convoy and a lost patrol__
Complete role-playing game adventures in every issue the start of a terrifying battle
12 m o n t h s s u b s c r i p t i o n rates for control of the Lastlands.
UK & Ireland — E I 2 ( p o s t free delivery)
USA — $ 4 2 E u r o p e — E21 Enter a Dangerous World
The Lone Wolf books are action-packed solo
Elsewhere — E25 adventures set in the fantastic world of Magnamund.
As Lone Wolf you possess 'Kai Disciplines': warrior
Please make your cheque or postal order (no cash or skills that will help you survive in the hostile LaStlandS.
international money orders accepted) payable to TSR UK As the adventures unfold from page to page
Ltd and send it to: and from book to book, you will gain new
skills to help you in the fight against
IMAGINE magazine (subscriptions), The Mill, Rathmore your bitter enemies—the Darklords
Road, CAMBRIDGE CBI 4AD. of Helgedad.
The Chasm of Doom
To the south of your homeland of
NAME Sommerlund lie the rich mines of
ituanon. A convoy of gold, on its
ADDRESS way to the capital, suddenly
vanishes. Your King sends a patrol
to investigate.., they never return.
For you, Lone Wolf, it is the start
of a mission that will take you
to the brink of the abyss; to
Maakengorge— the Chasm
of Doom.
• Over fifty superb line drawings
plus a full-colour game map and
11 Tube 5 Wellington Terrace Now open is a complete games shop... Games People Play.
ottin Come in and you'll find a great selection of games.
• A vast range of board conflict and computer games.
*Stocks of figures by Chronicle, Essex, Jacobite,
Kensington Palace Gardens Tabletop, Oracle, Citadel, Skytrex,Heroics and others.
• A large selection of rules, reference books, magaz ines
TUBE: Notting_ Hill Gate (200yrds) and accesories.
Circle. -Central &District lines. •All major and most minor role playing systems.
MAIN LINE: PaddingtonTerminus
BUSES: A2,I2, 2831.2752.52A, gi At Games People Play_ you'll meet a knowledgeable staff to
help and advise you. c o m e to see us. We're the
(Wellington Terrace is a parade of shops.) gainers games shop.
must rise above the lower forms of crime. Most of the time, though, the players will
IMAGINE Milgazing To run a big scam (also known as a s n o w be more suspicious than their characters
Refiders' Slimy job, fleecing, o r shell game) takes m o r e would be. M o s t con tricks will take place
planning, co-ordination, and investment during ' d o w n t i m e ' , w h i c h i n m a n y
attegotY. than most other forms of crime, and these campaigns is a featureless gap for rest,
Artictes, a t R U I S I C " I make a good con great entertainment, as recuperation, a n d t r a i n i n g b e t w e e n
proved b y t h e success o f such f i l m s a s adventures, a n d the attempt to t h r o w in
86% , new activities will stand out like a dragon
Only When I Larf and The Sting.
Distifte in a chariot race.
8% 't
7), Few c o n f i d e n c e t r i c k s a p p e a r i n f r p s ,
probably because m o s t G M s l a c k ideas The first priority, then, before the NPC can
'I'm sorry, lad. It's worthless.' for a s t o r y l i n e c o n v i n c i n g e n o u g h t o con t h e characters, is for the G M to con
'What?' persuade c h a r a c t e r s t o p u t u p t h e i r the players. F e w G M s a r e totally tight-
'It's a f a k e A c o l o u r e d - g l a s s money; player-characters are more sus- lipped a b o u t t h e i r f o r t h c o m i n g a d v e n -
imitation.' picious t h a n t h e r u n - o f - t h e - m i l l ' m a r k ' . tures, so let as many open details of the
'It can't be. It's worth thousands.' This a r t i c l e s h o u l d s u p p l y t h o s e ideas. scenario slip out as you usually do. One
A s l o w shake o f the head. There are other reasons for the paucity of week the GM may casually ask the group
'But I p a i d a f o r t u n e f o r i t . I t ' s tricks i n g a m e s . O n e s e l f - a p p o i n t e d during a tea-break if anyone has a good
columnar-cut: w o r t h m y w e i g h t 'expert' w r o t e a n a r t i c l e f o r b e g i n n i n g aerial combat system, and the next week
in gold.' GMs advising them to avoid trying to con he passes one round for comments. The
'Sorry, son Yo u ' v e been done.' players as " i t feels too much like G M vs same week, one of the notes he passes to
player". T h i s i s rubbish; a w e l l - r u n c o n a player is written on the back of a sheet
Everybody l o v e s a c o n - m a n : everyone, feels m o r e l i k e NPC v s PCs t h a n m o s t on which he's been working out the costs
that is, except the victims. Top confidence scenarios, a s G M s t e n d t o a i m m o s t of t r a i n i n g f l e d g e l i n g s , a n d s o m e o n e
tricksters h a v e elevated t h e f t t o a n a r t adventures d i r e c t l y a t t h e a b i l i t i e s o f visiting h i m at home may notice that his
form: t a k i n g o n l y f r o m t h o s e w h o c a n characters, w h i l e a good scam can w o r k M o n s t e r Manual is open at the 'Hippogriff
afford it, using the greed of others to line on anybody. I t also makes the campaign to H y d r a ' p a g e . P l a y e r s t a l k a m o n g s t
their pockets. T h e r e a r e l o w e r f o r m s o f feel more realistic: the NPCs are starting themselves, so no-one w i l l be surprised
confidence t r i c k , w h i c h b e l o n g i n t h e to relate to the characters as something (or, more significantly, suspicious) when
other t h a n faceless sources o f r u m o u r someone o f f e r s t h e i r c h a r a c t e r s t h r e e
sewers, and people keep getting h u r t by
them, but to make a living of it a trickster and training. hippogriff eggs. A s they haggle over the
17
I M A G I N E magadne, March 1985
'eggs', and the players will gleefully keep demanding 7500gp, well over the 6000gp
them w a r m for six to eight weeks before the i n n is really worth, b u t a good price
realising t h a t t h e y ' r e taking a n a w f u l l y considering i t s potential. T h e s t o l e n
long time to hatch.... document is a letter asking the shipping
line to send 7500gp to the adventurers to
The o n l y exception t o t h e i n - d e p t h r e - seal the bargain. Of course, the letter is a
search rule is w h e n an NPC tries a spur- forgery, the thief is a paid hireling of the
of-the-moment con. T h e stableboy's owner of the inn, the pass does not exist,
brother has heard from the stableboy that the Baron has been bribed not to sell any
the travellers are foreigners, just passing land for building, the inn is losing money
through. N e x t d a y, h e d o n s h i s f o r e s t and h a s a m a r k e t value o f 4500gp, a n d
gear, b o w and s w o r d (he's a poacher as the i n n k e e p e r w a n t s to sell t h e inn and
well a s a m i l i t i a volunteer), a n d a w a i t s retire, w h i c h i s w h y h e d e v i s e d t h i s
them a m i l e or t w o d o w n t h e road f r o m scheme.
the inn. When they arrive, he asks for the
toll o f h a l f a gold piece per rider for t h e P r o p e r t y Sales: A t o w n house comes on
group w h i c h 'keeps the orcs, ogres, and the market: " v e r y cheap for quick sale, I
such vermin off the road'. need capital i m m e d i a t e l y " . The seller is
not in fact the owner, merely the manager
Finally, remember that the con must fit in with no authority to sell, but with 'I 500gp
with t h e game. I f t h e player characters in h i s pocket he'll be o u t of t o w n by the
have little interaction w i t h NPCs d u r i n g time the players find that out. Variations:
'down time' apart from buying spells and the h o u s e i s a f a r m , business, etc. T h e
training, don't suddenly try to throw them seller could be the real owner, selling to a
into a p o l i t i c a l c o n i n v o l v i n g l o t s o f half-dozen buyers before absconding, o r
interaction, a n d d o n ' t suddenly c h a n g e selling a property about t o be seized by
your a p p a r e n t s t a n c e o n t h e s a l e o f the courts for non-payment of debts. A n
magical items. A l l t h e s e w i l l c a u s e t h e estate a g e n t m a y t a k e t h e c h a r a c t e r s
players to smell a rat. deposit, t h e n c l a i m t h a t t h e p r e v i o u s
owner o f t h e property h a s s o l d i t t o
There a r e f o u r t r a i t s w h i c h c o n f i d e n c e someone else a n d keep t h e character's
tricksters c a n p l a y o n : g u l l i b i l i t y, f e a r, deposit to cover his expenses.
greed, a n d dishonesty. H e r e a r e s o m e
examples of scams w h i c h use each trait Cargo S w i t c h : A m e r c h a n t h i r e s t h e
in the victims. player characters t o guard h i s valuable
cargo. When the cargo arrives in town the
GULLIBILITY valuables have been replaced by bales of
Flippogriff's Eggs: A group of adventur- straw ( o r rocks, o r w h a t e v e r gives t h e
ers have acquired a clutch of eggs from a right weight to the tied-down cargo). The
price, o n e o f t h e e g g s i s ' s o l d ' t o a n hippogriff's nest. Unfortunately, they have player characters a r e accused o f theft,
anonymous bidder in town, so the number urgent business m a n y miles f r o m here, their reputation f o r arriving i n t h e t o w n
of eggs available goes down to two, and and will not be able to look after the eggs w i t h untraceable valuables cited as evi-
the characters leap to outbid each other. on t h e journey, so t h e y m u s t sell them. dence o f t h e i r p r e v i o u s c r i m i n a l w a y s ,
This can be varied by using dragon's eggs, and the merchant claims the insurance.
Second, set up the cons as you would any pegasus' eggs, owlbears' eggs, and so on.
other scenario. I f t h e p l a y e r s n o r m a l l y FEAR
follow u p tavern rumours, h a v e t h e m Treasure Map: A m o n g the documents in P r o t e c t i o u Racket I: A figure steps out of
overhear t w o seasoned m e r c e n a r i e s i n the estate of a recently dead merchant is the bushes as the adventurers are head-
the next booth discussing t h e old King's a m a p s h o w i n g t h e w a y t o an o l d t o m b ing into the wilderness and requests a toll
son's chances of overcoming the usurper. complex. T h e m e r c h a n t ' s executors a r e for t h e group w h o keep the road safe. I f
If t h e y n o r m a l l y f o l l o w u p i n f o r m a t i o n selling i t t o the highest bidder to t u r n i t they refuse, he hints darkly about the fact
collected f r o m t h e i r l a s t a d v e n t u r e , into cash f o r t h e estate. Va r i a t i o n s c a n that t h e g r o u p k n o w s every i n c h o f t h e
include in the hill giant's treasure a letter include a stolen map of the same type, or road, including all the suitable campsites,
offering t h e o l d K i n g ' s s o n t h e s e c r e t a m a p made by a lower-level group o f and they are used to sneakily tracking and
allegiance o f a m i n o r n o b l e i n t o w n , adventurers w h o c l a i m t h e y w e n t t o a ambushing game as well as monsters....
whose messenger failed to return from a location but were beaten off by giants (or
mission a week or so ago. If they work on a monster type suitable for t h e party's Protection Racket II: A character runs a
a roving commission from a King, temple level). Mafia-style 'protection racket': pay up or
or m i n o r lord, l e t t h e m receive a q u i e t you get hurt. He may or may not have the
offer o f b e t t e r t e r m s o f e m p l o y m e n t i f Land S p e c u l a t i o n : A m i n o r t h e f t o f a muscle to back up his threats.
they change their allegiance, or be asked merchant's papers has turned up a v e r y
to investigate the rumour that the former interesting fact, which the thief will sell to GREED
King's son is still alive after all (and while the group for a modest sum. A p o w e r f u l Expedition Financing: A group of adven-
they are investigating it they receive the shipping line has had a group of adven- turers (merchants, mercenaries) wants to
offer of better terms). turers trail blazing in the hills, and they've follow u p a r u m o u r o f a n e w source o f
found a previously u n k n o w n gap i n t h e wealth in the mountains (forest, swamp,
Third, assume that the conman will have hills, w h i c h w i l l c u t t e n d a y s o f f t h e tundra, d e s e r t ) , b u t c a n n – t a f f o r d t h e
researched his subject well, and w i t h o u t caravan route. O n t h e n e w route, a t the equipment and supplies necessary. They
hard work the players should not be able foot of the hills, is a small inn, at present w a n t the characters to make them d loan
to s p o t a n y f a u l t s i n t h e s t o r y — t h i s the o w n e r is barely scraping a living but to fund the expedition. In return, they get
means t h a t you, as G M , m u s t k n o w the the b u s i n e s s w i l l b o o m w h e n t h e n e w a healthy share of any profits, so they are
story i n s i d e o u t , w i t h a l l t h e d e t a i l s route is open. Since the local Baron w i l l getting a large r e t u r n o n a risky invest-
prgpared. T h e s e details w i l l , o f course, not sell any land to the adventurers, the ment. After getting the financing, they set
include p r o v i s i o n f o r t i m e f o r a c l e a n existing i n n is the only practical method off into the m o u n t a i n s (etc), then double
getaway a f t e r t h e p a y o f f , s o a c o n to cash in on the boom, b u t since it has back i n t o a n o t h e r area w h e r e t h e y sell
involving the sale of fake hippogriff eggs been i n h i s f a m i l y f o r m a n y years, t h e everything, a n d l i v e o f f t h e proceeds.
will e n d w i t h t h e p a s s i n g o v e r o f t h e innkeeper i s r e l u c t a n t t o s e l l , a n d i s W h e n the money runs out they ride back
18
I M A G I N E magazine, March 1985
to t o w n via a t w o - w e e k journey through challenger's backers w o n b y h i s losing the NPC w i l l have discarded his disguise
the m o u n t a i n s t o g i v e t h e m s e l v e s t h e the f i g h t a g a i n s t h i s a l m o s t e q u a l l y and be untraceable.
proper h a g g a r d , h u n g r y l o o k b e f o r e talented accomplice.
coming back to report that they had failed, Palming G e m s : A d i s h o n e s t j e w e l l e r
but h a d p i c k e d u p s o m e p r o m i s i n g DISHONESTY may swop a real gem for a similar-looking
leads.... Always t h e best t r a i t f o r a con a r t i s t t o fake while he's evaluating the gems. The
exploit, a s t h e m a r k ( v i c t i m ) i s d o i n g gem w i l l be in the middle range of those
Magic I t e m s : I n exchange f o r a raise something illegal as well and can't go to he's valuing, and match closely one of the
dead, s t o n e t o f l e s h , o r w h a t e v e r, the Guard. stock of fakes that all such jewellers keep.
adventurers are willing to give the player At t h i s p o i n t h e w i l l e i t h e r r e f u s e t o
characters a magic ring (sword, robe, etc) Weapon R u n n i n g : A representative of a purchase the gems, or w i l l point out the
of u n k n o w n p o w e r w h i c h t h e y ' v e j u s t group o f orcs (bandits, etc) i n f o r m s t h e fake — 'generously' paying full price for
player characters of an opportunity to run the others.
acquired off some powerful opponent. It
may b e c u r s e d , i t m a y b e t h e G M ' s weapons to the group. There is no group,
method o f g e t t i n g t h e m i n t o t h e n e x t as the contact man was an accomplice of Distracting Robbery: A n N P C t h i e f
scenario, it may just be useful.... In fact, it the weapon dealer who had four hundred arranges for the PCs to raid a jeweller's
is n o t r e a l l y magical, b u t h a s a m a g i c unwanted s w o r d s o n h i s h a n d s a n d (goldsmith's, furrier's, etc) at a particular
m o u t h set to go off when within 10' of an wanted t o get rid o f t h e m a t t h e h i g h e r time when he can guarantee that the City
orc i n golden a r m o u r r i d i n g a K i - r i n o r price h e k n o w s h e c a n g e t f o r a d e a l Guard will be looking the other way (and
some e q u a l l y i m p r o b a b l e t r i g g e r c o n - which guarantees h i s silence about t h e the N P C h a s a n a l i b i ) . T h e N P C w i l l
dition, or continual light, or both. destination o f t h e weapons. W h e n t h e provide t h e d i s t r a c t i o n a n d b r i b e t h e
characters have bought the weapons, the guards to look the other way through his
Pretender to the throne: The son of the dealer will either tip off the border guard, contacts, in return for a share of the loot.
last King, whose line was usurped by the so that the players get caught, or he will In fact, he tips the Guard off about the raid
present King, is alive despite r u m o u r s to send out the contact man to explain that, by using an agent as a 'man in the street'
the contrary, a n d i s o f age t o c l a i m h i s unfortunately, the group has been wiped who sees something suspicious a t t h e
birthright, so he is raising support, both out by a marauding band of adventurers, jeweller's. He also arranges and fouls up
and there is n o longer a m a r k e t f o r t h e six o t h e r r a i d s a t t h e s a m e t i m e , a n d
physical and financial. Those who support
him now will rank highly when he regains weapons, n o r t h e m o n e y f o r paying f o r while the Guard are running around like
his birthright. It w i l l take a long t i m e for them. In the latter case, the dealer will be headless c h i c k e n s a r r e s t i n g b u r g l a r s ,
anyone to realise that the King's son is a happy t o b u y t h e w e a p o n s back a t t h e preventing r i o t s , g u a r d i n g s h o p s a n d
fake; a n a d v e n t u r e r u s i n g h i s resembl- standard price (or a slight mark down, as investigating f a k e sightings, h e c a l m l y
other d e a l e r s w i l l a s k e m b a r r a s s i n g assembles his own team for a raid on the
ance to the old King's dead son to try to
questions a b o u t t h e o r i g i n o f t h e Tax Office vaults.
usurp power for himself. His chances are
poor, a n d h e w i l l c h a n n e l m u c h o f t h e weapons).
Remember, t o w o r k w e l l a c o n f i d e n c e
financial help he receives into the 'raising
' S t o l e n ' Gems: A member of the Thieves trick s h o u l d b e believeable, s o a l l t h e
of an a r m y ' a n d 'ensuring support after
Guild contacts a player-character thief, above i d e a s c a n b e u s e d a s o r d i n a r y
the coup': actually he's salting it away for
w h e n he sees his supporters losing and offering gems at 60% of their value. They scenarios, w i t h o u t t h e t r i c k e l e m e n t s .
runs away. were stolen in the area, so they cannot be The rules to work by are simple; research
resold within fifty miles without recutting, your plot well, aim your plot at somebody
Gladiator's Fall: A top gladiator (chariot but he has heard that the party are head- w h o will be interested, keep it consistent
driver, athlete, etc) builds up a reputation ing o u t on a long expedition, t o an area and believeable, a n d d o n ' t b e g r e e d y.
as unbeatable. The characters hear word where the gems can be sold for their full Never use a trick after it's been 'blown'.
that a n o u t - o f - t o w n c h a l l e n g e r h a s value as 'adventuring plunder'. The gems
brought his own backers, who are putting may or may not be stolen, b u t since the And finally, let your motto be that there is
up a l o t o f cash against t h e champion. player character cannot have them valued always a n o t h e r w a y t o separate a f o o l
except by t h e Thieves Guild h e w i l l n o t from his money. . 1 4 1 1 0 Chris Felton
They h a v e t h e c h a n c e t o place a ' s u r e
thing' b e t o n t h e c h a m p i o n . T h e c h a l - know t h a t t h e price being demanded i s
200% o f t h e g e m s ' v a l u e u n t i l h e g e t s See H o w t o S e l l t h e P o n t i B r i d g e
lenger w i n s the long, difficult fight, a n d
the champion gets a cut of the fortune the well away from the town, by w h i c h time overleaf for an example of another scam...
*41111
INSTANT
CREDIT
Sublectto status Please
ask or wole for deta,is
Typcal APR 34.4%
vaoable Fnance prowded
• b y We/beck Cardholder
•Serwces Lid We/beck
, House. Bond Street.
',Vol Avon BSI 3LB
L E E D S 16118KmgDiariesStreet,LSIRT0532456611
L I I I E R P O O L 36131DawsonWay.StJohn'sElmre.1.111.10511090199
0216438604
m m n i n i s f i s i m 2 6 SouthMaillThamShoppingCommB2440 M A N C H E S T E R 416BrownStreet.oilMarketStM2IEE0618341180
b r i l l i a n t piece of creative scientific research, that My friends introduced themselves (the grey-
amazed a n d revolutionised t h e t h i n k i n g o f a haired d e f t - m a n , G l o a t his; t h e s h o r t q u i e t
whole generation. I t was my disdain for regular dodger, Redcap) as did
methodology, and, as I said, creative research He smiled. ' I have heard of you. Yo u may call
that gained me membership, and when I am i n me Stoat.'
that p a r t o f t h e Cosmos I m a k e a p o i n t o f 'Stoat?' said Gloathis. ' T h e only Stoat I ever
stopping o f f f o r a n e v e n i n g , t a k i n g i n t h e heard of was the one who pulled the Derana kite
conversation, d r i n k i n g d r i n k s a n d basking i n job, b u t that was.... over a h u n d r e d years ago.
I n a l l the Seven Worlds, m y favourite Rogues' the presence of my moral equals. What am I t h i n k i n g of? You adopted the name as
C l u b is s t i l l the oldest and the most exclusive.
It was late in the evening, and the log fire was a tribute, I presume.'
T h e Lost Carnadine Rogues' C l u b was formed b u r n i n g l o w i n the hearth as we sat and drank 'As y o u say,' said Stoat. ' I t w o u l d be Unposs-
by a b u n d l e o f rogues, cheats, scoundrels and fine blue wine in the great hall. O f course,' one ible for me to be the same man.' He smiled. ' Yo u
con-men almost seventy thousand years ago. I t of my friends was saying, 'there are some scams were t a l k i n g about the sale of the Ponti Bridge.'
has been copied m a n y times, i n m a n y places that no self-respecting rogue w o u l d ever touch, 'We were.'
(there was even one formed recently — less than they a r e so o l d , classless a n d tired. S e l l i n g a ' Yo u feel t h a t s e l l i n g the P o n t i Bridge i s a
five hundred years ago, at any rate — i n the City tourist the Ponti Bridge, for example.' measly scam, n o t w o r t h y o f a member o f this
of London) but none of the other Clubs matches 'It's the same w i t h Nelson's C o l u m n , o r the club? Very well, let us examine the ingredients of
the Lost Carnadine for l u x u r y, f o r atmosphere, Eiffel To w e r, f r o m my horneworld,' I told him. a good scam.' H e ticked the p o i n t s o f f o n h i s
for the select membership. T o j o i n , one must 'However, o n e c o u l d rest assured t h a t no-one fingers as he spoke. 'Firstly: the scant m u s t be
have pulled a great con, swindle, or similar work who ever i n d u l g e d i n scams l i k e s e l l i n g t h e credible. Secondly: it must be simple — the more
of roguery; y o u w i l l understand the magnific- Ponti Bridge w o u l d ever be able to j o i n a c l u b complex, t h e m o r e chance o f error. T h i r d l y :
ence of the membership when I tell you than I like this.' when t h e sucker is s t u n g he must be stung i n
myself h a v e seen, i n i t s m a n y r o o m s , s u c h 'No?' s a i d a q u i e t voice b e h i n d me. ' H o w such a way as to prevent hint from ever t u r n i n g
notables as Daraxius L o ( w h o sold the Kzem a strange. I d o believe i t was the time I sold the to t h e l a w . F o u r t h l y : t h e m a i n s p r i n g o f a
frogbat o n a h o l y day), P r o t t l e ( w h o sold the Ponti Bridge that gained me membership of this w o r t h w h i l e c o n i s h u m a n greed, a n d h u m a n
Palace o f the K i n g of Va n d a r i a to the K i n g o f club.' vanity. Lastly: i t must i n v o l v e trust — confid-
Vandaria), a n d so-called L o r d N i f f (who, i t is We turned to see a tall gentleman, quite bald ence, i f you
rumoured, invented the fox twist; the cheat that
and most exquisitely dressed; he leaned against a 'Surely,' said Gloathis.
broke the bank of the Casino Grande). 'So what you are saying is that the sale o f the
nearby wall and sipped an imported rhum-fruit.
A h i g h b u n c h : I a m sure y o u have heard of He s m i l e d a t t h e effect h e h a d created, a n d Ponti B r i d g e — o r any other m a j o r l a n d m a r k
some of them, of their actions. N o t under those
walked over to us, p u l l e d u p a cushion and sat not y o u r s t o s e l l — w i l l n o t h a v e t h e s e
names, of course, but the touch is distinctive, no? down. characteristics. Gentlemen, gentlemen._ let me
I m y s e l f g a i n e d m e at ;,-n-ship b y means o f a 'I don't believe we've met.' tell you m y story.
20 I M A G I N E magazine, March 1985
' I had arrived in Ponti almost penniless, some told you the value and probable provenance of is — as he says — Ruling Enclave business, then
years ago. I had but thirty gold crowns and I each jewel — perhaps the very mine from which would i t be carried o n w i t h the secrecy he
needed a million. Why? That is another story. I it had been dug. The skulls were also beautiful; requests...?
took stock of myself — I had those gold crowns, the bone was a milky mother-of-pearl, trans- She shrugged. 'Reading between the lines, it
some smart robes, I was fluent in the aristocratic lucent and fine; each had cost him more than the would seem that there is a great deal of wealth
Pon ti dialect, and I ant In il limn. However, I value of the jewels set in its fine-boned face. The involved.'
could think of no Games that would give me the demon-race had now all but died out, and the Carthus was silent, he reached down to the
kind of money that I had to have in the ti tue I had skulls were well-nigh irreplaceable. skull-pile, leaned his racquet and the scroll
to have it by. Unable to think of anything, and He lobbed the skull over the net. Aathia struck against it, then picked u p a large skull. H e
trusting to my gods to bt ing me inspiration, I it neatly back at hint, forcing him to run (his caressed it gently with his blunt, stubby fingers.
went on a guided tout of the city... footsteps echoing on the cold marble floor) to 'You know,' he said, as if speaking to the skull,
Ponti lies to the South and the East, a free city meet it and — thunk — hit it back to her. 'this could be my chance to get the rest of the
and pot t at t he foot of the Mountains of Dawn, She almost made it. Almost, but not quite. bastards on the High Council of the Guild. Dead
built on both sides o f the impressive Bay o f The skull eluded her racquet and fell towards the blood aristocrat half-wits!'
Dawn. Spanning the Bay is the Bridge, which stone floor, and then, only half an inch above the 'There speaks the son of a slave,' said Aathia,
was built of jewels, mot tat and magic, neat ly ground, i t stopped, bobbing slightly, as i f drily. 'If it wasn't for my name you would never
two thousand years ago. There were jeers when it immet sed in liquid or a magnetic field. have made Council membership.'
was first planned and begun, for none credited It was magic, of course, and Carthus had paid 'Shut up.' His expression was vaguely wor-
that a structure almost half a mile across could most highly for it. He could afford it. ried, which meant nothing at all. ' I can show
ever be successf tilly completed or would ever 'My point, lady,' he said, bowing low. them. I'm going to show them. You'll see.'
stand for long once erected. But the Bridge was Aathia — his partner in all but bed — said He hefted the skull lightly in his right hand, as
completed, and the jeers tot ned to cries of awe; it nothing; her eyes glinted like chips of ice, or the if testing the weight o f it, basking i n (and
strut( bed across the Bay o f Dawn, a flashing, jewels that were the only things site loved. They computing) the value of the bone, the jewels, the
shining stimuli e, that glinted myriad rainbow made a strange pair, Carthus and Aathia. There fine-worked silver. Then he spun around (sur-
colours in the noon sun. was a discreet cough from behind them. Car thus prisingly fast for one so big) and threw the skull
The tour guide paused at the foot of it. As you turned, to behold a white-tunicked slave holding with all his might at a far pillar, well beyond the
can see, ladies and gentlemen, u p o n close outstretched a parchment scroll. 'Yes?' sighed field of play. It seemed to hang in the air for ever,
examination, the Bt idge is built entirely o f Carthus, wiping the sweat from his face with the and then, with almost painful slowness, it hit
precious stones — i tibies, diamonds, sapphires, back of his hand. the pillar and smashed into a thousand frag-
emeralds, chryolan tits; car bum les and such — 'A message, lord. The man who left it said it ments. The almost-musical tinkling sounds it
and they are bound togethet by a transparent was urgent.' made as it did so were very beautiful.
mortar, w h i d t was crafted by the twin sages Carthus grunted. 'Who is it from?' 'I'll go and change to meet the Glew Croll,
flrolfgar and I Iry Ithlgur out of a primal magic. 'I have not inspected it, lord. It is for your eyes, then,' muttered Carthus. He walked off, carrying
The jewels are all teal — make no mistake about and the eyes of the Lady Aathia, and none other.' the scroll with him. Aathia stared after him, and
that — and were gathtet cdli Om ill over the world Cat thus stared at the parchment scroll, but then she clapped her hands, summoning a slave
by Emmidus, King of Pon ti at that time.' made no move to take it. He was a big man, with to clear up the mess.
A small boy neat t h e hont turned t o his a fleshy face, sandy receding hair, and a worried Two hours later Carthus arrived in a fairly
mottle' and annoum id loudly •We did him in expression. His business rivals a n d there were anonymous area of the Undercliffs — the caves
school. He's called Enunidus the Last, because many, for Ponti had become, over the years, the that honeycomb the rock under and in the Bay of
there weren't any more after him! And they told centre o f the wholesale jewel business — had Dawn, far below the Bridge itself. He took his
leat tied that his expression held no clue to his clothes off at the door, handing them to his slave,
The tour guide added quit kly, 'The young inner feelings. In many cases it had cost them and walked down the narrow stone steps. His
man is quite correct. I n obtaining the jewels money to learn tins. flesh gave an involuntary shiver as he entered the
King Ernmidus bankrupted the City-state, and 'Take the message, Carthus,' sighed Aathia, water (kept j u s t below blood-heat, i n t h e
set the scene for our (intent beneficent Ruling and when he did not site walked around the net aristocratic manner, but still chill after the heat
Enclave to appear.' herself and plucked the scroll from the slave's of the day) and swam down the corridor into an
The small boy's mot bet was twisting the small fingers. 'Leave us,' she instructed, anteroom. Reflected light glimmered across the
boy's ear, which cheered the tour guide u p The slave's bare feet were soundless on the walls; on the water floated four other men and
immensely. O f course, I'm sure you all know chill marble floor. two women. They lounged on large wooden
t hat con-men and smart boys are always trying to Site bloke the seal herself with her sleeve- floats, elegantly carved.
play tout ists (not mally rich tout ists) for nmgs, knife, and unrolled the parchment. Her eyes Carthus swam over to an empty float and
by telling them that they are tepiesenting the flicked over it once, fairly fast, then again at a hauled his bulk onto it. Like the other six he
Ruling En( lave, is I t owns the city-state, and slower pace. She whistled. 'Here...' Carthus took wore nothing b u t a Jewellers' G u i l d H i g h
thus the Bridge as well, and they are entitled to it and read it through. Council pendant. A l l the High Council mem-
sell the bridge. They get a hefty deposit then 'I — I don't really know what to make of it,' he bers, bar one, were there.
scat per. To clarify matters,' he said, and he and said in a high, petulant voice. With his racquet 'Where's the President?' he asked, of no-one in
the tourists chuckled together, 'the bridge is, uh, he rubbed, absent-mindedly, at the small criss- particular.
not for sale. I t was a good line, and it never
failed to get a laugh.
His party stat ted to make its way across the
Bridge. Only the small boy noticed that one of The skull seem to hang in the air forever, and then,
their number had stayed behind — a tall,
aristoct atic man. Quite bald. He stood at the foot with almost painful slowness, i t hit the pillar and
of the Bridge, lost in contemplation.
'Not f o r sale, eh?' he said t o himself. l a
smashed into a thousand fragments
turned, abruptly, and walked back to the city.
NATratt
MONSTERSOFTHEMARSH
David Tant E1.75
-nwl,cficlui or
THEBLACKPYRAMID
David 'rant E 1 . 7 5
* Coin-tossing game system
* Logic and intelligence rewarded
* Thousands of options but only
one sure path to success
Advanced Fantasy Gamebooks from Armada
UNICORN G A M E S
6 WOODHAM R O A D . BELLINGHAM, SE6 2SD
MAIL ORDER ONLY
CHEQUES/ PO s PAYABLE TO UNICORN GAMES
RETURNED TO YOU B Y FIRST CLASS POST "FREE
EUROPE A D D 33%CARRIAGE
OTHER OVERSEAS ADD 55./0 CARRIAGE
interzone
SEND FOR A FREE' GAMES LEAFLET
THE MAGAZINE OF
DUNGEONS AND DRAGONS CALL OF GTHULHU
IMAGINATIVE FICTION
BASIC SET 5 0 9 C A L L OF CTHULHU BOXED SET 9 95
EXPERT S E T 5 0 9 S H A D O W S O F YOG-SOTHOTH 8 95
IOMPANION SET 5 0 9 G L O Z A L EST AUTHENTIQUE 6 95
DID CHARACTER SHEETS 9 5 2 F U N G I FROM YUGGOTH 8 95
54 THE LOST C I T Y 5 0 4 C T H U L H U ADVENTURES . . 2 5 t N 8 50
B5 HORROR ON T H E H I L L 5 0 4 C T H U L H U MONSTERS 2 5 M M 8 50 Quarterly E 1 . 2 5
56 THE V E I L E D SOCIETY 5 0 4
07 RAKASHIA 5 0 4 O T H E R ROLE PLAYING GAMES
BE GHOST O F L I O N CASTLE S O L 0 . 4 . 5 0 • i n t e r z o n e i s t h e o n l y British magazine specializing i n s c i e n c e
02 CASTLE AMBER 4 50 INDIANA JONES 9 50 fiction and new fantastic writing. Interzone has published:
X5 HORROR ON THE H I L L 4 50 CHILL 1 1 . 9 5
56 QUAGMIRE 4 50 STAR TREK 9 95
US LANTHANS GOLD ' 0 E 0 . 4 . 5 0 TRAVELLER STARTER EDITION 7 95
XL1 QUEST FOR THh HEARTSTONE 4 50 MIDDLE EARTH ROLE PLAYING 1 1 . 9 5
CM! T E S T OF THE WARLORDS 4 50 RUNEQUEST I I I : D E L U X E SET 3 9 . 9 5
CM2 DEATHS R I D E 4 50 RUNEQUEST III:GAMEIUSTERS S E T 2 4 . 9 5
CM3 SABRE R I V E R 4 50 RUNEQUEST I I I : P L AY E R S S E T 1 9 . 9 5
BRIAN A L D I S S M. J O H N H A R R I S O N
MI BLIZZARD PASS S O L 0 . 4 . 5 0 TERN 7 95
812 MAZE OF THE RIDDLING M I N O TA U R S O L 0 . 4 . 5 0 JAMES BOND:BASIC RULEBOOK 8 95 J.G. BALLARD GARRY K I LW O R T H
GOLDEN HERON 8 95
ADVANCED DUNGEONS AND DRAGONS MARVEL SUPERHEROS 1 0 . 5 0
ANGELA CARTER MICHAEL MOORCOCK
RICHARD COWPER KEITH ROBERTS
DUNGEON MASTERS GUIDE 1 0 . 9 5 PAINT SETS
PLAYERS HANDBOOK 9 95 JOHN CROWLEY JOHN SLADEK
MONSTER MANUAL 9 95 CITADEL COLOUR:PAINT S E T 1 . . ( 9 c o l o u r s ) . . . 4 . 9 5 PHILIP K. DICK BRUCE STERLING
MONSTER MANUAL I I 9 95 CITADEL COLOUR:PAINT S E T 2 . . ( 9 c o l o u r s ) . . . 4 . 9 5
FIEND F O L I O 9 95 T H O M A S M . DISCH CHERRY WILDER
DUNGEON MASTERS SCREEN 4 95 BOXED 25011 MINIATURES FROM C I TA D E L
WORD CHARACTER SHEETS 3 95
WORLD O f GREYHAWK 9 50 REGIMENTS O F RENOWN E A C H BOX.4.50
I I DWELLERS O F THE FORBIDDEN C I T Y 4 50 STARTER SET:ADVENTURERS 3 95
13 PHAROAH 4 50 STARTER SET MONSTERS 3 95
14 OASIS O F THE WHITE PALM 4 50 WHITE DWARF CHARACTERS 3 95 • " T h e most exciting development in this area of British publishing for
01(2 THE SENTINEL 5 0 4 WARRIORS O F CHAOS 3 95 over a decade." C O Limits
UK3 THE GAUNTLET 5 0 4 ATTACK OF THE M O O 3 95
UK4 WHEN A STAR FALLS 5 0 4 REDO I I 3 95
UK5 EYE OF SERIENT 5 0 4 TROGLODYTES 3 95
URN A L L THAT GLITTERS 5 0 4 LIZARD WARRIORS 3 95
WG5 MORDENKANEN'S ADVENTURE 5 0 4 ORIENTAL HERON 4 95
DL1 DRAGONS O f D E S PA I R 5 0 4
• " I n t e r z o n e is breaking new ground." Computer Talk
OL2 DRAGONS O F H.M.S. 4 50 BLKED 251,24 MINIATURES FROM GRENADIER
DL3 DRAGONS O F HOPE 5 0 4
CBI CONAN UNCHAINED 5 0 4 SKELETONS RAIDERS O F THE UNDEAD 8 50
CB2 CONAN AGAINST DARKNESS 5 0 4 MONSTERS O F MYTHOLOGY 8 50
DWARVES TROOP 5 95
WAREAMMER ORCS OF THE SEVERED HAND 5 95
DRAGON KILLERS 5 95 • I n t e r z o n e is available from specialist sf shops only, or by subscrip-
WARHAMMER BATTLE. r e v i s e d r u l e s 9 95 KNIGHTS FIGHTERS AND MEN-AT-ARMS 8 50 tion. For 4 issues, send ES (outside UK, E61 to:124 Osborne Road,
FORCES O F FANTASY 6 95 TRAVELLER:ADVENTURERS 8 50
CITADEL D I C E S E T 1 25 IMPERIAL MARINES 8 5 00 Brighton BN1 6 I U . UK. Single copies: E1.50 inc. p&p.
oNit...1_SOur/a)
d\Rout\I
IQ_ - 1 * E : L I T 5 0 0 J F i q E S / 0 , Y,
F k i l E f \ l ' r q f-0;:yr\r-O71-(EI:(3/kr
compapxAczko-
••,r _ _ --- "bg
_ft V t i r P l i ' l f . ' d h o i Z41nso...
111111 / 11 - U M I C ' 1 1 4 1 1 . 1 1 9 0 1 " 1 " i i : C _ 111 " 11111 . 1 • , , - „ S i l t
-
k.N1;„,00 . •
DRAGONROAR®
T H E COMPLETE FANTASY ROLE-PLAYING GAME
E9.95 — E 9 . 9 5
STANTDARD MINIATURESMEDE
I VAL(25mm
Ideal for use with Cry Havoc and Siege. Scenario Book 1 with six extra
exciting scenarios for Cry Havoc, which includes invaluable conversions
chart, which enables the use of Standard Miniatures for Cry Havoc and
Siege. Send s.a.e. for catalogue of miniatures and full colour brochure
illustrating the fantastic range of wargaming accessories and unglue
strategy games.
STANDAR") GAMES USA Wargames, 1410
& PUBLICATIONS LIMITED Promenade Bank Centre,
Richardson, Texas 75080.
For FREE BROCHURE on all our products, send s.a.e. to Tel: 214 241 3425
Standard Games, Arlon House, Station Road, Kings
Langley, Herts. Tel: 09277 68328 02.95 Cassette tape (60 min). Side A, introduction to
rule book and components. Side B, solo
adventure "A Matter of Honour". Full colour
counters, wizards, warriors and monsters. Four
play sheets, 24 Character/Monster sheets, floor
plan for party adventure Kalonth Dive, set of 6
polyhedral dice and 1 mapping sheet.
GUILTY IF CAUGHT
by Flashman
, ,
•--
-
/ 't
\
The Jobs
The three 'jobs' outlined b e l o w are suitable for one or t w o Thieves a t
most, and reflect the type of activities that Thieves are best at when not
acting as scouts and chest-openers in the w e t and cold of some dank
dungeon. The relevant special abilities that characters must use to carry
out a t a s k — and a n y modifications t o these chances — are given i n
brackets at relevant points in the text. The Guildmaster has accepted the contract, and has, in turn, chosen the
player character(s) for the job. They must break into the Margolis town
Other than vague notes, no background details are given for each of the house and administer a dose of the half-potion to Vira. If possible, t h e
targets, s o t h a t t h e y c a n b e ' d r o p p e d i n ' t o a D M ' s c a m p a i g n a s a fact t h a t s h e — a n d o n l y s h e — h a s d r u n k t h e c o m p o u n d m u s t b e
diversion f o r a n y suitable Thieves. A s far as locations are concerned, confirmed. N o evidence of the ' c r i m e ' m u s t be left, a n d n o valuables
any suitably sized t o w n or city will do, w i t h one or more (possibly rival) should be taken from the house (the DM should mention this in passing,
Thieves' G u i l d s i n existence — the City League on Pelinore w o u l d do rather than labouring the point — the Guildmaster will accept items that
nicely, although this is not specifically Pelinore material. happen to stick to any fingers).
If, o f course, a n y o f t h e c h a r a c t e r s a r e c a p t u r e d a s a r e s u l t o f t h e i r The Guildmaster will supply the character(s) w i t h the half-potion (in a
actions i n t h e s e a d v e n t u r e s , i t i s u p t o t h e D M t o d e t e r m i n e t h e i r small glass vial) and a n y thieves' tools they require, i n c l u d i n g t i g e r ' s
chances o f escape, t h e d e t a i l s o f a n y t r i a l s a n d t h e p u n i s h m e n t s claws (see A p p e n d i x ) . The characters have one week to complete the
(summary o r o t h e r w i s e ) v i s i t e d u p o n t h e m . S e e L a w a n d O r d e r, job, and will be paid 200gp each.
IMAGINE magazine #19 for further ideas.
On the Night In Question....
1. Love, Love, Love — and Money This a d v e n t u r e u s e s t h e m a p m a r k e d T h e T o w n H o u s e , w h i c h
represents the home of the Margolis family and their servants. The exact
This adventure outline is for low-level Thieves, certainly no more than 3 location of this building is left to the DM, but it should be in a reasonably
levels in total, and no individual character of greater than 2 n d level. prosperous M e r c h a n t s ' Quarter, o r n e a r the legal a n d administrative
centre of the town. It is also assumed that the characters will attempt to
Introduction break into the house sometime during t h e night. The D M s h o u l d feel
quite j u s t i f i e d i n s t a c k i n g t h e o d d s a g a i n s t a n y c h a r a c t e r s f o o l i s h
Vira M a r g o l i s is seventeen years old and an o r p h a n — a sad state of enough to try a raid in broad daylight, particularly after it has been made
affairs, made even sadder by the fact that it is her responsibility to look clear to them just h o w busy the streets of this area are.
after her younger relatives. W h a t makes her burden easier to bear is the
fact that s h e i s h e i r to t h e not-inconsiderable fortune that h e r father, The house itself is built o f good quality stone, a n d is set slightly back
Hericuis, accumulated during his years as Chief Magistrate. from the street. A large, florid description above the front door declares
the o w n e r s h i p o f t h e h o u s e , a n d i n c l u d e s t h e f a m i l y m o t t o : Tr u t h ,
Naturally, Vi r a i s a h i g h l y desirable young lady, although t h i s is m o r e Justice, Revenge!.
because o f h e r f i n a n c i a l a s s e t s t h a n f o r h e r o w n i n n a t e c h a r m a n d
beauty. H o w e v e r, Vira is at least intelligent enough to realise this, and The g r o u n d floor w i n d o w s are barred, a n d have iron s h u t t e r s on t h e
treats all h e r suitors to the same degree of studied indifference. inside — H e r i c u i s w a s n e v e r a M a g i s t r a t e t o be s w a y e d b y p o p u l a r
opinion. All the w i n d o w s have simple locks (+5% Open Locks). The bars
One o f t h e s e , P i l o r G r e w n , i s i n s o m e t h i n g o f a q u a n d a r y. H e h a s are set so closely that only a character whose average of Strength and
nothing to recommend him as a husband to Vira, except for an ability to Constitution are less his or her Dexterity can slip between them.
spend money — to date nearly all the fortune his father gave him to stay
away from the G r e w n estates. He has, however, invested in a two-part The walls of the yards and garden are 10' high. The doors in those walls
potion w h i c h , so the travelling apothecary claimed, w i l l cause anyone have strong bolts (Remove Traps to shoot the bolts), but no locks.
w h o i m b i b e s b o t h p a r t s t o b e s m i t t e n w i t h love. P i l o r G r e w n ' s o n l y
problem is the method of administering the potion to Vira, the owner of The external doors o f the h o u s e (marked w i t h a 1 o n t h e m a p ) h a v e
the money of he desires, w i t h o u t anyone knowing. strong locks (-10% Open Locks) a n d i r o n bolts, t o p a n d b o t t o m (-5%
Remove Traps t o s h o c t these bolts f r o m outside). T h e o t h e r external
Pilor G r e w n h a s h i t upon w h a t he believes to be a clever and original doors into the stables and washhouse do not have locks. The DM should
scheme. By paying the Thieves' Guild to ensure that the first half of the
note that the streets around the house are never really empty, even in
potion is given only to Vira, he can then invite the girl to a banquet and the dead of night, and any attempt to break into the house from the street
safely add the second element to everybody's food. Only Vira w i l l feel will be spotted unless t h e character(s) Hide i n S h a d o w s at t h e s a m e
the effects, and her hand — and money — w i l l be his! time. If the characters are spotted, the Watch will be called (see below).
26
I M A G I N E magazine, March 1985
GUILTY IF CAUGHT
Upstairs windows which Hericuis judged to be vulnerable to the mob are Vira; AC 9; HD 1; hp 5; M V 120' (40'); PAT 1; D by weapon; Save as NM;
defended i n a s i m i l a r m a n n e r t o t h J s e d o w n s t a i r s . H o w e v e r, t h e ML 7; A L N; XP 10; W R 1 0 ; THACO 20; n o r m a l l y u n a r m e d , b u t 3 0 %
w i n d o w s w h i c h overlook the garden and yards do not have locks and carries a ceremonial dagger (D1-4).
have only wooden shutters. It w o u l d be a comparatively simple matter to M e e r c i , Norres: AC 9; HD 1; hp 2; M V 120' (40'); PAT nil; D nil, Save as
climb onto one of the lower roof sections and, from there, into the house. NM; ML 6; A L N; XP 10; WR n / a ; THACO n / a ; the children will only raise
the a l a r m 2 5 % o f t h e time, a s t h e y w i l l regard t h e i n t r u s i o n b y t h e
The internal doors of the house have very simple identical locks o n e characters as a tremendous game.
design of key opens them all, but only Vira's door (Vira occupies the front Stabbis: A C 8; Fighter 3; h p 14; M V 1 2 0 ' (40'); PAT 1, D by weapon;
bedroom overlooking t h e garden) and those downstairs are locked at Save as F3; M L 9; A L L , XP 35; WR 13; THACO 19, S 16 (+2), 113, W 12,
night. Once a character has successfully used his Open Lock ability (at C 10, D 1 3 (+1), Ch 14; normally carries b o d k i n (dagger) +2, also has a
+15%) on one of the door locks all subsequent attempts are at +50%. l o n g s w o r d +1 in his bedroom, or uses random weapon and shield taken
from w a l l displays.
The house is richly furnished (on average there are 1 - 4 small items — Corjise t h e b u t l e r : A C 6; Thief 4; h p 15; M V 1 2 0 ' (40'); P A T 1; D by
candlesticks, statuettes, mirrors, treen and the like — w o r t h 1 0 - 6 0 g p weapon; Save as T4; M L 9; A L N; XP 75; WR 13, THACO 19; S 1 6 (+2),
each in every room), although with little evidence of good taste. Hericuis 113, W 10, C 10, D 1 8 (+3), Ch 12; normally unarmed, but will carry a
did h a v e a f a n c y f o r barbarian w o r k m a n s h i p , especially s w o r d s a n d longsword w h e n investigating any noises.
armour. Vi r t u a l l y every room (except Vira's bedroom and the nursery) 7 female servants: AC 9; HD 1; hp 3; M V 120' (40'); PAT 1; D by weapon,
has examples h a n g i n g o n the walls: daggers, swords, axes, helmets. Save as NM; M L 5; A L L ; XP 10; WR 10; THACO 20; normally unarmed,
These are w o r t h t w i c e the list prices given in the rule books. but will use whatever weapons come to hand at a pinch.
5 male servants: AC 9; HD 1; hp 6; M V 120' (40'); A T 1; D by weapon;
In t h e s t u d y i s a l a r g e c o ff e r (-5% O p e n Locks), c o n t a i n i n g Hericuis' Save as NM; M L 7; A L L ; XP 10; WR 10; THACO 20; normally unarmed,
magisterial papers and documents, and a purse of 200gp. Hidden in a but have access to shortswords and daggers.
c o m p a r t m e n t in the left side of the coffer is a small book which contains A Wa t c h patrol, 5 constables: AC 5; Fighter 2; hp 10 each; M V 90' (30'),
a coded list. The c o m p a r t m e n t has a poison needle i n t h e lid (save vs PAT 1; D by weapon; Save as F2; M L 9; A L L ; XP 20 each; WR 6; THACO
poison or be paralysed for 1-6 turns). The list gives the names of all those 19; t h e c o n s t a b l e s a r e a r m e d w i t h w o o d e n b a t o n s ( D 1 - 3 ) a n d
w h o bribed Hericuis for favourable decisions while he was a Magistrate. longswords (D1-8). They will arrive 1d8+3 rounds after the alarm h a s
The characters will be unable to read this w i t h o u t magical assistance. been raised by any members of the household, but will not give chase —
their duties are to protect property rather than apprehend criminals,
Corjise keeps a s m a l l bag of mixed coins (10-20gp w o r t h ) in his room
(the butler's room) as the staff wages. He also has a set of Thieves' Tools It is left to the DM to determine the final outcome of this adventure. Does
— a m e m e n t o of his younger days. the potion work? Is i t actually a fraud? Does Pilor G r e w n m a n a g e t o
administer the second half? Does Vira become enamoured of him? And,
Vira has a small jewellery case in her bedroom, w h i c h contains several if a l l h i s p l o t t i n g s a r e successful, d o e s P i l o r G r e w n t a k e s s t e p s t o
fine pieces: a pearl necklace (worth 700gp), an inlaid brooch of silver and eliminate those w h o k n o w of his machinations?
jet (worth 200gp), a ceremonial dagger (worth 150gp) and a gold torc of
dwarven make (worth 300gp). The lock on the case is broken.
2. The Merest Scrap of Paper
In all, there are 1 8 m e m b e r s of the Margolis household, including the
servants. During daylight hours most rooms of the house are occupied, This section o f the module is for one or t w o 4 t h - 6 t h level characters.
either by a member of the family or by w o r k i n g servants. Vira generally Other characters may be used, but the DM should adjust the severity of
'entertains' her suitors and other callers during the afternoon and early encounters a n d t h e d i ff i c u l t y o f u s i n g special a b i l i t i e s t o r e f l e c t t h e
evening in the great hall, dining room and drawing room. The children varying skills of the character(s) involved.
(Vira's younger brothers) are usually kept in the nursery with one of the
female s t a ff , o r a l l o w e d t o p l a y i n t h e kitchen. Stabbis, Vi r a ' s h a l f - Introduction
brother, spends much of his time in the study and library.
Two years ago Cleren Gyris issued a guaranteed note of credit against
If the house is entered during the day, the following encounter table to the loss of the Pelican, a small river and coastal trader. Cleren was paid
reflect the difficulties o f the Thieves remaining undetected: 6,000gp, and in r e t u r n he promised to pay 4 0 , 0 0 0 g p of the 4 5 , 0 0 0 g p
value of the ship should it be lost. Foolishly, Cleren did not re-insure the
risk, preferring to keep all the money for himself.
Daytime encounters
1 in 6* chance of encounter per round (roll every round): Word has reached Cleren that the Pelican sank a m o n t h ago. This is not
Die Roll E n c o u n t e r (see below for details of characters) yet public knowledge — if it were, Cleren w o u l d have to pay up, w h i c h
1-7 1 - 2 Female servants poses s o m e t h i n g o f a problem a t t h e m o m e n t . C l e r e n h a s l e s s t h a n
8 M a l e Servant 3,000gp to his name, the rest of his fortune being invested in a variety of
9 C o r p s e the butler risky business ventures. If he n o w has to pay off the note on the Pelican,
10 M e e r c i and Norres (70°/0), Stabbis (20%) or Vira plus 1-3 he will be ruined.
suitors (10%)
*If the Thieves do not Move Silently increase this chance to 2 in 6 while they Cleren has decided to seek professional help. The note w i l l have to be
remain within the house. If they are discovered the alarm will be raised one 'borrowed' from its current owner, Ven Jharbulus, at least until Cleren
round later, and the Watch will be called unless the involved NPCs are subdued has enough money to pay it off properly....
in some manner.
After m i d n i g h t the house is m u c h quieter, Only the servant's hall and Under the guise of an ordinary burglary, the character(s) must break into
dormitory, the butler's room, nursery, the bedroom next to the nursery Ven Jharbulus' riverside residence and warehouse and remove the note
(by Stabbis) and Vira's bedroom are occupied. All but one of the female from t h e office strongbox. They m u s t also take a r a n d o m selection o f
servants occupy the dormitory, the other sleeps w i t h Corjise. The male other papers, and any valuables they feel it would be p r u d e n t to take.
servants sleep in the servants' hall — a security measure from Hericuis' The Guildmaster has arranged fees of 500gp, but any stolen items must
days. Downstairs doors are always locked by Corpse and he locks many be surrendered at the end of the job for proper disposal.
(50% chance for any particular door) of those upstairs as well.
Breaking & Entering
Vira tends to retire early, and she is a heavy sleeper (+30% Move Silently
in or near her bedroom). Her door is always locked. She does, however, Ven J h a r b u l u s ' house (see The Wa r e h o u s e map) should be placed i n
always wake around dawn, so a light breakfast of cheese, bread, honey, either a Merchants' Quarter or a prosperous docklands area. The house
a smoked sausage or two, fruit, oatcakes and a flagon o f small beer is is extremely grand with an imposing frontage that is, in itself, a discrete
laid out in her room. If the Thieves can reach her bedroom it is a simple advertisement f o r J h a r b u l u s ' success a s a t r a d e r, especially a s t h e
matter to add the half-potion they have been given to the flagon. surrounding b u i l d i n g s a r e p u r e l y commercial — w e l l c a r e d f o r, b u t
uninspiring. The crest of a Master of the Merchant Adventurers Guild is
Quietly m o v i n g a b o u t t h e h o u s e w i l l n o t arouse anyone, u n l e s s t h e prominently carved above every gateway and door.
wrong bedroom is entered. The sound of fighting will, of course, attract
attention. The characters should still have to Move Silently, but only a The b u i l d i n g h a s t w o d i s t i n c t halves. T h e r i v e r s i d e e n d i s p u r e l y
roll o f 9 0 % + i n d i c a t e s a n y u n t o w a r d noise. I n t h e s e c i r c u m s t a n c e s commercial, with a quay, a small dock, storerooms for a variety of goods
Stabbis or Corjise w i l l investigate t h e noise. A g a i n , t h e alarm w i l l be (chiefly r a r e h e r b s and spices at the moment) and offices. T h e s e a r e
raise 1 r o u n d after any intruders are discovered. functional a n d disorganised, b u t s c r u p u l o u s l y t i d y. T h e f r o n t , b u i l t
27
I M A G I N E ma9aziste, March 1585
CAUGHT
KEY THEWAREFOLI3E
M(,1cH
—
=
7=-1-
• • • • E:=3 M E N D O O R ••=7;
OM 5 ma 5ECRET DOOR
void over
non o n o MAGICALLY pool
LOCKEDDOOR
1
1=) D O O R WITB
LOCKRATING
—
1111 • • • was G A T E W A Y
Is'11'1
,i01
,1 5tore
t)11?1F Iht15
111=11•=1111111 I N I N D O W 5
• • •
PILLARS
TRAPDOORS
FT-1)Fs-5I 5ECRETTRAPDOOR5
room/
1 sifting ho I
T R A P D C U V I O 5EWER
[]c v l g 1 I tt2lny
61•0')•qcerif bolldiny5
Littifi/i/tc,
•
alleyway - •
28
198$
GUILTY IF CAUGHT
IRETOWN Hal3E
baled coot'5
„esh
qcvoie 11 C
15etuantb'
bal's dorm,
room cfress-
09
r0om
- tfdroom
0 dre59-
01gm
r
11$ sesirt :oher:;)
down
Void above
great haft
bcdcany
nur.5ely
GRoLINDFLODR FIR5TFLOOR
TTIETOWER 9c BAK1115
29
I M A G I N E magazine, Ntazdt 1985
Entering d u r i n g t h e day is u n w i s e , even f o r invisible characters. T h e
w a r e h o u s e is busy from dawn to dusk, and the office is never left empty
until it is locked at the end of the day's business. At the front of the house
the domestic s t a ff spend m o s t o f the d a y cleaning a n d tidying. I f an
attempt i s m a d e t o e n t e r t h e h o u s e d u r i n g t h e day, t h e character(s)
involved m u s t M o v e S i l e n t l y (+5%) e v e r y r o u n d t o b l e n d i n t o t h e
background and avoid notice. Failure will result in a s w i f t beating (1-10
points of damage, Charisma reduced by 1-3 points until wounds healed)
from the warehouse guards if the character is caught, but little else.
At night only the front half of the house and the guardroom are normally
occupied. T h e domestic servants sleep i n t h e servants' h a l l a n d t h e
kitchen (Birtle only), w h i l e the dockhands and waggon drivers occupy
the non-domestic servants' hall next to the stables. M o s t nights (4 in 6
chance) Ven J h a r b u l u s sleeps in the back bedroom, w h i l e his c u r r e n t
mistress occupies t h e l a r g e bedroom. T h e offices a n d s t o r e s o f t h e
building are normally empty and locked.
Cleren Gyris' promissory note is held in the strongbox in the first floor The To w e r itself is a m y s t e r i o u s structure, constructed o f a d a r k red
office. T h i s strongbox has a simple lock (+5% Open Locks), and along stone, w h i c h has been vitrified, smoothed and polished to a glass-like
with C l e r e n ' s p a p e r a r e d o c u m e n t s r e l a t i n g t o J h a r b u l u s ' n o r m a l sheen. A l w a y s cold to the touch, and greasy w i t h moisture, t h e stone
business — w a r e h o u s e lists, ships' manifests, letters and the like. O n presents a v e r y slippery surface, w h i c h w o u l d t e s t e v e n t h e f i n e s t
top of the papers is a bag containing the wages for the next month, some climber (-40% Climb Walls). The w i n d o w s of the Tower are, for the most
400gp in mixed coins. part, n a r r o w, s i m p l e openings in t h e wall, a n d have n e i t h e r glass o r
bars. The libraries, great hall and the third level have stained glass to
All the papers relating to his other business are in the office above, in a provide s o m e m e a s u r e o f protection a g a i n s t t h e elements, b u t n o n e
much more formidable iron box (-2.(r/0 Open Locks) which is also trapped have locks or other means of protection.
(-5% Find Traps, - 1 0 % Remove Traps) to release a cloud of poisonous
fungal spores into the air — save vs poison or suffer the equivalent of a The doors of the To w e r are constructed of thinner panels of the same
cause disease spell, success indicates t h a t the victim i s blinded u n t i l stone of the building. These doors are thick enough to muffle all sounds,
cure blindness is cast upon him or her. These papers are a full record of but they can just be seen through if the light source is on the other side
all J h a r b u l u s ' criminal activities — names, dates, times, items and their of the door — moving patches of f a i n t s h a d o w and reddish light. T h e
sources, cash paid and received. T h e box also contains the valuables doors do not possess locks, and swing easily on their hinges, unless they
that Ven J h a r b u l u s has received and not yet sold or broken up for their are m a g i c a l l y protected. D o o r s m a r k e d w i t h a l i g h t n i n g f l a s h h a v e a
material value. These are four gold candlesticks (worth 2 5 0 g p each), a w i z a r d lock cast upon them. Doors marked with a lightning flash a n d a
silver inlaid goblet (100gp), a necklace of garnets (300gp), sixteen gold (2) have a m a g e l o c k (see A p p e n d i x ) cast upon t h e m . T h i s spell w i l l
and silver forks (25gp each), a n e n a m e l clasp (150gp), a silver inlaid allow only a person w e a r i n g a deep red robe to pass through. Bak'leis
ha ndmirror ( w o r t h 5 0 g p ) a n d a c a s e o f collapsible s i l v e r f i e l d c u p s and all his students (see below) have such robes, inscribed with Bak'leis'
(worth 200gp). All these are traceable since they contain family crests or monogram. Thief skills are useless against such magical protections.
personal symbols worked into the designs.
The f u r n i s h i n g s of the building are spartan — wooden benches, trestle
Larger stolen items f u r n i t u r e , paintings, weaponry, a r m o u r and the tables, s t r a w - s t u ff e d mattresses i n t h e s t u d e n t s ' cells, h a r d w o o d e n
like — are stored in upper store (a). y e n Jharbulus does not know of its stools. There are no decorations of any kind. The only rooms on w h i c h
true p o w e r s , b u t o n e o f t h e s w o r d s t h a t h e c u r r e n t l y h o l d s i s a n care and attention have been lavished are the libraries, the workroom,
intelligent neutral l o n g s w o r d +3 (Int 17, Ego 10, d e t e c t magic, d e t e c t the study, and the conjuration chamber. W h i l e not comfortable, these
g o o d / e v i l , flying, speaks griffon, faerie and local Thieves' Cant) which rooms are packed w i t h tomes, books, grimoires, magical impedimentia,
has remained silent for fear of its fate. worktables a n d spell materials, i n c l u d i n g parts o f one o r t w o bodies,
carefully p r e s e r v e d i n l a r g e g l a s s j a r s . T h e v e s t i b u l e i s a n o t h e r
exception. It is piled high w i t h mouldering goods — gifts from ordinary
Extending the Adventure folk attempting to placate or bribe Bak'leis and his followers.
What i s t h e attitude o f the River Thieves to m e m b e r s o f a rival G u i l d
entering a major centre of their operations? Do they take steps to recover
their s p o i l s o r r e v e n g e J h a r b u l u s ' loss? W h a t i s t h e a t t i t u d e o f t h e
Guildmaster to this rival Guild? Does he send the player characters Out
to start a gangland war?
3. Professional Rivalry
This section is designed for a mid-level t h i e f character c e r t a i n l y no
higher than 9th level. As well as being the type of spying mission that a
Thieves' Guild would undertake, this job is also suitable as the object of
a geas bespelled Thief. The DM will find a copy of the Companion Set is a
considerable aid in r u n n i n g this section.
Introduction
The To w e r of Bak'leis has been a centre of magic since before anyone
can r e m e m b e r. Bak'leis is a wizard of considerable power, a fact that
allows him to distance himself from f e l l o w magicians. Bak'leis ignores
them, teaching his sorcery only to those he considers w o r t h y enough.
Other m a g e s , f o r t h e i r part, d i s m i s s h i m a s a charlatan, o n e barely
entitled to use the word 'wizardry' — and certainly not proficient enough
to be considered for membership of the Brotherhood of Prestidigitators.
Whether t h e p l a y e r c h a r a c t e r b e c o m e s i n v o l v e d t h r o u g h t h e G u i l d
accepting a contract or as a result of a geas, the task is q u i t e simple (in
principle). T h e To w e r o f B a k ' l e i s m u s t b e e n t e r e d a n d a n u m b e r o f
w a t c h e r ' s eyes (see A p p e n d i x ) positioned at strategic points so that the
wizard can be properly monitored. Ideally, one Eye should be positioned
in each of the following, although any three eyes in place will suffice: the
Libraries (2nd and 4 t h levels), Bak'leis' workroom (4th level), Bak'leis'
study (4th level) and the Conjuration Chamber (5th level).
If the Thief has been assigned this task by the Guild, his or her fee should
be t h a t t h e Brotherhood w i l l cast any one spell o f b e l o w 6th level on
request. If this task is as the result of a geas, the Thief should be made to
realise that he or she is lucky to have escaped so lightly a l t h o u g h the
DM can increase the r e w a r d to a small magic item or a treasure map.
I M A G I N E magazine, March 1985 31
GUILTY IF CAUGHT
To enter, the Thief must climb up the outside and in through one of the Bak'leis: A C 2 ; M a g i c U s e r 1 4 ; h p 3 0 ; M V 1 2 0 ' (40'); # A T 1; D b y
w i n d o w s (attempting to get in through the vestibule is pointless t h e weapon; Save as M U 1 4 ; M L 8; A L N; XP 2300; WR 11; THACO 11; S 12,
inner door is m a g e locked). O n c e inside, t h e only w a y to move about 118, W 16, C 1 2 , D 1 6 (+2), Ch 10; d a g g e r +2, r i n g o f p r o t e c t i o n +3,
freely is t o obtain a r o b e — m a n y doorways cannot be passed by any displacer cloak, wand of illusion (5 charges), ring of spell storing
other method. O f course, t h e Thief can a l w a y s take the riskier path of (animate dead, speak with the dead, raise dead — all clerical spells);
climbing r o u n d the outside of the Tower. Spells normally memorised — charm person, shield, sleep, protection
from evil, continual darkness, detect invisible, levitate, phantasmal
Bak'leis and his students take little notice of the world outside. Between force, dispel magic (x3), lightning bolt, charm monster, polymorph
midday and dusk the work of the tower is unceasing B a k ' l e i s labours others, polymorph self, wizard eye, cloudkill, conjure elemental, hold
in his study and workroom, w h i l e l o w e r magicians carry out mundane m o n s t e r, a n t i - m a g i c shell, geas. His spell books contain all spells of 5th
tasks in the kitchen, storerooms and halls c o o k i n g , sorting, cleaning level and below, including m a g e lock (see A p p e n d i x ) , and all 6th level
and endlessly polishing. A t night, until midnight, everyone sleeps, and spells except disintegrate, lower water and projected image.
then for t h r e e or four hours Bak'leis teaches, casts spells and imparts
knowledge in the conjuration chamber. Before dawn, usually exhausted Bak'leis w i l l n e v e r b e e n c o u n t e r e d a s a ' w a n d e r e r ' , o n l y w i t h i n h i s
by their magical labours, all return to their cells and sleep. A t midday the chambers on the third level and in the conjuration chamber, w h e r e he
strange routine starts once more. keeps a little money, some 125gp in mixed coinage.
Because of this routine, the DM should roll for encounters every round 3 S t u d e n t s : AC 9; Magic User 7; hp 16 each; M V 1 2 0 ' ( 4 0 ' ) ; CAT 1; D by
that the Thief is within the Tower during a period of wakefulness, a 1 (on weapon; Save as MU7; M L 8; A L N; XP 500; WR 12; THACO 15; armed
1d6) indicating that an encounter has taken place. During a sleep period w i t h daggers; spells memorised — read m a g i c (x2) s h i e l d , d e t e c t evil,
only a failed M o v e Silently roll w i l l cause one of the following to wake, detect invisible, dispel magic, hold person, polymorph others.
and o n l y t h e n i f the the character is in one of the cells or the kitchen 7 A p p r e n t i c e s : A C 9; M a g i c User 3; hp 8; M V 1 2 0 ' (40'); PAT 1; D by
(where the pupils sleep). weapon; Save as MU3; M L 7; A L N; XP 25; WA 1 0 ; THACO 17; a r m e d
w i t h daggers; spells memorised r e a d m a g i c (x2), d e t e c t invisible or
Die Roll web.
(1d12) Encounter 2 Pupils: AC 9; HD 1; hp 2; M V 120' (40'); -4 AT 1; D by weapon; Save as
1-3 Student (see below) NM; M L 10; A L N; XP 10; WR 10; THACO 20; armed with kitchen knives
4-10 Apprentice (see below) (daggers). These children have yet to start learning true wizardry — they
11-12 Pupil (see below) are t h e To w e r servants — but they do attend all m i d n i g h t sessions.
Appendix
NEW EQUIPMENT N E W EQUIPMENT N E W EQUIPMENT N E W EQUIPMENT NEW MAGICAL ITEMS N E W MAGICAL ITEMS N E W MAGICAL ITEMS
'Thescene: a bleak and wintry n O t Similarly, locksmiths will find that they that m i g h t be encountered. T h i s should
need to know a greater deal about thiefly be d o n e logically, b e a r i n g i n m i n d t h e
bOre the door of aforbocang mansion. skills i n order t o build unpickable locks. circumstances of the story and the cam-
Three adventurers twitch and- look nervously They too will be burning candles well into paign, a n d i n a l l b u t t h e m o s t unusual,
about as a fourth, a smaafigure, huddles over the n i g h t , picking t h e i r o w n locks! T h e locks w i l l be of Level 0 or 1. B u t for that
the door's mighty lock One ofthe three, a burly two professions are very closely linked. little bit of extra protection for the King's
character, speaks.: To an extent, it might be most convenient treasury o r t h e W i z a r d ' s spellbooks, a
'What's taking you so tong, Garim? to think of locksmiths as 'Lawful' thieves, more s o p h i s t i c a t e d l o c k i s a l o g i c a l
building t h e l o c k s t h a t t h e i r ' C h a o t i c ' answer, and it is fair to assume that the
thought you said you would beable to open it.' richer e c h e l o n s o f society w o u l d h a v e
'Hush.... I can't hear mysephink...' cousins seek to pick for personal gain. If
this c o n v e n t i o n i s a d o p t e d , t h e n t h e thief-locksmiths in their employ.
'You are a master thief, aren't you?' the contest between the t w o can be made a However, f o r t h e braver souls among
burly man enquires, menacingly. personal and bitter struggle. you, this basic system can be adapted to
The smaller figure looks back over his create s o m e t h i n g t h a t i s b o t h r e a l i s t i c
shoufrkr. h e hisses, 'but sois Redneck the and playable, inheriting the simplicity of
man we are trying to rob.'
FIRST PRINCIPLES this basic table, but adding so much more.
Ever since he first embarked upon his As a basic principle, the better the thief-
career as a thief, Garim Kalis has devoted locksmith, the higher the level of lock the THROUGH THE AGES
a good proportion o f his t i m e trying t o thief-locksmith can make. Following t h e
logic o f this, w e c a n t h e n s a y t h a t t h e If it were true that the ancient civilisations
open locks w i t h o u t the proper key. His
higher the level of lock, the more difficult of o u r w o r l d h a d e a c h developed t h e i r
skill h a s improved t h r o u g h practice a n d
experience; he has encountered different it is going to be for a more standard thief own p a r t i c u l a r locks and keys, o r i f t h e
locks i n t h e f i e l d , p u r c h a s e d d i f f e r e n t to open. lockmaking styles of Europe had changed
It is very simple to incorporate this idea radically a t t h e t i m e o f t h e Vi k i n g s o r
varieties to take apart on his workbench,
trained at the Guildhouse under the most into into a campaign. Consider the follow- during the Middle Ages, a realistic adapt-
ing table: ation of lockmaking w o u l d only be poss-
skilled teachers. G a r i m t h o u g h t h e w a s
ready f o r t h i s o n e . H e h a d b o u g h t a n
identical lock from the same shop where Level o f lock: 1 2 3 4 5 6 7 8 9
Redneck p u r c h a s e d h i s . I t s e e m e d s o Added d i ff i c u l t y : 0% 5% 10% 15% 20% 25% 30% 35% 40%
easy to open at home.
In the AD&D® g a m e , such tensions do
not occur. A thief has the same chance of The a d d e d d e g r e e o f d i f f i c u l t y i s t h e ible o n a campaign-by-campaign basis.
measure of h o w much harder the lock is Instead, all t h e basic designs o f lock w e
opening a l o c k n o m a t t e r h o w complex
to open t h a n a basic, Level 1, lock. This know of — discount electronic methods
— o r h o w simple — i t is to open. So, t o
percentage c a n b e s u b t r a c t e d f r o m a — were known and used by all the
rectify t h i s , c o n s i d e r a n e w s k i l l f o r
thief's normal percentage chance to open civilisations of the ancient and medieval
thieves; lockmaking.
the lock. A thief-locksmith can design and world. The skills of the locksmith of Greek
build locks to a level up to and equalling and R o m a n t i m e s w e r e n o t s o v e r y
WHY THIEVES? his o w n , a n d a l l l o c k s b u i l t b y l e s s different f r o m those o f the latter half of
As w e l l a s practice, perseverence a n d competent craftsmen will be Level 0, and the eighteenth century. Consequently, it
patience, i f Garim is to be successful a t all thieves will be on a +5% bonus against is possible to envisage a single realistic
picking l o c k s , h e n e e d s a n e x p e r t ' s them. The kinds of crude locking devices system to cover all campaigns.
knowledge o f h o w t o m a k e t h e m . O n l y invented b y h u m a n o i d races w o u l d f a l l
hours o f t e s t i n g t h e i r w e a k a n d s t r o n g into this latter category, whilst most locks BASIC D E S I G N S
points w i l l enable h i m t o be make more on chests, doors i n cities, a n d s o f o r t h
efficient picking tools, and to improve his would be Level 1. Historically, there were three basic types
This simple system could be adopted on of lock. W i t h i n these, there were various
chances of opening a lock in the difficult
environments h e w i l l m e e t t h e m in. A l l its o w n . A l l D M s need to do w i t h scen- ways for the locksmith to make his design
this effort will make him an expert on h o w arios o f their o w n design, o r purchased more difficult to open w i t h o u t the proper
locks are actually made. modules, is to assign levels to all the locks key, le, locks of Levels 2 or above.
I M A G I N E magazine, M a r d i 19.55 37
ilctr(r--1'111111111,114M
i 111111111111"1111111111111111111111N11111111111111011111111c11
)111$11111111111111119-111111131111111111111111411111i111111111111i,111111111111111111•111011111001
Transatlantic Tales
Seeing as Doug Cowie seems to have left Paw (which will feature Alpha Flight, ), IJACC2 The World o f Indiana Jones,
us a little more room than usual, we'll use Thunder o v e r J o t u n h e i m ( M i g h t y which look like worthwhile developments
this space f o r a n in-depth l o o k at those Thorm?), The Last Resort, Faultline and of the original rules.
new products for various TSR rpg systems Deadly Dimensions o f D r Strange'
we g l o s s e d o v e r l a s t t i m e . B e f o r e w e (MH5-9). MHACC5 Project Wideawake With n e w items being produce for these
start, I ' d b e t t e r i s s u e a l l t h e s t a t u t o r y will feature the X - M e n * , M H A C C 6 is to games at a rate of nearly one a month, is
w a r n i n g s that go with an announcement be a boxed game, provisionally entitled there a n y room f o r t h e o t h e r systems, I
of this kind. All titles, dates and prices are New York, New York. The contents of hear you ask? Well, t h e S TA R F R o N T-
provisional; a s t h e y u s e d t o s a y a t t h e MHACC7 C o n c r e t e J u n g l e w e can b u t IERS® game has a f e w goodies on t h e i r
start of Stingray, 'anything can happen in guess at, but MHACC8 Weapons Locker way, i n a d d i t i o n t o t h o s e m e n t i o n e d
the n e x t h a l f h o u r ' . D o n ' t g o pestering seems self-explanatory. briefly l a s t t i m e . S FA D 5 B u g s I n T h e
your local shopkeeper u n t i l w e ' v e s a i d S y s t e m is one from the Product Develop-
that's i t ' s c o m i n g o v e r f o r sure.... a n d Also g r o w i n g , t h e I N D I A N A J O N E S ® ment team here in Britain. There's SFAD6
even t h e n b e u n d e r s t a n d i n g w h e n h e rpg. T h e n e x t scenarios a r e t o b e I J 4 Dark Side of the Moon. For you KNIGHT
says that it hasn't arrived yet.... Indiana Jones and the Golden Goddess, HAWKS® comes SFKH3 Face o f the
IJ5 Nepal Nightmare, IJ6 The 4th Nail Enemy, and SFKH4 War Machine, and
We m e n t i o n e d t h a t t h e r e w e r e t o b e and I J 7 Case o f the Arnhem Ring. there a r e t w o accessory p a c k s f o r t h e
several titles for the t w o latest rpgs. The Presumably, n o t a l l o f t h e s e a r e r p g system, n a m e l y S FA C C 3 t h e S T A R
MARVEL SUPER HEROES° game will adaptations o f f i l m s c r i p t s , o r H a r r i s o n FRONTIERS B AT T L E S Y S T E W and
receive five m o d u l e s and f o u r accessory Ford is going to w e a r out his whip. A l s o SFACC4 Zebulon's Guide To Frontier
packs. T h e m o d u l e s a r e e n t i t l e d C a t s due, IJACC1 Judge's Survival Pack, and Space.
38 I M A G I N E magazine, March 1985
Micro
Reviews
RUNES OF ZENDOS
Dorcas Software
48K Spectrum, Commodore 64
Cast y o u r m i n d b a c k t o t h e d i m a n d d i s t a n t The j o y o f this g a m e i s t h a t instead of one After each individual r o u n d of combat, points
past, w h e n a n e w c o m p a n y b r o u g h t y o u adventure you have twelve separate ones (one are deducted f r o m y o u a n d t h e e n e m y c h a r -
Oracle's Cave, a m e n u - d r i v e n graphic adven- adventure for each month). Each adventure is acter t o s i g n i f y w o u n d s , t h o u g h y o u c a n
ture, i n w h i c h you h a d 5 days (game time) to set up in a d i ff e r e n t way, though to be fair the replenish your strength by eating, and as you
defeat the Oracle and escape the caves. A t the characters w h o i n h a b i t t h e c a s t l e c a n b e start the game w i t h a good supply of food, and
time of release the game was very highly rated, dealt with the same way in all twelve adventures, find plenty on the way, this does not present a
and t i m e h a s d o n e l i t t l e t o d i m i n i s h t h i s either by killing them, being friendly to them, or problem.
feeling. by presenting them w i t h an object. The objects The status display is one of the most useful
Runes o f Zendos is Dorcas' first adventure are a l s o t h e s a m e i n t h e various adventures I've ever seen. Not only does it give you current
since O r a c l e ' s C a v e a n d a g a i n i s a g r a p h i c but the spells you pick up on your way are put strength, score, food left, objects carried etc,
adventure, though this time w i t h no time-limit to different uses in each game. but also the current spells you know, and runic
or m e n u . T h i s i s a r e a l a d v e n t u r e w i t h f u l l The real t e s t o f t h e adventure c o m e s w i t h clues you have found. Ve r y helpful to say the
sentence i n p u t , c h a r a c t e r s t o d e a l w i t h ( a s the freeing of the months from the hour-glass. least.
opposed to the fight o r r u n a w a y option of the For t h i s y o u h a v e t o t r a n s l a t e s e t s o f r u n e s The graphics are very good.The castle is well
earlier game), and many objects to manipulate. (hence the title) into English. To help you, there drawn; all movement is very smooth, although
The s c e n a r i o i s t h a t m a n y y e a r s a g o t h e are v a r i o u s c l u e s s p r e a d a r o u n d t h e g a m e the combat section seems to be you and your
principality of Dorcasia was a happy, jolly place (there is even one on the cassette inlay, though opponent taking turns to head-butt each other
until the wicked wizard of Zendos overran the I couldn't find it). A little tip in the playing of the to t h e s o u n d s o f c o m p u t e r i z e d t h u d s . T h e
place, a n d t o k e e p t h e p o p u l a t i o n u n d e r game: I k n o w I'm preaching to the converted, characters l o o k a s t h e y a r e m e a n t t o b e ,
control, h e i m p r i s o n e d e a c h o f t h e t w e l v e but always examine objects before using them. especially w h e n they attack you.
months i n a n h o u r - g l a s s w h i c h h a s b e e n 'Nuff said?' In conclusion, Runes of Zendos is one step
hidden i n t h e w i z a r d ' s c a s t l e . Yo u , a s t h e The c o m b a t i n t h e g a m e i s h a n d l e d i n t h e beyond Dorcas' last release. By incorporating
intrepid a d v e n t u r e r, m u s t f i n d t h e h o u r - following m a n n e r. W h e n e v e r y o u m e e t a traditional adventure features w i t h t h e i r o w n
glasses, r e l e a s e t h e m o n t h s , a n d r e s t o r e character, t h e c o m p u t e r displays h o w m a n y unique ideas, they have managed to produce a
normality t o D o r c a s i a . A l l s o u n d s p r e t t y strength p o i n t s e a c h o f y o u i s w o r t h . Yo u r very good game.
standard? You couldn't be more wrong. strength can be increased by various weapons. iflos D J Robinson
T H E W R AT H OF M A G R A
Master Visions
48K Spectrum
O N
) 1 2
t h e he
• m
t history there i s mention o f places not
frustrating
a r k e d o n t ht ha n
recommended in spite of w h a t may seem to
e amnaypt h; i nI g f, oausn tdh et hl iosc amt ioo rnes ebx pee rai eh ingch eprice.
•040,AP Offilkeit 04
d g r o u p o f P & P p l a y e r s a n d i s gold v a n c e d Dtmgeonsepragons- 0
Iare not necessary for playing the scenario. " 5 Mike Dean 1 4
0701rera0001
III 0 S I M M I I I M E I N I M M I I M M I L I N E M E I M M E I M M I N E E M I N I M I N I I I
The Ye t i S a n c t i o n does not have any direct
plot l i n k s w i t h i t s p r e d e c e s s o r, H o r n o f
o f the US secretary of state. If so, the party is
t o destroy the YETI organisation and rescue
Oe 01 Roland, a n d m a y t h e r e f o r e b e u s e d i n - t h e secretary of state. Needless to say, with a
PO d e p ethat
n d The
e n tYeti
l y Sanction
of it. H o wise vintended
e r, i t w o to
u l dbeappear
one of say ss t ethey at first
LoCseem.
00 tit
0 0 m like things do not turn out quite
a continuing line of boxed Lords of Creation W e l l , i f I said a n y m o r e I w o u l d spoil t h e
OS led t o t h e n e x t i n l i n e , O m e g a k r o n . T h e
intention t h a t e a c h s c e n a r i o b e b o u g h t i n
t e r r o r i s t s announce t h a r T h i s p i a n e h a s b e e n
c o m m a n d e e r e d b y t h e People's Liberated
P O A b e Ie nc am
0 4 screen. nan rokt eht e
edl p separately
eb u t feel
s t h et os eg isvheovtuhl d
e l i n e a r ,w ai ta
lhl oHoR,
w i n g tl iht tel eapproach
freeh
d o m toof tchoice
h e p l o tf oi sr
1 0 $ 1 0 4 1 LoC G M m o r e. freedom
e ts aof choice
h ch onr wu h apteto the players,
m a t e r i a l bi u
s t wata sleast
t e d , this
— a means
n d players
nonea rof
e I
t l e 0 1 T h e s c e n a r i o i t s e l f b e g i n s a s a s t r a i g h t - u n l i k e l y t o notice. A l l i n a l l , Y S i s a w e l l e d M r s
s o f oP rw wh ea t rh d
e r eYsEpTi oI n( aYo
g eu nmgi sEsvi e
o rne st ot Te
d i sr rcoorvi es rt p
s cr ee sneanr ti eo d. ,Itsenjoyable
only failing
andis eminently
its somewhat high 0
playable 0 0 0 0 0
O 0010/1001000
1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 111 0 0 111
R10100•1111011,101100000040ogooloo01000•0000010
Oil
P O
101 1 0 0 1 0 0 0 0 0 1 0
0 0 LANDS OF0ADVENTURE)
0 • 0 1111 0 1
O C )
0
I t Written b y Lee Gold, a u t h o r o f Land o f t h e c a t i o n , k n o w l e d g e , m a g i c , m a n i p u l a t i o n , E n h a n c e m e n t anTlIlusion.—An individual s p e l l -
s0 u pI p consists
l e m e of
n ta 32-page
s A
i l a r u ml s St•
c o n t a i n irulebook
n g ' m o dand
e
u l a ra 28-page,
and melee weapons. It is then neces-
t o s u c h a s- ci no hn it br o
i tl il ni ng g t h
it.eThe
v i c trange,
i m ' s bvolume
e h a v i o uintensity
r t o t o t aand
lly
1
O I h pi i packs'
England.
f o r M y t h i c t G r e e c e ahn d M e d i e vea l c o m m ubasic
n i c acategory
t i o n . Fscores
o r t h e scan then be improved
e specialised s k i l l s dt uh r ea t spell
i o n skill
of theand canallbe
spell altered
add to theatcomplexity
a small loss
of
0 1110 I 11
F i characteristics,
r s t the rules; a each
character
in theisrange
described by u
of 1-20. a pn ot ntoby experience
note and learning.
that although a paragraph It is or
import-
so is si an m sep efamily
l l s k i l l but
s u cof
c eas sdifferent
c h a n c e .power
S p e l l scan
i n also
the
given o n e a c h s k i l l c a t e g o r y t h e r e i s n o b e cast but at half the base chance of success.
0 4 0 1 T h e s e are not completely random, for while
0 0 ' S t+r e1 dn 1g0t h
. A=l t1d20,
e r n a t iConstitution
v e l y a c h a r=
a cStrength / e2, dme ef i an int si v seo listing
ter can b m e e x t rof
a specialised
w o r k . H o w eskills
v e r i tsod othis
e s dSe o
s cmr i eb i guidance
n g t h e s p ei s
l l fgiven
a m i l i e si na nt h
d ei nr ual ec so mi n
-
0 4 l i g e n e r a t e d by distributing 110 + 2d10 points I m e a n you are free to create the character you p r e h e n s i v e listing of spell 'recipes'.
acteristics
o n g the determine a character's
These basic'
char-' w aAn t . T h i s s o r t o f freedom o f choice i s character's vitality i s measured b y
041 ,
0 0 /am 11 characteristics.
_rating in the 10 skill categories of c o m m u n i - S p e l l s are of four types: Compulsion, Energy, c h a r a c t e r i s d e a d ; B o d y P o i n t s , l o w e r e d b y
i h d l i b ^ 4 1 6 1 . - d i l i b l r a t r a t N i r a l i n e r i d i N i e r i i i i t t d d h i l d b i t a I i i i i t u a r i l i b i t i n k i a b o d i n i d E b M b A M M I M M l i d l E b a l l h d l a M b I M M I M 111 0 111
•kstsloWelfirooloWtroWOMINICIWOWsweA
lawasA010A010,41,0A0111.11000000Aolloattal
roweareworarowerowsworarorcro wowswo
AssigoalteghotatactemoltemicokwatetooffiAtoo•••
...REPIELb..IYOTICES..51911EREPIELIS...IYOTIrlai.. p
• •
._-,_.w..e.a.-smor,tb.-.Asgrditwgot.,.dn.,-T--,•.,-.aw-,d§ratz-Aacr.mr-,t*---.*R-4ardtgusrAdizw-dwdcrlob„--rak—dbk—dobyderidb.-r•r-Alb--mb,--ral
'
.11.1gglrg.of Flame
2 0 0 ' h i g h a n d Stretching as
4zLnfo
WhenaStarFalsbv-w
ll A D & BO: 1 % S A M U R A I B L A D E S M N
a s you c b a r a g o k n r ,
dw
-. w.-4is-wwm
i. 1LwPaopo 1 S a m u r a i Blades, f r o m t h e s a m e stable as
place to
can't
start
yrecommend
the lDragonlance
l it ona its
series.
own,
e As
or
r as
onea • U K 4 , a one-off module for 6-10 3rd to 5th l e l 1t w o cards can s h o w a character fit, w o u n d - 0 / 0 4
I rp , p o l l 11 i s w e i r e v e s piw0 i t oI a
glimpses into the future. To tell more would
occupied b y sages w h o a r e able t o give
1
villageb
rricadaensd
a Oa
IPA5 Steve H a m s h i l i i i i i the T o w e r o f t h e H e a v e n s , w h i c h i s I l l I Still m o r e c a r d s s h o w w a g o n s , h o r s e s , 0 1
aantdemlapnitee,rannsd.Tahsewmitahptshsehootwhear O N
0 4
O H O
1 I
O .
$ 1 1 0 . 0 0 • 0 0 0 0 e l beAs to spoil things for
i n previous the players.
modules a n outline 0i s o t hStandard
e r h e xgamessheetsofathis r e atype, a hex cloth
necessity i f t hor
e
O i l areLooking
not required
expected
more a n aid events
to occurI would
for criticisms
butD
to the once
in any strict
again
M than a p 0l a on
order.
say that
r s rules
the everare thorough
want
missile . beyond
to get
tables and0 seem 1to range
short
! all necessary points— including seppuku, a
the ' 0g 4l o r i o u s suicide' by which defeated players
cover
1
P I
O " S :
Official Game Adventure t o map of the region lacks labels for the rivers l e l may remove their last samurai piece, pro-
L i
W H E N A srAR. FALLS P I M e x c e s s i v e use of 'non-standard monsters' s u i t a b l e 'death poem' first! Special rules for r i l P I . P 1
by ° m o m Morris
k i d and mountains, a n d there is perhaps a n 1 v i d e d , of course, that they have written a
s i I from the Fiend Folio and the unnecessary , b i a mon ksa,niinncjaaendcL re l u d the u s e o f lanterns a t P I 0 4
041 a Monster
copy of Manual
MMII this II. does
If like mean
me you don'textra
some own P n R i g Thht e mechanics of the game are straight- S i 0 0 1
WI
e l w o r k either expanding t h e brief descript- f o r w a r d , a n d o n c e t h e players b e c o m e 0 1
Li 0 4 / 1111 pitched
many battle.
products
l e play It
but
sessions,may
as no as
far longer beitseries
the as
consisting UK
M
are reprinted
player's phase oi sn subdivided,
t h e t w o p lclearly,
Rp
i osagtoomimbse6404 phases, o n e f o r e a c h player, a n d e a c h t h s ,
II
L71
***oases.***
sosessessosso
S
I O
1 W Product
1 . g o l w NInformation
ligoloo
0 0
110001001,000010 Samurai Blades (1,9.95) is limn Standaul Gaines & do make hex mats as well! Overall, this is a
good game, w e l l produced a n d straight- Kii * I
SO010000.10111004
PiiI,liiat ions, Arlon lloose, Station Rd, Kings
Langley, tlei is W a l 81,F
a t i n abeA
t rAlli
Injury — at OBB a character is comatose; and
M A W "eat" l e M e a l d f l
games, set in Hollywood-style versions of the h - - a - t aid both game mechanics and roleplay.
Energy Points, lowered by spell casting, mov- real world. The culture packs present more of Lands of Adventure is definitely not for the
ing q u i e t l y e t c — a t D E P a c h a r a c t e r i s
exhausted. T h i s system r e q u i r e s m o r e book-
an historical reconstruction, w i t h t r u e m y t h s
and w o r k i n g m a g i c p r o v i d i n g t h e f a n t a s y
beginner, however, as the amount of 'free-
dom' w o u l d a l m o s t certainly l e a v e t h e m
M
keeping t h a n simple h i t points but is w o r t h i t elements, w h i c h f o r m e j u s t d o n ' t fit. H a v i n g floundering. If on the other hand you a r e a 10KO
for t h e a d d e d c o n t r o l i t gives y o u o v e r y o u r
character's actions.
said that, the packs are well detailed, if only 14
or so pages each, and are presented using the
veteran g a m e r w h o enjoys perusing n e w
games systems a n d h a s a f e w pounds t o I
Weapon skill is modified by ease of use of the same section numbering as the rulebook, w i t h spare then this is a must. la1
weapon and h o w heavy it is for the character; a c o m b i n e d i n d e x a t t h e back o f each. T h e y As for its chances as an individual rules
1St
l 00
weapon d a m a g e i s fixed, d e t e r m i n e d b y both c o n t a i n several m o n s t e r s , r u l e s expan- system, I h a v e g r a v e reservations. T h e
weapon w e i g h t . The player can 'control' h o w sions, s c e n a r i o s , a n d a s y o u w o u l d e x p e c t intention s e e m s t o b e t o publish several laa 001
the character fights, reducing damage taken by
dodging (expending EP instead of BP)and parry-
details of the culture.
It is obvious that a l o t o f t h o u g h t has gone
modular culture packs w h i c h m e a n s i t ' s
going t o b e very difficult t o publish other 80
mg or striking more quickly by expending EP. into n o t o n l y t h e r u l e s t h e m s e l v e s b u t a l s o 'support' s u c h a s modules. Consequently
toOS
The ' m o d u l a r c u l t u r e p a c k s ' o f f e r s o m e
interesting i n f o r m a t i o n b u t t h e y a r e n o t m y
their layout. Although at 32 pages the rulebook
may seem short compared to others, the small
Lands of Adventure's chances of gaining a
foothold with so many other systems on the 1•
style o f f r p . I p r e f e r loosely-based historical
rpgs s u c h a s TOP SECRETTh o r B O O T HILL
print is packed w i t h detail. Al! the major rules
sections are there, as are m a n y nice touches
market must be slim.
10 Chris Hunter 00
OWSWOVINWOVIWINICTOWO OWO PlrO' ".•
r o t W h a t was that all about? Well, Secret u n i v e r s e s can be destroyed. And there are no 1 1 0
Wars
! O i l 1111 of is a Marvel
comic •mini-series',
books telling a singlea 12-issue set oar ds i nbad
story. This a r yanpeople
rpg asinvolved
it made aatcomic.
all. It makes just l o o
t o 0 0 pmaarjtoicruhlearr0seesrinesthienvmoalvryeas1Universen
ea r lneaylra! lanodf hases S e c r e otLkingarsodoes
et0sheprobyri th tth esides,
mHhGomwewveitrh,1 0
1 0 1 1 t i l a significant effect on many of their lives. In a n interesting array of villains, including the P O
0 0 t e rrunaway
ms yaofcomics
success
s solbut,
oddthe
l eatseries
e a1s t hassbfeaernaas c h a r mrm
i nipg
a
nug
l In
yychbloofc slugfestk
headed f 0dWreckingyoucouldn't
t a 111
1 0 0 4 fanzineo
cd ctiacssi rgroa,detheemasbclryipati ngu1has been w anever
onodemnedi
d
e
rn used
n t ttohfeinmdotheir l epowers
adnuyw htoerret.hAeIsbto
ohaXmake a living.
r-aMoteenrfsat
an IiO l
,
l a i l i r e T i n t l i e t a 2 1 _ 2_ 1 . 1 2 Z . M 1 = I k t t r 4 1 3 . j r l i a t a l r i
Conan the Barbarian is such a widely known t o cope with superstitious fear of magic. More The module itself also has some uniquely
archetype for frp heroes that translating his i n t e r e s t i n g l y, every player g e t s a certain 'Conan' features. Normal ADM) monsters are
world and character into an frp system seems n u m b e r of luck points to spend in attempting almost totally replaced b y various h u m a n
a brave step and yet one that was bound to f e a t s outside the A D M ) rules. These were opponents and potential opponents. Surpris-
happen. David Cook has attempted to do this g o o d fun in the Conan context. ingly, some o f these a r e good enough t o
in a new TSR ADM) mocluie. T h e material includes four pregenerated challenge Conan! The plot is simple and rather
A number of minor che,iges for standard c h a r a c t e r sheets for Conan and friends. These derivative, b u t takes i n s o m e interesting
M A D rules are needed to cope with Conan a r e outside the normal run o f A D M ) char- settings and encounters. For the most part it
and Hyboria. Clerics are banished, healing a c t e r s , and the module rightly urges against plays well, despite niggles like a ship that
keeps changing its name, and monsters using
I N .1 'r4a111
t e swincreased,
• g r " I I P and a 'fear check' introduced b r i n g i n g in existing characters.
ItO g r o m
0 0 —
I I 0 001110 0 0 • 0 COwelSIOITOITORT071ToT tOreTO70greT4
4 t g . 11 A : 6 4 1 . : l b ; W i r n . . M . W ' m i l y " O w ' o i r. -
*NW.
00 This s c e n a r i o i s i n t e n d e d f o r f o u r ' R o o k i e '
ISO
PO
I
Sol4 0 4
o f r
LELAmleIuptompA"AO
their useless w i n g s to fly into the attack.
The mood of this module is different from
the n o r m a l r u n o f A D & D material, a n d t h e
players and referee really need to get into the
swing of the thing. It helps if one is familiar
w i t h the Conan books or films. This scenario
is good f o r i n t r o d u c i n g t h e characters, b u t
stronger plotlines will be needed if there is to
be a series.
I V Steve Hampshire
rawdwasorithwiticargassharlsrararardrarallarieraTrallirghlrerefroTtio
PINEWA%119AllitiniiISSWati I
Our bi-nwntldy feature about the postal gaming hobby
CHAIN rr a t
by Brian Creese
CHEQUERED FLAG
Who can resist it? Tension mounts as with i t . U s u a l l y you c a u s e ' w e a r ' t o b e take 16 turns or so, less than a quarter the
the engines race, t h e i r noise reach- done t o your car, t h o u g h you m a y 'spin length of a full Formula One race. Hence
ing s c r e a m i n g p i t c h , t h e s m e l l o f off' w h i c h s l o w s y o u d o w n w i t h o u t it i s c o m m o n f o r such games to include
exhaust, the heat of the most power- damaging t h e car. S e r i o u s garners m a y extra t u r n s b e t w e e n issues, t h e r e s u l t
ful engines. T h e y start, a l m o s t t o o quibble with the invulnerability of a driver forwarded t o players by photocopy, a n d
w h o can deliberately drive off the track at for players to submit two moves per turn.
slowly, before the entire pack hurtles
160mph and suffer no apparent damage, Even s o , a g a m e o f F o r m u l a O n e w i l l
towards the first corner w h e r e any- but as a gaming device it works well. probably t a k e a t l e a s t t w o y e a r s t o
thing c a n happen. Ye s , G r a n d P r i x One of the problems with racing games, complete, w h i c h can be a bit of a drag if
racing i s , a s a l l g o o d FRPers w i l l (in fact a problem of the races themselves) you s p u n o ff at t h e f i r s t f o u r bends you
appreciate, predominantly about ex- is t h e t e n d e n c y f o r o n e p l a y e r t o g e t came to, and have seen nothing b u t the
citement and atmosphere — indeed, ahead and stay there, simply because no- opposition's exhaust ever since! But in a
the travelling circus of motor racing one c a n actually get past. Formula O n e hard, close-fought race, postal Formula
could y e t m a k e a f i n e r o l e - p l a y i n g solves t h i s problem w i t h 'Tactic Cards', One really can be an excellent game, with
world. which you h a v e a t t h e start o f t h e race much scope for creative use of those all-
and which allow drivers certain bonuses, important Tactic Cards.
A good boardgame based on the Grand such a s g o i n g t h r o u g h b e n d s f a s t e r o r
Prix circuit must have several features; it simply gaining several spaces. In this way As y o u m a y h a v e guessed, I f e e l t h a t
should a l l o w c l o s e - f o u g h t r a c e s w i t h the l e a d e r c a n s u d d e n l y f i n d t h e c a r Formula One fails down somewhat on the
plenty of scope for both luck and skill, and behind leaping a h e a d a n d blocking t h e 'realism' f a c t o r. M u c h a s I e n j o y t h e
it should keep the players concerned with route t o a corner, j u s t w h e n victory had game, both postally and face-to-face, this
the safety of their cars. seemed certain. hurtling into corners at great speed does
By f a r t h e m o s t popular g a m e o f this So, a g o o d g a m e , a n d y o u a r e q u i t e bother me. T h i s i s w h y I p r e f e r Av a l o n
type m u s t b e Wa d d i n g t o n ' s F o r m u l a rightly e x p e c t i n g m e t o t e l l y o u t h a t Hill's S p e e d C i r c u i t , w h i c h u s e s t h e
One. I t s c o r e s v e r y w e l l o n t h e f i r s t Formula One is a game played extensively same basic idea as Formula O n e w i t h a
criterion, producing a very playable game by post. I a m . I n fact, i t has a v e r y long track m a r k e d o u t i n t o s p a c e s w h i c h
from a s i m p l e c o n c e p t . T h e t r a c k i s history of postal play and once even had a represent 2 0 m p h e a c h , b u t g o e s f a r
divided i n t o spaces, e a c h r e p r e s e n t i n g zine dedicated entirely to it. There are a further towards being a simulation.
20mph; t h e f a s t e r y o u g o , t h e m o r e f e w c h a n g e s f r o m n o r m a l p l a y, b u t Firstly, e a c h player h a s several o p t i o n s
spaces y o u c o v e r i n a t u r n . T h e r e a r e overall i t does a d a p t v e r y successfully. for designing the car; i t can have a h i g h
safety speeds at each corner, and i f you The major problem w i t h playing Formula top speed, but little acceleration, or it may
go above these speeds you m u s t t h r o w One by post is the time i t takes to r u n a be c a p a b l e o f g o i n g q u i c k e r t h r o u g h
two d i c e t o see w h e t h e r y o u g e t a w a y race. An average game of Diplomacy may corners at the expense of the decelerat-
GAME COMPANY
If you wish to find more members for your club, Freedom Warriors of Woodford Green i n years, i s capable of D M - i n g , plays t h e D & D ®
just w r i t e t o t h i s page f o r free publicity. Essex h a v e raised t h e i r m i n i m u m a g e t o 1 8 , game and W a r h a m m e r but w i l l t r y anything,
Individuals seeking clubs i n their area can and a s k f o r e x p e r i e n c e d p l a y e r s o n l y — and i s looking f o r a c l u b i n t h e A c k w o r t h o r
advertise free too. First this month, some although a g a i n t h e y a r e w i l l i n g t o s t a r t a P o n t e f r a c t a r e a o f W e s t Yo r k s h i r e . P h o n e
updates on recent advertisements. subsidiary b e g i n n e r s g r o u p i f r e q u i r e d . A t Hemsworth 6 1 2 8 4 6 any evening.
present t h e y p l a y o n We d n e s d a y s a n d
The Ringwraiths of Chichester now meet in Thursdays ( d i ff e r e n t campaigns). C o n t a c t
the Chichester Yo u t h W i n g , b u t other details Angela Timms, 0 1 - 5 2 7 7176, evenings. Forthcoming Events
remain the same —they meet on Fridays, 7.00 - GamesFair ' 8 5 w i l l be a t Reading U n i v e r s i t y
10.30pm. Contact Paul Barnetson, Chichester And n o w a n e w c l u b t o t h i s pages - Friday to Sunday 2 9 - 3 1 M a r c h . Special guest
527898, if you w o u l d like to join. Cumbernauld Barbarians Wargames Club Gary Gygax, A D & D Open C h a m p i o n s h i p and
meets M a r c h 3 r d t h e n a l t e r n a t e S u n d a y s a t Team C o m p e t i t i o n , a n d a l l t h e g a m e s y o u
Northumbrian Adventurers Guild was formed Westray C o m m u n i t y Centre, R a v e n s w o o d i n could wish for N o n - r e s i d e n t i a l tickets sold out
after an advertisement in #20. Some meetings Strathclyde, t o p l a y h i s t o r i c a l f i g u r e w a r - at t i m e of going to press, o t h e r s going fast. If
will b e h e l d i n l o c a l p u b s , o t h e r s a t B l y t h games, D & D , Traveller, M E R P and anything you already have your ticket, see you there!
Sports Centre, so m e m b e r s should be over 16 new C o n t a c t J i m A s h m a n , 1 7 6 B e e c h w o o d
years o l d , t h o u g h a ' j u n i o r s e c t i o n ' w i l l b e Road, Cumbernauld; (02367) 33843. Yo r c o n : 5 - 8 A p r i l a t Dragonara a n d Q u e e n s
formed i f t h e r e i s e n o u g h i n t e r e s t . C o n t a c t hotels, Leeds. G o H a u t h o r G r e g o r y Benford.
Mick M c G o v e r n o n B l y t h 3 6 0 5 7 7 o r A l i s d a i r Finally, a plea from a Yorkshire gamer: Dale Enquiries to Christine Donaldson, 4 6 C o l w y n
Barton, 3 6 6 8 8 1 . Ashman, age 14, has been role-playing for four Road, Beeston, Leeds LS11 6 P Y.
44
I M A G I N E magazine, March 1985
DISPEL CONFUSION
Role-playing games have rules which are of character knowledge as opposed
open t o interpretation, a n d t h i s s o m e - to p l a y e r k n o w l e d g e — a r e t h e
times causes problems when two garners players m a t u r e enough t o separate
i n t e r p r e t t h i n g s d i f f e r e n t l y. D i s p e l character k n o w l e d g e a n d p l a y e r
C o n f u s i o n is a c o l u m n intended to help knowledge? T h e player k n o w s t h a t
by providing answers to rules questions. the dice roll w a s a total flop, b u t the
A t present we mainly answer questions character may believe that his diag-
about TSR games; while the answers we nosis i s c o m p l e t e l y a c c u r a t e a n d
give a r e n o t f u l l y o ff i c i a l w e d o h a v e ought t o a c t on h i s beliefs, n o t t h e
contact w i t h t h e designers a n d a g o o d player's k n o w l e d g e o f t r u e events,
deal of playing and refereeing experience. even i f t h i s d o e s h a v e d e t r i m e n t a l
A n answer column needs questions, so effects overall.
send yours to: Dispel Confusion, TSR UK This difference between character
Ltd, The Mill, Rathmore Rd, CAMBRIDGE and player knowledge in all RPGs is
CBI 4 A D . I f you d o n ' t w a n t t o w a i t f o r one of the hardest points to convince
your question to appear in the magazine, players about. A l l o f us are guilty of
ion. O n c e o n t h e track, a l l speeds a r e please enclose a 9 " x 4 " SSAE. using information that l o g i c a l l y —
shown s i m u l t a n e o u s l y, a n d i f y o u p l a y should n o t be available to the char-
with a s t o p w a t c h , t h i s c a n m e a n r e a l acter a t s o m e p o i n t , w h e t h e r i t i s
pressure as you desperately try to guess
ADVANCED DUNGEONS & information f r o m a s n e a k y dip i n a
w h a t everyone else is going to do. Finally, DRAGONS® and DUNGEONS M o n s t e r M a n u a l o r s i m i l a r, o r t h e
you c a n g o faster t h r o u g h c o r n e r s a n d result of a dice throw, as above.
t h r o w some dice, j u s t like Formula One,
& DRAGONS® games
but n o w t h e chances a r e deadly, s i n c e Q. Can rocket packs and spacesuits be
there w i l l a l w a y s b e t h e possibility o f Q. I f a m o d u l e o r adventure u s e s t h e worn o n p l a n e t a r y s u r f a c e s , a n d
being o u t o f t h e race. D i c e - t h r o w i n g i n phrase ' s a v e v s m a g i c ' d o e s t h e what effects does using a rocket pack
Speed Circu it can d a m a g e y o u r health, designer mean 'save vs death magic' on a planet have?
and should definitely be reserved for the or 'save vs spells'?(Basic/Advanced)
final bend. Races tend to be much closer A. Yes, rocket packs and spacesuits can
and h a r d e r fought, b u t are a l s o h a r d e r A. S o m e o f the early TSR modules did be worn on planetary surfaces — on
work, e s p e c i a l l y i f p l a y e d w i t h a t i m e contain this kind of ambiguity a n d planets with poisonous or otherwise
limit. Indeed, it seems to me that this is a some other people's adventures still malign a t m o s p h e r e s f o r i n s t a n c e .
more natural postal game than Formula do. S a v i n g t h r o w s a g a i n s t ' m a g i c ' The major drawback of wearing suits
One, and it is surprisingly rarely offered. should be read as saving t h r o w s vs is that they are not designed for use
However, I am currently playing in such a spells, unless the context makes this in gravity fields, o n l y i n w e i g h t l e s s
game, a n d I a m a l r e a d y convinced t h a t unreasonable — a save to avoid the conditions. Unfortunately, t h e r u l e s
the n e x t f e w years w i l l see m a n y m o r e effects of a trap might be noted as a make no mention of the mass of such
postal SC games on offer. 'save v s m a g i c ' , w h e n i t s h o u l d equipment, so the standard e n c u m -
I enjoy racing games greatly, particular- obviously be a 'save vs death magic'. brance rules cannot be applied.
ly w i t h s k i l l e d opponents, a s t h e y c a n We suggest that a character w h o
require skill, luck and nerve to win. Both STAR FRONTIERS® game chooses t o w e a r a s p a c e s u i t c o m -
Formula O n e and Speed Circuit provide plete w i t h l i f e support pack, r o c k e t
such conditions, and while they are better Q. W h a t h a p p e n s w h e n a c h a r a c t e r pack and (possibly) spacesuit armour
games played face-to-face where a tenser with M e d i c a l skill f a i l s a Diagnosis suffers t h e p e n a l t i e s o f b e i n g e n -
atmosphere c a n b e created, t h e y e a c h sub-skill roll? cumbered ( A l p h a D a w n , Expanded
make f o r a n e n t e r t a i n i n g a n d l i g h t - Rules p19), regardless of his or h e r
hearted postal game. Oh, and don't forget A. The doctor simply trusts to luck and Strength s c o r e . T h i s s h o u l d a l s o
the champagne on ice next time we play._ the s t a m i n a o f t h e p a t i e n t , a n d apply to engineer's inssuits that are
l k Brian Creese pumps in whatever drug he thinks is worn in a gravity field.
right! Oddly enough, t h e fact that a The effect of using a rocket pack on
medic m a y n o t be able t o m a k e a n a planetary surface is much harder to
exact d i a g n o s i s m a y a c t u a l l y h e l p judge, but as the acceleration due to
under c e r t a i n c o n d i t i o n s . I f , f o r using o n e i n z e r o - g i s g i v e n i t i s
example, a c h a r a c t e r w i t h Level 1 possible to work out w h a t the rough
Medical s k i l l i s t r e a t i n g s o m e b o d y effects s h o u l d b e . I g n o r i n g a l l t h e
Eurocon: i n Eindhoven, 1 2 - 1 4 A p r i l , w i l l with a h i g h S t a m i n a s c o r e i t c a n tedious m u c k i n g a b o u t w i t h a c a l -
feature frp and wargames, Diplomacy champion- prove much quicker and safer to treat culator, ( a n d keeping t h e n u m b e r s
ship, e t c . F o r d e t a i l s w r i t e t o J a n F e r i n g a , someone i n t h i s g e n e r a l m a n n e r, neat and simple) the overall effect of
Radijsstraat 11 B , 9 3 4 1 B J B r o n i n g e n , having a s p a c e s u i t r o c k e t p a c k
Netherlands.
rather t h a n b o t h e r w i t h a p r o p e r
diagnosis ( w h i c h m a y f a i l ) a n d a actually switched on is to reduce the
Leicester Polytechnic ( Wa r ) g a m e s S o c i e t y proper use of a subskill (which again effective gravity o f a p l a n e t by .2g.
may fail). This w o u l d m e a n t h a t a c h a r a c t e r
has fixed provisional convention dates at 2 0 -
21 A p r i l . F o r t a b l e t o p w a r g a m e r s a n d r o l e - Whether a character knows that using a rocket pack on a .6g planet
players: i f y o u a r e interested please w r i t e t o he has failed a diagnosis is largely a would be treated as though on a .4g
The T r e a s u r e r , L e i c e s t e r P o l y t e c h n i c matter o f playing style a n d c i r c u m - planet — h e c a n l e a p f u r t h e r a n d
(War)games S o c i e t y, S t u d e n t s U n i o n , stances — e v e n t h o u g h t h e player jump higher and takes less damage
Leicester.
may be well a w a r e that things have from falling. This does not mean that
gone wrong. the c h a r a c t e r c a n f l y ! H o w e v e r, a
Sol 11185 will be at the Adelphi Hotel, Liverpool
One s o l u t i o n t o t h i s p r o b l e m i s rocket pack only contains 2 0 bursts
3 - 6 M a y. Guests M a r k Lenard (Sarek) and SF
authors James White and Lisa Tuttle. Fee 1'15 quite straightforward t h e player is of fuel, sufficient for 20 turns o r 2
for w e e k e n d . Registration f o r m s a n d d e t a i l s told t h a t h i s c h a r a c t e r j u s t d o e s n ' t minutes!
available from 39 Dersingham Avenue, M a n o r know w h a t i s t h e m a t t e r. A n o t h e r gLi$ Jim Bambra, Mike Brunton,
Park, London E l 2. Please enclose a SSAE. solution involves the thorny problem Phil Gallagher & Graeme Morris
I M A G I N E ma9arine, March 1985 45
w'''rssisTORIELb •xeS•
LARGEST PLAY-BY-MAIL GAME IN THE UK
IONS
w o r t h y game. It has been running for several years n o w
and has a large n u m b e r of players. Compared to others
' of its kind it is not expensive and it goes out of its way to
encourage c o m m u n i c a t i o n b e t w e e n players. I f o u n d
the initial scenario interesting, and the world lived up to
this promise. The fact that they are hand-written merely
testifies t o the i m m e n s e a m o u n t of e ff o r t put in by the
G M . So, w i t h its regular newsletter, C r a s i m o ff ' s World
is a friendly, efficient and relatively cheap game to play,
and i f you w i s h t o t r y a c o m m e r c i a l P B M g a m e w i t h a
THE SUPER HERO distinctly D & D game-ish flavour, I w o u l d unhesitating-
ROLE PLAYING GAME ly r e c o m m e n d i t . '
EarthWood
simple and complete in design.
And a full list of adventures and
supplements are already available,
with more on the way.
• Rules you'll learn faster than a speeding
bullet
• Adventures that smash through the
imagination barrier
THE M A J O R US PLAY-BY-MAIL GAME
• Super Heroes dealing out death-defying
justice E A R T H W O O D has been running f o r over 3 years in A m e r i c a
• Super villains to send tremors of fear and c u r r e n t l y has over 2 , 0 0 0 players. K J C games has been
through ordinary mortals granted t h e exclusive r i g h t t o moderate t h i s u n i q u e
PRODUCTS I N THE C H A M P I O N S RANGE c o m p u t e r - m o d e r a t e d Play-By-Mail game in the UK. Tw e n t y -
INCLUDE: five players c o m p e t e all t h e cities o f E a r t h w o o d and b e t h e
u l t i m a t e player. A t y p i c a l g a m e w i l l l a s t a b o u t 1 8 m o n t h s
* CHAMPIONS E12.95
w i t h the first k n o c k o u t s after six months.
*C H A M P I O N S II £6.95
* E N E M I E S I & II E4.50 each Each player is either a king or a fantasy race or a p o w e r f u l
*C H A M P I O N S GM SCREEN 0 . 9 5 c h a r i s m a t i c character in this w o r l d of conquest and sorcery.
* I S L A N D OF DR. DESTROYER 0 . 9 5 Yo u r character or king controls several groups, each of which
* ESCAPE FROM STRONGHOLD E4.50 is t o t a l l y i n d e p e n d e n t o f t h e others. Yo u c a n r e c r u i t N PC
* D E AT H STROKE E4.50 trolls, w i l d m e n and others into your service, o r even c o n t r o l
* A D V E N T U R E R S CLUB BOOK f 1 . 9 5 such p o w e r f u l creatures as dragons o r g i a n t spiders. Yo u r
characters may also control or capture cities, upon w h i c h you
can spend gold to improve security, increase your w o r k s h o p ' s
p r o d u c t i o n , build defences and maintain or enlarge you army.
BETTER WATCH O U T — W i t h g o l d y o u r w i z a r d s can undertake magical research t o
YOU CAN'T BEAT increase their power and knowledge and thus aid your armies
CHAMPIONS in battle. Spies can search out enemy strongholds, a t t e m p t to
do acts of sabotage, t h e f t and assassination. These are just a
f e w o f the options available to a player in E A RT H W O O D .
E A R T H W O O D is completely computer-moderated, but the
t u r n sheet and replies are w r i t t e n in plain English so that you
Prices quoted are the R.R.P. can e a s i l y u n d e r s t a n d t h e m . N o n e e d t o l o o k t h r o u g h
c o m p l e x charts and code books to understand this game.
AVAILABLE FROM YOUR LOCAL
GAMES SHOP, OR DIRECT FROM 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
EARTHWOOD, send a / 5 . 0 0 cheque/PO payable to KJC
Games. For this you will receive a rulebook, set-up material,
the latest newsletter and the first three turns. Future turns are
/ 1 . 5 0 each. Europeans may join only Crasimoff's World;
CHRIS rates as UK.
HARVEY Return-to:
KJC Games,
GAMES 5 Vicarage Avenue,
P.O. Box 100, Bath Street, Cleveleys, Blackpool,
Walsall, W. Midlands. LANCASHIRE FY5 2BD.
46 Please mention IMAGINE magazine when replying to advertisements
Colin Greenland, author of
G e n e r a l l y speaking, Hollywood
versions are brighter and simpler
than t h e b o o k s t h e y ' r e t a k e n
from. N o t so D U N E (Universal,
PG). D a v i d Ly n c h ' s fascinating
film p r e s e n t s F r a n k H e r b e r t ' s
epic a s a d i s t u r b i n g , f a s c i s t i c
delirium, a v a s t m e l o d r a m a o f
oppressive d e s t i n i e s i n w h i c h
there's n o t r o o m f o r a s i n g l e
attractive character. The breathy,
stilted dialogue only adds to the
decadent atmosphere. The vi )1-
ence i s macabre a n d shocking;
and s o i t s h o u l d b e . A n t h o n y
MLsters' m a g n i f i c e n t d e s i g n
features n o n e o f t h e g l e a m i n g
chrome a n d s t e r i l e p l a s t i c w e
expect o f space opera: instead,
sinister p a r a p h e r n a l i a o f c a s t
iron a n d coiled brass, corridors
of d a r k w o o d a n d m a r b l e , a n d
the sand, the endless sand...
C A R AVA N O F C O U R A G E
(Fox, U) is a tale of the Ewoks, the
valiant teddy bears from R e t u r n
of t h e Jedi. This time they help
two spacewrecked kiddies — a
poppet c a l l e d C i n d o a n d h e r
obnoxious b r o t h e r M a c e — t o do
rescue t h e i r p a r e n t s f r o m a h a i r y b a t - his s h i p hovering o n t h e event horizon, Ones, p u r s u e d by h e r evil relatives a n d
eared ogre called Gorax. The ogre's okay. it's more like 20,000 Leagues Under the alternately helped and hindered by mis-
The rest is a casual catalogue of magical Sea in Space, if you follow me. Reinhart's cellaneous amulets, e l e m e n t a l s a n d
folderol a b o u t v a r i o u s a n c e s t r a l t a l i s - self-imposed mission: ' To go t o a n o t h e r bottled genies. 'Realistic, adult and funny'
mans carried b y t h e questing koalas. I t place a n d another t i m e where, i f w e ' r e said Science Fiction Review, but three
certainly did t h e trick for the eight- a n d lucky, w e have the possibility to find what different adjectives s p r i n g t o m y m i n d :
nine-year-olds i n t h e f r o n t r o w , b u t we c a l l t h e u l t i m a t e k n o w l e d g e . ' Even crude, sleazy and crass.
seemed t o m a k e l i t t l e s e n s e t o t h e i r more awesome than the special effects is
mums and dads, or to me. the stupidity o f t h e script; a n d t h e c u t e Virtually all fantasy adventures take place
robots w i l l have you reaching f o r a t i n - in an imaginary world. M A G I C I A N , first
More f u r r y f r i e n d s i n J o e D a n t e ' s opener: volume o f R a y m o n d E F e i s t ' s R i f t w a r
G R E M L I N S (Warner, 15). The w i n s o m e Saga, i n t r o d u c e s t w o : t h e To l k i e n i s h
little M o g w a i m u l t i p l y a n d m u t a t e i n t o FEVERHOUSE i s a n u n c o n v e n t i o n a l Midkemia w i t h i t s k i n g d o m s a n d f r e e
vicious reptilian goblins if you don't treat video from Ikon FCL, a grim story filtered cities, dwarves in the mines and elves in
them r i g h t , w h i c h B i l l y P e l t z e r ( Z a c h and f r a g m e n t e d t h r o u g h t h e preoccup- the wood, and the rigid, feudal Kelewan,
Galligan) promptly doesn't, or else there ations of its characters: a gloating thief, a which invades Midkamia through a space
w o u l d n ' t be a story. A c t u a l l y there i s n ' t dissident n u r s e a n d a b l i n d a r c h i v i s t . warp, t o plunder its metal. D r a g o n , t h e
much of a story anyway, merely spiralling Stark i m a g e s o f b o n e s , o l d m e d i c a l US D&DO magazine, reckoned t h i s ' t h e
mayhem a s t h e creatures trash h o m e l y apparatus a n d d o g s r u n n i n g i n t h e best new fantasy concept in years,' which
Kingston Falls. Tw o or three good jokes, corridors repeat while, among w i n d and shows h o w convention-bound the genre
three or f o u r neat scenes, lots of detail, skeletal m u s i c , v o i c e s speak o f b r o k e n has b e c o m e , I s u p p o s e . P e r h a p s t h e
but overall a manic melee of pyrotechnics things. I s t h e F e v e r h o u s e a p r i s o n , a reviewer w a s biased because Feist
that made random grabs for my sympathy lunatic a s y l u m , o r a s t a t e o f m i n d ? spends t h e r e s t o f h i s t i m e d e s i g n i n g
and failed to hold my attention. A bit more Enigmatic, abstract and intense. fantasy role-playing game supplements.
coherent t h o u g h t , a n d w h o k n o w s , i t There isn't really anything original about
might have been something good. THE W A R O F POWERS a n d I S T U Magician. It relies heavily on generalized
A W A K E N E D ( N e w E n g l i s h L i b r a r y, characters a n d landscapes; b u t a f t e r a
Question: W h a t makes a B L A C K HOLE £2.95 each) add up to nearly a thousand slow s t a r t Feist gets everything i n per-
yawn? A n s w e r : W a l t D i s n e y ' s s p a c e - pages o f h e r o i c p u l p f r o m R o b e r t E spective, emphasizing the distances and
buster of that title, distributed on video by Vardeman a n d V i c t o r M i l a n . A v i r i l e difficulties o f stopping t h i s w a r nobody
Rank. With Maximilian Schell as Dr Hans adventurer aids a voluptuous princess to really wanted to start.
Reinhart, the perverted genius who keeps save the Sundered Realm from the Dark A3 Colin Greenland
I M A G I N E ma9adneo March 1985 47
The
G T M
magazine
READERS SURVEY
Apologies t o all y o u f a n s o f t h e letters page; •D&D i s n o t v e r y w e l l c a t e r e d f o r ' ( P a u l Brief Encounters (new gaming 'hardware');
normal service w i l l b e r e s u m e d n e x t m o n t h . Emsley), w e r e t y p i c a l p r o - D & D c o m m e n t s . 64/8
This m o n t h , a s you can see, w e have quite a We'll b e m a k i n g m o r e o f an e ff o r t t o e n s u r e An attractive idea to many garners. 'Easy to fit
f e w c o m m e n t s o f a d i ff e r e n t nature; n a m e l y, that scenarios are playable for both systems. A into a c a m p a i g n ' ( R Va l l a t ) , ' u s e f u l f i l l - i n s
the results of the Poll, published in issue 21. few m a d e t h e c o m m e n t too t h a t scenarios during l o n g j o u r n e y s ' ( D a v i d S t o n e ) , a n d
should be o f a l o w e r level generally, a n d w e individual items like the M a r s h Dragon scored
236 r e a d e r s r e t u r n e d t h e i r P o l l f o r m s , a n appreciate this point too. highly. 'I enjoyed this one especially — fits i n
excellent return. The results of their votes, as SF s c e n a r i o s d i d n o t e x c i t e a v e r y h i g h perfectly' ( N i c h o l a s M i r ) . P e o p l e a r e s t i l l
published b e l o w, are printed according to the proportion o f v o t e r s o n e w a y o r t h e o t h e r. looking f o r m o r e s p e l l s , m a g i c i t e m s a n d
following f o r m a t : category; %votes i n 'like' 'Generally of high quality, but not much use if monsters it seems, but we should 'avoid Fiend
c o l u m n / % v o t e s i n ' d i s l i k e ' c o l u m n ; selected you d o n ' t p l a y S F g a m e s ' ( J e r e m y Barnes). Factory-type m i s t a k e s , i t g o e s o n f o r e v e r '
comments. There was a greater request for more material (Danny Child).
for the STARFRONTIERScR g a m e as opposed
IMAGINE Readers Roll More 20s badges are to Tr a v e l l e r. A g a i n , d u a l s t a t s m i g h t b e t h e Articles, rules expansion; 6 6 / 8
on the way to all voters, and three in particular answer. A f e w felt 'they waste space in a D & D Articles, discursive gaming; 7 8 / 6
w i l l b e receiving b u m p e r parcels, c o n t a i n i n g magazine' ( A n d r e w Baverstock), but generally Articles, historic/background; 5 0 / 1 4
the MARVEL SUPER HEROESN game boxed people were tolerant of SF material; 'I suppose Articles, general; 3 0 / 1 5
set a n d a m o d u l e o r t w o . Congratulations t o SFrpgers are people too' (Dave Haldenby). Most people want their reading firmly rooted in
Andrew Lorenz, Easton-in-Gordano, A v o n ; Looking a t s c e n a r i o s f o r o t h e r s y s t e m s , gaming, i t s e e m s , a l t h o u g h n o t n e c e s s a r i l y
Oliver G u n a s k a r i , S e v e n o a k s , K e n t ; a n d A there were those w h o felt 'as a player and GM just e n d l e s s d e v e l o p m e n t o f t h e r u l e s . T h e
Davey, St Clement, Jersey. in m a n y games it is nice to see a variation in expansion o f t h e c l e r i c ' s r o l e w a s g r e a t l y
scenarios' ( M a l c o l m Parkin), a n d t h a t ' o t h e r enjoyed; 'the best yet' (Haydn Burgess), 'do one
On w i t h the results! systems a d d a w i d e r r a n g e o f r e a d e r ' ( l a i n on thieves and M U s ' (C-S Mangat). S o m e are
May), a n d e v e n t h o s e w h o ' d o n ' t p l a y t h e s e 'using e x i s t i n g r u l e s ' ( D a v e H e t h e r i n g t o n ) ,
Scenarios, OSLO; 5 8 / 8 systems myself, b u t like t o see t h e m catered others f e e l ' t o o m a n y r e a d e r s w o n ' t a c c e p t
Scenarios, AD&D; 7 4 / 4 for' (Captain Deno!). R Q was the most request- them a s t h e m a s " t h i n k " p i e c e s a n d w o u l d
Scenarios, SF; 3 3 / 2 3 ed system, b u t only one i n t w e n t y requested w i s h t o argue'. C l e r i c s A r e People To o , T h e
Scenarios, other systems; 3 8 / 1 8 that. O u r m o s t s u c c e s s f u l f o r a y i n t o o t h e r Private Lives O f NPCs, L o o k i n g For A n Edge,
Scenarios, multi-system; 5 8 / 1 4 systems s e e m s t o h a v e b e e n w i t h i s s u e 1 3 ; What To Do With A D r a g o n ' s Treasure and the
Nothing s u r p r i s i n g t h e r e , w i t h t h e A D i k a . 'although I don't play Call o f C t h u l h u , I found articles on Celts and Druids all scored highly.
game t h e c l e a r favourite, a n d m u c h s m a l l e r this very interesting' (Simon Curtis). Whilst ' s o m e t h i n g s y o u j u s t c a n ' t c h a n g e '
support for SF and other rpgs. F e w votes were Many voters wanted to see some of the other (Ben Campton), most readers do seem to want
cast against any of these categories, with most systems covered b y t h e u s e o f m u l t i - s y s t e m more o v e r h a u l i n g o f r p g s i n I M A G I N E N
of those w h o commented that they only played scenarios. ' W h y d o n ' t y o u g o systemless?' magazine.
one of the 138413' g a m e s not actually giving a (Peter Blanchard) asked, others ' w o u l d prefer The ' r e a l w o r l d ' s e t t i n g s a n d b a c k g r o u n d
'dislike' vote to SF and other games. systemless s c e n a r i o s ' ( K e i t h W h i t e ) . S o m e articles were not so popular. 'History intrudes
The r e l a t i o n s h i p o f the t w o varieties o f the argued that they w e r e 'too long for their o w n on f a n t a s y ' (T Knott); ' s o m e people m a y f i n d
D&D g a m e p r o d u c e d s o m e i n t e r e s t i n g c o m - good' (J Wallis), or that they were OK 'so long this i n t e r e s t i n g , b u t I f i n d i t b o r i n g ' ( D a n i e l
ments. D & D s c e n a r i o s 'give ideas for A D & D ' as you convert odd h a p p e n i n g s / n e w monsters' Sumption). The middle ground 'only like them
(lain Mathieson), and are 'good if they can also (G Roberts). F a v o u r i t e s c e n a r i o s a m o n g t h e w i t h c o n c r e t e r p g adaptation t i p s ' (Benedict
be used for A D & D ' ( M a r k Lewis) according to voters w e r e S i n v e l ' s Peril, R o u n d t h e Bend, Wolf), o r f e l t t h e y ' n e e d i m p r o v e m e n t i n t h e
one school of thought. On the other hand 'Let's Jack o f A l l Trades, D a r k l a w, F o r W h o m T h e way they are written and presented' (Jonathan
have m o r e l ' ( A n t h o n y Sweeney), 'Have a f e w Bell Jingles, Fire Opal of Set, Necklace of Lilith, Roper). B u t there are those w h o t h o u g h t they
more f o r a l l D & D p l a y e r s ' ( D a v i d Radford), Guardian o f the Key To Time and Black Roses. were 'excellent' (CJ Fardon), and that 'this sort
Back Issues
Back copies of IMAGINETm magazine are still available direct from the publisher. Is your collection complete?
£1.00 each, plus 50p P&P per order (UK price only).
* Stocks running low, please order now to avoid disappointment
48
I M A G I N E magazine, march 1985
of t h i n g s h o u l d d e f i n i t e l y a p p e a r i n t h e was t h a t i t i s ' t h e b e s t discussion p a g e ' ( M (Nicholas Mir). Most comments agreed that the
magazine' (Rachel Shaw). Crouch). N a t u r a l l y, R o g e r w i l l c o n t i n u e h i s reviews ' m a k e you t h i n k t w i c e before buying
Apart f r o m a d v e r t i s i n g , g e n e r a l a r t i c l e s series for the forseeable future. things', which can't be bad, and some preferred
attracted fewer votes, positive or negative than this space for learning about w h a t is going on
any other category. Not many felt thay wanted Chain Mail; 2 3 / 3 1 — perhaps a pointer to the future,
'some more like this' (Edward Seward), or that Not a winner. M o s t negative voters just had no
we should 'keep the intellectuals in your pay' interest in postal play. 'I don't like play-by-mail' Press Cuttings; 31/31
(Jenn). Generally, i t w a s felt t h a t these w e r e (Michael G a l e r ) ; ' n o t a p b m f a n ' ( N i c h o l a s A similar response t o t h a t f o r Chain Mail,
not ' u s e f u l f o r e x p e r i e n c e d D M s ' ( P a u l Munn). Those w h o are involved in this part of depending h e a v i l y on t h e individual r e a d e r ' s
Bratcher), and that 'they have no actual use in the hobby felt it to be 'quite useful' (Paul Evans) familiarity w i t h the genre. M a n y people d o n ' t
gaming' (Cohn Lusk). and one at least was trying out pbm 'because of read this section, or find it boring because they
Chain MaiF(Duncan Harris). But, we can take a 'never r e a d t h e m ' ( B e n Campion). ' T h e o n e
Pelinore; 7 7 / 7 hint, a n d w e ' l l explore n e w w ays o f covering about d e s i g n i n g a f a n z i n e w a s g o o d ' ( M a r k
The second m o s t popular category, and m a n y postal gaming as the year progresses. Lewis), b u t n o t e n o u g h r e a d e r s h a v e b e e n
said i t w a s t h e i r f a v o u r i t e feature. T h e m o s t tempted to try fanzines out. We'll be looking at
frequent c o m p l a i n t w a s t h a t i t j u s t w a s n ' t Illuminations; 3 6 / 3 0 how w e c a n r e v a m p t h i s c o v e r a g e i n t h e
happening fast enough. •How many millions of This w a s mildly surprising to us, although w e course of the next f e w months.
issues w i l l pass before it's finished?' ( J e r e m y were a w a r e t h a t t h e d i f f i c u l t i e s w e h a v e
Barnes); 'it should be printed in longer chunks' experienced i n o b t a i n i n g i n t e r e s t i n g n e w s Media Reviews; 3 3 / 2 2
(Paul Baker); ' p u t more in less issues' (Simon items i n a l a r g e l y A m e r i c a n - d o m i n a t e d i n - Not exciting too m a n y people one w a y o r the
Donald). W e ' l l c e r t a i n l y h a v e t o p i c k u p o n dustry h a v e d e v a l u e d t h i s s p a c e . ' S l i g h t l y other. M o s t negative votes fell into the 'not for
production, even if it upsets those few who find biased to TSR' (Paul Evans), said some. Others a D&D mag' (A Hunt) category, or felt that there
in 'stultifying' (Lloyd Lewis). A n o t h e r suggest- 'prefer f u l l r e v i e w s ' ( J Wa l l i s ) . T h o s e w h o were s p e c i a l i s t m a g s a l r e a d y • S t a r b o r s t i s
ion w a s t h a t w e ' p u t t o o m u c h d e t a i l i n t h e found i t ' w i t t y, i n t e r e s t i n g a n d i n f o r m a t i v e ' much better' (Simon Johnson). On the positive
characters — t h e m a p s a r e b e t t e r ' ( D o m i n i c (Tim Ellis) or t h o u g h t it 'nice to see a g a m e r ' s side, Fantasy Media 'adds another dimension
Reynolds), t h a t i t n e e d s ' m o r e description o f news service' (Gordon Allan) w e r e in a slight to the magazine' (Nick Grande). Lots of specific
locations' (Nick Grande). M u c h of the rest was majority. criticisms a n d suggestions f o r i m p r o v e m e n t
just v a r i a t i o n s o f great, fantastic, m e g a - b r i l l w e r e made. ' I t s h o u l d b e m o r e i n f o r m a l ' ( M
and excellent — w i t h The A r e n a and L a w A n d Notices (reviews); 7 1 / 6 Woods); ' I t ' s m u c h too late in p r i n t ' (Dominic
Order as particular favourites. 'Takes u p too m u c h r o o m ' (David Stone), b u t Reynolds); 'I don't see w h y film reviews should
o t h e r w i s e pretty popular. 'Doug Cowie should come into it' (Rachel Shaw); 'Books interesting,
Stirge Corner; 7 2 / 7 do all o f t h e m ' (Lee Peleteiro) — w h i c h offers others not' (Jonathan Roper); ' A m o n t h l y book
Roger M u s s o n ' s series 'gives useful hints and some consolation for the n e w s about Illumin- review and t h e occasional f i l m r e v i e w w o u l d
tips' ( A n d r e w Baverstock) and is a 'great help' ations. O n e idea, expressed a f e w times, w a s be a n i m p r o v e m e n t ' (Paul Emsley); ' L o n g e r
(Simon G i l b e r t s o n ) . T h e g e n e r a l c o n s e n s u s that w e s h o u l d ' g i v e t h e a r t i c l e s a r a t i n g ' reviews o f i n d i v i d u a l b o o k s / f i l m s ' ( A n t h o n y
c o n t i n u e d overleaf,.
1
( W U . A C x A m P L E c) A
mok3Tt2o05 *SAWS #404t GA" DEPREseov5 6411 ost4t) ck)T c o l T og rrs tAlsonv
t-r• 1.4425 AtIoar Au_ DAY PoolCA11 t•Jr11.1M V c.Arrcs-r bQvCk./rio#,) --THC
ZAPPECZ g v h ) !
rrs sk),J c • c • : Y 4
Next Issue
#25: El
I M A G I N E ma9az1ne, March 1985
eWords ofGomoguji 49
Sweeney). One extremely deserved vote o f
confidence: 'Colin Greenland i s superb' (D
Mortimer).
- Forthcoming Events/Clubs; 3 7 / 2 1
'Nice t o be a b l e t o keep i n t o u c h w i t h o t h e r
rpgers' ( M a l c o l m P a r k i n ) , a n d a g e n e r a l l y
appreciated service.
Fiction; 5 9 / 1 3
Votes right across the board for individual
readers Advertising; 3 1 / 11
stories, with The Case Of The Purple Potion out
in front. ' T h e humorous stories a r e best'
(Richard Sutherland). A f e w s a w them a s
roll more Not as u n p o p u l a r as some think, a l t h o u g h —
unsurprisingly — t h e s u b j e c t d r a w i n g l e a s t
comment. ' G o o d i f i t k e e p s d o w n t h e c o v e r
giving ' g o o d i d e a s f o r s c e n a r i o s ' (Paul
Edwards), ' v e r y good f o r adventure ideas'
(G Silsbury). 'How about a longer piece, serial-
20s price' (S Goodwin) and 'I t h i n k ads should be
left out' (Michael Galer) covers the spectrum.
O n e thing that players soon discover measure. Thus if player characters w i s h might be a s o r t of 'first level' wilderness
w h e n D a k i n g a wilderness adventure to g e t f r o m A t o B, t h e y have t o j o i n a with relatively harmless monsters, w h i l e
rfor the first time is that wildernesses caravan. The sequence of any particular other a r e a s progressively m o r e r e m o t e
can be very dangerous. The average gaming session seems to be: (1) char- from t h e player characters' h o m e s w i l l
acters j o i n caravan; (2) caravan travels have m o r e aggressive m o n s t e r populat-
dungeon a l w a y s h a s \i,trik\ relatively one day's journey and then camps for the ions. This does, of course, mean drawing
harmless R g e r levels — its nursery up a separate encounter table for each
night; (3) d u r i n g t h e night, t h e c a m p i s
slopes, a s AV v e r e : t u t once you go assailed by huge numbers of arcs, leading tea. You then have to worry about how
forth into th' U n c h a r t e d countryside, to an enormous melee taking hours to , l h p l a y e r s a0e going to tell which area is
you find you p i t c h i n g in w i t h all resolve; (4) the party than stops at tha;_, whicq, Basically, there are three ways.
sorts of nast n g s — dragons and next village t o recover from wounds; First, trial and error. I f the characters
other monste . k h in any respect7'' which takes several ,lnonths; (5) repeat ' blunder into a dangerous area, they'll
able d u n g e o n s b e consigned to sections 1-4 ad libitum. Personally, I find know about it when fifteen weretigers
the deeps; h u g e hordes of or„cs that this an unsatisfactory approach. Most of leap o u t a t them. T h e players' n e x t
outnumber the party t w o n e ,
and much more lqqAdes:
The effect o f t h i s discovery can often A page for the
put players off wildernesses for good, or
until t h e y reach v e r y h i g h levels a t any not-so-experienceg
rate. I have heard players with characters
of quite high rank complaining 'We're not adventurer
strong e n o u g h f o r a w i l d e r n e s s t r i p , '
when the amount of fighting p o w e r they
actually possessed w o u l d have knocked
most fantasy heroes of literature out cold.
by Roger Musson
This does not seem a t all desirable to
me. First, i f a campaign is going to be a
credible reflection of conventional fantasy 's playi e isspentfighting these characters will know to avoid the place!
literature, then it ought to be reasonably uge encoUnters, and one very rarely' ,6econote-ysu can make4t, r a t t e r of lore.
possible f o r w e a k p a r t i e s t o v e n t u r e actually getslo one's destination. l ' ' If the dhitiCters make e n q u f a e s ,
safely across country, given careful play The second approach is to temper the they w i l l learn t h a t e m a , i 4 : ' do
and n o particularly bad luck. Second, i t w i n d t o t h e s h o r n l a m b , a s t h e saying venture into • .1. Jim
seems d i s t i n c t l y o d d t o m e t h a t t h e goes. T h i s i s t o b u i l d i n t o w i l d e r n e s s lad...'. Third, you i n
dungeon/labyrinth, the lair of evil beasts, encounters the same sort of safeguards 'level' e c * f a l e n t to changes in terrain.
the mysterious underground etc, should that restrict underground encounters, as Thus, i f the characters travel through
actually b e s a f e r t o e x p l o r e t h a n t h e the encounters happen. Suppose a weak scrub and find a marsh ahead, Alay'ta
average stretch o f uninhabited country- party i s travelling, a n d y o u r o l l u p a n bank on the marsh being a more danger/
side. Third, from the point of view of the encounter with orcs. Instead of throwing ous place. And if they find a will forest
quality of gaming, if players are afraid to in 3 0 - 3 0 0 of the things, restrict yourself beyond the marsh, that too will be more
venture away from a single spot because to 1 - 1 0 , o r w h a t e v e r n u m b e r t h e y c a n dangerous. I have experimented with this
of the dangers of the wilderness, a lot of reasonably handle. On the other hand, if idea in a campaign set in a forest, where
variety is lost. you roll up a dragon, instead of checking the oifferent 'levels' a r e reflected i n
The problem is twofold: (a) wilderness for range o f encounter, surprise, e t c as changes in tree type.
encounters a r e n o t graded b y m o n s t e r normal, make quite sure that either the Much t h e same caution applies t o
level i n t h e s a m e w a y as u n d e r g r o u n d characters s e e t h e d r a g o n f i r s t o r t h e waterborne adventuring. I would suggest
encounters, so a low-level party can meet dragon doesn't see the characters at all. It that you refrain from throwing plesio-
monsters just as ferocious as those faced will s e r v e t o g i v e t h e players a scare, saurs at any boat the party takes, unless
by a b u n c h o f l o r d s a n d w i z a r d s ; a n d which ;s all that's needed. the characters are powerful enough to
(b) numbers appearing in the wilderness Alternatively, i t ' s n o t a b a d i d e a t o deal w i t h such things. Otherwise, t h e
are g e n e r a l l y l a r g e r t h a n t h o s e u n d e r - dream up all your encounters in advance, party will be so afraid to travel anywhere
ground. W h e n r u n n i n g a w i l d e r n e s s suitable i n s t r e n g t h t o t h e p a r t y i n that y o u w i l l b e stuck w i t h r o u t i n e
adventure, i t i s t h e r e f o r e advisable t o question, a n d w r i t e t h e m o n pieces o f dungeon-bashing adventures in the same
keep t h e s e t h i n g s i n m i n d u n l e s s y o u card. T h u s y o u m i g h t h a v e t h i n g s l i k e place for longer than you like.
really w a n t t o d i s s u a d e p l a y e r s f r o m i) three bugbears; ii) a small party of lost 1160 Roger Musson
making wilderness expeditions. pilgrims looking for a shrine; iii) a wyvern
There are a number of possible remed- flies overhead without noticing the party; Previous Stirge Corner themes are detail-
ies. The first is to provide characters with and so on. Each o f these can be worked ed below. To obtain back issues see 1348.
the means to get themselves through the out i n some detail, i n c l u d i n g h i t points, 01 & 3: Introduction to rpgs; .4-5: Beginner DMs";
hazards of the wilderness — more or less. weapons c a r r i e d , n a m e s i f applicable, 06-7; Staying 'olive; . 8 : Treasure"; . 9 : Monsters";
Since the wilderness is a very dangerous treasure carried, a n d a n y t h i n g e l s e 010: Treasure & monsters"; .11: Time & motion";
place, the ordinary inhabitants who wish appropriate. Then, w h e n i t ' s time for an 012; Role-playing; . 1 5 : Mapping"; . 1 6 : Scale;
miniature figures; .17: DM-ing equipment"; #18-21:
to travel anywhere can do so by organis- encounter — pick a card, any card...
Alignments; #22: Languages; .23; Wildernesses
ing a large caravan, there being safety in The last alternative to bear in mind is to
"mainly for DMs.
numbers, a n d t h i s caravan w i l l u s u a l l y design your wilderness in levels analag-
include f e w high-level NPCs f o r good ous to those of a dungeon. Thus one area Please note that #2, 13 & 14 are out of print.
51
I M A G I N E magazine, March 1985
p R I N f a n z i n e reviews... Press Cuttings... fanzine reviews... Press Cuttings... fanzWe reviews...
It is heartening to see that there are still new There is 'The Disappearance of Dr Benwell', a issues o f t h e X - M e n w r i t t e n b y C h r i s
zines appearing on the scene each month, and full-length scenario, with player hand-out and Claremont, and features lots o f information
that they aren't sticking t o the older, more comprehensive maps; Marcus L Rowland on and discussion about the X-Men comic and
established games for their material. In fact, all psychiatric treatment in CoC (always useful!) related characters. There is even a discussion
the f r p zines seem t o b e branching o u t and other background material. As always, a of the MARVEL SUPER HEROES* role-playing
nowadays, in an effort to cover more than just must if you play Call of Cthulhu. game by Pete Tamlyn, and how the X-Men
the AD&D®, RuneQuest and Traveller games, It isn't just CoC which is getting coverage match up in it. If you are interested in comics,
which have been the steady zine diet. nowadays; anyone remember that game Man, but cannot stand all the characters who walk
With the massive price-rise in RQ, and the Myth and Magic? Well, THE FIERY CROSS 2 / around i n multi-coloured longjohns, t h e n
subsequent loss o f players t h i s w i l l bring actually h a s a full-length scenario f o r t h e you'll probably find INFINITY worth a look.
about, Call of Cthulhu looks set to become the game, just about the first I've seen i n any This i s a comics fanzine which refuses t o
favourite game (after AD&D, of course). This is magazine. There i s also t h e usual A D & D devote any space to Superheroes in any form,
borne o u t b y z i n e s s u c h a s M A N I C scenario (well, two of them actually), and a and t h u s concentrates o n everything from
DEPRESSIVE, which has just produced its Warhammer scenario. Plus, they now have Raymond Briggs t o Posy Simmonds t o the
first issue. Nick says he wants to cover any, or photo-reduced text, so you get twice as much more experimental end of the medium. The
all, rpgs; and provides articles on AD&D, a content for only fivepence more, which can't magazine sometimes comes across as a little
large scenario and a useful checklist of ancient be bad. MYSTIC CRYSTAL have had prob- pretentious, carried away with the ideal o f
tomes for CoC. Manic Depressive also exhibits lems getting their second issue Out, with their
one of the other trends to appear in frp zines printer going bust and keeping the originals!
recently a fascination with Dr Who fandom. Still, i t is finally here, and apart from AD&D
There is a thriving community of Dr Who fan- and Champions, it has the first articles I've
zines and fans, and more and more games fans seen on Ringworld, with a design for a Gyro-
seem to be involved in this area. Perhaps it is cycle. DEMONS DRAWL 9 continues to offer
because of the new, proposed Dr Who role- good support f o r the traditional rpgs, plus
playing game? MD also carries a very compre- plenty of chat, and even manages to squeeze in
hensive section of 'zine reviews, which covers a mini-scenario for that rarely mentioned rpg
each magazine in more depth than I can here. Chivalry & Sorcery. People will be producing
PROTOPLASM i s another n e w fanzine, articles on Bunnies & Burrows next!
though n o t u p t o t h e standard o f M a n i c
Depressive. There is a very short Cthulhu page,
a multi-system scenario and a few reviews.
Those are the better aspects of the contents; I,
for one, would question the taste of a scenario
based on the SAS raid of the Iranian Embassy.
The humorous content i s pretty poor: a n
'interview' w i t h Gary Gygax and a terrible
cartoon strip.
P o s t code
Send this form to FLAGSHIP, P.O. Box 12, Aldridge, Walsall, West Midlands WS9 OTJ
54 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
-ct; ie,r , grenEAra11S
7 ; 1 ' )
We t 4 7 1 0 h i t " ,
1
N 4I ?1 / I V A t h i t l e a t t
4 %era A t I , A l f ;
ej
I a
Of " V
I tA
l i C
\ '4 1 ; 1 1 : 4 • 8 1 1• 1 1 1 : C H U N K ' - - D- - G
44ne , H T H
lt,4 446-41 I : 7 : oh. d i t l t
bt. 1e k. ,1 47 k "4,1
t tl-H
i 1\1
P,6L E S S _
etAttat
tster—po wilt?4.; •
•-• •• ,
A , - t ? •o • • %JO •
11.R.
• • • • l b . .
, A 1t)P.FAACvoN BI-DATZLED
R , PURI I N A IG
NIG -TILEi R. STAY N I11-1E.
R L CALLED
\MU_ W El'40L)RLA
A s E L . ,W-mE
S T IFAIRLy
E I E D BY A m uAND
CLEVER s n cOGRs-eN
CALLED OTIARIAL)
11-C N\ID
PAO. HAVE - B aMl l tt cr-rls,cKED
T O F E E L13Y
UNIEAS'< IN A
ot•-• LAR-G-t.
"1-10IX IvtAN-CALLED BANSVNURGA, 17ANIASVM1 g O t K I MAE DI2A&:;t\I VIA,S R-TURI\IE.1) 8 U 1 m o o R L A vIlks 171s4wEAREID IHTO TVIIM A I R " ,
\\N,
,1
L
ittaitUig
utOlEt/ i-lgg AND SIIE
VANIGHE17 I N A SgIMMECI,
13RiLLIANT-
wc've KEN AAI7!-111EaE15
NO 5WoRD, 01)5r A l E r G R E AT
1:/14A&oN! WHEIZE A1ZE Vou
IAIEASEL
MougLA!!
. . . l u s r As THE 7HAC7014
ApPEAREvT Y o U
DON' r
YES! M o u R L A j S O M E S
OF EVIL W I T C H - S H E I S
' T H AT T H / O U T THERE!
m o u g L A S A I D ( r w o u w PROTECT
-St1E N A V 1-1AVE BEEN 0 ' 0 1 6 ,
RUT t r ' S dt/R H o P E !
&R-AL3 I T
Ti
I M A G I N E ma,yuing, M a r t h 1985 55
1 'AOPE 1 : 0 ‘ , V - T M E E T 11•kE lkit>
G a v o t : 4 WIT! o&Rytv,
LtsIEN, 501\84%,/,1-kOW s - ( 0 L ) IAlt40 O W N S T H O S E P O P P E Ts !
DoN'T G i v E CREDENCE
KNOW O U R tilAMES? WIA/NsT %S To ANYTIVNG, — IT'S
-1-41G PLACE— M D INHo PNIZEYbt; ALL A, -MICK! •SuST <E•EV, y\omiNG
VAIEN , O U R E A T Olome, AND t)OKV-V STARE
ANN(wiNs?? AT AsN,-0•14kNIcil.
FIZom , t o u R o w l I40ME
YE RE LESS -MAN AN W a i f
As FOR A15-- A •.•••-
vioNt2EKUL_ FELIA CALLED'
sTY/4c,14/ ,4
,t•
I'LL E Y E R G U I D E " N
s o L O A l & A S YE LiN&Etz_
ANP FORGIVE M E i r
000(4/OU' k.
pliumituniraMIL".
p o e J r W o k A T r f 14,11•IO -
•• OE VII-IATEVE'R_ l c A A A - I N &
1//•;//, T4I5 GAME1\1057- N o r Foot_
OS , or.• wE'VE"1-4A917!
0 6 g YA / , C O M E - A W A Y. ,
HE '5 A N it_ix510A./ • f r t s
Ta . I C K E R Y, I T E L L Yo u !
m4eN 15
AN I L L U S I O N ?
VA40 Ao,c2,E y o o l P L E A s e ,
,e00 M u s t P R E M E . . . , A N D
-1-AwE rAE PA C X s o -11-NAcT
1c A N I G , i T TFE \IILE
BEAST T O -TViE E N D ,
ISSN 0 2 6 4 - 1 3 9 9
5 6 P r i n t e d b y T A V I S T O C K P R E S S ( B E D F O R D ) L T D . , M a n t o n L a n e , B e d f o r d M K 4 1 7 P G . Te l e p h o n e : ( 0 2 3 4 ) 5 8 5 1 7 .
EXPERIENCE
A LEGEND
TSR'S FIRST ADStir
FANTASYA
NOVEL!
HRONICLES
VOLUME I
DRAGONS OF
AUTUMN TWILIGHT