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No 24 M a r c h 1 9 8 5

Adventure Games Magazine E l .00

For players of the


DUNGEONS &
DRAGONS game
low.."—•,1 " 1 / 1 : - —emiame

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!
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THEADVENTURESOF INDIANA JONES" RoleArying Gamefeatures stanckip
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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'
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THEADVENTURESOF INDIANAJONES, game elements and character names and likenessen are trademarks of Lucasfarn Ltd used under authoriaation. ,1984 Lucasfilm Ltd. Of Rights Reserved,
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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

P E L I N O R E - the I M A G I N E " magazine C a m p a i g n Wo r l d


THIS M O N T H : The Bastion, by Paul Emsley
plus - Thieves, locks and doors in the City League 1 3

All That Glistens, by Chris Felton


Confidence tricks to pull on the unsuspecting 1 7
How to Sell the Ponti Bridge, by Neil Gaiman
The easiest scam? Fiction to w h e t your taste for adventure 2 0
Guilty if Caught, by Flashman
A thief adventure for the I : M D * game 2 5
An Open and Shut Case, by Chris Barlow
To pick a lock successfully, you need to k n o w h o w to make one 3 4
I l l u m i n a t i o n s — n e w s from the world of gaming 3 8
Micro game reviews 3 9
Editorial N o t i c e s — recent game releases examined by independent reviewers 4 2
Chain Mail, by Brian Creese
The fleeting years are slipping by, t o quote PBM games examined — waving the Chequered Flag 4 4
Horace.
Game Company, Clubs 4 4
It seems hardly possible, b u t I M A G I N E TM Dispel Confusion 4 5
magazine is t w o years o l d w i t h t h i s issue. Fantasy Media, by Colin Greenland
L o o k i n g back over the past 23 I can see that The latest on books, films and videos 4 7
there have been q u i t e a few changes a n d L e t t e r s , t h i s month extracts from your survey forms 4 8
developments. We have learned a number of
lessons, thanks to your letters and comments, VOP, by Ian Gibbs 4 9
and we will continue to produce new ideas to Rubic of Moggedon 5 0
try out. I t has been o u r a i m t o make each Stirge Corner, by Roger Musson 5 1
issue o f the magazine better t h a n t h e one
before. T h i s aim continues, and our efforts S o a p b o x t h e hobby forum 5 2
to m e e t y o u r e x a c t i n g standards w i l l b e Press Cuttings, edited by Mike Lewis
zealously pursued. Full fanzine review coverage 5 2
Phalanx, by Robin Grenville-Evans 5 5
I hope you w i l l enjoy all the thievery in this
issue. Maybe it w i l l steal a few new readers.
I'm sure w e can a l l l o o k forward t o a I M A G I N E magazine,N o 2 4 , M a r c h 1 9 8 5
continued growth i n numbers, quality and P u b l i s h e d b y TSRU K L t d P u b l i s h e r D o n Tu r n b u l l
E d i t o r K e i t h T h o m s o n A s s i s t a n t EditorPaulC o c k b u r n
content in the years ahead.
E d i t o r i a l AssistantK i m DanielF e a t u r e s AssistantM i k e B r u n t o n
A r t PhilK a y e A d v e r t i s i n g LesleyHudson-Jessop
ISO Keith Thomson News D o u g C o w i e
T h i s m o n t h ' s contributingartists:R o b i n G r e n v i l l e Evans,P a u l R u i z , I a n G i b b s ,
PS. D o n ' t share this magazine w i t h a friend Keith C o o p e r, Sarah H o c o m b e , Lee S u l l i v a n , M a r k O ' D e l l , C h r i s t i a n H o n
— tell h i m to buy his own! C o v e r byKenKelly

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I M A G I N E magazine, March 1985
rior. Ak'et

The situation is made all the worse since


if non-human characters want the oppor-
tunity f o r u n l i m i t e d a d v a n c e m e n t i n a
profession, t h e y r e a l l y m u s t b e c o m e
thieves. This leads to players w h o prefer
to play demi-humans insisting on becom-
ing multi-classed, and doubling thief with
their first choice of class. This might not
affect m a n y c a m p a i g n s , b u t t h e r e a r e
some p e o p l e w h o h a v e a p r o n o u n c e d
preference for the non-human races, and
w h e r e t h e r e i s a s u ff i c i e n t n u m b e r o f
I w o u l d like to discuss a much-maligned these in one campaign, thief skills tend to
class; a class which, although still a major be a s s u m e d b y m a n y o f t h e m a s o f
force in the Basic WED® game, is seen in played b y t h e m a j o r i t y o f people today, secondary class.
A d v a n c e d to be hovering on the brink of includes only a s m a l l proportion o f t i m e
extinction, a m e r e s h a d o w of its f o r m e r spent in the t o w n or city; it is a base for These t w o f a c t o r s m e a n t h a t w h e n
self. characters between adventures, a source someone in a group w a n t s to play a pure
of rest and additional equipment. When a thief (surely not an unreasonable request)
refer, of course, to the Thief. thief adventures o n l y in dungeons, t h a t he is put off the idea on the grounds that
character i s r e d u c e d t o b e i n g a l o c k - at least half the party can perform all the
It i s t h e l a m e n t a b l e t r u t h t h a t i n m a n y picker, w i t h n o - o n e t o steal f r o m o t h e r activities of that class already.
campaigns the pure thief (as opposed to than t h e r e s t o f t h e p a r t y ( t h e c o n s e -
multi-class thieves o r t h i e f sub-classes) quences of which are never beneficial t o Another f a v o u r i t e c o m p l a i n t o f t h e s e
is becoming something o f an anachron- the character's c h a n c e s o f m a k i n g t h e much-maligned individuals is " W h y is it
ism. T h i s trend seems very strange; t h e next level). In a wilderness campaign, the that u s thieves, t h e most dextrous class
thief h a s m a n y i n t e r e s t i n g a n d u s e f u l thief is even w o r s e off; w i t h n o locks to there is, find that having just fiddled w i t h
functions, requires a minimal a m o u n t of pick o r t r a p s t o disarm, n o s h a d o w s t o the intricate mechanism of a needle trap,
experience to advance in level and would hide in, no need to move silently and no we get all ham-fisted using a b o w ? " This
appear t o be t h e ideal class f o r players walls to climb, our hero is suddenly just a absolute restriction h a s n o basis i n t h e
w h o prefer the use of cunning to that of very weak fighter. folklore t h a t t h e g a m e d e v o l v e s f r o m .
muscle. Where w o u l d Robin Hood h a v e b e e n i f
Another major difficulty affecting thieves he'd had to chuck darts at the Sheriff of
But a l a r g e n u m b e r o f t h e s e potential is t h a t f a r too m a n y classes share t h e i r Nottingham? Y o u s e e t h e p o i n t ; t h e
thief-players e n d u p p r e f e r r i n g o t h e r functions. J u s t considering t h e Official romantic f a n t a s y o f t h e d y i n g R o b i n
classes. O u t l i n e d below are some of the classes from the Players Handbook, you exclaiming " B u r y m e w h e r e this l a n d s "
major r e a s o n s f o r t h i s t e r r i b l e s t a t e o f have A s s a s s i n s , M o n k s a n d Bards, a l l and heaving a dart out of the w i n d o w into
affairs. O n c e these t h r e a t s t o t h e class with thieves' abilities in addition to their the moat is hardly poignant....
are recognised f o r w h a t t h e y a r e , t h e own m o r e p o w e r f u l f u n c t i o n s . I f y o u
process of restoring the thief to a rightful allow the numerous official and unofficial As t h e y s t a n d , t h i e v e s a r e e x t r e m e l y
place can be commenced. classes i n addition t o t h e original ones, weak in combat, and limited in weaponry.
you w i l l notice that very few of these do The b e s t r e a s o n I c a n t h i n k o f f o r t h i s
It is obvious that thieves are most at home not possess one or more of the thieves' prohibition i s t o e n c o u r a g e t h e u s e o f
in a t o w n environment. But the game, as abilities. stealth rather than force, or perhaps, like
2 I M A G I N E nea9azine, M o r a l 1985
prepared t o g o a g a i n s t t h e s y s t e m ' s
seemingly pointless 'humancentricity'
and raise t h e l i m i t on, say, Elven magic
users, G n o m e illusionists a n d D w a r ve n
fighters. T h e s e changes w i l l h a v e v e r y
little actual effect on most campaigns, but
the psychological effect on t h e player of
knowing t h a t h i s c h a r a c t e r h a s t h e
chance t o g o a l o t f u r t h e r i s w h a t i s
important. I f you a r e not prepared to do
this, you could go the other way and place
level r e s t r i c t i o n s o n a l l t h i e v e s except
humans and halflings. Thieves' abilities
are n o t e a s y t o learn, a n d t h e r e i s n o
reason why, for example, a D w a r f should
not find fighting as easy as thieving.

Where weapons are concerned, I tend to


allow Thieves to take either type of short
bow a s a w e a p o n proficiency. A l i t t l e
rewriting of the combat tables brings the
the ' e d g e d w e a p o n s ' r u l e f o r c l e r i c s , Thieving i s q u i t e d e f i n i t e l y a n t i - s o c i a l thief c l o s e r t o t h e c l e r i c i n p h y s i c a l
there w a s a n e l e m e n t o f protecting t h e and although many people regard this as combat, a n d t h e inclusion o f m o r e a n d
fighter class from encroachment. A s the 'not good', it is surely a superb definition better magical leather armour in a cam-
game s t a n d s , t h e t h i e f a n d t h e c l e r i c of Chaotic behaviour, ie, acting a g a i n s t paign containing several thieves is also a
compare v e r y w e l l i n c o m b a t , a n d t h e the principles of an orderly society. The good idea. It should also be a firm 'house
cleric h a s t h e advantages o f s p e l l r e - only Thieves' ability w h i c h i s genuinely rule' to say that multi-classed characters
sources and better hit points. There must 'not good' is back-stabbing, which cannot must abide by the least favourable armour
be a c a s e f o r d r o p p i n g t h i s r u l e , a n d be considered as an honourable course of restrictions for the chosen classes.
letting Robin find a m o r e dignified place action. But surely, in a world where killing
to be buried, particularly i f your playing is a way of life for other classes, stabbing Try t o t h i n k u p a f e w m a g i c a l i t e m s
group is going to take the advice from P20 an ogre in the back isn't so very different especially for thieves; gloves that improve
and allow clerics to use swords where it is to a N e u t r a l f i g h t e r c u t t i n g i t s h e a d o ff Pick Pockets chances, or enchanted lock
not contrary to the religious beliefs they from behind, or an MU fireballing the poor picks. A n d r e m e m b e r t h a t amulets t h a t
follow. thing. I f t h e a c t o f killing evil creatures detect traps or find treasure are going to
can be seen as good if the motive is pure, be v e r y u s e f u l d u r i n g a c a m p a i g n o f
Another prohibition, perhaps more justi- then a t h i e f d o i n g t h e s a m e t h i n g c a n housebreaking.
fied, concerns armour. The restriction to surely not count as an opposingly-aligned
leather a r m o u r w o u l d b e fair enough i f action. The issue o f alignments m u s t surely be
there w e r e m o r e magical l e a t h e r t o be the m o s t controversial a s p e c t s o f t h e
found, b u t the chances seem t o be very H a v i n g now identified most of the prob- D&D games, if only judging by the sheer
low, a n d i t c a n b e n o b e t t e r t h a n +1 lems f a c i n g t h e t h i e f , w h a t c a n t h e weight o f c o v e r a g e r e c e i v e d i n t h i s
anyway. E q u a l l y u n f a i r i s t h e f a c t t h a t concerned DM do? magazine recently. Most arguments stem
whereas a F i g h t e r / M a g i c User can wear from t h e w i d e l y differing d e f i n i t i o n s o f
plate, t h e F i g h t e r / T h i e f is still restricted First, it is worth considering the possibility Law, Chaos, G o o d a n d Evil. I f you t a k e
to leather. A n d it seems that in general, of m o r e t o w n - b a s e d s c e n a r i o s , o r a Lawful b e h a v i o u r a s b e i n g u n s e l f i s h
even compared to the fighter, the number greater e m p h a s i s o n t h e t i m e s p e n t i n actions t h a t u p h o l d t h e v a l u e s o f a n
of magical items available to the thief is towns b e t w e e n visits t o t h e dungeons. ordered society, and Chaos as belief in an
very limited indeed. To w n adventures require more w o r k on unordered society and actions n o r m a l l y
the part of the DM, but they can be more directed t o w a r d s selfish e n d s , t h e n t h e
The f i n a l i n s u l t , t r i v i a l t h o u g h i t m i g h t rewarding and enjoyable to referee, and career o f t h e T h i e f m i g h t b e s e e n a s
seem to many people, is to deny the thief they a r e e x t r e m e l y p o p u l a r w i t h m o s t leaning m o r e t o w a r d s Chaos t h a n Evil,
the alignment of Chaotic Good, especially players. w h i c h has more to do with slaughter and
when N e u t r a l G o o d i s a l l o w e d . T h e cruelty. I t ' s a m a t t e r o f taste, b u t y o u
'likeable r o g u e ' h a s b e e n p o p u l a r f o r The problem of other classes sharing the should not accept the alignment restrict-
centuries, from Shakespeare's Autolycus thieves' functions is extremely difficult to ions i n t h e P l a y e r s H a n d b o o k w i t h o u t
and Dickens' Artful Dodger right through resolve. T h e t h i e f subclasses, a s s u c h , considering just what a Thief is to be seen
to such modern heroes as Zaphod Beeble- seem to be entitled to use these abilities, as in your campaign.
brox, Han Solo and Aiken Drum. History yet e a c h i s m o r e p o w e r f u l t h a n t h e
has given u s f a m o u s thieves like Robin original class. I t ' s n o good setting h i g h Certainly, it is always going to be difficult
Hood, t h e S c a r l e t P i m p e r n e l a n d D i c k ability score requirements to keep players to justify a Lawful alignment, but I would
Turpin. A l l o f t h e s e c h a r a c t e r s w o u l d out of a profession; if the desire to play the tend to allow thieves to be Good, providing
surely, i n A D & D g a m e t e r m s , b e C G class is there, the DM is always going to that they do not go around back-stabbing,
thieves. find i t d i ff i c u l t t o a d h e r e t o t h e ' y o u - or causing the suffering of others through
rolled-it-you-play-it' principle. The m o n k the thievery they indulge in.
Some people might argue that you can be is the w o r s t offender; i t is an incredibly
likeable and Chaotic Neutral, but for such powerful class, and in addition, has all the These a l t e r a t i o n s a r e , n a t u r a l l y, o n l y
characters, t h e good deeds w h i c h make thief a b i l i t i e s e x c e p t P i c k Pockets a n d suggestions. M a n y p l a y e r s m a y h a v e
them likeable w o u l d h a v e t o b e greatly Read Languages. The class could easily evolved o t h e r m e t h o d s f o r m a k i n g t h e
outweighed b y a c t s o f a m o r e n e u t r a l support t h e l o s s of, f o r instance, O p e n thief an attractive proposition, i n w h i c h
nature if they are to avoid the change to Locks and F i n d / R e m o v e Traps, and i t is case I ' m s u r e IMAGINETH m a g a z i n e
CG and the loss of thieving status. Such a well worth considering this sort of reduc- would like to hear from them. But let's not
character i s e s s e n t i a l l y schizophrenic, tion i n t h e p o w e r o f a l l t h i e f - r e l a t e d let t h e p u r e t h i e f j u s t disappear amidst
and a s s u c h , c a n n e v e r b e t r u s t e d b y professions. the multi-classed elves and assassins —
friends a n d partners. T h i s sort o f char- it really w o u l d be criminal negligence if
acter may as well be deemed insane and The number of multi-classed, non-human we did.
never have to worry about alignment! thieves i s easily dealt w i t h i f t h e D M i s Kerry Bateman
I M A G I N E magazine, March 1985
3
THIEVES'
DEN

V . : W * 4 2 f IA 4

most part, this article is going to concen- goods t o f i g h t e r / m u g g e r s . I n m o s t c i r -


trate on the narrow, b u t not uncommon, cumstances, these 'associate' m e m b e r s
view of the thief as a criminal; or at least would not be privy to the inner workings
as t h e character w h o is mostly likely t o of the guild.
come i n t o c o n f l i c t w i t h t h o s e w i t h a
vested interest in keeping w h a t belongs Child Thieves
to them. Some allowance will have to be As o u r o w n h i s t o r y s h o w s u s , c h i l d r e n
made f o r t h o s e c a m p a i g n s w h e r e t h e make excellent thieves and should com-
class operates in a different way. prise a large part of the lower echelons of
the guild. M a n y of them w i l l be exploited
by adults, o f t e n treated cruelly, g a i n i n g
THIEVES' GUILD - little benefit b e y o n d inadequate s h e l t e r
WHERE IS IT? and food. Their masters alone profit from
the sale o f stolen goods (most c h i l d r e n
Players of A D & D and the readers of Fritz could n o t spend a l o t o f m o n e y n o r sell
Leiber's Lankhmar series will be familiar many things without arousing suspicion).
w i t h t h e idea o f the Thieves' Guild as a A f e w could become successful and keep
building. H o w e v e r, m o s t Guilds a r e n o t their ill-gotten wealth out of the hands of
places b u t n e t w o r k s o f m u t u a l a i d a n d adults — at least for a while. In Regency
The City is the natural environment of the exploitation. The Lankhmar Guild Hall is a London such w e r e k n o w n disparagingly
thief. O u t l a w s a n d r o b b e r s m a y h a v e fortress (disguised a s a n o l d m a n s i o n ) as 'flash kiddies' — swaggering in stolen
their l o n e l y strongholds, b u t i t ' s a h a r d with underground access all over the city. finery. Robbing t h e m w a s considered a
life and in isolation they are vulnerable to A l a r g e n u m b e r o f thieves i s usually great sport. T h e mortality rate o f young
attack. In the city there is a wide choice of g a t h e r e d t h e r e . N o t u n n a t u r a l l y, t h e thieves w i l l b e h i g h — especially as so
victims, and if a mistake is made, the thief thieves in Lankhmar are a very powerful, many s t a r t o u t d e p r i v e d — a s t h e y
is sheltered by the crowds and dark alleys organised force — but then they need to succumb to starvation, disease, incarcer-
— t o say n o t h i n g o f family, n e i g h b o u r s be. In rpgs where game balance ensures ation, p u n i s h m e n t and murder. I n some
and partners in crime. Thief player char- that other character classes are as strong societies destitute children may be saved
acters i n t h e A I M E D ° a n d o t h e r r o l e - as t h i e v e s ( a n d , s o m e w o u l d g r o u s e , by p h i l a n t h r o p i s t s ; a f e w g u i l d s m a y
playing games can feel under-used in the stronger) such a fortress w o u l d be very endeavour t o c a r e f o r t h e w e l f a r e o f
wilderness — although they are welcome vulnerable t o discovery a n d disastrous young recruits - - i n general o n l y those
in the odd dungeon bristling with traps — attack. A m u l t i - f o c u s o r g a n i s a t i o n i s w h o a r e c l e v e r, l u c k y o r p r o t e c t e d b y
but e x p e c t t o c o m e i n t o t h e i r o w n i n much s a f e r w h e r e t h e o p p o s i t i o n i s adults survive.
conurbations. strong. Cities offer great opportunities to
adopt a dispersed, cell-like organisation Young thieves usually w o r k at t h e insti-
consequently, on arriving a t a city, t h i e f so that eradication of one branch leaves gation o f a f e n c e w h o may supply t h e m
players may w a n t the chance to shine as others untouched. I n this case the guild with l o d g i n g s . C o n s e q u e n t l y t h e y w i l l
pickpockets or burglars — or, at least, to will n o t be encountered e n masse. T h e tend to specialize according to the needs
have some e m p l o y m e n t so t h e i r m o n e y contacts for the thief PC may be city-wide of their employer — stealing o n l y hand-
doesn't run out. Whether a GM decides to and c o n s t a n t l y c h a n g i n g . R e t u r n i n g t o kerchiefs o r b r a s s d o o r - k n o c k e r s , f o r
run o f f - t h e - c u f f e n c o u n t e r s o r d e s i g n the city a f t e r an adventure, i t m a y take example. Since exploitation of the young
elaborate adventures for thieves, the task some time to find the new location where will always tend to be the province of the
is m a d e e a s i e r i f t h e o r g a n i s a t i o n o f the t h i e f m a y t r a i n a n d e v e n l o n g e r t o criminal elements of a society, i t w i l l be
thieves in that city is understood. track down a buyer for certain valuables. rare for young thieves to be engaged i n
more lawful pursuits. If they look promis-
Before t h e D M c a n s t a r t preparing t h i s ing, they could be trained by experienced
structure, h o w e v e r, a n i m p o r t a n t a n d
WHO IS IN
criminals, learning a wider range of skills.
pretty f u n d a m e n t a l decision i s going t o THE THIEVES' GUILD?
have to be made. Just w h a t is a thief? It could be amusing to encumber a player-
Any Thieves' Guild w o r t h its salt tries to character w i t h a f o u r t e e n y e a r o l d t o
Other articles in this issue of the maga- ensure t h a t all thieves operating w i t h i n instruct. In A D & D g a m e terms, a young
zine w i l l p o i n t to t h e fact t h a t there are its e n v i r o n s a r e m e m b e r s . H o w e v e r, purse-snatcher m a y h a v e l e a r n e d t h e
many varieties of thief, and many ways in membership could be extended to include skills o f a 0-level t h i e f (see ; : 17 article,
which the profession itself can be accom- anyone concerned w i t h things that don't What To Do With A Dragon's Treasure)
modated into different societies. For the belong t o them — from fences of stolen in p i c k i n g pockets a n d m o v i n g s i l e n t l y.
4 I M A G I N E magazine, March 1985
by
Venetia Lee

Recruited into housebreaking, she learns Hidden Thieves Open Thieves


full 0-level rates in all the other thieving A t h i e f m a y adopt a profession o r a In s o m e d i s t r i c t s — a n d s o m e t i m e s i n
skills. S h e m a y t h e n g a i n m o r e exper- business as a cover, but the advantage of entire cities — thieves may have success-
ience and training to 1st level. It may be this goes beyond concealment of identity. fully broken the forces of law and order, or
argued t h a t , d u e t o i n t r i n s i c p h y s i c a l The w r i t e r S a m u e l R D e l a n y p u t s t h i s perhaps even replaced it with an 'order' of
advantages o f s m a l l s i z e a n d n a t u r a l most succinctly in Time Considered As A their o w n devising. I n t h i s case, secure
deftness ( w h i c h a r e n o t skills), c h i l d r e n Helix Of Semi-Precious Stones when he from retribution and protected by bribery,
are better adapted to thieving than adults. has one thief advise another: fear or comradeship, they can o u t w a r d l y
Therefore t h e y should have additions to flaunt t h e i r p r o f e s s i o n . U s u a l l y, s u c h
some basic skills u n t i l adolescence, f o r " I f you're going to move into the big thieves w o u l d b e w e l l - a r m e d , o s t e n t a -
example +10% on picking pockets, moving time you have to have at least one tiously wealthy and all this on no visible
silently, h i d i n g i n s h a d o w s a n d h e a r foot firmly planted on the right side means of income at all (do some magic-
noise. T h i s c o u l d c a u s e p r o b l e m s i n of t h e l a w. T h e w h o l e i d e a i s t o user-thieves live off their invisible earn-
AD&D as a 0-level child could be better make yourself indispensible to the ings?). W h e r e the laws of the land a l l o w
than a 1 s t l e v e l a d u l t — b u t s o c a n a good people; o n c e t h a t ' s done, a the r i c h t o e x p l o i t t h e p o o r u n f a i r l y,
0-level h a Ifling. T h e d i ff e r e n c e i s t h a t good crook has t h e keys to a l l the thieves can easily become popular heroes,
until t h e age o f n i n e t e e n - - w h e n t h e y treasure houses in the system." and where they do not steal f r o m neigh-
have settled down mentally and physical- bours but help them, t h e y m a y be w e l l -
ly — they cannot gain experience points Where a c a m p a i g n f o l l o w s t h e m a x i m loved. Revolutionary o u t l a w s l i k e Robin
or p r o g r e s s b e y o n d 1 s t level. A l s o , o n from t h e P l a y e r s H a n d b o o k t h a t " t h e Hood are of this type. They may be intent
reaching adolescence, t h e s e ' y o u t h ' profession of thief is not dishonourable", on imposing themselves as the strongest
bonuses will have to be removed. In role- it might be felt that thieves could operate force in a r u n - d o w n area. A f e w may aim
playing s y s t e m s w h e r e s k i l l s a r e n o t openly, w i t h o u t needing a 'cover'. H o w - a little higher and move in h i g h society;
learned a s a ' p a c k a g e ' i t i s e a s i e r t o ever, e v e n i n s u c h c a s e s t h e r e i s a n well-dressed a n d w e l l connected, t h e y
imagine them acquired at different times advantage f o r t h e t h i e f w i t h t h e r i g h t amuse their aristocratic friends so long as
and rates. contacts. Two examples to illustrate this: they are not caught red-handed.

Non-Thieves Alfie the half-orc is as little known for his Some c o m m u n i t i e s t a k e a n i n d u l g e n t


Some child thieves may g r o w up to have hard work as his charm. When the militia view of thievery t h e y admonish rather
more t a l e n t a s f i g h t e r s o r spelicasters. pick him up out of the gutter with silver in than a d m i r e o r denigrate t h e m . H e n c e ,
Such m a y r e t a i n t h e i r i n t e r e s t i n t h e i r his pockets, t h e i r response i s a r a t h e r after B u n g l e H a irfoot h a s b e e n t o s t a y
profession, but refuse to behave in an evil thorough investigation. T h i s quickly with his cousin, Longnose, he receives a
or selfish w a y, w h i l e others, maybe n o t reveals the source of his wealth and Alfie polite little note asking him to come again
through c h o i c e , c o u l d r e m a i n u s e f u l is i n t r o u b l e again. O n t h e o t h e r hand, — and please bring back t h e spoons h e
members of the guild. Of course, anyone Imelda t h e Cloth M e r c h a n t is a pillar of borrowed. I n s u c h p l a c e s f e w t h i e v e s
developing a t a s t e f o r o t h e r p e o p l e s ' respectability (albeit from humble begin- trouble t o m a k e a b i g s e c r e t o f t h e i r
property at any time of their lives is liable nings), w e l l - e n t r e n c h e d i n m e r c a n t i l e profession. O t h e r o p e n t h i e v e s a r e
to be recruited by the guild. A nasty thing social and commercial life. She is also the actually respectable. They are k n o w n t o
to do to players is to blackmail them w i t h head of an extensive smuggling operation. use their talents only in good causes.
the i n f o r m a t i o n that they were forced to Through u n d e r l i n g s , s h e h a s i n v o l v e d
thieve in youth. many o u t w a r d l y respectable p e o p l e i n Finally, the most visible guild members of
buying stolen goods. She has, of course, all a r e t h e street gangs. A typical g a n g
The relationship between clerical assoc- dispensed bribes i n a l l t h e appropriate will consist of fighters as well as thieves,
iations and the Thieves' Guild is liable to places. If all else fails the officials of law ranging b e t w e e n mid-adolescence a n d
be a t h o r n y o n e . T h e d e t a i l s o f t h e and order are kept at bay by her various the mid-twenties in age. They will have a
arrangement vary depending on the deity influential acquaintances. There w i l l be conspicuous, f r i g h t e n i n g prescence o n
worshipped, a n d s p l i t l o y a l t i e s a r e a genuinely good people who believe Imelda the streets and never be out of trouble —
considerable problem. In the AD&D game, to be l i k e themselves, a s w e l l a s those with t h e l a w, o r t h e i r fellows. Fi r m l y in
at least, t h e relative p o w e r o f t h e gods w h o are afraid of w h a t any investigation the l o w e r e c h e l o n s o f t h e g u i l d , t h e y
and their followers makes it essential for into smuggling m a y reveal o f t h e i r o w n make their money through pickpocketing,
the guild to be in close association with at involvement. It would be very frustrating mugging and collecting information. The
least o n e t e m p l e . O n e m i g h t expect t o for a player w i t h strong suspicions t h a t latter function will be important to players
find clerical members of Thieves' Guilds such a p e r s o n h a s d e f r a u d e d t h e m t o as they are relatively easy to find and hire
with a good deal o f personal a u t o n o m y meet w i t h complete lack of interest from — provided it is possible to gain and keep
and control over Guild activities. the authorities. their respect.
I M A G I N E magazine, March 1985 5
plan t h e hierarchy and i n f o r m a t i o n net-
work of the guild. Bear in mind that, if the
organization must be secretive, a cell-like
structure may be adopted. The traditional
cell structure is illustrated in the following
diagram:

WHY IS THERE As an information network, a guild should


efficiently d i s s e m i n a t e n e w s o f u s e t o
A THIEVES' GUILD? everyone. However, some knowledge will
travel i n v e r y restricted circles indeed.
When A l f i e t h e half-orc hands over 10% Never underestimate the earning p o w e r In a t r u l y secret organisation, m e m b e r s
to M a t t t h e 'tithe collector', he w o n d e r s of the right piece of information. only k n o w others in their cells as fellow
w h a t ' s i n i t f o r h i m . " J u s t a protection conspirators. I n a t h i e v e s ' g u i l d m a n y
racket, t h i s , " he m u t t e r s and cops a 5% Guild leaders u s e l o w e r level a n d s u b - thieves can be m o r e o r less open about
surcharge for insolence. The benefits o f ordinate thieves to bring in cash and as a their p r o f e s s i o n a n d m a y associate i n
the guild are very obvious to the leaders, pool o f workers and informants for t h e i r large g r o u p s . T h e r e f o r e t h i s k i n d o f
but just what are they? private schemes. The head of a n e t w o r k secrecy w i l l be m o s t common at the top
of organised crime is entitled to very high and o f t e n c o n c e r n d e e d s r a t h e r t h a n
First and foremost, a guild is all about the ambitions a n d h a s t h e p o w e r t o c a r r y identities e v e r y o n e will k n o w who is a
passing o n o f skills a n d traditions f r o m them out. thief a n d w h o isn't, b u t there w o u l d be
one generation to the next. The Thieves' f e w w h o k n e w a n y t h i n g specific a b o u t
Guild is in a slightly ambiguous position, the activities o f t h e thieving class. A n y
in that officers of that guild are not going
DESIGNING
secret i n f o r m a t i o n c o u l d b e p r o f i t a b l y
to pass on skills w h i c h m i g h t be used to A THIEVES' GUILD disseminated t h r o u g h t h e cell n e t w o r k
rob t h e m later! B u t then, one w o u l d n o t The apparent ranking o f the system w i l l
expect a successful baker to pass on all The conditions of life in the city need to be not m i r r o r t h e a c t u a l h i e r a r c h y o f t h e
his s u p e r i o r k n o w l e d g e t o a p o t e n t i a l taken i n t o a c c o u n t w h e n d e s i g n i n g a guild. For example, assuming that Guild-
competitor. F a r beyond t h e question o f thieves' guild. T h e following factors are leader C a s s a n d r a i s ' A l ' i n t h e c e l l
training t h i e v e s t o enhance t h e i r skills, relevant: diagram, she would not want her lines of
the G u i l d w i l l b e r e s p o n s i b l e f o r t h e 1. T h e relative p o w e r o f l a w enforce- communication to go through her second
organisation o f tradition. Certain actions ment organizations and the guild. This and t h i r d i n c o m m a n d — l e a v i n g h e r
will b e forbidden, c e r t a i n h o u s e s o r has m a n y ramifications. N o t only does it vulnerable for censorship and conspiracy.
individuals w i l l be deemed inviolate; the have an effect on the way the Guild as an It may be possible for her to conceal her
guild w i l l s h o w h o w t h e profession o f institution c o n d u c t s i t s affairs, b u t t h e rank a n d appear i n a n additional, l o w e r
thief is to be conducted in a moral as well DM w i l l also have to be aware of it when cell t o m i n i m i z e isolation. A t l o w levels
as a physical sense. designing Guildhouses. The architecture the c e l l s y s t e m i s l i a b l e t o b e c o m e
of the buildings might be designed to keep informal — f o r e x a m p l e s t r e e t g a n g s
The second function of a guild — equally people out, but is it also good for allowing would form very large cells.
important in those places where crime is people to escape w h e n the defences are
an o r g a n i s e d i n s t i t u t i o n — w i l l b e t h e overcome? As a rough guide to the number of people
acquisition o f t h e profits o f crime. T h i s involved i n a t h i e v e s ' g u i l d a n d i t s
can b e translated as t h e rakeoff f o r t h e 2. T h e prevailing religious o r ethical peripheries, consider 5 - 1 5 % of the pop-
leaders. Most of this will disappear into a attitude toward crime and punishment. ulation o f a n y c i t y t o b e i n s o m e w a y
few selected pockets, b u t t h e G u i l d Thieves m a y b e v i l i f i e d o r a d m i r e d b y connected t o t h e t h i e v i n g classes. T h i s
Masters may have to spend some on the people at all levels of society. Theft m a y figure w a s derived f r o m t h a t g i v e n f o r
guild's third function t h e frustration of not be taken very seriously in c o m m u n - 19th c e n t u r y London — a l a w l e s s place
law and order. This may be bribing a jailor ities w h i c h w o r s h i p gods w h o h a v e n o w i t h n o effective police force — w h e r e
to let someone escape or a magistrate to interest in property. Thieves may even be the figure was 10% in a population of one
be lenient, but control can be established heroes t o t h e o p p r e s s e d w h e n t h e y million. Of these the majority were small
more subtly by discrediting an over-eager concentrate on robbing the oppressors. fry c h i l d pickpockets or adults receiving
judge, e n s u r i n g t h a t maintenance w o r k stolen goods — only about one in t w e n t y
on the prison isn't carried out properly or 3. T h e level o f corruption in t h e city. were of the burgling 'elite'. 15% is more
encouraging t h e w a t c h t o s p e n d c o l d How far are thieves involved in business likely in a place such as Lankhmar, which
nights i n t h e alehouse. I n g e n e r a l t h e or social life and h o w much control have is more depraved than any actual place.
tithes w i l l b e spread a m o n g t h e g u i l d ' s they over law enforcers?
hierarchy and will not be available for the It should not be necessary, w h e n design-
individual needs of lesser thieves (unless 4. T h e relationship o f thieves t o t h e ing, t o m a p o u t every detail o f the guild
they are close to the leadership), who will e c o n o m y. Thieving may be necessary to network. O n l y one branch is needed for
have to take w h a t benefit t h e y can from the survival of individuals or even w h o l e interaction w i t h p l a y e r c h a r a c t e r s —
the guild's activities. It may be possible in communities a n d s o m e g r e a t business indeed i n i t s o w n interests o f secrecy i t
some guilds to lodge funds with a trustee fortunes may be founded on illegality. would ensure that this was so.
(probably a fence) to be used for briber,
etc, in need; but normally a thief must rely 5. T h e alignment of the leading thieves. A variety o f meeting places a r e needed
on friends and co-conspirators to organise This needs to integrate with point '2'. and some o f these m u s t be exclusive to
aid. Of course, obligations can be reneged, thieves. T h e s e w i l l i n c l u d e c e r t a i n
on but this will earn a bad reputation. You Having t a k e n a c c o u n t o f t h e s e f a c t o r s taverns, more classy private clubs, secret,
can only fool people in this way once. (and a n y more you m a y t h i n k relevant), underground complexes, and residences
6
IMAGINE ma9azine, March 1985
run by fences and gang leaders for lower animals with a keen sense of smell — but ion spells themselves but, as always, the
level thieves. Of the places open to non- none of these are very useful against the best defence is reliance upon t h e i r o w n
thieves, s o m e w i l l b e d a n g e r o u s — flying, invisible criminal. The most effect- ability to tell w h e n someone is not w h a t
patronized only by people w h o can take ive m e a n s o f detection i s m a g i c itself. they seem. Finally the n e w spell detailed
care of themselves. Others will be sac•3 for Spot c h e c k s w i t h d e t e c t m a g i c a n d below, protection f r o m notice, may be
anyone — although they may be socially detect i n v i s i b l e spells, m a g i c i t e m s o r used to hide buildings.
exclusive. A g a i n t h e s e include n o t o n l y magical creatures w i l l b e a widespread
inns b u t a l s o t h e a t r e s , g y m n a s i a a n d part o f e f f o r t s t o d e f e a t t h e c r i m i n a l 6. C o s t s : I t i s l i k e l y t h a t m a g i c u s e r
even temples. At such places thieves pick element. associations w o u l d expel members con-
victed o f s e r i o u s offences a n d t h a t t h e
up gossip, employment, valuable contacts
(even friends) and, of course, victims. The 3. Rendering Unconscious: S l e e p and penalties o f a c o u r t w o u l d b e severe.
non-thieves may be looking for employ- c o l o u r spray are favoured in burglary as Therefore m a g i c u s e r s r e q u i r e d t o b e
ees, a source o f cheap goods o r t h i n g s they give the victim no chance to raise an present d u r i n g a b u r g l a r y w i l l n o r m a l l y
they h a v e ' l o s t ' . A f e w m a y e n j o y t h e alarm, if used properly. One solution is to negotiate a significant percentage or high
vicarious g l a m o u r o f associating w i t h hire high level guards who are not easily fees. Dual-class magic-user/thieves may
criminals. affected, b u t this is costly. A n o t h e r is to find it convenient to adopt dual personae,
use dogs, as they are cheaper to run and to avoid getting into trouble with the MU
'use u p ' s u c h spells. T h e b e s t i n v o l v e guild. L a s t l y, w h e n d e s i g n i n g b u r g l a r y
MAGIC devices o n t h e ' d e a d m a n ' s h a n d l e ' adventures, t h e D M m u s t balance t h e
principle — which ensure that the alarm defences and any magic used, against the
The existence of magic in a role-playing is g i v e n b e c a u s e s o m e o n e h a s f a l l e n value of the goods being defended.
game b r i n g s a n e w a s p e c t t o t h i e v e s ' unconscious. The simplest of these is an
activities. The potential o f various spells inflated bladder fitted w i t h valves w h i c h
to disrupt security systems w i l l provoke must be held firmly or it emits a piercing NEW SPELLS
counter measures by society and the indi- shriek (it should be possible to shift grip).
vidual. In most cities the authorities w i l l A m o r e elaborate version consists o f a The f o l l o w i n g n e w spells are likely to be
seek to control the use of magic with laws handle h e l d d o w n b y a h a n d o r f o o t very u s e f u l t o t h e t h i e f class. C l e a r l y
and licensing; although just how they will which, w h e n released, causes an alarm though, they are going to be quite rare, in
enforce t h e l a w s t h e y m a k e i s a n o t h e r bell to ring. The bladders will be relatively that they are not going to be of immediate
matter. Magic users will resist this but, as cheap, at about 5gp each, the bell system use to most magic users. Therefore, they
a body, they will have to curb illegal and will cost around 100gp to install. should n o t be added t o the repertoire of
immoral use of spells to safeguard their spells a v a i l a b l e t o p l a y e r - c h a r a c t e r s
own reputations (after all, s o m e places 4. A c c e s s Spells: There are a n u m b e r of except when a request is made to a large
have had cause to ban magic altogether). magical ways to gain entrance. Of these guild. The spell w i l l normally be found in
passwall, d i s i n t e g r a t e , e t c a r e u n - scroll form.
Some of the spells available in the A D & D common a n d o n l y need t o be defended
game may be considered as illustration: against when a great treasure is at stake. The s p e l l s p r e s e n t e d b e l o w s h o u l d b e
Knock i s p r o b a b l y t h e m o s t i m p o r t a n t applicable t o e i t h e r t h e D&D® o r A D & D
1. M e n t a l A s s a u l t : I n t h i s category are spell for thieves. It may be of use after the games. The D&D game stats are present-
event, w h e n l o c k e d b o x e s h a v e b e e n ed in italics.
charm person, suggestion and friends—
where magic is used to influence behav- brought out; before, as when a little used
w i n d o w is rendered unbolted f o r f u t u r e Protection from Notice
iour — a n d E S P, c l a i r v o y a n c e a n d
clairaudience — w h i c h i n v a d e privacy. access; or, of course, during. The defence (Enchantment/Charm)
against t h i s i s t o u s e m u l t i p l e b o l t Level: M a g i c user 5 L e v e l : M a g i c user 5
All of these will probably be illegal, except Illusionist 3
by t h e a u t h o r i t i e s ' o w n p r a c t i t i o n e r s , systems — b u t o n l y w h e r e t h e value o f
Range: Object Touched
even w h e n casting d o e s n ' t lead t o a n y the goods makes it likely that the spell will Duration: Permanent
more l a w s being broken. Use in serious be used. Spider climb can provide means Area of Effect: Special E f f e c t : Hides 1 object
crime, s u c h as seduction by charm, w i l l of access b u t is easily circumvented b y Components: V S M
carry a severe penalty. To counteract the cementing jagged glass onto walls to cut Casting Time S p e c i a l
effectiveness o f c h a r m , a m e r c h a n t ' s those naked hands and feet needed by the Saving Throw: Special
association may employ a cleric to make spell.
spot checks on guards and other workers This spell may be cast on any inanimate
with a d e t e c t c h a r m spell — a n d 5. M a g i c a l Defences: There is a w i d e object f r o m a b u i l d i n g t o a s w o r d . T h e
thorough checks when a serious crime is variety o f these. I n general, particularly effect i s t o r e n d e r i t n o n d e s c r i p t a n d
where the death penalty is not mandatory w i t h o u t interest to the casual observer —
commited (any thieves apprehended may
also be examined). for t h e f t , a u t o m a t i c m a g i c a l d e f e n c e s it is perceived in the same way as a magic
w h i c h cause death or serious injury will user sees an armourer's or a dwarf sees
Spells such as k n o w a l i g n m e n t may be be illegal (especially as accidents could trees; they might recall that they had seen
very u s e f u l t o t h o s e i n authority. H o w - happen t o t h e i n n o c e n t ) . T h e r e f o r e , the p l a c e o r t h e object, b u t w o u l d n o t
passive spells — m a g i c m o u t h s to give remember w h e r e o r t h e details o f w h a t
ever, in many places they may be illegal,
except w h e n a p e r s o n consents o r h a s alarms, o r p e r m a n e n t i l l u s i o n t o cover they saw. A person may pass a building
been convicted of a serious crime, as they doors — would be most used. under this enchantment every day but be
can be considered a violation o f privacy. unable t o d e s c r i b e i t n o r r e c o g n i s e i t
As a l w a y s , t h e h o n e s t c i t i z e n s w h o The importance of magic in the defences when i t i s described. O n l y s o m e o n e
refuse s u c h t e s t s a r e j o i n e d i n t h e i r of the thieves' guild needs special atten- concentrating — f o r e x a m p l e c o u n t i n g
indignation by powerful persons w h o do tion. A thief in respectable cover should doors — may notice the subject (a saving
not w a n t their intentions known to some be protected f r o m s p e l l s w h i c h i n v a d e throw is required). Even persons detecting
meddlesome priests. privacy a s w e l l a s a n y o n e e l s e , b u t magic may be deceived into thinking it is a
nonetheless will prefer to conduct secret magical e f f e c t o f n o i m p o r t a n c e . O n
2. Going Equipped for Robbery: Some business u n d e r g r o u n d — w h e r e r o c k portable o r previously enchanted i t e m s
spells h a v e s u c h a clear application f o r provides shielding. Individuals w i l l prize the effect is not permanent unless perm-
crime — invisibility, p o l y m o r p h s e l f , amulets o f protection f r o m detection anency is cast. The material component
perhaps fly — that they may only be used and l o c a t i o n a n d t h i s i d e a m a y b e is 1 gp of saffron per square foot of outer
under s t r i c t license. Va r i o u s m e a s u r e s extended i n t o a n e n c h a n t m e n t t o cover surface to be protected (roughly 5000gp
may be adopted to discover infringements an e n t i r e r o o m , s u c h a s h i d i n g p l a c e , for a medium sized building). The casting
— substances which s h o w up footprints, detailed below. Against spies who may be time is 1 s e g m e n t per square foot as the
disguised by magic they must use detect- saffron is dusted over it.
bead c u r t a i n s i n d o o r w a y s o r g u a r d
7
I M A G I N E magazine, March 1985
Random's Commodious Pocket Picking Pockets
(Alteration) The casual t h i e f m a y, o n occasion, f i n d
Level: M a g i c User 3 Level: Magic User 2 easy o p p o r t u n i t i e s f o r p i c k i n g pockets,
Range: To u c h
but for regular money, pickpockets w o r k
Duration: 6 turns + 1 t u r n / l e v e l
best i n teams. I n a g r o u p o f three, o n e
Area of Effect: One g a r m e n t
Effect: Pocket in garment acts as distracts t h e victim, o n e i s t h e d i p w h o
temporary bag of holding acquires t h e v a l u a b l e s a n d t h e t h i r d
Components: V S M receives t h e goods. T h e m o s t e ff i c i e n t
Casting Time: 1 r o u n d method i s t o d r a w a c r o w d i n w h i c h a
Saving T h r o w N o n e whole h o s t o f pickpockets mingle. Half-
way t h r o u g h t h e entertainment, b e f o r e
This spell may be cast on the pocket of a any crime has taken place, it is announced
garment rendering it a temporary bag o f that there are pickpockets in the crowds
holding, It will hold 50Ib weight or 4 cubic — " l o o k a f t e r y o u r m o n e y, L a d i e s a n d
feet in volume. If it is overloaded, if sharp Gentlemen". H o n e s t citizens a n x i o u s l y
objects are placed w i t h i n , o r i f the spell check their purses then, reassured, turn
expires, the bag ruptures and the contents back t o t h e spectacle. O n c e t h e p i c k -
vanish. W i l y t h i e v e s u s e t h i s s p e l l o n pockets k n o w t h e location o f valuables,
concealed pockets as, otherwise, they are they get to work.
still visible and a search w i l l reveal t h e
amazing contents. The effective e n c u m - The tables opposite are suitable for use in
brance of the pocket is Bibs and the same any r o l e - p l a y i n g s y s t e m w h i c h u s e s
garment m a y n o t h o l d m o r e t h a n t w o percentages for the relevant skills. They
articles at a time, or there is a 50% chance enable pickpocketing attempts to be run
per pocket t h a t items placed w i t h i n can spontaneously.
not be retrieved. The material component
is a g o l d piece, p l a c e d i n t h e p o c k e t , To use them, first establish w h i c h tech-
Hiding Place which vanishes as the spell is cast. nique t h e player i s employing t o f i n d a
(Abjuration) victim, then consult Table I t o determine
Level: 4 Level: 5 success. Ta b l e s II, I l a and I l b detail t h e
Range: 1 r o o m CITY ENCOUNTERS victim a n d t h e ease o r d i ff i c u l t y o f t h e
Duration: 1 d a y / l e v e l of caster FOR A D V E N T U R E R S theft. T h e w e a l t h u n i t i s m u l t i p l i e d b y
Area of Effect: 1 r o o m E f f e c t : Hides 1 r o o m
(2 cubic yards/level) 3d6. Inform the player in general terms of
Components: V M Both the thieves' guild and the activities the p a r a m e t e r s o f t h e e n c o u n t e r. F o r
Casting Time: 1 h o u r of individual thieves provide a rich field of example, 9 (Goodwife) is rolled, followed
Saving Throw: None encounters i n t h e c i t y. Players m a y b e by 17 (-15% to Pick Pockets die roll) and 8
involved as victims, friends or criminals (+5% on escape roll): you tell t h e player
The room on which this spell is to be cast themselves. I i n t e n d to give some ideas they see a w o m a n bargaining a t a stall
must f i r s t b e c o m p l e t e l y sealed; d o o r s for plotlines as w e l l a s tables for spon- w h o has put down her basket and purse
locked a n d w i n d o w s b o a r d e d o v e r, a l l taneous encounters. behind her, but if they are noticed taking it
cracks f i l l e d w i t h rags, e t c . P r e v i o u s l y there is open space to cross before they
prepared magical scrolls ( w o r t h a m i n i - The Player-Character as Criminal reach a n a l l e y w a y. To a cco m p l i sh t h e
mum of 1 000gp) with pictograms of eyes, Whether the campaign is set in the city or theft, a Pick Pockets m u s t be rolled and
ears and brains are then burned, and the the t h i e f ' s residence i s temporary, PCs the modifier from Ila added. If unsuccess-
command w o r d s spoken. F o r o n e d a y will wish to occupy themselves with their ful, r e f e r t o Ta b l e I I I . S h o u l d i t b e
thereafter, t h e r o o m w i l l b e completely profession. T h e f o l l o w i n g details oppor- desirable to attempt an escape, roll a Hide
undetectable b y a n y m e a n s , a n d t h o s e tunities for employment or casual thievery in S h a d o w s o r s i m i l a r p e r c e n t a g e .
within w i l l a l l h a v e protection against in the city. Success i n d i c a t e s t h a t t h e t h i e f h a s
detection and location just as if they wore mingled with the crowd or vanished into a
the a m u l e t o f t h a t p o w e r. A d d i t i o n a l l y, The p r e s t i g i o u s , h i g h - r e t u r n , j o b s f o r dark alley before t h e victim can initiate
anyone physically seeking the room, w h o thieves carry the highest risk, usually the pursuit. I f f a i l e d , c o n s u l t Ta b l e I V t o
previously knew its location, will forget it longest preparation and therefore cannot determine w h e t h e r a chase gets under-
for one day (no save). be carried out too frequently. In between way, adding the modifiers from Table I t o
they still have to live, b u t there is l o w e r the die roll. If it does, repeat the Hide in
Distraction risk employment available (also suitable Shadows, w i t h the n e w modifiers. If this
(Enchantment/Charm) for p l a y e r c h a r a c t e r s b e t w e e n a d v e n - fails g o t o Ta b l e V f o r t h e r e s u l t a n d
Level: M a g i c User 3 L e v e l : Magic User 2 tures). A high level thief will keep a large continue until the thief is caught, reaches
illusionist 1
'staff' b o t h p e r m a n e n t a n d t e m p o r a r y, safety — after 4 - 2 4 rounds — or evades
Range: 1/2" per level
Duration: 1 r o u n d covert a n d overt, i n c l u d i n g bodyguards, pursuit. F i n a l l y, t h e a t t e n t i o n o f t h e
Area of Effect: 4 " x 4 " E f f e c t : Distracts 1 o r thugs to 'warn' people, spies, spies on the militia may be attracted at any point in the
square m o r e persons spies spying on him, 'labourers' shifting procedure. In addition to the percentages
Components: S M illicit c a r g o e s a n d s t o l e n g o o d s , b o o k given i n Ta b l e I, t h e r e is a 2 0 % chance
Casting Time: 1 s e g m e n t keepers to make plausible records, cour- that they will notice any disturbance.
Saving Throw: Negates iers o f m e s s a g e s a n d s m a l l o b j e c t s ,
buyers a n d sellers o f various products, Use o f t h e s e tables i n a c a m p a i g n w i l l
This spell may be cast on one person per receivers a n d concealers o f goods a n d show that pickpocketing can give a high
odd level of the spell caster. It causes the people and collectors of protection money return w h e n organised, o r a w e l c o m e
victim t o b e c o m e preoccupied a n d n o t — s o r r y, t i t h e s — f r o m l o w e r s t a t u s addition to funds when casual, but cannot
notice a n y m o v e m e n t , s o u n d o r s m e l l thieves. Freelance thieves may take what- be relied o n f o r steady i n c o m e w i t h o u t
around t h e m . S h o u l d a n a c t i o n b e a t - ever o p p o r t u n i t y b r i n g s t h e m : h o n e s t incurring a high risk of being caught. This
tempted, in plain sight, which is expressly work (if they can stomach it), honest work risk may be reduced by moderating their
prohibited (such as entering a door which with a little extra on the side (more like it), ambitions i f the thief attempts to steal
is guarded, b u t n o t approaching i t ) t h e picking up information to sell from gossip a small item, a scarf or a t r i n k e t f r o m a
saving t h r o w w i l l b e a t + 2 . S h o u l d and the odd bit of sneaking, opportunistic stall whose wealth u n i t is one quarter of
violence be involved the spell is negated petty t h e f t o f u n a t t e n d e d p r o p e r t y ( " I the usual, t h e Pick Pockets roll m a y be
but surprise is automatic. The material thought i t w a s t h r o w n a w a y, h o n e s t " ) , modified by -20% and the Pursuit roll by
component is a piece of black gauze. cheating at cards and in business. +20.
8
I M A G I N E ma9azine, M u t h 1985
TABLE I crooked gambling o r business deals; i n
both cases it may be difficult for the player
Frequency o f o p p o r t u n i t i e s for t h e f t
Chance o f I n t e r e s t to prove o r e v e n k n o w t h e y h a v e b e e n
tricked.
Situation 1 encounter o f watch
No active interest in thieving 2 % per day 0 %
Casual interest in thieving 5 a / o per day 2 % per day
Some t h i e v e s m a y s e e k f r i e n d s h i p o f
players without intention of robbing them
Active, opportunist interest 1 0 c / 0 per hour 1 0 ' % per day
— although t h e y m a y have ulterior
Making opportunities, lone thief 3 0 % per hour 1 0 % per hour
motives. A d v e n t u r e r s c a n b e u s e f u l f o r
Making opportunities, pair of thieves 1 0 % per turn 1 5 % per hour
their skills o r t h e i r social influence. F o r
Making opportunities, trio of thieves 3 0 % per turn 5 % per turn
either o f these reasons, n o n - t h i e f char-
Organised crowd 6 0 % per turn 2 0 % per turn
acters may associate w i t h a higher class
of crook t h a n d o a p a r t y ' s thieves. L i k e
TABLE II TA B L E h a TA B L E l i b
other adventurers, t h i e v e s h a v e g a i n e d
Parameters o f the e n c o u n t e r 2nd roll 3rd roll
their w e a l t h n e i t h e r t h r o u g h b i r t h n o r
Roll Hue & Cry Wealth Pickpocket Escape trade but through w i t s and toughness —
d8 d 1 2 Vi c t i m Modifier Unit Modifier Modifier they have a lot in common and are likely
2 Noble +30% 3gp +30% +35% to e n j o y t h e i r m o n e y i n s i m i l a r w a y s .
3 Adventurer or other Hence, i n a p a r t y o f adventurers, H a r r y
Special* 5gp +25% +30% Hardnose, a fighter, roisters with as nasty
swaggering bullies
4 Spell Caster +25% lOsp +20% +25% a gang of street-thieves as you w o u l d n ' t
5 Gentleman +10% 5sp +15% +20% like to meet i n t i m i d a t i n g honest citizens
6 Minor Official 2sp +10% +15'/0 and periodically destroying the dives they
+5'/0 2sp +5% +10% drink i n — w h e r e a s S t o w d a n , t h e w e l l
7 Soldier
8 5sp +5% bred magic user, is welcome at many an
Shopkeeper
9 Goodwife 2sp exclusive g a t h e r i n g o f m e r c h a n t s a n d
10 Labourer/Servant 2sp lesser nobles a n d , i n d e e d , a t a p r i v a t e
11 1sp (unlicensed) g a m b l i n g c l u b w h e r e h e
Apprentice
12 Artisan 4sp enjoys a little flutter and the odd case of
— — duty free brandy in the company of some
13 Pedlar/Trader 3sp
-1 0% — -5% of the city's most sophisticated criminals.
14 Beggar lsp
15 0TO lsp -5% -10% Association w i t h thieves brings, a m o n g
Layabout
16 5sp -10% -15% other certain benefits, a degree of protect-
Goodlady
-25% lcp -15% -20% ion and a source of information. However,
17 Pariah (slave, half orc)
18 Official +5'/0 6sp -20% -25% thieves are frequently in trouble — w i t h
+20% 2sp -25% -30% the L a w o r w i t h t h e i r o w n k i n d — a n d
19 Militia M a n
20 Merchant +25% 1gp -30'/0 -35% players m a y f i n d t h i s l e s s t h a n c o n -
venient; Harry finds himself in a fight out
The dice to be used are a d 8 plus a d l 2. M a k e 3 rolls, once for Victim, H u e & Cry M o d i f i e r a n d of his depth and Stowdan does not enjoy
Wealth Unit; the second time for the pick pockets modifier, and a third time for the Escape Modifier escaping a raid by employing his r e d u c e
* Note: A d v e n t u r e r s and their friends will make up a hue and cry all by themselves and pursue the spell to negotiate the privy w i n d o w.
thief come hell or high water.
TABLE III TA B L E I V Players w i s h i n g t o u s e t h e services o f
Pickpocket failure Hue and C r y thieves may find themselves in dangerous
situations w h e r e , u n l e s s t h e y p r o v e
Roll percentile 01-10 no pursuit
11 - 5 0 victim +0-3 others
worthy o f r e s p e c t , t h e y m a y e n d u p
01-30 unsuccessful, m a y try again
51-75 victim +2-12 others paying more for less than they intended.
31-50 unsuccessful, try again at +10%
76-99 victim +4-40 others Street gangs, in particular, may react this
51-59 victim suspicious, try again at +20%
60-68 victim v e r y suspicious, t r y again a t 100 spell caster with useful spells and roll way, demanding tests of nerve such as a
+30% or make escape at -20% again for additional pursuit. fight o r a difficult climb. I f t h i s i s failed
69-85 v i c t i m suspects you, 50% chance that they will be lucky to escape w i t h o u t their
item w a s stolen, escape possible money, o t h e r w i s e t h e g a n g w i l l p r o v e
TA B L E V
86-95 v i c t i m s a w attempt, escape at -15% useful and even loyal.
Failure t o escape
9 6 - 1 0 0 c a u g h t red-handed, 500/0 chance that
item was stolen, escape only possible 01 o r less automatic escape The criminal underworld is an aspect of
with violence. 0 2 - 1 0 thief has gained ground, roll again city l i f e players cannot i g n o r e a n d p r o -
at -10%
When a t h i e f steals an i t e m b u t is spotted or vides a varied source of plots and intrigue
11-50 still pursued, roll again
suspected, t h e i t e m m a y be passed t o a col- for the DM. Thieves may be found at all
5 1 - 6 0 lose ground, next roll at +10%
league if neither is surprised in the next round. 6 1 - 7 0 lose ground, next roll at +20%
levels w i t h respectable cover identities
71-82 pursuit divides, r o l l t w i c e o n s u b - and vast empires of crime and business
Escape M o d i f i e r s t o hide in shadows:
1. A r e a modifier f r o m Table Ila sequent rounds to evade each set with sinister or glamorous reputations
2. + / - up to 20c/0 for local knowledge or lack of it 8 3 - 8 4 thief has fallen, pursuit at heels, roil — in secret cabals or overt gangs — rich
3. +5% for each 5 pursuers over 5 again at +30 and p o w e r f u l o r s t r u g g l i n g t o survive.
4• +10% if militia involved in pursuit 8 5 - 9 9 t h i e f cut off by pursuers, no escape They are an integral part of business and
5. - 1 5 % for aid of colleague e g , misleading w i t h o u t violence social life at all levels in any city.
pursuers. 100+ r u n into worse trouble....

All modifiers should be added or subtracted from die rolls


REFERENCES
The Medieval Underworld Andrew McCall,
The Player as Victim Experienced thieves will tend to use more Hamilton 1 9 7 9
As victims, players will m o s t c o m m o n l y sophisticated w a y s t o relieve players o f
their m o n e y F o r example, g a i n i n g t h e Thieves' Kitchen: the Regency Underworld
suffer the depredations of pickpockets or D A Low, Dent 1 9 8 2
muggers. The frequency of such encount- friendship o f a c h a r a c t e r o v e r a l o n g
period, learning w h o , in t h e i r party, t h a t Time Considered as a Helix of Semi-Precious
ers w i l l v a r y w i d e l y b u t t h e D M s h o u l d
person d i s t r u s t s a n d t h e n r o b b i n g t h e S t o n e s i n D r i f t g l a s s , S a m u e l R D e l a n e y,
recognise t h a t m o s t encounters w i l l b e
character in such a w a y as t o implicate Signet 1971.
with low-level thieves, those scratching
that person. O t h e r f r a u d s m a y i n v o l v e SA Venetia Lee
for a living on the streets.
9
I M A G I N E ma9az1ne, March 1985
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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
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FIRST FLOOR

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11
I M A G I N E ntagazine, March 1985
34 The OLD BASTION (aka the SCORPION'S NEST)
A Thieves' Safe House

by Paul Emsley 34f Orr Noglinsdottir; F; T5; N/NE;


dagger +2 (+4 vs giants), poison dagger A C 9 / 8 ; hp 1 6 / 2 5

T h r o u g h o u t t h e C i t y League, l o c a l t h i e v e s g u i l d s h a v e s e t u p S a f e S 8 0 III-fitting clothes over corpulent body


Houses. These are places where a thief on the run can hole up for a few I 1 5 0 Safe House storekeeper and cook, C u t p u r s e / B u r g l a r
days or evade i m m i n e n t capture. The Safe Houses can be identified by W 13 0 Jovial, w i t t y, poorly organised, s p i t e f u l
the thieves who use them by some identifying mark or symbol. This mark D 16 0 W o u l d be r e c o g n i s e d in the local markets, r e g u l a r at the
is u s u a l l y k n o w n o n l y to local g u i l d members. S o m e Safe Houses are C 9 C o c k (14)
simply shops with secret rear entrances, others are elaborate hide-outs Ch 8
w i t h p e r m a n e n t staff. One such is the Old Bastion, so called because it
occupies o n e o f t h e a n c i e n t keeps o f t h e o l d c i t y w a l l w h i c h i s n o w Padhraig the Dip; M; T3; N/CN;
largely in ruins. To passers-by it looks like a rough ale-house, w h i c h it is 34g shortsword and sling; A C 7 / 8 ; hp 1 0 / 1 4
— superficially. R e g u l a r s k n o w it as the Scorpion's Nest; a reflection
more of themselves than its secret. S 12 O Very tall and stooping; sharp dresser
9 E Safe House g u a r d
The Safe House is beneath the i n n and has only one entrance — from W 12 0 Arrogant, sly, grovels to superiors
the i n n ' s cellar t h r o u g h a secret door — w h i c h i s constantly watched D 16 O We l l known in local dives
through a peep-hole. A l t h o u g h t h e r e i s o n l y o n e e n t r a n c e t h e r e a r e C 9
several emergency exits. These range from the private one used by the Ch 7
Safe House Master, to the trap doors up into the stables to the last resort
route up through the midden. There are only four regulars w h o run the
Safe H o u s e . T h e M a s t e r , E r a - l a n ( 3 4 e ) , t h e S t o r e K e e p e r, O r f
34h Said'h'rm'ra, F; T3, N/CN;
longsword, club; AC4; hp 1 1 / 1 5
Noglinsdottir (34f); and t w o guard/helpers. W h e n thieves are hiding in
the house they largely look after themselves and take turns on look-out S• 1 4 0 S w a r t h y ; hooded robes; leather armour; scarf over mouth
and guard duty; w h e n no-one is staying there the guard work is done by I 1 7 E Safe House g u a r d
Padhraig (34g) and Said (34h). W 9 0 Clever, quiet, remorseless
D 1 8 E l N e w c o m e r from S a r p a t h i a n Mountains, S a i d works here
Sited right in the middle of the inn's main room is a long wooden table. C 11 a s h e r i n c o m p r e h e n s i b l e a c c e n t m a k e s i t impossible to
Places at it are reserved for the most infamous of the regulars at the inn. Ch 1 6 w o r k elsewhere; brilliant young thief; has earned the envy
Such a reserved place is regarded as a g r e a t status symbol and m u c h and hatred o f the DIP ( 3 4 g ) - k n o w s this a n d w o n ' t leave
blood is spilt over the right to sit there and the position taken — those before giving h i m reason to r e m e m b e r her
sitting n e a r e s t t h e c h a i r m a n b e i n g t h e m o s t admired. T h e c h a i r m a n
holds h i s (and c u r r e n t l y, her) position b y m a i n d r o i t and occasionally
leads the 21 m e m b e r s of the Table on lunatic adventures (raids on guard 33• 1 - n T h e Safe House typically has 6 fugitives at any one time,
posts a n d t h e like). N o n e o f t h e m e m b e r s o f t h e t a b l e k n o w o f t h e each fugitive staying a couple of nights at most. A t busy times up to 3 0
function of the inn as a Safe House.
thieves can be accommodated. Currently, the occupants are the Vigas
brothers: A r g e n , M o r r, Cap, ' L e g s ' , T h o r p a n d Kensal; A C 7, h p 1 0 ,
armed with longswords. They do their own cooking and cleaning and act
WORKERS IN THE I N N as guards and look-outs during their stay.

34a S q u i n t y P a t c h , M , T1(Fr3)/T1(F4), C/CE,


Dagger, A C 6 / 7 , h p 1 5 / 3 7 REGULARS AT THE I N N
S• 1 5 E l Scruffy, pasty, one-eyed; filthy l e a t h e r apron over grubby
I 8 j e r k i n a n d trews 3 4 , A n b u r y , M ; F l / A l ; C/CE;
V j e s t e r ' s stick w i t h hidden, poisoned, blade A C 5 h p 6 / 4
W 5 0 Innkeeper, l o o k - o u t
D 1 7 0 Suspicious, quiet, jumpy, mean, w r e t c h e d S 13 0 Bland, easily forgotten face; leather armour dressed up to
C 1 0 0 Knows a l l the thieves a n d regulars w e l l but is almost 1 1 2 l o o k like a Jester's costume
Ch 6 u n k n o w n o u t s i d e t h e inn, w h i c h i s t h e w a y h e l i k e s it; W 8 0 Ve t e r a n / B r a v o ; double agent for the Knights Ocular
refuses to w e a r a patch over the unpleasant wreck o f his D 1 7 0 A c t s mute, f o o l i s h a n d amusing; observant, c a r e f u l
eye w h i c h he s w e a r s was lost in a battle w i t h a Unicorn; C 9 0 K n o w n by f e w outside the inn; sleeps rough and seems to
began life as a f r e e m a n / f i g h t e r b u t has s w i t c h e d to t h i e f Ch 1 3 s p e n d all day here; in Advanced: member of the assassins
guild; i n b o t h s y s t e m s h e g e t s i n f o r m a t i o n t o t h e K O
through an impenetrable system o f contacts and drops
3 4 b - d P a t c h ' s staff are three stupid scullions: Beizchkwang
(M; F 2 ; A C 9 / 1 0 ; h p 1 4 / 1 6 ) , l d i m i n i (F; E2; A C 8 / 9 ; h p 1 3 / 1 5 ) a n d
Brown M i m (F; El; AC 8; hp 6 / 7 ) . Beizchkwang lusts after the gorgeous 34p C l u z o h ; M; F3/P2; L/LG;
two-handed s w o r d and dagger; A C 2 / 3 h p 2 0 / 1 6
Angovidintrix B l i s t e r (51) a n d c o n s e q u e n t l y h a t e s B e r u t h ( 4 d ) ; i t ' s
difficult to get these three to remember your order, never mind getting 12 0 Dishevelled, unkempt, h u n g o v e r ; filthy plate m a i l
them to pass on any useful information about anything 9 0 Swordmaster/Keeper
13 El Depressed, alcoholic, desperate
7 0 In t h i s state Cluzoh w o u l d n ' t recognise his mother; came
SAFE HOUSE STAFF 9 to c l e a n u p t h i s ' d e n o f vice', b u t ' t h e y ' got to h i m f i r s t -
Ch 17 through the bottle
34e F r a - l a n ; M ; T 9 / T 1 0 ; C/LE;
l o n g s w o r d +3 (detect traps and invisible; k n o w alignment) Tolin Swallow; F, F6, C/CE,
AC - 1 / - 2 ; hp 3 5 / 4 9 34q l o n g s w o r d +3, dagger, mace, longbow, AC 8 / 9 , hp 4 0 / 5 0
1/40gre
S 13 0 Short; pleasant face; beautifully decorated leather armour S 1825 0 Ugly; dark jacket and bright red (stained) hose
I 1 5 +2 o v e r f i n e silks, b r a c e r s o f d e f e n c e A C 6 ( w o r n a s a I 8
W 10 0 Myrmidon, C h a i r m a n o f the Long Table, M e r c e n a r y
head-band), ring o f protection +2 W 7 0 Loud, violent, sadistic
D 18 0 M a s t e r Thief, S a f e H o u s e M a s t e r, r e t i r e d G u i l d Master, D 15 0 Friend o f Patch ( 3 4 a ) - w h i c h m a k e s t h e f a c t t h a t s h e
C 1 5 o w n e r of the O l d Bastion (34) C 1 7
Ch 1 6 k n o w s n o t h i n g o f t h e S a f e H o u s e e v e n m o r e amazing;
El Superficially g e n t l e m a r ' - , devious, sharp, unscrupulous, Ch 6 k n o w n by Long Table members a n d feared locally
very worldly-wise
El K n o w n a n d revered amongst the b r o t h e r h o o d of thieves, There are 20 other members of the Table; they are a mixture of classes of
his n a m e has even been h e a r d in polite society levels 2-4 a n d are ruthless, i g n o r a n t bullies to the last.
12
I M A G I N E ma9adne, March 1985
A N e w Magical Item For The D8tDk Game
These items are special bands that can be worn around any part of the
body, and that provide magical protection. When the Bracer is donned,
the wearer is treated for all purposes except encumberance to have an
A r m o u r Class equivalent to that of the item.

Bracers can w o r k i n c o n j u n c t i o n w i t h o t h e r magical protection and


dexterity, so that a character w i t h bracers of defence A C 4 , dexterity
17, and a ring o f p r o t e c t i o n +1 w o u l d have an armour class of 1 .They
will not w o r k in conjunction w i t h any kind of armour.

„pie -AnV, V 41)2


) d i d 011
-41P
0-4
fiTM- e r 4.14°

THIEVES, LOCKS and DOORS


One of the gaps in t h e DfILD,, a n d A D & D R g a m e s is the lack of detail magazines ignoring these variations and possibilities. As of this issue of
offered in the rules with regard to types of locks and how to pick them. In IMAGINE, details about locks and the doors they are on will be included
this i s s u e o f I M A G I N E m magazine, C h r i s B a r l o w w r i t e s a b o u t l o c k on P E L I N O R E maps. A s can be seen f r o m t h e key b e l o w (and on t h e
complexity and h o w that affects the ability of a thief to open them. The map of the Safe House) a great deal of information can be included with
detail that can be included about locks and doors goes much further than a f e w symbols. W i t h t h i s n e w knowledge t h e D M c a n m a k e t h e
that, however. There are five (at least) different ways of locking a door: adventure m o r e o r l e s s d i ff i c u l t f o r t h e players d e p e n d i n g o n t h e i r
(1) a t u m b l e lock accessible from both sides (like modern mortice locks) inventiveness and the DM's attitudes to how a thief could deal w i t h the
(2) a t u m b l e lock similar to type 1 b u t only accessible from one side various options. For example it may be considered that only type 1 locks
(3) padlocks can b e p i c k e d f r o m b o t h s i d e s o f a d o o r w h e r e a s t y p e s 2 t o 5 a r e
(4) bolts unpickable f r o m t h e ' w r o n g ' s i d e ; o r t h e y m a y r e q u i r e s p e c i a l ,
(5) bars. expensive, tools to do the job; or they may make no difference at all; or
The rules seem to assume that only locks of type 1 are ever encountered, some, l i k e b o l t s , m a y b e u n p i c k a b l e u n d e r a n y c i r c u m s t a n c e s .
as there is no advice to tell DMs how to cope with thieves faced with any Whichever way, as DM, you choose, you w i l l have m o r e options w i t h
of the other varieties. This has led to material presented in modules and these n e w symbols.

INFORMATIONABOUT DOOR5 TYPE5 OF LOCKS


PLAIN T R A P P E D LOCKED U N L O C K E D
DOOR D O O R
• o LOCKACCESSIBLEFROM

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

I M A G I N E magazine, March 1985 13


Bran OF THilEVES9 MELDS
The organisation of the Thieves' Organisations of Pelinore

by Tom Kirby Example:


In I M A G I N E m a g a z i n e , #22, m a n y o f t h e g u i l d s t h a t c o n t r o l t r a d e 3 5 T h e Thieves Guild around the Walk
w i t h i n t h e City League and its environs w e r e listed or discussed. O n e
category w a s t h a t of the thieves' guilds. A s w a s suggested t h e r e are
The t h i e v e s g u i l d t h a t o p e r a t e s i n t h e e n v i r o n s o f t h e W a l k (see
dozens w i t h i n T'League. A l l t h e s e guilds, a n d m o s t t h i e v e s ' g u i l d s
I M A G I N E m a g a z i n e i s s u e s 20, 2 2 & 2 3 ) is a l a w f u l guild. I t h a s 2 5
t h r o u g h o u t Pelinore, fall into one of two types: basically lawful (L/LN) or
members, a n d a b o u t t w o s c o r e a s s o c i a t e d f r e e l a n c e t h i e v e s . B y
basically chaotic (C/CN). Thieves can be of any alignment otherwise in
unfortunate circumstances (an inter-Guild war), the Walk Thieves Guild
use i n t h e c a m p a i g n , a n d e a c h w o u l d j o i n t h e m o s t s u i t a b l e g u i l d ,
finds itself w i t h o n l y three Pips, an u n u s u a l l y small complement.
although i t is possible that in smaller t o w n s only one of the t w o types
would exist. I n s u c h cases, t h e t h i e f character m i g h t f e e l q u i t e
uncomfortable having to join an unsuitable group.
3 5 a S h e e r Dreeve; M ; T 9 / T 1 0 ; L / L N ; A C -2; hp 4 2 / 6 3
Guild Master; H; q u i e t & undemonstrative but efficient and thorough
LAWFUL-TYPE GUILDS
3 5 b B i j - b i j t h e Knife; F; T7; N / L N ; A C 0; hp 3 4 / 4 4
Lawful g u i l d s a r e h i e r a r c h i c a l o r g a n i s a t i o n s t h a t o w n t h e i r h e a d -
Lieutenant H ; aggressive, reliable and faithful
quarters. The officers of the guild have fixed duties and responsibilities;
they seek authority for matters outside their control from their superiors
and they delegate authority to their juniors. These officers decide which
3 5 c G r e e s l i m e t h e Wise; F; T7; N; A C 4; hp 2 6 / 3 3
jobs should be done when, and control their guildsmembers' activity to
Staff; G; smelly and unpleasant but brilliant record keeper most of which
ensure no 'over-fishing' i n the locality; they also deal w i t h handing Out she memorises
p u n i s h m e n t s to transgressors. Successors to these posts are selected in
advance and trained up appropriately. Everything is done in a business-
like m a n n e r . B e i n g t h i e v e s , h o w e v e r , m e a n s t h a t m e t h o d s o f
advancement d i f f e r s l i g h t l y f r o m t h o s e a c c e p t e d i n t h e t r a d i t i o n a l
35d Sharpy; M; T5; L / N G ; A C 3; hp 2 0 / 2 5
First Pip; H ambitious and sneaky, in charge of the streets
business world. Thieves are expected to w a t c h t h e i r o w n backs and if
they fail in that duty then they fail as thieves and deserve their fate. It is
quite usual t h a t an a m b i t i o u s young thief will find h i s route to the top
3 5 e K h a n Ai; M; T5; L/LE; AC 2; hp 1 9 / 2 4
aided by a series o f u n f o r t u n a t e accidents to h i s superiors; s i m i l a r l y,
Second Pip; 1/2E; i n c h a r g e of burglary and break-outs a t w h i c h h e is
ambitious young thieves often don't come back from tricky jobs. No one
brilliant, after Sharpy's job and trying to kill h i m
in t h e g u i l d w i l l d o a n y t h i n g a b o u t t h e s e a c c i d e n t s u n l e s s t h e
perpetrators m a k e t h e m s e l v e s obvious — t h e w o r s t s i n t h a t c a n b e
committed by a t h i e f is being obvious
3 5 f Q u e l l i a ; F; T4; N / L N ; AC 5; hp 1 5 / 1 8 ; Third Pip; H; brilliantly
inventive, will go far if someone doesn't stop her, in charge of scams and
protection
Master
1
1 I 3 5 g " R i p p e r " O r c c r y ; M; T5; L / L E ; A C 6; hp 2 2 / 2 7
Lieutenant S t a f f The Landlord; H; n a m e d after his hook (left arm) w h i c h prevents active
1 l thieving, desperate to get 'back into the m a i n s t r e a m ' and w i l l remove
1 I I I 1 obstacles ruthlessly
Pipl P i p 2 P i p 3 e t c T h e Landlord Records
I
3 5 h A n a h Dzhohans; T 5 ; N/NG, AC 9 h p 1 9 / 2 4
The Nags Records; H; quiet, mousey, dull, k n o w n as " I n k y ' i n the guild

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
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ALL THAT GLISTENS....
by Chris Felton

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...

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19
H O W T O SELL T H E
PONT'
'BRIDGE
by Neil Gaiman

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.

T h e y were playing a game not unlike tennis,


with large, heavy strung racquets, and jewelled cross scar on his right cheek. The pendant that A skeletal woman with flawless white skin
skulls for balls. The skulls were so satisfying in hung at his neck (proclaiming him one of the pointed t o one of the inner rooms. Then she
the way they thunked when hit cleanly, in the High Council of the Point Jewel Merchants' yawned and twisted her body; a rippling twist, at
way they curved i n great looping parabolas Guild) stuck, briefly, to his sweaty skin, and then the end of which she was off the float — hers was
across the marble court. The skulls had never swung free. 'What do you think, my dear?' carved into the shape of a giant swan — and deep
grown o n human shoulders; they had been 'I am not your "dear": in the water. Carthus envied her and hated her:
obtained, at great loss of life, from a demon-race 'Of course not, ah, lady.' that twist had been one of the twelve so-called
in t h e highlands, a n d afterwards jewelled 'Better, Carthus. We'll make a true citizen of "noble" dives; he knew that, despite having
(emeralds and sweet rubies, set in a lacy silver you yet. Well, for a start, the name is obviously practised for years, he could not hope to emulate
filigree in the eyesockets and about the jawbone) false. "Glew Croll" indeed! There are more men it.
in Car thus' own workshops. named Glew Croll i n Ponti than there are 'Effete bitch,' he muttered under his breath.
It was Carthus' serve. diamonds in your safes. The address is obviously Still, it was reassuring to see the other Council
He reached for the next skull in the pile and rented accommodation. There was also no ring- members here. He wondered if any of them knew
held i t u p t o the light, marvelling a t t h e mark on the wax seal; it's as if he's gone out of anything he didn't.
craftsmanship, in the way that the jewels, when his way to maintain anonymity.' There was a splashing behind him, and he
struck by the light at a certain angle, seemed to 'Yes, I could see all that. But what about this turned. Wommet, t h e G u i l d President was
glow with an inner luminescence. He could have "business opportunity" he talks about, And if it clutching Carthus' float. They bowed to each
I M A G I N E magazine, March 1985
21
other, then Wommet (a small hunchback, whose for i t i n p u b l i c i t y alone, even f o r g e t t i n g t h e T h e fire h a d b u t nt o u t i n the Rogues' C l u b ,
everso m a n y times great-grandfather had made value of the jewels. It is my task to see the world's leaving but a few g l o w i n g embers in a bed of grey
his fortune b r i n g i n g K i n g Emmidus the jewels eight largest wholesale jewellers about this. A s ash, and dawn was p l a y i n g silver fingers across
that b a n k r u p t e d P o n t i , a n d t h u s l a i d t h e you can imagine, if the jewels were all released at the sky. Gloathi,s, Redcap and myself stared at
foundations for the R u l i n g Enclave's 2,000 year once in Pond they would be almost worthless. In the man who called himself Stoat as he paused in
rule) said Yo u next, messire Carthus. D o w n the exchange for entire ownership of the Bridge, the his n a r r a t i v e . T h e n h e l e a n e d b a c k o n I n s
first corridor: it's the first room you come to.' jeweller w o u l d have t o undertake t o b u i l d a cushion and grinned.
Carthus suppressed an urge to ask the Hunch- structure beneath it, and as it crumbles he or she 'So there you have it, gentleman,' he said. ' A
back what it was all about, and clambered off his w o u l d collect the jewels and undertake to sell no perfect scam, eh?'
float. T h e water stung his eyes. more than h a l f a percent w i t h i n the city walls. I g l a n c e d a t G l o a t h i s a n d Redcap: I w a s
To his surprise he found himself climbing up You, as a partner of Carthus and Aathia, are one relieved to see they looked as blank as I felt.
steps t o t h e r o o m : i t w a s d r y, a n d d a r k a n d of the eight people I have been appointed to see.' ' I ' m sorry,' said Redcap, ' I just don't see...'
smoky. One lamp shone fitfully on the desk. The T h e jeweller shook his head. I t just seemed too Yo u don't see, eh? And you, Gloathis? Do you
man b e h i n d t h e d e s k w a s s t a n d i n g i n t h e good to be true — i f he could get i t ! ' Te l l me see, or are your eyes covered by thick mud?'
shadows, b u t even i n t h e h a l f - l i g h t , C a r t h u s more,' he said, betraying no interest in his voice. Gloathis half-smiled. 'Well.., y o u obviously
could see that he was tall and totally bald. 'I a m b u t a h u m b l e servant o f the Enclave, convinced them all you were a representative of
'I bid you good day,' said a cultured voice. who, after all, want to make a profit on the deal. the Enclave. H a v i n g t h e m a l l m e e t i n t h e
'And on your house and k i n also,' responded Each of you w i l l submit a tender for the Bridge, anteroom was an inspired idea. But what I fail to
Carthus.
via myself, t o t h e Enclave. T h e r e i s t o be n o see is the' profit i n it for you. From what you've
'Sit d o w n , s i t d o w n . Y o u a r e here o n t h e conferring b e t w e e n y o u . T h e E n c l a v e w i l l told them none of them w o u l d pay the money to
business of the R u l i n g Enclave, as you may have choose t h e best offer, a n d then, i n o p e n a n d you — they are w a i t i n g for an open announce-
inferred from the message I sent you. I must ask formal E n c l a v e Session t h e w i n n e r w i l l b e ment, a n d t h e n t o p a y t h e i r m o n e y i n t o t h e
you, before we go any further, to read and sign announced, and then — and only then — w i l l he public treasury....
this oath of secrecy. Ta k e all the time you need.' pay his money into the City treasury. Most of it, Stoat raised a n eyebrow. ' Yo u t h i n k l i k e a
He pushed a scroll across the table. It was a fairly as I understand t h i n g s , w i l l g o towards t h e mug,' h e said f l a t l y. H e looked at nse, a n d I
comprehensive oath, pledging Carthus to secrecy b u i l d i n g o f another bridge (out o f more m u n - shook m y head. ' A n d you call yourself rogues!'
about all matters discussed with the meeting on dane materials, I suspect) and towat d paying for Redcap looked exasperated. ' I j u s t d o n ' t see
pain o f t h e R u l i n g Enclave's " e x t r e m e d i s - a boat-ferry f o r the citizenry w h i l e there is n o t he profit i n it F a i r enough... you tell them the
pleasure" — a p o l i t e e u p h e m i s m f o r death. bridge.' money is going- t o the Enclave.., you've spent
Carthus read it through a couple of times. i t 'I see.' your 30 g o l d coins o n r e n t i n g the offices a n d
isn't a n y t h i n g illegal, is it?' T h e t a l l m a n stared at Carthus; the jeweller sending the' messages. Where the' he'll does this
'Sir!' T h e c u l t u r e d v o i c e w a s offended. felt as if hard eyes were boring into his soul. ' Yo u m i l l i o n come from?'
Carthus s h r u g g e d h i s g r e a t s h o u l d e r s a n d have five days t o submit y o u r tender, Carthus. It was then that I realised, and stilt t eel to laugh.
signed. T h e scroll was removed from his fingers Let me warn you of two things. Firstly if there is m i l d feel my face going red w i t h the effort of
and placed i n a t r u n k i n the far corner o f the any collaboration between any of you jewellers Living to keep it in, and I began to splutter. I was
room. 'Very good. We can get down to business, you will incur the Enclave's extreme displeasure. h o l d i n g m y side's a n d r o l l i n g o n t h e f l o o r ; I
then. Something to drink? Smoke? Inhale? No? Secondly i f anybody f i n d s o u t about the spell almost choked I laughed so hat d, I reached out
Very well.' fatigue, then we w i l l not waste time in f i n d i n g for Stoat, a n d t h e n beg-an t o l a u g h a g a i n . I
There was a pause. out which of you jewellers opened his mom h too laughed so hard I couldn't breathe and t he whet
'As you w i l l have guessed, G l e w C r o l l is not widely and not too well. The Guild Council w i l l two (Stoat just stared on impassively) patted me
my name. J a m a j u n i o r administrative member be replaced w i t h a n o t h e r Cow-161, a n d y o u i on the' back and poured water d o w n m y neck.
of the R u l i n g Enclave.' (Carthus grunted and business w i l l b e annexed b y • the E n c l a v e — 'Oh, priceless, priceless!' I spluttered. ' I see it all
scratched h i s ear.) 'Messire Carthus, w h a t d o perhaps t o b e offered a s prizes i n t h e n e x t now!' Eventually I calmed closets, a n d (feeling
you k n o w o f the Bridge of Ponti?' A u t u m n Games. Is my meaning plain?' weak as a newborn shrew) I crawled on my hands
'Same a s e v e r y o n e . N a t i o n a l l a n d m a r k . Carthus' voice was gravel i n his throat. 'Yes.. and knees t o Stoat; I whispered i n his ear. He'
To u r i s t attraction. Ve r y impressive i f y o u l i k e 'Go then. Yo u r tender in five days, remember. nodded, and I began to giggle again.
that k i n d o f t h i n g . B u i l t o f jewels and magic. Send another in.' 'I a m g l a d t h a t o n e ' o f y o u h a s s o m e
Jewels aren't all of the highest quality, although Carthus left the room as if in a dream, croaked perception,* said Stoat. T h e n he drew his silken
there's a rose-diamond a t t h e centre b i g as a 'He wants you now' to the nearest H i g h Council robes around it s t o o d up and swept off down
baby's fist, flawless...' member i n the anteroom and soon f o u n d h i m - the torch-lined con idors of the Lost Carnadine
'Very good. Have y o u ever heard of "magical self outside its t h e s u n l i g h t a n d fresh a l t . F a r Rogue's' C l u b , s , i n i s l i i t i g i n t o t h e shadows. I
half-life"?'
above h i m t h e jewelled heights o f the- P c m t i stared after h i m as he left; the other t w o were
'Well... I've heard the term.' Bridge stood, as they had stood g l i m n w r i n g and staring at me.
'A m a g i c a l h a l f - l i f e , messire, i s t h e n i g r o - t w i n k l i n g d o w n o n t h e t o w n f o r the last t w o 'What d i d h e do?' begged Redcap. ' I d o n ' t
mantic term f o r the length of time a magician, thousand years. understand!'
wizard, w i t c h or whatever's magic lasts after his He squinted: was it his imagination, o r were 'Call y o u r s e l f rogues?' I asked rhetorically.
or her death. A h u m b l e hedge-wizard's magic, the jewels less bright, the whole structure subtly 'Oh, very we'll. After the jewellers left his office
conjurations and so on w i l l often disappear on less magnificent than before? Was the air of per- he l e t t h e m stew f o r a f e w days, l e t t i n g the'
the moment of his death. A t the other end of the manence t h a t h a d h u n g a b o u t t h e B r i d g e tension b u i l d a n d b u i l d . T h e n , secretly, h e
scale y o u h a v e s u c h p h e n o m e n a as t h e Sea- beginning to fade away? It was as if he had never at ranged to see each of the jewellers at different
Serpent Sea, i n w h i c h the purely magical sea- seen it before. Mentally he began to calculate the times and in different places — probably low-life
serpents s t i l l f r o l i c a n d b a s k a l m o s t n i n e value of the Bridge i n terms of probable jewel- taverns.
thousand years after the death of Cilitnwah L i h , weight and volume, and wondering how Aathia 'And i n the tavern he w o u l d see the jeweller,
their creator.'
w o u l d treat h i m i f h e presented het w i t h t h e and p o i n t out the one t h i n g you — and they —
'Right, that, yes. I knew that.' rose-diamond a t t h e s u m m i t . A n d t h e H i g h had overlooked. T h e tenders w o u l d g o t o the
'Good. T h e n you w i l l understand the i m p o r t Council w o u l d no longer be able to view h i m as Enclave via our friend; and he could arrange for
when I t e l l y o u t h a t the h a l f - l i f e o f the P o n t i a nouveau riche upstart, i f he was the man w h o the jeweller he was t a l k i n g to — say Carthus —
Bridge — according t o o u r chiefest sages — is bought the Ponti Bridge. to put i n the w i n n i n g tender.
little m o r e t h a n t w o t h o u s a n d years. S o o n , They w o u l d treat h i m better; there was n o For, of course, he was open to bribery!'
messire, i t w i l l begin to crumble and collapse.' doubt of that. Gloathis slapped h i s forehead. .I'ns such an
T h e fat jeweller gasped. ' B u t that's terrible. I f One by one, the man who called himself 'Glew oaf! I should have seen it! H e could easily have
the news got around...' H e trailed off, mentally Croll' saw the jewel merchants. Each reacted in collected a m i l l i o n g o l d coins' w o r t h o f bribes
weighing up the implications. his or her o w n way — shock, laughter, sorrow, from those jewellers, and then he'd vanish. T h e
'Precisely. T h e r e w o u l d be panic. Tr o u b l e . gloom — at the news of the spell-fatigue in the jewellers c o u l d n ' t c o m p l a i n — i f the Enclave
T h e news cannot be allowed to leak out before
binding of the Ponti Bridge. Each of them began knew they'd tried bribing someone they thought
we are ready, hence this secrecy.' to calculate p r o f i t s a n d fame, m e n t a l l y j u d g e to be an Enclave official, they'd be lucky to keep
'I t h i n k I w i l l have a drink, please,' muttered and rejudge possible tenders, activate spies i n their r i g h t a r m s , l e t a l o n e t h e i r l i v e s a n d
Carthus. rival jewellers' houses. businesses. W h a t a perfect con.'
'Very wise.' T h e b a l d n o b l e unstoppered a Carthus h i m s e l f t o l d no-one a n y t h i n g , n o t And t h e r e w a s silence i n t h e H a l l o f t h e
crystal flagon and poured clear blue wine into a even his beloved, unattainable Aathia; he locked Rogues' Club: we were lost in contemplation of
goblet. H e passed i t across t h e t a b l e , a n d himself u p i n his study and wrote tenders, tore the b r i l l i a n c e o f the M a n w h o Sold the Penni
continued, ' A n y jeweller — and there are o n l y them u p , w r o t e tenders again. T h e rest o f the Bridge.
seven in Ponti, and perhaps two elsewhere who jewellers were similarly occupied. lib Neil Gelman, co-author, w i t h K i m
could cope w i t h the volume — w h o gained the
Newman, o f Ghastly Beyond Belief, a
Pond Bridge w o u l d gain back whatever he paid
collection of the worst-ever SF quotes.
22
I M A G I N E ma9adne, March 1985
Another time. ..another place...
Out of the heavens a new kingdom is born
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24 Please mention IMAGINE magazine when replying to advertisements


_

GUILTY IF CAUGHT
by Flashman
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A D&D® mini-module for sheepbiters, picaroons and other sticky-fingered types.


General Introduction The Thieves' Guild
Guilty If Caught is a collection of three 'jobs' suitable for one or two All three sections of this module are designed to fit into any campaign
thieves. The separate sections are not directly-linked parts of the same background and provide interesting diversions for Thieves when they
adventure, but each is an outline of a target worthy of a skilful thief. are n o t opening chests f o r parties o f avaricious a n d ungrateful
However, the 'mini-mini-adventures' are connected in the sense that adventurers. I t is assumed that the characters taking part i n t h e
they are all the sort of escapades that a typical Thieves' Guild would adventure belong to a Thieves' Guild of some sort, comparable to other
undertake and assign to its members for completion. types of organised crime cabals — something more than a simple street
gang, perhaps a formalised group such as a 'Tong' or a Mafia 'family'.
The DM will need access to copies of the DBLIXi. Basic and Expert sets,
and will find access to the Companion rules useful — in particular the The Thieves' Guild is a base of activity for the characters, a place where
unarmed combat rules. Use of these combat rules is recommended with they can live, find security from the arms of the Law, hear about
Thief characters. potential targets and learn new skills. The most influential member of
the Guild — though not necessarily the most expert at the art of Thievery
Where monster and NPC statistics are presented in the text they appear — is the Guildmaster.
in the following order:
The characters involved in this series of adventures are under the
Name: AC A r m o u r Class; HD — Hit Dice or Class & Level; hp — Hit authority of the Guildmaster. He or she runs the business of the Guild,
Points; MV — Movement Rate; # AT — Number of Attacks per round; deciding who works and where — which group of pickpockets work in
D — Damage caused per attack; Save as — Saving Throw equivalent; what streets a n d markets o r w h o takes part i n burglaries. T h e
ML — Morale Level; AL — Alignment; XP E x p e r i e n c e Point value; Guildmaster disposes of stolen property and sees that members get a
WR — Wrestling Rating (see Players Companion, p7); THACO —To Hit 'fair share' o f the rewards. The Guildmaster may also deal w i t h
Armour Class Zero. This is the roll on '1 d20 to hit an opponent with AC O. outsiders — as in the missions detailed below. These tasks give the
In most cases, the roll needed to hit a target can be calculated as THACO Guildmaster a great deal of influence, as the only one who knows the
minus target's AC. full details of the Guild's business.
25
I M A G I N E nta9atittc March 1985
GUILTY IF CAUGHT
Experience Points
Experience p o i n t s i n t h e D8LID4 g a m e a r e u s u a l l y a w a r d e d f o r over-
coming m o n s t e r s and finding treasure. In these adventures, however,
the D M s h o u l d a l s o a w a r d X P s t o t h e character(s) i n v o l v e d i n t h e
following manner:

1. A v o i d i n g a creature should be treated in the same m a n n e r as if it


had been overcome — t h e characters should get the full XP value of
the creature involved.
2. Tr e a s u r e s with a monetary value do not give an a u t o m a t i c l gp=1XP
to the character(s). All treasure should be turned over to the Guild-
master, a n d t h e character awarded 2 5 - 5 0 % o f the value in cash
and XP (to reflect t h e problems of fencing stolen property and the
Guild's ' c u t ' ) . T h e p l a y e r s m a y t r y t o w i t h h o l d i t e m s f r o m t h e
Guildmaster (with the same chance of success as Picking Pockets),
in w h i c h case they will receive 50-75% of the value of the items. If,
however, they are caught engaging in this underhand activity, the
characters will forfeit all the money and 90% of the XP value of the
goods.
3. A t l e a s t 1 0 % o f all s t o l e n coinage s h o u l d be t u r n e d over t o t h e
Guildmaster. T h e c h a r a c t e r s r e c e i v e f u l l X P v a l u e f o r s t o l e n
money.
4. I f a crime is commissioned by the Guild or an outside contractor (as
below), t h e Thieves assigned t o t h e job w i l l receive a fee w h i c h
does conform to the 1 gp=1XP formula.

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

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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.

It is, of course, possible for disguised characters to enter the house on


the pretext o f being traders, w h i c h w i l l g i v e t h e m a n o p p o r t u n i t y t o
discover t h e b a s i c l a y o u t o f t h e c o m m e r c i a l p a r t o f t h e b u i l d i n g .
Naturally, this does not include the presence of the upper store (a) or any
of t h e s e c r e t d o o r s . A n I n t e l l i g e n c e a b i l i t y c h e c k i s r e q u i r e d t o
successfully manage this deception.

Entering at n i g h t is a safer proposition, and the character(s) w i l l have


little trouble in climbing to the roof of one of the adjacent buildings and
from t h e r e o n t o t h e h o u s e proper. O n c e o n t h e r o o f t h e character(s)
should make M o v e Silently and Hide in S h a d o w s rolls every round to
avoid d e t e c t i o n , a l t h o u g h o n l y a s i m u l t a n e o u s f a i l u r e o f b o t h w i l l
indicate that they have been spotted.

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.

6 s e r v i n g g i r l s : A C 9; H D 1; h p 2 each; M V 1 2 0 ' (40'); # A T 1; D b y


weapon; Save as N M ; M L 5; A L N X P 1 0 each; WR 10; THACO 20; the
girls will avoid any intruders and attempt to raise the alarm. If cornered,
they w i l l f i g h t w i t h w h a t e v e r kitchen knives (D1-4) a n d t h e like t h a t
come to hand.
Birtle, t h e c o o k : AC 7 or 6; Fighter 5; hp 45; M V 60' (20'); # AT 1; D b y
weapon; Save as F5; ML 12; AL N ; XP 175; WR 14; THACO 16; S 16 (+2),
a r o u n d a s m a l l courtyard, could be any small m a n o r house. The rooms 114, W 13, C 18 (+3), D 16 (+2), Ch 10; Jharbulus' ex-enforcer, w h o was
here are outfitted i n a rich, but subdued, m a n n e r. There are almost no given her current position after losing a leg in a sailing accident. Birtle is
valuable items on display: the wealth of y e n J h a r b u l u s is expressed in still a capable fighter, and keeps her l o n g s w o r d +2 and shield +1 i n the
the quality of the furnishings, wall panelling, tapestries and the like; all kitchen and w e l l oiled. Birtle w i l l arm herself before investigating any
of magnificent workmanship. His valuables are kept in two strong boxes noise, and is surprised only on a roll of 1 ( w i t h a d8).
in t h e offices on the first and second floors of the warehouse. There is, 6 d o c k h a n d s / w a g g o n drivers: A C 7; Fighter 2; hp 1 0 each; M V 1 2 0 '
however, n o indication of the real source of y e n Jharbulus' fortune — (40'); # AT 1; D 1 - 6 (shortswords); Save as F2; M L 7; A L N; XP 20 each;
he is a fence for the Guild of River Thieves, a completely autonomous WR 8; THACO 19; these men have learned that it is better to k n o w little
Thieves' Guild. Cleren Gyris, the Guildmaster and the player character(s) of w h a t i s going on, b u t t h e y w i l l f i g h t i f t h e i r sleeping q u a r t e r s a r e
should be u n a w a r e of Jharbulus' dual role. disturbed.
3 w a r e h o u s e guards: AC 5; Fighter 3; h p 13 each; M V 90' (30'); # AT 1;
The house is w e l l protected against thieves a s might be expected of D by weapon; Save as F3; M L 9; A L C; XP 35; WR 7; THACO 19; armed
one so intimately connected w i t h them. The ground floor w i n d o w s are w i t h shortswords (D1-6) and blackjacks (D1-2, see Players C o m p a n i o n ,
barred and locked (-10% Open Locks), w i t h gaps of less than 4 inches p5 for extra effects). They are responsible for the security of the stores
between each bar. External and internal doors marked (1) have strong, and the quay and will investigate any strange noises. There is also a 1 i n
complex locks (-25% Open Locks), w h i l e t h o s e marked w i t h a (2) are 12 chance per turn that one of the guards will decide to wander around
even b e t t e r protected ( - 3 0 % O p e n Locks). T h e o r d i n a r y doors i n t h e the pool, checking the locks on the stores and the office as he does so.
house are only shut and locked 50% of the time, and have compartively M i s t r e s s Ash: AC 5; Thief 5; hp 18; M V 120' (40'); # AT 1; D by weapon;
simple m e c h a n i s m s (-5% Open Locks). First and second floor w i n d o w s Save as T5; M L 8; A L C; XP 175; WR 9; T H A C 0 1 7 ; S 1 2 , 11 3 , W 13, C 14
are not barred, but do have locks (-10% Open Locks). (+1), D 17 (+2), Ch 1 8; ring of protection +2, ring of human control,
dagger +2; A s h h a s been placed i n t h e J h a r b u l u s h o u s e h o l d b y t h e
The g a t e s h a v e f a i r l y simple, b u t v e r y heavy, p a d l o c k s ( - 1 0 % O p e n Guild of River Thieves to keep an eye on him. I f encountered, she will
Locks). The only exception to this is the watergate, w h i c h can o n l y be pretend to be no more than a r a t h e r vacant (but very attractive) young
raised a n d l o w e r e d f r o m a b o v e t h e p o o l c l e r k ' s c h a m b e r — a s t h e woman, and w i l l not reveal her talents as a thief unless she has to.
mechanism is never greased and makes a terrible noise when in use this
is not regarded as m u c h of a risk. Few people in the house stir after midnight, save for J h a r b u l u s w h e n
there a r e n o c t u r n a l v i s i t s f r o m t h e R i v e r T h i e v e s ' G u i l d . O n a n y
The secret doors do not have locks, their secrecy being judged sufficient particular night there is a 15% chance that a group of River Thieves will
security. The secret door that opens onto the roof is the method by which be in the house, dealing w i t h Jharbulus. They will have entered across
the R i v e r T h i e v e s e n t e r t h e h o u s e , a f t e r c l i m b i n g a c r o s s f r o m t h e the roof w i t h t h e i r ill-gotten gains and the second floor office a n d the
adjacent b u i l d i n g s . T h e d o o r b e t w e e n t h e s t o r e a n d t h e r e s t o f t h e stores next to it will be in use by Jharbulus and his partners in crime.
second floor i s always kept locked. Ve n J h a r b u l us stores some stolen
property i n t h i s room, b u t u s u a l l y moves a s m a n y goods as possible Otherwise, J h a r b u l u s w i l l be asleep in his room. He is a v e r y nervous
down to the secret upper store (a) — a room w h i c h he believes the River sleeper, thanks to his association w i t h cut-throats. A n y noise in either
Thieves do not k n o w about.
office will wake him, and he will take 1 r o u n d to select a weapon before
investigating. Given the chance he will alert the entire household.
A section o f the t o w n ' s old s e w e r s r u n s beneath t h e house. These 4 '
diameter pipes are in a poor state of repair and the DM should assume Ven J h a r b u l u s : AC 8; Elf 4; hp 16; M V 1 2 0 ' (40'); # AT 1; D by weapon;
they have collapsed at points just beyond the edge of the map, making Save as E4; ML 4; AL N; XP 125; WR 12; THACO 16; S 14 (+1), I 15, W 14,
them impassable. H o w e v e r, t h i s section o f the system can be entered C 12, D 14 (+1), Ch 16; spells — c h a r m person, shield, ESP, web; armed
just above river water level, say from a small boat. The stone flags which with longsword +2, dagger +1 (+2 vs Thieves). Ven Jha rbu I us is some-
form m a n h o l e covers down into the system may be lifted from beneath thing o f a c o w a r d , a n d e s p e c i a l l y a f r a i d o f a s s a s s i n a t i o n b y h i s
by a Strength ability check — but unless a Move Silently roll is also made 'colleagues'. He will use his spells in preference to involving h i m s e l f in
the noise w i l l attract a m e m b e r of the household. physical combat.
30
I M A G I N E magazine, March 1985
GUILTY IF CAUGHT
2 - 4 River Thieves: AC 5; Thief 4; hp 14 each M V 120' (40'); (,(AT 1; D by The To w e r
weapon; Save as T4; MI_ 9; AL C; XP 75 each, WA 9; THACO 19; S Ave; D
16 (+2); a r m e d w i t h s h o r t s w o r d s (D1-6) and d a g g e r s +1. O n e o f t h e The Tower should be located in a ruined section of a t o w n or city, or in a
thieves h a s a p a i r o f t i g e r ' s c l a w s i n h i s pouch, a n d a n o t h e r h a s a marshy area beyond a t o w n . The area chosen should be o n e w i t h an
helping h a n d (see Appendix). uneasy reputation.

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.

The exception to t h i s is S ' J M e e the Hungry, First of the Brotherhood.


She knows Bak'leis may one day be powerful enough to challenge her,
so he must be monitored (spying is beneath the dignity of a true Mage),
and, if necessary, stopped before he goes too far. The first requirement
is to w a t c h Bak'leis, and for that the services of a Thief are required.

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

Tiger's Claws The Helping Hand


These specially modified gauntlets are designed as an aid to climbing The h e l p i n g h a n d appears t o be an i r o n glove w i t h u n u s a l l y long
sheer surfaces. The palm of each glove has several short steel barbs, fingers, a n d an iron ring (to tie it to a rope) at the wrist. W h e n given
w h i l e longer steel claws extend between the fingers. W h e n wearing the c o m m a n d word, i t w i l l g r a b whatever next comes i n t o contact
a pair of these gloves a Thief gains +10% to his chance of Climbing w i t h its palm and hold on until told to release its grip. If attached to a
Walls, but suffers a -5% penalty if trying to Move Silently at the same rope, it can be used as a grappling iron that will, 85% of the time, land
time. W h i l e w e a r i n g t i g e r ' s c l a w s a T h i e f c a n n o t m a n i p u l a t e a n y silently.
other objects, but the claws can be used as a melee weapon w h i c h
causes 1 d 4 points of damage. Tiger's claws cost 45gp. If thrown at an opponent (and a successful 'to hit' roll is made) it will
grab its victim's throat, automatically causing 1 p o i n t of damage in
the first round, 2 points of damage in the second round, 4 points in
the t h i r d r o u n d a n d s o o n . A h e l p i n g h a n d w h i c h i s s t r a n g l i n g
NEW SPELL N E W SPELL N E W SPELL N E W SPELL N E W SPELL N E W SPELL somebody c a n o n l y b e r e m o v e d b y a s u c c e s s f u l S t r e n g t h a b i l i t y
Mage Lock check (a roll under a characters strength on 1d20) at a penalty of -2.

Third Level Magic User Spell


Range: 1 0 '
Duration: Permanent
Effect: O n e portal or lock Watcher's Eyes
These s p y i n g d e v i c e s a r e a l w a y s
This spell is a more powerful and flexible version of wizard lock (2nd found a s t h e e y e s o f a s t a t u e t t e .
level M U spell). The effects of the spell last forever unless dispelled. When one of the eyeballs is removed
A lock or portal held by a m a g e lock will only be opened by a k n o c k from i t s socket w h a t i t sees m a y be
spell 2 5 % of the time, a l t h o u g h it can be opened by a m a g i c - u s i n g seen b y anyone w h o gazes i n t o t h e
creature of 3 or more Levels (Or Hit Dice) greater than the caster. In other eye (cf clairvoyance spell). The
this case it w i l l relock w h e n allowed to close. statues a r e o f t e n f i n e l y w r o u g h t
representations o f h y d r a s , t h u s
The conditions u n d e r w h i c h a m a g e locked d o o r w i l l open can be allowing s e v e r a l l o c a t i o n s t o b e
varied to include other situations than the caster of the spell opening viewed v i a t h e o n e s t a t u e a n d i t s
the d o o r. F o r e x a m p l e , i t c a n b e c a s t i n s u c h a m a n n e r t h a t a associated eyes. Wa t c h e r ' s eyes will
particular key w h i c h m u s t be positioned in the lock at the time of not function at a range of more than 1
casting i s required to open the lock, but it need not be turned by the league, a n d o n l y visual i m a g e s a r e
caster. Even an apparently identical copy will not work. Alternatively, transmitted, never sounds.
the spell can be cast to include m u c h m o r e general parameters, so
that a door w i l l o n l y open t o s o m e o n e (not necessarily the caster)
w h o is w e a r i n g a p a r t i c u l a r colour of robe, type of amulet, or is of a
particular race or sex. Crreditz
The p a r a m e t e r s m u s t n o t b e c o m p l e x , a n d c a n n o t i n c l u d e t w o
Criminal! Mastermind: Mikc Brunton
conditions — 'open for f e m a l e green robe wearers' is not allowed, Aided wad abetted by
but ' o p e n f o r f e m a l e s ' o r ' o p e n f o r g r e e n r o b e w e a r e r s ' a r e gll:i©t M a r k O'Dea'
permissible. The Szente of the Crrimeez Paul-Ruiz
32
I M A G I N E magazine, March 1985
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Please mention IMAGINE magazine when replying to advertisements 33


AN OPEN AND SHUT CASE
by Chris Barlow

'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.

34 I M A G I N E magazine, March 1985


The following section describes the three used f o r t h e keys, a n d t h e s e c o u l d b e Sliding locks were used on padlocks in
basic designs. T h e improvements m a d e further decorated w i t h b r o n z e o r gold. both m e d i e v a l E u r o p e a n d t h e a n c i e n t
to e a c h a r e o u t l i n e d , a n d s o m e i n d i c - They w e r e used all over t h e world, a n d world. They were most common in Arabic,
ations are given as to their use. Finally, the fact that they were made of wood, and Persian, and Oriental countries, although
the section i s completed by considering therefore d i d n o t f r e e z e , m a d e t h e m the Vikings and Romans also had them.
keyless combination locks. The operation particularly suitable for colder countries, Those used as padlocks acquired secret
of e a c h l o c k i s k e p t s i m p l e , a l t h o u g h including B r i t a i n . T h e s e d a y s , w e a r e flaps to hide the keyhole.
enough detail o f the mechanics is given more f a m i l i a r w i t h c y l i n d e r l o c k s o f a
for the DM to have an idea of what it is a more sophisticated nature, a l m o s t u n i - Tu r n i n g Locks: A t its simplest, a turning
thief h a s t o d o t o s u c c e s s f u l l y O p e n versally known as Yales. lock c o n s i s t s o f a b o x a n d a b o l t , t h e
Locks. former merely holding the latter in place.
A key turned in the lock catches a part of
Cylinder L o c k s : W i d e l y u s e d i n Egypt, Sliding Locks: A sliding lock consists of the bolt and pushes it in the direction the
cylinder locks w e r e sometimes o f great two sections. A ' b o x ' c o n t a i n s t h e key is turned. Tu r n e d enough times, t h e
size, w i t h keys over t h r e e feet long n o t mechanism, a n d a s e p a r a t e ' s h a c k l e ' key causes the bolt to be w i t h d r a w n from
unknown, c a r r i e d a r o u n d b y slaves o r contains a t u b u l a r p i n a n d a s e t o f a recess in the door or frame, and the door
servants. Often the size of the key was a
mark of prestige and wealth.
At first, t h e lock w a s fitted t o the out-
side o f t h e door. A n early improvement,
however, w a s to fit the lock to the inside
of the door, w i t h an opening for hand or
key t o p a s s t h r o u g h . T h e l o c k i t s e l f In his hey-day, Sarkeonnel had been a master
consisted of a case, securely mounted to thief. Now he will show her how to uncover the
the door; a bolt, t h a t slid horizontally in
and out; a n d several pegs. The bolt w a s secrets of a rival's locks.
fashioned w i t h a n u m b e r o f holes, a n d
when closed, the pegs fell into the holes
"No-one knows more about opening a lock than
under t h e i r o w n w e i g h t , preventing t h e a locksmith," he says.
bolt from being withdrawn.
The lock w a s opened using a key that
had a n u m b e r o f pegs corresponding t o
those on the lock. The key was offered to
the bolt, and as it was raised the pegs on
the key pushed upwards the pegs holding springs. The lock is opened by sliding the could be opened. Turning t h e key in t h e
the bolt in place. Only the right key would key i n t o t h e keyhole; a s i t g o e s i n , i t opposite d i r e c t i o n d r a w s t h e b o l t b a c k
raise the pegs the right distance, forming compresses t h e s p r i n g s t o a level p o s - into the recess. The oldest forms o f this
a s t r a i g h t l i n e so t h a t t h e bolt could be ition, a l l o w i n g t h e shackle t o b e w i t h - type of lock always required t w o or more
withdrawn. If just one of the pegs on the drawn. The lock is closed simply by sliding turns of the key a n d where the quality
key w a s t o o s h o r t , a p e g o n t h e d o o r the shackle back into the box so that the of w o o d w a s poor, t h e local c r a f t s m e n
would r e m a i n t o h o l d t h e bolt i n place, springs a r e c o m p r e s s e d a s t h e y p a s s had to use longer bolts, and consequently
and i f the pegs on the key were too long, through t h e keyhole, t h e n expand once the key had to be turned more times.
they themselves w o u l d keep t h e bolt i n inside the box. The disadvantage o f so simple a l o c k
place. This basic design could be improved by was t h a t anyone w h o had access to the
A f u r t h e r improvement came w i t h t h e adding flanges t o t h e inside o f t h e box, right k i n d o f t o o l c o u l d n e g o t i a t e t h e
production of 'sickle-shaped keys, which located s o t h a t t h e y c a t c h t h e s p r i n g s keyhole and engage the notch on the bolt.
had to be inserted into a hole in the bolt when t h e y expand, making i t more diffi- Therefore, obstructions in and around the
itself, and then raised. cult to open the lock without the key. The keyhole were introduced, called 'wards'.
Cylinder l o c k s w e r e u s u a l l y m a d e o f security of such locks depended primarily The aim was to prevent keys of the wrong
wood, a l t h o u g h i v o r y w a s s o m e t i m e s on the length and shape of the key. shape being inserted; only the key whose
I M A Q I N E ma9atine, March 1985 35
end corresponded w i t h t h e 'talons' a n d knowledge of the three (or four) different that t h e t h i e f has to open any lock. This
'notches' of the lock was supposed to be types. I n o t h e r words, f i r s t level thieves can b e calculated as being equal t o t h e
able to gain entry. The advent of 'master' would u s e t h e e x i s t i n g O p e n L o c k s added degree of difficulty for the highest
or ' s k e l e t o n ' keys, h o w e v e r, m e a n t t h a t percentages on all Level 1 locks. There- level of that lock type with which the thief
wards on their own were inadequate. after, t h e p r o c e s s o f e d u c a t i o n m i g h t is familiar. A d d i t i o n a l l y, due to the sim-
As a n e x t step, lockmakers proceeded become m o r e specialised. Possibly, o n e ilarity of keyless combination and cylinder
to ' b u s h ' t h e centres o f t h e i r keyholes. type of lock might be more common than locks, l e a r n i n g t h e principles o f a n a d -
This involved placing a metal spike t h e others in the thieves' place of training. It vanced l e v e l c y l i n d e r l o c k , i m p a r t s a
'bush' — inside t h e keyhole w h i c h pre- would be entirely natural, for example, for rudimentary knowledge of the workings
vented t h e k e y being i n s e r t e d u n l e s s i t a particular Locksmiths' Guild t o have a of combination locks, a n d vice versa. I n
had a matching hole in the centre. tradition of building cylinder locks, since game terms, this can be expressed as an
Turning locks were widely used both as the f o u n d e r s o f t h e g u i l d w e r e m o s t ability to m a k e / b r e a k locks of the second
padlocks a n d doorlocks, p a r t i c u l a r l y b y highly trained in this area, and succeed- type 2 levels below the level of the first.
the G r e e k s a n d Romans. T h e R o m a n s ing generations of locksmiths would have In case t h i s is all getting a little deep,
were so advanced as to be able to create inherited t h i s t e n d e n c y t h r o u g h t h e i r let's consider the career of oneJaina. She
tiny locks, the keys for which went on the training. It follows, then, that the Thieves' starts her career, not in the Thieves' Guild
end of a ring a 'keyring'. Such an item Guild would have mirrored this specializ- (unlike some others o f her more n i m b l e
represented a badge of office. The Egypt- ation, t r a i n i n g i t s m e m b e r s primarily i n friends) b u t a s t h e apprentice t o
ians h a d t u r n i n g l o c k s also, o n l y t h e y the a r t s o f o p e n i n g c y l i n d e r locks. F o r Sarkeonnel, a m a s t e r locksmith. A t first
tended t o u s e t h e m f o r padlocks o n l y. both thief and thief-locksmith, training in she learns about metals, h o w to file and
Although the two developments describ- the arts of m a k i n g / b r e a k i n g other types work t h e m . G r a d u a l l y s h e b e g i n s t o
ed w a r d s and understand h o w
bushes — are mechanical locks
attributed to medieval work, and h o w simple
times, simpler wards traps function. She
were used by the finishes her
Romans and others. apprenticeship, able to
deal w i t h crude traps
The Keyless and locks w i t h a little
Combination Lock: more skill than the
Although not a basic average man-about-
lock type, but a rarity town, and with a
confined almost working knowledge of
exclusively to China, the four types of
the combination lock craftsmen's locks. She
was a design that is a first-level
Europe gradually thief-locksmith.
became aware of. A On that day,
DM can ignore it if the Sarkeonnel confides in
campaign is not her. In his hey-day he
'medieval', or if it has had been a master
no contact w i t h thief, a notorious
'oriental' influences. house-breaker. N o w
The lock's design and reformed, he still
operation resembles knows a thing or two
similar locks used about overcoming the
today to secure obstacles of an
bicycles, w h e r e b y a unfamiliar ward. He
number of letters or will s h o w these to her,
numerals have to be if she will stay on as
aligned. The more his assistant. It will be
there are to align, the useful extra training
harder the locks are to for her, she can learn
open, although given how to uncover the
unlimited time, this secrets of a rival's
lock can be breached locks. He produces one
by even the most unskilled thief. would be available (although not to such of h e r o w n locks, a sliding lock she had
The underlying principles on which the high levels as the premier type, perhaps), completed just the day before.
lock operates a r e t h e s a m e a s f o r t h e but this w o u l d have to come in later life. 'I've lost the key,' he says, 'Open it for
cylinder locks described above. Thus, to add a little additional colour to me.'
the role of the thief, the DM might wish to Jaina p i c k s t h e l o c k , a f t e r a f e w
The THIEF-LOCKSMITH introduce t h e f o l l o w i n g notion. A t each moments o f inexperienced fumbling.
level rise, a thief (or thief-locksmith) may Sarkeonnel grins.
Having c o n s i d e r e d l o c k s historically, i t learn one level of complexity in one type 'No-one k n o w s m o r e about opening a
becomes o b v i o u s t h a t i t w o u l d b e u n - of lock. This then offers thief characters lock than a locksmith,' he says.
realistic to let the maximum level of lock two possibilities; e i t h e r to specialise, so At t h i s s t a g e , a s a f i r s t l e v e l t h i e f ,
that a thief can make be equivalent to his that in later life the best locks of that type Jaina's c h a n c e t o O p e n L o c k s i s 2 5 %
level. If this w e r e so, it would mean that will be within their grasp; or to spread the (AIDBLIDk Players Handbook, p 2 8 — n o
thieves l e a r n e d t h e principles o f e v e r y skills across all types, s o t h a t t h e char- Dex adjustment) or 15% ( D & D P l a y e r s
kind o f lock before first level. The thief- acters n e e d n e v e r b e frustrated b y t h e Handbook, p 4 4 ) . S h e n o w c h o o s e s t o
locksmith, by the same criteria, would be simplest lock o f an u n f a m i l i a r type. The study sliding locks m o r e vigorously, and
able to apply levels of complication to all DM, l i k e w i s e , w i l l f i n d a n u m b e r o f by t h e t i m e s h e r e a c h e s 2 n d l e v e l
locks at just second level, and so on. interesting possibilities opening up if this (adventuring a little on the side, perhaps),
It would be more realistic for thieves to system is adopted. O f this, more anon. she has mastered this variety to level 2.
be t r a i n e d g r a d u a l l y i n t h e b a s i c p r i n - To a c c o u n t f o r t h i s , a t h i e f ' s s k i l l Her test at the end of this period is to open
ciples of different types of locks. Thus, at (proficiency) w i t h a p a r t i c u l a r l o c k i s one o f h e r master's creations, a Level 3
first level, t h e y w o u l d have o n l y a basic added t o t h e b a s i c percentage c h a n c e sliding lock.
36
I M A G I N E ma9azine, March 1985
chests a n d b o x e s h e s e l l s e v e n m o r e
Table 1: Locks, Material Costs attractive to those who want to keep their
valuables safe. A simple system would be
Level of lock 0 1 2 3 4 5 6 7 8 9 to treat traps as a fifth category of locks,
so that a thief-locksmith might chooses to
Ty p e o f L o c k learn one level of traps skill instead of a
Cylinder 10 25 30 50 80 125 150 1 7 5 2 0 0 2 2 5
cylinder or sliding level, at the next rise in
Sliding 15 30 70 150 225 250 275 3 0 0 3 2 5 3 5 0 experience level. Or, traps might require
Turning 10 30 70 150 225 275 350 4 5 0 9 0 0 1500 t w o categories, one representing the skill
Combination 40 50 65 80 150 300 325 3 5 0 3 7 5 4 0 0 of detection, t h e o t h e r f o r disarming. A
thief need n o t have equivalent levels in
each. One does need to be careful in this,
Table 2: Locks, Suggested Purchase Prices however, or low level thieves will have so
few s k i l l s t h a t t h e y w i l l b e v i r t u a l l y
Level of lock 0 1 2 3 4 5 6 7 8 9 useless, and the DM will have to increase
Type o f L o c k the preponderance of 0 and 1st level traps
Cylinder 15 4 5 80 130 200 400 800 2 0 00 5000 10000 and locks in order for thieves to have any
chance at all.
Sliding 20 4 0 100 225 400 650 1500 3 0 00 6500 15000
Turning 15 6 0 140 300 600 1000 1500 2 4 00 4500 8000
Good Thieves: A l l the w a y through this
Combination 80 120 200 300 500 900 1750 3 5 00 8000 20000
article, I h a v e tried t o paint a picture o f
You w i l l note that in the mid-range of levels, where the best materials possible are used, thieves and locksmiths being t w o halves
the materlals cost o f different types o f locks most o f t h e i n c r e a s e i n c o s t s w i l l c o m e of t h e o n e w h o l e . I f t h e thief-locksmith
rise dramatically - this reflects t h e fact that through paying for the craftsman's time and pairing i s accepted, t h e restrictions o n
the thief-locksmith w i l l be better able to use skills. Each level of lock takes twice as long to alignment given in the Players Handbook
superior materials as a result of greater exper- make as the level below - a level 0 lock takes can b e forgotten. O n e m i g h t t h e n f i n d
ience a n d training, b u t t h a t a f t e r t h e p o i n t 30 minutes. adventuring locksmiths, skilled men and
w o m e n who join adventurers' parties, not
for personal gain, but in order to aid them
Adopting the system just described, her LOW-LEVEL THIEVES in t h e i r tasks. Obviously, the 'good' thief
chance of opening the lock is n o w a basic It should be recognised by t h e D M t h a t would not have some of the normal thief's
29% (or 20% in Basic), +5% for her level of introducing a system of this sort will pose skills, l i k e P i c k P o c k e t s o r H i d e I n
skill w i t h sliding locks, -10% for the level a f e w additional difficulties t o low-level Shadows, nor could they be allowed the
of t h e l o c k itself. I f s h e t r i e s t o open a thieves. The first time they run up against Backstab skill, but the DM might balance
crude kobold turning padlock (level 0), her a lock of level 2 or above they are going to this r e s t r i c t i o n b y a l l o w i n g a d d i t i o n a l
chance is 29% (or 20%), no bonus for her be a t a disadvantage. T h i s i s p a r t i a l l y 'good' skills. These might include Valuing,
skill w i t h sliding locks, but 5% bonus for offset by the extra consideration given to the ability to offer an increasingly accur-
the level 0 lock. If Sarkeonnel produces a the defeating o f the kinds o f crude bars ate p r e d i c t i o n o f j u s t w h a t a n i t e m i s
level 7 turning lock, she just won't be able that the humanoid races are going to be worth, or Contact skills, whereby the thief
to cope w i t h it. able to discover. Clearly though, the D M has an increasing ability to find the right
She reaches 3 r d level, and acquires a is going t o have t o act i n a responsible person t o contact f o r information, o r t o
3rd l e v e l o f m a s t e r y a t s l i d i n g l o c k s , manner when placing more difficult locks influence the local legal system.
before S a r k e o n n e l i s arrested; h e j u s t into t h e campaign. I t ' s n o good p u t t i n g One m i g h t even i m a g i n e t h a t neutral
couldn't r e s i s t d a b b l i n g a t h i s f o r m e r level 7 locks on everything! thieves would skate a precarious balance
profession. J a i n a leaves t h e c i t y o f h e r Actually, w h i l e w e ' r e looking a t l o c k between t h e t w o e x t r e m e s , u n a b l e t o
training, a n d m o v e s t o a n o t h e r, w h e r e difficulties, there is one last complication resist the occasional gem for themselves.
hardship forces her to be more of a thief to the whole process that you might wish If this system is accepted, thieves will be
than a locksmith. But she finds that most to bring in. The simplest cylinder locks are able to hide themselves more completely
of t h e d o o r s t h e r e a r e b a r r e d n o t w i t h more complicated t h a n t h e s i m p l e s t o f in society, and will no longer be the guys
sliding locks, but with cylinder ones. She turning locks, while at the top of the scale in leather that the paladins chase!
tries t o o p e n o n e d u r i n g a b u r g l a r y turning locks can be harder to open than Adding t h e s k i l l s o f l o c k m a k i n g o r
attempt, i n a h o u s e w h e r e s h e w o u l d even the most fiendish cylinder. Clearly, trapmaking t o t h e o t h e r abilities o f t h e
normally have expected to find locks of no the creation o f t h e s e d i ff e r e n t types o f thief class m a k e s i t a m u c h f u l l e r a n d
worse than level 3. A n d so it proves, but locks, at their different levels of difficulty, exciting c h a r a c t e r c l a s s . T h i s s y s t e m
her chance is reduced with this unfamiliar is going to be governed by cost. places additional stress on that particular
type; instead of being 3 3 % (25%), +10% speciality of the thief that marks the class
for her skill, -10% for the lock, she finds in out from t h e others. Evil thieves can fill
C A M PA I G N POSSIBILITIES
this case that her skill counts for nothing. out t h e i r o ff - d u t y h o u r s devising traps,
Naturally s h e c a n n o t g o o n l i k e this. Adopting this system for your campaign safe in t h e knowledge t h a t they are not
She starts training in cylinder locks, and will a l l o w thieves to enjoy a m u c h more going to be seen as the automatic enemy
as t i m e goes by, n o w an 8 t h level thief, varied role. A number of possibilities have of e v e r y L G f i g h t e r i n t o w n ; n e u t r a l
she m a n a g e s t o b e c o m e a L e v e l 6 been m e n t i o n e d a l r e a d y, b u t i n t h i s thieves can exploit the ambiguity of the
cylinder lock expert. In addition, she has section I s h a l l c o n c l u d e b y d r a w i n g 'new' class, profiteering from the disguise
Level 4 a b i l i t y w i t h c o m b i n a t i o n locks. attention to a f e w more. of locksmith; a n d t h e n e w goodguy can
This means that her abilities with different bring n e w s k i l l s t o t h e p a r t y, w i t h o u t
types o f l o c k s i s n o w q u i t e varied: i n Traps: All the arguments that apply to the having t o be watched all t h e time! A n d
Advanced s h e h a s a 8 2 % c h a n c e w i t h creating/overcoming o f l o c k s c a n b e they w i l l a l l f i n d themselves u p against
cylinder l o c k s , 7 2 % w i t h c o m b i n a t i o n applied just as easily to traps. Obviously, the patient creators of the locks and traps
locks, 6 2 % w i t h s l i d i n g l o c k s a n d t h e some traps are going to be easier to find they seek to disarm; an invisible enemy
standard 5 7 % w i t h t u r n i n g l o c k s — a l l and d i s a r m t h a n others. F o l l o w i n g t h e w h o m i g h t j u s t produce a ' w e a p o n ' s o
these at Level 1. A t this point she retires; logic of this article, there would also be a new, t h a t the party's lockbreaker has to
she has earned e n o u g h t o live comfort- scale o f d i ff i c u l t y w i t h r e g a r d t o t h e i r admit defeat!
ably on, and besides, in a city where every design and manufacture. In fact, the skills 110 Chris Barlow
thief is trained to deal w i t h the cylinder, of locksmith/lockbreaker and trapster are Further Reading
her ability to turn out reasonably difficult very c l o s e l y e n t w i n e d , a n d o n e c o u l d For those who would like to do more research
sliding l o c k s i s g o i n g t o b e q u i t e a n imagine that a locksmith might choose to into locks might find Locks and Keys by J Eras
asset... research trap design in order to make the a most useful source of material.

I M A G I N E magazine, M a r d i 19.55 37
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i 111111111111"1111111111111111111111N11111111111111011111111c11
)111$11111111111111119-111111131111111111111111411111i111111111111i,111111111111111111•111011111001

Home Taping Is Killing Gaming....


Even t h o u g h r o l e - p l a y i n g g a m e s h a v e Dragonroar w i l l a l m o s t certainly be t h e (or 'toy soldier sized' as Citadel describe
been w i t h u s f o r o v e r 1 0 years, m o s t game t h a t i s r e c o m m e n d e d w h e n a them), and are intended for use w i t h the
members of the public are still u n a w a r e prospective customer asks h o w they can Fighting F a n t a s y books. B y C h r i s t m a s
of t h e m , o r, a t best, h a v e o n l y a vague get i n t o r o l e - p l a y i n g . T h e r e s t o f t h e 1986, Citadel w i l l have plastic figures in
understanding o f t h e g e n r e . S t a f f i n package is impressive as well; A 4 boxed, the smaller size, w h i c h most people still
gameshops a r e f a c e d d a i l y w i t h t h e with character sheets, a party adventure call 2 5 m m , d e s p i t e t h e f a c t t h a t m a n y
difficult t a s k o f t r y i n g t o e x p l a i n t h i s (Kalanth's Dive), r e f e r e n c e sheets, f u l l manufacturers' p r o d u c t s a r e o b v i o u s l y
curious pastime to bold enquirers. It is not dice set, mapping sheets, floor plans and considerably bigger than this. Citadel are
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normally available to either the assistant that all-important shelf appeal. It ought to recognition of this fact.
or the customer. be a winner, but only time will tell if it will
appeal to experienced players. Back t o t h e E a r l s C o u r t b i n g e . C h r i s
But perhaps all t h i s is about to change. Harvey G a m e s h a d a n e w scenario f o r
Standard Games have revealed the nature Coinciding w i t h t h e g a m e ' s r e l e a s e , J u s t i c e Inc (Hero Games) on show, called
of t h e much-heralded Secret Ingredient Standard h a v e 3 7 D r a g o n r o a r 2 5 m m Trail o f the Golden Spike. Chris also
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out t o b e ( t a - r a ) a n a u d i o c a s s e t t e , Penguin a n d G i a n t Warhedgehogs f e a - reduce the price of the colour-cover T & T
recorded by professional actors! I t takes tured in the game. Eventually, there w i l l adventures m e n t i o n e d i n I l l u m i n a t i o n s
the purchaser on a page-by-page guided be o v e r 1 0 0 m o n s t e r s i n t h i s r a n g e , 22. These are n o w just £1.95. The TatT
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M a t t e r o f H o n o u r. T h e d i ff i c u l t t a s k o f Linking slickly, Dragonroar was launched the b a s i c set. T h i s w i l l b e available i n
creating a t m o s p h e r e i s well-handled b y at the British Toy and Hobby Fair, held at March.
the actors, along with explanations of the Earls Court back in January. This is the
rule mechanics involved. The player will premiere t o y t r a d e f a i r i n B r i t a i n , a n d The progress o f Flagship is a source o f
have already created a character, follow- gaming o r g a n i s a t i o n s a r e i n c r e a s i n g l y quiet satisfaction f o r CHG, f o r w i t h t h e
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tricky polyhedral dice. These are identified goods before a broader market. As well as pbm. T h e m a j o r i t y o f t h e i r c o v e r a g e
by c o l o u r i n i t i a l l y ( t h e t a p e d i r e c t s t h e Standard, Games Workshop, TSR, Citadel, relates t o t h e big, computer-moderated
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the capabilities of each die. evidence. ed postal t i t l e s a s D i p l o m a c y a r e a l s o
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So t h e r e i t is, t h e great secret i s finally Citadel a r e n o w m o v i n g i n t o p l a s t i c and costs El .50 a copy, or E5 for a year's
out. I t h i n k i t w a s w o r t h w a i t i n g f o r. figures. Initially these will be large-sized subscription.

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

Wr a t h o f M a g r a w a s t h e g a m e t h a t Carnell Magra. P a r t 1 o f t h e a d v e n t u r e h a s y o u days pass by, t h e p h a s e s o f t h e m o o n a l t e r.


Software w e r e w o r k i n g o n w h e n t h e y w e n t exploring a s m a l l t o w n ; b u y i n g , s e l l i n g a n d This affects t h e g a m e i n s o m u c h a s c e r t a i n
bust. H a p p i l y, t h o u g h , t h e g a m e h a s b e e n finding objects that should help you later in the spells can only be cast at certain t i m e s of the
bought b y M a s t e r Vi s i o n s , a n d r e l e a s e d b y game. Parts 2 and 3 are the m o r e traditional month, although another function of the game
them. The game itself is billed as a follow-up to explore-and-kill variety. allows you to store successfully-cast spells in a
The Black Crystal and Volcanic Dungeon, Keeping i n l i n e w i t h t h e c u r r e n t t r e n d f o r spiritual cloth for later use.
though a n a d v e n t u r e g a m e m o r e d i f f e r e n t graphic adventures, each location not only has Inputting commands is done using either the
from Black Crystal is hard to imagine. a text description, it is also accompanied by a normal v e r b a n d n o u n m e t h o d , o r b y m o r e
The g a m e c o m e s i n a v i d e o - s t y l e b o x , picture. T h e s e t a k e a b o u t t h r e e s e c o n d s t o complex sentences. A glossary o f w o r d s t h e
containing t w o tapes, an instruction book, and appear, a n d are very w e l l drawn. I f you d o n ' t computer u n d e r s t a n d s i s i n t h e i n s t r u c t i o n
a guide entitled The B o o k o f Shadows. I like pretty pictures there is the facility to turn book; it also understands m o s t w o r d s used in
suggest you read this before loading the game, them off. Unfortunately, this does not clear the the text.
as i t c o n t a i n s t h e h i s t o r y o f the earth, a very screen o f t h e o ff e n d i n g graphics; r a t h e r, t h e Combat is handled in a novel way. W h e n you
interesting a c c o u n t t h a t e v e n t u a l l y t e l l s y o u last location d r a w n i s l e f t u p o n t h e screen. meet a m o n s t e r, the display panel s h o w s you
w h y you have to find and kill the witch Magra; a This c a n b e a b i t c o n f u s i n g w h e n t h e t e x t w h a t percentage chance you have of killing the
list of beings you will meet, h o w they affect you informs you that 'you are in a dark cave' while beast. If you w o u n d the monster, the percent-
and how to deal with them; and lastly, the most the picture shows a green field on a sunny day. age i s i n c r e a s e d b y 1 0 , w h i l e i f y o u a r e
important part, a list of spells you can attempt I did find, though, that after a f e w minutes I wounded i t i s decreased b y 1 0 . A l s o , e a c h
to cast, the ingredients you need for each, and managed to get used to it. w o u n d y o u receive causes y o u r s t r e n g t h t o
at w h a t t i m e s o f t h e m o n t h e a c h s p e l l c a n One o f t h e m o s t interesting aspects of the decrease until it reaches zero, w h e n you die.
work. T h i s i n f o r m a t i o n w i l l a ff e c t the actions game is time. While you are exploring, fighting, In c o n c l u s i o n , T h e W r a t h o f M a g r a i s a n
you take w h i l e playing, and the book is a good etc, the h o u r s pass by, day turns to n i g h t and exceptionally good adventure, well written and
read a n y w a y. night t o day. A s you h a v e to sleep a t r e g u l a r presented, w i t h a vast amount of atmosphere
The game is in three parts contained on t w o intervals to stop yourself from losing strength and the best background material I have ever
tapes, e a c h r e c o r d e d t w i c e . T h e t a p e s l o a d points, i t is useful to k n o w h o w long it's been seen.
easily, w i t h a t i t l e page s h o w i n g a p i c t u r e o f since your last steer). Equally important, as the D J Robinson
I M A G I N E ma9adne, March 1985 39
tireTWOW00101010•1110-00-0-o-o-o-oo,
0 1 5 • • • • • • • • .4
• • r•m•• r m
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e l OW POWERS 8c PERILS: Tower of the Dead,P.,1 DRAGONLANCETm• !
I I K I R E E N E n i m m u m n i o n t i M m E N I I M M E I N E l l i o n i o n i m m i o n m s • d . E I M I I I I I I I I M M E I M E H E I M M I E E M I I I M M E M E N 11

be p r o d u c e d specifically f o r t h e P o w e r s 8 t T for h ei n d e p e n d e nist such


plotline t h o u gthat
h t bthere
y t h eisplayers
little room as 0 4 D modules
r a g o n s started
of Flame byisthetheexcellent
second inDar aseries
g o n s ofof
S I 0 4 To w e r o f t h e D e a d is the first a d v e n t u r e to
I 1 0 1 1 D e s p a i r. Wr i t t e n by Douglas Niles, w h o was
O S S p P e r i l s game. It comes boxed, t h o u g h for the t h e y are led from one part of the scenario to
only the 56-page module booklet and a three- t h i s adventure that I w o u l d recommend that 0 4 ,design many of DL1 's strengths of detail, clarity and
staff' on the f irst module, D L 2 retains
1 0 0 0 4 l i f e of m e I c a n n o t t h i n k w h y, a s it contains a n o t h e r . However, there is so much detail in
screen first, t h i s is t h open e Gto M them: if theyplayers
do not,tolarge
take sections of 0 1 1
H layout,
s considerably
although less.
the sheer
The plot volume
followsof material
straight
0 1 • f o l Turning
d refereet ocontrol t h e control
screen. encourage all options
1011 o n from the end of DL1 .
e l O a nando t simply
i n f o r maa tPi o&nP specifically
GM's screen, forbut To has tables
t D and an t h e m o d u l e are skipped and it is a s h a m e to The e a r l y e n c o u n t e r s a r e q u i c k - f i r e s t u f f
index t o t h e m o d u l e b o o k l e t , a s w e l l a s T h e plot concerns the Lich Nilgeranthrib (a I and w o r k well except w h e n t h e D M i s re-
O S • s e e such material going to waste.
/ 1 4 q u i r e d to arrest the party — always good for
. 0 P
h Ag g e n e r a l i n f o r m a t i o n f o r P & P. I t w i l l b e r a t h e r contrived name if ever there was one)
11 0 i, at rno uabr lgeu mkeeping
e n t ! S ot m
h ee nouf mmeyr oplaytesters
u s NPC n a m h ae ds
O S Oi n t ecroen tsati n
i nagsimilar
t o s e econtrol
w h e t hscreen.
e r f u t u r e m4o d u l e-s a 6n d e x pwish
his e r i e nto
c erule
d ( aover
n d tThaliba.
h a t i s The
i m p oparty
r t a n of
t)
artwork is of a reasonable standard. Detailed, c h a r aAll c tine rall
s this
m u sscenario
t endeavour is very
to destroy
detailed,him. well 0 III , sfault.
t r a i g h t , but that's probably not the module's
P I 0 1 A s t o t h e booklet, i t i s w e l l l a i d o u t a n d
1 T h e final section of the module features a
O l
M I S I I I u n a m b i g u o u s m a p s are provided w i t h i n t h e t h o u g h t out, and runs smoothly from section
ly there is not an enlarged version of the map t o section. M y only worry is at the n u m b e r of b i l l l i(t' tYo
times a party of adventurers could easily be l eutraditional
e n t e r a cave-work
c o r r i d o r oand
v e r a1huge
0 0 ' wcastle
ide,
0 1 1 o i l m a i n text w h e r e necessary, but unfortunate-
0 0 11 0 w h The
i c h detail
appearsin the scenario
on the booklet
rear of is extens-
the box. w i fp a eu l dt oout,
f the i rd oi nw n
an s o. mHeo w e v e r t hwr o
cases i tuhg hs olittle
me
0 0 0 0 4 0 0 . . r. . !
O I
o d i a
o 4 ive a n d r e q u i r e s c a r e f u l r e a d i n g a n d r e - s e c t i o n s a l t e r e d t o a v o i d t h i s , a n d t h e
Wi l rOe na e
din g by the GM
annoying before
feature any thought
of such detail is of play.
that in aDuet h
a od r ' i ss oaw n
f o caution
r m i d a b l heeded,
e c h a l l e To
n gw
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ny
•000000100101010041
M 0 1 1 1 . 1 P g 1 M P I N P A P I O L O M E N

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

LI,110,401.0rOwl WOW WO.SSTO-V010101r0 • g


wg P t L O I D S of CREATION: ;I%e Yeti Sanction 1 Dragons of Flame
by Dcwhys M k s

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

01041 scenarios specifically designed to lead char-


acters t h r o u g h f r o m n e o p h y t e t o l o r d s o f
a d v e n t u r e for potential players, so instead I
w i l l voice m y only niggle w i t h t h e plot. T h i s
00 creation: at the end of YS, characters can be c o n c e r n s t h e hijack sequence w h e r e 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

OStv turn is also seen in the fact that YS includes


some n e w , a d d i t i o n a l r u l e s f o r c a r s a n d
S o v i e t o f Grenada!' — h o w such n o n s e n s e
c a n find its way into what is otherwise a very
000111 special e q u i p m e n t , a n d a LoC gamesmaster g o o d module is beyond me!

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 S I I I I n t e r n a t i o n a l ) are responsible for the kidnap p r i c e ! # i Mike Dean 0 . 0 0 0 0 0 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
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101 1 0 0 1 0 0 0 0 0 1 0
0 0 LANDS OF0ADVENTURE)
0 • 0 1111 0 1
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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 -

0 0 1 1 I I Rising S u n a n d t h e p e r s o n b e h i n d t h e m i r a c l e , m o v e m e n t , observation, persuasion,


Excursions, L a n d s o f A d v e n t u r e i s F G U ' s s a r y t o d e c i d e o n t h e l i m i t e d n u m b e r o f
O S m/ amateur i p r ess s association

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-

1 0 1 1 hPIi latest r o l e - p l a y i n g o ff e r i n g . T h e b o x e d s e t s p e c i a l i s t skills t h e c h a r a c t e r i s t o h a v e a n d

c u l t u r e cwl ihmi bc ihn cg a tweaglol sr y- movement;


t h e s k i l l s f aand
l l i nstorytelling
i s one of the character's specialised skills and
w h o chooses t h e spell type, e g c o m p u l s i o n ,
i s c o n s t r u c t e d cookbook style b y t h e p l a y e r,

a n d the power of the spell type, le from merely

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
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'
.11.1gglrg.of Flame
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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

sseeeeLTdhteo acotuark tuatcsiratil-sler teearLsytir;c?r m y * Abe..W-6L1141-'12b1P.111417-411121"iwg


lA reviewer should not only be but seem to t h 1eS im e g eor
a nby
d itself.
C r y HThe
a v o cgame
! c a nisb eset
u sin
e dJapan
with ) I I I s o
players.
My r e s e r v a t i o n s a b o u t t h i s m o d u l e a l l 0 1 4 1 I be unbiased, so when it comes to reviewing o Ii l during t h e S h oog u n a t e civil w a rrs a n d t h e o p o
relate to its role as a l i n k section in a m u c h * llof a problem. The modules are produced b W bush, and putting down brigands, while th
t
larger waidt h
along v ethe
n t u plot
r e . Ttoh emake
p l a yany
e r s sense
h a v e of
t o it at
g l l " the UK
samseries
magazinee acnodm
ofpt modules
ha en yp rt oh balItehave
p
br oi dssomething
m u tcheast t thhi es H
nh iai n provided
character
j a s andscenarios
t ytheir
p le s retainers.
i n c l cover
u d e s arebellion,
murai, mon a kms -, b i l 10 0 01
all. A D M can always force a reluctant p a r t y * modules are very good! The storylines are I T h e contents comprise playing pieces, 0 4 V
real
backfreedom,
into t h e plot,
keeping
b u t up
in vinterest
i e w of the
might
lack
be oa f i tl lwo li s otu sn d toa nkeep
d i nteresti
the players
ng, won
i t htheir
e n o toes;
u g h pthe
lot 0 4 thwi sot omaps, 0a c k g r o uofn rules,
booklets
rical b d1 r e f e r e nand
d , c a rscenarios ce O S

problem. T h e m o d u l e a l s o s e e m e d f a i r l y * DM i s presented w i t h all t h e information t a b . sheets a n d a n icosahedral d i e ( d i 0). T h e 0 4 0 4


the coa
short, nn
t edx tw o
ouf ltdh e
m aDkrea gl iot tnl eL asense
n c e s eor iuetss. i Id e l p
. i l minor
neededorclearly
non-existent,
a n d concisely, w i t h e r r o r s O g,g bplaying pieces
o t h sides are coloured
so that card, printed
they are reversible; t h uon
s e l N O

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

of the series, however, it has 'Dallas appeal'. p o i alevel


shooting star and
characters, a place
is no of renown
exception. are stunned
called N o ed,
It involves o t h e r c aor
r d dead.
s show i n g horsemen,
With t h e m m o u nthere
ted. O H 0 0 1

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

restriction theon the players as the encounters 0 4 y eThe


SI
• i l a b e l l g a b b e A 9 4 1 given
this isoffar

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

for those from M M I L 1 0progresses at 1a reasonable pace 1 as all the1


1
0 4

ions given or substituting other monsters 11 f a mnecessary


i l i a r w i movement a nrules,
d combat
t h e tables
able It h t h e basic
0
game -
0 4
several medium sized encounters with no
le provided. E a c h t u r n i s divided i n t o t w o

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

11 4 A D M ) modules goes, British is best!


true
doesfor
of 1 1

M
are reprinted
player's phase oi sn subdivided,
t h e t w o p lclearly,

six actions which must, or may, be taken.


a y e r c ai rndt o
s

f , ‘ Chris H u n t e r 1411k A l l movement depends upon terrain and all

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

(1,9.95) are limn Avalon h i l l , 650 High Road,


Noi ili Fin( bley, London N I 2
modifying w h e r e necessary f o r cover a n d
I P R i p 1 1 . R e p w w i i l combat is decided using the dl 0 and cross-
0 s p e c i a l abilities.
Tower of the Dead (.0.45) and The Yeti Sanction
The o n l y criticisms I h a v e are a b o u t t h e I A
h a r e f poor
e r e nquality
c i n g of
o nthe
t h box
e a pinp rwhich the
opriate t a game
bles, i
1)12 and U K 4 1L4.50 ea( 10 an T S R U K Lid, LII a r r i v e s ( h o w a b o u t a w a l l e t ? ) a n d t h e
•I'he N1111, Rathinme Rd, Camblidge limited size of the maps. At least Standard
oP
P110 1 0 4

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

0011 Lands of Adventure (1,9.95) is disil


Goine, I A N ei pool, 89 Vi, toil,' si. 1.i% et pool 1.1
so easy! to play. Winning, however, is not I
forward
lksion Conner'

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' ".•

tie Iloilo I W O O M 0/0.01119101A0••••t


rOgidaelbill000014111011010•01oSIOMMOSOMMMISAAS
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s C/ U 1 r•NOTICES..GRITIE
e l r N WO

OSWo1WWWW:PWPWWWWW/PyPP w w w w w w q r w m p o r w r w ger 141pw‘w-Nw


btj LIMARVEL SUPERHEROESTm: Lone Wolves i n h i f t i l l & a d b i l h d l i g e l l
PRI WIMPISIESEMWAKILMEMIMMIZEMCWOraWMP'ANP'1111PMPPI.P41AW-46.1"&1111M1raMTPALTMFAME!
One of the problems that TSR and Marvel This game has been a long time in coming,
were bound to experience with the MARVEL Thus w e h a v e Daredevil, w h o s e secret 1 0 1 but it is worth the wait. Some 3-4 years ago,
SUPER HEROESTM game is that so many of identity is that of a leading lawyer; a forme two British roleplayers and comics fans,
the Marvel characters are loners. This makes Russian spy; a n d t h e 'Heroes f o r H i r e Simon Burley and Pete Haines, produced
r: M I P01
it rather difficult to design playable scenarios detective agency on the case. Not, you might A l l their own set of rpg rules for a Superhero
for them a s most o f the players will, o f
course, want to be heroes rather than mere
sidekicks. But the scenarios must be written;
boring slugfests. You bet.
think, t h elike
I really sort
thiso fscenario.
people w It h o indulge
has in !
a lovely air
04
RIP game and, thinking them rather good, had
them properly printed and tried to sell them.
d i Quite a few copies got sold through fanzines
characters such a s Spiderman, Hulk and of reality about it. Unlike the other scenarios lelp and at conventions, but by no means as many
Daredevil are too popular to be ignored. The as the game deserved. However, the good
only possible solution is a 'team up' style so f a r produced,
Superhero w h i c h a r e essentially
versus Supervillain, this one is 4 fairy, in the person of Games Workshop, took
adventure in which a bunch of heroes who about Superheroes fighting time. OK, so the 0 s pity on these struggling game designers and
live in the same area bump into each other master criminals are Supervillains but there agreed to produce the game professionally.
during a case and decide to work together. are lots o f ordinary people involved and M I The translation from amateur to professional
Hence Lone Wolves, which brings together a plenty o f opportunity i s provided f o r t h e product took many months and was not en-
collection of very different characters.
Having said that, Lone Wolves has been
players to indulge in detective work and to
infiltrate the villains' organisation. They even
have to do deals with other members of the
0
04tirely trouble free, but the finished product is
now on the shelves and looking very stylish.
The character generation system is much
very well put together. Daredevil is obviously
l e
the showpiece character of the scenario, and
as he lives in New York, a city which seems to
house around 90% of all known Superheroes
criminal fraternity in order to get the men
they want. Add t o this a fairly intelligent
bunch of baddies several of whom actually
01as you would expect; a matter of rolling prime
requisites and powers. What is interesting,
however, is that having rolled his/her char
in the Marvel Universe, finding partners is no try to outwit the heroes instead of out-punch I I I I acter the player is -expected to 'rationalise'
!problem. Those chosen are Black Widow them and you have a highly entertaining the resulting statistics. This involves produc-
(who was at one time DD's partner/girlfriend adventure. I only hope that the rather lack- ing an origin for the character explaining how
1but has since moved on in the comics) plus lustre nature of some of the heroes involved V the powers were gained and how they work.
Power Man (token negro) and Iron Fist (sop to doesn't adversely affect the sales o f this
Kung RI fanatics), two fairly minor characters module and thereby discourage TSR from
whose careers were saved when some bright producing anything similar. M O 0 4 W I P A I l l I P M /11I P A P I P P V W e l
! snark a t Marvel asked w h y Suoerheroes 00 Pete Tantivn
AnsumpAtagium&vgionammisemmemarknumnimateo,
10IS • MARVEL SUPER HEROESTM: Secret Wars_hl
0 1 4 o c K c o m i c s fans, you can stop groaning now. M a g n e t o (yes, Magneto!) and the v i l l a i n A P I I I
1
N O 0 You are quite right, but) have got something D o o m t h g g o d - l i k e Galactus
d u rgi nand g Doc
p a interesting
1 n d read on.to sayc so skip
a the
m nextp paragraph
a i g n . Mega-death i s n ' t i n i t , w h o l e o o

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

W O 0 0 W i t h 12 comic books to cover there is far C y c l o p s .


too much scenario
standard in Secretand
Wars to compress
so the series hasinto
beena bFei gn i an lnli yn ,g however,
t o notice aan word of caution:
annoying facetI'mof 0 0
these M S H products. F o r example, t h e I
LO p r e s e n t e d a s a campaign background.
play, butset
random eventsmust
are also used and powers listed
scenario for the FFtointhose
are different the Mgiven
u rd e rwo rId pb eP a r r od dl ua cr at ni ntf or r m
in the i e
a t iro e
n a r d b .

011 Certain encounters occur
GMs are encouraged to add material of their
own a s well. This i n itself is a welcome
during
basic game.
changed fromEqually
those in Iron Man's
Avengers stats are 0 M H 4 - Lone Wolves,0MH Special - Secret Wars
Assembled.
1 1 0 4 1111 innovation from TSR and something I have Most significantly o f all, Prof X ' s Prime 011(E2.95 each) are T Sand CBI - Conan
R products, address theon
Barbarian
page ,41 ( L - 1 . 5 0 .
been trying to persuade games companies to
R e q u i s i t e s i n S e c r e t W a r s h a v e b e e n I G o l d e n Heroes (L8.95) is a Games Wo r k s h o p I M O
publish for sometime. I only wish TSR could
have found something better to try it on. changed from those in the X-Men scenario A p r o d t . 27 2 9 Sunbeam Road, L o n d o n N W I O
To start w i t h , Secret Wa r s involves a a b i l i t i e s i n t h e c o m i c b o o k s s i n c e t h e n . ! L e t Die (L7.95) are f r o m Victory Games, available
possible 21 player characters which will be from Av a l o n H i l l , address p41
horribly unmanageable however you try to this
b
sort of thing
Prospective
e c a u s e t h eGMs
lest
c h a should
confusion
r a c t e r keep
h a s an
set
i m eye
in eduring
p r o vopen
d h for
i s lo
Addresses are given for i n f o r m a t i o n only; all
0 0 7 - Yo u
run it. Then again, those characters include
playsamebe games shop
S i the incredibly powerful Thor, Prof X and s ascoauurosee the0oseyplayers are not allm using the o ,,,i
SI 1 s t o0 m m oPete iTamlyn
m p r b.._ d u c t s shouldb e obtainablef r o m y o u r local

,
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. -

bit A l t e l a i l l I AO IA.OAS,0.,.._.1tettoittaittlit0itt0AN11.Aito LIM


I

*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

MAIL 1/7 l e 1 „ _goo'


• i \ 4

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

A Play-By-Mail game with a D & D flavour'


OF ROLE PLAYING GAMES ' U n d o u b t e d l y, C R A S I M O F F ' S W O R L D i s a h i g h l y
YOU'VE BEEN WAITING FOR

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 . '

Like a breath o f fresh air, As reviewed in I M A G I N E 1 8


the CHAMPIONS game system
is bright and heroic in style, yet

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

Fantasy Media Daybreak on a Different


M o u n t a i n and co-editor of SF
magazine Interzone, reviews
the latest additions to the
fantasy/SF media

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?

I I n t r o d u c t o r y scenario; figure p a i n t i n g * 15 GamesFair '84 Special; Marsh Dragon *


3 A D & D scenario; Dave L a n g f o r d fiction 16 E G Y P T S P E C I A L : m y t h o l o g y, magic, scenario;
4 S T A R F R O N T I E R S ® game scenario; A n n e PELINORE
McCaffrey fi c ti on 17 C E L T I C S P E C I A L I I : m y t h o l o g y, scenario;
5 C E L T I C S P E C I A L : new d r u i d spells, Celtic Drow •
mythology. 18 S E features; Creating Monsters; Games W i t h o u t
6 A c r o b a t class; multi-system scenario; I a n Frontiers •
Watson fi c ti on 19 C o m p a n i o n Set scenario; Golems; Private Lives
7 T h e D R A G O N Q U E S T ® game: i n t r o d u c t i o n of N P C s I I
and scenario 20 C L E R I C S Special: N e w spells, new weapons,
8 C a n t r i p s ; Sorceror's Apprentice alignment.
9 0-level M U scenario; Cantrips, boardgame 21 M A R V E L SUPERHEROESn, game; grow-your-
10 Phantasmal Forces; AD8cD scenario own monsters.
11 C a v a l i e r ; Horse Combat; Private Lives of 22 M I C H A E L M O O R C O C K special: fiction,
NPCs scenario, interview; Vampires; Solo Gamebooks
12 S o l o adventure; Te r r a i n / C l i m a t e ; Brief 23 Ghosts; Languages; Multi-character game;
Encounter; Enchantment Board wargaming; Pelinore overview

£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,.

VOP by Ian Gibbs


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Next Issue

THE FAR EAST


Ideas for frp play
based on the cultures of the Orient

including a scenario for the BUSHIDO and AD&D games:

#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.

ised', (Andrew Doyle) was one suggestion. Tavern Talk; 4 2 / 2 2


Not a favourite at the time — ' w h y not just visit
Competitions; 5 6 / 7 Turnbull Talking; 3 9 / 2 2 a pub?' ( J a m e s Fellowes) — n o w t h e r e i s a
Point taken. We'll be running more of these in 'Thoughtful St a l m o s t a l w a y s i n t e r e s t i n g ' ( P 'bring i t b a c k ' (Neil M a r s d e n ) vote. H o w d o
the future, even some 'with fantastic prizes!!' Jeffrey) sums up the response, although a f e w people feel about Soapbox, now?
(Tessa d u Croz). Lots o f people liked The did go to extremes. 'I like the quiz things' (Jacky
Philosopher's Stone, and we'll have t o try Britton), said a few who weren't so keen on the Beginners' Guide; 2 6 / 3 4
something like t h a t again, 'made easy f o r rest o f it, b u t others w o u l d ' f o r g e t t h e a w f u l Not the most unpopular thing we've ever done.
wallies like me' (Barry Seymour). puzzles' (Simon Johnson). 'Awful, b u t necessary' (Duncan Harris) some
said. ' L e t it never darken o u r hovels again' (C
Cartoons; 7 1 / 11 Dispel Confusion; 7 1 / 8 Wagstaffe) said others.
Very popular, though not everyone's cup of tea. We humbly apologise for those issues in which
'Fun, but too many' (J Wallis); 'They're worse we missed D C ' S t o p s arguments' (Dominic Imagination Machine; 1 3 / 5 8
than Thrud & Co' (G Roberts). The big favourite, Reynolds), ' a u s e f u l s e r v i c e ' (Rachel S h a w ) , Ouch! Looks like w e ' r e well o ff w i t h o u t micro
even though not currently in the magazine, 'don't drop it or else!' (Anthony Sweeney). DC coverage. 'A complete waste of space' (Gordon
was T h e S w o r d O f Alabron. ' B r i n g back will be expanded in some issues, so keep those Allan); 'it has nothing to do with rpgs' (R Va Hat);
Auchter' (Gordon Allan), 'Bring back Auchter' questions coming in! 'better t o b u y a c o m p u t e r m a g a z i n e ' (David
(Andrew Horton), 'Bring back Auchter' (Scott Stone). A f e w v o i c e s c r i e d f o r D M A i d
McNair), 'Bring back Auchter' (Robert Tindale), Letters; 6 8 / 4 programmes, but it looks as if the 'nays' have it.
etc. I n t e r m s o f expressed loves/hates, Very, very few people actually dislike seeing
Alabron won 64-1, VOP won 28-6, Phalanx letters i n p r i n t . ' A m u s t — f e e d b a c k i s So, t h e r e it is O u r thanks to all w h o took part,
won 22-6 and Rubic lost 7-19. essential' (Dave Haldenby); ' u s e f u l f o r mixed now t o b e seen e v e r y w h e r e w i t h s h i n y b l u e
points o f v i e w ' ( G S i l s b u r y ) ; ' a m u s i n g ' ( I and w h i t e badges. W e h o p e w e ' v e l e a r n e d
Dialog; 3 3 / 2 8 McGrady). Some of you were biased of course: something from t h i s exercise, and you should
The least popular 'personality' column. Not a 'Thank you for printing mine' (Valentin Barrios) notice a f e w changes as the m o n t h s go by, to
lot was said in praise of it, and I can't repeat and s o m e o f y o u t h o u g h t w e w e r e biased; keep I M A G I N E m a g a z i n e a s f r e s h a n d r e s -
some of what was said o f a less flattering 'Never anyone from my area!' (Cathal Woods). ponsive to your needs as ever.
nature. A l o t o f anti-American feeling o u t 'I'm gonna w r i t e one!' (C Lam) t u n e in next AU Results processed by Kim Daniel
there, isn't there? month to see if he does. Comments compiled by Paul Cockburn

Sot E YEARS PRQvtoUSI-Y—


I N , G O T, t N , O U T,
NIOUPUT 'iouR LEFT LE ITN, AN 9 .Sk-tA t - r - Po-L. Ala0001- • • •
NItouR LEFT LEG- o u t
-5=4,

UL-1 you AREIHE SEST ITNIGHT


OF LoG-g ES, Arst2 ThE QUEST IS
yo0 RS !

50 I M A G I N E magazine, March 1985


STIRGE
Wildernesses conceal ferocious monsters
of all levels, and can frighten parties with
enough fighting power to knock most
fantasy heroes out cold!

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.

comics as the n e w art form, but it does have a


lot o f very interesting material. W o r t h looking
at t o s e e w h a t y o u ' v e b e e n m i s s i n g w h i l e
reading Spidey and his Super-Friends all these
years.
LANKHMAR STAR DAILY 12 is a special
Saturnalia issue, and Rob goes totally over the
top by producing a 72-page issue! The first half
is t h e s t a n d a r d m a g a z i n e , w h i c h i n c l u d e s
plenty of letters, film r e v i e w s and music, and a
long (12 page) systemless scenario for all rpgs,
IMAZINE 8, still with the same title, doesn't which looks v e r y w e l l w o r k e d o u t , a n d i s
cover any more obscure rpgs, although Paul e m i n e n t l y readable a s w e l l a s playable. T h e
has probably written more reviews of Chivalry second h a l f o f t h e z i n e c o n t a i n s t h e g a m e
& Sorcery than anyone else alive, but it does reports, w r i t e - u p s a n d i n f o r m a t i o n o n R o b ' s
have a very odd AD&D scenario, 'The Purple postal 2 11 2 frp campaign. The amount o f
Poignard' (da da da dahl) which is more a joke effort R o b p u t s i n t o t h e t h i n g m u s t b e
than a serious scenario to be run, but makes immense! There is also a series on designing
extremely funny reading anyway! Imazine is and r u n n i n g postal games, v e r y useful i f you
also very involved w i t h D r W h o fandom, are t h i n k i n g o f t r y i n g y o u r o w n , o n e o n
DEAD ELF 2 is also very recent, and again perhaps more t h a n most, w i t h a regular psychology o f r p g s , a n d s e v e r a l g a m e s o f
carries a fairly large and well-written Call of column on the subject, as well as a letters D i p l o m a c y. Phew! Fairly expensive, but worth
Cthulhu scenario, as well as an RQ scenario column devoted to discussing how to design a every penny!
and various reviews and letters. Andrew is Dr Who game. It all makes fascinating reading. P R I S O N E R S OF WA R is the n e w name for
obviously still feeling his way around publish- THE GUILDER 4 is the last issue of that Psychopath, n o w t h a t W a l l a c e N i c o l l a n d
ing a zine and is still having some problems fanzine, and is replaced by NOW EAT THE Doug R o w l i n g h a v e taken t h e zine over f r o m
with the layout and content. But DE2 is very RABBIT from William Whyte, a bit scruffy, but Mike Dean. The first, trial, issue is really just
readable, even contentious i n places! a n d plenty on Dr Who, and a new game in each intended as an introduction to the n e w editors'
there's no reason w h y it shouldn't improve issue. OBSCURITY INC 3 has mainly humor- plans for the magazine, and as an introduction
rapidly. ous pieces, such as Star Trudge III script, and a to t h e m . H o w e v e r, i t d o e s c o n t a i n a l l t h e
The fanzine for Call of Cthulhu is DAGON, joke cult. It might appeal to some people, but games Psychopath u s e d t o r u n , a s w e l l a s a
of course, as it is devoted to just this one rpg. didn't really to me. n e w s u b z i n e a n d m o r e . C e r t a i n l y, t h e n e w
Issue 5 is now available, and Carl hopes to CER EBRO, the X-Men Fanclub Newsletter, editors look very capable of continuing with the
make the magazine bi-monthly from now on. has a n e w issue out, which celebrates 100 same high standard Mike had set for the zine.
52
I M A G I N E magarine, March 1985
Press Cuttings... fanzine reviews... Press Cuttings... fanzine
The Space Where The Amateur Press Te l l The
Professionals Where They're Going Wrong
V I E N N A is a n e w zine to me, and already up
to issue 5. Richard describes it as a gameszine,
w h i c h a t t e m p t s t o r u n a l o t o f D i p l o m a c y,
Railway Rivals, C l u e d ° , etc. This the maga- F E
zine seems to do very efficiently, and they try to
include a new variant with rules and map each This month's contributor: PAUL MASON, editor of IMAZINE
issue. T h i s t i m e i t i s t h e t u r n o f W o r l d
D o m i n a t i o n , a D i p l o m a c y v a r i a n t created b y
Richard, w h i c h c o m e s c o m p l e t e w i t h a n A 3 FUN A N D G A M E S consider that nobody else plays the game for
copy of the map. The zine also contains some exactly the same m i x of reasons that you do,
reviews, letters and strategy articles. Picture t h e s c e n e : t w o garners, C h r i s a n d you'll realise w h y I say that claiming that the
G R E AT E S T HITS is, of course, very old, and Dave, are arguing in the bar at GamesFair. whole p h e n o m e n o n o f rolegames satisfies a
the l a t e s t i s s u e a c t u a l l y m a r k s 1 0 y e a r s o f need f o r a m u s e m e n t a n d j o l l i t y a l o n e i s
publishing! W h i l e Pete has always run games Dave: '....but A D & D is completely muddled up. stupidly simplistic. O f course, t h e r e is a l o t of
of Diplomacy etc, he has always tried to make The rules are sprawling, inconsistent — a h u m o u r to be found in roleplaying games, but
the zine enjoyable to read, and has succeeded complete mess. There's not a scrap of equally there is mystery, excitement, sadness
admirably. T W I C I U i s a n o t h e r v e r y readable realism or logic in the whole lot!" — indeed a w h o l e panoply o f emotional
zine, p r o d u c e d b y G r a h a m S t a p l e h u r s t , a n d Chris: 'Rubbish! It works well in practice, which is experience.
rather elitist in that it appears to be distributed what counts. Anyway, who need realism? A t h e o r y t h a t occurred to m e recently w a s
as a trade only, or on Graham's whim. It always This is a fantasy game we're playing, that it is the difference in motives for gaming
has plenty on games and general chat though, remember? If you had your way we'd all be which g i v e g o o d roleplaying g a m e s t h e i r
and is well w o r t h getting if you can trade. playing peasants in the Dol-de-Bretagne, a dramatic tension or 'edge'. If everyone is after
And f i n a l l y a q u i c k r u n t h r o u g h t h e o t h e r small town in northern France, on Novem- the same thing, then the game is more likely to
zines received, w h i c h include: the T&T loving ber 17th 1342. What fun that would be to become p r e d i c t a b l e — r e s e m b l i n g a b o a r d -
TTYF with E n Garde and Crimson and Gold roleplay! Get up in the morning, eat some game i n w h i c h , a l t h o u g h y o u d o n ' t k n o w
Arena games still on offer; S W A N S E A W I T H gruel, dig in the fields, eat some more gruel, exactly h o w someone w i l l w i n , y o u d o k n o w
ME, hiding behind a M a l Dean cover, and still go to bed, get up next morning, etc...! the m e c h a n i c s t h e y w i l l e m p l o y. T h i s i s
writing a b o u t Postal S p a n i s h M a i n e ; C U T & Dave: 'You're just exaggerating. A D & D is probably a l i t t l e t o o contentious, s o I'll l e a v e
T H R U S T 31, w h i c h looks back over t h e year Tolkien meets Dallas....' the idea and return to my main argument.
and offers a m a r v e l l o u s l y efficient game of En Chris: 'The rules don't matter i t ' s the DM's It seems sensible, having come out w i t h all
Garde! B A R B A R O U S L E A G U E 8 o f f e r s imagination that makes the game.' this theoretical stuff, t o dirty my hands w i t h a
United a n d a n e w B o x i n g g a m e ; J A W Z 3 Dave: 'Then why is it that all AD&D worlds are little practical experience. W h a t do I m e a n by
which has Rather Silly Seismic Railway Rivals completely interchangeable — no flavour, my a s s e r t i o n s , a n d h o w d o I t h i n k p e o p l e
and I l l u m i n a t i starting; H O P S C O T C H 47 with no character? It's just like Mills & Boon. should respond to them?
plenty o f g a m e s r u n n i n g ; S C H O O L F O R believe rolegaming should aspire to better As a n example, I p r e s e n t myself. A t m a n y
S C A N D A L , the essential news sheet; a rather things — the level of Dickens or Graham conventions, and in m a n y fanzines, I've taken
s l i m m e d - d o w n N M R ! 56; and M A D P O L I C Y Greene.' the position of 'Dave' in the imaginary conver-
103. The latest B S FA mailing brings us a wide Chris: 'Pretentious, vous? It's only a game, mate, sation w h i c h opened t h i s article. A n d yet, i n
variety o f S F magazines, a n d n e w s o f s o m e it's only a bit of escapist fun...! most games I strive f o r as m u c h h u m o u r as I
very exciting plans for 1 9 8 5 for the expansion can possibly achieve, often m a k i n g m y c h a r -
of the BSFA. W A R G A M E N E W S covers Woad This i s n ' t a n u n u s u a l c o n v e r s a t i o n b y a n y acters objects of ridicule in one way or another.
to Wuin (honest!), plus Trial of the Fox, Stars & means. I t typifies m a n y that I've heard, even So, a m I a 'serious' gamer, o r a ' f u n ' gamer?
Bars a n d P o w e r & Resolution. Ve r y u s e f u l i f participated in. The t w o sides in the argument The answer is, of course, neither. So w h y do I
you are a boardgaming freak. can be crudely characterised as the 'fun' lobby, argue, a s D a v e , a g a i n s t g a m e s l i k e A D & D ?
Finally, i f y o u d o w r i t e t o o n e o f t h e zines and t h e 'serious' garners. T h e a r g u m e n t h a s Simply, A D & D fails to meet m y r e q u i r e m e n t s
mentioned h e r e f o r m o r e d e t a i l s , p l e a s e been raging for many, many years, and always for w h a t a roleplaying game should be. I could
enclose a SSAE for their reply. Most zines lose seems to come d o w n to the same f e w points. hardly fail to notice, though, that it does meet
enough m o n e y w i t h o u t a n y e x t r a b u r d e n ! The 'fun' gamer points out that " w h e n it comes the requirements of a large n u m b e r of players.
Thanks. 1 0 1 . 5 Mike Lewis down to it, everyone plays the game for f u n " , Roleplaying games have t h e potential to be
and c a n n o t c o m p r e h e n d w h y t h e ' s e r i o u s ' an important recreation, even art artform, w e l l
Contact Addresses into the future. I d o n ' t consider this s t a t e m e n t
BARBAROUS LEAGUE, Paul de la Pena. 7 Hulton Close, gamer insists on c h u r n i n g out all this rubbish
Brunton Park, Harton, Cleveland TS7 8PG I?), BSFA, Sandy about " f l a w s i n t h e A D & D s y s t e m " . T h e unduly p r e t e n t i o u s , t h o u g h n o d o u b t m a n y
Brown, 18 Gordon Terrace, Blantyre, Lanarkshire G72 9NA 'serious' despairs of the 'fun' gamer, dismiss- will R o l e g a m e s a r e a p a r t i c i p a t i v e , a c t i v e
(E7 per year), CEREBRO, G F Wilmetts, 74 Gloucester Rd. ing him or her as the kind of person who thinks recreation ( a s a g a i n s t t h e p a s s i v i t y o f T V
Bridgwater, Somerset TA66EA(E4 50 for 6), CUT &THRUST.
Derek Wilson, 321 Headley Road East. Woodley, Reading, Beethoven is boring, and watches Crossroads viewing), a c r e a t i v e r e c r e a t i o n , a c e r e b r a l
Berks RG5 45E (55p), DAGON, Carl Ford, 11 Warwick Road, sedulously. recreation, and (potentially at least) an indivi-
Twickenham, Middlesex TW26SW (85p), DEAD ELF, Andrew Where d o e s t h i s r i f t c o m e f r o m , a n d c a n dualistic recreation. W h a t c o u l d be b e t t e r f o r
Fisher, 2 The Limes, Hitchin, Herts SG52Ase (45p), DEMON'S
DRAWL, J e r e m y Nuttall, 4 9 Longdown Rd, Congleton,
anything be done to heal it M y own opinion is an age in w h i c h conformity and the suppress-
Cheshire (55p); FIERY CROSS, Tom Stacey, The Mill House, that t h e a r g u m e n t i s caused b y 'projection', ion o f i n d i v i d u a l e x p r e s s i o n a r e b e c o m i n g
Rays Hill, Hawridge, N r Chesham, Bucks HP5 2UJ (60p), that is, assuming that other people believe and increasingly common. Big Brother (or Sister for
GREATEST HITS, Pete Birks, 65 Turney Road, London SE21
do t h i n g s f o r t h e s a m e r e a s o n s a s y o u d o . that matter) w o u l d not approve of roleplaying
7JB ( 5 0 p ) , T H E G U I L D E R , W i l l i a m W h y t e , 1 0
Salamanca, Roebuck Rd, Dublin 14(45p), HOPSCOTCH, Alan Hence the glib assertions that "everyone plays games, u n l e s s t h e y w e r e u n d e r h i s c o n t r o l .
Parr, 6 Longfield Gardens, Tring, Herts (50p), IMAZINE, Paul for f u n " , o r " a l l A D & D p l a y e r s h a v e n o And h o w could Big Brother control s o m e t h i n g
Mason, 16 Corncrake Close, Sutton Coldfield. W Midlands 872 imagination". that has no recognisable raison d'etre, t h a t is
1HY (50p), INFINITY, Russell Willis, 6 Shutler Rd, Broadstairs, as individual as its players?
Kent CT10 1HD (50p); JAWZ, Alex Zbyslaw, 197 Herbert Ave,
Have a look around you at the mass of people
Parkstone, Poole, Dorset BH12 4HR (35p), L A N K H M A R w h o p l a y roleplaying g a m e s . S o m e s c h e m e Before I get carried away (and s o m e of you
STAR D A I LY, Robert Nott, 1 5 8 Pendeen Park, Helston, ingeniously t o a m a s s a s m u c h p o w e r a n d w i l l feel that I should have been, long ago) I'd
Cornwall (85p); M A D POLICY, Richard Walkerdine, 1 4 4 better return to the relatively simple manifesto
wealth for their characters as they can, others
Stoughton Road, Guildford, Surrey GU2 6PG (45p), M A N I C
DEPRESSIVE, Nick Edwards, Cherry Lea, Wells Rd, Dundry, behave unpredictably s e e m i n g l y purely on from which the above ruminations developed. I
Bristol, Avon BS18 8NE (55p); MYSTIC CRYSTAL, Jason whim. Still others methodically attack anything believe that roleplayers should recognise that
Kingsley, 7 2 Main St, Osgathorpe, Leics LE12 9TA (75p). they c a n . H e r e a p l a y e r t r i e s t o b r i n g o n e other players m a y n o t play t h e g a m e f o r t h e
NMRI, Brian Creese, 2 5 6 Canbury Park Road, Kingston on character to life with skilful use of mannerisms same r e a s o n s t h a t t h e y themselves do, a n d
Thames, Surrey KT2 6LG (45p); OBSCURITY INC, A Keen,
Kitchener House, 6 Gordon Terrace, Edinburgh EH16 50H and language, t h e r e a p l a y e r tries to unravel should a l l o w for this. A s a c o r o l l a r y to this, I
(60p); PRISONERS OF WAR, Wallace Nicoll, 228 Kmell Ave. the secrets of the G M ' s world. To put all that should point out the dangers of allowing game
Cardonald, Glasgow G52 3RU (60p), PROTOPLASM, 2 0 down t o a desire f o r ' f u n ' i s s u r e l y t h e m o s t companies to flood t h e market w i t h products
Victoria Rd. Rathgar, Dublin 6 (?); SCHOOL FOR SCANDAL,
Trevor Mendham, 53 Townccurt Crescent, Pelts Wood. Kent
narrow-minded view! that emphasise only one of the many styles of
BR5 1PH (5 for El), SWANSEA WITH ME, Matt Williams, 24 People p l a y r o l e - p l a y i n g g a m e s f o r m a n y rolegaming. A s Mike Lewis noted in t h e g 2 1
Moor St, Coventry CV6 6EQ (40p), TAKE THAT YOU FIEND, different reasons. Try to think of exactly w h a t S o a p b o x , this can only lead to stagnation, and
Kevin Warne, 4 8 Boscombe Avenue, Hornchurch, Essex
RM11 1 J G (35p), VIENNA, Richard Egan, 6 4 Rookery Rd,
you g e t o u t o f rolegarnes. I f y o u r e f l e c t o n the loss of rolegaming's greatest asset — its
Knowle, Bristol BS4 2DT (40p); WARGAME NEWS, Emiay, sessions you've enjoyed, you'll realise that the individualism.
17 Langbank Ave, Rise Park, Nottingham (E4.50 for 6) answer is far more than simple 'fun'. And if you Sgb Paul Mason

IMAGINE magazine, March 1985


53
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of the myriad secret factions struggling for power. In CRASIMOFFS
GHOST
WORLD you make your bid for fame as the gods themselves vie for
dominance. With full-time gamemasters backed by computers, the IN T H E
postal role-playing adventures are an experience you shouldn't miss. MACHINE
FLAGSHIP is the magazine of PBM adventure gaming. When we
started in 1983, we had just 28 pages. Since then, we've matched the
explosive growth of the hobby and issue 4 broke through our 40-page
target, with 44 pages of reviews, illustrations, strategic advice, game-
master commentaries, humour, fiction a n d stop-press news o f
Britain's latest fantasy role-playing game. And we now have discounts
for nearly every British postal game, including Crasimoff's World,
Feudal Lords, Galactic Conquest, Keys of Bled, Starg lobe, Starmaster,
Starweb, Tribes of Crane, Universe II and Vorcon Wars.
And there are more changes to come. From issue 5 we're changing
our full-colour cover, and we're planning a new cover every issue from
then on. We're commissioning extensive, deep analysis of play in the r LUC
established British games to give our readers a decisive edge in their
Mt If 1 1 '
battles. Our free small-ad section is booming, with reader alliances
forming in many of the major campaigns. AblE21
Is all this leading up to a change in price? Well, yes— but we're doing TRAVELLERS' — 7 : T-
so well that we can afford to bring the price down!— to encourage new T/ILES
readers and work towards the day when every active player takes a
FLAGSHIP subscription as a matter of course. From issue 5, four
issues will only cost E5, making each issue cheaper than most turn
fees! If you start 3-4 games a year with our discount coupons, the
magazine will actually work out entirely free!
And our guarantee to subscribers is still in force: i f you're dis-
appointed, we'll refund the whole unused sub to you (minus the cost
of the issues already sent). Perhaps it says something about FLAGSHIP
that nobody has ever taken us up on this!
If you've yet to try the challenge of PBM gaming, don't wait any PROFESSIONAL\
longer. Join the FLAGSHIP breakthrough, and let us add a whole new SEciturs
dimension to your adventures.

Send me 4 issues of FLAGSHIP from issue 4. I understand that, if I'm


disappointed, I can write to cancel my subscription and get the
unused money back. I enclose E5.
Name
Address (please print)

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
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5 6 P r i n t e d b y T A V I S T O C K P R E S S ( B E D F O R D ) L T D . , M a n t o n L a n e , B e d f o r d M K 4 1 7 P G . Te l e p h o n e : ( 0 2 3 4 ) 5 8 5 1 7 .
EXPERIENCE
A LEGEND
TSR'S FIRST ADStir
FANTASYA
NOVEL!

HRONICLES
VOLUME I
DRAGONS OF
AUTUMN TWILIGHT

Dragons creatures of legend. K


world oifantasy. DRAGONLA, CE"'
CHRONICLES, the epic ques of a small
band of heroes comes alive ink R ' s first
full-length AD&D' fantasy tuty.,
You've played the game. Now,kdad t
novel. Finally, available.
Ask for DRAGONS OF AUTUNINIA
TWILIGHT, the first volume in he ervic,c
trilogy, at your favorite hobby, bo k or
toy store.

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